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[CP] Arakune Technical and Gameplay Discussion Thread

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JB>J4B削除されてた

アストラルの演出と性能が変わってた

ダイブを当てるとJDを当てた時みたいに跳ねる

烙印にする前にODして烙印になっても烙印は減る

OD中インバースは変更なしかもしれない最低保証分かりません

B虫がヒット時9方向に飛ぶように

新技の霧は相手の移動を遅くするだけでした

地上BPQが相手方向にノーマルジャンプして降り際に消えてBPQをした位置で本体が出てきます

画面端の一発はレシピがよく分からないので試せませんでした

こんな感じかな?

あとまた分かったら書き込みします

j.B>j.4B removed, j.B not jump cancelable anymore? Astral motion changed, B Bug angle changed, cloud slows down the opponent? No idea about everything else.

EDIT:

JBはジャンプキャンセルできなかった…5Dも5Bもジャンプキャンセルできなかった…

ダイキャンはダイブ当てると相手が跳ね上がるせいで5Dが当たらなかった…

とにかくひとつ言える事は、aプラスマイナスbが扇風機みたいで予想以上にキモかった事ぐらいかなww

5B not jump cancelable? 5D still not jump cancelable, it seems, dive combos don't work?

OD仕様:OD自体はコンボ中にODキャンセルできる。これでコンボキャンセルして一発烙印可能。アラクネのODクリムゾンは烙印発動中は烙印ゲージが0でも虫を出し続ける。烙印が発動してない時は飾り。ただし発動中は烙印ゲージ回収技が全て烙印100%回収

転載だけど

これがマジなら触る事さえできれば一発烙印だが

A>2A>2C>ODc>A>6B>JD(一発烙印)とか出来るみたい

Seems like you can use OverDrive outside of curse, and any D move gives you 100% curse meter during OD, wasn't OD considered a special move? is 2C special cancelable now? possible to cancel OD during a combo? No idea if it means canceling into OD or getting outside of OD. jbbs talks about being able to do j.C>OD>jD for full curse.

I know these are loketests and all but I'm really getting nervious now.

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I translated some of the new Arakune info that Mumm-Ra was able to gather:

JB>J4B削除されてた

- J.B > J.4B can no longer be preformed.

アストラルの演出と性能が変わってた

- The performance and rendition of his Astral has been changed.

ダイブを当てるとJDを当てた時みたいに跳ねる

- Hitting with Dive causes you to bounce like you do for JD.

烙印にする前にODして烙印になっても烙印は減る

- If you use OD and then enter curse, curse meter will still drain.

OD中インバースは変更なしかもしれない最低保証分かりません

- Inverse might be unchanged during OD. I don't know about the minimum damage though.

B虫がヒット時9方向に飛ぶように

- Hitting someone with B bug causes them to fly in the 9 direction.

新技の霧は相手の移動を遅くするだけでした

- All the new cloud move does is slow down the opponent's movement.

地上BPQが相手方向にノーマルジャンプして降り際に消えてBPQをした位置で本体が出てきま す

- Ground BPQ makes Arakune do a normal jump towards the opponent, disappear on landing, and reappear at the location BPQ was done.

画面端の一発はレシピがよく分からないので試せませんでした

- I don't really know the recipe for instance curse in the corner, so I didn't try it.

JBはジャンプキャンセルできなかった…5Dも5Bもジャンプキャンセルできなかった…

- I could not jump cancel from J.B...5B and 5D cannot also be jump cancelled...

I hope this will help those that want to know Arakune's changes for BBCP.

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Thanks Mike! Lots of nerfs this time around, but with the overdrive buff Arakune might not be as weak as it seems? Alternate translation from hakimiru for the above post.

Some Arakune info from Mumm-Ra's recent post:

JB>J4B削除されてた

- J.B > J.4B can no longer be performed.

アストラルの演出と性能が変わってた

- The performance and rendition of his Astral has been changed.

ダイブを当てるとJDを当てた時みたいに跳ねる

- Hitting with Dive causes you to bounce like you do for JD.

烙印にする前にODして烙印になっても烙印は減る

- If you use OD and then enter curse, curse meter will still drain.

OD中インバースは変更なしかもしれない最低保証分かりません

- Inverse might be unchanged during OD. I don't know about the minimum damage though.

B虫がヒット時9方向に飛ぶように

- Hitting someone with B bug causes them to fly in the 9 direction.

新技の霧は相手の移動を遅くするだけでした

- All the new cloud move does is slow down the opponent's movement.

地上BPQが相手方向にノーマルジャンプして降り際に消えてBPQをした位置で本体が出てきま す

- Ground BPQ makes Arakune do a normal jump towards the opponent, disappear on landing, and reappear at the location BPQ was done.

画面端の一発はレシピがよく分からないので試せませんでした

- I don't really know the recipe for instance curse in the corner, so I didn't try it.

JBはジャンプキャンセルできなかった…5Dも5Bもジャンプキャンセルできなかった…

- I could not jump cancel from J.B...5B and 5D cannot also be jump cancelled...

Various things from this video, permutation n.r.'s animation, wich is pretty cool. 5A>2A>2C>6D>5A>6B>j.D>6D doesn't connect? Maybe the guy messed the timing. Curse lasts 8 seconds if you use 3 A bugs, 1 B bug, 2 C bugs and 2 D bugs. The second curse combo, wich did around 3~4k? Can't tell, used 1 A bug, 2 C bugs and 3 D bugs, depleting the meter in 7 seconds, we'll have to find a way around this, finding ways to use A and B bugs in combos, I'm able to in CS, but with how dive makes you bounce now I wouldn't know, oh yeah, that messes up dive cancel combos right? unless the cancel is fast enough for it to hit before they fly. Also 5D wall sticks, pretty useless I guess.

Arakune has a new astral animation, also seems that it's easier to hit with? jbbs says something similar.

From what I could see it works exactly the same as before, though opponent was hit during the first "swing" so I can't say whether you can control it better now.

What happens when you are hit have an entirely new animation though! Opponent is trapped in a spider web that covers the whole screen, then eyes appears, from those eyes black spiders start to crawl out all over the screen... until everything is black. Astral Finish! and a rain of blood continues until the screen fades.

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You are welcome, Mumm-Ra, here are some more Arakune notes.

ダイキャン6Dは繋がる

- 6D connects to a dive cancel.

D>3Cは繋がる

- D>3C connects.

ダイキャン5Dは

- You can dive cancel into 5D.

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That means that you can dive cancel into 5D, right?

繋がる

just means connects. it does not mean gatling.

5D>3C is a link then.

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That means that you can dive cancel into 5D, right?

Yep, exactly. :)

I guess I have to make that correction right now.

the second thing, about dive cancel 5D needs to take the whole message into account. i.e. in the following combo (5C(前jc)>JA>JC>Aダイブ>(ダイキャン?>)ちょい待ち5D), after a dive cancel, 5D connects. 5D is probably a ground move so dive canceling it wouldn't make sense. I don't know Arakune's mechanics, but yeah.

Yeah, I guess Errol is right on that. Dive cancelling 5D wouldn't make sense. Best bet is that dive cancels can now connect to 5D's.

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But they always did, am I missing something here? :v:

I never played with Arakune much, so I am not entirely sure on that. I will double check it once I get my chance to go back to BlazBlue.

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Dive canceling is a mechanic that's been into the game since CT, you do a dive, and just before hitting the ground, you cancel into another dive, since you're so close to the ground the animation will cancel, and you can do ground move.

A dive>B dive super close to the ground>5D works, for example, any ground move does, even special and distortion moves, unsure about astral since the input is a clusterfuck.

Thanks again for the effort you've put in this :)

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More stuff translated by hakimiru

ダイキャン6Dは繋がる

地上投げからjA・6Dとか繋がりそう

D>3Cは繋がる

jB>jAのガトってあったっけ?

パーミの可能性に賭けたい

Dive cancel 6D connects

jA/6D etc seems to connect from ground throw

D>3C connects

Was there always a jB>jA gatling?

I want to place my bets on permu's potential

More stuff

あと画面端付近なら

~6B>Aダイキャン>6D>jA>jC>Bダイブとか出来るかも

見間違いならスマン

Near the corner, something like

~6B>A dive cancel>6D>jA>jC>B dive etc. might work

Sorry if I'm mistaken

ダイキャン5Dは

5C(前jc)>JA>JC>Aダイブ>(ダイキャン?>)ちょい待ち5D

で繋がったきがする。違ってたらすいません。

あとAHはよかった。

I think

5C(forward jc)>JA>JC>A dive>(dive cancel?>)slight delay 5D

might've connected. Sorry if I'm wrong.

Also, AH was great.

5Dが壁バウンドということで、今日実際に繋がったコンボを。

自キャラが端背負いの状態から

5Cノーマルヒット(前jc)>JA>JC>Aダイブ>ちょい待ち5D(即dc)>5B

5D(dc)のあとは5Aでも拾えました。キャラによっては5Dまでの段階で繋がらないかも。

With 5D wallsticking, here's a combo that connected today.

In the corner, with your back to the wall:

5C normal hit (forward jc)>JA>JC>A dive>slight delay 5D(instant dash cancel)>5B

5A also connects after the 5D(dc). Depending on the character, it might drop before the 5D though.

ロケテ行ってきた

・投げ>JA>JB>JC>ダイブ>6D

・2A>2C>6D>5A>6B>JD>6D

画面端 JB始動でも可能

・5A>6B>5D(烙印)>CD蟲> 車 輪 >CD蟲>6C2段

これ以降、D蟲でも全段青い

まとめ

烙印さえ慣れれば全然大丈夫だと思う

I went to the loctest.

・Throw>JA>JB>JC>Dive>6D

・2A>2C>6D>5A>6B>JD>6D

In the corner, JB starter works too.

・5A>6B>5D(Curse)>CD Bug> Wheel >CD Bug>6C 2 hits

After these, even D bug blue beats.

In summary,

once we get used to curse, I think it should be totally fine.

5D>3C>クラッシュトリガー>5Dとかいけるみたいだね

5D>3C>Crush Trigger>5D links

60~70% curse for 25 heat mid-screen doesn't sound too bad for me :toot:

2C始動の始動補正か乗算がきついっぽい?

2C始動車輪CD蟲後の6C3は途中で受け身取られる

JC始動車輪CD蟲6C3でもだめ

JC始動で5000くらい

2C P1 or P2 seems to have gotten worse?

After 2C starter > wheel > CD Bug > they seem to be able to tech during 6C3

JC starter > wheel > CD Bug > 6C3 doesn't work either

JC starter nets around 5k

I think that the age of using CD bugs each and every time per repetition is gone, we'll probably have to use another combinations, like BCbugs or similars, even stand alone bugs, like B dive>D bug like we saw in that video, using CD wastes a lot of curse meter, and seems like it makes combos unstable. If Arakune's found 5k combos during loketest I think that our damage is fine, Arakune doesn't seem that weak to me anymore, just harder to use, and I'm perfectly fine with that. Curse on block seems to have taken a huge nerf though, with 5D losing its jump cancel.

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Sounds like C and/or D bugs have SMP.

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ha. you said it. always had a hard time fighting the murokumo units.

reading this thread is making me depressed! arakune doesn't seem to have much anymore! i loved his j.b > j.cancel > airdash > j.b pressure... And now i cant do it anymore! D: sob!

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Oki doke, fellas, we should be expecting videos by the end of the week at the latest. Stickied.

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Well keep the first batch of videos here where people are still in the adjustment phase, when the foundational things have been discovered and optimized to a reasonable extent, we'll then make individual threads.

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I think the 2C multiple hits are on hit only. Seems safer on block from closer distances than before, that or players weren't punishing. Spider + homing 3C are going to make zoners a lot easier to deal with. OD seems like it will clutch out a lot of games.

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I can confirm that it is multiple hits on blocks. I was messing around a bit with Arakune at the arcade yesterday. Which mainly led me to conclude that, holy god, I am bad at Arakune.

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