A rough draft of what traits each arcana can give during Arcane Burst and Arcane Force.
Light
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Traits
Last Force (Charged 5E or 2E): Mildred Appears to hit the opponent after your initial E hit.
Light Velocity: You can jump higher when you High Jump
Arcane Burst
Luminous Foam (CE): Mildred will take one hit / throw for you. You will then teleport to behind the opponent after that.
Arcane Force
Angelic Halo (ABC): Mildred will appear behind you for the duration of Angelic Halo. You gain additional move listed below during arcane force:
H (22E): Mildred will turn into 12 sword and attack the opponent. (Just like metal's 360E special)
Noble Photon (214E): Just like the normal move 236E while not in Angelic Halo Effect but the motion of the beam is unpredictable
Last Force (623E or 421E): Mildred will appear behind teh opponent and kick him. 421E kick the opponent to the side while 623E kicks the opponent into the air.
Holy
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Traits
Baptism: Upon getting hit, you will recover health based on a ratio of how much damage you receive
Arcane Burst
Sanctuary (CE): 3 Holy Arrow (214E) will be automatically shot out and Blaze (421E) Effect is enhanced.
Note: Blaze is a barrier that absorbs damage for you.
Arcane Force
Holy Land (ABC): Get gain more health back when you get hit.
Dark
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Traits
(Charged 5E or 2E): Turns opponent into slime
Arcane Burst:
Feadup (CE): Gier will follow the opponent during the burst duration
Arcane Force
Fulfu (ABC): The following Gier special attack moves will be powered up:
236E:
623E: Number of hit and damage increased
214E: Opponent get stuck for a longer period of time.
Poison
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Traits
Instead of teching like normal with the D button, you can use 623E or 421E to teleport right out of recovery.
Racor (Charged 5E or 2E): Opponent will be poisoned on hit
Arcane Burst
SimTeiru (CE): Opponent power guage will decrease upon getting hit by you
Arcane Force
Abatowa-ru (ABC): Normal Moves will poison the opponent too.
Rock
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Traits
When you charge 2[E] or 5[E], you have super armor added to the charged up portion
When you use 6D (regular, Homing cancel, AND guard cancel), you have a super armor shield around you the whole time (you can hold the D button as long as you like). However, the startup for it is 80% slower than a normal 6D, so you cannot combo off of 2C into a quick jab like you would normally be able to. In addition, the guard cancel forward timing is a lot slower than normal, meaning you can get hit out of things that you would normally be able to guard cancel through easily. But once the super armor comes, it absorbs many attacks.
Arcane Burst (CE): You are unable to block and you get hyper armor.
Arcane Force (ABC): As properties as aracne burst but your speed get decreased in exchanged for higher defence.
Fire
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Traits
(Charged 5E or 2E): Unblockable. Even if blocked the opponent will take the hit as if they weren't blocking, unlike a regular charged 2/5E when blocked the opponent can mash out of it.
Arcane Burst (CE): A trail of flame will follow you when you jump or dash forward
Arcane Force (ABC): When doing homing moves, you will be engulfed with flames which will hurt the opponent
Flower
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Traits
You cannot be countered
(Charged 5E or 2E): Upon hit, opponent power guage will be absorbed.
Arcane Burst (CE): The range of the flower effect will be increased
Arcane Force (ABC): Flowers in play will automatically grow up to the last stage.
Ice
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Traits
Freezer (Charged 5E or 2E): Freezes the opponent
Riza (66): Normal dash [66] continues across the screen using ice sheets under the character
Karuduryoruzu Arcane Burst (CE): Normal attacks freezes opponent. Does not apply to special moves
Virtual Helm Arcane Force (ABC): The follow moves are enhanced:
Naal 236E: The fully charged version will always be released when used
Kula 214E: 3 snow flakes will drop when used
Lightning
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Traits
When you dash with 66, there are clash frames added to the dash.
When you charge 2E or 5E, all active frames of the move before it hits have clash frames.
Arcane Burst (CE): Clasing added to air homing
Arcane Force (ABC): Blocking causes clashes too while on the ground.
Love
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Traits
If you double jump and then hold [8], your character will float down instead of falling like normal. You can steer your character left or right while they are floating.
At the last frame of charge 2E or 5E, you can reflect projectiles
Arcane Burst (CE): You can cancel your characters special move into one of the Love Special moves
Arcane Force (ABC): You can cast 236236E or 236E specials move as many time as you want. They don't cost any guage.
Magnetic
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Traits
When you charge 2E or 5E, you will draw the opponent to you.
After you high jump or homing, you will land faster.
When you guard, if you do 4D, you will draw the opponent to you
Arcane Burst (CE): You will draw the opponent towards you
Arcane Force (ABC): Opponent's movement speed will be decreased.
Metal
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Traits
You don't get bar when you hit the opponent, instead you gain bar by holding 4[E]. You still gain bar as normal when you get hit by attacks.
Arcane Burst (CE): Your power level is 3 during the activation period
Arcane Force (ABC): Your attack and defence will increased by a lot.
Mirror
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Traits
When you charge 2E or 5E, it will be your opponents E attack.
Arcane Burst (CE): You will summon a mirror version of yourself.
Arcane Force (ABC): You will turn invisible. Making it hard for the opponent to spot you.
Plant
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Traits
When you charge 2E or 5E, you will recover some life.
Arcane Burst (CE): You recover life when you hit the opponent with your normal moves
Arcane Force (ABC): You recover life for the whole duration of the activation
Punishment
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Traits
When you charge 2E or 5E, it will be unblockable and you can combo into 236236E if you homing cancel.
Arcane Burst (CE): Your attack increases by 1.35 and your defence will drop by 0.75
Arcane Force (ABC): All your arcana moves hit will be doubled.
Sin
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Traits
When you charge 2E or 5E, a flying projectile will appear.
Arcane Burst (CE): The lower your health, the more damage you deal
Arcane Force (ABC): You deal chip damage for all your moves
Sound
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Traits
When you charge 2E or 5E, you will have a soundwave infront of you. This move is actually the move of (236E)
Arcane Burst (CE): Your normal moves will create sound wave (236E) move
Arcane Force (ABC): All your sounds that is place on the screen are powered up. When you explode them with 22E, it will deal a lot of damage.
Time
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Traits
When backdashing with 44 on the ground, if the opponent hits you during the backdash frames, instead of hitting you, they hit a "shadow" of you and they cannot cancel their move.
Holding down 5E or 2E will perform the move, but the "shadow" disappears and no move comes out. However, letting go of a button will make "shadow" appear and attack from where you held the 5E or 2E. If you get hit, your "shadow" disappears. The shadow 5E and 2E will NOT be unblockable in the air or break the opponent's guard like normal 5E and 2E's.
Instead of the normal 6D, when you do 6D, your character teleports across the screen. This allows many ground 6D combo's to fail, so beware as many characters have to change their B&B combo when using Time.
Arcane Burst (CE): When activated, the time counter will move faster
Arcane Force (ABC): The time counter will stop moving while activated.
Water
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Traits
When you use 2[E] or 5[E], your opponent turns blue (both block and hit) and they fly slowly up or forward instead of the normal speed.
Arcane Burst (CE): Your normal moves upon hit turns them blue as if they're in hit block stun
Arcane Force (ABC): You will absorve all chip damage.
Wind
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Traits
6D - Pushblock - Replaces the traditional 6D, instead pushes the opponent away unless he/she is doing an attack with forward momentum, where the opponent will stay in place instead.
2D while in the air - Instant Drop: Quickly drops the character to the ground.
5E and 2E are jump cancelable.
You have triple jump and can double air dash
Arcane Burst (CE): You can jump cancel your moves and your air dash just like melty blood.
Arcane Force (ABC): You get 4 jumps and 3 air dashes
Friday, June 19, 2009
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