DrKatz Report post Posted November 16, 2015 I'm pretty excited about these changes. He's looking like a much more viable character. And closer to CT Arakune, which I loved playing. Just wanted to introduce myself too. I've been on DL forums for a while. But recently changed my playertag and made a new account to reflect that. Share this post Link to post Share on other sites
Davo87 Report post Posted November 20, 2015 Removal of SMP sure does wonders. jB into full curse jA hitconfirms Stream matches vs Bang, Taokaka, Makoto, Naoto and Valk Share this post Link to post Share on other sites
antonymichiru Report post Posted November 20, 2015 I have a (dumb) question. Can you explain me how the new move Pの否定 works? I watched in some recent videos but I really don't get it Share this post Link to post Share on other sites
Davo87 Report post Posted November 20, 2015 P Reject A move that will auto-active if the opponent is near Arakune during the pre-warp motion. Else its your usual P teleports. Ground ver window looks big. Link Also Recursing. Share this post Link to post Share on other sites
9:02 PM Report post Posted November 20, 2015 5 hours ago, Davo87 said: Stream matches https://www.youtube.com/watch?v=BM6pszmLBA0 Wow, new cloud putting in A LOT of work. Thanks! Share this post Link to post Share on other sites
NaotoKuroShiro Report post Posted November 22, 2015 A video that shows the various clouds and how they affect the curse meter. https://www.youtube.com/watch?v=CF_q3JSd02Y Share this post Link to post Share on other sites
Davo87 Report post Posted November 22, 2015 Ring cloud's hitbox looks very good. With good positioning it can tag a pressuring opponent at the tip of barrier blocking and against low iad height. Homing cloud seems to buildup a bit slower or it has a tiny tiny hitbox. Ring cloud along with safe block strings to bait EA or counter assault attempts seems strong. You get half the charge if you bait their EA at point blank. Im just curious what optimized combos/strings will keep the charge longer. Also: https://www.youtube.com/watch?v=3U6Z4Xiy0j4#t=11m00s OD > gets AF > Guardcrush > Dbug > pinwheel > AF+EA > 4.1Kdmg So the main tradeoff is unburstable damage at the expense of 50% curse meter (due to the EA long animation), loss of building more meter and corner oki. It leaves time for one more release of CD bugs. Was it worth the EA as Arakune can deal roughly 3.8K with bugs alone? Vs Ragna Vs Mu-12 Vs Carl Vs Izayoi Vs Naoto Vs Nu-13 Vs Tager Vs Kagura Vs Celica 720p Vs Amane 720p Share this post Link to post Share on other sites
9:02 PM Report post Posted November 22, 2015 50 minutes ago, Davo87 said: Also: https://www.youtube.com/watch?v=3U6Z4Xiy0j4#t=11m00s OD > gets AF > Guardcrush > Dbug > pinwheel > AF+EA > 4.1Kdmg So the main tradeoff is unburstable damage at the expense of 50% curse meter (due to the EA long animation), building more meter and corner oki. It leaves time for one more release of CD bugs. Was it worth it? The amount of curse meter you sacrifice to end a combo in EA is going to vary depending on when you activate OD and your OD duration. If you start curse without using OD, you'll be able to structure your combo so you sacrifice little to no curse time. Kitsune mentioned in his evernote that the most optimal play style as of now involves cycling through OD by means of OD -> EA to guarantee active flow, and exploit the burst regeneration. It looks from what I've seen like pretty much any curse combo gets you AF anyway, and In this case he got AF before using the EA, but I doubt anyone is really playing with super optimal paths yet. It's worth noting that in addition to the initial 25% auto regen after using EA, your burst continues to regenerate during the animation, so the long EA animation is a good thing. By the time Ragna actually techs, he has 30-35% of his next OD, and it's recovering extremely quickly after that. He has 60% by the time he gets the throw to end the round. It seems fairly easy for Arakune to get two ODs in one round with proper play; he actually does in both rounds before that. He also gets AF for hitting reversal super, which is awesome. Share this post Link to post Share on other sites
antonymichiru Report post Posted November 24, 2015 There isn't any BBCF Arakune thread but it's I'll post here. I would like to know, if there are enough info, how is the new telepotprt system cause I've watched a lot of videos it seems completely new :) Share this post Link to post Share on other sites
9:02 PM Report post Posted November 24, 2015 1 hour ago, antonymichiru said: There isn't any BBCF Arakune thread but it's I'll post here. I would like to know, if there are enough info, how is the new telepotprt system cause I've watched a lot of videos it seems completely new :) This is the CF thread, and Argent Zero was kind enough to post translate the new teleport suite a few months ago. If you're talking about P reject, I don't think anyone's figured out its exact utility in his gameplay yet. It's cool that he has move proactive feints now as opposed to purely movement feints. On 7/21/2015, 2:57:21, Argent Zero said: 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) Share this post Link to post Share on other sites
Mumm-Ra Report post Posted November 26, 2015 Gotta say I'm pretty glad about how Arakune turned out this version, he's looking strong (finally!) and his new tools look really fun, can't wait to harass people with Mothra. Since I skipped CPE I gotta ask though, you can make C bug completely unblockable? I think I read somewhere here that by abusing mechanics it became impossible to block because of how guard switch works or something like that. Please, someone, spoonfeed me ;_; Share this post Link to post Share on other sites
Davo87 Report post Posted November 26, 2015 I like how he is no longer a damage monster but have more tools at disposable to runaway or harass in tandem with the cloud. Btw does Mothra NOT make curse slower anymore? Vs Izayoi Vs Tsubaki Vs Kokonoe (Best of 4 matches) Share this post Link to post Share on other sites
9:02 PM Report post Posted November 26, 2015 How to curse your opponent in one hit: part one. There's also an idea toward the end that might have application outside of combos with P reject from 3C -> teleport cancel. http://www.nicovideo.jp/watch/sm27673167 Share this post Link to post Share on other sites
Mumm-Ra Report post Posted November 27, 2015 Yeah I also noticed mothra not adding extra curse time or turning the meter a different color anymore, maybe OD mothra? Share this post Link to post Share on other sites
Davo87 Report post Posted November 28, 2015 So with 100 meter, you can call more than one coralian. An onslaught of coralians. With half curse meter and you call coralian, it will flutter across the screen 5 times atleast. Also more Souji. Basically the opponent doesnt really get to use OD much. 6C starter + laser combo is 6.3K Link 4B starter > APQ > OD laser 5.3K Link 4B starter is 5.2K Link 6A starter is 4.9K Link 2B starter is 4.9K Link Guardcrush 4.5k combo More Ring cloud. Link B-bug starter 4k combo During airgrab animation, cloud continues to charge. Link Freeze Flash no longer drains curse meter. Share this post Link to post Share on other sites
NaotoKuroShiro Report post Posted November 28, 2015 precurse combos: https://www.youtube.com/watch?v=CMmYlzUPNQ0 Share this post Link to post Share on other sites
DrKatz Report post Posted November 29, 2015 I'm loving that Arakune can do consistent 2.5k into full curse. Personally, I would like to see his curse damage pushed further (5-6k instead of 4k). But I have seen some manage 4.5-5k when closing out a round. I think his playstyle will evolve into resets and unblockables. Hopefully squeezing two in with each curse. I also think people aren't using Mothra nearly enough yet, or EA. Share this post Link to post Share on other sites
Davo87 Report post Posted November 29, 2015 I can see why Souji refrain from using mothra since curse cannot kill them at once and that 50 meter can do a lot of things. But more importantly its to RC the moment somebody guard cancel OD. I guess Mothra is too unstable for bug combos as all it does knock them away. The number of repetitions it travel along the screen is dependent on how early it can leave the screen. So you have keep your opponent mid-screen to tag them more. Secondly the amount of blockstun Mothra does kills Arakune's crossup setups. Adding that if the opponent jump barrier, it just wastes curse and meter. I think Mothra is there to dominate the horizontal space, against stuff like Izayoi OD and its more like last ditch effort to open them up should they counterassault or DP since it stays even if Arakune gets hit. People do use EA as its safer than Laser as a reversal. Quote Hopefully squeezing two in with each curse. With the new pre-curse combo ending with wheel CD bug reset, you start with 75% curse meter. Not complaining but thats currently what you have to work with. Against light/medium characters: one pre-curse 2.5k combo > one 4.5k combo + one more reset. They are dead. Share this post Link to post Share on other sites
Davo87 Report post Posted November 29, 2015 https://www.youtube.com/watch?v=ZuDQ69O7FcQ#t=59m32s OMG, this is so messed up. So this is what happens when CP bugs go with CS system. lol Share this post Link to post Share on other sites
Skye Report post Posted December 1, 2015 Alright guys I made CF threads, incidentally I will be locking this one to promote conversation in said threads. Share this post Link to post Share on other sites