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Line 1,021: |
Line 1,021: |
| *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 |
| 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. | | 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 1/3rd curse meter in the very center and a little less than 1/4th around the edges. |
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| |
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| 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 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. |
Arakune
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Health: 10,500
Combo Rate: 60%
Prejump:
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
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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 (the meter pauses for non-bug hitstop). 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, in blockstun, teching, or activating Overdrive or Exceed Accel. 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
Standard poke. Hit Crouchers. Good for its range.
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5B
5C
5C
Standard Anti Air, needs a little bit of prediction
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2A
2A
Funky Attack, reaches a little farther than it looks
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2B
2B
Secretly also an anti-air
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2C
2C
The infamous shark
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300x5
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L, HLx4
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12
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45
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14
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-
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F
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-
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6A
6A
Overhead, not a bad one in fact
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6B
6B
PELVIC THRUST
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800
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HL
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6
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2
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25
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-
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B
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-
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800
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HL
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10
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2
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25
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-
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B
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-
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4B
6C
6C
Impractical pre-curse overhead. Combo Staple in Curse. Follow up #1 from 6C. Fruitful for its cross-up reset, not too good for anything else other than combo filler. Follow up #2 from 6C. Combo filler. Nothing more.
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800
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H
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27
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2
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32(?)
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-
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H
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-
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1200
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HL
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21
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4
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25
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-
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B
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-
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900
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HL
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21
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4
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36
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-
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B
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-
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3C
3C
Don't use this move unless you are 100% sure it will hit (or doing an unblockable)
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j.A
j.A
Pretty good air to air
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j.B
j.B
Arakune's most valuable attack pre-curse
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j.C
j.C
Combo tool pre-curse, high damage.
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j.6A/B/C
j.6A/B/C
Air to air confirm and combo filler. With high execution, it's good for pressure.
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700
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HA
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11
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4
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12 + 7 frames landing
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-
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H
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-
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j.2A/B/C
j.2A/B/C
Combo filler. Never try to use this as a starter.
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900
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HA
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21
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until landing
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19 frames total
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-
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H
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-
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900
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HA
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22
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until landing
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20 frames total
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-
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H
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-
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900
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HA
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21
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until landing
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19 frames total
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-
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H
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-
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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
1/2/3D
1/2/3D
Bad Start up, don't use point blank. Kinda unsafe in most situations, but it's a half decent for mid-range zoning.
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640
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All
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19
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12
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46 frames total
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-
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FP*
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-
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6D
6D
Headbutt, really.
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900
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HL
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14
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16
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24
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-
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B
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-
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640
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HL
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38
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until landing
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-
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HP*
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-
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j.D
j.D
Combo and zoning tool. Hits mid, don't be fooled.
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640
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All
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28
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3
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until landing + 7 frames recovery
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-
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HBFPr
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-
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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 during release to alter the bugs horizontal summoning position/trajectory. (See individual bug sections below for alternate trajectories.)
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
A Bug
Bouncy
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500
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All
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1
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until ground + 55
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-
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HBFPr
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-
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B Bug
B Bug
Drill Monster
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450x3
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All
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13
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until off-screen
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-
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HBFPr
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-
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C Bug
C Bug
Mr. Gaurd Crush Your Girl
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940
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Barrier
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55
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24
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-
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HBFPr
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-
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D Bug
D Bug
Bane of everyone's existence
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250xN, 940
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All, HL
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1
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until ground (18) until off screen
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-
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HBFPr
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-
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Universal Mechanics
Ground Throw
Ground Throw
Not bad considering Arakune rarely grabs.
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Air Throw
Air Throw
Hugs
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1500
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T(120)
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7
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3
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23+3 landing
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-
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T
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-
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Counter Assault
Counter Assault
Better than a throw overall
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Crush Trigger
Crush Trigger
What a calamity
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1000
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B
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20
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1
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25
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-
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B
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-
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1000
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B
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30-60
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1
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25
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-
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B
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-
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Special Moves
Equals Zero
Zero Vector
Zero Vector 236D (Air OK)
The Random Cloud
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25
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900
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45 total
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-
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-
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|
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25
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900
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38 total+3L
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-
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-
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Y-Two Dash
Y-Two Dash j.236C
Combo Staple
|
200x8
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HA
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11
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3x8
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until landing + 11
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-
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H
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-
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Permutation, N, R
Permutation, N, R 22A/B/C, air OK
Sp00der
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940
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All
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19
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until ground
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48 total
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-
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HBFPr
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-
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940
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All
|
4
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until ground
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57 total
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-
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HBFPr
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-
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a±b
a±b 236D during Curse (Air OK)
Slooooooow
|
|
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25
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45 total
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-
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-
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|
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25
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38 total+3L
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-
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-
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If p then q
If p then q 214A/B/C, air OK
Grounded teleport options. Air teleport options. (Hut hut hike!)
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|
|
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53 total
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-
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-
|
|
|
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83 total
|
-
|
|
-
|
|
|
|
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57 total
|
-
|
|
-
|
|
|
|
|
51 total
|
-
|
|
-
|
|
|
|
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57 total
|
-
|
|
-
|
|
|
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57 total
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-
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-
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P Reject
Negating "p" Near opponent during the startup of If p then q
Swiggity swooty...
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Wall Teleport
Wall Teleport j.44 When backed to a wall
Pissing off opponents since 2008.
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Teleports at 25
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47 total
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-
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-
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Distortion Drives
F-Inverse
F-Inverse 236236C
Combo filler or Arakune's only real wake up DP.
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640
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All
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5+2
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108
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33
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-
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B
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-
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640
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All
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5+2
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162
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33
|
-
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B
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-
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90x35
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All
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5+5
|
3x35
|
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-
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HBFPr(2)
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-
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90x53
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All
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5+5
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3x53
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-
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HBFPr(2)
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-
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F of G
F of G j.214214D
Homes in, 100% curse, 50% on block, swag
|
160x24
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All
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10+35
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~90
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until landing + 31
|
-
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HBFPR(2)
|
-
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160x28
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All
|
10+35
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~90
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until landing + 31
|
-
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HBFPR(2)
|
-
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|
F equals
F equals 236236D during Curse (Air OK)
Basically Volcarona summoning Yanmega
|
500*8 per Bug
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All
|
7+30
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until off-screen
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31 total
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-
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-
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500*X per Bug
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All
|
7+30
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until off-screen
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31 total
|
-
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|
-
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Exceed Accel
n Factorial ABCD during Overdrive
What are you looking at?
|
2040
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All
|
Fast 10 Slow 20
|
3
|
19
|
-
|
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-
|
4020
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All
|
Fast 10 Slow 20
|
3
|
19
|
-
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-
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Astral Heat
N-Infinity 632146D
You activated my trap card, Gorgon's eye!
|
DESTROY
|
all
|
9+81
|
12
|
24
|
-
|
H
|
-
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External References
Click [★] for character's full frame data