You can add to that Veteru’s tread i talked about in my previous post.
that is because previously in act cadenza, the hit box (for the aerial flame) was noticeably much smaller than the actual sprite animation. a lot of people didn’t like this, so i guess that is why they changed it.
Regarding the issue of comboing into Kouma’s Arc Drive, you can only combo into the Blood Heat version and you have to be a certain distance. It seems to work quite well off of his 5B since he lunges forward and the Blood Heat super has more range and goes off faster. You can do something like dash 2A-2A-2A-5B XX Arc Drive.
this just in: apparently, neco arc can be unlocked after beating arcade mode with every character.
Hopefully someone can post a comprehensive list of all the unlockable stuff in the game.
on several japanese bbs, there is also a rumor floating around about unlockable “neco arc chaos” but nobody is sure if it’s legit or a joke.
Hahaha. That sure sounds like a joke to me but I’ll reserve all further judgements until I see some proof.
i guess this game won’t be release in the uS. =(
Chibi just wet himself over the fact that everyone has timeout poses.
Just loss poses, win poses are the same as normal wins.
That shouldn’t really come as a surprise.
Hahahaha. Played it for like 2 minutes and then turned it off.
Hopefully someone is patient enough to post pics of all the colors for each character somewhere :).
I’d also like to know if someone will be able to post the CG art and gallery items for each character as well. That would be great.
V.sion gets untechable ground throw+ her damage in general is upped. Her satsuki summon is WAYYYY slower.
Satsuki gets jump cancelable 214A and apparently 214B -> Air throw works.
Warakia 2C got nerfed. only hits twice at near max range.
Warc gets aerial movent after B ring in the air. Pretty useful for wakeup tricks.
Shiki’s backdash got nerfed to hell. WAY slower and less range.
Chaos’s B crows seem to travel backwards when they are summonned instead of forward.
New Satsuki loop ender:
2C 5C 214A airthrow.
Doesn’t require you to IAD + more meter.
New V.sion Throw BNB:
Throw 5B3B jump bc jump bc airdash C airthrow.
New V.sion Satsuki trix:
2C xx Satsuki Summon xx meaty 6B 5B 2B (Satsuki hits) 6B 2A(whiffs) 6B 5B 3B jump BC jump BC airthrow. (Overhead)
2C xx Satsuki Summon xx meaty 2B 5C (Satsuki hits) 6B 2A(whiffs) 6B 5B 3B jump BC jump BC airthrow. (Low)
2C xx Satsuki Summon xx meaty 2B 6B (Satsuki hits) 6B 2A(whiffs) 6B 5B 3B jump BC jump BC airthrow. (Low to Overhead)
Having never played AC before I’m curious as to how important it is to mash during combos to reduce damage. Honestly I don’t feel like doing that everytime I get hit.
Considering you can knock off 500+ damage it’s very important. It also gives you more opportunities to tech out of a combo if they fuck up. Dont just mash when you get hit, mash when it’s obvious you’re caught in a character’s bnb.
Reno Crew and I will most likely play version A until version B is ported to console. Version A is the current version being played (not expecting any version B tournaments, console tournaments at that, to be held in Japan at all until an arcade port is made), so it seems like that’s the best course of action right now. Also, all videos that can be referred to at the moment are version A videos. Of course an adaptation to version B is in order until an arcade port is released (hopefully soon).
Same here.