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Everything posted by Mumm-Ra
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We can still get curse on block, but it'd be less, I hope we get specifics soon. I wouldn't say he's like CT Carl, he's got more ways to do damage than him, thats one. And he doesn't have crap HP like Carl, so at least he can take a beating. Besides he isn't broken like CT Carl. LAWL INFINITES.
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Disregarding the bad jokes, when is the next loketest?
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I know that the first loketest doesn't mean much, but eh, a thread had to be made someday And yeah we'll have to wait, back when CS was being loketested we didn't have much info, and it seemed like Arakune was terrible (with even the japanese having trouble trying to figure out combos), but look at final build Arakune. At least I hope that we get information faster than before, with CS.
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Edit by CD: Ok, I'm legitimately getting sick of this thread. New Rules, make sure your friends know! Because 90% of the people commenting in this thread have proven to me you cannot have a reasonable discussion, there are now only a few things that may be posted: 1) Copy & Pasted notes of the original Japanese loketest notes. 2) Translations of #1 3) Questions to CLARIFY the notes from #1 or #2. 4) Answers to #3. IF ANYONE, AND I MEAN ANYONE, POSTS ANYTHING THAT IS NOT WITHIN THESE 4, THE THREAD WILL BE CLOSED AND INFRACTIONS GIVEN. --- Discussion about Arakune's BBCSII loketest changes goes here! Keep google translations at minimum. Green = Misc. Blue = Buffs Red = Nerfs Purple = Unconfirmed/Unsure Moonrunes = Untranslated; if you can, please give a proper translation 9/9/10 Loketest: Overall damage decreased. Guarded drive moves give less curse meter. 8/10/10 Loketest: D bug now hits Mu while rising. D bug falls faster, less hit stun (wiki says less damage, blog says less hit stun, who knows). Pinwheel/spin and dive have spam move proration. Landing recovery after air throw. Bird jump cancel still there, but hard to do (?). Teleports much slower; can hit him on reaction on start up. 16/10/10 Loketest: F of G can be comboed into, easier to tack on curses with meter. F of G autoaims on the opponent. F of G gives you 100% curse, probably can't use it to recurse afterwards. jC has more proration. F of G hits low. Jump startup is 6f. Increased recovery for backdash. 23/10/10 Loketest: [*]New move 4B added (old 6B). [*]New move 6B added (old A>6B). [*]5B>4B gattling added. [*]6A start up increased. [*]6D bug placement is quite far now. [*]Zero Vector lasts for about 6 seconds on the timer. [*]Zero Vector moves slower. [*]Faster jump. [*]More chances to curse by offensive aproach. Zoning isn't as effective? 15/11/10 Loketest: [*]Curse combo still does 8000+ damage. [*]Bird returned to CS1 version. [*]5A>2A, 2A>5A gatling added. [*]F of G can used in combo to recurse opponent. [*]Mist is faster, but lasts shorter. [*]Slight increase in startup time before a warp. [*]6D is positioned slightly farther away, faster fall. [*]jB's attack level reduced. [*]Zero Vector lasts for about 6 seconds on the timer (confirmed in this loketest). [*]5D air unblockable? (needs verification).
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Arakune being nerfed and moving up to top tier what is this. Make invisibility break primers this time ASW!
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I'm so confused right now.
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I might have misunderstood, I replaced "not bad" with "even" in my mind, when its obviously a favorable matchup for Lambda.
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I'm not really sure about Hazama and Ragna basically switching places, I actually think they made a typo in that last japanese tier list, but I don't play either characters, so I wouldn't know. As a Arakune main I think that Arakune being A tier, unlike before when he was B tier, makes sense. Its not because he can deal 14k+ damage, but the fact that he has enough setups to do such atrocities. The only thing that keeps him outside of S tier is how bad he is outside of Fever (he might not be unplayable, but he is bad), and the change in the curse system. He wasn't S tier in CT because he had the highest damage in the game, but because of how easy it was for him to obtain curse and deal his high average damage combos (5k into recurse and "oki"). "Not a bad matchup for Lambda"? I might not be japanese but I'm not really sure that saying "not a bad matchup for Lambda" is correct, I'd rather say "A good matchup for Lambda". When using Arakune and playing against Lambda you suddenly turn into Tager from my experiences, you get shut down almost completely, waiting for the Lambda player to mess up. It might not be as bad as before (I've got actual nightmares about Arakune vs. Nu), but its definitely better than "Not a bad matchup for Lambda". Arakune being called OP "now"? He was being called broken since Arcade release .
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Hima 4 life
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I love Instant Kills.
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Mu's hitbox is similar to Lambda's I think, the only difference (and a really weird one) is that the D bug's second phase will whiff on her, so you have to launch her yourself from the ground (with 5C, for example) for the bug to hit, otherwise she'll tech.
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He mentions both Litchi and Kokonoe.
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Okay I was talking with Severin the other day about my string and he asked me if I tested it on every kind of guard there is, and turns out Barrier Blocking ruins it. So I modified it a little bit, and it should still be air-tight (and it should still work) on all characters (I only tested it on Tager and Ragna so I'm not sure): [3AA>tap 5CD>214B>A bug hits>B bug hits>C bug hits>D bug phase 1 hits>Crossup j.C>j.2C>D bug phase 2 hits]xN Since barrier pushes you back, now you have to tap C earlier for the C bug to hit the opponent, pushing them towards you again, making it able for the 214B to crossup. Making the j.C and j.2C hit is a little harder on barrier though. The wonderful thing about this is that if they try and protect their last primer with barrier, they'll deplete their barrier meter, entering danger status. Now, if you break their guard and hit them with a high P1 move, like 2C, you'll get 9-10k of damage on most characters and 7k on Tager mid-screen! Isn't that great?
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I tested the string on every character, it works. You have to crossup before the opponent starts blocking the B and D bug, otherwise it doesn't work, you're probably tapping the 5D too soon, make sure to do it right after 3AA/6A, you have to be quick. For the 6C crossup to work, you have to hit 6C just before the 5C bug hits, so it pushes the opponent towards you and the 5C followup ends up crossing up. I'd do a video but sadly I don't have a capture card.
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Did the hima crossup got old already? Does your opponent block all of your mixup? Then fear not, for this blockstring I've been messing around works wonders, on all the cast! This blockstring is legit, and it will even activate the guard bonus you get after 7 seconds of constant blocking, the bad news for your turtler opponent is that you can guard crush everything with it -even Tager- and still deal about 7k on most characters and 6K on Tager after the guard crush, with the possibility of meter gain. [3AA>tap 5D>214B>A bug hits>tap 5C>B bug hits>C bug hits>D bug phase 1 hits>Crossup j.C>j.2C>D bug phase 2 hits]xN This crosses up three times per repetition and breaks three primers in a legit blockstring mid-screen, its harder to land on some characters than others since they have a smaller horizontal blocking hitbox (Like Jin). If anything hits, great, if jC hits, even better, if nothing hits, you're probably fighting some kind of psychic lunatic... that will get his guard crushed to bits. Now, of course you can do 6A instead of 3AA, or instead of j.C you can turn invisible while the D bug's first phase hits, or even do some nifty 6C crossup shenanigans (although those whiff on most characters, like Jin and Carl, for example*), or just go for high-low mixup, or instead of j.2C you can do j.2B, or 214B, or 214C... hell, I don't know! Oh, and you can go for a green throw between repetitions. *6C crossups will whiff if you do tap 5D, since the first phase of the D bug pushes them too far away for the 6C>5C followup to hit after a successful crossup. To fix this issue you mustn't tap the 5D at the beginning of the string and hold the 5C: 3AA>214B[C]>A bug hits>B bug hits>5]C[>6C>tap 4D>C bug hits>5C followup>D bug first phase hits>2C followup>D bug second phase hits Be careful, since this blockstring isn't really air tight like the first one.
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I think I read somewhere that there's problems doing 6A>5D>236236C>5D>jA>jC>jD on Rachel, Tager and Hazama, I tested that for a bit and you only have to wait a second before doing the 236236C for it to work on Rachel and Hazama. It doesn't work on Tager though.
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Ragna's approach is his biggest problem? Surely you jest. Arakune can't go around throwing clouds mindlessly around Ragna, an intelligent Ragna can punish a cloud from any height, and after that its Arakune's doom, no reliable reversals without 50% heat. When he's cursed the round is over? You could say that for any character, even Lambda, and that doesn't make the matchup good for Arakune.
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You need to tap D just before Arakune spits the opponent, its fairly easy. Remember that for some characters you need to push them a little bit forwards or the second phase of the D bug will whiff. About the Wheel loop, don't worry, you only need a little practice, I'd drop it when I started, too.
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Alt. Color I guess.
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You can move Arakune while on the active frames of the super. Try moving him to the left to position your opponent to the right of the laser. In honor to this video I made up the next combos. Show your friends who's wears the pants in your relationship and strike fear in the hearts of your enemies with the most impractical use of 100 heat ever. CH 5D>IAD 4A+B>5C>j.A>j.C>j.2A>Dive Cancel 236236C>5D>HJC>j.A>j.C>j.2A>Dive Cancel 236236C>5D (Standing opponent) 5D>j.A>j.C>j.2A>Dive Cancel 236236C>5D>HJC>j.A>j.C>j.2A>Dive Cancel 236236C>5D (Airborn opponent) Caution: Use these combos only if shit gets real. Talking about this video, That 6C>5C crossup is very nasty. Obviously, it only works when the opponent is cursed, or after they recover. You need a bug to push them towards you, only the A, C and D bugs seem to work, if someone manages to make the B bug work, please report how. Making the A bug and C bug work is very simple. You only need to release the bug then immediatly do 6C>5C before the bug hits. Using the D bug is a little trickier since it doesn't push your opponent towards you like the A and C bugs, just like the B bug, but unlike this little bugger the added hits make it able to do the crossup. You need to release the bug then cross over to the other side of your opponent, be it by jumping, diving to the other side, or dashing, and do 6C>5C whilst the bug is hitting.
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I was messing around in training mode and got a combo for j.6D: j.6D>2C>RC>5D>hjc>j.A>j.A or j.B>j.C>j.D 100% curse The thing is that the j.6D must hit behind the opponent, otherwise you'll be too far away for the 5D to hit after the RC.
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I saw j214C>5C in one video before, since it does a little more damage I'd say its a better option for such case. I don't know if its stable on all the characters though.
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In those videos this guy does 5C>jC and sometimes 5C>5C>jC in between the wheel loops, does any of those deal more damage than the usual wheel loops with 5C>5C in between in the long run?
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Well, I got my information from the BBCS Story Discussion thread: Maybe he managed to kill Arakune because he's a giant blob of sethir, and Armagus are powered by that?
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This be my first post. I assume that his healing abilities come from the Fake Azure, since his win quote against Hakumen says the following "Shit...why won't these things stop bleeding!?", and Hakumen's nox negates Armagus (The Azure). Regarding Ragna's eyes during Black Onslaught, I can only see one eye, its either his red eye, or my TV is too shitty to see properly lol.