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[CP] Arakune Technical and Gameplay Discussion Thread

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Yes, This is the Combo Thread
Confused? Ask away in the Q&A Thread

UNDER CONSTRUCTION ADDING COMBOS
PLEASE COME BACK LATER



Table of Contents

Episode 1 - Offense

  • Part 0. Pre-curse Pressure & Zoning - for handling situations in neutral or on the pre-curse offense.
  • Part 1. Pre-curse Combos - your goto BnBs for landing confirms into curse.
  • Part 2. Curse Combos - High damage combos when curse is active.
  • Part 3. Curse Set Ups - Hard-to-block blockstrings that can lead into a high damage curse combo
  • Part 4. Resets & Post-Curse - Handling oki both during and briefly after Curse.

Episode 2 - Defense

  • Part 0. Movement - Recommended for newcomers, learn how to move Arakune properly!
  • Part 1. Blocking & Being Zoned - How to handle being forced on the defensive!
  • Part 2. Wake Up - What you can do when you're knocked down.

Glossary

  • DC - Dive Cancel
  • IMPORTANT: - You'll see this when there is a bit of information or advice that is an absolute staple to knowing how to play Arakune correctly.
  • j.4xx - This is Arakune's air dash cancel into several buttons, usually j.b or barrier block (4a+b).

Episode 1 - Offense

Part 0. Pre-curse Pressure & Zoning

Arakune's combos work in two separate areas, pre-curse and curse. Obviously, the goal of Arakune is to get his opponent cursed and do massive damage/guard crush/mixup/cross up/win.
During pre-curse he really isn't meant to have any real pressure. That said, pressuring with Arakune is difficult and you should never get ahead of yourself. His basic strings can be DP'd through and jumped out of, so it's best to keep many of your strings short and sweet. Arakune's main up point is taking advantage of the opponent's impatience while you zone them with Arakune's many projectiles, however, contact may come eventually and for up close pressure, here are his options and gatlings to go to. For using his gatlings to their fullest potential, refer to the gatling table (Revolver Action Table) in the frame data, looking at the frame data itself is also very helpful.
 
  • 5a is Arakune's best poke, almost 100% of his pressure will start with a 5a. It's important to understand that Arakune's 5a, 2a and j.a can only be done 3 times in between gatlings. This has existed since CT. If 5a ever confirms, you have options, refer to Part 1.
  • 2a is Arakune low and is one of his longest reaching normals. The downside is that it's one of the slower 2a, in fact it's the slowest (10f), do not use this in neutral. 2a strings usually go with 5a (5a > 2a > 5a > 2a). This is a good string to use to see if the opponent thinks an overhead is coming. If 2a ever hits, you can go into almost any combo that you could with 5a.
  • 6a is Arakune's overhead. Only use this if your opponent is conditioned. There are no strings that safely go into Arakune's overhead. If you manage to get it to connect you have options. First, 6a is jump cancellable on block, you can jump and run away, resume pressure or whatever.
  • 2b is what you'll only use to make 6a safe, but it's +2 on block and gatlings into 5b, which is also +2. 6a > 2b > 5b is an air tight block string and on hit you can follow up with 2c > 6c.
  • j.b is Arakune's best pressure tool, it's used to close in on barrier blocking and to maintain pressure against chicken blocking. The other side of the coin is that it's not jump cancellable anymore. It now gatlings into 5a to help with pressure. To add to your options you can "j.c cancel" which basically means performing j.c near the ground to quicken your descent greatly and confuse the opponent.
  • j.a is Arakune's main air to air pressure tool, he can't do much for air to air pressure, the primary option is to back off and start zoning.

Arakune's pressure game can be down-right scary when implemented right, on the other hand doing it too aggressively will get you DP'd or mashed out. The best quote for this predicament is ~

 

 

Arakune brings out the desperate scrub in everyone.
If you get too fancy with mixup you'll get blown up by reversals and mashing.

IMPORTANT: That said, it's important to find the right moderation between physical pressure and zoning. Zoning, when it comes to Arakune, is very situational and the effectiveness and leniency of it depends on how conditioned/desperate your opponent is, in many cases it's a judgment call, but here is a rundown of zoning tools and their practical applications of them.
 

  • j.236d is what you're primary zoning goto option is going to be. It's random between a homing cloud, a cloud shield that follows and stays around Arakune, and a cloud that stays above the opponent. It adds 1/3 curse meter on contact and disappears in an opposing grab dispute or if Arakune takes a hit. Each cloud has it's own uses. The homing cloud is the best one for just about every situation, since it actively pursues the opponent, their neutral is compromised and this allows you to take advantage of their plight. The cloud shield is the second best one, it makes your opponent second guess being close to you, it makes them space their attacks well and leave holes in their strings to prevent coming in contact with the cloud. You can threaten your opponent just by moving around them. The least useful one is the anti-air cloud, as it's very slow, so fast characters can outrun it, any character that can IAD can IAD under it, and Tager doesn't really need to be in the air. It usually takes a super jump or a double jump for contact to be made. On the plus side, it discourages jumping when close to Arakune, so many players will resort to anti-airs and ground movement, overall limiting their movement options. Try not to use this move too close to the opponent, it has notable start up and recovery.
  • j.d is the second zoning tool that you'll use in the air, this tool is more of a yomi tool than general neutral, as it can be jumped on reaction and it has it's blind spots with each version you'll use. Close up you can follow up for 2/3 curse meter though. For longer ranges, j.d is more of a spacing tool to control the real estate.
  • 2d is a pretty good zoning tool for ground approaches and pressure against barrier blocking, it's very unsafe at any range, so don't get carried away.
  • 6d still retains it's use as a zoning tool, creating a spot in the middle of the battlefield that the opponent has to be careful around. It stymies approach methods and is good for getting Arakune some much need space for further zoning. Use full screen only, it can be punished anywhere else. If you're facing down a zoner, do it as far away from the opponent as the game can allow if you can help it. Most zoners can't punish at maximum character distance.
  • 22a/b/c is a new move that summons a spider in a corresponding place on the screen, it's useful as the animation is the exact same and can hit fullscreen unlike j.6d. Combined with 6d and/or cloud, this move makes for a powerful zoning tool.




Part 1. Pre-curse Combos
Arakune's combos work in two separate areas, pre-curse and curse. Obviously, the goal of Arakune is to get his opponent cursed and do massive damage/guard crush/mix up/cross up/win. The curse gauge is set at 0 at the start of every round and has a maximum capacity of 60000.
Look up his frame data if you're curious.


Most, if not all practical pre-curse attacks end with a d attack, this is the milk of Arakune's gameplay.
*Anything in green denotes how much curse meter you've accumulated thus far*
*Anything in red is optional*
5a/2a Starters
5a/2a Starters are put together because there are no 2a specific combos, most combos that work with 5a will work with 2a. For the sake of consistency, 5a will be displayed as the starter. You can also starts these combos with j.4b, then go into 5a (ex. j.4b > 5a > 6b > etc).

5a Specific Starters


6a Starters


5c Starters


Throw Starters


Air Throw Starters



Part 2. Curse Combos


Curse is an entirely different dimension for Arakune, it turns his low attack levels, slow moves, and mediocre static difference into horrifying mix up, unblockable resets and of course, ridiculous damage, this is the meat of Arakune's gameplay.
Once the curse gauge reaches 100% it will go down, this is the time to summon bugs and put your "deal with it" shades on, but be warned, the curse gauge goes down with each bug you summon, so use them wisely. Also, try not to get hit when your opponent is cursed. Refer to the frame data for the specific numbers.
A bug: A small bug that flies over the opponent's head at medium speed, disappears on contact with an opponent or a rival projectile. Decent hit and blockstun.
B Bug: A not-so-small bug that also flies over Arakune's head. Fast, fastest bug Arakune can summon, 3 hits, launches. Good for pressure and some confirms.
C bug: That notorious blue bug that comes out of the ground and bites you, the slowest bug Arakune can summon, but enormous hitstop, combo staple.
D bug: The pink larva that dives from the sky and flies up as a beautiful and deadly moth, combo stable, last hit before submerging in the ground gives untechable knockdown. Moth is air unblockable and launches.
41236a: A curse exclusive special cloud that substantially slows the opponent's horizontal movement. Tailor-made for preventing your opponent from running away and oki.
All bugs vanish if Arakune is taking damage, Arakune cannot summon if he is down, taking damage or in blockstun (however you can summon bugs in the few frames in between blockstrings in which you are not in blockstun). IMPORTANT: Another important thing to mention is Negative Edging (NEing), Arakune's curse combos, set ups, tech traps and oki all rely on some degree of NEing. practice holding down a button and releasing it to summon a bug and be sure to practice summoning it on different sides of the screen using the directional inputs (4,1,3,and 6). When NEing is required in a combo or set up, the button will be shown in brackets ([cd]), this means to press and hold the button down, when it's time to release the button, the notation will display it in reverse brackets, complete with the input you are supposed to hold down (6]cd[). If there are no directional inputs shown, then it is neutral (5).

There are different ways to optimize your curse combos, usually the difference between them is positioning (corner carry) and remaining curse meter. That said there are 2 primary combos.

Midscreen Versions

  • j.236[cd] > 6]cd[ > c bug > d bug > 6c > 5c > 2cd > c bug > d bug
  • j.236[c] > 6]c[ > c bug > 6c > 5cd > 2c > d bug

Corner Versions

  • j.236[cd] > 6]cd[ > c bug > d bug > 6c > 5c > 3cd > c bug > d bug
  • j.236[c] > 6]c[ > c bug > 6c > 6cd > 2c > d bug

 

Tips and Advice

  • When performing j.236[cd] > 6]cd[, wait about a half second before releasing the c and d buttons, this'll stabilize the combo.
  • On some characters, j.236[cd] > 6]cd[ connect with the opponent not properly positioned for the d bug 2 to pick them up. you can resolve this by either walking forward, pushing the opponent in place, or after d bug 1 has finished, execute a well timed 6 so they'll fly into the d bug 2.
When performing 6c > 5c > 2cd, first do this right after d bug 2, second, buffer the second rekka input so it'll be more like 6cc > 2cd, this way the c bug won't be summoned too early. Take a look at the Q&A thread for some more advice.

 



Part 3. Curse Set Ups

IMPORTANT: Before you lay the smackdown of their candy asses, you need to mix them up and confirm into a curse combo. Again, be sure to practice NEing, most set ups can be done with little to no NE'ing, but there will be times when it might be necessary. Since the d bug has two individual times of connecting with the opponent, it's broken down to "d bug 1", when the d bug if descending, and "d bug 2", when it takes flight. When you see "d bug" without numbers, that assumes that the entire d bug does it's thing without anything in between.

To understand mix ups to their fullest potential, refer to the gatling table (Revolver Action Table) in the frame data.
Curse set ups will be broken down into midscreen and corner - then by the combo ender you used to ACTIVATE CURSE. Text in red is optional, underlined text is assumed to be blocked. The format will be;

 

Position of set up (Midscreen/Corner)

  • Precurse combo ender
    • Curse Set up, Text in red is optional, underlined text is assumed to be blocked.
      • Notes about set up
  • Another Curse Set up

 

 

READY!?

 

Midscreen set ups

  • j.66[db] > CURSE ACTIVATED > ]6bd[ > sj.41236[a] > d bug 1 > 6a
    • 5aa (stagger pressure) ​5a > j.cd > a bug > c bug > j.2c > d bug
      • Standard curse set up, easy, predictable, babby's first curse set up.
  • 5aa (stagger pressure) ​5aa~2 > jump forward > 4]b[ > j.cd > b bug > c bug > j.2c > d bug
    • Raw overhead with b bug assist, can delay j.c to turn this into a cross up overhead, cross up overheads beats most dps.
5a > 2a (stagger pressure) ​5a > 2[a] > ]a[ > j.cd > a bug > c bug > j.2c > d bug
  • Raw overhead with a bug assist, practice timing the release of the a bug.
5aa (stagger pressure) ​5a > 214c > 4d > a bug > c bug > d bug
  • Ambiguous cross up.
5a > 2a (stagger pressure) 4b~5cd > b bug > c bug > d bug
  • Standing low.
5a > 2a (stagger pressure) 2[cd] > 6]cd[ > c bug > d bug
  • High Damage low, good to use when opponent is conditioned for overhead
214bcd > b bug > c bug > d bug
  • Fake cross up, beats all tech options
6[a] > ]a[ > j.c > a bug > c bug > j.1cd > d bug
  • Double overhead, 6a can hit or be blocked.
6a > 4b~5cd > b bug > c bug > d bug
  • Overhead into low. Good to use when opponent is conditioned for the above set up.

Corner set ups



Part 4. Resets & Post-Curse

*placeholder*


Episode 2 - Defense

Part 0. Movement

All, the pokes and zoning doesn't mean anything if you can't control Arakune correctly. Proper movement is key to Arakune, you have to know when and where you're moving. Arakune has a variety of movement options to choose from, his iconic j.4a+b, his backdash, his forward dash, his command teleports and his j.6x moves. All these are useful and very effective when used in the right circumstance.
 
  • j.4a+b is Arakune's main way of getting around the place. It's very important to know where you're going to land, because it affects your opponent's position too in many cases, especially when they are pursuing you. You can do any neutral air command instead of barrier to perform an aerial attack while moving the same way.
Backdash is Arakune "get away" tool. It has frame 1 full invul, so it's good for IBing and wakeup to get out of pressure. It's also useful in baiting DPs and creating confusing curse mix up by making your opponent guess which dash you performed. When using it defensively, be careful, it can be baited and punished. Forward dash is a high risk, okay reward tool for Arakune, in many cases, often in between staggers involving slow start up attacks it boldly returns the fight to neutral (and gets you out of the corner). Just like backdash, it good for cross ups (and fake cross ups) during curse pressure. His command teleports are a pure situational thing as your opponent responds to it differently and sometimes, you could be better off not using it at all. Practical uses include evasion (j.44 at a wall) and curse cross ups/pressure. Using it in neutral or to gain an approach, you have to pay close attention to your opponent's habits and make a call. These moves have start up and recovery and the invincibility they get (during the teleport) at times isn't very helpful, but it all depends on the type of teleport you chose. Just be careful, you could eat a lot of damage, lose momentum, round or a match if the wrong call is made. But the reward could be great too. j.6x is the bird move you see at times, it good for confusing the opponent and throwing off their positioning, it's also good to change where you land, in case your current landing spot is unfavorable, it's the move that makes sure that (to an extent) you don't have to commit to where you chose to dash. It's also good for making quick forward momentum in the air, whenever you may need it.


Part 1. Blocking & Being Zoned

*placeholder*

Part 2. Wake-up

Arakune lacks viable wake-up tools that makes the opponent second guess themselves. He has a few tools, but most of them come at an exhaustible cost, remember that there is no excuse to make up for bad defense. Learn to block and break throws, at times this will be your best wake-up option.
 
  • Backdash is the option you'll resort to the most and it's the one you can do whenever you want. On one hand it gets out of your opponent's oki midscreen and allows you a safe retreat. On the other hand it's useless in the corner and can be baited and punished anywhere by every character. Even Tager. Backdash wisely.
Overdrive Activation allows you a few frame of invul, depending on the move that whiffs, you have an unburstable punish into easy curse. f inverse (236236c) is another good option, combos into 70% curse on hit and kills meaties. Be mindful that it costs 50 heat and unless you have 100 heat to RC, you're committing, this means you're in it for hit, block and whiff. Long recovery too. Mashing is always an option (though obviously effectiveness will vary). It's good to use if you notice your opponent take too long with their oki with a long start up or in general miss their timing with a meaty. Be wary of frame traps however. Forward dash is a ballsy trick to try when your opponent is trying a badly timed aerial approach. Good in the corner as well.




Feel free to practice and discuss resets and more combo routes, if I missed anything, let me know.

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  • Arakune: Can call down a big spider, that hangs on a string and then goes back up. Can be done in front of him, on him or behind him. Also, it seems like he can spit some other type of cloud both on ground and in air.

The "big spider" move seems like a curse thing. So I'm going to assume that this is a±b (41236a), since it can only be used in curse.

Which leaves the other attack, I don't know.

Neither explains the new move we saw in the trailer.

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These nerfs look dumb and I'll take them as bullshit from the jbbs, with these gatlings gone Arakune literally has no combos outside of curse :lol:

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2Cが多段ヒット

A蟲が相手側から出るようになった

5D同技あり+jc付加 dcはある?

F○一発健在、相手が浮かずにダウン

蟲を出すとそれに応じて烙印ゲージを消費する

ガーキャンが投げから6Bモーションの吹き飛ばし

JDは、JAで拾えた

5B&6Bガード時jc不可

JC>JDのガトルート削除

2B>2A削除

2B>5B追加

烙印中の新技の霧は相手が吸ったあと相手の動きが遅くなる

3Cに変更点?

5D>3C?

適当にまとめてみたロケテいけないから頑張ってください

あとバクステと前ステは変更なし?

2C is multihit? A bug comes from the other side of the screen (like in CT), 3C changes? 5D>3C?

I hope they changed 3C into it's unlimited mode.

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posts that caught my attention in the jbbs

100%あっても無理なのね。てことはガーキャン必殺技キャンセルはできないのか。

5D>3Cが補正きつくても繋がってダウンならいいなー

烙印回収が下がって烙印時間が少なくなって立ち回り強化無し

ま、まだ一回目のロケテだから

6B>JD

2C>6D

6A>5D

JC>ダイキャン5D

5B>5D

5D>3Cの後にコンボが繋がるかど

3C足元サーチだったけどjcできないからゲージないとその後が続かない

>>460の3AA蟲は2Aにすれば繋がったと思う

蜘蛛は発生が結構遅いからヒラヌルと合わせて要塞つくる時くらいしか役に立ちそうにない印象

BPQのときにJDモーションって対空釣りに使えるのかな?

fマル一発も稼動初日で発覚したから希望はある

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wtf is BPQ?

That their term for his command teleport?

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No idea about what BPQ means, it's mentioned twice in that thread though.

ODの効果時間について、プラチナスレによると体力最大で6秒、死にかけでも10秒程度らしい

通常の烙印時間がCD蟲2ループで終了する事から約6秒程度と考えると、

ODして最短12秒~最長16秒の範囲。

EXでの烙印時間が15秒だから体力ドットで発動しない限り、近作並の烙印時間は得られないという結果になりますた

It seems that OD lasts from 12 at min to 16 seconds at max? I don't get how that works, I mean, isn't that how curse wors in CS? Did normal curse time get shortened?

車輪と6C三段の火力がどうなったかお願いします

車輪のダメ下がったとか聞いたので…

Wheel nerfed?

見ただけだが、2C吹き飛び中に画面端到達で壁貼りつき、5D画面端空中ヒットで壁貼りつきだったみたい。

2C>6Dは2Cの吹き飛びが大きくて画面中央だと6Dの顔部分が当たらなくてヒラヌルが連続ヒットしてなかった。2Cを最終段までヒットさせずに途中で6Dに繋いだらどうなるだろうか。

Something about 2C>6D not hitting now that it has multiple hits? I hope we find a way around that.

端で適当>2C>6D>立ちA(jc)>ヒラヌルヒット>JD>着地6Dで一発烙印

キタで

Some combo I don't get. I guess 2C>6D does connect somehow. After curse combo?

2Cから直で5A拾いできるってことか?

そゆこと上にもあるけど壁バンするから拾える

They also talk about being able to link 5A after 2C I think

Translations would be appreaciated.

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Seems like you're able to pick air throw with j.A now or something.

a+-bってどのくらい効果あるんだろう

Something about a+-b

5Bも5DもjcないんだからJB>J4Bも実質弱体化

どうやって横押しするか教えてくれないか?

j.B being basically nerfed now that 5B and 5D aren't jump cancelable, Arakune's pressure game's future looks grim.

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"Opponent can block 5D after 6A. Has he lost all ability to float opponent?"

"6A > 5D > A+B chains"

So he challenges that 6A > 5D is not possible, and isn't A+B Crush Trigger input?

"You can just do 6A > 2B > 5B > 5D. "

If you are going safe stop at 6A > 2B > 5B or 6A > 2B to be safe.

"You still use 6A>2B>2A>5B>5D against shouryuuken-players and Hakumen"

"5D > 3C > B [Paami] chains.

As you cannot jump cancel 3C, I guess you have to mind game with just this.

If [Paami] is blocked you can do nothing.

If you can use A+B from 5D for mind games, I can't really tell.

Someone who is better than me have to answer that."

(Paami = Permutation.n.g. apparently)

ロケテ行ってきましたー。

パーミュテーション.n.rについて

22+AorBorC 空中可 HIT時烙印30%回収

発動してしばらくたつと蜘蛛が上から降りてくる。

蜘蛛が降りてくる位置は押すボタンによって違う。

   A B C

  |    | |

端 | | | 端

  | | |

  蜘蛛   蜘蛛 蜘蛛   大体こんな感じ

Something about Arakune's new special's (a+-b [the spider]) differences between A, B and C buttons.

続き

烙印時の仕様について

・EXより烙印の減りは少し遅くなったが蟲を召還するとゲージをさらに消費

ー蟲の烙印ゲージ消費量ー(ほぼ見た目なので正確な値ではない)

A蟲1割 B蟲1.5割 C蟲2割 D蟲3割

ーオーバードライブー(烙印時のみ効果あり)

オーバードライブを発動すると、発動したときの烙印ゲージを維持し続ける。

発動中は蟲を出しても烙印ゲージが止まったままになる。

オーバードライブの維持時間は発動した時のアラクネの体力によって変わる。

体力100%→約12秒 体力50%→約14秒 体力1%以下→約16秒

ーaプラスマイナスbについてー

41236+A 空中可 烙印時のみ発動可能

発動するとゼロベクトルとは違う色の霧を吐く。

相手が吸うと約30%分烙印ゲージが止まったままになる。

オーバードライブと同じで蟲を出しても止まったまま。

長文失礼

Huge block of text regarding Arakune's Overdrive. Seems like at 100% HP it lasts 12 seconds, 50%HP→14s, <1HP?→16s. Can only be used if curse is active. Not sure if it says something about bugs being slower or not. Something about a+-b? Can only get 30% recurse?

パミュ追記

コマンドを入力して1秒後に出現する

硬直はJDと同じっぽい

コマンドを入力するとアラクネがJD?のような動きをする

蜘蛛の位置はabcそれぞれ固定位置なのでアラクネがそのモーションしてきたら

蜘蛛のあたらない位置に行くくらいしか相手はできないだろう

少なくとも蜘蛛を見てから避けるのは無理なスピードで降りてくる

ちなみにパミュ打った時のアラクネのモーションはabc全て同じなので

相手はどの位置に蜘蛛が降りてくるのか分からない

No idea what the hell any of this means, something about Permutation and a+-b I guess?

続き

ーその他体験談、火力や各技についてー

・JBの変更点は今の所無し

・車輪火力ダウン

・6C三段の生当て2119ダメ

・BPQのモーションがJDに

・5D→3C→Bパミュで起き攻め。3C後迷彩もできる

・投げからJB・JA・6Dが繋がるように。6Cや5Dは無理だった

・2Cが多段HIT最大5段

・画面端2C・5D空中HITで壁張り付き(張り付き時間はGGと同じ)

・2D全段HITで烙印30%回収

・3Cの足下サーチ機能追加

・端でヒラヌルが画面外に行かず2C5HIT目→6Dが繋がるように

・端烙印100%コンボ 端2C→6D→5A(jc)→ヒラヌルヒット→JD→着地6D

またまた長文失礼

Lots of changes, of interest is: Wheel damage nerfed, 6C rekka nerfed? jB unchanged, 2C hits 5 times now, not always? Can do jA/jB/6D after throw? 3C always hits (no going past the opponent anymore) like it's unlimited variant? 2C and 5D wall stick when air hit, 100% curse combos confirmed?

追記 烙印中のコンボについてだがコンボ中にa±b入れないとすぐ烙印が終わってしまう。 硬直は霧と同じだから今までゲージ回収のために吐いてたコンボ中のゼロベクトルを a±bに変えれば従来どうりコンボができるかもしれない。 つまりゲージ消費の高いCD蟲を入れるコンボパーツはa±bの発動中にすべき。 車輪→C蟲→D蟲のパーツでD蟲召還するの遅らせればa±bを打てる まぁ、それをする前に相手捕まえんのにC蟲D蟲使いにくくなった時点で・・。 後はクラッシュトリガー次第
Strategies?
ー2Cについてー 相手がEXみたく右上に浮くのは5段目のみ1~4段目はただの多段HIT。 おそらく2・3・4段目が当たらなくても5段目がHITすれば相手は浮く。 長々と書いてすみませんでした。見間違い等あるかもしれないです 本当にこれがアラクネの正しい性能なのか確証は無い
Title of the post says it all, "About 2C".

Waiting for translation on all of this.

Source: jbbs

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Curse duration summary

Duration lasts a bit longer than in Extend, but when bugs are summoned, curse meter is used up.

Here are the values that each bug uses up when used once. (These are estimates that I found by looking at them; the actual values are unknown)

A bug: 10%

B bug: 15%

C bug: 20%

D bug: 30%

Overdrive summary

When overdrive is used, the curse meter freezes temporarily.

During overdrive, any summoned bugs will not take up curse meter.

The overdrive duration is inversely proportional to how much of Arakune's life remains. (These durations are estimates.)

100% health: 12 seconds

50%<x<100% health: 14 seconds

1%<x<50% health: 16 seconds

a±b summary

41236A aerial possible, only possible in curse mode

Using this move will release a cloud that's similar to Zero Vector, but with different color.

If the opponent is hit with the cloud, the curse rate starts decreasing at app. 30% its original speed.

Just like in overdrive, bugs will not use up curse meter if in this state.

Permutation,n,r Summary

22A/B/C, aerial possible, gains 30% curse on hit

Has a little long startup. Spider descends from the sky onto the screen.

Spider location changes depending on what button you press.

A B C

| | |

C | | | C

  | | |

  S  S  S (app. locations)

Permutation,n,r Addition

The spider comes out 1 second after the input

Recovery is roughly about the same as j.D

The spider travels down quite quickly, so the opponent will not be able to escape once he sees it.

The animation for each version is the same for Arakune.

This means you can use it to make the opponent guess where the spider will end up.

Other changes

・No changes so far to j.B

・j.236C damage decreased

・6C>C>2C raw damage is 2119

・214B has the same animation as j.D

・5D>3C>22B for oki. 3C>236B also good for oki.

・5BC>j.B>j.A>6D works. 6C and 5D do not.

・2C is a multi-hitting move (up to 5 hits)

・aerial corner 2C>5D; leads into wallstick

・2D adds 30% curse on hit

・3C homing added

・2C(5)>(offscreen)6D bug works

・Curse combo: corner 2C>6D>5A>jc 6D bug>j.D>6D

2C summary

The 5th hit of 2C is the same exact as Extend 2C. Hits 1-4 are just normal hits. Hits 2-4 hit a bit slowly, and aren't required to hit for the 5th hit to launch.

Two vastly different translations for

追記 烙印中のコンボについてだがコンボ中にa±b入れないとすぐ烙印が終わってしまう。 硬直は霧と同じだから今までゲージ回収のために吐いてたコンボ中のゼロベクトルを a±bに変えれば従来どうりコンボができるかもしれない。 つまりゲージ消費の高いCD蟲を入れるコンボパーツはa±bの発動中にすべき。 車輪→C蟲→D蟲のパーツでD蟲召還するの遅らせればa±bを打てる まぁ、それをする前に相手捕まえんのにC蟲D蟲使いにくくなった時点で・・。 後はクラッシュトリガー次第

Using a±b while in a curse combo immediately ends curse.

The recovery of a±b is the same as Zero Vector, and so its usage applies just the same; for combo enders you should be able to replace 236D with a±b and you'll still be safe (in theory).

C and D bugs take up a lot of curse gauge, so it's best if you use them while a±b is active.

[j.236C>C bug>D bug] part in a curse combo, then once the bugs leave the screen you can use a±b afterwards.

For combos during curse, if a±b is not used mid combo curse mode ends immediately. Hitstun is about the same as mist, so if you just replace the Zero Vectors used mid-combo for curse gain with a±b you might be able to combo like before. In other words, CD bug combo parts which use a lot of gauge should be used while a±b is active. In Wheel→C Bug→D Bug combo parts, if you delay D Bug summoning you can hit with a±b. Well, even before that, there's the problem of not being able to use C/D bugs as freely to catch your opponent... The rest might depend on the Crush Trigger.

Thanks to KayEff and hakimiru for the translations.

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He makes a really weird face and then spits out a smaller cloud. Only saw it first day, and it seemed to be homing.

So unless a+-b ends curse you'd only need to use it betwen segments during curse combos with no worries, being homing and all of that.

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First video of BBCP Arakune!

Of importance:

  • Permuatation.n.r. Can be seen in the clip, it comes out really fast, pretty unpredictable
  • The new 214B animation, wich is j.D instead of just empty jump
  • 2A>2C for 6 hits
  • Curse runs out very fast since the bugs use curse meter now, just like in CT, lasts around 10~12 seconds. Bugs are of different color now?

You mixed up the names of a+-b and permutation.n.r. in the OP Skye.

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Overall bad news in the second part of this loketest.

Even assuming that it's gotten easier to hit with, extending curse with the cloud is luck after all.

C and D bugs deplete the meter by 20% and 30%, so even locking someone down in hitstun and opening them up only does around 3500 with 6C(3 hit chain) and dive.

For example, for corner carrying with bird>bird>wheel with proration kicking in at the wall, trying to do so causes A bug to come out and ends it.

CA now knocks them away with 6B too, so you can't follow up with anything. (He actually says guard-cancel instead of CA for the whole thing, but I don't think he knows that he has the terms mixed up...)

The instant curse routes from JD, airthrow, gold burst, reversal beam, CA beam, 2A, 6A, are gone now too. I don't understand what they could possibly be meaning with "easier to get curse from zoning".

I'm not trying to be negative, but it's going to be pretty bad if we don't represent ourselves in the surveys.

Also, for 5D>3C>B Permu, etc. it cancels, but the permu doesn't combo.

The hitbox for the permu spider is also smaller than expected.

3C is now ground homing and combos from 5D.

3C's jc got removed though.

The timing for 2C>6D is difficult, but 6D connected after the float from hit 5.

For now, the only route to instant curse seems to be from a 2C in the corner.

a±b slows the opponent OR refills a little bit of the curse meter (about the amount for 1 D bug)

I was shocked that I was only able to do about 3000 with curse combos myself, but I can somehow get around 4000 if I use OD.

If Arakune stays like this, it seems like he might be the weakest character this iteration.

Even for a loc-test, the famous players seem to be having a lot of trouble too.

I guess I'll be filling out that survey...

Translation by hakimiru once again.

Some untranslated posts that caught my attention.

これで周りのキャラが6000とかポンポン出たら萎える

蜘蛛について見た感じ詳しく書いてなかったので

既出ならすんません

蜘蛛が連続で出せない

A蜘蛛>B蜘蛛>C蜘蛛と入力してもA蜘蛛しか出ない

ディジ子の話し相手みたいに一回出したら少し待たないと次の蜘蛛が出ないくせにモーションだけはしっかりする

烙印つけにくくなって時間も短くなって火力も下がってるの?

今回BCHFとかの基礎コンのダメージ上がったみたいだけど大丈夫かな

BCHF?

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Yeah it's looking pretty harsh right now. I see what they're trying to do by taking away 5D>jc and j.C>j.D amongst other things, but in my opinion that pretty much kills Arakune's combo paths, without jump cancel in 5D dive cancel is pretty useless anywhere but near the corner, you can't get much from 2C fatal (is it even fatal anymore?), and now that 3C doesn't jc either you can't do anything after 5D in a normal combo but RC it and that'd be to only get 6B>jD in probably, for around 60% curse. Add that to the fact that Arakune can't deal as much damage anymore, even in OD (although I can't believe he can only make it to 4k with it) and you've got the worst character in the series by far right now, perhaps as bad as CT Tager? He at least had GETB :lol:

Still, just the first loketest :eng101:

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ロケテ行ってプレイしたか?

今回が一番奪われてるぞ。

烙印の付けやすさ低下

烙印時間低下

烙印時火力大幅低下

一発烙印ルート多数削除

D、B、3Cのjc削除

得た物が新技とか、新技は全キャラ1つ以上追加されてるしな(笑)

せいぜいf○gがダウンになったのがおいしいくらい。

アンケート出さないとアラクネ戦えるレベルじゃない。

ソウジさんとかやるんかな?ロケテで涙しとったぞwww

tl;dr this loketest took everything, added nothing, something about FoG?

もしJC指導で3-4000ならコンボダメージ少なすぎってレベルじゃないな

耐えて烙印付けて1チャンスで取り返すってキャラだと思ったのに最近じゃ烙印付けてやっと他キャラ並のコンボダメージが出るキャラに

j.C starter for 3000-4000 damage

烙印が速攻で終わる=火力減

車輪のダメージも減ってるぽいしね。D蟲一個出すだけで烙印ゲージ1/3消費はさすがにやりすぎ。

Damage reduction comes from both getting a damage nerf and getting less bugs to work with before curse ends.

上に書いてる人もいるけど、時分で確認したのは烙印から中段で3000

もちろん烙印途中で切れます。

注意!

A蟲が出てくる方向が今までと逆なので固めとか無理

Something about A bug messing up stuff now that it comes out from behind the opponent.

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