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Posted

And there's still plenty of potential to be tapped.

Posted

Certainly. Doubt it would affect damage too much, but heat gain may be a possible benefactor. But not even curse combos, I'm looking at curse set ups, pre-curse combos, post curse unblockable.

I have a list of things to test out, apply and practice once this game drops.

Posted

I like what fumo is doing with the slowdown cloud. He uses it for oki. Makes roll tech pretty much useless in theory.

Posted (edited)

I plan on picking this game up when CP is released in the US. I played CS briefly at a tournament and liked this character the most. Is Arakune a tough character for someone not familiar with the series?

Edited by wiredgod
typo
Posted (edited)

Yes. Fortunately, the Arakune sub forum is a comprehensive resource for all things Arakune, and the wiki provides quick information for basic learning. You can bet your ass before CP even drops in the US, we'll have plenty of information in both the forums and the wiki to help you along. I sincerely hope you stick with him.

Early welcome to the hive.

Edited by Skye
Posted

Pre-curse teleport is what it always has been.

Gimmicks.

Posted
Pre-curse teleport is what it always has been.

Gimmicks.

Well, pre-curse teleport is useful, but not when this guy does it. He does 5d teleport, which assuming any decent player knows that 5d is no longer jump cancellable, it is obviously a teleport. And assuming any decent player knows that jumping forward is the a-teleport, arakune should get fataled for doing it every time. However, that doesn't stop me from blowing ppl up with 2a a-teleport in extend. :-S

since 5d is dash cancellable, i can see MAYBE using c-teleport after it so ppl dont blow up your dash-cancel, assuming c-teleport is the same kind of animation.

Posted

There's 2 different teleports that feint a forward jump now though, the old one and the new one wich makes arakune stay in place.

Posted

That's the cute things about gimmicks, they might work, but nothing is guaranteed. Since we're on the subject, following up with 3c can punish mashers.

Not to mention delay dd cancel. Too much theory crafting though.

  • 2 weeks later...
Posted

Just a quick question, what will happen if you try block n to infinity? Without Libra Gauge, Guard Break in it sounds useless now.

Posted
Just a quick question, what will happen if you try block n to infinity? Without Libra Gauge, Guard Break in it sounds useless now.

The astral itself has changed entirely and is probably only useful for combos anyway.

Posted
The astral itself has changed entirely and is probably only useful for combos anyway.

Uh, not quite. He still transforms into that huge blobl thing and charges at the opponent (though he seems to first back up and then charge forwards). In fact, unless by "combo" you mean "Curse>Astral>BEEEEES>Connect Astral", I am not really seeing how you combo it.

Posted
Uh, not quite. He still transforms into that huge blobl thing and charges at the opponent (though he seems to first back up and then charge forwards). In fact, unless by "combo" you mean "Curse>Astral>BEEEEES>Connect Astral", I am not really seeing how you combo it.

I indeed meant only in curse. It probably wont be easy, but it's definitely possible. In previous games the east he approaches was random, but it was still possible to combo into it, except for CT.

In any case, It's comboability is the only thing anyone can comment on since we don't know if it still has the same guard attributes. Could still be guard crush, could be completely unblockable this time, we don't know and from what I've seen, none of the Japanese have invest time into finding out.

The best we can do now is theory fight combos into it, which is largely pointless, unless you have citations to the frame data.

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