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Argent Zero

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Everything posted by Argent Zero

  1. This is not a bashing thread. You might want to take your trash talk elsewhere and stick to looking for matches. Have respect for others and keep the hate to a low level. If you are out for some blood, I will be happy to accept your offers and have matches.
  2. Main Arakune and Sub Tager as always.
  3. Ggs to freezama and zeth. A wee bit laggy but no harm done. >8810 I see that we have another arakune player. Haven't seen you in a while.
  4. Hello there NoNombreHombre, I too started to use this community very recently. As a fellow newcomer, welcome. Ggs by the way, nice tager
  5. Closed room for today. Ggs to xKxOxMx.
  6. Room up. Any takers?
  7. Room has closed. Will reopen in due time.
  8. Will have a 2bar, 3-slot room up around 9:30pm, East Coast. All are welcomed to join. Will close abruptly if there are no takers.
  9. So, this is where the community thrives... Ah well, I guess I should use this resource a wee bit more. Good games to those I played this evening. Though, I'd wish people would stop running away in the middle of a match and/or kicking just after the 1st. At least have some pride and finish the bloody match, then leave with grace. And from the looks of things, I'm seeing my name here and there. I hope I'm not causing any trouble with anyone out there. Sorry for the post being so long, want to be as polite as possible. PS: Haven't seen any Arakune players in a good while... would really like to learn a few tricks or two from the better.
  10. Here's arakune (CSII) list of modification: -Dive, 236C, 6C+follow ups are weaker. -Jump, slower around 5F -Slower backstep -Edge Warp slower (2 seconds?) -Curse time reduced to around 6 seconds. -During curse, reduction time will not slow down even when Arakune is blocking. -6A, JC slower + DD-FO is not unblockable, but hits low and tracks enemy (able to use in combo) + DD-FO will curse the opponent in one shot. + New combo route: 5B then 4B(Old 6B) + JB knockback reduced + increase in 5A attack power + 5D, 6B longer range O D bug faster (less hits) O 6B motion changed to 4B O 6D= bug will appear a bit farther away from Arakune O 5A to 6B followup = the 6B can be used by itself (a bit slower though) Hope this will give an idea of how Arakune fights. Still will be able to dish out 6,000 to 8,000 damage with curse. We'll see how Arakune develops over the course of time
  11. In Tager's case, Arakune does have the upper hand. However, what makes it a little dangerous is Tager's Sledge Hammer and Atomic Collider. The Sledge has the ability to block JD's, and 6D and will allow Tager to advance on Arakune. The Atomic Collider will put a hold on Arakune's areial moves. Since Arakune's health isn't great, two to three combo sets can really cripple Arakune to the point of defeat. Sorry for being too basic, but hope this helps any Arakune players...
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