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==Overview== | ==Overview== | ||
A Sector Seven scientist turned blob after | 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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*Lack of reliable oki without curse. | *Lack of reliable oki without curse. | ||
<br clear=all/> | <br clear=all/> | ||
==Normal Moves== | ==Normal Moves== | ||
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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 | 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 to alter the bugs horizontal summoning position/trajectory. | ||
[[File:BBCP_Arakune_BugDiagram.png|600px]] | [[File:BBCP_Arakune_BugDiagram.png|600px]] | ||
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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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{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage= | |damage=500*8 per Bug | ||
|cancel= | |cancel= | ||
|p1= | |p1=70 | ||
|p2= | |p2= | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=All | ||
|level= | |level=5 | ||
|attribute= | |attribute= | ||
|startup= | |startup=7+30 | ||
|active= | |active=until off-screen | ||
|recovery= | |recovery=31 total | ||
|frameAdv= | |frameAdv= | ||
|invul= | |invul=1-7 All | ||
|hitbox=arakune/2362364D | |hitbox=arakune/2362364D | ||
|description= | |description= | ||
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|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
|damage= | |damage=500*X per Bug | ||
|cancel= | |cancel= | ||
|p1= | |p1=70 | ||
|p2= | |p2= | ||
|starter= | |starter= | ||
|SMP= | |SMP= | ||
|guard= | |guard=All | ||
|level= | |level=5 | ||
|attribute= | |attribute= | ||
|startup= | |startup=7+30 | ||
|active= | |active=until off-screen | ||
|recovery= | |recovery=31 total | ||
|frameAdv= | |frameAdv= | ||
|invul= | |invul=1-7 All | ||
|hitbox=arakune/236236D | |hitbox=arakune/236236D | ||
|description= | |description= | ||
* | *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. In theory you can use the super to get faster windows for resets, but that's also more opportunities to fail. Generally, just being in curse normally 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. 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. You usually aren't able to do your standard curse routes or they'll be interrupted, but your opponent also won't escape properly from him either, so it's a feature not a bug (okay it is a bug, but yeah). All joking aside though, this super's real hidden potential is its power to tip the scales in a close fight that has gone almost to time, where finishing combos has stopped mattering. Pop Overdrive, spend that heat, and '''summon Mothra''', because in the land of the magic pixel: the one-eyed moth is king. Pound for pound he's one of the better ways to spend excess heat if you can get a final curse. Have him cover your approach and your retreat and you'll get the hit you need. | |||
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. | |||
}} | |||
}} | }} | ||
<br clear=all/> | <br clear=all/> | ||
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|damage= 2040 | |damage= 2040 | ||
|cancel= | |cancel= | ||
|p1= | |p1=100 | ||
|p2= | |p2=100 | ||
|smp= | |smp= | ||
|starter= | |starter= | ||
|guard=All | |guard=All | ||
|startup= | |startup=Fast 10 Slow 20 | ||
|active= | |active=3 | ||
|recovery= | |recovery=19 | ||
|frameAdv= | |frameAdv= | ||
|attribute= | |attribute= | ||
|invul= | |invul=Fast 1-22 All Slow 1-12 All | ||
|hitbox=Arakune/ABCD | |hitbox=Arakune/ABCD | ||
|description= | |description= | ||
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|damage=4020 | |damage=4020 | ||
|cancel= | |cancel= | ||
|p1= | |p1=100 | ||
|p2= | |p2=100 | ||
|smp= | |smp= | ||
|starter= | |starter= | ||
|guard=All | |guard=All | ||
|startup= | |startup=Fast 10 Slow 20 | ||
|active= | |active=3 | ||
|recovery= | |recovery=19 | ||
|frameAdv= | |frameAdv= | ||
|attribute= | |attribute= | ||
|invul=Fast 1-22 All Slow 1-12 All | |||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
*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 | |level=4 | ||
|attribute=H | |attribute=H | ||
|startup= | |startup=9+81 | ||
|active=12 | |active=12 | ||
|recovery= | |recovery=24 | ||
|frameAdv= | |frameAdv=-17 | ||
|invul=1- | |invul=1-101 All | ||
|hitbox=arakune/632146D | |hitbox=arakune/632146D | ||
|description= | |description= | ||
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. | |||
}} | }} | ||
}} | }} |
Revision as of 06:15, 16 February 2017
Arakune |
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Health: 10,500 Combo Rate: 60%
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Overview
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
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
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
- 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
- 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
5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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4B
4B |
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6C
6C |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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j.6A/B/C
j.6A/B/C |
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j.2A/B/C
j.2A/B/C |
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Drive Moves
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
5D |
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1/2/3D
1/2/3D |
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6D
6D |
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j.D
j.D |
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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, 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.
A Bug
A Bug |
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B Bug
B Bug |
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C Bug
C Bug |
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D Bug
D Bug |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Counter Assault
Counter Assault |
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Crush Trigger
Crush Trigger |
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Special Moves
Equals Zero
Equals Zero 236B |
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Zero Vector
Zero Vector 236D (Air OK) |
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Y-Two Dash
Y-Two Dash j.236C |
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Permutation, N, R
Permutation, N, R 22A/B/C, air OK |
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a±b
a±b 236D during Curse (Air OK) |
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If p then q
If p then q 214A/B/C, air OK |
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P Reject
Negating "p" Near opponent during the startup of If p then q |
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Wall Teleport
Wall Teleport j.44 When backed to a wall |
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Distortion Drives
F-Inverse
F-Inverse 236236C |
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F of G
F of G j.214214D |
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F equals
F equals 236236D during Curse (Air OK) |
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Exceed Accel
n Factorial ABCD during Overdrive |
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Astral Heat
N-Infinity 632146D |
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External References
- Japanese Name: アラクネ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •