Layer Posted February 1, 2014 Posted February 1, 2014 I already keep foolishly using Miquilette to try to get in on zoners already, despite the fact it hardly, if ever works. To hear that it might actually be a viable tactic in the near future is comforting.
SoWL Posted February 1, 2014 Posted February 1, 2014 Well, approaching zoners is actually one of its main purposes, it's just that its cooldown and invuln frames make it easy for the opponent to punish you if you don't space it correctly (i.e., if you don't get a hard read at a very specific range). Even dashing behind a Flint Shooter is more reliable.
MechaMacGyver Posted February 1, 2014 Posted February 1, 2014 l don't think the devs want her to control her own heat up, you're either going to use the available heat up to it's fullest, or you are not. as stated all her combos end in heat gain anyway. h2 already makes her a dangerous character, no need to overdo it. I'd love to have the option to stay in dangerous character mode while still doing decent damage with H1 combos. Wasn't Order Sol limited in a similar fashion in AC with being forced to go all in with his specials once he acquired charge?
Layer Posted February 1, 2014 Posted February 1, 2014 (edited) Yeah, I felt Miquilette was only useful so far for only combos and occasionally a crazy way to go through a projectile and get them off guard. The latter not too often, really have to be on my toes for that read. Edited February 1, 2014 by Layer
haitian_sensei Posted February 2, 2014 Posted February 2, 2014 I noticed there isn't anything in the arakune MU thread so I'm gonna go and ask here. What do I do the match up? I don't even know where to begin in that match. Sent from my SGH-M919 using Tapatalk
Shin Oni Posted February 2, 2014 Posted February 2, 2014 Well the Bullet changes sure are a welcome....
Zeromus_X Posted February 2, 2014 Posted February 2, 2014 It would be nice if they gave Miquelet more projectile invul closer to the startup. As it is now, you pretty much have to use it on prediction rather than reaction to go through projectiles. If Bullet gets stronger pressure and a better neutral along with the same damage she has now, she could be a force to be reckoned with in CP2. All aboard the Bullet train!
M.Song Posted February 2, 2014 Posted February 2, 2014 I'd love to have the option to stay in dangerous character mode while still doing decent damage with H1 combos. Wasn't Order Sol limited in a similar fashion in AC with being forced to go all in with his specials once he acquired charge? hos can choose to do lvl 1 versions of his specials at any time but if he does decide to use his action charge bar it does highest level he has
SoWL Posted February 2, 2014 Posted February 2, 2014 I noticed there isn't anything in the arakune MU thread so I'm gonna go and ask here. What do I do the match up? I don't even know where to begin in that match. Sent from my SGH-M919 using Tapatalk You can always leave a post requesting some info there, even if there are no other posts. I'll have to play some games with my local Arakune to say anything specific and not theory-fighting, especially since he seems so different from Extend.
haitian_sensei Posted February 2, 2014 Posted February 2, 2014 You're right dude. If I can learn anything on that random character, I'll post my findings. I wish I had people to play locally with. I gotta go all the way to Brooklyn to play at next level.
RurouniLoneWolf Posted February 13, 2014 Posted February 13, 2014 (edited) For completeness, here's the Bullet changes. Source Heat Up Level 2 – The flickering aura has been adjusted, it now appears much darker 5A, 2A – Improved attack hitbox 5C – Can now be charged. The charge version performs as the current one does, the uncharged one is smaller in movement Jump B – Jump B can now be canceled into Jump A Crush Trigger – On ground hit, it causes stagger. On air hit, it causes a wall bounce. Miquelet Capture – Increased damage. Until the attack ends, the attack is now projectile invincible Black Out – Activation is now “Requires Level 2 Heat Up” instead of “50% Heat Gauge” Loving the buff to projectile invincibility to Capture. I think the change for 3C is missing from this list though. I remember reading in my google translate that it got a similar invincibility buff. Edited February 13, 2014 by RurouniLoneWolf
natearistata Posted February 13, 2014 Posted February 13, 2014 I'm not sure if I dig the uncharged 5C not moving forward as far. Does that mean it might not combo off a max range 5B hit? Unless it's similar to Tao and you can combo into the charged version. I'm also curious to find out if Blackout takes the drive as well as requires it, or if you get to keep level 2 afterward. All in all, I dunno how much help that'll give her. Her major problem is the difficulty in the neutral game without drive levels, and that doesn't really appear to have changed at all. Guess we'll see.
WintySoSolo Posted February 13, 2014 Posted February 13, 2014 wasn't something going to happen to 3C? or was that dropped
natearistata Posted February 13, 2014 Posted February 13, 2014 There was mention of both 3C and Miquelet Capture getting improved projectile invulnerability, but iirc wasn't that previous list of changes just speculation off a little playtime with the patched version? Might've just been mistaken or something.
RurouniLoneWolf Posted February 13, 2014 Posted February 13, 2014 wasn't something going to happen to 3C? or was that dropped Something happened to 3C and it's even on her list of changes on the official site but it's missing from the SRK translation currently.
SoWL Posted February 13, 2014 Posted February 13, 2014 Oh, hey, SRK missed the 3C changes! My translations are actually useful! 3C now has better vertical hitbox and deals more damage. Also, its full body invuls last until the move's active frames. I'm not sure if I dig the uncharged 5C not moving forward as far. Does that mean it might not combo off a max range 5B hit? Unless it's similar to Tao and you can combo into the charged version. I'm also curious to find out if Blackout takes the drive as well as requires it, or if you get to keep level 2 afterward. All in all, I dunno how much help that'll give her. Her major problem is the difficulty in the neutral game without drive levels, and that doesn't really appear to have changed at all. Guess we'll see. Supposedly, she still has her old 5C, it's just that you have to hold it now (I believe even its start-up is the same). So if you want to combo from 5B, use 5[C], if you want a blockstring, use 5C. Also, having difficulties in neutral without Heat-Up is a valid weakness to have, since her neutral game gets that much better when she does have some levels. The worst thing about her was that she's supposed to be a heavy rushdown/mixup character, and both those aspects were kinda lacking. Not so much now that we can do silly stuff like dash OD 720, though.
RurouniLoneWolf Posted February 13, 2014 Posted February 13, 2014 Thanks for the 3C translation, SoWL. Loving both of these projectile invul buffs.
zankoku Posted February 13, 2014 Posted February 13, 2014 3C doesn't have projectile invulnerability, its body attribute invulnerability just got extended to (assuming the rest of the frame data is identical) 4-21 instead of 4-15. Supposedly, head attribute invulnerability was also removed from the attack altogether.
RurouniLoneWolf Posted February 13, 2014 Posted February 13, 2014 Ah, I see. Thank you for the correction. Guess they just wanted to make 3C easier to low profile stuff with then. But the change to the head attribute is a bit strange/worrisome. Guess we'll just have to see how it turns out.
Loryuo Posted February 13, 2014 Posted February 13, 2014 really liking some of these changes. Never thought of using 63214C before even seeing this as a means to getting in at all though.
zankoku Posted February 13, 2014 Posted February 13, 2014 I wonder if this makes her combos into Miquelet Capture even more burst safe.
IndigoNovember Posted February 13, 2014 Posted February 13, 2014 Jump B – Jump B can now be canceled into Jump A What will j.B > j.A be useful for? Awkward jump ins?
Glenburg89 Posted February 14, 2014 Posted February 14, 2014 I wonder if this makes her combos into Miquelet Capture even more burst safe. Ah, you're right because burst possesses the projectile property. If this theory is right, the opponent has a very small window to burst before the startup/active frames of Miquelet Capture.
Shin Oni Posted February 15, 2014 Posted February 15, 2014 What will j.B > j.A be useful for? Awkward jump ins? my guess would be possible height adjustment or to allow some time to land to perform 5B or 6B relaunch combos. just speculating though.
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