BBCF/Arakune: Difference between revisions

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Revision as of 03:52, 29 September 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
Mode switch, Misdirection, Unorthodox
  

Overview

A Sector Seven scientist turned insane blob after exposure to the Boundary. Now with thousands of insects inside of him, he haunts the city of Kagutsuchi in search of the Azure. In terms of gameplay, Arakune is a very awkward character with awkward attacks, awkward movement, and an awkward playstyle. The main goal is to put your opponent in a "Cursed" State and deal big damage along with extremely safe block strings, cross-ups, mix-ups and even an unblocklable here and there. This is the offset to a very weak character without curse with lackluster pressure and mix-up, and mediocre and predictable defensive options.

Drive: Crimson

Crimson is the system that calculates curse meter: how much is needed to curse an opponent, what attacks inflict how much curse meter (more details on this below), and how long curse lasts. During curse, Arakune can summon a variety of bugs that help his pressure, combo ability, and damage. Curse lasts for roughly 10 seconds (the meter pauses for non-bug hitstop). Each bug has a cooldown before it can be summoned again (more details on this below) and Arakune cannot summon bugs when he is taking damage, in blockstun, teching, or activating Overdrive or Exceed Accel. Once the curse gauge depletes any further attempts to rebuild curse meter will be prevented until all summoned bugs are off-screen and any ongoing combos have concluded.

Overdrive: Crimson Depths

Upon activation the opponent will be cursed immediately with any existing curse meter, starting the curse gauge's depletion. While overdrive is active the curse gauge depletes at half the usual rate, extending the time the opponent spends cursed. Arakune's Distortion Drives will also apply more hits and do more damage. Outside of curse all Drive moves add 50% curse on hit, and on block add the amount of curse meter they would normally add on a non-Overdrive hit (25% or 33%). Additionally, Zero Vector's curse clouds each build curse at double the normal rate.

Pros/Strengths

  • Very mobile in the air, with good use of his air dashes.
  • High damage, pressure, keep away, and oki during curse.
  • Good pokes with safe jump cancels.

Cons/Weaknesses

  • Below-average health.
  • Limited movement options on the ground.
  • Lack of meterless defensive options.
  • Low combo damage without curse.
  • Lack of reliable oki without curse.


Normal Moves

5A
5A
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 also an 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 14+19L - 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 39 total - - 25 900 33 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
Normal: 500*8 per Bug
OD: 500*N per Bug
All 7+30 until off-screen 31 total - - Normal: 500*8 per Bug
OD: 500*N 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