BBCF/Arakune: Difference between revisions

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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===
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.
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 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===
===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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  }}
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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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  }}
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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 counterhit or air hit, you may stop after 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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  }}
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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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  }}
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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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  }}
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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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  }}
}}
}}
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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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{{MoveData
{{MoveData
|image=BBCS_Arakune_GroundThrow.png
|image=BBCS_Arakune_GroundThrow.png
|caption=Not bad, since Arakune rarely grabs.
|caption=Not bad considering Arakune rarely grabs.
|name=Ground Throw
|name=Ground Throw
|data=
|data=
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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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{{MoveData
{{MoveData
  |image=BBCF_Arakune_F_equals.png
  |image=BBCF_Arakune_F_equals.png
  |caption=Basically Volcarona
  |caption=Basically Volcarona summoning Yanmega
  |name=F equals
  |name=F equals
  |input=236236D during Curse (Air OK)
  |input=236236D during Curse (Air OK)
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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
*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 as an indicator that the moth is active. Hitting Arakune will stop the bug from starting another pass until the combo ends, but ''won't'' stop it from finishing the bombing run it's 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. You can summon two Mothras if you are crazy enough to invest the 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. 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.
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. 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.
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 while in curse. 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 1,674: Line 1,714:
|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.
*Fast ver. Invul 1-22 All
*Slow ver. Invul 1-12 All
*Does not cost Heat, but immediately 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 that round. Has full invul and is safe on block, but it has no minimum 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=5+81
  |startup=9+81
  |active=12
  |active=12
  |recovery=25
  |recovery=24
  |frameAdv=
  |frameAdv=-17
  |invul=1-97 All
  |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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Revision as of 23:12, 25 March 2017

Arakune
BBCF Arakune Portrait.png
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
  

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 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
BBCS Arakune 5A.png
Standard poke. Hit Crouchers. Good for its range.
300 All 6 3 10 - B -
5B
5B
BBCS Arakune 5B.png
Combo filler, really
300x3 HL 11 1*8 12 - B -
5C
5C
BBCS Arakune 5C.png
Standard Anti Air, needs a little bit of prediction
1000 HL 23 3 18 - B -
2A
2A
BBCS Arakune 2A.png
Funky Attack, reaches a little farther than it looks
300 L 10 2 11 - F -
2B
2B
BBCS Arakune 2B.png
Secretly your real anti-air
700 L 8 4 11 - F -
2C
2C
BBCS Arakune 2C.png
The infamous shark
300x5 L, HLx4 12 45 14 - F -
6A
6A
BBCS Arakune 6A.png
Overhead, not a bad one in fact
600 H 25 2 15 - B -
6B
6B
BBCS Arakune 6B.png
PELVIC THRUST
800 HL 6 2 25 - B - 800 HL 10 2 25 - B -
4B
4B
BBCS Arakune 4B.png
Millipede NASCAR
700 L 19 3 21 - F -
6C
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.
800 H 27 2 32(?) - H - 1200 HL 21 4 25 - B - 900 HL 21 4 36 - B -
3C
3C
BBCS Arakune 3C.png
Don't use this move unless you are 100% sure it will hit (or doing an unblockable)
900 L 26 3 39 - F -
j.A
j.A
BBCS Arakune jA.png
Pretty good air to air
300 HA 7 1 16 - H -
j.B
j.B
BBCS Arakune jB.png
Arakune's most valuable attack pre-curse
300x5 HA 10 3x5 21 - H -
j.C
j.C
BBCS Arakune jC.png
Combo tool pre-curse, high damage.
1000 HA 12 2 20 - H -
j.6A/B/C
j.6A/B/C
BBCS Arakune bird.png
Air to air confirm and combo filler. With high execution, it's good for pressure.
700 HA 11 4 12 + 7 frames landing - H -
j.2A/B/C
j.2A/B/C
BBCF Arakune dive.png
Combo filler. Never try to use this as a starter.
900 HA 21 until landing 19 frames total - H - 900 HA 22 until landing 20 frames total - H - 900 HA 21 until landing 19 frames total - H -


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
BBCS Arakune 5D.png
*Cough*
640 HL 17 18 33 - BP -
1/2/3D
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.
640 All 19 12 46 frames total - FP* -
6D
6D
BBCS Arakune 6D.png
Headbutt, really.
900 HL 14 16 24 - B - 640 HL 38 until landing - HP* -
j.D
j.D
BBCS Arakune jD.png
Combo and zoning tool. Hits mid, don't be fooled.
640 All 28 3 until landing + 7 frames recovery - HBFPr -


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.)

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
A Bug
BBCS Arakune Abug.png
Bouncy
500 All 1 until ground + 55 - HBFPr -
B Bug
B Bug
BBCF Arakune Bbug.png
Drill Monster
450x3 All 13 until off-screen - HBFPr -
C Bug
C Bug
BBCS Arakune Cbug.png
Mr. Gaurd Crush Your Girl
940 Barrier 55 24 - HBFPr -
D Bug
D Bug
BBCS Arakune Dbug.png
Bane of everyone's existence
250xN, 940 All, HL 1 until ground (18) until off screen - HBFPr -


Universal Mechanics

Ground Throw
Ground Throw
BBCS Arakune GroundThrow.png
Not bad considering Arakune rarely grabs.
1500 T(70) 7 3 23 - T -
Air Throw
Air Throw
BBCS Arakune AirThrow.png
Hugs
1500 T(120) 7 3 23+3 landing - T -
Counter Assault
Counter Assault
BBCS Arakune 6B.png
Better than a throw overall
0 All 13 2 29 - B -
Crush Trigger
Crush Trigger
BBCP Arakune AB.png
What a calamity
1000 B 20 1 25 - B - 1000 B 30-60 1 25 - B -


Special Moves

Equals Zero
Equals Zero
236B
BBCS Arakune EqualsZero.png
GET IT!?
-- 30 - -
Zero Vector
Zero Vector
236D (Air OK)
BBCS Arakune ZeroVector.png
The Random Cloud
25 900 45 total - - 25 900 38 total+3L - -
Y-Two Dash
Y-Two Dash
j.236C
BBCS Arakune YTwoDash.png
Combo Staple
200x8 HA 11 3x8 until landing + 11 - H -
Permutation, N, R
Permutation, N, R
22A/B/C, air OK Sp00der
940 All 19 until ground 48 total - HBFPr - 940 All 4 until ground 57 total - HBFPr -
a±b
a±b
236D during Curse (Air OK)
BBCP Arakune AplusminusB.png
Slooooooow
25 45 total - - 25 38 total+3L - -
If p then q
If p then q
214A/B/C, air OK
BBCF Arakune GroundTeleports.png
Grounded teleport options. Air teleport options. (Hut hut hike!)
53 total - - 83 total - - 57 total - - 51 total - - 57 total - - 57 total - -
P Reject
Negating "p"
Near opponent during the startup of If p then q
BBCF Arakune P Reject.png
Swiggity swooty...
800 - -
Wall Teleport
Wall Teleport
j.44 When backed to a wall
BBCS Arakune j44.png
Pissing off opponents since 2008.
Teleports at 25 47 total - -


Distortion Drives

F-Inverse
F-Inverse
236236C
BBCS Arakune FInverse.png
Combo filler or Arakune's only real wake up DP.
640 All 5+2 108 33 - B - 640 All 5+2 162 33 - B - 90x35 All 5+5 3x35 - HBFPr(2) - 90x53 All 5+5 3x53 - HBFPr(2) -
F of G
F of G
j.214214D
BBCS Arakune FofG.png
Homes in, 100% curse, 50% on block, swag
160x24 All 10+35 ~90 until landing + 31 - HBFPR(2) - 160x28 All 10+35 ~90 until landing + 31 - HBFPR(2) -
F equals
F equals
236236D during Curse (Air OK) Basically Volcarona summoning Yanmega
500*8 per Bug All 7+30 until off-screen 31 total - - 500*X per Bug All 7+30 until off-screen 31 total - -


Exceed Accel

n Factorial
ABCD during Overdrive What are you looking at?
2040 All Fast 10 Slow 20 3 19 - - 4020 All Fast 10 Slow 20 3 19 - -


Astral Heat

N-Infinity
632146D
BBCS Arakune NInfinity.png
You activated my trap card, Gorgon's eye!
BBCP Arakune NInfinity2.png
DESTROY all 9+81 12 24 - H -


External References