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ArakuneArakune

Normals
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Input Cancel Damage P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
5AcSJR1608085ALL0HB6312-51410
Can cancel into followup 6B from 9-14F (dash cancelable only on hit or guard)/ Can cancel into itself up to 3 times.
5BSJR200 X 38090ALL3HB112,3,312+22117
Multiplier Correction of 1/ hitstop 3/ 12-21F dash cancelable on hit or guard
5CSJR8009090HL3HLB23318-43124
4-25F invincible to head attribute attacks/ causes float on hit/ fatal counter starter/ 24-31F dash cancelable on hit or guard
2AcSR1508085L0F10212-41410
8-9F low profile/ bends standing opponent backward for 13F/ cancels into itself up to 3 times
2BCSR4008090LB2F11210+21414
5-10F low profile
2CR80010092L4F134516-366340
Causes float on hit/ 24F guard stiffness on ground guard/ takes 1 Guard Primer on guard/ fatal counter
5A->6BSJR50010090ALL3HB6225-101839
Launches on hit/ untechable 59F, follow-ups possible/ Same move penalty 70%/ 7-17F dash cancelable on hit or guard
6ASJR6008089H3HB2321502717
Vaccuum effect on hit or guard/ knockdown on air hit/ untechable/ same move penalty 80%/ 24-27F dash cancelable on hit or guard
6BSJR6008090L3F19321-73017
Ground hit staggers opponent 26F/ 20-30F dash cancelable on hit or guard
6CR6008589HA3HB27232-174135
7-41F airborne/ ground bounce on hit/ takes 1 guard primer on guard/ same move penalty 70%/ 36-41F cancellable into derivative moves
6C->CR70010089HL3HB21432-193244
21-25F airborne/ causes float on hit/ same move penalty 75%/ 25-32F cancellable into followup C
6C->C->2CR8009275ALL4HBF24436-213430
13-23F airborne/ knockdown on air hit/ untechable
3CSJhR80010060L4F26337-214140
13-16F invincible/ 7-12F, 17-45F low profile/ warps on 15F/ knockdown on hit/ untechable on ground hit, followups possible on 39F/ takes 1 guard primer on guard
j.AcSJR1808090H0H7116-1114
Cancels into itself up to 3 times.
j.BSJR180x59085H3H103x521-3314
Knocks down on air hit/ hitstop 3F
j.CSR70010089H3H12220-2160
Knockdown on air hit/ ground bounce on counter hit/ untechable/ takes 1 guard primer on guard/ Arakune bounces upward on hit or guard
j.6ASJR6008085H3H13313-2022
moves horizontally from 4-21F
j.6BSJR6008085H3H14414-2322
moves horizontally from 4-23F
j.6CSJR6008085H3H15514-2522
moves horizontally from 4-23F
j.2AR6008092ALL4H21until landing21-11until landing40
Causes float on hit/ takes 1 guard primer on hit/ can cancel into derivative techniques on hit until landing/ rises up from 4-18F/ frame advantage calculated by doing move immediately after the jump on a Ragna performing standing guard/ frame advantage is better when hit lands at higher altitudes)
j.2BR6008092ALL4H22until landing22-12until landing40
Causes float on hit/ takes 1 guard primer on hit/ can cancel into derivative techniques on hit until landing/ rises up from 4-17F/ frame advantage calculated by doing move immediately after the jump on a Ragna performing standing guard/ frame advantage is better when hit lands at higher altitudes)
j.2CR6008092ALL4H21until landing21-11until landing40
Causes float on hit/ takes 1 guard primer on hit/ can cancel into derivative techniques on hit until landing/ rises up from 4-18F/ frame advantage calculated by doing move immediately after the jump on a Ragna performing standing guard/ frame advantage is better when hit lands at higher altitudes)
forward throw-, SR0, 1050100100,701200000,2ground throw7319-during action-,34
2nd hit causes float/ damage fixed at 100%/ hitstop 0F
backward throw-, SR0, 1050100100, 701200000,2ground throw7319-during action-,34
2nd hit causes float/ damage fixed at 100%/ hitstop 0F
air throw-, SR0, 1000100100, 60120000 0, 4air throw7315-during action-, 60
2nd hit causes float/ damage fixed at 100%/ hitstop 0F/ vertical throw range 280000~120000
dash cancel---------46 total---
7-30F invincible, passes through opponent/ 31-34F low profile
j.44 against wall---------41 total-during action-
19-26F invincible/ warps on 19F/ has height requirement/ uses 1 air dash
Counter Assault-, SR0100100, 861600000, 2ground throw4223-during action-, 34
1-20F invincible/ 2nd hit causes float on hit/ hitstop 0F



Drives
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Input Cancel Damage P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
5DSJR40010085ALL4HB171844-436219
Staggers opponent on ground hit (28F)/ Curse Guage plus 40000 on hit, 17000 on guard
2DR400,5209084LA1FP1911(15)1246 total+153212
Projectile attack/ always gains attack properties after projectile startup/ hitstop 3F/ Each hit causes Curse guage plus 12500 on hit, 8340 on block/ sticky for 12F (1st hit only on guard)
6DR88010089H3HBFP3825748 total-during action17
Takes 1 guard primer on hit/ projectile attack/ disappears the next frame when hit by an attack/ hits standing opponent on 144F (tested with Ragna)/ curse guage plus 40000 on hit, 20000 on guard
j.DR5007080ALL3FP3437F after landing+8until landing60
Causes float on hit/ vaccuum effect on hit or guard/ untechable on ground hit, 80F/ when done at minimum height, follow ups possible 36F after move/ projectile attack/ disappears when hit by an attack/ hitstop 3F/ curse guage plus 30000 on hit, 15000 on guard/ static difference measured immediately after jump (startup 38F)
Curse Guage-------------
Guage total value is 100,000/ When guage fills, 'curse mode' begins/ During curse mode, guage decreases by 100 every frame (max duration of 1000 frames)/ When taking damage, guage decreases by 25 every frame/ Guage still decreases during hitstop and super freeze/ Guage doesn't increase during curse mode/ combos started during curse mode cannot recover the guage beyond 50,000 even after curse mode ends. This is likely a failsafe to prevent re-curse loops.
A-Bug-2207590ALL4HBP6----24
Vaccuum effect on hit/ projectile attack/ disappears when hit/ hitstop 16/ cannot use A-Bug for 16F after hit or guard OR 75F after an A-Bug appears
B-Bug-200x37585ALL3HBP6----26
Knockdown on hit/ multiplier correction of 1/ projectile attack/ disappears when hit/ hitstop 6F/ cannot use B-Bug for 66F after attack properties disappear
C-Bug-6507095ALL4FP4024---19
Staggers on ground hit (28F) and causes vaccuum effect/ projectile attack/ disappears when hit/ hitstop 40F/ cannot use B-bug for 97F after attack properties disappear
D-Bug-150xn, 5007090ALLxn, HLB3HBP133x28(33)76---36xn,50
Knocks down if it hits while descending/ causes float if it hits while ascending/ untechable/ takes 1 guard primer on ascent/ damage bonus 120% while ascending/ multiplier correction of 1/ projectile attack/ disappears when hit/ hitstop 3F while descending, 14F while ascending/ cannot use D-bug again until it disappears offscreen.



Specials
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Name Input Cancel Damage P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
Zero Vectorj.236D-------23120146 total-during action-
11F recovery after landing/ minimum height requirement/ mist trajectory is selected at random from 3 types/ plus 30000 to curse guage when mist touches opponent/ mist disappears upon getting hit (includes throws) OR 20F after Zero Vector is used again OR 16F after opponent throw-escapes Arakune
A "If P then Q"214A---------48 total-44-
Invincible from 29-38F/ throw invincible from 1-5F/ airborne from 6-37F/ warps to ground on 38F
B "If P then Q"214B---------56 total-52-
Invincible from 35-46F/ throw invincible from 1-5F/ airborne from 6-45F/ warps to ground on 46F
C "If P then Q"214C---------85 total-75-
Invincible from 7-62F/ passes through opponent from 7-37F/ warps on 63F (returns to original position)
j.A "If P then Q"j.214A---------46 total-41-
Invincible from 24-33F/ warps to ground on 33F/ altitude limit exists/ cannot use after 2nd jump or air dash
j.B "If P then Q"j.214B---------54 total-49-
Invincible from 30-41F/ warps to ground on 41F/ altitude limit exists/ cannot use after 2nd jump or air dash
j.C "If P then Q"j.214C---------44 total-39-
Invincible from 16-31F/ warps to ground on 31F/ altitude limit exists/ cannot use after 2nd jump or air dash
Y Two-Dashj.236CR200x810085HA3H113x811F after landing-3835
Causes knockdown on hit/ takes 1 guard primer on guard/ multiplier correction of 1/ hitstop 3F/ altitude limit exists
Equals Zero236B---------30 total-during action-
Effect ends when Arakune OR opponent is hit by OR guards an attack



Supers and Astral
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Name Input Cancel Damage P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
F of Gj.214214DR250x148097NONE4, 1x12, 4HBP20+191532F after landing-24F after landing-x13, 60
Invincible from 1F through 6F after super freeze/ 14th hit causes float/ damage fixed at 20% (50 x 14)/ projectile attack/ always comes out 13F after super freeze/ 1st hit, 14th hit have hitstop 2F/ hits 2-13F have hitstop 0F/ altitude limit exists/ hit 1 connects only as a grab/ when hit 1 connects or is guarded, hits 2 and onward will trigger/ 14th hit gives curse guage plus 30,000
F Inverse236236CR640, 90x358092ALL4HBF, HBPx355+2[5+5]108[3x35]147 total-12214119, 120x35
Invincible from 1F through 10F after super freeze/ causes float, vaccuum effect if body part hits/ causes float if laser part hits/ damage fixed at 20% (128, 18x35)/ laser part counts as a projectile/ body part takes 1 guard primer on guard/ hitstop of body part is 3F, hitstop of laser part is 5F/ can move back and forth with the joystick/ laser part's data is blank/ static difference is affected by whether or not the body part was guarded
n-Infinity (1-bounce)34123646D ground or air-death--ALL4H5+216250117-575-
Invincible from 1F to 935F after super freeze/ airborne throughout entire action, can pass through opponent/ causes guard crush effect on guard/ altitude limit exists
n-Infinity (3 bounce)34123646D ground or air-death--ALL4H5+236163(65)126(65)127178-947-
Invincible from 1F to 599F after super freeze/ airborne throughout entire action, can pass through opponent/ causes guard crush effect on guard/ altitude limit exists
n-Infinity (horizontal motion)34123646D ground or air-death--ALL4h5+24666(153)6694-616-
Invincible from 1F to 545F after super freeze/ airborne throughout entire action, can pass through opponent/ causes guard crush effect on guard/ altitude limit exists
n-Infinity (vertical motion)34123646D ground or air-death--ALL4H5+11379(53)76(53)76121-562-
Invincible from 1F to 545F after super freeze/ airborne throughout entire action, can pass through opponent/ causes guard crush effect on guard



Stigma (Curse) Guage Values
Move On Hit On Guard
5D4000017000
2D12500 x28340 x2
6D4000020000
j.D3000015000
Zero Vector3000030000
F of G (14th hit)30000-



Revolver Action Table
ABCDJumpThrowSpecial & SuperDash
5A5A*, 6A5A>6B6C5D, 6Dyesyesyesyes
2A2A*, 6A5B5C, 2C, 3C2D--yes-
6A-2B5C5D, 2D, 6Dyes-yesyes
5B-6B5C, 6C, 3C5Dyes-yesyes
2B2A2B5C, 2C, 6C, 3C2D--yes-
6B----yes-yesyes
5A>6B----yes-yesyes
5C--6C5D, 6Dyes-yesyes
2C--------
6C--6C>5C----
6C>5C--6C>5C>2C----
6C>5C>2C-------
3C----on hit-yes-
5D----yes-yes-
2D--------
6D--------
j.Aj.A*, j.2A, j.6Aj.B, j.2B, j.6Bj.C, j.2C, j.6Cj.D, j.2D, j.3D, j.6D, j.4Dyesyesyes-
j.2A-j.2B on hitj.2C on hit-----
j.6A----yes-yes-
j.B--j.C-yes-yes-
j.2Bj.2A on hit-j.2C on hit-----
j.6B----yes-yes-
j.C---j.D, j.2D, j.3D, j.6D, j.4D----
j.2Cj.2A on hitj.2B on hit------
j.6C----yes-yes-
j.D--------
j.2D--------
j.3D--------
j.6D--------
j.4D--------
Note:
* = can only do 3 times in a row maximum