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About Darret_Wallace
- Birthday 01/01/1866
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I don't think it matters too much, the D button isn't really required in curse until you confirm into d bug so it can just be held in until then, it will just require getting used to. What i find curious is the teleport stuff automatically activating into a new move if up close, this could restrict how we use the teleports as left right mixup during curse.
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Nah sorry, I only know about the curse exclusivity because it has the same text before it as the slowdown cloud does (which is now 236d), and the teleport stuff was a loose translation by someone else
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The new super is exclusive to curse, the teleport thing could be that it becomes the new move when doing 214 whatever when up close.
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[CP] Arakune Technical and Gameplay Discussion Thread
Darret_Wallace replied to Skye's topic in Arakune
Is the C bug hitting or guard breaking? It should be doing the latter -
[CP] Arakune Technical and Gameplay Discussion Thread
Darret_Wallace replied to Skye's topic in Arakune
I didn't notice changes to 6b until now, it has upper and mid guard point. Also raw 6b and 5/6a follow up are treated the same now so they affect each other with smp, raw 6b is no longer jump cancellable on block. -
[CP] Arakune Technical and Gameplay Discussion Thread
Darret_Wallace replied to Skye's topic in Arakune
I'm actually curious as to what he was going for at the end of the combo, jc into bell bug then force them to block FoG for recurse? -
[CP] Arakune Technical and Gameplay Discussion Thread
Darret_Wallace replied to Skye's topic in Arakune
arakune players seem to be going for grabs a lot now, this never happened in 1.0/1.1, what changed for this to happen now? -
[CP] Arakune Technical and Gameplay Discussion Thread
Darret_Wallace replied to Skye's topic in Arakune
I suddenly remembered the question asked somewhere about something along the lines of "are there any dedicated arakune players like dogura azrael?", the guy now plays nu at the slightest hint of nerfs to az, there's nothing wrong with that but when it comes to arakune we have plenty of very good dedicated players like fumo, eki-chan VER and hiyoko. I guess some people rate zagi but i think he's poop. If ever there was a time to drop arakune it would be now but they look to be continuing with him. As for what happened to hazure he switched to rachel in 2.0 i believe. jc ioh is character specific to tager and i think hakumen. -
[CP] Arakune Technical and Gameplay Discussion Thread
Darret_Wallace replied to Skye's topic in Arakune
being a mod sounds like a complete waste of time to me -
[CP] Arakune Technical and Gameplay Discussion Thread
Darret_Wallace replied to Skye's topic in Arakune
watching this character just makes me sad now -
[CP] Arakune Technical and Gameplay Discussion Thread
Darret_Wallace replied to Skye's topic in Arakune
https://www.youtube.com/watch?feature=player_detailpage&v=MHiTtCKVmZY#t=380 seems jb has replaced jc as the ioh, 4k and he opted for reset so might have been possible to squeeze out more damage if necessary. Much preferable to standing there pressing 6a like a mug, still the loss of crossup shenanigans with jc hurts. I also never see arakune players using 41236a, perhaps curse doesn't last long enough to justify using it or we never get the necessary combo enders but i was a fan of the slowdown cloud. Also loss of 2c wallstick sucks, meant we could get full curse from a little way out before, unless 6b confirms allows us to get full curse slightly away from the corner it'll be a loss. -
[CP] Arakune Technical and Gameplay Discussion Thread
Darret_Wallace replied to Skye's topic in Arakune
hiyoko - https://www.youtube.com/watch?feature=player_detailpage&v=YG9zkIdys0M#t=267 VER - https://www.youtube.com/watch?v=L6VSIj6r9Ds&feature=player_detailpage#t=750 hiyoko seems to have adapted best so far but nobody seems to have really figured him out, also i swear the reach on 6b has been shortened, seems to be whiffing a lot on standard standing 5a confirms -
https://www.youtube.com/watch?v=9OUsntuDEak&feature=youtu.be I uploaded this from nico, combos for building curse meter. Faster spider makes more combos possible. Also seems like he's doing tk spider, gives 40% curse on hit.
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[CP] Arakune Technical and Gameplay Discussion Thread
Darret_Wallace replied to Skye's topic in Arakune
The answer to your first question is yes, for your last one generally combos that go into j6d curse aren't worth going into j236c for damaging combos, instead you should go for the reset. once you get the b and d bug confirm you should either forward dash then do 41236a or super jump forward and do it in the air, try to hold in a bug long enough during this move so it doesn't disrupt the combo. If midscreen you should after the slowdown cloud do 5aa 6a, if the 6b > j6d put them in the corner then instead of 5aa > 6a just go for 2c (4 hits) 6d for unblockable setup. Also when i say the damaging combo isn't worth going for you should go for it if your opponent doesn't have much health left and can thus, kill. It's been a long time since i've played properly but i think i remembered this stuff correctly.