m (→2C) |
|||
(19 intermediate revisions by the same user not shown) | |||
Line 39: | Line 39: | ||
===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 | 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=== | ||
Line 220: | Line 220: | ||
*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. | ||
}} | }} | ||
}} | }} | ||
Line 297: | Line 297: | ||
|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 | 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. | ||
}} | }} | ||
}} | }} | ||
Line 395: | Line 395: | ||
|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. | ||
}} | }} | ||
}} | }} | ||
Line 428: | Line 429: | ||
*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. | ||
}} | }} | ||
}} | }} | ||
Line 484: | Line 485: | ||
|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. | ||
}} | }} | ||
}} | }} | ||
Line 670: | Line 671: | ||
|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) | ||
}} | }} | ||
}} | }} | ||
Line 751: | Line 752: | ||
*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> | |||
}} | }} | ||
}} | }} | ||
Line 1,282: | Line 1,287: | ||
{{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= | ||
Line 1,297: | Line 1,306: | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=53 total | ||
|frameAdv= | |frameAdv= | ||
|invul= | |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 | ||
Line 1,317: | Line 1,328: | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=83 total | ||
|frameAdv= | |frameAdv= | ||
|invul= | |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 | ||
Line 1,337: | Line 1,350: | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=57 total | ||
|frameAdv= | |frameAdv= | ||
|invul= | |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 | ||
Line 1,357: | Line 1,372: | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |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 | ||
Line 1,377: | Line 1,395: | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |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 | ||
Line 1,397: | Line 1,417: | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=57 total | ||
|frameAdv= | |frameAdv= | ||
|invul=28-43 All | |invul=28-43 All | ||
|hitbox=arakune/j.214C | |hitbox=arakune/j.214C | ||
|description= | |description= | ||
* | *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. | |||
}} | }} | ||
}} | }} | ||
Line 1,434: | Line 1,453: | ||
*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. | ||
}} | }} | ||
}} | }} | ||
Line 1,555: | Line 1,574: | ||
|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 | ||
Line 1,610: | Line 1,630: | ||
|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 | ||
Line 1,665: | Line 1,686: | ||
|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 | ||
Line 1,670: | Line 1,692: | ||
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 a standard curse combo while taking substantially more curse time to finish. In theory you can use the super to get | 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. | 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. | ||
Line 1,724: | Line 1,746: | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
*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. | ||
Line 1,758: | Line 1,782: | ||
|hitbox=arakune/632146D | |hitbox=arakune/632146D | ||
|description= | |description= | ||
*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. | 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 07:38, 24 February 2017
Arakune |
---|
Health: 10,500 Combo Rate: 60%
|
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 |
---|
5B
5B |
---|
5C
5C |
---|
2A
2A |
---|
2B
2B |
---|
2C
2C |
---|
6A
6A |
---|
6B
6B |
---|
4B
4B |
---|
6C
6C |
---|
3C
3C |
---|
j.A
j.A |
---|
j.B
j.B |
---|
j.C
j.C |
---|
j.6A/B/C
j.6A/B/C |
---|
j.2A/B/C
j.2A/B/C |
---|
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 |
---|
1/2/3D
1/2/3D |
---|
6D
6D |
---|
j.D
j.D |
---|
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 |
---|
B Bug
B Bug |
---|
C Bug
C Bug |
---|
D Bug
D Bug |
---|
Universal Mechanics
Ground Throw
Ground Throw |
---|
Air Throw
Air Throw |
---|
Counter Assault
Counter Assault |
---|
Crush Trigger
Crush Trigger |
---|
Special Moves
Equals Zero
Equals Zero 236B |
---|
Zero Vector
Zero Vector 236D (Air OK) |
---|
Y-Two Dash
Y-Two Dash j.236C |
---|
Permutation, N, R
Permutation, N, R 22A/B/C, air OK |
---|
a±b
a±b 236D during Curse (Air OK) |
---|
If p then q
If p then q 214A/B/C, air OK |
---|
P Reject
Negating "p" Near opponent during the startup of If p then q |
---|
Wall Teleport
Wall Teleport j.44 When backed to a wall |
---|
Distortion Drives
F-Inverse
F-Inverse 236236C |
---|
F of G
F of G j.214214D |
---|
F equals
F equals 236236D during Curse (Air OK) |
---|
Exceed Accel
n Factorial ABCD during Overdrive |
---|
Astral Heat
N-Infinity 632146D |
---|
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 •