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Argent Zero

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Everything posted by Argent Zero

  1. Thanks for the information. *SPOILER ALERT* Ah the more I look back at the story, we can agree that the true winner is Relius (and perhaps Carl?)
  2. Finally finished the story mode for BBCF. I feel that was a fitting end to Ragna's story, I'm satisfied. Of course there are still some things left unanswered but for now... Still would like to know (Spoilers contained so please read at your own risk) 1) Arakune dissolved and Roy's ties to reality severed completely (meaning he's killed off if they do make some sort of sequel to the series)? 2) Relius jumped back into the cauldron since he was "done"? 3) Tsubaki's the new Hakumen (hinted by the long hair and his sword)? Wonder much time passed since she donned the armor. Assuming a long time from her dialogue. 4) Did Hazama really die? Seems that Naoto thinks otherwise (my apologies if Hazama appeared in Bloodedge Experience) 5) Carl = new Relius + a little bit of Arakune since he peered into the cauldron?
  3. Finally another monster-like character...! Hype!
  4. I know my statement came out all wrong and I regret saying it but you're saying things with a pretty sharp tongue too. I can understand your frustration now that I had time to collect my thoughts and look at the situation in a broader spectrum so I'll leave it at that. I do hope that they put back the ENG voice option. The voices were with us from the very beginning, doesn't make sense to cut it out now really (I know Hakumen went from that to Darth Vader but that was enjoyable on its own). It's which ever version you hear first that you tend to lean on (first impressions are always important and memorable) Don't know if it's comparable, but this more or less feels like the time when Arc System Works only ported BBCP for the PS3. A little disheartened that they did that for whatever reasons they had, but still felt betrayed. Enjoyed the JP and ENG versions of the same character duke it out. Long story short, they removed another element that fans enjoyed. Not cool... also unrelated with VAs but give me back training mode while I wait for opponents in player rooms.
  5. No need to apologize, you're absolutely right to feel that way. Just because it has little impact on my experience, doesn't mean another's experience will be intact such as yourself. My apologies for rubbing salt into your wounds, I meant in no ill-will. But, as you respect my opinions and as I shall respect yours, no matter how this situation plays out, for better or worse, my experience will not be affected. I do pray for everyone's hopes to be answered in the near future.
  6. So no dub eh? While I want to sympathize with those who want/need dub but unfortunately I'm one of those who are unaffected by the company's decision. GGs guys. Don't want to sound like a douche but I'll enjoy the JP voice acting because I understand what they actually say. I do hope in the future a patch will add the dubs for every other's sake. But for now just think that your watching an anime on one of those video sites. Nothing too different right?
  7. For Arakune's case: CSEX≧CS>CP>CT>>>CPII For Tager's Case: CP≧CSII=CPEX>CS>>CT For if playing the newer versions. Well, I guess it won't be too much fun if your character's been nerfed a lot. But it's always going to be fun at first to see what kind of changes have been applied and see what kind of combos you can now pull off. I for one am excited with the new changes (character and system wise) BBCF will bring.
  8. 1) lag of course, if you win you feel terrible, if you lose you feel cheated. 2) Bigmouths online, but that's super satisfying when you defeat them and they run afterwards.
  9. 5A = Knock back increased, however due to the changes made to 6B, 5A>6B is easier to land. 5B = Knock back decreased, 5B>6A Gatling added. New curse possibility? 6B = Lunges you forward but no more armor. fOg = Increased curse charge so no longer character specific (sometimes only charges 90 against certain characters).
  10. Arakune's JB = Only the first hit counts as an overhead.
  11. Oh so that's the new DD. Looks like a Coralian from Eureka Seven. Pushes the opponent into the corner on block, extends Arakune's curse time I beleive (gauge changes color indicating it). Just to aid Curse I'm gueesing
  12. http://jbbs.shitaraba.net/bbs/read.cgi/game/45148/1415025277/ A brief summary of the changes so far seen in the 2nd test. New change in Curse mechanic (the one I mentioned earlier), Arakune can no longer charge curse at the end of a curse combo (how he was able to charge at max 50% curse when finishing up a curse combo). 6D Party bug no longer overhead. When the new DD activates, the curse gauge turns blue (previously purple) 6B moves you forward (JC>) JD>B Permutation connects, with this JD is now able to cancel with command moves. New Gatling Route 5B > 6A From testing, JB Combo route can charge max of 80% curse, 6A still has one hit curse combo potential.
  13. Translating some Arakune changes from the 2nd Loketest, will post in other threads. 5A>6B Arakune now moves forward like Platinum's 6B, Arakune now has an easier time hitting opponents with this from anywhere. Was able to do JD>JD without landing. Even on wiff. 2A>2C now connects if opponent is standing (won't work if they're crouched?) But since 5A>6B moves you forward, it might be irrelevant? 5D>J3D connects (yes) JD>B Permutaion connects at the corner, but it can't beat 1D5D1D5D (wait this actually works?)
  14. UPDATE Don't really understand what the basis is, however the X sometimes doesn't appear on the gauge preventing recurse at the end of a curse combo. We suspect that the starter may have something to do with this, whether it's a bug starter or not, but not 100% sure.
  15. You can't recurse an opponent off say a D-Bug or C-Bug apparently.
  16. From a post regarding the closed loketest Arakune cannot recurse opponent at the end of a curse combo (a X appears on the gauge indicating this)
  17. Reposting with complete translation note. Basic Guide: ~>= the beginning of a combo, will begin with the starter mentioned prior. Dive Cancel (DC): must do in general combos, a crux for when doing a Dive Reversal>6B combo (when you appear on the reverse side of the opponent when doing dive attacks) jc: jump cancel (JC = jump C attack) Mid-screen F starter Combo(5A, 2A, JA, JB) ~>(5A, 2A)>5B>2C>6D Charges 25% Curse gauge, will widen the distance gap btwn you and the opponent so following up with a Gas is safe. J3D will be a blue beat for anything other than an emergency recovery. Use C Permutation for back roll recovery. Use B Permutation and 2D for forward recovery, and 2C or 3C for non-recovery action (when opponent is just laying there). For pursuing emergency recovery, J3D>2C>3C with j3D being your safest pursuit. 2C can’t be punished in this situation so it’s a 50/50, but for 3C, it will lead to a sure punishment. When pursuing with a 3C, you should use OD cancel to activate curse or else the risk isn’t really worth it. ~>5A>6B>J6D>Bird>Bird>Wheel A basic combo for any Arakune, will charge 25% curse gauge and help carry the opponent to the corner. If you can’t do the Bird Combo, this is your staple combo. After the combo, use 2B to pursue any opponent doing a forward recovery. Use 2A>5A>6D for any opponent that fails to recover and to charge even more curse. 5A>5B>5D finisher or > -- 3C> =0 or Permution ∟jc Air Dash J4B>5B>2C>6D For when you use 5D and it connects/doesn’t connect. Either 5B1>5D or 5B3>5D. When finishing off with 5D, use Zero Vector, Permutation, Party Bug set up; jcdAir C Permutation will cover everything from emergency recovery, crushing any momentum from a forward recovery, or just simply some on who fails to recover. Following up with a Ground C Permutation instead of a j22C: has a slower startup, will connect to J3D upon hit, won’t be able to pursue delayed recovery, and for anyone who fails to recover will be a blue beat. When finishing off with a 3C: will be right next to an opponent so do what you will. When continuing from jc Air Dash J4B: charges 25% more curse, for if you can pull it off. ~>5A>6B>J6D>Bird>JA>JA>(JA)>JB>JC>Dive>6D>j22C The Bird Combo, will charge 90% curse gauge. The combo route may differ depending on character. Also the combo may differ from the user, JA*3>JB1>JC. As an Arakune user, try pulling this off until you have some confidence in Arakune. C Bird>dlJA>JA>JB>JC will connect against: Ragna, Jin, Tager, Azrael, Bullet, Litchi, Makoto, Tsubaki, Nu, Mu, Izayoi, Lambda, Kagura, Platinum*, Rachel* (*Only with A Dive) B Bird>dlJA>JA>JB>JC will connect against: Hazama, Terumi, Bang, Noel Walk forward then A Bird>dlJA>JA>JB>JC will work against: Hakumen (JB2), Tao For those that are not listed, are unknown Corner F Starter Combo (5A, 2A, JA, JB) ~>6B>2D>5D>J6D>6D The combo will work against all characters, one hit curse combo. However, 6B>2D may miss against certain characters (example: Kokonoe). Use 5A to adjust range when starting Combo. J6D is a must because doing 5D>JD will not connect against some characters (Ragna). ~> 5A>2C>6D>6B>2D>5D>2D (Same attack Combo) ∟J22C>5A>6B>2D>5D If you carried your opponent to the corner with 2, this is your best combo to do a one hit curse combo. If you want to efficiently down the opponent, use J22C and avoid using the same hit combo. Also, if you do a 6D when an opponent forward recovers after the second 2D in the same hit combo, 6D will connect from the back; best used for when you want to reset the combo. ~>5A>5B>2C>6D>Back Jump>J6D>6B>2D>5D An F Starter One hit curse combo that can mess up because of many things: 5A usage, 6B Delay, 2D not connecting, etc. The combo will work better if you can minimize the amount of moves you use at the beginning (example: for a JB Starter, ~>5B>2C or 5B1>2C) Mid-Screen N Starter (6A, 5B, 4B, 5C, 3C, JC, 5D, 6D, Dive, J6ABC (2C can only be followed up with 6D or rc so has been omitted) 6A>5D>J4B>J4A>JA>5A>6B>J6D>Bird>JA>JA>JB>JC>Dive>6D>j2CC A 6A One hit curse combo that becomes the usual Bird Combo. Unless you’re trying to kill the opponent, this is going to be your base; will also connect even if the opponent is carried into the corner. Even if 6A>5D gets guarded, there’s a 1 frame advantage for Arakune. 5C>JA>JC>Dive>6D>J3D>(6A)>5D The easiest anti air starter combo that charges 75% curse. 6A will hit cleaner if you walk forward a wee bit after you use Dive. 5C(CH)>5D>JA>JB>JA>JB>5A>6B>J6D>Bird>JA>JA>JC>Dive>6D<j22C Requires getting a counter hit, but the best one hit curse combo off of 5C. 5C(CH)>j22B>5A>5B>JA>JB>JC>B Dive>6D>j22C (‘・ω・’)< Derp Corner 5C>JA>JC>B DIVE>walk forward>6B>2D>5D>J6D>6D One hit curse combo, as long as 5C hits, Arakune can do anything he pleases. If the opponent tries to get out by air dashing, 5C will prevent them from escaping + curse starts. This is the basic 5C combo, however 5B will wiff against some characters. Corner 5C>JA>JC>A DIVE>6D>air dash JB>J4A>JB>5A>6B>2D>J6D>6D One hit curse combo that connects against all characters. Floaty. Depending on the air dashes height, you have to be careful how many times J5B hits, practice a lot. Beginning slightly nearer to the edge from where your opponent spawns 5C>C BIRD>JA>JC>A DIVE>go behind them>6D>air dash>JB>J4A>JB>5A>6B>J6D>5D>2D>Bird>Bird>Wheel. One hit curse combo that carries a lot. If you delay the jc after the C Bird, you’ll be able to carry the opponent further. Press 1 to do the A Dive after the JC. If you’re a little too near the edge, switch with B Dive>6D for better control. The height of the A Dive>6D differs so make haste when you try to connect it with the JB. Very hard to pull off, but rewarding. 5C>6D>dlJ6D>Bird>JA>JA>JB>JC>Dive>6D>Air Dash>JB>J4A>JB>5A>6B>J6D>5D>2D One hit curse combo, no really feasible, character restricted. 3C(CH)>Invisible>2A>5B>JA>JB>JC>A DIVE>Get Behind>6D>Air Dash>JB>J4A>JB>5A>6B>J6D>5D>2D One hit curse combo that’s only restricted when 3C counter hits. The combo time is also very short that even trying to connect Bird>Wheel is questionable. 3C(CH>Invisibility can also be followed 2B, 6B 2B>5B>2C>6D 2B>5B>Air Dash>J4B>5B>2C>6D Beginning slightly nearer to the edge from where your opponent spawns and aerial hit confirm 2B>5B>JA>JC>A DIVE>6D>Air Dash>JBJ4AJB>5A>6B>2D>5D>J6D>6D One hit curse combo that’s possible since it’s a N Hit starter. You need to confirm that 2B hits in the Air. Since the 2B is a N Starter, you can go into the 5C combos. Great for punishing forward recovery. 2B (Aerial hit)>5B>5D>C Bird>Air Dash>JA>JB>5A>J6B>J6D>Bird>JA>JA>JB>JC>DIVE>6D>J22C A one hit curse 2B Starter combo that doesn’t require positioning. Only tall characters will get hit if you do instead 5C>Non C Bird. When doing Bird>Air dash JA, input 9 to do the jc and connect the JA easy. Even if the opponent is short, 5D>Air Dash>JB>J4A>JA>JA will bring the opponent down to continue the combo. But there’s really no need to learn this combo due to the difficulty. 5D>Bird~> will connect against: Ragna, Hazama, Terumi, Relius. 5D>Air Dash>JB~> will connect against: Litchi, Tsubaki, Izayoi, Makoto, Bullet, Bang. Both ways will connect against: Tager, Azrael, Hakumen. Neither ways won’t connect against: Jin, Rachel, Tao. Others unconfirmed. 5B(CH)>5C~> Refer to the 5C combos. The only move that will connect to 5C. For 5B Starters, following up with 5D, 2C is better and more realistic. However, trying to connect with 5D requires spacing so 2C becomes the easier of the two, though you’d still have to rely on RC to connect. Also, 5B Starter’s Arakune’s fastest with the least amount of move proration, so it can reach up to 5K with the use of CT, 6K with the use of 75% Heat. With 5B Starters, you need to keep in mind of heat. Other than that, 2C(rc) is sufficient. Corner 6D>J3D>Bird>JA>JA>JB>JC>A Dive>Get behind>6B>2D>5D. A combo that utilizes 6D’s anti-air properties. You probably won’t use it that much, but it’s always good to know a combo starting from 6D. Mid-Screen 6D(fc)>J3D>Walk forward>6D>J3D One hit mid-screen curse combo. Not too difficult to pull off, but trying to get a fc from a 6D is unrealistic. JC(fc)>Dive>6D>J3D>6A>5D JC starters need to be fc’d if you want to use them. Though trying to start something with JC or throwing out a raw JC is rare to begin with. Mid-Screen A Dive>5B>JA>JA>JB>JC>B DIVE>6D>J3D>Bird>Bird>Wheel Really not feasible but out of the N starters, Dive starts have the longest combo time for Arakune. However, Dives count as same attack so be careful. When in the corner, A Dive reversal>6B will connect. But, if the opponent burst, it’ll put you in the corner. Also, if other factors are included after the Dive’s knock back (example, Dive guarded>6D>Party Bug Guarded or D Bug) immediate RC leads to Arakune appearing in front of opponent. By doing a delayed RC, Arakune will appear behind, something to keep in mind. Heat Gauge Combos When you want raw fire power. Arakune doesn’t use his heat gauge unless you’re doing JC>F○g. Basically, use the gauge during N Starter combos. However, if the curse gauge is charged 50%, using your heat gauge for F starter combos is also something you want to keep in mind. F Inverse Starters: Mid-Screen>6D>J3D>Bird>Bird>Wheel. Corner F Inverse>(5A)>6B>2D~> one hit curse combo. Don’t’ have too many so information is much appreciated. JB>5A>5B>5D>Air Dash>J4B>2C>RC>Bird>JA>JB>JC>Dive>6D>j22C A JB Starter that uses 50%heat for 90% Curse charge. If 5B>5D is too difficult to pull off, replace it with 5B>2C (Curse gauge charge down to 65%). F Starters have low combo time so be careful. Using 3C>CT>5D is also an option after 5B>5D. F Starter >5A>5B>5D>3C>CT>5D With F Starters, 3C>CT won’t connect with 5C. Mid-Screen N Starter>2C>RC>Bird>JA>JB>JC>A Dive>Get behind>6D>Air Dash>JBJ4AJB>5A>6B>2D>5D>2D (Same attack combo) Combo time near the end is pretty short so be careful (especially when trying to connect 2D>5D>2D) 5D>J6D won’t connect because of time constraint. Can carry the opponent from where you spawn to the corner near the opponent. Anything less, 2C>rc>Air dash>BJ4AJB will lead to 6B wall corner, so you can try ending the combo with the Wheel. N Starter near corner>5D>3C>CT>5C>6D>J3D>Bird>JA>JB>JC>Dive>6B>2D With an N Starter, you can do a lot with 3C>CT. If you’re OK with a shorter combo time and same attack combo, you can switch out Dive>6B with Dive>6D for a one hit curse combo. If you delay 3C, you can carry more. High Power Combos. These combo do not care about starters. They are however very hard to pull off and only focus on pure raw power. Some combo can also charge curse. Corner 5A>6B>A Dive>CT>6CCC>RC>6A>5C>6D>C Bird>A Bird>Wheel Uses 75% Heat for 4343 Dmg. Highest output for 5A. Mid-Screen 6B>4B>6CCC>RC>4B>JC>B Dive>CT>5C>6D>C Bird>A Bird>Wheel 75% heat for 4536 Dmg. For finishing the opponent off mid-screen. Throw>CT>6CCC>RC>5C>6D>Bird>Bird>Wheel. 75% heat for 4775 Dmg. For finishing the opponent off with a throw. Near corner 5B>2C>6D>cancel with CT>5C>6CC>5A>6B>A Dive>Walk forward>6D>A Bird>A Bird>Wheel 25% for 5009 Dmg. Easy to follow up after the 5B Hit confirm. You can switch 6B>A Dive for 2D for over 4000 Dmg and curse charge. Near corner 5B>2C>6D>CT>6CCC>RC>5C>JC>B Dive>6D>A Bird>A Bird>Wheel 75% for 5680 Dmg. Near corner 5B Anti-air(CH)>CT>6CCC>RC>5C>6D>JC>B Dive>6D>6B>A Dive>6D>Wheel 75% for 6232. If you use 6A before 5C, dmg will increase at the cost of stability. On a side note, if you block Kagura’s Fafner on the ground, 5B Anti-air CH will occur. Going on the offensive with Curse. Without knowledge of C Bug’s guard crush properties and how Arakune attacks against wake ups, the opponent’s going to have a hard time. By using AC or BC bugs at the same time, and then followup with a multi-hit move, you can force the opponent to guard another C bug and keep up the pressure. Also using the C Bug’s knockback in creating pressure is another factor to keep in mind. By utilizing these, you may be able to come up with your very own guard strings. Mid-Screen 5A>5A(Hold and release C)>A Bug>Forward Dash>C Bug The simplest guard crush. You can adjust the timing to your likings. If the opponent successfully guards, you can follow up with a B Bug or if Guard Crush activates, you can pursue with a 6C. Also counters Guard Cancel tactics. You can replace the forward step with Air dash J4C, PQs, or not use the C Bug as a guard crush, but use a overhead to break through the opponents defense. With simple options like these, it’s pretty easy to trip an opponent up. Below are moves that can be used when forcing guard crushes or tripping up opponents, use for reference sakes. l Forward Dash, dl Forward Dash l Forward Air Dash J4C, Back Air Dash J4C (allows Arakune to quickly get back to the ground. Can be used to follow up with a quick low attack, the forward version can cause a crossover hit so be careful) l APQ, BPQ (APQ’s movement afterwards is a crossover. If you’re really close, APQ will activate a crossover, doesn’t seem strong but with BPQ’s presence, its usage rises) l JAPQ (position hard) l Rising JC (if you’re close and with C Bug’s knockback, the JC becomes a crossover. Follow up with a B Bug and such) l 6C (C Bug’s knockback + opponent’s crouching = 6C Crossover. Only works for crouching) l Forward Jump>B Dive (when B Dive connects, Arakune goes a wee back in the 4 Direction. Jumpin forward will cause B Dive to act as a crossover and Arakune will appear in front of the opponent. When Diving, press 2D for the D bug to follow up. Starting the combo with a B bug also is a safe follow up at the sake of dmg. It can reach 7k but there are more practical, safe ways to do so) 5A>5A>A Bug Guard confirm>CPQ(Hold and release BC) If you let go of C fast enough it becomes a crossover but that requires timing and practice. By cutting down 5A once, A Bug becomes a crossover + you’ll have invincibility frame + opponents DP wiffs. Even if you don’t use 5A but rather use CPQ on an opponent waking up, it’s annoying. A rather hard-to-counter guard crush. {Translator’s note: As said here, one of my favorite tactics to use on wakeups, whether at the corner or mid-screen. You’d be surprised how many people get baited by this tactic} 5A>5B (Hold and release C)>forward step cancel>A Bug>B Bug>C Bug>A Dive Not a Guard Cursh but rather a mid-screen startup. The C Bug positions the opponent just right for A Dive to become a crossover. If you do manage a guard crush, confirm and pursue. 5A>5A> =0 (Hold and release 5BC)>Forward step or something 5A followed up with a =0 or slow cloud makes it harder for the opponent to escape or block. Akin to the CPQ tactic. 5A>5A> =0 (Hold and release 5B)>2D(hold and release 5CAD)>Forward Step>Overhead of your choice. A =0 followed up by a 2D plus cross over options. 2D keeps Arakune invisible. 5A or A Bug hit confirm>5A>5A>A Bug>4B(Hold B)>A Bird(Hold A)>Air Dash JC (Release ABC) For your typical people who thinks it’s safe just to get hit by the A bug. The 4B will cause the opponent to wake up, then followed by a Bird, finally reset the combo with a JC. Depending on the timing, JC will become a crossover; because you’re air dashing, it’ll hit crouching opponents easy, and even if they block JC, the C Bug’s there to break the shield. If you do JC right over them, they can’t tell whether the C bug is coming forward or from behind, and if you do a reversal JC, then the B Bug’s knockback will make the opponent guess if the C bug’s coming from front or behind. Corner Combo Mid-Screen Combo ~> Bird>Bird>Wheel>CD Bug>6D>D Bug>6B The basic of basics. If you carry to the corner you can set up the party bug for an unblockable 2C Setup or Dive Crossover. Can also use 2B. The opponent has three options to break out of this setup. 1) Wake-up DP (the most common). 2) Forward recover. 3) Delay recover. Wake-up DP will beat 2C unblockable setup but will lose to Dive Crossover. Forward Recover will get punished by 2C, but the party bug will hit and cause a blue beat plus Dive Crossover will wiff. The Delay recovery suffers from the same dilemma as forward recovery. It may seem that there’s a lot of holes the opponent can use to escape, but if you still have Curse, a forward recovery can be punished by 6B>B Bug. If they’re going to do a wake-up DP they have to do it immediately or else an unblockable setup or a crossover overhead is waiting for them. Plus, if they have slow cloud, forward recovery’s useless. When you do a 2C and have 20~30% curse left, follow up with a B and D bug. Or if you do a crossover Dive, use a 6D Bug. This will clear out the curse gauge and let you re-curse the opponent for 4500 Dmg; do not use this when Arakune has no more curse, the risk is not worth it. However, in Tager’s case, if you do a 6D Bug, since he’s too big the party bug will hit. To compensate, use Rising D Bug>5D>6D. In Azrael’s case, Growler has a 1F GP so 2C unblockable is useless against him. In Kagura’s case, his DP is a down hold so it’ll be difficult for him to pull off and his DD doesn’t have invincibility at the first Frame so rush in there. In Hakumen’s case, 2D can’t protect him from the onslaught. 6B(Hold and release 6BC)>APQ Crossover combo. The moment APQ warps, the C Bug becomes a crossover guard crush. For 6B to cause a block string, use A Bug, another 6B, 2B, 3C, etc. For wake-ups, just by doing APQ+BD Bug is quite hard to read. 6D Finisher (Curse Start)>2D(Hold and release 6CAD)>Forward step or CPQ You’ll be a little salty if the opponent bursts during your forward step, but in general, the forward step will reap in more rewards. Forward step will be able to counter any overheads from Relius, Ragna, Tager, Hakumen, Carl, Kagura [sentence doesn’t have context]. Even if C bug gets block, you can recover by doing a 8J to cause the D Bug to attack front. Then followup with a B or C Dive to do a crossover. Even if you don’t end off with a 6D, just do a 2D Guard confirm and spew out AC Bug, you can be random with the timing. Shooting out 2D fast against a wake-up can punish forward recovers (blue beat for those who’s just laying there). Be careful when trying to use JB against an opponent who’s guarding a crossover D Bug because the JB may wiff (Hazama). Corner 2D (Hold and release 6CAD)>A Bug>B Bug>D Bug>6D (set party bug)>2C An unblockable using 2D. When they block, use 5B>6B Bug>2C~. When guard crush activates, use 2B wiff>6 B Bug>6CCC~. Aerial hit, use 6CCC~. Ground hit, use 6B>6CCC~. Many possibilities to do. That’s all for now. If there’s any error that pops up, I’ll edit it. Thank you.
  18. Indeed, it was always nice to kill something before the clock hit 80sec. But honestly, from these mentioned changes so far, what are your thoughts gentlemen? With the bugs being so expensive, I can't throw out A and B bugs without depleting my gauge too much. Though for a short time, that shouldn't be a problem anymore. The tools are always going to be obscure at first but there's always someway that these tools are going to be abused to where it makes Arakune competent again. Still, I would like more firepower, wouldn't hurt Arakune too much if he did.
  19. Oh, forgot about that. (>.<) But yeah, if they would just remove the SMP we'd have some hope, kinda fearing that's going to stick...
  20. It is a loketest but the chances of things going official is 60/40 at best (looking back at past loketests) I want to say in order to achieve 7000 - 8000 dmg your required to use the Action flow system. That or reset the opponent like crazy.
  21. https://twitter.com/giketomato/status/623455860199550976 Translating a more detailed notes for Arakune @ BBCF loketest (unfortunately, the fear I've posted earlier about Bugs now getting SMP might be true) This is probably the most up-to-date changes so far, some information may be repeated here Major Change: SMP now effects damage and have no effect on combo duration. Normals do not have SMP, however specials do. Bugs have been modified as "Special" thus are now affected by SMP (Damn it) New Moves: P Reject A move that will auto-active if the opponent is near Arakune during the pre-warp motion. Once hit, the opponent will be hoisted up and drops down, Arakune will be able to move afterwards so great possibilities in ending curse with this or combos in general. However, startup is relatively slow + you'd have to be sticking right next to the opponent for it to activate, so adding this into a combo may be a challenge. For now, 5C>APQ>P Reject and 3C>BPQ>P Reject has been confirmed. JB>5A>5B>5D>3C>BPQ>P Reject does not work, may be M Startup F= A new DD that can be only activated during Curse. Once active, a bug that looks like it came from Nausica: The Hidden Valley of the Wind will run around across the stage. It'll start from where the OD Icon is and will go down forward from there. A multi-hit move, will cause opponent to spiral and then fall, knockback upon block is huge and will push the opponent right into the corner. Once the curse gauge is gone, the bug will disappear. When active, the curse gauge will go from red to purple, indicating that the curse will last longer than usual. No other plus effects are known, best be used as a curse time extender. Old moves Curse System Like in CS, the curse system is time based lasting around 9-10 seconds. D based curse gain is still 25% like in BBCPEX. A, D bug remain the same. B Bug: will now appear from the ground, startup is slower. Once it leaves the ground, it will gain its usual speed. 5B Bug will appear in front of Arakune (Around where jD appears) going towards the enemy at a 45 degree angle. Upon hit on ground, the opponent will be knocked back strongly, no down, same when guarded. Aerial hit remains the same. On the ground, B Bug>D Bug will not connect if mashed out together, so you'll have to imput D Bug beforehand. C Bug: Faster startup (?) same guard crush properties. Upon confirm, 5A or 5B will connect (be fast about it though). Even if you Guard crush, however, the combo damage is quite small. Guard crush>D bug Full combo = little under 5000. F Inverse Damage increased from 2000 to 2500. SMP rate unconfirmed Zero Vector Now able to execute on ground. Motion wise, same as spewing a slow cloud. Once the cloud makes contact, it will begin charging the curse gauge (for reference, if the opponent is at 0 curse, it will take 3-4 secs for the cloud to fully charge the gauge). The duration of the cloud staying on the field is long. Unconfirmed, but once a curse combo is complete and you do Zero Vector, it may not count in curse gauge retrieval. a±b Command is now 236D PQ BPQ = walks forward then warps back CPQ = Does a 6D Motion, warps where the party bug appears, can immediately move afterwards. Aerial CPQ = Does a B Dive motion, warps forward, a little further forward from where the party bug appears. All PQ will activate P Reject if Arakune gets close to the opponent during the pre-warp motion. CPQ has a very early invincibility frame, so this may be your best counter (activate P Reject as a pseudo DP or just run away) Dive Now has overhead properties. 2D Can now do 1D, 2D, 3D to adjust distance. 2D= same, 1D=real close, 3D=around where party bug lands. 1 hit JD Upon hit, can now cancel into specials. Decreased frame advantage upon hit, opponent will go up upon hit, decreased untechable time. Unconfimed if cancelable upon guard. Gataling Routes and other changes jC>jD new gataling route. jC>Dive is pretty hard to pull off (it will connect though, but not always, see my previous Arakune notes on hit connect) 2C startup is cheap, with the curse bug now affected by SMPs, 2C startup full combo with F Inverse = 5100 Personal thoughts, combo time seems shorter. Even with 2C Startup, Wheel > CD bug> 6C3 hit, the opponent is able to tech out of it. jB>5A>6B>j6D>bird>jA>jB>jC>Dive>6D>party bug + Permutaion, the moment the party bug hit, it was a blue beat combo. Other than jD, jC, Dive, the combo parts remain unchanged thus combos that don't involve the edge have not really changed. Some combos: 6A>2B>5B>2C>6D>Party bug hit Ground Throw>B Permutation>5A>5B>jA>jC>Dive>6D>Party bug+Permutaion At the edge, jB>5A.6B>2D>5D>j6D>jC>jD>Bird>Wheel
  22. Just from personal experience, between Arakune and Tager, I had an easier time dealing with Nu/Lamda with Tager. The sledge helps in advancing on her. But in Arakune's case, can't even spit out a gas cloud without getting skewered like a fish. But anyways I'm excited on how the characters are balanced this time around. The loketest information, can't wait for them
  23. It's like watching someone kill a zombie. It never dies...
  24. Not really netplay, but this. https://groups.google.com/forum/#!topic/easypcfix/gWLrLTRmwV0 Really old but what the hell is this?
  25. (◇)人(∵)< Tag Team Buds Forever!
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