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GoBL1N reacted to a post in a topic:
[CF] Arakune Technical and Gameplay Discussion Thread (The Combo Thread)
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Skye reacted to a post in a topic:
[CF] Arakune Technical and Gameplay Discussion Thread (The Combo Thread)
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Kezia reacted to a post in a topic:
[CF] Arakune Technical and Gameplay Discussion Thread (The Combo Thread)
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Davo87 reacted to a post in a topic:
[CF] Arakune Technical and Gameplay Discussion Thread (The Combo Thread)
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DrKatz reacted to a post in a topic:
[CF] Arakune Technical and Gameplay Discussion Thread (The Combo Thread)
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antonymichiru reacted to a post in a topic:
[CF] Arakune Technical and Gameplay Discussion Thread (The Combo Thread)
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Cool.
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The dive has to connect close to the ground, the closer to the ground the easier the dive cancel is. That's why I recommend the combo I did, because j.c knocks down so j.2a will hit close to the ground. Have you watched any videos on how dive cancels work? It seems you have trouble visualizing it. And Dive cancels haven't been staples for the character since CSE.
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Taken from the Q&A/FAQ thread, which has this in the OP. Q. Dive Cancel, wat do? Dive Cancelling (or DC for short) is when you cancel a dive move with another too close to the ground for it to come out. When performing a dive (j.2a/j.2b/j.2c) upon contact with the opponent, you have a 3 frame window to input another dive, when done close to the ground, it cancels and turns into a ground attack, you can then buffer/kara the attack into anything you want, so to do [j.a > j.c > j.2a > DC (Dive Cancel) 6d], once j.2a connects, you tap 2 and press b or c then press 6d. So it will look like 2/c,6d. Dive cancelling can go into any ground action/command. Remember that if you used the dive, you can't cancel with that button, for instance if you did j.2b, you cannot DC with b, you must use a or c, provided that you did not use j.2a or j.2c. If you are to practice Dive Cancelling, then I recommend 5c (launch) > j.a > j.c > j.2a > DC 5d Note that since dive launches now it's less crucial to learn dive cancelling than it used to be.
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Davo87 reacted to a post in a topic:
[CF] Arakune Video Database
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Davo87 reacted to a post in a topic:
[CF] Arakune Video Database
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FKGunBlaze reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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Skye reacted to a post in a topic:
[CF] Arakune Technical and Gameplay Discussion Thread (The Combo Thread)
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RWA Announcer reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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Davo87 reacted to a post in a topic:
[CF] Arakune Video Database
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Alright guys I made CF threads, incidentally I will be locking this one to promote conversation in said threads.
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Hearing the additional details about the moth is super interesting. Can't wait to see the translation.
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Iirc it's bc > 22b > 5a > 5b > j.a > j.c > j.2a > 6d > j.3d The throw is special cancelable. Do 22b as early as you can.
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Looks like j.c lost it's landing recovery.
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I'm liking it. Apparently there was some footage last night, I hope someone reups it.
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Well smp is removed from normals and even if it weren't, it no longer affects hitstun.
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Skye reacted to a post in a topic:
"Understand the Past, Gain the Future": Dustloop Revamp General
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We could just go back to the CS2/CSE curse combo approach, which was 1 mix up > 1 combo, reset (probably unblockable) > another combo. The changes Arakune received will not only change the dynamic we play him, but how people fight him. Cloud now puts a fire under patient opponents who used to not mind reading the odd cloud or so, it could also change the game vs zoners too.
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Skye reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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Argent posted new info, some stuff sound super interesting, but bugs count as specials now and do have SMP.
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Wonder if they changed 6c rekka in any way.
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Thank Argent Zero Arakune updates (Notes from post 390 and onwards, this post will reflect mostly post 404's information) Guard Crush Bug still there. Arakune's cloud doesn't go away, will cling on to opponent till Arakune's hit or curse gauge is mazed out, all three clouds still available (can spit out clouds from the ground now) JA>JB no longer connects 2D now spits towards opponent (homes in on them?) Bugs do not use curse gauge meters, its back to time (about 9 secs?) B Bug hit doesn't make opponent float? Permutation (spiders) hit differently, falls down slower? When hit, opponent floats. New move, P Reject, is blockable JD untechable time reduced, after JD Arakune can move (jump cancelable) Dive nerfed, slower? Warp Changes (BPQ, CPQ, and aerial CPQ) BPQ = after taking 4, 6 steps forward, then warps back. CPQ = warps after doing 6D motion Aerial CPQ = warps after doing B Dive motion New Move = P Reject Will hit in air as well, around 900. Think of it as like Platinum's counter (the one where she shakes her butt) After hit, spider will bring opponent up and toss them down. Able to pursue with JA, 6JA. Dive pursue seems impossible? New DD, summons new bug (looks like a anomalocaris). As long as curse is active, will scurry pretty fast around from left to right (3, 4 times?) If Arakune follows the bug, he has the potential to carry the opponent to the corner real easy like. May interfere with combos. Exceed Accel = turns into a rafflesia and hurls the opponent up. Can't seem to pursue. Dive Nerf a mystery 5C>JA>JC>Dive doesn't connect 5C>JA>JA>JC>Dive connects Probably won't be able to connect at a very high altitude, but for the dive to connect, you might need to be a little above the opponent. JD Follow Ups in depth Another JD, jump cancel (j.c), bird, Dive all are confirmed options to pursuit. J6D>j.c>J3D seems possible. JD>Bird>j.c>JA>JA>JC seems plausible (hopeful?) J6D>6D no longer connects due to J6D reduced untechable time.
