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Everything posted by hakimiru
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San Diego's thread of meetups every Friday Night at SD Saltmines
hakimiru replied to shtkn's topic in West Coast
Are the guys you're grabbing mainly coming for P4A or BB? I haven't been going recently because I think we're still mostly doing P4A, but I might go if you show up with guys that want to play~ -
Last 2 posts: Osaka Taito was pretty packed and had a 2 hour wait. 1 play was all I could find the motivation for(つд;) I didn't learn all that much, but here it is: ・After hitting with 2D1, 2D3 still triggered repeat proration. ・A Asteroid D startup was surprisingly slow. Hitbox tapers off horizontally, and might be hard to use unless you're slightly farther away than midrange. This is information we already know, but as confirmation: ・5D untechable time has definitely increased. ・After air throw, opponent can be picked up with 2B ・Lunatic>Gazer doesn't work after a sliding down in the corner. Lunatic's launch got higher, causing Gazer to whiff quite a distance under them. Gazer can no longer be used as a combo part. ・Rush rc>dash 2C 2D~ works as usual. Probably the go-to for spending meter midscreen? ・Aerial>Corona>Lv2 Dive rc>purple throw proration reset still works. Things I wasn't unable to test ・Whether or not 2C has repeat proration. I was planning to test by asking my opponent not to tech, but I wasn't able to ><; 2C>Break>2C>Break>2C>Star 2C>Break>6C>Break>6C>Star We'll probably know once we do a general damage comparison, so I'll leave that to people with more free time. Went to the loctest today. Some of this is probably already posted, but here are my notes: ・J2C is still at a frame disadvantage on block. ・No projectile invul on any of Asteroid's startups. The new move Cosmic doesn't have any invul either. ・There doesn't seem to be any way to fit Lander or Cosmic in combos. Maybe once with OD? Depending on level, etc. ・Tager has integrated CT into his combos so I tried 6ACH>CT, but nothing seems to follow up after. ・Corner sliding down>5B/5CC etc. didn't used to work on Jin/Valk, but for 5D sliding down only, if you run all the way up to point-blank range it connects. ・Lunatic>Gazer can't be interrupted with throw even after instant blocking the Lunatic (I was told by my opponent) I'd be happy if that last point is true, but my time ran out before iI could investigate properly... And that's about it. The adjustments this time feel something like EX plus a little extra. Personally, I think it was done pretty well.
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I don't know Arakune "lingo" so pardon me if some terms are confusing. Also too lazy to consolidate formatting, so I'm sorry but you might have to do some work to get everything readable and looking nice >_< My apologies. Explanation of permutation.n.r 22+AorBorC Usable in air 30% Curse on hit On activation, a spider drops down from the top after some delay. The location the spider drops from is determined by the button pressed. A B C | | | wall | | | wall | | | Spider S S Something like this (The formatting for his diagram got mauled, but I think this is what he meant) On Curse Mode: ・Gauge depletion has been slightly slowed compared to EX, but bug summons use up curse meter. - Gauge depletion by bug is roughly (this is by eye, so these probably aren't actual values) A Bug: 10% B Bug: 15% C Bug: 20% D Bug 30% Overdrive (Only has effect during curse): - Activating Overdrive freezes the curse gauge. - While in Overdrive, summoning bugs does not deplete curse meter. - Overdrive duration changes depending on Arakune's health at activation. - 100% health > roughly 12 seconds, 50% health > roughly 14 seconds, <1% health > roughly 16 seconds A plus minus B: 41236+A, Usable in air, Only usable during curse - Using causes Arakune to spit out a different colored mist than Zero Vector. - If the opponent inhales it, the curse gauge will freeze for roughly 30% duration. - Like the Overdrive, using bugs will not cause the gauge to deplete in this state. Extra notes on permu: Spider appears about 1 second after the command input. Hitstun is about the same as JD Command input makes Arakune move somewhat similarly to JD? Spider locations are fixed and controlled with abc, so probably all the opponent can do about it is move to a spot where it doesn't hit. Spider decends fast enough that it's probably impossible to dodge on visual confirmation. Arakune's animation for the move is the same for all versions, so the opponent can't tell which location the spider will drop at. Other Observations on Moves and Damage: ・No particular changes to JB so far ・Damage decrease for spinning wheel ・All 3 hits of 6C hits for about 2119 raw ・BPQ motion is now JD ・5D→3C→Bpermu for okizeme. Can also do equal 0 after 3C. ・JB・JA・6D connects after throw. 6C/5D didn't work ・2C does multiple hits, 5 max ・Corner 2C・5D airhit causes wall slide(Wall slide time is same as GG) ・2D full hit gives about 30% curse ・3C ground homing added ・6D in corner no longer goes offscreen and 2C 5th hit→6D now connects ・Corner 100% curse combo: Corner 2C→6D→5A(jc)→6D→JD→land 6D Extra: For combos during curse, if a±b is not used mid combo curse mode ends immediately. Hitstun is about the same as mist, so if you just replace the Zero Vectors used mid-combo for curse gain with a±b you might be able to combo like before. In other words, CD bug combo parts which use a lot of gauge should be used while a±b is active. In Wheel→C Bug→D Bug combo parts, if you delay D Bug summoning you can hit with a±b. Well, even before that, there's the problem of not being able to use C/D bugs as freely to catch your opponent... The rest might depend on the Crush Trigger. Regarding 2C: Only the 5th hit floats the opponent to the top right like in EX. Hits 1-4 are just multi-hits. Even if hits 2・3・4 whiff, the opponent will probably float as long as the 5th hit connects. (He notes that this is all observations, so some things may be wrong and there's no proof that this is how Arakune actually works). Feel free to ask if my translation anywhere sucked and you can't tell what I meant (although there's always the possibility that the original was unclear as well, and I can't help you).
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Eh sure, why not. I'm not the best with deciphering names so please forgive me if something sounds stupid. ・5D - Swings his arm down for an overhead, applies upper weakness. ・2D - Applies lower weakness. ・6D - Overhead, applies side weakness? ・JD - Applies upper weakness ・J2D - Causes knockdown, wide crossover range, applies lower weakness. Specials - ○ Gustaf Buster (236A) Does a punch after a short dash. ○ Tiger Magnum (236C) → Cobra Spike (46C during 236C) → Leopard Launcher (6C during 46C) 3 stage rekka. Can chain on whiff, and is pretty much a guaranteed punish if the 3rd hit is blocked. Magnum has repeat proration. ○ Growler Field (214B)(Chargeable) → Phallanx Cannon (After a successful 214B, 236B) Anti-projectile guardpoint. Has a hitbox and does damage if next to opponent. Phallanx can be activated when a projectile has been succesfully guarded, and fires forward projectiles. ○ Sentinel Dump (623C or 22C on downed opponent) Kanji's Buster attack. On a not-downed opponent, it launches them in place and hits them as they land. Special cancelable (on hit?) ○ Variant Crash (236D)(Chargeable) → Variant Charger (When weakness applied, 6 during 236D) Super armored. Applies upper weakness. Unblockable if weakness has been applied. Carries more than half-screen like Banishing. 6 for followup. Can also do jump attacks mid-followup. ○ Hornet Bunker (214D)(Chargeable) → Hornet Chaser (When weakness applied, 8 during 214D) Super armored. Applies lower weakness. Unblockable if weakness has been applied. Launches them up like P4U's Bokosuka C. 8 for followup. Distortion Drives - ○ Black Hawk Stinger (236236D) Long distance rush followed by a punch. ○ Scud Banishment (214214D) Short range jab. Applies all weaknesses. Damage is somewhat low, around 1100 raw.
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San Diego's thread of meetups every Friday Night at SD Saltmines
hakimiru replied to shtkn's topic in West Coast
Sorry to hear we're losing you :< Let me know if you need help with the move or something. And I'm probably going to skip this Friday's meetup as well, at least until the P4 hype either builds up or dies down. -
It's mostly just the beginning. 214D > 5C[1] doesn't work well if you're too close; there's like a minimum distance, making it slightly more finicky than starting it the other way. Edit: And looking at Nedel's combo, I really should've tested it first before saying anything. That's with regular air ender apparently, so it's actually a lot better than mine.
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It's slightly harder, but you can trade some of that heat for a little more damage with: Corner, GC > 214D > 5C[1] > 6C > 236D > 214D~C > 236C > 4B[2 only] > 2DD > TK > 5DD > 6DD > 2DD > air ender (6.871, 57 heat) Not sure if worth it....
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San Diego's thread of meetups every Friday Night at SD Saltmines
hakimiru replied to shtkn's topic in West Coast
So apparently you can do legit team-style matches in Player Match mode online? When did this happen? How did I miss this? *mind is blown* We should definitely do this one of these days. -
San Diego's thread of meetups every Friday Night at SD Saltmines
hakimiru replied to shtkn's topic in West Coast
That is some terrible news :< Although judging by how packed the place always was on Fridays, I guess it was somewhat inevitable... Any idea what the Box Arena guys are going to do? -
I've never tried dashing 214A before and I can't check right now, but an easier alternative that works but probably does less damage is the old FC 632146D > dashing 2DD > 214A > crossunder 2DD > 6C > etc.
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San Diego's thread of meetups every Friday Night at SD Saltmines
hakimiru replied to shtkn's topic in West Coast
Cool. Assuming you have the muscles built up for it, I can see a lot of inputs being faster on the hitbox compared to stick. More accurate too, although diagonals seem like they might take some getting used to depending on the shortcuts. -
For the air combo, you might actually be mashing too fast. It takes a little getting used to at first, but you want to delay your j2DD so that they land on the top of the sword. This timing changes as you get closer/farther away from the opponent, as well as with your general vertical positioning. As for the challenge mode combo, it sounds like you're mashing too many D's. You'll want to move away from mashing and learn to do each move in the combo with a single button press, since mashing is bad practice in general. If you do that, the timing required for each move will just come naturally.
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San Diego's thread of meetups every Friday Night at SD Saltmines
hakimiru replied to shtkn's topic in West Coast
How is your internet over there? We could try online one of these days~ Wallice and I (and to a lesser extend, Watermelonz) played fine a few weeks ago even with his upload being pretty bad. -
San Diego's thread of meetups every Friday Night at SD Saltmines
hakimiru replied to shtkn's topic in West Coast
:< Bad news for a Friday... Hopefully online won't be too bad so we'll still get to play. Don't hesitate to ask for help if you'd like a few extra hands for the move~ We should get together one of these days and do a small send-off party too. -
San Diego's thread of meetups every Friday Night at SD Saltmines
hakimiru replied to shtkn's topic in West Coast
I won't be there so I don't think you'll need to worry about overlapping chars~ Good luck on finding a team! -
San Diego's thread of meetups every Friday Night at SD Saltmines
hakimiru replied to shtkn's topic in West Coast
Are you still bringing them? I can send them back if it's not along the way for anyone else. -
San Diego's thread of meetups every Friday Night at SD Saltmines
hakimiru replied to shtkn's topic in West Coast
I can't go unfortunately >_< Mom is in town, so I'm out for non-local stuff until the 8th or so... -
San Diego's thread of meetups every Friday Night at SD Saltmines
hakimiru replied to shtkn's topic in West Coast
>Gets used to online timing >Dies~ Anyways, looks like it should be a fairly good turnout this week. I'll be bringing down DS too, unless something changes. -
Oh, please do. I finally got a copy of the game that works with my xbox (yay for PAL), so I've been meaning to make adjustments. Having an updated list would be a nice reference~