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Argent Zero

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Everything posted by Argent Zero

  1. Argent Zero

    [CF] Match Finder

    Not that much activity here, is it because of the Discord thing? If so, anyone got the link to the discord? Anyways Ggs to everyone I fought last night. Except for the one player that kept on calling everyone he played a scrub. I'll leave out names to maintain civility.
  2. Argent Zero

    [CF] Match Finder

    How the heck would you divide those who've been playing the game since CT non-stop till now?
  3. Argent Zero

    [CF] Match Finder

    GGS to BRKRDave (finally was able to cross paths with you, though I was utterly destroyed. Thank you for teaching me the trick to get the one-hit curse off 214B. If possible I would like to fight you more so that I can work on my neutrals) and others. I do see a couple of familiar faces back from BBCS (XBOX360) that I didn't see in BBCP. Do those count as old school?
  4. Argent Zero

    [CF] Match Finder

    GGs to Jrell and others!
  5. Argent Zero

    [CF] Match Finder

    GGs to everyone on ranked I fought last night. Arakune's so fun to use now (compared to CPEX). But I'm sadden that I haven't seen another Arakune yet.
  6. Argent Zero

    [CF] Match Finder

    So many people in the US lobby and ranked. Nice to see. GGs to many people. EDIT: I may have a player room up tonight at around 9 PM eastern if anyone's interested in going a couple rounds?
  7. Tell me about it. There was a moment where I couldn't even do j.4B due to the salt. What's a discord group btw?
  8. Thanks for the information 9:02! I was able to almost pull the mid-screen full curse combo (IAD is really hard and frustrating). I'll keep at it. At least I got the corner setup just right.
  9. Argent Zero

    [CF] Match Finder

    GGs to many people I've fought over the past few days. Once the US gets there release, hopefully we'll see more folks in ranked, player, and lobbies.
  10. Yes you have to use a JP account to redeem the code. Once you've done it, it'll be shared with all of your accounts.
  11. How's everyone liking the online scene? I've played a few with a couple of 4 Bars and had little to no lag.
  12. Well fighting games really aren't the biggest thing on the map.
  13. Finally BBCF is out for us to test.
  14. Don't know how to react that my two mains are a set from a cartoon... can we make Jin's alt color be the Ice King or something?
  15. Argent Zero

    [CF] Match Finder

    Right, forgot that PS3 and PS4 cross plays. Thanks mAc.
  16. Argent Zero

    [CF] Match Finder

    Will this be the official PS4 Match Finder thread?
  17. Poppy cock! It was not Arakune's time in BBCP version 2.0! But my my, how they added colorful characters to the roster. I personally could go for another Arakune like character. Not in game play wise, oh no. I mean character art wise. Something monstrous or non-human like.
  18. Argent Zero

    [CPEX] PSN Match Finder/GGs Thread

    Back in the game and it's been awhile. Ggs to randoms
  19. All this talk about a character that most of us haven't even touched... Well the console is coming in a few months. We'll see if she gets patched or not. I just can't wait to go nuts wih Arakune (・ω・)
  20. Argent Zero

    [CPEX] PSN Match Finder/GGs Thread

    GGs Frost and my apologies for the connection acting up. Don't no why but it's been happening lately.
  21. Right, forgot about the cloud. Thanks Airk. Yes Arakune is stronger now but from my experience, people lose to Arakune because they don't know how to fight him. I still get angry fan mail from using CPEX Arakune.
  22. With the SMPs removed from all of the normal attacks, Arakune has an easier time cursing the opponent (Can one hit curse off of a 5A). Overall, he's better than his CPEX version.
  23. If no one posted the official changes to Arakune after the Loketests (and from what I see, I guess no one did). Please note below for the changes: BBCF Arakune Official changes Source: http://www14.atwiki.jp/arakune/pages/258.html Key notation guide: jC: Jump cancel dC: Dash Cancel MS: Mash able (example. 5A>5A>5A OK will connect) CM: Command Move cancel (example, 5A>214214C) rc: Rapid Cancel (all moves rapid cancelable unless stated) O: Over Drive Cancel Common Changes: All normal moves do not have SMP (you can use the same move twice without suffering from a Same Move Combo Penalty) F Starter: 5A, 2A, JB, 6A, 6C N Starter: 5B, 2B, 4B, 2C, 5C, 3C,. Wheel Ground Moves: 5A 5A>6D chain removed. 6 Frames (MS, jC, dC, CM, O) 5B Reduced reach in exchange for reduced knockback. 5B>6A chain added. Know can choose between following up with a 4B or 6A for mix-ups. 11 frames (only upon hit jC, dC, CM, O) 5C Since 2B is a stronger anti-air know, 5C’s anti-air’s value’s reduced. 23 frames (jC, dC, CM, O) 5D 17 Frames (jC, dC, CM, O) Curse Recovery: 25% (Upon hit) 12.5% (Upon guard) 2A 2A>2C will connect only if opponent is standing. 2A can only mash twice in a row. 10 Frames (MC, CM, O) 2B 2B can only mash twice in a row. The hitbox is bigger? Can be used as a more reliable anti-air move. 11 Frame (MC, CM, O) 2C 13 Frame (rc) 2D Optional 1D and 3D now available, range differs (Closer or farther away then 2D) Curse Recovery: 25 % (upon hit), 12.5% (upon guard) 36 Frame (rc) 6A (overhead) 25 Frmaes (jC, dC, CM, O) 6B Lunges forward now, has a greater range. Still has a guard point (4th Frame) 10F (only upon hit: jC, dC, CM, O) 6C (overhead) 27 Frames (rc) 6D Party bug no longer an overhead. Curse Recovery: 25 % (upon hit), 12.5% (upon guard) 6D1 14 Frame (jC, CM, O) fc 6D2 38 Frame (rc) Total 48 Frame 4B Upon hit, will pull opponent towards Arakune. Has a greater reach know, very reliable. Upon aerial hit, untechable time increased. 4B (hit in air) > 6C will connect 19 Frame (jC, dC, CM, O) 3C (at 7 frames, Arakune stance becomes very short) With BPQ, the reward upon hit has become even greater. 26 Frame (CM, O) Arakune will start ducking at around 4th Frame, becomes very short at 7th Frame. A very good starter damage wise for curse combos. Aerial Moves: JA (overhead) Bigger hit box? Stronger? 7 Frame (MC, jC, CM, O) JB (5 hits, only the first hit is an overhead) Bigger hit box? Stronger? Because of the changes to the barrier guard, be sure to JBJA more frequently. 10 Frames (CM, O) JC (overhead) 12 Frames (CM, O) JD Now can jC and CM regardless of hit confirmation JD > JD, Bird, Dive chain added regardless of hit confirmation 29 Frames (CM, jC, rC) became 5 frame faster. 7 Frame landing lag. Curse Recovery: 25 % (upon hit), 12.5% (upon guard) J6A ~C (bird) 13 ~ 15 Frames (jC, CM, O) Landing lag 7 Frame J2A~C (Dive) Now an overhead. Great damage and damage multiplier, a very important combo tool. Upon JC hit, Arakune must be high up there (around the opponent’s head height) for J C Dive to connect. 21 ~ 22 Frame, landing lag 20 ~ 21 Frame (rc) New Revolver Action Chains 5B>6A JC>JD JD>JD, Bird, Dive Command Moves (specials) =0 (236B, cloak) With now 6C, 6A, 3C, and 4B becoming good startups, slapping on the cloak to increase mix-up has gained more usefulness. 30 Frames y, 2- (235C, wheel, overhead, has piercing effect) Can now use at low altitude. P, there for Q (214A, B, C, can execute in air, PQ) BPQ, CPQ, aerial CPQ changes BPQ: Walks 4-6 steps forward then warps back one space away from startup. CPQ: Does a 6D motion, then warps 4 spaces in the air behind the opponent. Aerial CPQ: Does a B Dive motions, then warps 4 spaces in the air behind the opponent. Aerial APQ warps now one space ahead of where Arakune disappeared. P Reject (Activates if opponent is near Arakune, fc) If Arakune activates PQ and the opponent is near him, an invincible attack will activate (Damage 800). If hit, the opponent will be wrapped in a cocoon and will be pulled. Can be pursued with a High jump JA and other moves, can pull of a one-hit curse combo. P Reject activation range varies from each PQ. Even if P Reject activates, Arakune will continue to warp. Permutation, n, r (22A, B, or C, can execute in air) Curse Recovery: 34% (Upon hit), 25% (Upon guard) More cool down for aerial permutation? Zero Vector (236D, can execute in air, cloud) Can now execute on the ground. Normal cloud motion changed to when spitting out the slow cloud. Can now execute even in low altitude. Major reduction in cool down for aerial cloud. Landing lag reduced (2 – 4 frames) During curse, Arakune can’t spit out normal clouds. Cloud stays on the field for 15 seconds. Overhead cloud now is locked in the Y Axis, the cloud won’t rise if the opponent jumps. Clouds no longer disappear after it hits the opponent. As long as the opponent is getting hit by the cloud though, the curse meter will charge. From greatest charge speed/value, overhead>ring>>pursue cloud. With this, the overhead cloud is the best cloud to use (binds the opponent from jumping and going airborne unless they want to charge the curse gauge faster). In general though, the clouds now puts a huge pressure on the opponent. A±B (During Curse 236D, can execute in air, slow cloud) Command change, now 236D If you spit it out right when the curse gauge depletes, Arakune will spit out both the pursue cloud and slow cloud. The slow cloud will not have its effects in place. At the edge, aerial Back Dash (Screen Warp) No more height restriction, can screen warp at a very low altitude. Frame reduced? Crush Trigger (A+B, CT) Fastest CT ground hit motion changed. Fastest CT is around 20 Frames? Doesn’t stun the opponent for very long and has a horrible damage multiplier. Can follow up with moves less than 7 frames (5A, 2A, etc.) Charge CT is the usual CT seen in CP. n Factorial (EA, press ABCD) Turns into a raflessia and spits the opponent out upwards and changes position. Cannot pursue, however since it changes position, EA is very useful when you have the wall against your back. Does around 2060 Damage, 4200 Damage during AF. Will activate even if you hold the ABCD button after OD activation. Frame data: OD: 1+15 cOD: 1+5 gcOD: 1+15 Fastest EA: 8 Normal EA: 20 F Inverse (236236C, Beam, piercing effect) Increase in Damage, however do to the SMP, Beam>beam won’t reap in rewards. However, Beam>OD Beam won’t get caught by the SMP penalty. FOG (aerial 214214D, piercing effect) Will curse the opponent in one shot against any character, no need to use 5D in the process. Curse recovery reduced upon guard, now does 40% and 75% (OD) Damage multiplier fixed to 0.6, now will do more damage from a combo. F= (During Curse 236236D, can execute aerial, Mothra) Summons a big bug. Will first appear from behind Arakune. As long as there is curse meter available, it will move from screen to screen (At most 3, 4 times. Will hit 4 to 7 times, OD version will hit 11 times. Causes opponent to flinch on ground, blasts opponent to the side upon aerial hit, opponent can’t aerial tech. When to use F-: As a reversal during curse. Follow up after a CA or burst. Use the moment the curse gauge depletes. Will give Arakune an advantage. If opponent guards it, the opponent will be pushed back and can’t really move, FOG won’t miss. Can summon two F=’s at the same time. However SMP will affect it like the Beam n Infinity (Astral Heat, 64641236D, can execute in air, AH) Command change. Curse System Changes Curse reverted back to the CS Countdown System Curse lasts for around 10 Seconds, bug no longer depletes the gauge. A and C bug has increased cool down? Cannot re-curse an opponent after a curse combo Can no longer retrieve curse at the end of a curse combo, an X will appear on the gauge indicating it. The bug’s knockback is now based on Arakune’s position. Before: D Bug appears > Forward Step > D Bug Guarded > Bug knocks opponent toward Arakune. Now: D Bug appears > Forward Step > D Bug Guarded > Bug knocks opponent away from Arakune. C Bug guard crush’s knock back distance increased and now pulls opponent towards Arakune. B Bug Changes Startups from the ground, lunges diagonally upwards toward opponent. Hits 3 times, no longer lifts the opponent upon hit. Start up 13 Frames
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