(42 intermediate revisions by 6 users not shown) | |||
Line 4: | Line 4: | ||
|- | |- | ||
|| | || | ||
[[File:BBCF_Arakune_Portrait.png| | [[File:BBCF_Arakune_Portrait.png|350x500px|center]] | ||
|- | |- | ||
||{{CharData-BBCF | ||{{CharData-BBCF | ||
Line 18: | Line 18: | ||
:Double Jump, 2 Airdashes, Command Dashes, Dash type: Teleport | :Double Jump, 2 Airdashes, Command Dashes, Dash type: Teleport | ||
;Play-style | ;Play-style | ||
: | :Mode switch, Misdirection, Unorthodox | ||
|} | |} | ||
{{CharNav |charMainPage=BBCF/Arakune | {{CharNav |charMainPage=BBCF/Arakune | ||
Line 36: | Line 36: | ||
===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 | 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=== | ===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=== | ||
*Very mobile in the air, with good use of his air dashes. | *Very mobile in the air, with good use of his air dashes. | ||
*High damage, pressure, keep away,and oki during curse. | *High damage, pressure, keep away, and oki during curse. | ||
*Good pokes with safe jump cancels. | *Good pokes with safe jump cancels. | ||
Line 62: | Line 62: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=300 | |damage=300 |cancel=CSOJR |p1=100 |p2=77 |starter=N |guard=All |level=1 | ||
|attribute=B |startup=6 |active=3 |recovery=10 |frameAdv=-1 |invul= |hitbox=arakune/5A | |||
|attribute=B | |||
|description= | |description= | ||
*Hits crouching opponents | *Hits crouching opponents | ||
Line 90: | Line 77: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=300x3 | |damage=300x3 |cancel=SO(J)R |p1=100 |p2=89 (once) |starter=N |guard=HL |level=3 | ||
|attribute=B |startup=11 |active=1*8 |recovery=12 |frameAdv=-1 |invul= |hitbox=arakune/5B | |||
|attribute=B | |||
|description= | |description= | ||
*Reverse gatlings to 5A | *Reverse gatlings to 5A | ||
Line 120: | Line 94: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=1000 | |damage=1000 |cancel=SOJR |p1=80 |p2=92 |starter=N |SMP=2 | ||
|guard=HL |level=4 | |||
|attribute=B |startup=23 |active=3 |recovery=18 |frameAdv=-2 |invul=4-25 Head |hitbox=arakune/5C | |||
|guard=HL | |||
|attribute=B | |||
|description= | |description= | ||
*4-25 Head invul. | *4-25 Head invul. | ||
Line 148: | Line 110: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=300 | |damage=300 |cancel=CSOR |p1=90 |p2=80 |starter=S |guard=L |level=1 | ||
|attribute=F |startup=10 |active=2 |recovery=11 |frameAdv=-1 |invul= |hitbox=arakune/2A | |||
|attribute=F | |||
|description= | |description= | ||
Your farthest reaching low and a good poke. Tied for slowest 2A in the game however, so don't go mashing it in pressure. | Your farthest reaching low and a good poke. Tied for slowest 2A in the game however, so don't go mashing it in pressure. | ||
Line 171: | Line 120: | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_2B.png | |image=BBCS_Arakune_2B.png | ||
|caption=Secretly | |caption=Secretly also an anti-air | ||
|name=2B | |name=2B | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=700 | |damage=700 |cancel=CSOR |p1=90 |p2=85 |starter=N |guard=L |level=2 | ||
|attribute=F |startup=8 |active=4 |recovery=11 |frameAdv=-1 |invul= |description= | |||
|attribute=F | |||
*Low profiles extremely well | *Low profiles extremely well | ||
A short reaching but fast low. | A short reaching but fast low. Useful as a low profile to catch some aerial aproaches. A quicker but riskier anti-air than 5C as it has no invul. | ||
}} | }} | ||
}} | }} | ||
Line 202: | Line 138: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=300x5 | |damage=300x5 |cancel=R |p1=90 |p2=82 (once) |starter=N |SMP=2 | ||
|guard=L, HLx4 |level=4 | |||
|attribute=F |startup=12 |active=45 |recovery=14 |frameAdv=-27 |invul= |hitbox=arakune/2C | |||
|guard=L, HLx4 | |||
|attribute=F | |||
|description= | |description= | ||
*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 231: | Line 155: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=600 | |damage=600 |cancel=SOJR |p1=90 |p2=89 |starter=N |SMP=2 | ||
|guard=H |level=3 | |||
|attribute=B |startup=25 |active=2 |recovery=15 |frameAdv=0 |invul= |hitbox=arakune/6A | |||
|guard=H | |||
|attribute=B | |||
|description= | |description= | ||
*Knocks down on air hit | *Knocks down on air hit | ||
Line 261: | Line 173: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=5a/6a > 6b | |version=5a/6a > 6b | ||
|damage=800 | |damage=800 |cancel=SO(J)R |p1=90 |p2=89 |starter=N |SMP=2 | ||
|guard=HL |level=3 | |||
|attribute=B |startup=6 |active=2 |recovery=25 |frameAdv=-10 |invul= |hitbox=arakune/6B | |||
|guard=HL | |||
|attribute=B | |||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=standalone 6b | |version=standalone 6b | ||
|damage=800 | |damage=800 |cancel=SO(J)R |p1=90 |p2=89 |starter=N |SMP=2 | ||
|guard=HL |level=3 | |||
|attribute=B |startup=10 |active=2 |recovery=25 |frameAdv=-10 |invul= |hitbox=arakune/6B | |||
|guard=HL | |||
|attribute=B | |||
|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 308: | Line 196: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=700 | |damage=700 |cancel=SOJR |p1=90 |p2=89 |starter=N |guard=L |level=3 | ||
|attribute=F |startup=19 |active=3 |recovery=21 |frameAdv=-7 |invul= |hitbox=arakune/4B | |||
|attribute=F | |||
|description= | |description= | ||
*Standing low | *Standing low | ||
Line 342: | Line 217: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=6C | |version=6C | ||
|damage=800 | |damage=800 |cancel=R |p1=100 |p2=84 |starter=N |SMP=2 | ||
|guard=H |level=5 | |||
|attribute=H |startup=27 |active=2 |recovery=14+19L |frameAdv=-16 |invul=4-42 Foot}} | |||
|guard=H | |||
|attribute=H | |||
}} | |||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=6CC | |version=6CC | ||
|damage=1200 | |damage=1200 |cancel=R |p1=100 |p2=84 |starter=N |SMP=2 | ||
|guard=HL |level=5 | |||
|attribute=B |startup=21 |active=4 |recovery=25 |frameAdv=-9 |invul= |hitbox=arakune/6C_2 | |||
|guard=HL | |||
|attribute=B | |||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=6CCC | |version=6CCC | ||
|damage=900 | |damage=900 |cancel=R |p1=80 |p2=92 |starter=N |SMP=2 | ||
|guard=HL |level=4 | |||
|attribute=B |startup=21 |active=4 |recovery=36 |frameAdv=-19 |invul= |description= | |||
|guard=HL | |||
|attribute=B | |||
*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. | ||
}} | }} | ||
}} | }} | ||
Line 410: | Line 250: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=900 | |damage=900 |cancel=SOR |p1=100 |p2=82 |starter=N |guard=L |level=4 | ||
|attribute=F |startup=26 |active=3 |recovery=39 |frameAdv=-23 |invul=13-16 All |hitbox=arakune/3C | |||
|attribute=F | |||
|description= | |description= | ||
*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 439: | Line 266: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=300 | |damage=300 |cancel=CSOJR |p1=80 |p2=80 |starter=N |guard=HA |level=1 | ||
|attribute=H |startup=7 |active=1 |recovery=16 |frameAdv= |invul= |hitbox=arakune/j.A | |||
|attribute=H | |||
|description= | |description= | ||
*Can cancel into from airdash with j.4A | *Can cancel into from airdash with j.4A | ||
Line 467: | Line 281: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=300x5 | |damage=300x5 |cancel=SOR |p1=80 |p2=89 |starter=N |guard=HA |level=3 | ||
|attribute=H |startup=10 |active=3x5 |recovery=21 |frameAdv= |invul= |hitbox=arakune/j.B | |||
|attribute=H | |||
|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 496: | Line 297: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=1000 | |damage=1000 |cancel=SOR |p1=80 |p2=89 |starter=N |SMP=2 | ||
|guard=HA |level=3 | |||
|attribute=H |startup=12 |active=2 |recovery=20 |frameAdv= |invul= |hitbox=arakune/j.C | |||
|guard=HA | |||
|attribute=H | |||
|description= | |description= | ||
*Fatal Counter | *Fatal Counter | ||
Line 525: | Line 314: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=700 | |damage=700 |cancel=SOJR |p1=80 |p2=92 |starter=N |guard=HA |level=3 | ||
|attribute=H |startup=11 |active=4 |recovery=12 + 7 frames landing |frameAdv= |invul= |hitbox=arakune/j.6A | |||
|attribute=H | |||
|description= | |description= | ||
Great for closing distance air to air and for mixing up your approach and fall timing. Versions differentiate only in length traveled, A being the shortest, and C being the longest. Additionally a great way to dissuade your opponent from jumping. | Great for closing distance air to air and for mixing up your approach and fall timing. Versions differentiate only in length traveled, A being the shortest, and C being the longest. Additionally a great way to dissuade your opponent from jumping. | ||
Line 553: | Line 329: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=j.2A | |version=j.2A | ||
|damage=900 | |damage=900 |cancel=R |p1=80 |p2=92 |starter=N |SMP=2 | ||
|guard=HA |level=4 | |||
|attribute=H |startup=21 |active=until landing |recovery=19 frames total |frameAdv= |invul= |hitbox=arakune/j.2C | |||
|guard=HA | |||
|attribute=H | |||
|description= | |description= | ||
}} | }} | ||
Line 573: | Line 337: | ||
|header=no | |header=no | ||
|version=j.2B | |version=j.2B | ||
|damage=900 | |damage=900 |cancel=R |p1=80 |p2=92 |starter=N |SMP=2 | ||
|guard=HA |level=4 | |||
|attribute=H |startup=22 |active=until landing |recovery=20 frames total |frameAdv= |invul= |hitbox=arakune/j.2B | |||
|guard=HA | |||
|attribute=H | |||
|description= | |description= | ||
}} | }} | ||
Line 593: | Line 345: | ||
|header=no | |header=no | ||
|version=j.2C | |version=j.2C | ||
|damage=900 | |damage=900 |cancel=R |p1=80 |p2=92 |starter=N |SMP=2 | ||
|guard=HA |level=4 | |||
|attribute=H |startup=21 |active=until landing |recovery=19 frames total |frameAdv= |invul= |hitbox=arakune/j.2C | |||
|guard=HA | |||
|attribute=H | |||
|description= | |description= | ||
Arakune's dive attacks. Can cancel into each other on hit, but not into the same dive twice. Hits high on grounded opponents but unsafe on block. Good for juking the opponent when you're otherwise out of air movement options. | Arakune's dive attacks. Can cancel into each other on hit, but not into the same dive twice. Hits high on grounded opponents but unsafe on block. Good for juking the opponent when you're otherwise out of air movement options. | ||
Line 624: | Line 364: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=640 | |damage=640 |cancel=SOJRDa |p1=100 |p2=79 |starter=N |SMP=2 | ||
|guard=HL |level=3 | |||
|attribute=BP |startup=17 |active=18 |recovery=33 |frameAdv=-34 |invul= |hitbox=arakune/5D | |||
|guard=HL | |||
|attribute=BP | |||
|description= | |description= | ||
*Gives 1/4th curse meter on hit, 1/ | *Gives 1/4th curse meter on hit, 1/8th on block | ||
*Knocks away, Wallsplats in corner | *Knocks away, Wallsplats in corner | ||
Difficult to use in pre-curse combos these days, it functions best when abusing its wallsplat properties for corner setups and as a relatively safe way to tax a blocking opponent with curse meter. On hit can lead to 3C for combo continuation. | Difficult to use in pre-curse combos these days, it functions best when abusing its wallsplat properties for corner setups and as a relatively safe way to tax a blocking opponent with curse meter. On hit can lead to 3C for combo continuation. | ||
Line 653: | Line 381: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=640 | |damage=640 |cancel=R |p1=100 |p2=79 |starter=N |guard=All |level=3 | ||
|attribute=FP* |startup=19 |active=12 |recovery=46 frames total |frameAdv=+9 |invul= |hitbox=arakune/2D | |||
|attribute=FP* | |||
|description= | |description= | ||
*Gives 1/4th curse meter on hit, 1/ | *Gives 1/4th curse meter on hit, 1/8th 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 except under extreme circumstances. 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 682: | Line 397: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Headbutt | |version=Headbutt | ||
|damage=900 | |damage=900 |cancel=SOJR |p1=90 |p2=89 |starter=N |SMP=2 | ||
|guard=HL |level=3 | |||
|attribute=B |startup=14 |active=16 |recovery=24 |frameAdv=-23 |invul= |hitbox=arakune/6D | |||
|guard=HL | |||
|attribute=B | |||
|description= | |description= | ||
*Fatal Counter | *Fatal Counter | ||
Line 704: | Line 407: | ||
|header=no | |header=no | ||
|version=Bell Bug | |version=Bell Bug | ||
|damage=640 | |damage=640 |cancel=R |p1=90 |p2=79 |starter=N |guard=HL |level=3 | ||
|attribute=HP* |startup=38 |active=until landing |recovery= | |||
|frameAdv= |invul= |hitbox=arakune/6D | |||
|attribute=HP* | |||
|frameAdv= | |||
|description= | |description= | ||
*Gives 1/4th curse meter on hit, 1/ | *Gives 1/4th curse meter on hit, 1/8th on block | ||
*Must be barrier blocked in air, no longer an overhead | *Must be barrier blocked in air, no longer an overhead | ||
Bell bug itself can be extremely useful as both an oki tool and as a zoning tool. Especially useful in certain matchups, such as against short stepdash characters that rely on air dashes to gap close. | Bell bug itself can be extremely useful as both an oki tool and as a zoning tool. Especially useful in certain matchups, such as against short stepdash characters that rely on air dashes to gap close. | ||
Line 733: | Line 424: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=640 | |damage=640 |cancel=SOJR |p1=80 |p2=79 |starter=N |SMP=2 | ||
|guard=All |level=3 | |||
|attribute=HBFPr |startup=28 |active=3 |recovery=until landing + 7 frames recovery |frameAdv= |invul= |hitbox=arakune/j.D | |||
|guard=All | |||
|attribute=HBFPr | |||
|description= | |description= | ||
*Gives 1/4th curse meter on hit, 1/ | *Gives 1/4th curse meter on hit, 1/8th 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 770: | Line 453: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=500 | |damage=500 |cancel= | ||
|p1=70 |p2=89 |starter=N |guard=All |level=3 | |||
|p1=70 | |attribute=HBFPr |startup=1 |active=until ground + 55 |recovery= | ||
|frameAdv= |invul= |hitbox=arakune/bugA | |||
|attribute=HBFPr | |||
|frameAdv= | |||
|description= | |description= | ||
*Bonus Proration 110% | *Bonus Proration 110% | ||
Line 803: | Line 475: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=450x3 | |damage=450x3 |cancel= | ||
|p1=70 |p2=89 (once) |starter=N |guard=All |level=3 | |||
|p1=70 | |attribute=HBFPr |startup=13 |active=until off-screen |recovery= | ||
|frameAdv= |invul= |hitbox=arakune/bugB | |||
|attribute=HBFPr | |||
|frameAdv= | |||
|description= | |description= | ||
*Bonus Proration 110% | *Bonus Proration 110% | ||
Line 836: | Line 497: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=940 | |damage=940 |cancel= | ||
|p1=70 |p2=89 |starter=N |guard=Barrier |level=3 | |||
|p1=70 | |attribute=HBFPr |startup=55 |active=24 |recovery= | ||
|frameAdv= |invul= |hitbox=arakune/bugC | |||
|attribute=HBFPr | |||
|frameAdv= | |||
|description= | |description= | ||
*Bonus Proration 110% | *Bonus Proration 110% | ||
Line 873: | Line 523: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=250xN, 940 | |damage=250xN, 940 |cancel= | ||
|p1=80 |p2=79 (once) |starter=N |guard=All, HL |level=3 | |||
|p1=80 | |attribute=HBFPr |startup=1 |active=until ground (18) until off screen |recovery= | ||
|frameAdv= |invul= |hitbox=arakune/bugD | |||
|attribute=HBFPr | |||
|frameAdv= | |||
|description= | |description= | ||
*Two part attack, falling then rising | *Two part attack, falling then rising | ||
Line 904: | Line 543: | ||
{{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= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=1500 | |damage=1500 |cancel=SOR |p1=100 |p2=100, 60 |starter=N |guard=T(70) |level=0, 2 | ||
|attribute=T |startup=7 |active=3 |recovery=23 |frameAdv= |invul= |hitbox=arakune/groundThrow | |||
|attribute=T | |||
|description= | |description= | ||
*Minimum Damage 100% | *Minimum Damage 100% | ||
Line 936: | Line 562: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=1500 | |damage=1500 |cancel=SOR |p1=100 |p2=100, 60 |starter=N |guard=T(120) |level=0,4 | ||
|attribute=T |startup=7 |active=3 |recovery=23+3 landing |frameAdv= |invul= |hitbox=arakune/airThrow | |||
|attribute=T | |||
|description= | |description= | ||
*Minimum Damage 100% | *Minimum Damage 100% | ||
Line 964: | Line 577: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0 | |damage=0 |cancel=R |p1=50 |p2=92 |starter=VS |guard=All |level=4 | ||
|attribute=B |startup=13 |active=2 |recovery=29 |frameAdv=-12 |invul= |hitbox=arakune/6B | |||
|attribute=B | |||
|description= | |description= | ||
*Invul 1-20 All | *Invul 1-20 All | ||
Line 993: | Line 593: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version= Uncharged | |version= Uncharged | ||
|damage=1000 | |damage=1000 |cancel=R |p1=100 |p2=60 |starter=N |SMP=3 | ||
|guard=B |level=3 | |||
|attribute=B |startup=20 |active=1 |recovery=25 |frameAdv=0 |invul= |hitbox=arakune/Crush_Trigger | |||
|guard=B | |||
|attribute=B | |||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Charged | |version=Charged | ||
|damage=1000 | |damage=1000 |cancel=R |p1=100 |p2=100 |starter=N |SMP=3 | ||
|guard=B |level=3 | |||
|attribute=B |startup=30-60 |active=1 |recovery=25 |frameAdv=0 |invul= |hitbox=arakune/Crush_Trigger | |||
|guard=B | |||
|attribute=B | |||
|description= | |description= | ||
*Gaurd crushes if not barrier blocked | *Gaurd crushes if not barrier blocked | ||
Line 1,049: | Line 625: | ||
|p2= | |p2= | ||
|starter= | |starter= | ||
|guard= | |guard= | ||
|level= | |level= | ||
|attribute= | |attribute= |startup= | ||
|active=-- |recovery=30 |frameAdv= |invul= |hitbox=arakune/236B | |||
|active=-- | |||
|recovery=30 | |||
|description= | |description= | ||
Invisibility on demand (sort of)! This move is often overlooked, but it's hard to understate its usefulness when used properly. Makes blocking an already difficult to block character a nightmare that few escape from when in curse. Out of curse it's an effective way to play keepaway while keeping the opponent somewhat uncertain of your exact positioning and so less able to strike back with precision. | Invisibility on demand (sort of)! This move is often overlooked, but it's hard to understate its usefulness when used properly. Makes blocking an already difficult to block character a nightmare that few escape from when in curse. Out of curse it's an effective way to play keepaway while keeping the opponent somewhat uncertain of your exact positioning and so less able to strike back with precision. | ||
Line 1,094: | Line 664: | ||
|p2= | |p2= | ||
|starter= | |starter= | ||
|guard= | |guard= | ||
|level= | |level= | ||
|attribute= | |attribute= |startup=25 |active=900 |recovery=39 total |frameAdv= |invul= |hitbox=arakune/j.236D | ||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
Line 1,113: | Line 676: | ||
|p2= | |p2= | ||
|starter= | |starter= | ||
|guard= | |guard= | ||
|level= | |level= | ||
|attribute= | |attribute= |startup=25 |active=900 |recovery=33 total+3L |frameAdv= |invul= |hitbox=arakune/j.236D | ||
|description= | |description= | ||
*Clouds last 15 seconds or until Arakune is hit | *Clouds last 15 seconds or until Arakune is hit or blocks | ||
*If a cloud is already out, guaranteed to be a different type from last time | *If a cloud is already out, guaranteed to be a different type from last time | ||
Summons a noxious cloud at random that builds curse meter for as long as the opponent is within it. There are three types of curse cloud, each with their own behavior and rate of curse meter gain, but only one may be active at any given time. | Summons a noxious cloud at random that builds curse meter for as long as the opponent is within it. There are three types of curse cloud, each with their own behavior and rate of curse meter gain, but only one may be active at any given time. | ||
Line 1,131: | Line 687: | ||
Type A is a round cloud formation that slowly homes in on the opponent. It's the most generally useful of the clouds, but builds curse the slowest. Builds from empty to full curse in 5 seconds. | Type A is a round cloud formation that slowly homes in on the opponent. It's the most generally useful of the clouds, but builds curse the slowest. Builds from empty to full curse in 5 seconds. | ||
Type B is a ring shaped cloud that follows Arakune's movements. It can be used offensively with teleports and dashes to try to force the cloud over the opponent, but is at its most useful on defense where it | Type B is a ring shaped cloud that follows Arakune's movements. It can be used offensively with teleports and dashes to try to force the cloud over the opponent, but is at its most useful on defense where it can be kept at a middle distance the opponent wants to move through. Builds from empty to full curse in 2.5 seconds. | ||
Type C is a flat broad cloud that tracks the opponent at jump height. It's extremely effective at deterring the opponent from jumping, preventing air approaches, and giving you largely uncontested ability to retreat in air in most matchups. It builds curse the fastest, but does nothing to prevent grounded approaches. Builds from empty to full curse in 1.5 seconds. | Type C is a flat broad cloud that tracks the opponent at jump height. It's extremely effective at deterring the opponent from jumping, preventing air approaches, and giving you largely uncontested ability to retreat in air in most matchups. It builds curse the fastest, but does nothing to prevent grounded approaches. Builds from empty to full curse in 1.5 seconds. | ||
Line 1,145: | Line 701: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=200x8 | |damage=200x8 |cancel=R |p1=90 |p2=89 (once) |starter=N |SMP=2 | ||
|guard=HA |level=3 | |||
|attribute=H |startup=11 |active=3x8 |recovery=until landing + 11 |frameAdv= |invul= |hitbox=arakune/j.236C | |||
|guard=HA | |||
|attribute=H | |||
|description= | |description= | ||
*Trajectory determined by Arakune's vertical momentum | *Trajectory determined by Arakune's vertical momentum | ||
Line 1,178: | Line 722: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Ground | |version=Ground | ||
|damage=940 | |damage=940 |cancel= | ||
|p1=80 |p2=89 |starter=N |guard=All |level=3 | |||
|p1=80 | |attribute=HBFPr |startup=19 |active=until ground |recovery=48 total |frameAdv= |invul= |hitbox=arakune/22A | ||
|attribute=HBFPr | |||
|description= | |description= | ||
}} | }} | ||
Line 1,198: | Line 730: | ||
|header=no | |header=no | ||
|version=Air | |version=Air | ||
|damage=940 | |damage=940 |cancel= | ||
|p1=80 |p2=89 |starter=N |guard=All |level=3 | |||
|p1=80 | |attribute=HBFPr |startup=4 |active=until ground |recovery=57 total |frameAdv= |invul= |hitbox=arakune/22A | ||
|attribute=HBFPr | |||
|description= | |description= | ||
{{ColumnList |text= | {{ColumnList |text= | ||
*Gives 1/3rd curse meter on hit, 1/ | *Gives 1/3rd curse meter on hit, 1/6th on block | ||
*You may cancel a spider's descent at any time with another spider | *You may cancel a spider's descent at any time with another spider | ||
*You may not use the same spider more than once in air | *You may not use the same spider more than once in air | ||
Line 1,239: | Line 759: | ||
|p2= | |p2= | ||
|starter= | |starter= | ||
|guard= | |guard= | ||
|level= | |level= | ||
|attribute= | |attribute= |startup=25 |active= | ||
|recovery=45 total |frameAdv= |invul= |hitbox=arakune/41236A | |||
|recovery=45 total | |||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
Line 1,258: | Line 772: | ||
|p2= | |p2= | ||
|starter= | |starter= | ||
|guard= | |guard= | ||
|level= | |level= | ||
|attribute= | |attribute= |startup=25 |active= | ||
|recovery=38 total+3L |frameAdv= |invul= |hitbox=arakune/41236A | |||
|recovery=38 total+3L | |||
|description= | |description= | ||
*Lasts until curse ends or Arakune is hit | *Lasts until curse ends or Arakune is hit | ||
Line 1,282: | Line 790: | ||
{{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 1,291: | Line 803: | ||
|p2= | |p2= | ||
|starter= | |starter= | ||
|guard= | |guard= | ||
|level= | |level= | ||
|attribute= | |attribute= |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=53 total |frameAdv= |invul= |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 1,311: | Line 820: | ||
|p2= | |p2= | ||
|starter= | |starter= | ||
|guard= | |guard= | ||
|level= | |level= | ||
|attribute= | |attribute= |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=83 total |frameAdv= |invul= |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 1,331: | Line 837: | ||
|p2= | |p2= | ||
|starter= | |starter= | ||
|guard= | |guard= | ||
|level= | |level= | ||
|attribute= | |attribute= |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=57 total |frameAdv= |invul= |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 1,351: | Line 854: | ||
|p2= | |p2= | ||
|starter= | |starter= | ||
|guard= | |guard= | ||
|level= | |level= | ||
|attribute= | |attribute= |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=51 total |frameAdv= |invul=24-33 All |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 1,371: | Line 872: | ||
|p2= | |p2= | ||
|starter= | |starter= | ||
|guard= | |guard= | ||
|level= | |level= | ||
|attribute= | |attribute= |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=57 total |frameAdv= |invul=28-39 All |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 1,391: | Line 889: | ||
|p2= | |p2= | ||
|starter= | |starter= | ||
|guard= | |guard= | ||
|level= | |level= | ||
|attribute= | |attribute= |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=57 total |frameAdv= |invul=28-43 All |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 1,416: | Line 908: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= 800 | |damage= 800 |cancel= | ||
|p1= | |p1= | ||
|p2= | |p2= | ||
|starter= | |starter= | ||
|guard= | |guard= | ||
|level= | |level= | ||
|attribute= | |attribute= |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= |invul= |hitbox=arakune/41236A | ||
|description= | |description= | ||
*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 1,451: | Line 938: | ||
|p2= | |p2= | ||
|starter= | |starter= | ||
|guard= | |guard= | ||
|level= | |level= | ||
|attribute= | |attribute= |startup=Teleports at 25 |active= | ||
|recovery=47 total |frameAdv= |invul=25-32 All |hitbox=arakune/j.44 | |||
|recovery=47 total | |||
|description= | |description= | ||
*Costs an air option | *Costs an air option | ||
Line 1,479: | Line 960: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Body | |version=Body | ||
|damage=640 | |damage=640 |cancel=R |p1=80 |p2=92 |starter=N |guard=All |level=4 | ||
|attribute=B |startup=5+2 |active=108 |recovery=33 |frameAdv=-122 |invul=1-15 All |hitbox=arakune/236236C_1 | |||
|attribute=B | |||
|description= | |description= | ||
}} | }} | ||
Line 1,499: | Line 967: | ||
|header=no | |header=no | ||
|version=Body (OD) | |version=Body (OD) | ||
|damage=640 | |damage=640 |cancel=R |p1=80 |p2=92 |starter=N |guard=All |level=4 | ||
|attribute=B |startup=5+2 |active=162 |recovery=33 |frameAdv=-176 |invul=1-15 All |hitbox=arakune/236236C_1 | |||
|attribute=B | |||
|description= | |description= | ||
}} | }} | ||
Line 1,519: | Line 974: | ||
|header=no | |header=no | ||
|version=Laser | |version=Laser | ||
|damage=90x35 | |damage=90x35 |cancel=R |p1=80 |p2=99 |starter=N |guard=All |level=4 | ||
|attribute=HBFPr(2) |startup=5+5 |active=3x35 |recovery= | |||
|frameAdv= |invul= |hitbox=arakune/236236C_2 | |||
|attribute=HBFPr(2) | |||
|frameAdv= | |||
|description= | |description= | ||
}} | }} | ||
Line 1,539: | Line 982: | ||
|header=no | |header=no | ||
|version=Laser (OD) | |version=Laser (OD) | ||
|damage=90x53 | |damage=90x53 |cancel=R |p1=80 |p2=99 |starter=N |guard=All |level=4 | ||
|attribute=HBFPr(2) |startup=5+5 |active=3x53 |recovery= | |||
|frameAdv= |invul= |hitbox=arakune/236236C_2 | |||
|attribute=HBFPr(2) | |||
|frameAdv= | |||
|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 1,574: | Line 1,006: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage=160x24 | |damage=160x24 |cancel=R |p1=100 |p2=60 |starter= | ||
|guard=All |level=2 | |||
|attribute=HBFPR(2) |startup=10+35 |active=~90 |recovery=until landing + 31 |frameAdv= |invul=1-7 All |hitbox=arakune/j.214214D | |||
|guard=All | |||
|attribute=HBFPR(2) | |||
|description= | |description= | ||
}} | }} | ||
Line 1,594: | Line 1,014: | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
|damage=160x28 | |damage=160x28 |cancel=R |p1=100 |p2=60 |starter= | ||
|guard=All |level=4 | |||
|attribute=HBFPR(2) |startup=10+35 |active=~90 |recovery=until landing + 31 |frameAdv= |invul=1-26 All |hitbox=arakune/j.214214D | |||
|guard=All | |||
|attribute=HBFPR(2) | |||
|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 | ||
Arakune summons a massive swarm of bees from the ground, stinging and cursing anything and anyone on their way up off the top of the screen. The amount of hits this move does is somewhat variable, but it hits the most (24 hits) right in the very center of the move. Further towards the edges the opponent will be hit by less and less bees, often in multiples of 4, down to a typical range of 12-16 hits. Each hit gives 1/12th curse meter, so while it's rare to see someone be hit for less than 12 hits, it is not impossible to get caught in F of G and escape uncursed. On block the bees do significantly less, typically 1/ | Arakune summons a massive swarm of bees from the ground, stinging and cursing anything and anyone on their way up off the top of the screen. The amount of hits this move does is somewhat variable, but it hits the most (24 hits) right in the very center of the move. Further towards the edges the opponent will be hit by less and less bees, often in multiples of 4, down to a typical range of 12-16 hits. Each hit gives 1/12th curse meter, so while it's rare to see someone be hit for less than 12 hits, it is not impossible to get caught in F of G and escape uncursed. On block the bees do significantly less, typically 1/3rd curse meter in the very center and a little less than 1/4th around the edges. | ||
In neutral this super is a very poor choice, as 35 frames after superflash is plenty of time for your opponent to dash out of the super's radius and punish you for the attempt. Instead, this super is best used as a fullscreen 100% curse punish and way to start pressure. Catch a Tsubaki charging stocks or a Mai winding up a spear at fullscreen? Curse them for it from a range they thought was safe. If they block it, they still take a sizeable amount of curse and let you close the gap for some pressure. Additionally this super shines as a re-curse option. Pop this in corner after your curse combo ends and the opponent will have to start their new lease on life at a sizeable curse meter deficit right off the bat. Do it right with a cloud on the field or catch them trying to mash something and you might just get a free re-curse for your trouble. | In neutral this super is a very poor choice, as 35 frames after superflash is plenty of time for your opponent to dash out of the super's radius and punish you for the attempt. Instead, this super is best used as a fullscreen 100% curse punish and way to start pressure. Catch a Tsubaki charging stocks or a Mai winding up a spear at fullscreen? Curse them for it from a range they thought was safe. If they block it, they still take a sizeable amount of curse and let you close the gap for some pressure. Additionally this super shines as a re-curse option. Pop this in corner after your curse combo ends and the opponent will have to start their new lease on life at a sizeable curse meter deficit right off the bat. Do it right with a cloud on the field or catch them trying to mash something and you might just get a free re-curse for your trouble. | ||
Line 1,623: | Line 1,032: | ||
{{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) | ||
Line 1,629: | Line 1,038: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage=500*8 per Bug | |damage=Normal: 500*8 per Bug<br/>OD: 500*N per Bug | ||
|cancel= | |cancel= | ||
|p1=70 | |p1=70 |p2= | ||
|starter= | |starter= | ||
|guard=All |level=5 | |||
|guard=All | |attribute= |startup=7+30 |active=until off-screen |recovery=31 total |frameAdv= |invul=1-7 All |hitbox=arakune/2362364D | ||
|attribute= | |||
|description= | |description= | ||
}} | }} | ||
Line 1,649: | Line 1,049: | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
|damage=500* | |damage=Normal: 500*8 per Bug<br/>OD: 500*N per Bug | ||
|cancel= | |cancel= | ||
|p1=70 | |p1=70 |p2= | ||
|starter= | |starter= | ||
|guard=All |level=5 | |||
|guard=All | |attribute= |startup=7+30 |active=until off-screen |recovery=31 total |frameAdv= |invul=1-7 All |hitbox=arakune/236236D | ||
|attribute= | |||
|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 | 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. | ||
Line 1,699: | Line 1,091: | ||
|startup=Fast 10 Slow 20 | |startup=Fast 10 Slow 20 | ||
|active=3 | |active=3 | ||
|recovery= | |recovery=34 | ||
|frameAdv= | |frameAdv=-10 | ||
|attribute= | |attribute= | ||
|invul=Fast 1-22 All Slow 1-12 All | |invul=Fast 1-22 All Slow 1-12 All | ||
Line 1,718: | Line 1,110: | ||
|startup=Fast 10 Slow 20 | |startup=Fast 10 Slow 20 | ||
|active=3 | |active=3 | ||
|recovery= | |recovery=34 | ||
|frameAdv= | |frameAdv=-10 | ||
|attribute= | |attribute= | ||
|invul=Fast 1-22 All Slow 1-12 All | |invul=Fast 1-22 All Slow 1-12 All | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
*Does not cost Heat, but | *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. | ||
*Minimum Damage 10% | |||
*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. | ||
}} | }} | ||
}} | }} | ||
Line 1,742: | Line 1,137: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=DESTROY | |damage=DESTROY |cancel= | ||
|p1= | |p1= | ||
|p2= | |p2= | ||
|starter= | |starter= | ||
|guard=all |level=4 | |||
|guard=all | |attribute=H |startup=9+81 |active=12 |recovery=24 |frameAdv=-17 |invul=1-101 All |hitbox=arakune/632146D | ||
|attribute=H | |||
|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 03:53, 29 September 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 (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 |
---|
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 •