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===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 | 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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*Performs 5 hits max in 3F intervals | *Performs 5 hits max in 3F intervals | ||
*Only first hit is a low | *Only first hit is a low | ||
A far traveling but unsafe low approach. Good for whiff punishes and scooping people up during curse confirms. Gets significantly safer if the opponent blocks only the very end of the move. | A far traveling but unsafe low approach. Good for whiff punishes and scooping people up during curse confirms. Gets significantly safer if the opponent blocks only the very end of the move. Only leads to 6D without Rapid pre-curse. | ||
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|description= | |description= | ||
*4-11 Guard Point against Body attacks | *4-11 Guard Point against Body attacks | ||
Grounded pre-curse combo staple, knocks opponents away. Useful for its guard point vs Body attribute attacks when used alone, but | 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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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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*Tracks to opponent | *Tracks to opponent | ||
*Invul 13-16 All | *Invul 13-16 All | ||
A teleporting low that tracks to the opponent. Max range roughly 1/3rd screen. Be careful when using it as a punish as it will lose to anything with an active hitbox. This move interacts strangely with crossups, allowing for some unexpected sideswap setups. As a starter combos into 214B. | A teleporting low that tracks to the opponent. Max range roughly 1/3rd screen. Be careful when using it as a punish as it will lose to anything with an active hitbox. This move interacts strangely with crossups, allowing for some unexpected sideswap setups. As a starter combos into 214B. Massively unsafe on block but can be special canceled into 214X teleports. | ||
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|description= | |description= | ||
*Can cancel into from airdash with j.4B | *Can cancel into from airdash with j.4B | ||
Arakune's primary air to ground starter and all around best move. You can fall onto opponents directly from an instant air dash by holding 4 while doing j.B for a very difficult to anti-air approach, or to cover your retreat from an airdash back. | Arakune's primary air to ground starter and all around best move. Extremely effective for pinning down an opponent for pressure or to punish an unsafe move from the air for a combo. You can fall onto opponents directly from an instant air dash by holding 4 while doing j.B for a very difficult to anti-air approach, or to cover your retreat from an airdash back. | ||
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{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_GroundThrow.png | |image=BBCS_Arakune_GroundThrow.png | ||
|caption=Not bad | |caption=Not bad considering Arakune rarely grabs. | ||
|name=Ground Throw | |name=Ground Throw | ||
|data= | |data= | ||
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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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*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 | 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. 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. | As good as that sounds though, realistically this super is rarely used. It's hard to justify the 50 meter and time in curse spent summoning the super over just starting a regular curse mixup, as in most cases combos involving the F equals moth do about the same or less overall damage than a standard curse combo while taking substantially more curse time to finish. You also often can't complete your standard combos while the moth is active as it will break up D Bug's launch if timed inopportunely. In theory you can use the super to get more windows for resets, but that's also more opportunities to fail. Generally, just being in curse normally with 50 unspent heat is more efficient use of your curse time. | ||
It's not all bad news though. For being what this super is it's unquestionably Fun™ to use, and an amazing way to swag on your opponent. And in situations where you don't need a full combo to kill, this super is pound for pound your best way to spend 50 heat in order to get more chances to connect with your opponent. Pop overdrive if you have it to start the super with even the smallest windows of curse and have Mothra cover both your approach and your retreat should you fail. | 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. | ||
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*Fast ver. Invul 1-22 All | *Fast ver. Invul 1-22 All | ||
*Slow ver. Invul 1-12 All | *Slow ver. Invul 1-12 All | ||
*Does not cost Heat, but | *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 | *Sideswaps | ||
Arakune lunges at the opponent on startup. On hit, he then swallows and chomps down on the opponent before spitting them back out on the opposite side they started on. Puts Arakune in Active Flow if he hasn't already been in it | 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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Revision as of 23:12, 25 March 2017
Arakune |
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Health: 10,500 Combo Rate: 60%
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Overview
A Sector Seven scientist turned insane blob after exposure to the Boundary. Now with thousands of insects inside of him, he haunts the city of Kagutsuchi in search of the Azure. In terms of gameplay, Arakune is a very awkward character with awkward attacks, awkward movement, and an awkward playstyle. The main goal is to put your opponent in a "Cursed" State and deal big damage along with extremely safe block strings, cross-ups, mix-ups and even an unblocklable here and there. This is the offset to a very weak character without curse with lackluster pressure and mix-up, and mediocre and predictable defensive options.
Drive: Crimson
Crimson is the system that calculates curse meter: how much is needed to curse an opponent, what attacks inflict how much curse meter (more details on this below), and how long curse lasts. During curse, Arakune can summon a variety of bugs that help his pressure, combo ability, and damage. Curse lasts for roughly 10 seconds (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 |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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4B
4B |
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6C
6C |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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j.6A/B/C
j.6A/B/C |
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j.2A/B/C
j.2A/B/C |
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Drive Moves
Arakune is one of the characters who rely heavily on their Drive effects. Arakune's play is set into two different phases, pre-Curse and Curse. During pre-Curse, the goal is to curse the opponent, so it is essential to include or end your combos with a D attack (or a special attack that can serve as an equivalent) to gain curse meter. The curse gauge is set at 0 at the start of every round and has a maximum capacity of 60000.
5D
5D |
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1/2/3D
1/2/3D |
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6D
6D |
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j.D
j.D |
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Curse Bugs
Once the curse gauge reaches 100%, it's time to summon bugs, these bugs change the entire scope of Arakune's combo potential, creating a variety of options off of the simplest hits. Although powerful, in curse you are not invincible. All bugs vanish if Arakune takes a hit, and there is a cool down between summoning of the same bug. The fun stops when the Curse gauge depletes. Uninterrupted curse expires after 10 seconds. Do what you can during that time, with good execution, you'll be happy about the outcome.
Each bug is summoned by releasing it's corresponding button (A, B, C, D). Hold left or right 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 |
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B Bug
B Bug |
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C Bug
C Bug |
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D Bug
D Bug |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Counter Assault
Counter Assault |
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Crush Trigger
Crush Trigger |
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Special Moves
Equals Zero
Equals Zero 236B |
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Zero Vector
Zero Vector 236D (Air OK) |
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Y-Two Dash
Y-Two Dash j.236C |
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Permutation, N, R
Permutation, N, R 22A/B/C, air OK |
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a±b
a±b 236D during Curse (Air OK) |
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If p then q
If p then q 214A/B/C, air OK |
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P Reject
Negating "p" Near opponent during the startup of If p then q |
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Wall Teleport
Wall Teleport j.44 When backed to a wall |
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Distortion Drives
F-Inverse
F-Inverse 236236C |
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F of G
F of G j.214214D |
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F equals
F equals 236236D during Curse (Air OK) |
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Exceed Accel
n Factorial ABCD during Overdrive |
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Astral Heat
N-Infinity 632146D |
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External References
- Japanese Name: アラクネ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •