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: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 | ||
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|damage=800 |cancel=R |p1=100 |p2=84 |starter=N |SMP=2 | |damage=800 |cancel=R |p1=100 |p2=84 |starter=N |SMP=2 | ||
|guard=H |level=5 | |guard=H |level=5 | ||
|attribute=H |startup=27 |active=2 |recovery= | |attribute=H |startup=27 |active=2 |recovery=14+19L |frameAdv=-16 |invul=4-42 Foot}} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
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|attribute=BP |startup=17 |active=18 |recovery=33 |frameAdv=-34 |invul= |hitbox=arakune/5D | |attribute=BP |startup=17 |active=18 |recovery=33 |frameAdv=-34 |invul= |hitbox=arakune/5D | ||
|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. | ||
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|attribute=FP* |startup=19 |active=12 |recovery=46 frames total |frameAdv=+9 |invul= |hitbox=arakune/2D | |attribute=FP* |startup=19 |active=12 |recovery=46 frames total |frameAdv=+9 |invul= |hitbox=arakune/2D | ||
|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. (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) | 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) | ||
}} | }} | ||
}} | }} | ||
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|frameAdv= |invul= |hitbox=arakune/6D | |frameAdv= |invul= |hitbox=arakune/6D | ||
|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. | ||
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|attribute=HBFPr |startup=28 |active=3 |recovery=until landing + 7 frames recovery |frameAdv= |invul= |hitbox=arakune/j.D | |attribute=HBFPr |startup=28 |active=3 |recovery=until landing + 7 frames recovery |frameAdv= |invul= |hitbox=arakune/j.D | ||
|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. | ||
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|guard= | |guard= | ||
|level= | |level= | ||
|attribute= |startup=25 |active=900 |recovery= | |attribute= |startup=25 |active=900 |recovery=39 total |frameAdv= |invul= |hitbox=arakune/j.236D | ||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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|guard= | |guard= | ||
|level= | |level= | ||
|attribute= |startup=25 |active=900 |recovery= | |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. | ||
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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. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=200x8 |cancel=R |p1= | |damage=200x8 |cancel=R |p1=90 |p2=89 (once) |starter=N |SMP=2 | ||
|guard=HA |level=3 | |guard=HA |level=3 | ||
|attribute=H |startup=11 |active=3x8 |recovery=until landing + 11 |frameAdv= |invul= |hitbox=arakune/j.236C | |attribute=H |startup=11 |active=3x8 |recovery=until landing + 11 |frameAdv= |invul= |hitbox=arakune/j.236C | ||
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|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 | ||
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*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. | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage=500*8 per Bug |cancel= | |damage=Normal: 500*8 per Bug<br/>OD: 500*N per Bug | ||
|cancel= | |||
|p1=70 |p2= | |p1=70 |p2= | ||
|starter= | |starter= | ||
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|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
|damage=500* | |damage=Normal: 500*8 per Bug<br/>OD: 500*N per Bug | ||
|cancel= | |||
|p1=70 |p2= | |p1=70 |p2= | ||
|starter= | |starter= | ||
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|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 | ||
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|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 | ||
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*Does not cost Heat, but immediately ends Overdrive if used. | *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 | ||
Revision as of 03:53, 29 September 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, 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 |
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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 •