Difference between revisions of "BBCF/Arakune"

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==Overview==
 
==Overview==
A Sector Seven scientist turned blob after insane exposure to the Boundary. Now with thousands of insects inside of him, he haunts the city of Kagutsuchi in search of the Azure. In terms of gameplay, Arakune is a very awkward character with awkward attacks, awkward movement, and an awkward playstyle. The main goal is to put your opponent in a "Cursed" State and deal big damage along with extremely safe block strings, cross-ups, mix-ups and even an unblocklable here and there. This is the offset to a very weak character without curse with lackluster pressure and mix-up, and mediocre and predictable defensive options.
+
A Sector Seven scientist turned insane blob after exposure to the Boundary. Now with thousands of insects inside of him, he haunts the city of Kagutsuchi in search of the Azure. In terms of gameplay, Arakune is a very awkward character with awkward attacks, awkward movement, and an awkward playstyle. The main goal is to put your opponent in a "Cursed" State and deal big damage along with extremely safe block strings, cross-ups, mix-ups and even an unblocklable here and there. This is the offset to a very weak character without curse with lackluster pressure and mix-up, and mediocre and predictable defensive options.
  
 
===Drive: Crimson===
 
===Drive: Crimson===
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===Overdrive: Crimson Depths===
 
===Overdrive: Crimson Depths===
Upon activation the opponent will be cursed immediately with any existing curse meter, starting the curse gauge's depletion. While overdrive is active the curse gauge depletes at half the usual rate, extending the time the opponent spends cursed. Arakune's Distortion Drives will also apply more hits and do more damage. Outside of curse all Drive moves add 50% curse on hit, and on block, add the amount of curse meter they would normally add on a non-Overdrive hit (25% or 33%). Additionally, Zero Vector's curse clouds each build curse at double the normal rate.
+
Upon activation the opponent will be cursed immediately with any existing curse meter, starting the curse gauge's depletion. While overdrive is active the curse gauge depletes at half the usual rate, extending the time the opponent spends cursed. Arakune's Distortion Drives will also apply more hits and do more damage. Outside of curse all Drive moves add 50% curse on hit, and on block add the amount of curse meter they would normally add on a non-Overdrive hit (25% or 33%). Additionally, Zero Vector's curse clouds each build curse at double the normal rate.
  
 
===Pros/Strengths===
 
===Pros/Strengths===
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*Lack of reliable oki without curse.
 
*Lack of reliable oki without curse.
 
<br clear=all/>
 
<br clear=all/>
{{warning|This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)}}
 
  
 
==Normal Moves==
 
==Normal Moves==
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*Performs 5 hits max in 3F intervals
 
*Performs 5 hits max in 3F intervals
 
*Only first hit is a low
 
*Only first hit is a low
A far traveling but unsafe low approach. Good for whiff punishes and scooping people up during curse confirms. Gets significantly safer if the opponent blocks only the very end of the move.
+
A far traveling but unsafe low approach. Good for whiff punishes and scooping people up during curse confirms. Gets significantly safer if the opponent blocks only the very end of the move. Only leads to 6D without Rapid pre-curse.
 
  }}
 
  }}
 
}}
 
}}
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  |description=
 
  |description=
 
*4-11 Guard Point against Body attacks
 
*4-11 Guard Point against Body attacks
Grounded pre-curse combo staple, knocks opponents away. Useful for its guard point vs Body attribute attacks when used alone, but it's risky to do as it can't be jump cancelled on block.
+
Grounded pre-curse combo staple, knocks opponents away. Useful for its guard point vs Body attribute attacks when used alone, but risky as it can't be jump cancelled on block.
 
  }}
 
  }}
 
}}
 
}}
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  |description=
 
  |description=
 
*You may hold C to automatically continue to the next followup
 
*You may hold C to automatically continue to the next followup
 +
*Foot invul frame 4 onward on first rekka
 
Arakune's rekka chain. Sees extensive use inside curse combos, but leads to little pre-curse without rapid cancel. The new ability to hold C to continue makes negative edging in curse combos much easier as you no longer have to incorporate the C bug into the combo until the rekka completes.
 
Arakune's rekka chain. Sees extensive use inside curse combos, but leads to little pre-curse without rapid cancel. The new ability to hold C to continue makes negative edging in curse combos much easier as you no longer have to incorporate the C bug into the combo until the rekka completes.
  
The 1st hit of 6C is a Foot attribute invul overhead attack.
+
*The 1st hit of 6C is a Foot attribute invul overhead attack.
On air hit, you may stop the 2nd hit of Arakune's rekka to combo into 5A>6B for curse.
+
*On air hit, you may stop the 2nd hit of Arakune's rekka to combo into 5A>6B for curse.
Don't continue to the 3rd hit unless you're already hitting them, as it has worse frame advantage than the 2nd hit and no additional properties.
+
*Don't continue to the 3rd hit unless you're already hitting them, as it has worse frame advantage than the 2nd hit and no additional properties.
 
  }}
 
  }}
 
}}
 
}}
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*Tracks to opponent
 
*Tracks to opponent
 
*Invul 13-16 All
 
*Invul 13-16 All
A teleporting low that tracks to the opponent. Max range roughly 1/3rd screen. Be careful when using it as a punish as it will lose to anything with an active hitbox. This move interacts strangely with crossups, allowing for some unexpected sideswap setups. As a starter combos into 214B.
+
A teleporting low that tracks to the opponent. Max range roughly 1/3rd screen. Be careful when using it as a punish as it will lose to anything with an active hitbox. This move interacts strangely with crossups, allowing for some unexpected sideswap setups. As a starter combos into 214B. Massively unsafe on block but can be special canceled into 214X teleports.
 
  }}
 
  }}
 
}}
 
}}
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  |description=
 
  |description=
 
*Can cancel into from airdash with j.4B
 
*Can cancel into from airdash with j.4B
Arakune's primary air to ground starter and all around best move. You can fall onto opponents directly from an instant air dash by holding 4 while doing j.B for a very difficult to anti-air approach, or to cover your retreat from an airdash back.
+
Arakune's primary air to ground starter and all around best move. Extremely effective for pinning down an opponent for pressure or to punish an unsafe move from the air for a combo. You can fall onto opponents directly from an instant air dash by holding 4 while doing j.B for a very difficult to anti-air approach, or to cover your retreat from an airdash back.
 
  }}
 
  }}
 
}}
 
}}
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====== <font style="visibility:hidden" size="0">j.2A/B/C</font> ======
 
====== <font style="visibility:hidden" size="0">j.2A/B/C</font> ======
 
{{MoveData
 
{{MoveData
|image=BBCS_Arakune_dive.png
+
|image=BBCF_Arakune_dive.png
 
|caption=Combo filler. Never try to use this as a starter.
 
|caption=Combo filler. Never try to use this as a starter.
 
|name=j.2A/B/C
 
|name=j.2A/B/C
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  |description=
 
  |description=
 
*Gives 1/4th curse meter on hit, 1/6th on block
 
*Gives 1/4th curse meter on hit, 1/6th on block
The most difficult of Arakune's Drive moves to curse with as it doesn't combo into anything else. Still marginally useful as a grounded zoning tool to prevent run-ins when used intelligently. The location of the spawned bug can be changed to be closer or farther from Arakune depending on the direction held.
+
The most difficult of Arakune's Drive moves to curse with as it doesn't combo into anything else. Still marginally useful as a grounded zoning tool to prevent run-ins when used intelligently. The location of the spawned bug can be changed to be closer or farther from Arakune depending on the direction held. (1D is identical to the location of j.D, 2D hits between j.D and j.3D, and 3D hits at the location of j.3D. See j.D chart below)
 
  }}
 
  }}
 
}}
 
}}
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*Gives 1/4th curse meter on hit, 1/6th on block
 
*Gives 1/4th curse meter on hit, 1/6th on block
 
Can be aimed in any of 5 different locations on the ground relative to Arakune's position based on input (j.4or1/2/3/6/5D), making it great for both combo extension and sniping the opponent. On hit, knocks the opponent up into the air for a combo. When used as a starter can combo into itself at different ranges with good timing.
 
Can be aimed in any of 5 different locations on the ground relative to Arakune's position based on input (j.4or1/2/3/6/5D), making it great for both combo extension and sniping the opponent. On hit, knocks the opponent up into the air for a combo. When used as a starter can combo into itself at different ranges with good timing.
 +
 +
<div class="toccolours mw-collapsible mw-collapsed">
 +
Expand for j.D Bug Trajectory Diagram
 +
<div class="mw-collapsible-content">[[File:BBCF_Arakune_jDRange.png|800px]]</div>
 
  }}
 
  }}
 
}}
 
}}
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==Curse Bugs==
 
==Curse Bugs==
Once the curse gauge reaches 100%, it's time to summon bugs, these bugs change the entire scope of Arakune's combo potential, creating a variety of options off of the simplest hits. Although powerful, not invincible, All bugs vanish if Arakune takes a hit, and there is a cool down between summoning of the same bug. The fun stops when the Curse gauge depletes. The 60000 points of curse goes down at a rate of 30 per frame, which amount to a little less than 33 seconds without summoning bugs. Do what you can during that time, with good execution, you'll be happy about the outcome.
+
Once the curse gauge reaches 100%, it's time to summon bugs, these bugs change the entire scope of Arakune's combo potential, creating a variety of options off of the simplest hits. Although powerful, in curse you are not invincible. All bugs vanish if Arakune takes a hit, and there is a cool down between summoning of the same bug. The fun stops when the Curse gauge depletes. Uninterrupted curse expires after 10 seconds. Do what you can during that time, with good execution, you'll be happy about the outcome.
  
Each bug is summoned by releasing it's corresponding button (A, B, C, D). Hold left or right to alter the bugs horizontal summoning position/trajectory.
+
Each bug is summoned by releasing it's corresponding button (A, B, C, D). Hold left or right during release to alter the bugs horizontal summoning position/trajectory. (See individual bug sections below for alternate trajectories.)
Keep in mind that bugs now use up curse meter, see below for specific amounts.
 
  
[[File:BBCP_Arakune_BugDiagram.png|600px]]
+
[[File:BBCF_Arakune_BugDiagram.png]]
 +
 
 +
Tip: Bug trajectory is independent of distance to Arakune, use screen landmarks such as lifebars and heat gauges to keep track of bug paths while moving.
 
====== <font style="visibility:hidden" size="0">A Bug</font> ======
 
====== <font style="visibility:hidden" size="0">A Bug</font> ======
 
{{MoveData
 
{{MoveData
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*Vacuums towards Arakune on hit and block, regardless of original direction
 
*Vacuums towards Arakune on hit and block, regardless of original direction
 
A small bug that drops in an arc from the top of the screen before bouncing once and disappearing. The fastest to summon of all the curse bugs, A bug can be re-summoned as soon as it bounces or hits the opponent, allowing for there to be up to 2 on the screen simultaneously. It's best used to lock down an opponent who gets away during curse, or to set up an airtight blockstring on a stationary opponent in order to start curse mixup. 5A>5A>"A Bug" hit is an infinite, airtight, curse blockstring.
 
A small bug that drops in an arc from the top of the screen before bouncing once and disappearing. The fastest to summon of all the curse bugs, A bug can be re-summoned as soon as it bounces or hits the opponent, allowing for there to be up to 2 on the screen simultaneously. It's best used to lock down an opponent who gets away during curse, or to set up an airtight blockstring on a stationary opponent in order to start curse mixup. 5A>5A>"A Bug" hit is an infinite, airtight, curse blockstring.
 +
 +
<div class="toccolours mw-collapsible mw-collapsed">
 +
Expand for A Bug Trajectory Diagram
 +
<div class="mw-collapsible-content">[[File:BBCF_Arakune_ABugs.png|800px]]</div>
 
  }}
 
  }}
 
}}
 
}}
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*Pushes opponent away from Arakune on hit and block, regardless of original direction
 
*Pushes opponent away from Arakune on hit and block, regardless of original direction
 
A fast traveling bug that shoots up from the ground and away from Arakune at a 45 degree angle. Great for controlling air space and punishing opponents who attempt to retreat or roll during curse. Its multiple hits make it ideal for confirming a hit before moving into curse combos. Re-summonable roughly one second after leaving the top of the screen.
 
A fast traveling bug that shoots up from the ground and away from Arakune at a 45 degree angle. Great for controlling air space and punishing opponents who attempt to retreat or roll during curse. Its multiple hits make it ideal for confirming a hit before moving into curse combos. Re-summonable roughly one second after leaving the top of the screen.
 +
 +
<div class="toccolours mw-collapsible mw-collapsed">
 +
Expand for B Bug Trajectory Diagram
 +
<div class="mw-collapsible-content">[[File:BBCF_Arakune_BBugs.png|800px]]</div>
 
  }}
 
  }}
 
}}
 
}}
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Note that C Bug will always jump towards the direction that Arakune was in when it was originally summoned, not the direction Arakune is when it finishes burrowing and jumps. However, it will always move the opponent towards Arakune on hit or block regardless of which direction it jumps.
 
Note that C Bug will always jump towards the direction that Arakune was in when it was originally summoned, not the direction Arakune is when it finishes burrowing and jumps. However, it will always move the opponent towards Arakune on hit or block regardless of which direction it jumps.
 +
 +
<div class="toccolours mw-collapsible mw-collapsed">
 +
Expand for C Bug Trajectory Diagram
 +
<div class="mw-collapsible-content">[[File:BBCF_Arakune_CBugs.png|800px]]</div>
 
  }}
 
  }}
 
}}
 
}}
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*2nd (rising) part is air unblockable, launches
 
*2nd (rising) part is air unblockable, launches
 
A wriggling larvae tumbles down from the ceiling and momentarily buries itself in the ground before bursting upwards as a mighty moth. Curves and slows very slightly as it falls. The falling portion of the attack (generally called "D Bug 1") is multihit and the main source of combo damage inside of curse. The rising portion of the attack (generally called "D Bug 2") launches and is air unblockable. Technically re-summonable almost instantly after leaving the screen, but as it travels the full height of the field it has a functional cooldown of about one second.
 
A wriggling larvae tumbles down from the ceiling and momentarily buries itself in the ground before bursting upwards as a mighty moth. Curves and slows very slightly as it falls. The falling portion of the attack (generally called "D Bug 1") is multihit and the main source of combo damage inside of curse. The rising portion of the attack (generally called "D Bug 2") launches and is air unblockable. Technically re-summonable almost instantly after leaving the screen, but as it travels the full height of the field it has a functional cooldown of about one second.
 +
 +
<div class="toccolours mw-collapsible mw-collapsed">
 +
Expand for D Bug Trajectory Diagram
 +
<div class="mw-collapsible-content">[[File:BBCF_Arakune_DBugs.png|800px]]</div>
 
  }}
 
  }}
 
}}
 
}}
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}}
 
}}
 
The "spider move". Arakune summons a giant spider to hit the opponent. The button used only affects where the spider is summoned. A great move for punishing opponents who refuse to approach, or who are too predictable in their techs/rolls. Even on block this gives a normal Drive move's worth of curse so it's an extremely good option for risk free oki on neutral tech. Attempting this at close range for anything other than an air stall is asking for bad news however. Of note: the spider's hitbox does not go away until it begins to move back upward in full. Don't run headlong into a stationary spider at the end of its web. Don't do it. It's embarrassing.
 
The "spider move". Arakune summons a giant spider to hit the opponent. The button used only affects where the spider is summoned. A great move for punishing opponents who refuse to approach, or who are too predictable in their techs/rolls. Even on block this gives a normal Drive move's worth of curse so it's an extremely good option for risk free oki on neutral tech. Attempting this at close range for anything other than an air stall is asking for bad news however. Of note: the spider's hitbox does not go away until it begins to move back upward in full. Don't run headlong into a stationary spider at the end of its web. Don't do it. It's embarrassing.
 +
 +
Spiders can be summoned at the two edges of the screen and dead center.
 
  }}
 
  }}
 
}}
 
}}
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{{MoveData
 
{{MoveData
 
  |name=If p then q
 
  |name=If p then q
 +
|image=BBCF_Arakune_GroundTeleports.png
 +
|caption=Grounded teleport options.
 +
|image2=BBCF_Arakune_AirTeleports2.png
 +
|caption2=Air teleport options. (Hut hut hike!)
 
  |input=214A/B/C, air OK
 
  |input=214A/B/C, air OK
 
  |data=
 
  |data=
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  |startup=
 
  |startup=
 
  |active=
 
  |active=
  |recovery=48 total
+
  |recovery=53 total
 
  |frameAdv=
 
  |frameAdv=
  |invul=1-5T, 39-37T, 38-39 Inv
+
  |invul=
 
  |hitbox=arakune/214A
 
  |hitbox=arakune/214A
 
  |description=
 
  |description=
 +
*Invul 1-5, 24-43 Throw
 +
Arakune jumps forward to the top of his jump arc before teleporting down to the ground just behind his normal jump landing position. One of the better versions for raw movement, but no strike invuln. A great way to cross up opponents in curse setups.
 
  }}
 
  }}
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
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  |startup=
 
  |startup=
 
  |active=
 
  |active=
  |recovery=48 total
+
  |recovery=83 total
 
  |frameAdv=
 
  |frameAdv=
  |invul=1-5T, 6-25 All
+
  |invul=
 
  |hitbox=arakune/214B
 
  |hitbox=arakune/214B
 
  |description=
 
  |description=
 +
*Invul 22-70 All
 +
Arakune starts his walk forward animation for a second or so before teleporting back to the position you started in. Fantastic for baiting opponent reactions and punishing as it looks exactly like moving forward to continue stagger pressure and has by far the most generous invul window of the teleports. Fairly safe as long as the opponent has to block Negating "p" afterwards, a good special to cancel to if you cannot jump cancel a string. Combo staple after 3C.
 
  }}
 
  }}
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
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  |startup=
 
  |startup=
 
  |active=
 
  |active=
  |recovery=85 total
+
  |recovery=57 total
 
  |frameAdv=
 
  |frameAdv=
  |invul=7-62 All
+
  |invul=
 
  |hitbox=arakune/214C
 
  |hitbox=arakune/214C
 
  |description=
 
  |description=
 +
*Invul 19-36 All
 +
Arakune fakes the animation for 6D before teleporting to the position the bell bug would normally spawn. Invul as soon as Arakune starts to dissolve. Do after the 5th hit of 2C if you're a complete maniac.
 
  }}
 
  }}
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
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  |startup=
 
  |startup=
 
  |active=
 
  |active=
  |recovery=46 total
+
  |recovery=51 total
 
  |frameAdv=
 
  |frameAdv=
 
  |invul=24-33 All
 
  |invul=24-33 All
 
  |hitbox=arakune/214A
 
  |hitbox=arakune/214A
 
  |description=
 
  |description=
 +
*Invul 24-38 All
 +
*Costs an air option
 +
Same as grounded 214A but in air. Arakune jumps forward before teleporting to the ground, travels the same horizontal distance as a grounded jump.
 
  }}
 
  }}
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
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  |startup=
 
  |startup=
 
  |active=
 
  |active=
  |recovery=52 total
+
  |recovery=57 total
 
  |frameAdv=
 
  |frameAdv=
 
  |invul=28-39 All
 
  |invul=28-39 All
 
  |hitbox=arakune/214B
 
  |hitbox=arakune/214B
 
  |description=
 
  |description=
 +
*Invul 16-44 All
 +
Arakune fakes the animation for j.D before teleporting to the ground behind him. Pre-curse air combo staple as you have perfect control over where Negating P comes out since Arakune doesn't move before teleporting.
 
  }}
 
  }}
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
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  |startup=
 
  |startup=
 
  |active=
 
  |active=
  |recovery=56 total
+
  |recovery=57 total
 
  |frameAdv=
 
  |frameAdv=
 
  |invul=28-43 All
 
  |invul=28-43 All
 
  |hitbox=arakune/j.214C
 
  |hitbox=arakune/j.214C
 
  |description=
 
  |description=
*List what the move is used for
+
*Invul 19-36 All
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
+
Arakune dives to the ground as j.2B does, but instead of hitting teleports in the same trajectory as grounded 214C from the point he lands. An effective way to cross up opponents in curse when in corner as the Negating "p" spider will hit same side right before Arakune swaps sides for other bugs, forcing a quick block switch.
Follow the [[Help:Writing_Character_Pages]] guidelines
 
 
  }}
 
  }}
 
}}
 
}}
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*Fatal Counter
 
*Fatal Counter
 
*Activation is automatic
 
*Activation is automatic
A strike grabbing spider that appears after teleports if the opponent is close enough. If the spider hits, the opponent is cocooned and hoisted up to the top of the screen. Equally useful as a combo tool and as a free punish for those who get too eager to rush you while teleporting. This moves properties are identical no matter which teleport was used to create it, but some teleports are able to use it much better than others (Ground and air 214B are especially good for it). No matter how close to teching the opponent is the cocoon will always finish reaching the top of the screen before they are allowed to airtech. They will always be able to tech once it reaches the top, even on a Fatal Counter, so tag a curse building spider on the end of it if you can't follow up with a proper combo before they reach the apex of the stage. Alternatively, you can take the time they're in the cocoon to position yourself, set up clouds, or turn invisible; sometimes a better use of time if you weren't able to follow with a combo to build full curse meter.  
+
A strike grabbing spider that appears after teleports if the opponent is close enough to Arakune's departure. If the spider hits, the opponent is cocooned and hoisted up to the top of the screen. Equally useful as a combo tool and as a free punish for those who get too eager to rush you while teleporting. This moves properties are identical no matter which teleport was used to create it, but some teleports are able to use it much better than others (Ground and air 214B are especially good for it). No matter how close to teching the opponent is the cocoon will always finish reaching the top of the screen before they are allowed to airtech. They will always be able to tech once it reaches the top, even on a Fatal Counter, so tag a curse building spider on the end of it if you can't follow up with a proper combo before they reach the apex of the stage. Alternatively, you can take the time they're in the cocoon to position yourself, set up clouds, or turn invisible; sometimes a better use of time if you weren't able to follow with a combo to build full curse meter.  
 
  }}
 
  }}
 
}}
 
}}
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  |hitbox=arakune/236236C_2
 
  |hitbox=arakune/236236C_2
 
  |description=
 
  |description=
 +
*Invul 1-15 All
 
*Arakune's only DP
 
*Arakune's only DP
 
*Can move left and right while active
 
*Can move left and right while active
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  |hitbox=arakune/j.214214D
 
  |hitbox=arakune/j.214214D
 
  |description=
 
  |description=
 +
*Invul 1-16 All
 
*Note: Not a low anymore
 
*Note: Not a low anymore
 
*Hitting Arakune while active will cancel the bees
 
*Hitting Arakune while active will cancel the bees
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  |hitbox=arakune/236236D
 
  |hitbox=arakune/236236D
 
  |description=
 
  |description=
 +
*Invul 1-7 All
 
*Bug lasts as long as curse is active
 
*Bug lasts as long as curse is active
 
*Bug attacks again 30F? after leaving screen
 
*Bug attacks again 30F? after leaving screen
 +
*Bug starts travel in the direction Arakune is facing
 
Arakune does his best moth call and summons a massive flying bug which takes continuous, multihit passes across the screen until curse ends. When summoned the curse gauge turns from its usual red hue to a royal purple and ticks down slightly faster than normal, losing about 1 to 1.5 seconds worth of curse time on average. Hitting Arakune will stop the bug from starting another pass until the combo ends, but ''won't'' stop it from finishing the bombing run its already on, making the usual tactic of "DP Arakune to stop the bugs" largely useless against F equals. This lets you get away with increasingly unsafe mixups and approaches as long as the bug can cover you after the retaliation should the attempt fail.
 
Arakune does his best moth call and summons a massive flying bug which takes continuous, multihit passes across the screen until curse ends. When summoned the curse gauge turns from its usual red hue to a royal purple and ticks down slightly faster than normal, losing about 1 to 1.5 seconds worth of curse time on average. Hitting Arakune will stop the bug from starting another pass until the combo ends, but ''won't'' stop it from finishing the bombing run its already on, making the usual tactic of "DP Arakune to stop the bugs" largely useless against F equals. This lets you get away with increasingly unsafe mixups and approaches as long as the bug can cover you after the retaliation should the attempt fail.
  
As good as that sounds though, realistically this super is rarely used. It's hard to justify the 50 meter and time in curse spent summoning the super over just starting a regular curse mixup, as in most cases combos involving the F equals moth do about the same or less overall damage than your standard curse combo, while taking substantially more time, heat, and effort to do. Time better spent attempting a reset in curse, which is where your real damage comes from. You can in theory reset them multiple times with the super active instead of finishing into a combo and just take the moth's damage + knockdown, but then you're just attempting to mix them up more times for less return, meaning more chances to fail. When viewed from this angle it's easy to see why you might feel your time is better spent in curse well... just being in curse with 50 Heat.
+
As good as that sounds though, realistically this super is rarely used. It's hard to justify the 50 meter and time in curse spent summoning the super over just starting a regular curse mixup, as in most cases combos involving the F equals moth do about the same or less overall damage than a standard curse combo while taking substantially more curse time to finish. You also often can't complete your standard combos while the moth is active as it will break up D Bug's launch if timed inopportunely. In theory you can use the super to get more windows for resets, but that's also more opportunities to fail. Generally, just being in curse normally with 50 unspent heat is more efficient use of your curse time.
  
It's not all bad news though. For being what this super is it's unquestionably Hecka' Fun™ to use, and an amazing way to swag on your opponent. The surprise factor is also through the roof, no one knows what's going on anymore when this bad boy shows up to the party, often not even you. It leaves them in blockstun for days, and when combined with normal curse bugs make the screen a chaotic mess of hitboxes. You probably won't convert properly off of him, but your opponent also won't escape properly from him either, it's a feature not a bug (okay it is a bug, but yeah). All fun factor aside though, this super's real hidden potential is its power to clinch a close fight that has gone almost to time. Pop Overdrive, spend that heat, and '''summon Mothra''', because in the land of the magic pixel: the one-eyed moth is king. Have him cover your approach and your retreat and you'll get the hit you need.
+
It's not all bad news though. For being what this super is it's unquestionably Fun™ to use, and an amazing way to swag on your opponent. And in situations where you don't need a full combo to kill, this super is pound for pound your best way to spend 50 heat in order to get more chances to connect with your opponent. Pop overdrive if you have it to start the super with even the smallest windows of curse and have Mothra cover both your approach and your retreat should you fail.
  
 
In Overdrive Mothra loses the 8 hit cap per pass and becomes capable of multihitting as many times as the opponent is still in the hitbox. Usually this means 10-11, but in ideal scenarios it can be pushed to 15+. Additonally by simply Overdriving you give yourself more time in curse, meaning the super stays active longer. Without Overdrive you can expect 3-4 passes from F equals when called early. With it you can get up to 6.
 
In Overdrive Mothra loses the 8 hit cap per pass and becomes capable of multihitting as many times as the opponent is still in the hitbox. Usually this means 10-11, but in ideal scenarios it can be pushed to 15+. Additonally by simply Overdriving you give yourself more time in curse, meaning the super stays active longer. Without Overdrive you can expect 3-4 passes from F equals when called early. With it you can get up to 6.
  
While not overwhelming in most circumstances, this super is probably the part of BBCF Arakune's game that has been explored the least. So it's usefulness is also the most subject to change in the future. Outside of that though usually better off saving your heat.
+
While not overwhelming in most circumstances, this super is probably the part of BBCF Arakune's game that has been explored the least. So it's usefulness is also the most subject to change in the future. Outside of that though you're usually better off saving your heat for something else.
 
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|damage= 2040
 
|damage= 2040
 
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|smp=
 
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|startup=Fast 10 Slow 20
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|invul=Fast 1-22 All Slow 1-12 All
 
|hitbox=Arakune/ABCD
 
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|damage=4020
 
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|smp=
 
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|startup=Fast 10 Slow 20
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|invul=Fast 1-22 All Slow 1-12 All
 
|hitbox=
 
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|description=
 
|description=
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*Fast ver. Invul 1-22 All
 +
*Slow ver. Invul 1-12 All
 
*Does not cost Heat, but inmediately ends Overdrive if used.
 
*Does not cost Heat, but inmediately ends Overdrive if used.
 
*Becomes stronger and flashier with Active Flow.
 
*Becomes stronger and flashier with Active Flow.
 +
*Sideswaps
  
Arakune lunges at the opponent on startup. On hit, he then swallows and chomps down on the opponent. Puts Arakune in Active Flow if he hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled.
+
Arakune lunges at the opponent on startup. On hit, he then swallows and chomps down on the opponent before spitting them back out on the opposite side they started on. Puts Arakune in Active Flow if he hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled. You won't be using this often on offense as almost none of your curse combos benefit from ending with it. On defense the sideswap can be very convenient for turning a horrible situation into corner pressure, however simply summoning bugs to defend yourself after a defensive OD is usually superior. Hold ABCD from the start of the OD to EA immediately for the fast startup version.
 
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  |level=4
 
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  |active=12
 
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  |invul=1-97 All
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  |invul=1-101 All
 
  |hitbox=arakune/632146D
 
  |hitbox=arakune/632146D
 
  |description=
 
  |description=
*List what the move is used for
+
*Invul 1-101 All
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
+
Arakune morphs into an enormous eye before rapidly advancing across the screen at the opponent in a straight line, plunging them into a Kafkaesque nightmare scene for an instant, horrifying, kill. The astral is fully invincible, but takes a very long time to start up and can be blocked normally. A reasonable way to finish someone off if you have the option available while in a curse combo as C and D bug set you up nicely for it, but otherwise not practical.
Follow the [[Help:Writing_Character_Pages]] guidelines
 
 
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Latest revision as of 23:38, 23 February 2017

Arakune
BBCF Arakune Portrait.png

Health: 10,500

Combo Rate: 60%

Jump Startup: 4

Backdash Time 32 / Invul: 1-24

Forward Dash Time 40 / Invul: 7-26

Movement Options
Double Jump, 2 Airdashes, Command Dashes, Dash type: Teleport
Play-style
Very Passive and Evasive Pre-curse - Very Offensive During Curse
  

Overview[edit]

A Sector Seven scientist turned insane blob after exposure to the Boundary. Now with thousands of insects inside of him, he haunts the city of Kagutsuchi in search of the Azure. In terms of gameplay, Arakune is a very awkward character with awkward attacks, awkward movement, and an awkward playstyle. The main goal is to put your opponent in a "Cursed" State and deal big damage along with extremely safe block strings, cross-ups, mix-ups and even an unblocklable here and there. This is the offset to a very weak character without curse with lackluster pressure and mix-up, and mediocre and predictable defensive options.

Drive: Crimson[edit]

Crimson is the system that calculates curse meter: how much is needed to curse an opponent, what attacks inflict how much curse meter (more details on this below), and how long curse lasts. During curse, Arakune can summon a variety of bugs that help his pressure, combo ability, and damage. Curse lasts for roughly 10 seconds. Each bug has a cooldown before it can be summoned again (more details on this below) and Arakune cannot summon bugs when he is taking damage or in blockstun (but he can summon bugs in the few frames that he is not in blockstun in usual blockstrings). Once the curse gauge depletes any further attempts to rebuild curse meter will be prevented until all summoned bugs are off-screen and any ongoing combos have concluded.

Overdrive: Crimson Depths[edit]

Upon activation the opponent will be cursed immediately with any existing curse meter, starting the curse gauge's depletion. While overdrive is active the curse gauge depletes at half the usual rate, extending the time the opponent spends cursed. Arakune's Distortion Drives will also apply more hits and do more damage. Outside of curse all Drive moves add 50% curse on hit, and on block add the amount of curse meter they would normally add on a non-Overdrive hit (25% or 33%). Additionally, Zero Vector's curse clouds each build curse at double the normal rate.

Pros/Strengths[edit]

  • Very mobile in the air, with good use of his air dashes.
  • High damage, pressure, keep away,and oki during curse.
  • Good pokes with safe jump cancels.

Cons/Weaknesses[edit]

  • Below-average health.
  • Limited movement options on the ground.
  • Lack of meterless defensive options.
  • Low combo damage without curse.
  • Lack of reliable oki without curse.


Normal Moves[edit]

5A[edit]
5A
BBCS Arakune 5A.png
Standard poke. Hit Crouchers. Good for its range.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
300 CSOJR All 6 3 10 -1 B
  • Hits crouching opponents

Your bread and butter grounded confirm and overall fastest normal. Your go-to move to escape pressure and start pre-curse combos.


5B[edit]
5B
BBCS Arakune 5B.png
Combo filler, really
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
300x3 SO(J)R HL 11 1*8 12 -1 B
  • Reverse gatlings to 5A
  • Jump cancel available only on hit
  • Can only hit 3 times per use

A good move to confirm hits against airborne opponents. Occasionally useful for its large active frame window. Otherwise almost strictly combo filler.


5C[edit]
5C
BBCS Arakune 5C.png
Standard Anti Air, needs a little bit of prediction
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
1000 SOJR HL 23 3 18 -2 B
  • 4-25 Head invul.

A solid anti-air button. A little too slow to catch most instant air dashes on reaction but makes up for it by being almost completely Head invulnerable for the duration. A great callout to specific moves or to prevent standard jump ins.


2A[edit]
2A
BBCS Arakune 2A.png
Funky Attack, reaches a little farther than it looks
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
300 CSOR L 10 2 11 -1 F

Your farthest reaching low and a good poke. Tied for slowest 2A in the game however, so don't go mashing it in pressure.


2B[edit]
2B
BBCS Arakune 2B.png
Secretly your real anti-air
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
700 CSOR L 8 4 11 -1 F
  • Low profiles extremely well

A short reaching but fast low. Extremely useful as a low profile to catch aerials, though it has no invul. A better option than 5C against most instant air dashes.


2C[edit]
2C
BBCS Arakune 2C.png
The infamous shark
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
300x5 R L, HLx4 12 45 14 -27 F
  • Performs 5 hits max in 3F intervals
  • Only first hit is a low

A far traveling but unsafe low approach. Good for whiff punishes and scooping people up during curse confirms. Gets significantly safer if the opponent blocks only the very end of the move. Only leads to 6D without Rapid pre-curse.


6A[edit]
6A
BBCS Arakune 6A.png
Overhead, not a bad one in fact
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
600 SOJR H 25 2 15 0 B
  • Knocks down on air hit
  • Enables some mean fuzzy setups on block

Arakune's standard overhead. Links nicely into 2B for an airtight high to low mixup, and can be canceled into jump for some fuzzy block double overheads. Also frequently used to force resets in curse combos.


6B[edit]
6B
BBCS Arakune 6B.png
PELVIC THRUST
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
5a/6a > 6b 800 SO(J)R HL 6 2 25 -10 B
standalone 6b 800 SO(J)R HL 10 2 25 -10 B
  • 4-11 Guard Point against Body attacks

Grounded pre-curse combo staple, knocks opponents away. Useful for its guard point vs Body attribute attacks when used alone, but risky as it can't be jump cancelled on block.


4B[edit]
4B
BBCS Arakune 4B.png
Millipede NASCAR
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
700 SOJR L 19 3 21 -7 F
  • Standing low
  • Vacuums on hit

One more mixup tool in a character bristling with mixups, this is extra rude to anyone who watches your model too closely. CF added quite a few gatlings and vacuum for this move making it viable as a pre-curse starter, good combo filler.


6C[edit]
6C
BBCS Arakune 6C1.png
Impractical pre-curse overhead. Combo Staple in Curse.
BBCS Arakune 6C2.png
Follow up #1 from 6C. Fruitful for its cross-up reset, not too good for anything else other than combo filler.
BBCS Arakune 6C3.png
Follow up #2 from 6C. Combo filler. Nothing more.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
6C 800 R H 27 2 32(?) -16 H
6CC 1200 R HL 21 4 25 -9 B
6CCC 900 R HL 21 4 36 -19 B
  • You may hold C to automatically continue to the next followup
  • Foot invul frame 4 onward on first rekka

Arakune's rekka chain. Sees extensive use inside curse combos, but leads to little pre-curse without rapid cancel. The new ability to hold C to continue makes negative edging in curse combos much easier as you no longer have to incorporate the C bug into the combo until the rekka completes.

  • The 1st hit of 6C is a Foot attribute invul overhead attack.
  • On air hit, you may stop the 2nd hit of Arakune's rekka to combo into 5A>6B for curse.
  • Don't continue to the 3rd hit unless you're already hitting them, as it has worse frame advantage than the 2nd hit and no additional properties.


3C[edit]
3C
BBCS Arakune 3C.png
Don't use this move unless you are 100% sure it will hit (or doing an unblockable)
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
900 SOR L 26 3 39 -23 F
  • Tracks to opponent
  • Invul 13-16 All

A teleporting low that tracks to the opponent. Max range roughly 1/3rd screen. Be careful when using it as a punish as it will lose to anything with an active hitbox. This move interacts strangely with crossups, allowing for some unexpected sideswap setups. As a starter combos into 214B. Massively unsafe on block but can be special canceled into 214X teleports.


j.A[edit]
j.A
BBCS Arakune jA.png
Pretty good air to air
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
300 CSOJR HA 7 1 16 - H
  • Can cancel into from airdash with j.4A

Your primary air to air confirm. Good for keeping the opponent locked down and blocking.


j.B[edit]
j.B
BBCS Arakune jB.png
Arakune's most valuable attack pre-curse
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
300x5 SOR HA 10 3x5 21 - H
  • Can cancel into from airdash with j.4B

Arakune's primary air to ground starter and all around best move. Extremely effective for pinning down an opponent for pressure or to punish an unsafe move from the air for a combo. You can fall onto opponents directly from an instant air dash by holding 4 while doing j.B for a very difficult to anti-air approach, or to cover your retreat from an airdash back.


j.C[edit]
j.C
BBCS Arakune jC.png
Combo tool pre-curse, high damage.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
1000 SOR HA 12 2 20 - H
  • Fatal Counter
  • Bounces Arakune in place on hit, but can be directed left or right with 4 or 6 after hitting

Spikes the opponent to the ground for hard knockdown. A staple of nearly every pre-curse combo for its ability to combo into j.D and loop. Propels Arakune upwards before hitting, so no longer an instant overhead option (except for on Tager and Hakumen). IAD j.C can still be an effective cross-up when used sparingly however.


j.6A/B/C[edit]
j.6A/B/C
BBCS Arakune bird.png
Air to air confirm and combo filler. With high execution, it's good for pressure.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
700 SOJR HA 11 4 12 + 7 frames landing - H

Great for closing distance air to air and for mixing up your approach and fall timing. Versions differentiate only in length traveled, A being the shortest, and C being the longest. Additionally a great way to dissuade your opponent from jumping.


j.2A/B/C[edit]
j.2A/B/C
BBCF Arakune dive.png
Combo filler. Never try to use this as a starter.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
j.2A 900 R HA 21 until landing 19 frames total - H
j.2B 900 R HA 22 until landing 20 frames total - H
j.2C 900 R HA 21 until landing 19 frames total - H

Arakune's dive attacks. Can cancel into each other on hit, but not into the same dive twice. Hits high on grounded opponents but unsafe on block. Good for juking the opponent when you're otherwise out of air movement options.


Drive Moves[edit]

Arakune is one of the characters who rely heavily on their Drive effects. Arakune's play is set into two different phases, pre-Curse and Curse. During pre-Curse, the goal is to curse the opponent, so it is essential to include or end your combos with a D attack (or a special attack that can serve as an equivalent) to gain curse meter. The curse gauge is set at 0 at the start of every round and has a maximum capacity of 60000.

5D[edit]
5D
BBCS Arakune 5D.png
*Cough*
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
640 SOJRDa HL 17 18 33 -34 BP
  • Gives 1/4th curse meter on hit, 1/6th on block
  • Knocks away, Wallsplats in corner

Difficult to use in pre-curse combos these days, it functions best when abusing its wallsplat properties for corner setups and as a relatively safe way to tax a blocking opponent with curse meter. On hit can lead to 3C for combo continuation.


1/2/3D[edit]
1/2/3D
BBCS Arakune 2D.png
Bad Start up, don't use point blank. Kinda unsafe in most situations, but it's a half decent for mid-range zoning.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
640 R All 19 12 46 frames total +9 FP*
  • Gives 1/4th curse meter on hit, 1/6th on block

The most difficult of Arakune's Drive moves to curse with as it doesn't combo into anything else. Still marginally useful as a grounded zoning tool to prevent run-ins when used intelligently. The location of the spawned bug can be changed to be closer or farther from Arakune depending on the direction held. (1D is identical to the location of j.D, 2D hits between j.D and j.3D, and 3D hits at the location of j.3D. See j.D chart below)


6D[edit]
6D
BBCS Arakune 6D.png
Headbutt, really.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Headbutt 900 SOJR HL 14 16 24 -23 B
  • Fatal Counter

Headbutt that spawns a downward drifting, curse building bell bug in midair. If jump cancelled with good timing can loop between the bell bug hitting, j.D, and back to itself. Jump too early and the projectile will not spawn however. Useless as a Fatal Counter.

Bell Bug 640 R HL 38 until landing - - HP*
  • Gives 1/4th curse meter on hit, 1/6th on block
  • Must be barrier blocked in air, no longer an overhead

Bell bug itself can be extremely useful as both an oki tool and as a zoning tool. Especially useful in certain matchups, such as against short stepdash characters that rely on air dashes to gap close.


j.D[edit]
j.D
BBCS Arakune jD.png
Combo and zoning tool. Hits mid, don't be fooled.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
640 SOJR All 28 3 until landing + 7 frames recovery - HBFPr
  • Gives 1/4th curse meter on hit, 1/6th on block

Can be aimed in any of 5 different locations on the ground relative to Arakune's position based on input (j.4or1/2/3/6/5D), making it great for both combo extension and sniping the opponent. On hit, knocks the opponent up into the air for a combo. When used as a starter can combo into itself at different ranges with good timing.

Expand for j.D Bug Trajectory Diagram

BBCF Arakune jDRange.png


Curse Bugs[edit]

Once the curse gauge reaches 100%, it's time to summon bugs, these bugs change the entire scope of Arakune's combo potential, creating a variety of options off of the simplest hits. Although powerful, in curse you are not invincible. All bugs vanish if Arakune takes a hit, and there is a cool down between summoning of the same bug. The fun stops when the Curse gauge depletes. Uninterrupted curse expires after 10 seconds. Do what you can during that time, with good execution, you'll be happy about the outcome.

Each bug is summoned by releasing it's corresponding button (A, B, C, D). Hold left or right during release to alter the bugs horizontal summoning position/trajectory. (See individual bug sections below for alternate trajectories.)

BBCF Arakune BugDiagram.png

Tip: Bug trajectory is independent of distance to Arakune, use screen landmarks such as lifebars and heat gauges to keep track of bug paths while moving.

A Bug[edit]
A Bug
BBCS Arakune Abug.png
Bouncy
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
500 - All 1 until ground + 55 - - HBFPr
  • Bonus Proration 110%
  • Vacuums towards Arakune on hit and block, regardless of original direction

A small bug that drops in an arc from the top of the screen before bouncing once and disappearing. The fastest to summon of all the curse bugs, A bug can be re-summoned as soon as it bounces or hits the opponent, allowing for there to be up to 2 on the screen simultaneously. It's best used to lock down an opponent who gets away during curse, or to set up an airtight blockstring on a stationary opponent in order to start curse mixup. 5A>5A>"A Bug" hit is an infinite, airtight, curse blockstring.

Expand for A Bug Trajectory Diagram

BBCF Arakune ABugs.png


B Bug[edit]
B Bug
BBCF Arakune Bbug.png
Drill Monster
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
450x3 - All 13 until off-screen - - HBFPr
  • Bonus Proration 110%
  • Pushes opponent away from Arakune on hit and block, regardless of original direction

A fast traveling bug that shoots up from the ground and away from Arakune at a 45 degree angle. Great for controlling air space and punishing opponents who attempt to retreat or roll during curse. Its multiple hits make it ideal for confirming a hit before moving into curse combos. Re-summonable roughly one second after leaving the top of the screen.

Expand for B Bug Trajectory Diagram

BBCF Arakune BBugs.png


C Bug[edit]
C Bug
BBCS Arakune Cbug.png
Mr. Gaurd Crush Your Girl
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
940 - Barrier 55 24 - - HBFPr
  • Bonus Proration 110%
  • Gaurd crushes if not barrier blocked
  • Extreme vacuum effect towards Arakune on hit or block, regardless of original direction
  • Lengthy Hitstop

A large bell bug sprouts from the ground in front of Arakune before breaching the surface and jumping in a wide arc towards him. Slow startup but impossible to avoid in most curse mixup situations. This bug forces you to barrier block Arakune correctly or be guard crushed and immediately put in a curse combo. Enables very mean invisible teleport crossups, and is a staple in curse combos for its ability to freeze the opponent in hitstop to allow for further combos with D Bug and Arakune's normals. Re-summonable roughly one second after disappearing.

Note that C Bug will always jump towards the direction that Arakune was in when it was originally summoned, not the direction Arakune is when it finishes burrowing and jumps. However, it will always move the opponent towards Arakune on hit or block regardless of which direction it jumps.

Expand for C Bug Trajectory Diagram

BBCF Arakune CBugs.png


D Bug[edit]
D Bug
BBCS Arakune Dbug.png
Bane of everyone's existence
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
250xN, 940 - All, HL 1 until ground (18) until off screen - - HBFPr
  • Two part attack, falling then rising
  • 2nd (rising) part is air unblockable, launches

A wriggling larvae tumbles down from the ceiling and momentarily buries itself in the ground before bursting upwards as a mighty moth. Curves and slows very slightly as it falls. The falling portion of the attack (generally called "D Bug 1") is multihit and the main source of combo damage inside of curse. The rising portion of the attack (generally called "D Bug 2") launches and is air unblockable. Technically re-summonable almost instantly after leaving the screen, but as it travels the full height of the field it has a functional cooldown of about one second.

Expand for D Bug Trajectory Diagram

BBCF Arakune DBugs.png


Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
BBCS Arakune GroundThrow.png
Not bad, since Arakune rarely grabs.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
1500 SOR T(70) 7 3 23 - T
  • Minimum Damage 100%

Arakune swallows the opponent before spitting them in a high arc directly in front of him. Backthrow version is identical except the direction is reversed. You won't be doing anything fancy off of a grab, but it leads to full curse and that's what counts.


Air Throw[edit]
Air Throw
BBCS Arakune AirThrow.png
Hugs
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
1500 SOR T(120) 7 3 23+3 landing - T
  • Minimum Damage 100%

Same throw trajectory as a grounded throw, but in air. Leads to full curse with a well timed j.D followup. Arakune's air throw range is significantly larger than normal as well, so utilize it often.


Counter Assault[edit]
Counter Assault
BBCS Arakune 6B.png
Better than a throw overall
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
0 R All 13 2 29 -12 B
  • Invul 1-20 All

Invulnerable counter assault to knock the opponent away during blockstun. Uses Arakune's 6B animation. Standard as Counter Assaults go, but a key part of Arakune's defensive game as he has very few alternatives when backed into a corner. With 100% heat and extremely high execution Counter Assault can be Rapid canceled into full curse. Dirty!!


Crush Trigger[edit]
Crush Trigger
BBCP Arakune AB.png
What a calamity
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Uncharged 1000 R B 20 1 25 0 B
Charged 1000 R B 30-60 1 25 0 B
  • Gaurd crushes if not barrier blocked
  • Knocks down on hit

A little more useful for Arakune than for most because of C Bug's guard crush properties. While an uncharged Crush Trigger barely makes a dent in a barrier gauge, a charged one will deplete it by half. This makes Crush Trigger a very good trump card against anyone who runs low on barrier gauge mid-curse. Lock them down with A and B bugs and hit them with a fully charged Crush Trigger, depleting their barrier and making the next C bug unblockable. Additionally, against anyone not paying attention enough, fully charged Crush Trigger leads directly into 6B for full curse, a rude surprise. Uncharged crush trigger doesn't lead into anything by itself outside of curse, but is independently useful as a combo extension after 3C in situations where 214B would whiff, allowing you to finish a pre-curse combo.


Special Moves[edit]

Equals Zero[edit]
Equals Zero
236B
BBCS Arakune EqualsZero.png
GET IT!?
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
- - - - -- 30 - -

Invisibility on demand (sort of)! This move is often overlooked, but it's hard to understate its usefulness when used properly. Makes blocking an already difficult to block character a nightmare that few escape from when in curse. Out of curse it's an effective way to play keepaway while keeping the opponent somewhat uncertain of your exact positioning and so less able to strike back with precision.

Invisibility's duration is INFINITE, and only expires when:

  • Arakune is hit or blocks an attack
  • Arakune's physical attack hits or is blocked

Arakune's projectiles do not count for the sake of dispelling invisibility, which means that the following attacks do not break stealth:

  • All curse bugs
  • j.D
  • 2D
  • 6D's bell bug
  • 22X spiders
  • Zero Vector curse clouds
  • If p then q command teleports' catch grab
  • F of G Distortion Drive
  • and F Equals Distortion Drive

Being hit by or blocking enemy projectiles will get rid of your invisibility however.


Zero Vector[edit]
Zero Vector
236D (Air OK)
BBCS Arakune ZeroVector.png
The Random Cloud
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Ground - - - 25 900 45 total - -
Air - - - 25 900 38 total+3L - -
  • Clouds last 15 seconds or until Arakune is hit (blocking is ok)
  • If a cloud is already out, guaranteed to be a different type from last time

Summons a noxious cloud at random that builds curse meter for as long as the opponent is within it. There are three types of curse cloud, each with their own behavior and rate of curse meter gain, but only one may be active at any given time.


Type A is a round cloud formation that slowly homes in on the opponent. It's the most generally useful of the clouds, but builds curse the slowest. Builds from empty to full curse in 5 seconds.

Type B is a ring shaped cloud that follows Arakune's movements. It can be used offensively with teleports and dashes to try to force the cloud over the opponent, but is at its most useful on defense where it prevents opponents from doing close range blockstrings on Arakune without building up curse. Builds from empty to full curse in 2.5 seconds.

Type C is a flat broad cloud that tracks the opponent at jump height. It's extremely effective at deterring the opponent from jumping, preventing air approaches, and giving you largely uncontested ability to retreat in air in most matchups. It builds curse the fastest, but does nothing to prevent grounded approaches. Builds from empty to full curse in 1.5 seconds.


Y-Two Dash[edit]
Y-Two Dash
j.236C
BBCS Arakune YTwoDash.png
Combo Staple
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
200x8 R HA 11 3x8 until landing + 11 - H
  • Trajectory determined by Arakune's vertical momentum
  • Air to ground knockdown

An enormous multihit aerial move that travels in an arc, Y-Two Dash is a combo staple during curse. It makes for consistent conversion from the air into C and D Bug as well as a continuation from the launch of D Bug's 2nd hit, allowing combos to flow from Y-Two Dash to bugs and from bugs back to Y-Two Dash. Outside of curse it's a good way to end an air combo if you can't confirm into a curse building combo in time as it gives emergency tech knockdown for oki. It's technically a quite large overhead, though it's seldom seen used as one.

There is a high, medium, and low arc possible when doing this move. The version you get depends on whether Arakune is travelling up, down, or relatively stationary when performed.


Permutation, N, R[edit]
Permutation, N, R
22A/B/C, air OK
BBCP Arakune Permutation.png
Sp00der
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Ground 940 - All 19 until ground 48 total - HBFPr
Air 940 - All 4 until ground 57 total - HBFPr
  • Gives 1/3rd curse meter on hit, 1/4th on block
  • You may cancel a spider's descent at any time with another spider
  • You may not use the same spider more than once in air

The "spider move". Arakune summons a giant spider to hit the opponent. The button used only affects where the spider is summoned. A great move for punishing opponents who refuse to approach, or who are too predictable in their techs/rolls. Even on block this gives a normal Drive move's worth of curse so it's an extremely good option for risk free oki on neutral tech. Attempting this at close range for anything other than an air stall is asking for bad news however. Of note: the spider's hitbox does not go away until it begins to move back upward in full. Don't run headlong into a stationary spider at the end of its web. Don't do it. It's embarrassing.

Spiders can be summoned at the two edges of the screen and dead center.


a±b[edit]
a±b
236D during Curse (Air OK)
BBCP Arakune AplusminusB.png
Slooooooow
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Ground - - - 25 - 45 total - -
Air - - - 25 - 38 total+3L - -
  • Lasts until curse ends or Arakune is hit
  • Reduces all horizontal movement once attached

The slow cloud. Can only be summoned in curse. Slowly homes in on the opponent before attaching to their character on contact. Once attached all horizontal movement from the opponent is reduced to roughly 1/3rd of normal horizontal distance and travel speed. You can still jump and use any vertical components of special movements normally while slowed (such as Mai's 214 command backjump or Rachel's Wind), but any horizontal movement in such a move will be fully affected.

Horizontal movement includes things like runs, walks, air dashes, Jin's Ice Car, Bullet's Drive attacks, Mai's 236 command dash, Nu's Act Parser, Izayoi's B and C version Mirage Thruster, and even teleport dashes such as Azrael's and Arakune's himself. It mostly does not affect moves that teleport with a set position in mind rather than a direction of travel, such as Bang's four seal Distortion Drive, Izayoi's D version Mirage Thruster teleport, or Arakune's screen wrap. (With the somewhat odd exception of Kokonoe's Graviton teleport, which barely moves her at all when slowed)

It is in your best interest as Arakune to end every combo leading up to curse with slow cloud so it becomes impossible for them to run from your incoming mixups, forcing them to challenge your blockstrings directly (very dangerous). It also makes rolling on knockdown as unsafe as quick teching for the opponent, as they won't roll far enough to actually escape from bugs, guaranteeing you can focus on committing to a mixup versus a neutral tech. If for any reason the opponent becomes cursed where you cannot immediately spit a slow cloud onto them, this is generally still the first thing you want to do to ensure the time spent chasing them down is minimized.


If p then q[edit]
If p then q
214A/B/C, air OK
BBCF Arakune GroundTeleports.png
Grounded teleport options.
BBCF Arakune AirTeleports2.png
Air teleport options. (Hut hut hike!)
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
214A - - - - - 53 total - -
  • Invul 1-5, 24-43 Throw

Arakune jumps forward to the top of his jump arc before teleporting down to the ground just behind his normal jump landing position. One of the better versions for raw movement, but no strike invuln. A great way to cross up opponents in curse setups.

214B - - - - - 83 total - -
  • Invul 22-70 All

Arakune starts his walk forward animation for a second or so before teleporting back to the position you started in. Fantastic for baiting opponent reactions and punishing as it looks exactly like moving forward to continue stagger pressure and has by far the most generous invul window of the teleports. Fairly safe as long as the opponent has to block Negating "p" afterwards, a good special to cancel to if you cannot jump cancel a string. Combo staple after 3C.

214C - - - - - 57 total - -
  • Invul 19-36 All

Arakune fakes the animation for 6D before teleporting to the position the bell bug would normally spawn. Invul as soon as Arakune starts to dissolve. Do after the 5th hit of 2C if you're a complete maniac.

j.214A - - - - - 51 total - -
  • Invul 24-38 All
  • Costs an air option

Same as grounded 214A but in air. Arakune jumps forward before teleporting to the ground, travels the same horizontal distance as a grounded jump.

j.214B - - - - - 57 total - -
  • Invul 16-44 All

Arakune fakes the animation for j.D before teleporting to the ground behind him. Pre-curse air combo staple as you have perfect control over where Negating P comes out since Arakune doesn't move before teleporting.

j.214C - - - - - 57 total - -
  • Invul 19-36 All

Arakune dives to the ground as j.2B does, but instead of hitting teleports in the same trajectory as grounded 214C from the point he lands. An effective way to cross up opponents in curse when in corner as the Negating "p" spider will hit same side right before Arakune swaps sides for other bugs, forcing a quick block switch.


P Reject[edit]
Negating "p"
Near opponent during the startup of If p then q
BBCF Arakune P Reject.png
Swiggity swooty...
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
800 - - - - - - -
  • Fatal Counter
  • Activation is automatic

A strike grabbing spider that appears after teleports if the opponent is close enough to Arakune's departure. If the spider hits, the opponent is cocooned and hoisted up to the top of the screen. Equally useful as a combo tool and as a free punish for those who get too eager to rush you while teleporting. This moves properties are identical no matter which teleport was used to create it, but some teleports are able to use it much better than others (Ground and air 214B are especially good for it). No matter how close to teching the opponent is the cocoon will always finish reaching the top of the screen before they are allowed to airtech. They will always be able to tech once it reaches the top, even on a Fatal Counter, so tag a curse building spider on the end of it if you can't follow up with a proper combo before they reach the apex of the stage. Alternatively, you can take the time they're in the cocoon to position yourself, set up clouds, or turn invisible; sometimes a better use of time if you weren't able to follow with a combo to build full curse meter.


Wall Teleport[edit]
Wall Teleport
j.44 When backed to a wall
BBCS Arakune j44.png
Pissing off opponents since 2008.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
- - - Teleports at 25 - 47 total - -
  • Costs an air option
  • Invul 25-32 All

Arakune's primary getaway option when under pressure. Lets you teleport from one side of the screen to the other as long as you can jump into one edge of the screen (does not have to be the full on corner of the stage, just the full stretch of the screen at the time). This often puts opponents in a pickle, as if they get too close to you without locking you down, you escape; and if they hover near the middle of the screen to try and cover your exit, you're free to zone them. Savvy opponents won't let you get away with this for too long however, as teleport has a fairly lengthy duration, not including the time spent jumping back to reach the wall.


Distortion Drives[edit]

F-Inverse[edit]
F-Inverse
236236C
BBCS Arakune FInverse.png
Combo filler or Arakune's only real wake up DP.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Body 640 R All 5+2 108 33 -122 B
Body (OD) 640 R All 5+2 162 33 -176 B
Laser 90x35 R All 5+5 3x35 - - HBFPr(2)
Laser (OD) 90x53 R All 5+5 3x53 - - HBFPr(2)
  • Invul 1-15 All
  • Arakune's only DP
  • Can move left and right while active

Arakune morphs into a gargantuan tarantula before firing a massive laser above him, has both a body and a laser hitbox that must be blocked independently. "Spider Laser" is the Distortion you're going to see out of Arakune the most often as it's definitely his most widely useful. It's his only source of true reversal outside of Counter Assault and Burst, and it has a fairly impressive startup time for punishing those trying to smother you on wakeup or push their luck on blockstrings. It's also the only Distortion he has that's realistically capable of tacking on extra damage after a combo, and can be chained into itself if you have 100% meter. It's not uncommon to see rounds end in Curse > Laser > (OD) Laser to clinch.

Pre-curse F-Inverse can lead to full curse in the corner (5D > j.D > 6D > j.C > j.D), and 83% curse midscreen (6D > j.D > 22B). But be careful. Since it's your only DP most opponents will be scouting for it, and if blocked without another 50% heat to Rapid Cancel they'll have all the time in the world to punish you with the most severe Fatal Counter combo they can perform. Funnily enough, since both the laser and the body portion of the attack are considered their own hitboxes and are active through the entirety of the move, you can end up surprising some people by scooping them right back into the super when they run in to punish. To avoid this, all they have to do is remember to block the body hit before attempting their real punish, so don't count on it.

The Overdrive version of F-Inverse has more hits, a wider laser hitbox, and allows left and right movement at triple the speed. Try not to let the increased size and movement speed throw off your combo in the rare instances you OD super and still need to combo.


F of G[edit]
F of G
j.214214D
BBCS Arakune FofG.png
Homes in, 100% curse, 50% on block, swag
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Normal 160x24 R All 10+35 ~90 until landing + 31 - HBFPR(2)
Overdrive 160x28 R All 10+35 ~90 until landing + 31 - HBFPR(2)
  • Invul 1-16 All
  • Note: Not a low anymore
  • Hitting Arakune while active will cancel the bees

Arakune summons a massive swarm of bees from the ground, stinging and cursing anything and anyone on their way up off the top of the screen. The amount of hits this move does is somewhat variable, but it hits the most (24 hits) right in the very center of the move. Further towards the edges the opponent will be hit by less and less bees, often in multiples of 4, down to a typical range of 12-16 hits. Each hit gives 1/12th curse meter, so while it's rare to see someone be hit for less than 12 hits, it is not impossible to get caught in F of G and escape uncursed. On block the bees do significantly less, typically 1/2 curse meter in the very center and a little less than 1/3rd around the edges.

In neutral this super is a very poor choice, as 35 frames after superflash is plenty of time for your opponent to dash out of the super's radius and punish you for the attempt. Instead, this super is best used as a fullscreen 100% curse punish and way to start pressure. Catch a Tsubaki charging stocks or a Mai winding up a spear at fullscreen? Curse them for it from a range they thought was safe. If they block it, they still take a sizeable amount of curse and let you close the gap for some pressure. Additionally this super shines as a re-curse option. Pop this in corner after your curse combo ends and the opponent will have to start their new lease on life at a sizeable curse meter deficit right off the bat. Do it right with a cloud on the field or catch them trying to mash something and you might just get a free re-curse for your trouble.

In Overdrive this Distortion changes very little, gaining only 4 extra hits (and so barely any difference in curse potential). However the edges of the move in overdrive seem to have more generous hitboxes, leading to it being more common to be hit for a 16+ hit combo even at the very edge of its range.


F equals[edit]
F equals
236236D during Curse (Air OK)
BBCF Arakune F equals.png
Basically Volcarona
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Normal 500*8 per Bug - All 7+30 until off-screen 31 total - -
Overdrive 500*X per Bug - All 7+30 until off-screen 31 total - -
  • Invul 1-7 All
  • Bug lasts as long as curse is active
  • Bug attacks again 30F? after leaving screen
  • Bug starts travel in the direction Arakune is facing

Arakune does his best moth call and summons a massive flying bug which takes continuous, multihit passes across the screen until curse ends. When summoned the curse gauge turns from its usual red hue to a royal purple and ticks down slightly faster than normal, losing about 1 to 1.5 seconds worth of curse time on average. Hitting Arakune will stop the bug from starting another pass until the combo ends, but won't stop it from finishing the bombing run its already on, making the usual tactic of "DP Arakune to stop the bugs" largely useless against F equals. This lets you get away with increasingly unsafe mixups and approaches as long as the bug can cover you after the retaliation should the attempt fail.

As good as that sounds though, realistically this super is rarely used. It's hard to justify the 50 meter and time in curse spent summoning the super over just starting a regular curse mixup, as in most cases combos involving the F equals moth do about the same or less overall damage than a standard curse combo while taking substantially more curse time to finish. You also often can't complete your standard combos while the moth is active as it will break up D Bug's launch if timed inopportunely. In theory you can use the super to get more windows for resets, but that's also more opportunities to fail. Generally, just being in curse normally with 50 unspent heat is more efficient use of your curse time.

It's not all bad news though. For being what this super is it's unquestionably Fun™ to use, and an amazing way to swag on your opponent. And in situations where you don't need a full combo to kill, this super is pound for pound your best way to spend 50 heat in order to get more chances to connect with your opponent. Pop overdrive if you have it to start the super with even the smallest windows of curse and have Mothra cover both your approach and your retreat should you fail.

In Overdrive Mothra loses the 8 hit cap per pass and becomes capable of multihitting as many times as the opponent is still in the hitbox. Usually this means 10-11, but in ideal scenarios it can be pushed to 15+. Additonally by simply Overdriving you give yourself more time in curse, meaning the super stays active longer. Without Overdrive you can expect 3-4 passes from F equals when called early. With it you can get up to 6.

While not overwhelming in most circumstances, this super is probably the part of BBCF Arakune's game that has been explored the least. So it's usefulness is also the most subject to change in the future. Outside of that though you're usually better off saving your heat for something else.


Exceed Accel[edit]

n Factorial
ABCD during Overdrive
BBCF Arakune nFactorial.png
What are you looking at?
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Normal 2040 - All Fast 10 Slow 20 3 19 - -
Active Flow 4020 - All Fast 10 Slow 20 3 19 - -
  • Fast ver. Invul 1-22 All
  • Slow ver. Invul 1-12 All
  • Does not cost Heat, but inmediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.
  • Sideswaps

Arakune lunges at the opponent on startup. On hit, he then swallows and chomps down on the opponent before spitting them back out on the opposite side they started on. Puts Arakune in Active Flow if he hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled. You won't be using this often on offense as almost none of your curse combos benefit from ending with it. On defense the sideswap can be very convenient for turning a horrible situation into corner pressure, however simply summoning bugs to defend yourself after a defensive OD is usually superior. Hold ABCD from the start of the OD to EA immediately for the fast startup version.


Astral Heat[edit]

N-Infinity
632146D
BBCS Arakune NInfinity.png
You activated my trap card, Gorgon's eye!
BBCP Arakune NInfinity2.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
DESTROY - all 9+81 12 24 -17 H
  • Invul 1-101 All

Arakune morphs into an enormous eye before rapidly advancing across the screen at the opponent in a straight line, plunging them into a Kafkaesque nightmare scene for an instant, horrifying, kill. The astral is fully invincible, but takes a very long time to start up and can be blocked normally. A reasonable way to finish someone off if you have the option available while in a curse combo as C and D bug set you up nicely for it, but otherwise not practical.


External References[edit]



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