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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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===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 | 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. | ||
The Curse Meter is 6000F (10 Seconds) and each mode that adds curse will add to this meter on hit or block (for half the normal amount) and will automatically start draining if it hits the maximum, commencing curse mode. During curse mode, releasing any of the buttons will summon a bug specific to that button. During curse mode 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 | 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 double the usual amount of curse on hit and on block. Additionally, Zero Vector's curse clouds each build curse at double the normal rate. | ||
=== | ===Strengths/Weaknesses=== | ||
{| | |||
|-style="text-align:left;" | |||
! Strengths !! Weaknesses | |||
|- style="vertical-align:top;text-alighn:left" | |||
| style="width: 50%;"| | |||
*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. | ||
| style="width: 50%;"| | |||
*Below-average health. | *Below-average health. | ||
*Limited movement options on the ground. | *Limited movement options on the ground. | ||
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*Low combo damage without curse. | *Low combo damage without curse. | ||
*Lack of reliable oki without curse. | *Lack of reliable oki without curse. | ||
|- | |||
|} | |||
<br clear=all/> | <br clear=all/> | ||
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====== <font style="visibility:hidden" size="0">5A</font> ====== | ====== <font style="visibility:hidden" size="0">5A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_5A.png | |image=BBCS_Arakune_5A.png |caption=Standard poke. Hit Crouchers. Good for its range. | ||
|caption=Standard poke. Hit Crouchers. Good for its range. | |||
|name=5A | |name=5A | ||
|data= | |data= | ||
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====== <font style="visibility:hidden" size="0">5B</font> ====== | ====== <font style="visibility:hidden" size="0">5B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_5B.png | |image=BBCS_Arakune_5B.png |caption=Combo filler, really | ||
|caption=Combo filler, really | |||
|name=5B | |name=5B | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=300x3 |cancel=SO(J)R |p1=100 |p2=89 (once) |starter=N |guard= | |damage=300x3 |cancel=SO(J)R |p1=100 |p2=89 (once) |starter=N |guard=High/Low |level=3 | ||
|attribute=B |startup=11 |active=1*8 |recovery=12 |frameAdv=-1 |invul= |hitbox=arakune/5B | |attribute=B |startup=11 |active=1*8 |recovery=12 |frameAdv=-1 |invul= |hitbox=arakune/5B | ||
|description= | |description= | ||
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====== <font style="visibility:hidden" size="0">5C</font> ====== | ====== <font style="visibility:hidden" size="0">5C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_5C.png | |image=BBCS_Arakune_5C.png |caption=Standard Anti Air, needs a little bit of prediction | ||
|caption=Standard Anti Air, needs a little bit of prediction | |||
|name=5C | |name=5C | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=1000 |cancel=SOJR |p1=80 |p2=92 |starter=N |SMP=2 | |damage=1000 |cancel=SOJR |p1=80 |p2=92 |starter=N |SMP=2 | ||
|guard= | |guard=High/Low |level=4 | ||
|attribute=B |startup=23 |active=3 |recovery=18 |frameAdv=-2 |invul=4-25 Head |hitbox=arakune/5C | |attribute=B |startup=23 |active=3 |recovery=18 |frameAdv=-2 |invul=4-25 Head |hitbox=arakune/5C | ||
|description= | |description= | ||
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====== <font style="visibility:hidden" size="0">2A</font> ====== | ====== <font style="visibility:hidden" size="0">2A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_2A.png | |image=BBCS_Arakune_2A.png |caption=Funky Attack, reaches a little farther than it looks | ||
|caption=Funky Attack, reaches a little farther than it looks | |||
|name=2A | |name=2A | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=300 |cancel=CSOR |p1=90 |p2=80 |starter=S |guard= | |damage=300 |cancel=CSOR |p1=90 |p2=80 |starter=S |guard=Low |level=1 | ||
|attribute=F |startup=10 |active=2 |recovery=11 |frameAdv=-1 |invul= |hitbox=arakune/2A | |attribute=F |startup=10 |active=2 |recovery=11 |frameAdv=-1 |invul= |hitbox=arakune/2A | ||
|description= | |description= | ||
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====== <font style="visibility:hidden" size="0">2B</font> ====== | ====== <font style="visibility:hidden" size="0">2B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_2B.png | |image=BBCS_Arakune_2B.png |caption=Secretly also an anti-air | ||
|caption=Secretly also an anti-air | |||
|name=2B | |name=2B | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=700 |cancel=CSOR |p1=90 |p2=85 |starter=N |guard= | |damage=700 |cancel=CSOR |p1=90 |p2=85 |starter=N |guard=Low |level=2 | ||
|attribute=F |startup=8 |active=4 |recovery=11 |frameAdv=-1 |invul= |description= | |attribute=F |startup=8 |active=4 |recovery=11 |frameAdv=-1 |invul= |description= | ||
*Low profiles extremely well | *Low profiles extremely well | ||
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====== <font style="visibility:hidden" size="0">2C</font> ====== | ====== <font style="visibility:hidden" size="0">2C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_2C.png | |image=BBCS_Arakune_2C.png |caption=The infamous shark | ||
|caption=The infamous shark | |||
|name=2C | |name=2C | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=300x5 |cancel=R |p1=90 |p2=82 (once) |starter=N |SMP=2 | |damage=300x5 |cancel=R |p1=90 |p2=82 (once) |starter=N |SMP=2 | ||
|guard= | |guard=Low, High/Lowx4 |level=4 | ||
|attribute=F |startup=12 |active=45 |recovery=14 |frameAdv=-27 |invul= |hitbox=arakune/2C | |attribute=F |startup=12 |active=45 |recovery=14 |frameAdv=-27 |invul= |hitbox=arakune/2C | ||
|description= | |description= | ||
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====== <font style="visibility:hidden" size="0">6A</font> ====== | ====== <font style="visibility:hidden" size="0">6A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_6A.png | |image=BBCS_Arakune_6A.png |caption=Overhead, not a bad one in fact | ||
|caption=Overhead, not a bad one in fact | |||
|name=6A | |name=6A | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=600 |cancel=SOJR |p1=90 |p2=89 |starter=N |SMP=2 | |damage=600 |cancel=SOJR |p1=90 |p2=89 |starter=N |SMP=2 | ||
|guard= | |guard=High |level=3 | ||
|attribute=B |startup=25 |active=2 |recovery=15 |frameAdv=0 |invul= |hitbox=arakune/6A | |attribute=B |startup=25 |active=2 |recovery=15 |frameAdv=0 |invul= |hitbox=arakune/6A | ||
|description= | |description= | ||
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====== <font style="visibility:hidden" size="0">6B</font> ====== | ====== <font style="visibility:hidden" size="0">6B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_6B.png | |image=BBCS_Arakune_6B.png |caption=PELVIC THRUST | ||
|caption=PELVIC THRUST | |||
|name=6B | |name=6B | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=800 |cancel=SO(J)R |p1=90 |p2=89 |starter=N |SMP=2 | |damage=800 |cancel=SO(J)R |p1=90 |p2=89 |starter=N |SMP=2 | ||
|guard= | |guard=High/Low |level=3 | ||
|attribute=B |startup=10 |active=2 |recovery=25 |frameAdv=-10 |invul= |hitbox=arakune/6B | |attribute=B |startup=10 |active=2 |recovery=25 |frameAdv=-10 |invul= |hitbox=arakune/6B | ||
|description= | |description= | ||
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====== <font style="visibility:hidden" size="0">4B</font> ====== | ====== <font style="visibility:hidden" size="0">4B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_4B.png | |image=BBCS_Arakune_4B.png |caption=Millipede NASCAR | ||
|caption=Millipede NASCAR | |||
|name=4B | |name=4B | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=700 |cancel=SOJR |p1=90 |p2=89 |starter=N |guard= | |damage=700 |cancel=SOJR |p1=90 |p2=89 |starter=N |guard=Low |level=3 | ||
|attribute=F |startup=19 |active=3 |recovery=21 |frameAdv=-7 |invul= |hitbox=arakune/4B | |attribute=F |startup=19 |active=3 |recovery=21 |frameAdv=-7 |invul= |hitbox=arakune/4B | ||
|description= | |description= | ||
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====== <font style="visibility:hidden" size="0">6C</font> ====== | ====== <font style="visibility:hidden" size="0">6C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_6C1.png | |image=BBCS_Arakune_6C1.png |caption=Impractical pre-curse overhead. Combo Staple in Curse. | ||
|caption=Impractical pre-curse overhead. Combo Staple in Curse. | |image2=BBCS_Arakune_6C2.png |caption2=Follow up #1 from 6C. Fruitful for its cross-up reset, not too good for anything else other than combo filler. | ||
|image2=BBCS_Arakune_6C2.png | |image3=BBCS_Arakune_6C3.png |caption3=Follow up #2 from 6C. Combo filler. Nothing more. | ||
|caption2=Follow up #1 from 6C. Fruitful for its cross-up reset, not too good for anything else other than combo filler. | |||
|image3=BBCS_Arakune_6C3.png | |||
|caption3=Follow up #2 from 6C. Combo filler. Nothing more. | |||
|name=6C | |name=6C | ||
|data= | |data= | ||
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|version=6C | |version=6C | ||
|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= | |guard=High |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 | ||
|version=6CC | |version=6CC | ||
|damage=1200 |cancel=R |p1=100 |p2=84 |starter=N |SMP=2 | |damage=1200 |cancel=R |p1=100 |p2=84 |starter=N |SMP=2 | ||
|guard= | |guard=High/Low |level=5 | ||
|attribute=B |startup=21 |active=4 |recovery=25 |frameAdv=-9 |invul= |hitbox=arakune/6C_2 | |attribute=B |startup=21 |active=4 |recovery=25 |frameAdv=-9 |invul= |hitbox=arakune/6C_2 | ||
}} | }} | ||
Line 231: | Line 219: | ||
|version=6CCC | |version=6CCC | ||
|damage=900 |cancel=R |p1=80 |p2=92 |starter=N |SMP=2 | |damage=900 |cancel=R |p1=80 |p2=92 |starter=N |SMP=2 | ||
|guard= | |guard=High/Low |level=4 | ||
|attribute= | |attribute=H |startup=21 |active=4 |recovery=36 |frameAdv=-19 |invul= |description= | ||
*You may hold C to automatically continue to the next followup | *You may hold C to automatically continue to the next followup | ||
*Foot invul frame 4 onward on first rekka | *Foot invul frame 4 onward on first rekka | ||
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====== <font style="visibility:hidden" size="0">3C</font> ====== | ====== <font style="visibility:hidden" size="0">3C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_3C.png | |image=BBCS_Arakune_3C.png |caption=Don't use this move unless you are 100% sure it will hit (or doing an unblockable) | ||
|caption=Don't use this move unless you are 100% sure it will hit (or doing an unblockable) | |||
|name=3C | |name=3C | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=900 |cancel=SOR |p1=100 |p2=82 |starter=N |guard= | |damage=900 |cancel=SOR |p1=100 |p2=82 |starter=N |guard=Low |level=4 | ||
|attribute=F |startup=26 |active=3 |recovery=39 |frameAdv=-23 |invul=13-16 All |hitbox=arakune/3C | |attribute=F |startup=26 |active=3 |recovery=39 |frameAdv=-23 |invul=13-16 All |hitbox=arakune/3C | ||
|description= | |description= | ||
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====== <font style="visibility:hidden" size="0">j.A</font> ====== | ====== <font style="visibility:hidden" size="0">j.A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_jA.png | |image=BBCS_Arakune_jA.png |caption=Pretty good air to air | ||
|caption=Pretty good air to air | |||
|name=j.A | |name=j.A | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=300 |cancel=CSOJR |p1=80 |p2=80 |starter=N |guard= | |damage=300 |cancel=CSOJR |p1=80 |p2=80 |starter=N |guard=High/Air |level=1 | ||
|attribute=H |startup=7 |active=1 |recovery=16 |frameAdv= |invul= |hitbox=arakune/j.A | |attribute=H |startup=7 |active=1 |recovery=16 |frameAdv= |invul= |hitbox=arakune/j.A | ||
|description= | |description= | ||
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====== <font style="visibility:hidden" size="0">j.B</font> ====== | ====== <font style="visibility:hidden" size="0">j.B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_jB.png | |image=BBCS_Arakune_jB.png |caption=Arakune's most valuable attack pre-curse | ||
|caption=Arakune's most valuable attack pre-curse | |||
|name=j.B | |name=j.B | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=300x5 |cancel=SOR |p1=80 |p2=89 |starter=N |guard= | |damage=300x5 |cancel=SOR |p1=80 |p2=89 |starter=N |guard=High/Air |level=3 | ||
|attribute=H |startup=10 |active=3x5 |recovery=21 |frameAdv= |invul= |hitbox=arakune/j.B | |attribute=H |startup=10 |active=3x5 |recovery=21 |frameAdv= |invul= |hitbox=arakune/j.B | ||
|description= | |description= | ||
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{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_jC.png | |image=BBCS_Arakune_jC.png | ||
|imageSize=100px | |imageSize=100px |caption=Combo tool pre-curse, high damage. | ||
|caption=Combo tool pre-curse, high damage. | |||
|name=j.C | |name=j.C | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=1000 |cancel=SOR |p1=80 |p2=89 |starter=N |SMP=2 | |damage=1000 |cancel=SOR |p1=80 |p2=89 |starter=N |SMP=2 | ||
|guard= | |guard=High/Air |level=3 | ||
|attribute=H |startup=12 |active=2 |recovery=20 |frameAdv= |invul= |hitbox=arakune/j.C | |attribute=H |startup=12 |active=2 |recovery=20 |frameAdv= |invul= |hitbox=arakune/j.C | ||
|description= | |description= | ||
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====== <font style="visibility:hidden" size="0">j.6A/B/C</font> ====== | ====== <font style="visibility:hidden" size="0">j.6A/B/C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_bird.png | |image=BBCS_Arakune_bird.png |caption=Air to air confirm and combo filler. With high execution, it's good for pressure. | ||
|caption=Air to air confirm and combo filler. With high execution, it's good for pressure. | |||
|name=j.6A/B/C | |name=j.6A/B/C | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=700 |cancel=SOJR |p1=80 |p2=92 |starter=N |guard= | |damage=700 |cancel=SOJR |p1=80 |p2=92 |starter=N |guard=High/Air |level=3 | ||
|attribute=H |startup=11 |active=4 |recovery=12 + 7 frames landing |frameAdv= |invul= |hitbox=arakune/j.6A | |attribute=H |startup=11 |active=4 |recovery=12 + 7 frames landing |frameAdv= |invul= |hitbox=arakune/j.6A | ||
|description= | |description= | ||
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====== <font style="visibility:hidden" size="0">j.2A/B/C</font> ====== | ====== <font style="visibility:hidden" size="0">j.2A/B/C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCF_Arakune_dive.png | |image=BBCF_Arakune_dive.png |caption=Combo filler. Never try to use this as a starter. | ||
|caption=Combo filler. Never try to use this as a starter. | |||
|name=j.2A/B/C | |name=j.2A/B/C | ||
|data= | |data= | ||
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|version=j.2A | |version=j.2A | ||
|damage=900 |cancel=R |p1=80 |p2=92 |starter=N |SMP=2 | |damage=900 |cancel=R |p1=80 |p2=92 |starter=N |SMP=2 | ||
|guard= | |guard=High/Air |level=4 | ||
|attribute=H |startup=21 |active=until landing |recovery=19 frames total |frameAdv= |invul= |hitbox=arakune/j.2C | |attribute=H |startup=21 |active=until landing |recovery=19 frames total |frameAdv= |invul= |hitbox=arakune/j.2C | ||
|description= | |description= | ||
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|version=j.2B | |version=j.2B | ||
|damage=900 |cancel=R |p1=80 |p2=92 |starter=N |SMP=2 | |damage=900 |cancel=R |p1=80 |p2=92 |starter=N |SMP=2 | ||
|guard= | |guard=High/Air |level=4 | ||
|attribute=H |startup=22 |active=until landing |recovery=20 frames total |frameAdv= |invul= |hitbox=arakune/j.2B | |attribute=H |startup=22 |active=until landing |recovery=20 frames total |frameAdv= |invul= |hitbox=arakune/j.2B | ||
|description= | |description= | ||
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|version=j.2C | |version=j.2C | ||
|damage=900 |cancel=R |p1=80 |p2=92 |starter=N |SMP=2 | |damage=900 |cancel=R |p1=80 |p2=92 |starter=N |SMP=2 | ||
|guard= | |guard=High/Air |level=4 | ||
|attribute=H |startup=21 |active=until landing |recovery=19 frames total |frameAdv= |invul= |hitbox=arakune/j.2C | |attribute=H |startup=21 |active=until landing |recovery=19 frames total |frameAdv= |invul= |hitbox=arakune/j.2C | ||
|description= | |description= | ||
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====== <font style="visibility:hidden" size="0">5D</font> ====== | ====== <font style="visibility:hidden" size="0">5D</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_5D.png | |image=BBCS_Arakune_5D.png |caption=*Cough* | ||
|caption=*Cough* | |||
|name=5D | |name=5D | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=640 |cancel=SOJRDa |p1=100 |p2=79 |starter=N |SMP=2 | |damage=640 |cancel=SOJRDa |p1=100 |p2=79 |starter=N |SMP=2 | ||
|guard= | |guard=High/Low |level=3 | ||
|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 | *If opponent is not currently cursed, Gives 1500F Curse on hit, 750F on block (Both values are doubled if in overdrive) | ||
*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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====== <font style="visibility:hidden" size="0">1/2/3D</font> ====== | ====== <font style="visibility:hidden" size="0">1/2/3D</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_2D.png | |image=BBCS_Arakune_2D.png |caption=Bad Start up, don't use point blank. Kinda unsafe in most situations, but it's a half decent for mid-range zoning. | ||
|caption=Bad Start up, don't use point blank. Kinda unsafe in most situations, but it's a half decent for mid-range zoning. | |||
|name=1/2/3D | |name=1/2/3D | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=640 |cancel=R |p1=100 |p2=79 |starter=N |guard=All |level=3 | |damage=640 |cancel=R |p1=100 |p2=79 |starter=N |guard=All |level=3 | ||
|attribute= | |attribute=P1 |startup=19 |active=12 |recovery=46 frames total |frameAdv=+9 |invul= |hitbox=arakune/2D | ||
|description= | |description= | ||
*Gives | *If opponent is not currently cursed, Gives 1500F Curse on hit, 750F on block (Both values are doubled if in overdrive) | ||
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) | 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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====== <font style="visibility:hidden" size="0">6D</font> ====== | ====== <font style="visibility:hidden" size="0">6D</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_6D.png | |image=BBCS_Arakune_6D.png |caption=Headbutt, really. | ||
|caption=Headbutt, really. | |||
|name=6D | |name=6D | ||
|data= | |data= | ||
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|version=Headbutt | |version=Headbutt | ||
|damage=900 |cancel=SOJR |p1=90 |p2=89 |starter=N |SMP=2 | |damage=900 |cancel=SOJR |p1=90 |p2=89 |starter=N |SMP=2 | ||
|guard= | |guard=High/Low |level=3 | ||
|attribute=B |startup=14 |active=16 |recovery=24 |frameAdv=-23 |invul= |hitbox=arakune/6D | |attribute=B |startup=14 |active=16 |recovery=24 |frameAdv=-23 |invul= |hitbox=arakune/6D | ||
|description= | |description= | ||
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|header=no | |header=no | ||
|version=Bell Bug | |version=Bell Bug | ||
|damage=640 |cancel=R |p1=90 |p2=79 |starter=N |guard= | |damage=640 |cancel=R |p1=90 |p2=79 |starter=N |guard=High/Low |level=3 | ||
|attribute= | |attribute=P1* |startup=38 |active=until landing |recovery= | ||
|frameAdv= |invul= |hitbox=arakune/6D | |frameAdv= |invul= |hitbox=arakune/6D | ||
|description= | |description= | ||
*Gives | *If opponent is not currently cursed, Gives 1500F Curse on hit, 750F on block (Both values are doubled if in overdrive) | ||
*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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====== <font style="visibility:hidden" size="0">j.D</font> ====== | ====== <font style="visibility:hidden" size="0">j.D</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_jD.png | |image=BBCS_Arakune_jD.png |caption=Combo and zoning tool. Hits mid, don't be fooled. | ||
|caption=Combo and zoning tool. Hits mid, don't be fooled. | |name=j.xD | ||
|name=j. | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=640 |cancel=SOJR |p1=80 |p2=79 |starter=N |SMP=2 | |damage=640 |cancel=SOJR |p1=80 |p2=79 |starter=N |SMP=2 | ||
|guard=All |level=3 | |guard=All |level=3 | ||
|attribute= | |attribute=P1* |startup=28 |active=3 |recovery=until landing + 7 frames recovery |frameAdv= |invul= |hitbox=arakune/j.D | ||
|description= | |description= | ||
*Gives | *If opponent is not currently cursed, Gives 1500F Curse on hit, 750F on block (Both values are doubled if in overdrive) | ||
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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====== <font style="visibility:hidden" size="0">A Bug</font> ====== | ====== <font style="visibility:hidden" size="0">A Bug</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_Abug.png | |image=BBCS_Arakune_Abug.png |caption=Bouncy | ||
|caption=Bouncy | |||
|name=A Bug | |name=A Bug | ||
|data= | |data= | ||
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|damage=500 |cancel= | |damage=500 |cancel= | ||
|p1=70 |p2=89 |starter=N |guard=All |level=3 | |p1=70 |p2=89 |starter=N |guard=All |level=3 | ||
|attribute= | |attribute=P1* |startup=1 |active=until ground + 55 |recovery= | ||
|frameAdv= |invul= |hitbox=arakune/bugA | |frameAdv= |invul= |hitbox=arakune/bugA | ||
|description= | |description= | ||
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====== <font style="visibility:hidden" size="0">B Bug</font> ====== | ====== <font style="visibility:hidden" size="0">B Bug</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCF_Arakune_Bbug.png | |image=BBCF_Arakune_Bbug.png |caption=Drill Monster | ||
|caption=Drill Monster | |||
|name=B Bug | |name=B Bug | ||
|data= | |data= | ||
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|damage=450x3 |cancel= | |damage=450x3 |cancel= | ||
|p1=70 |p2=89 (once) |starter=N |guard=All |level=3 | |p1=70 |p2=89 (once) |starter=N |guard=All |level=3 | ||
|attribute= | |attribute=P1* |startup=13 |active=until off-screen |recovery= | ||
|frameAdv= |invul= |hitbox=arakune/bugB | |frameAdv= |invul= |hitbox=arakune/bugB | ||
|description= | |description= | ||
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====== <font style="visibility:hidden" size="0">C Bug</font> ====== | ====== <font style="visibility:hidden" size="0">C Bug</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_Cbug.png | |image=BBCS_Arakune_Cbug.png |caption=Mr. Gaurd Crush Your Girl | ||
|caption=Mr. Gaurd Crush Your Girl | |||
|name=C Bug | |name=C Bug | ||
|data= | |data= | ||
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|damage=940 |cancel= | |damage=940 |cancel= | ||
|p1=70 |p2=89 |starter=N |guard=Barrier |level=3 | |p1=70 |p2=89 |starter=N |guard=Barrier |level=3 | ||
|attribute= | |attribute=P1* |startup=55 |active=24 |recovery= | ||
|frameAdv= |invul= |hitbox=arakune/bugC | |frameAdv= |invul= |hitbox=arakune/bugC | ||
|description= | |description= | ||
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====== <font style="visibility:hidden" size="0">D Bug</font> ====== | ====== <font style="visibility:hidden" size="0">D Bug</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_Dbug.png | |image=BBCS_Arakune_Dbug.png |caption=Bane of everyone's existence | ||
|caption=Bane of everyone's existence | |||
|name=D Bug | |name=D Bug | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=250xN, 940 |cancel= | |damage=250xN, 940 |cancel= | ||
|p1=80 |p2=79 (once) |starter=N |guard=All, | |p1=80 |p2=79 (once) |starter=N |guard=All, High/Low |level=3 | ||
|attribute= | |attribute=P1* |startup=1 |active=until ground (18) until off screen |recovery= | ||
|frameAdv= |invul= |hitbox=arakune/bugD | |frameAdv= |invul= |hitbox=arakune/bugD | ||
|description= | |description= | ||
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====== <font style="visibility:hidden" size="0">Ground Throw</font> ====== | ====== <font style="visibility:hidden" size="0">Ground Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_GroundThrow.png | |image=BBCS_Arakune_GroundThrow.png |caption=Not bad considering Arakune rarely grabs. | ||
|caption=Not bad considering Arakune rarely grabs. | |||
|name=Ground Throw | |name=Ground Throw | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=1500 |cancel=SOR |p1=100 |p2=100, 60 |starter=N |guard= | |damage=1500 |cancel=SOR |p1=100 |p2=100, 60 |starter=N |guard=Throw(70) |level=0, 2 | ||
|attribute=T |startup=7 |active=3 |recovery=23 |frameAdv= |invul= |hitbox=arakune/groundThrow | |attribute=T |startup=7 |active=3 |recovery=23 |frameAdv= |invul= |hitbox=arakune/groundThrow | ||
|description= | |description= | ||
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====== <font style="visibility:hidden" size="0">Air Throw</font> ====== | ====== <font style="visibility:hidden" size="0">Air Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_AirThrow.png | |image=BBCS_Arakune_AirThrow.png |caption=Hugs | ||
|caption=Hugs | |||
|name=Air Throw | |name=Air Throw | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=1500 |cancel=SOR |p1=100 |p2=100, 60 |starter=N |guard= | |damage=1500 |cancel=SOR |p1=100 |p2=100, 60 |starter=N |guard=Throw(120) |level=0,4 | ||
|attribute=T |startup=7 |active=3 |recovery=23+3 landing |frameAdv= |invul= |hitbox=arakune/airThrow | |attribute=T |startup=7 |active=3 |recovery=23+3 landing |frameAdv= |invul= |hitbox=arakune/airThrow | ||
|description= | |description= | ||
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====== <font style="visibility:hidden" size="0">Counter Assault</font> ====== | ====== <font style="visibility:hidden" size="0">Counter Assault</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_6B.png | |image=BBCS_Arakune_6B.png |caption=Better than a throw overall | ||
|caption=Better than a throw overall | |||
|name=Counter Assault | |name=Counter Assault | ||
|data= | |data= | ||
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====== <font style="visibility:hidden" size="0">Crush Trigger</font> ====== | ====== <font style="visibility:hidden" size="0">Crush Trigger</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Arakune_AB.png | |image=BBCP_Arakune_AB.png |caption=What a calamity | ||
|caption=What a calamity | |||
|name=Crush Trigger | |name=Crush Trigger | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version= Uncharged | |version= Uncharged | ||
|damage=1000 |cancel=R |p1=100 |p2=60 |starter=N | | |damage=1000 |cancel=R |p1=100 |p2=60 |starter=N | |level=3 | ||
|attribute=B |startup=20 |active=1 |recovery=25 |frameAdv=0 |invul= |hitbox=arakune/Crush_Trigger | |attribute=B |startup=20 |active=1 |recovery=25 |frameAdv=0 |invul= |hitbox=arakune/Crush_Trigger | ||
}} | }} | ||
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|header=no | |header=no | ||
|version=Charged | |version=Charged | ||
|damage=1000 |cancel=R |p1=100 |p2=100 |starter=N | |damage=1000 |cancel=R |p1=100 |p2=100 |starter=N |guard=Barrier |level=3 | ||
|attribute=B |startup=30-60 |active=1 |recovery=25 |frameAdv=0 |invul= |hitbox=arakune/Crush_Trigger | |attribute=B |startup=30-60 |active=1 |recovery=25 |frameAdv=0 |invul= |hitbox=arakune/Crush_Trigger | ||
|description= | |description= | ||
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====== <font style="visibility:hidden" size="0">Equals Zero</font> ====== | ====== <font style="visibility:hidden" size="0">Equals Zero</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_EqualsZero.png | |image=BBCS_Arakune_EqualsZero.png |caption= | ||
|caption= | |||
|name=Equals Zero | |name=Equals Zero | ||
|input=236B | |input=236B | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage= |guard= |attribute= | ||
|startup= |active= |recovery=30 |frameAdv= | |||
|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. | ||
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====== <font style="visibility:hidden" size="0">Zero Vector</font> ====== | ====== <font style="visibility:hidden" size="0">Zero Vector</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_ZeroVector.png | |image=BBCS_Arakune_ZeroVector.png |caption=The Random Cloud | ||
|caption=The Random Cloud | |||
|name=Zero Vector | |name=Zero Vector | ||
|input=236D (Air OK) | |input=236D (Air OK) | ||
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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 or blocks | *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 | ||
*Adds 40F of curse time for each frame opponent is in the cloud. (80F during Overdrive) | |||
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. | ||
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. | ||
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====== <font style="visibility:hidden" size="0">Y-Two Dash</font> ====== | ====== <font style="visibility:hidden" size="0">Y-Two Dash</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_YTwoDash.png | |image=BBCS_Arakune_YTwoDash.png |caption=Combo Staple | ||
|caption=Combo Staple | |||
|name=Y-Two Dash | |name=Y-Two Dash | ||
|input=j.236C | |input=j.236C | ||
|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= | |guard=High/Air |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 | ||
|description= | |description= | ||
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====== <font style="visibility:hidden" size="0">Permutation, N, R</font> ====== | ====== <font style="visibility:hidden" size="0">Permutation, N, R</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Arakune_Permutation.png | |image=BBCP_Arakune_Permutation.png |caption=Sp00der | ||
|caption=Sp00der | |||
|name=Permutation, N, R | |name=Permutation, N, R | ||
|input=22A/B/C, air OK | |input=22A/B/C, air OK | ||
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|damage=940 |cancel= | |damage=940 |cancel= | ||
|p1=80 |p2=89 |starter=N |guard=All |level=3 | |p1=80 |p2=89 |starter=N |guard=All |level=3 | ||
|attribute= | |attribute=P1 |startup=19 |active=until ground |recovery=48 total |frameAdv= |invul= |hitbox=arakune/22A | ||
|description= | |description= | ||
}} | }} | ||
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|damage=940 |cancel= | |damage=940 |cancel= | ||
|p1=80 |p2=89 |starter=N |guard=All |level=3 | |p1=80 |p2=89 |starter=N |guard=All |level=3 | ||
|attribute= | |attribute=P1 |startup=4 |active=until ground |recovery=57 total |frameAdv= |invul= |hitbox=arakune/22A | ||
|description= | |description= | ||
{{ColumnList |text= | {{ColumnList |text= | ||
*Gives | *If opponent is not currently cursed, Gives 1000F Curse on hit, 500F on block (Both values are doubled if in overdrive) | ||
*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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====== <font style="visibility:hidden" size="0">a±b</font> ====== | ====== <font style="visibility:hidden" size="0">a±b</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Arakune_AplusminusB.png | |image=BBCP_Arakune_AplusminusB.png |caption=Slooooooow | ||
|caption=Slooooooow | |||
|name=a±b | |name=a±b | ||
|input=236D during Curse (Air OK) | |input=236D during Curse (Air OK) | ||
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{{MoveData | {{MoveData | ||
|name=If p then q | |name=If p then q | ||
|image=BBCF_Arakune_GroundTeleports.png | |image=BBCF_Arakune_GroundTeleports.png |caption=Grounded teleport options. | ||
|image2=BBCF_Arakune_AirTeleports2.png |caption2=Air teleport options. (Hut hut hike!) | |||
|image2=BBCF_Arakune_AirTeleports2.png | |||
|input=214A/B/C, air OK | |input=214A/B/C, air OK | ||
|data= | |data= | ||
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|recovery=53 total |frameAdv= |invul= |hitbox=arakune/214A | |recovery=53 total |frameAdv= |invul= |hitbox=arakune/214A | ||
|description= | |description= | ||
*Invul 1-5, 24-43 | *Invul 1-5 Throw, 24-43 All | ||
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. | 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. | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">P Reject</font> ====== | ====== <font style="visibility:hidden" size="0">P Reject</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCF_Arakune_P_Reject.png | |image=BBCF_Arakune_P_Reject.png |caption=Swiggity swooty... | ||
|caption=Swiggity swooty... | |||
|name=Negating "p" | |name=Negating "p" | ||
|input=Near opponent during the startup of If p then q | |input=Near opponent during the startup of If p then q | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= 800 |cancel= | |damage= 800, 0 |cancel= | ||
|p1= | |p1= | ||
|p2= | |p2= | ||
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|guard= | |guard= | ||
|level= | |level= | ||
|attribute= |startup= | |attribute=P* |startup=13 | ||
|active= | |active=6 | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
*Fatal Counter | *Fatal Counter | ||
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====== <font style="visibility:hidden" size="0">Wall Teleport</font> ====== | ====== <font style="visibility:hidden" size="0">Wall Teleport</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_j44.png | |image=BBCS_Arakune_j44.png |caption=Pissing off opponents since 2008. | ||
|caption=Pissing off opponents since 2008. | |||
|name=Wall Teleport | |name=Wall Teleport | ||
|input=j.44 When backed to a wall | |input=j.44 When backed to a wall | ||
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====== <font style="visibility:hidden" size="0">F-Inverse</font> ====== | ====== <font style="visibility:hidden" size="0">F-Inverse</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_FInverse.png | |image=BBCS_Arakune_FInverse.png |caption=Combo filler or Arakune's only real wake up DP. | ||
|name=F-Inverse | |name=F-Inverse | ||
|input=236236C | |input=236236C | ||
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|version=Laser | |version=Laser | ||
|damage=90x35 |cancel=R |p1=80 |p2=99 |starter=N |guard=All |level=4 | |damage=90x35 |cancel=R |p1=80 |p2=99 |starter=N |guard=All |level=4 | ||
|attribute= | |attribute=P2* |startup=5+5 |active=3x35 |recovery= | ||
|frameAdv= |invul= |hitbox=arakune/236236C_2 | |frameAdv= |invul= |hitbox=arakune/236236C_2 | ||
|description= | |description= | ||
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|version=Laser (OD) | |version=Laser (OD) | ||
|damage=90x53 |cancel=R |p1=80 |p2=99 |starter=N |guard=All |level=4 | |damage=90x53 |cancel=R |p1=80 |p2=99 |starter=N |guard=All |level=4 | ||
|attribute= | |attribute=P2* |startup=5+5 |active=3x53 |recovery= | ||
|frameAdv= |invul= |hitbox=arakune/236236C_2 | |frameAdv= |invul= |hitbox=arakune/236236C_2 | ||
|description= | |description= | ||
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====== <font style="visibility:hidden" size="0">F of G</font> ====== | ====== <font style="visibility:hidden" size="0">F of G</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_FofG.png | |image=BBCS_Arakune_FofG.png |caption=Homes in, 100% curse, 50% on block, swag | ||
|name=F of G | |name=F of G | ||
|input=j.214214D | |input=j.214214D | ||
Line 1,008: | Line 959: | ||
|damage=160x24 |cancel=R |p1=100 |p2=60 |starter= | |damage=160x24 |cancel=R |p1=100 |p2=60 |starter= | ||
|guard=All |level=2 | |guard=All |level=2 | ||
|attribute= | |attribute=P2* |startup=10+35 |active=~90 |recovery=until landing + 31 |frameAdv= |invul=1-7 All |hitbox=arakune/j.214214D | ||
|description= | |description= | ||
}} | }} | ||
Line 1,014: | Line 965: | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
|damage= | |damage=160x48 |cancel=R |p1=100 |p2=60 |starter= | ||
|guard=All |level=4 | |guard=All |level=4 | ||
|attribute= | |attribute=P2* |startup=10+35 |active=~90 |recovery=until landing + 31 |frameAdv= |invul=1-26 All |hitbox=arakune/j.214214D | ||
|description= | |description= | ||
*Invul 1-16 All | *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 | 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 500F 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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====== <font style="visibility:hidden" size="0">F equals</font> ====== | ====== <font style="visibility:hidden" size="0">F equals</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCF_Arakune_F_equals.png | |image=BBCF_Arakune_F_equals.png |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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{{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= | ||
|guard=All |level=5 | |guard=All |level=5 | ||
|attribute= |startup=7+30 |active=until off-screen |recovery=31 total |frameAdv= |invul=1-7 All |hitbox=arakune/2362364D | |attribute=P2* |startup=7+30 |active=until off-screen |recovery=31 total |frameAdv= |invul=1-7 All |hitbox=arakune/2362364D | ||
|description= | |description= | ||
}} | }} | ||
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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= | ||
|guard=All |level=5 | |guard=All |level=5 | ||
|attribute= |startup=7+30 |active=until off-screen |recovery=31 total |frameAdv= |invul=1-7 All |hitbox=arakune/236236D | |attribute=P2* |startup=7+30 |active=until off-screen |recovery=31 total |frameAdv= |invul=1-7 All |hitbox=arakune/236236D | ||
|description= | |description= | ||
*Invul 1-7 All | *Invul 1-7 All | ||
Line 1,066: | Line 1,018: | ||
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. | ||
While not overwhelming in most circumstances, this super is probably the part of BBCF Arakune's game that has been explored the least. So | While not overwhelming in most circumstances, this super is probably the part of BBCF Arakune's game that has been explored the least. So its usefulness is also the most subject to change in the future. Outside of that though you're usually better off saving your heat for something else. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=BBCF_Arakune_nFactorial.png | |image=BBCF_Arakune_nFactorial.png | ||
|input=ABCD during Overdrive | |input=ABCD during Overdrive |caption=What are you looking at? | ||
|caption=What are you looking at? | |||
|name=n Factorial | |name=n Factorial | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage= | |damage= 600, 0, 400, 1980 | ||
|cancel= | |cancel= | ||
|p1=100 | |p1=100 | ||
Line 1,089: | Line 1,040: | ||
|startup=Fast 10 Slow 20 | |startup=Fast 10 Slow 20 | ||
|active=3 | |active=3 | ||
|recovery= | |recovery=34 | ||
|frameAdv= | |frameAdv=-10 | ||
|attribute= | |attribute=B | ||
|invul=Fast 1-22 All Slow 1-12 All | |invul=Fast 1-22 All Slow 1-12 All | ||
|hitbox=Arakune/ABCD | |hitbox=Arakune/ABCD | ||
Line 1,099: | Line 1,050: | ||
|header=no | |header=no | ||
|version=Active Flow | |version=Active Flow | ||
|damage= | |damage=600, 0, 400*4, 300*5, 2000 | ||
|cancel= | |cancel= | ||
|p1=100 | |p1=100 | ||
Line 1,108: | Line 1,059: | ||
|startup=Fast 10 Slow 20 | |startup=Fast 10 Slow 20 | ||
|active=3 | |active=3 | ||
|recovery= | |recovery=34 | ||
|frameAdv= | |frameAdv=-10 | ||
|attribute= | |attribute=B | ||
|invul=Fast 1-22 All Slow 1-12 All | |invul=Fast 1-22 All Slow 1-12 All | ||
|hitbox= | |hitbox= | ||
Line 1,118: | Line 1,069: | ||
*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 | ||
Line 1,128: | Line 1,080: | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_NInfinity.png | |image=BBCS_Arakune_NInfinity.png | ||
|image2=BBCP_Arakune_NInfinity2.png | |image2=BBCP_Arakune_NInfinity2.png |caption=You activated my trap card, Gorgon's eye! | ||
|caption=You activated my trap card, Gorgon's eye! | |||
|name=N-Infinity | |name=N-Infinity | ||
|input=632146D | |input=632146D | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage=14000|cancel= | ||
|p1= | |p1= | ||
|p2= | |p2= | ||
Line 1,142: | Line 1,093: | ||
|description= | |description= | ||
*Invul 1-101 All | *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 due to its awful startup time. | ||
}} | }} | ||
}} | }} | ||
Line 1,160: | Line 1,111: | ||
}} | }} | ||
{{Navbar-BBCF}} | {{Navbar-BBCF}} | ||
[[Category:BlazBlue]] | [[Category:BlazBlue: Central Fiction]] | ||
[[Category: | [[Category:Arakune]] |
Revision as of 20:02, 14 March 2018
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.
The Curse Meter is 6000F (10 Seconds) and each mode that adds curse will add to this meter on hit or block (for half the normal amount) and will automatically start draining if it hits the maximum, commencing curse mode. During curse mode, releasing any of the buttons will summon a bug specific to that button. During curse mode 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 double the usual amount of curse on hit and on block. Additionally, Zero Vector's curse clouds each build curse at double the normal rate.
Strengths/Weaknesses
Strengths | Weaknesses |
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|
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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.xD |
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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 •