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Argent Zero

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Posts posted by Argent Zero


  1. Do you think we will wait 1 year for jap console version like BBCP or less months like the extend version?

    Console will probably be a year. This is a new installment as you know. We'll also have a new DLC with the release of the console version.

    I'm wondering which consoles they'll release it on. Probably PS3, PS4, XB1. That might finally give me the motivation to actually purchase a PS4.


  2. Rehhyou -> 5C -> Aerial combo

     

    Since rehhyou is faster/safer now so its easier to turn the tables when in a pinch? (I'm also assuming Jin's aerial combo got a major buff)

     

    That's what I'm getting with this Jin Post. I do wish though the sources would be more detailed. Minor stuff can be really mind bending.

     

    BTW thanks for the Tager stuff, I'll give the Jin tiwtter stuff posted by Dawn in an hour or so (unless you want to take it)


  3. ジン触った感想 5B 5C 3C 氷翔刹から何か出来そうな気がした… 5Cからエリアル行けたから、わんちゃん発生が早くなった裂氷なら拾えるかもしれないから誰かに試してほしいです。

    画面端、火力でるきせん今んとこ 5B5Cひれんそう2B5Cでその後6C繋がらんかったし、わんちゃんしゃがみくらいの5C6C繋がらんかも… 明日その辺しらべよー

     

     

    [skipped the last two because I can't figure out what わんちゃん means in this context - doesn't seem like the normal usage, and I couldn't find a match for any Jin-specific jargon either.]

    わんちゃん = One Chance, refers to that single moment where you can turn the tide of the battle (example: CSII, when Arakune curses the opponent and proceed on to winning the match even though he was about to die)


  4.  

    These are the only Taokaka changes I could not for the life of me understand.
     
    JBがヴァルケンのリヒトの様なモーションに…ねことびJBさよなら。
    J2B発生高速化。jc復活ただし上段
    J4D、降りた後に斜め上に跳ねる。これが1番笑った。B派生するとV字の様な軌道に
    JBモーション変更にJ2Bが上段か…このままだと崩しきつくなりそうだなー

     

    jB's motion now that akin to Valken's j214B

    j2B startup is very fast and jump cancel available. However, no longer overhead

    j4D will bounce diagonally upwards after falling down, B variant causes a V-like movement

    (last sentence a repeat of first 2 sentence)


  5. Exactly, unless they just want to show up BBCF as an coming game for Arcades, they need to change some stuff first, mostly the senseless changes.

    BBCF at Arc Revo -> Gather more feedback -> September or October Loketest of a more refined version -> Finalized version on November or December.

     

    That's my bet on how this is going to go based on the past. The final loketest is the one we really need to pay attention to, since whatever changes implemented there will likely be reflected in the final version.

    Hopefully they'll make some changes that are good all around but this is Arc we're talking about.


  6. Even so though, the concept of Arakune has drastically been nerfed since CS (once curse activates, it's Arakune time). I wouldn't mind if they kept the current curse gain/usage and add the CS explosive damage output.

     

    Don't really know why so many people complain about him in every installment. Ah well, can't please the mass. We Arakune users just got to deal with it and beat everything in our path.


  7. https://twitter.com/giketomato/status/623455860199550976

     

    Translating a more detailed notes for Arakune @ BBCF loketest (unfortunately, the fear I've posted earlier about Bugs now getting SMP might be true)

    This is probably the most up-to-date changes so far, some information may be repeated here

     

    Major Change:

    SMP now effects damage and have no effect on combo duration. Normals do not have SMP, however specials do. Bugs have been modified as "Special" thus are now affected by SMP (Damn it)

     

    New Moves:

     P Reject

    A move that will auto-activate depending on the opponents location, all PQs will activate this.

    Once hit, the opponent will be hoisted up and drops down, Arakune will be able to move afterwards so great possibilities in ending curse with this or combos in general.

    However, startup is relatively slow + you'd have to be sticking right next to the opponent for it to activate, so adding this into a combo may be a challenge.

    For now, 5C>APQ>P Reject and 3C>BPQ>P Reject has been confirmed.

    JB>5A>5B>5D>3C>BPQ>P Reject does not work, may be M Startup

     

     F=

    A new DD that can be only activated during Curse. Once active, a bug that looks like it came from Nausica: The Hidden Valley of the Wind will run around across the stage. It'll start from where the OD Icon is and will go down forward from there.

    A multi-hit move, will cause opponent to spiral and then fall, knockback upon block is huge and will push the opponent right into the corner.

    Once the curse gauge is gone, the bug will disappear.

    When active, the curse gauge will go from red to purple, indicating that the curse will last longer than usual.

    No other plus effects are known, best be used as a curse time extender.

     

    Old moves

     Curse System

    Like in CS, the curse system is time based lasting around 9-10 seconds. D based curse gain is still 25% like in BBCPEX.

    A, D bug remain the same.

    B Bug: will now appear from the ground, startup is slower. Once it leaves the ground, it will gain its usual speed.

    5B Bug will appear in front of Arakune  (Around where jD appears) going towards the enemy at a 45 degree angle.

    Upon hit on ground, the opponent will be knocked back strongly, no down, same when guarded. Aerial hit remains the same.

    On the ground, B Bug>D Bug will not connect if mashed out together, so you'll have to imput D Bug beforehand.

    C Bug: Faster startup (?) same guard crush properties. Upon confirm, 5A or 5B will connect (be fast about it though). Even if you Guard crush, however, the combo damage is quite small. Guard crush>D bug Full combo = little under 5000.

     

     F Inverse

    Damage increased from 2000 to 2500. SMP rate unconfirmed

     

     Zero Vector

    Now able to execute on ground. Motion wise, same as spewing a slow cloud. Once the cloud makes contact, it will begin charging the curse gauge (for reference, if the opponent is at 0 curse, it will take 3-4 secs for the cloud to fully charge the gauge). The duration of the cloud staying on the field is long. Unconfirmed, but once a curse combo is complete and you do Zero Vector, it may not count in curse gauge retrieval.

     

     a±b

    Command is now 236D

     

     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 they are getting close during the warp.

    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)

     

     Dive

    Now has overhead properties.

     

     2D

    Can now do 1D, 2D, 3D to adjust distance. 2D= same, 1D=real close, 3D=around where party bug lands. 1 hit

     

     JD

    Upon hit, can now cancel into specials. Decreased frame advantage upon hit, opponent will go up upon hit, decreased untechable time.

    Unconfimed if cancelable upon guard.

     

     Gataling Routes and other changes

    jC>jD new gataling route.

    jC>Dive is pretty hard to pull off (it will connect though, but not always, see my previous Arakune notes on hit connect)

    2C startup is cheap, with the curse bug now affected by SMPs, 2C startup full combo with F Inverse = 5100

    Personal thoughts, combo time seems shorter. Even with 2C Startup, Wheel > CD bug> 6C3 hit, the opponent is able to tech out of it. 

    jB>5A>6B>j6D>bird>jA>jB>jC>Dive>6D>party bug + Permutaion, the moment the party bug hit, it was a blue beat combo.

    Other than jD, jC, Dive, the combo parts remain unchanged thus combos that don't involve the edge have not really changed.

     

    Some combos:

    6A>2B>5B>2C>6D>Party bug hit

    Ground Throw>B Permutation>5A>5B>jA>jC>Dive>6D>Party bug+Permutaion

    At the edge, jB>5A.6B>2D>5D>j6D>jC>jD>Bird>Wheel


  8. https://twitter.com/giketomato/media

     

    Translating a more detailed notes for Arakune @ BBCF loketest (unfortunately, the fear I've posted earlier about Bugs now getting SMP might be true)

    This is probably the most up-to-date changes so far, some information may be repeated here

     

    Major Change:

    SMP now effects damage and have no effect on combo duration. Normals do not have SMP, however specials do. Bugs have been modified as "Special" thus are now affected by SMP (Damn it)

     

    New Moves:

     P Reject

    A move that will auto-activate depending on the opponents location, all PQs will activate this.

    Once hit, the opponent will be hoisted up and drops down, Arakune will be able to move afterwards so great possibilities in ending curse with this or combos in general.

    However, startup is relatively slow + you'd have to be sticking right next to the opponent for it to activate, so adding this into a combo may be a challenge.

    For now, 5C>APQ>P Reject and 3C>BPQ>P Reject has been confirmed.

    JB>5A>5B>5D>3C>BPQ>P Reject does not work, may be M Startup

     

     F=

    A new DD that can be only activated during Curse. Once active, a bug that looks like it came from Nausica: The Hidden Valley of the Wind will run around across the stage. It'll start from where the OD Icon is and will go down forward from there.

    A multi-hit move, will cause opponent to spiral and then fall, knockback upon block is huge and will push the opponent right into the corner.

    Once the curse gauge is gone, the bug will disappear.

    When active, the curse gauge will go from red to purple, indicating that the curse will last longer than usual.

    No other plus effects are known, best be used as a curse time extender.

     

    Old moves

     Curse System

    Like in CS, the curse system is time based lasting around 9-10 seconds. D based curse gain is still 25% like in BBCPEX.

    A, D bug remain the same.

    B Bug: will now appear from the ground, startup is slower. Once it leaves the ground, it will gain its usual speed.

    5B Bug will appear in front of Arakune  (Around where jD appears) going towards the enemy at a 45 degree angle.

    Upon hit on ground, the opponent will be knocked back strongly, no down, same when guarded. Aerial hit remains the same.

    On the ground, B Bug>D Bug will not connect if mashed out together, so you'll have to imput D Bug beforehand.

    C Bug: Faster startup (?) same guard crush properties. Upon confirm, 5A or 5B will connect (be fast about it though). Even if you Guard crush, however, the combo damage is quite small. Guard crush>D bug Full combo = little under 5000.

     

     F Inverse

    Damage increased from 2000 to 2500. SMP rate unconfirmed

     

     Zero Vector

    Now able to execute on ground. Motion wise, same as spewing a slow cloud. Once the cloud makes contact, it will begin charging the curse gauge (for reference, if the opponent is at 0 curse, it will take 3-4 secs for the cloud to fully charge the gauge). The duration of the cloud staying on the field is long. Unconfirmed, but once a curse combo is complete and you do Zero Vector, it may not count in curse gauge retrieval.

     

     a±b

    Command is now 236D

     

     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 they are getting close during the warp.

    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)

     

     Dive

    Now has overhead properties.

     

     2D

    Can now do 1D, 2D, 3D to adjust distance. 2D= same, 1D=real close, 3D=around where party bug lands. 1 hit

     

     JD

    Upon hit, can now cancel into specials. Decreased frame advantage upon hit, opponent will go up upon hit, decreased untechable time.

    Unconfimed if cancelable upon guard.

     

     Gataling Routes and other changes

    jC>jD new gataling route.

    jC>Dive is pretty hard to pull off (it will connect though, but not always, see my previous Arakune notes on hit connect)

    2C startup is cheap, with the curse bug now affected by SMPs, 2C startup full combo with F Inverse = 5100

    Personal thoughts, combo time seems shorter. Even with 2C Startup, Wheel > CD bug> 6C3 hit, the opponent is able to tech out of it. 

    jB>5A>6B>j6D>bird>jA>jB>jC>Dive>6D>party bug + Permutaion, the moment the party bug hit, it was a blue beat combo.

    Other than jD, jC, Dive, the combo parts remain unchanged thus combos that don't involve the edge have not really changed.

     

    Some combos:

    6A>2B>5B>2C>6D>Party bug hit

    Ground Throw>B Permutation>5A>5B>jA>jC>Dive>6D>Party bug+Permutaion

    At the edge, jB>5A.6B>2D>5D>j6D>jC>jD>Bird>Wheel


  9. from what i can tell these are the main twitter sources of newly updated Tager info from the location test. I pulled the tweets that look like new info

     

    https://twitter.com/yamdere/with_replies

    https://twitter.com/snaky__black/with_replies

    https://twitter.com/0083_sm/with_replies

    https://twitter.com/rasuk_grandia_

    https://twitter.com/ZEL_firia/with_replies

     

     

    テイガーのB投げ2700出たしめっちゃ吸うんだけど

     

    インパクトドライバー 無敵時間がながく

    派生しなければコンボもいける

    5c6a3cを出そうとしたら2Cになる

    5Dがふっとばしになって追撃が難しい

    GETBが強制attention 5552

     

    ・ロケテテイガー、Bドラは体感的に最初は少ししか吸わないけどちょい経つと一気に吸う感じ。

    ・感覚的に全体的に吸引力上がってる。

    ・Bドラは追加入れて2500ぐらい。Bドラ追加入れずに5C>6A>2C>CT>5B>5C>AC>GFで4500出た

    ・5A5B5Cが繋がる。つながった

     

    3cas5ajajbjcgp確認

     

    ロケテテイガー

    ・Aドラ2600dmg

    ・3C2Cは出来ない

    ・GFからバクステされると辛いどころじゃない

    ・5Dバウンドなし

    ・J2Cfcは2.0のが使える

    ・5A5B3C空AC6A2CACGFは余裕でできる。確か2450ぐらいでてた気がする

    ・投げの硬直は2.0と同等

     

    ・ロケテテイガー、ODからの追加OD?みたいな奴は打撃判定で、生当てで2200ぐらい。

    ・既存コンが大体使える。気持ち3Cが出ずらくなった気がする。

    ・6Cfcすると跳ねるのは一緒

    ・新Bドラは無敵あるかは不明だが、追加一回転まで入れると2500dmgでGFまでいける。

     

    テイガー使いへ

    ・すっごい吸う

    ・Bドラは吸ってんのか分かんないけど、気付いたら吸ってて投げてる。5Cで拾えるが、絶対他のもっといいコンボある。ゲージ25のCT挟んで4500。うまい

    ・5A>5B>スカ投げ>GETBは出来ない

    ・GETBで強制アテンションうますぎ

     

    ガジェ

    有 利 フ レ ー ム 増 加

     

    磁力ゲージは見た目長いが内部は一緒

    6Aから3Cでない代わりに非磁力でも吸引強いので余程じゃない限り2Cが入る

    ADが旧BD

    ASは浮きが高く3C-Aが可能

    A2A共に多分F始動

    対空2A-JABC-GPで1830程度

     

    ブレイブルーロケテに行くみなさん 未来(持ちキャラ)を悲観しないように。 まだロケテなのでアンケートやら何やらでいくらでもアッパー入ります。だから楽しんでアンケートに書きなぐってね。 例えば、テイガーの2Cは2Fから無敵発生して欲しいとか、各種ドラの威力を増やして欲しいとかね。

    Tager’s B Driver dishes out 2700dmg and pulls real strong

     

    Impact Driver’s invincibility frame is long, without the followup command, possibility for combos

    5C>6A>3C, C becomes 2C no matter what

    5D blows the opponent back so follow up is near impossible (what happens when it counter hit?)

     

    B Driver, at first is seems to only pull a little, but after a while it pulls a lot.

    Overall magnetic pull seems stronger.

    B Driver damage output = 2500 with followup imput. Without followup imput, can pursue with 5C>6A>2C>CT>5B>5C>AC>GF damage output = 4500.

    5A>5B>5C connects.

     

    3C>A Sledge>5A>jA>jB>jC>Crimson Punisher connects

     

    A Driver damage output is 2600

    3C>2C won’t connect

    If opponent backsteps after GF, it’s pretty hard to pursue (change to where GF places opponent may hurt Tager’s game in finishing the opponent off quickly)

    5D no bound (counter hit or normal hit?)

    J2Cfc is still available (fc = fatal counter)

    5A>5B>3C>AC wiff> 6A>2C>AC>GF is real easy to pull off, dishes out 2450.

    Throw frame data the same as 2.0

     

    Exceed Accel is not a projectile and does 2200 raw

    Can use most of the current combos, but can’t use 3C so easily (because it becomes a 2C I’m gonna assume)

    6Cfc will still make the opponent fly (fatal counter)

    New B Driver’s invincibility frame still a mystery, will go 2500 after the followup command and will connect to GF.

     

    Really sucks the opponent in.

    New B Driver seems to pull the opponent in real good too, can follow up with a 5C but can definitely follow up better With use of CT will go up to 4500.

    5A>5B>Grab wiff>GETB seems impossible to do

    GETB causes Active Flow

     

    Gadget Finger = better frame start up

     

    Magnetic Gauge seems longer but it’s the same as CP

    6A>3C is no longer available, but can instead followup with 2C unless the opponent is really far away

    A Driver is the old B Driver

    A Slegde bounds the opponent high enough so 3C connects

    5A, 2A still F Startup

    Aerial 2A>jA>jB>jC>Crimson Punisher = 1830

     

    This will be all of the translation for the new information collected (thanks again btw).

    The comments in () are all my opinions, thoughts, and questions for reference sakes, please ignore or enlighten.

     

    Tager still seems promising with the new installment, we'll see how everyone else fares. Hopefully for the better.


  10. I'll be regurgitating some information I've posted over at the Loketest Thread, but I'll translate Arakune's changes listed by Famitsu.

     

    “ゼロベクトル”が地上でも出せるようになり、烙印ゲージの仕様が変更された。霧の軌道は今まで通りの3種類だが、敵に当たっても霧が消えずに残り、敵が霧に触れている間、烙印ゲージが上昇し続けるという性能になっている。
    烙印中の烙印ゲージは時間経過によって減少していく。蟲を出すことで烙印ゲージが減ることはない。
    “Pの否定”は“PならばQ”移動しているアラクネが敵が触れると、相手を蜘蛛の糸で包み込む必殺技。
    “fイコール”は画面を往復する巨大な蛾を出現させるディストーションドライブ。蛾は烙印状態が続く限り画面を飛び回る。

     

    Zero Vector can be used both in the air and on the ground. Instead of disappearing upon hit, it will now continuously charge the curse gauge as long as the cloud is making contact on the opponent, all three clouds are still present.

    Bugs will not consume curse gauge, curse gauge is now time based ( around 9 seconds).

    P Reject is a move where it will activate if an opponent lands a hit on Arakune during If P Then Q. Wraps the opponent in webs and hauls them up.

    The new move, F= will summon a huge bug that will crawl around the stage until the curse gauge is depleted.

     

    Some comments as an Arakune user on these changes, if they permit.

    With the change to Zero Vector, the homing cloud is probably the best cloud to spew, while the other two may be obsolete.

    Bugs not consuming the gauge anymore means users will have an easier time capturing the opponent with A and B bugs, along with the Slow Cloud (the time may not be as long compared to CS, CSII, but it's still better than the current CPEX curse gauge in my opinion)

    P Reject can be another form of reversal for Arakune to use (albeit a strange one).

    F= seems like a distortion to be used if you seriously can't catch the opponent (unless some one finds a way to use it during combo execution. My greatest fear is that if you catch the opponent early on after you executed F=, the bug will mess up your curse combo, on the other hand it might be another weird reset tool)


  11. Could I ask for some help translating these Kagura changes?

     

    ・2DA新技繋がる、ガード時試し忘れ

    ・空中構え時に新技やるとJ2DC出たので無理

    ・A縛空中hitでも相手下に落ちて高度低いとダウン取れる

    ・5BB2C2DCは密着気味じゃないと2DC当たらない

    Not a Kagura user but...

     

    2DA connects to new move. Forgot to test it when guarded

    Cannot use new move during aerial stance, j2DC will come out instead.

    When A Dragon Spirit hit in the air, the opponent will go down if low enough.

    5BB2C2DC, unless sticking right next to the opponent, 2DC will not hit.

     

    Hope this helps


  12. http://jbbs.shitaraba.net/bbs/read.cgi/game/45148/1415025277/

     

    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.

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