BBCF/Arakune: Difference between revisions

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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=
*If opponent is not currently cursed,  Gives 3000F Curse on hit, 1500F on block (Both values are doubled if in overdrive)
*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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  |attribute=P1 |startup=19 |active=12 |recovery=46 frames total |frameAdv=+9 |invul= |hitbox=arakune/2D
  |attribute=P1 |startup=19 |active=12 |recovery=46 frames total |frameAdv=+9 |invul= |hitbox=arakune/2D
  |description=
  |description=
*If opponent is not currently cursed,  Gives 3000F Curse on hit, 1500F on block (Both values are doubled if in overdrive)
*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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  |frameAdv= |invul= |hitbox=arakune/6D
  |frameAdv= |invul= |hitbox=arakune/6D
  |description=
  |description=
*If opponent is not currently cursed,  Gives 3000F Curse on hit, 1500F on block (Both values are doubled if in overdrive)
*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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  |attribute=P1* |startup=28 |active=3 |recovery=until landing + 7 frames recovery |frameAdv= |invul= |hitbox=arakune/j.D
  |attribute=P1* |startup=28 |active=3 |recovery=until landing + 7 frames recovery |frameAdv= |invul= |hitbox=arakune/j.D
  |description=
  |description=
*If opponent is not currently cursed,  Gives 3000F Curse on hit, 1500F on block (Both values are doubled if in overdrive)
*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">Equals Zero</font> ======
====== <font style="visibility:hidden" size="0">Equals Zero</font> ======
{{MoveData
{{MoveData
|image=BBCS_Arakune_EqualsZero.png |caption=GET IT!?
|image=BBCS_Arakune_EqualsZero.png |caption=
|name=Equals Zero
|name=Equals Zero
|input=236B
|input=236B
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  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Gives 1/3rd curse meter on hit, 1/6th on block
*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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*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 1/3rd curse meter in the very center and a little less than 1/4th around the edges.  
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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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 it's 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.
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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=DESTROY |cancel=
  |damage=14000|cancel=
  |p1=
  |p1=
  |p2=
  |p2=
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  |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.
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  }}
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{{Navbar-BBCF}}
{{Navbar-BBCF}}
[[Category:BlazBlue]]
[[Category:BlazBlue: Central Fiction]]
[[Category:BlazBlue Characters]]
[[Category:Arakune]]
ƒ

Revision as of 20:02, 14 March 2018

Arakune
BBCF Arakune Portrait.png
Health: 10,500

Combo Rate: 60%
Prejump:
Backdash Time 32 / Invul: 1-24
Forward Dash Time 40 / Invul: 7-26

Movement Options
Double Jump, 2 Airdashes, Command Dashes, Dash type: Teleport
Play-style
Mode switch, Misdirection, Unorthodox
  

Overview

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

Drive: Crimson

Crimson is the system that calculates curse meter: how much is needed to curse an opponent, what attacks inflict how much curse meter (more details on this below), and how long curse lasts. During curse, Arakune can summon a variety of bugs that help his pressure, combo ability, and damage.

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


Normal Moves

5A
5A
BBCS Arakune 5A.png
Standard poke. Hit Crouchers. Good for its range.
300 All 6 3 10 - B -
5B
5B
BBCS Arakune 5B.png
Combo filler, really
300x3 High/Low 11 1*8 12 - B -
5C
5C
BBCS Arakune 5C.png
Standard Anti Air, needs a little bit of prediction
1000 High/Low 23 3 18 - B -
2A
2A
BBCS Arakune 2A.png
Funky Attack, reaches a little farther than it looks
300 Low 10 2 11 - F -
2B
2B
BBCS Arakune 2B.png
Secretly also an anti-air
700 Low 8 4 11 - F -
2C
2C
BBCS Arakune 2C.png
The infamous shark
300x5 Low, High/Lowx4 12 45 14 - F -
6A
6A
BBCS Arakune 6A.png
Overhead, not a bad one in fact
600 High 25 2 15 - B -
6B
6B
BBCS Arakune 6B.png
PELVIC THRUST
800 High/Low 10 2 25 - B -
4B
4B
BBCS Arakune 4B.png
Millipede NASCAR
700 Low 19 3 21 - F -
6C
6C
BBCS Arakune 6C1.png
Impractical pre-curse overhead. Combo Staple in Curse.
BBCS Arakune 6C2.png
Follow up #1 from 6C. Fruitful for its cross-up reset, not too good for anything else other than combo filler.
BBCS Arakune 6C3.png
Follow up #2 from 6C. Combo filler. Nothing more.
800 High 27 2 14+19L - H - 1200 High/Low 21 4 25 - B - 900 High/Low 21 4 36 - H -
3C
3C
BBCS Arakune 3C.png
Don't use this move unless you are 100% sure it will hit (or doing an unblockable)
900 Low 26 3 39 - F -
j.A
j.A
BBCS Arakune jA.png
Pretty good air to air
300 High/Air 7 1 16 - H -
j.B
j.B
BBCS Arakune jB.png
Arakune's most valuable attack pre-curse
300x5 High/Air 10 3x5 21 - H -
j.C
j.C
BBCS Arakune jC.png
Combo tool pre-curse, high damage.
1000 High/Air 12 2 20 - H -
j.6A/B/C
j.6A/B/C
BBCS Arakune bird.png
Air to air confirm and combo filler. With high execution, it's good for pressure.
700 High/Air 11 4 12 + 7 frames landing - H -
j.2A/B/C
j.2A/B/C
BBCF Arakune dive.png
Combo filler. Never try to use this as a starter.
900 High/Air 21 until landing 19 frames total - H - 900 High/Air 22 until landing 20 frames total - H - 900 High/Air 21 until landing 19 frames total - H -


Drive Moves

Arakune is one of the characters who rely heavily on their Drive effects. Arakune's play is set into two different phases, pre-Curse and Curse. During pre-Curse, the goal is to curse the opponent, so it is essential to include or end your combos with a D attack (or a special attack that can serve as an equivalent) to gain curse meter. The curse gauge is set at 0 at the start of every round and has a maximum capacity of 60000.

5D
5D
BBCS Arakune 5D.png
*Cough*
640 High/Low 17 18 33 - BP -
1/2/3D
1/2/3D
BBCS Arakune 2D.png
Bad Start up, don't use point blank. Kinda unsafe in most situations, but it's a half decent for mid-range zoning.
640 All 19 12 46 frames total - P1 -
6D
6D
BBCS Arakune 6D.png
Headbutt, really.
900 High/Low 14 16 24 - B - 640 High/Low 38 until landing - P1* -
j.D
j.xD
BBCS Arakune jD.png
Combo and zoning tool. Hits mid, don't be fooled.
640 All 28 3 until landing + 7 frames recovery - P1* -


Curse Bugs

Once the curse gauge reaches 100%, it's time to summon bugs, these bugs change the entire scope of Arakune's combo potential, creating a variety of options off of the simplest hits. Although powerful, in curse you are not invincible. All bugs vanish if Arakune takes a hit, and there is a cool down between summoning of the same bug. The fun stops when the Curse gauge depletes. Uninterrupted curse expires after 10 seconds. Do what you can during that time, with good execution, you'll be happy about the outcome.

Each bug is summoned by releasing it's corresponding button (A, B, C, D). Hold left or right during release to alter the bugs horizontal summoning position/trajectory. (See individual bug sections below for alternate trajectories.)

BBCF Arakune BugDiagram.png

Tip: Bug trajectory is independent of distance to Arakune, use screen landmarks such as lifebars and heat gauges to keep track of bug paths while moving.

A Bug
A Bug
BBCS Arakune Abug.png
Bouncy
500 All 1 until ground + 55 - P1* -
B Bug
B Bug
BBCF Arakune Bbug.png
Drill Monster
450x3 All 13 until off-screen - P1* -
C Bug
C Bug
BBCS Arakune Cbug.png
Mr. Gaurd Crush Your Girl
940 Barrier 55 24 - P1* -
D Bug
D Bug
BBCS Arakune Dbug.png
Bane of everyone's existence
250xN, 940 All, High/Low 1 until ground (18) until off screen - P1* -


Universal Mechanics

Ground Throw
Ground Throw
BBCS Arakune GroundThrow.png
Not bad considering Arakune rarely grabs.
1500 Throw(70) 7 3 23 - T -
Air Throw
Air Throw
BBCS Arakune AirThrow.png
Hugs
1500 Throw(120) 7 3 23+3 landing - T -
Counter Assault
Counter Assault
BBCS Arakune 6B.png
Better than a throw overall
0 All 13 2 29 - B -
Crush Trigger
Crush Trigger
BBCP Arakune AB.png
What a calamity
1000 - 20 1 25 - B - 1000 Barrier 30-60 1 25 - B -


Special Moves

Equals Zero
Equals Zero
236B
BBCS Arakune EqualsZero.png
30 - -
Zero Vector
Zero Vector
236D (Air OK)
BBCS Arakune ZeroVector.png
The Random Cloud
25 900 39 total - - 25 900 33 total+3L - -
Y-Two Dash
Y-Two Dash
j.236C
BBCS Arakune YTwoDash.png
Combo Staple
200x8 High/Air 11 3x8 until landing + 11 - H -
Permutation, N, R
Permutation, N, R
22A/B/C, air OK Sp00der
940 All 19 until ground 48 total - P1 - 940 All 4 until ground 57 total - P1 -
a±b
a±b
236D during Curse (Air OK)
BBCP Arakune AplusminusB.png
Slooooooow
25 45 total - - 25 38 total+3L - -
If p then q
If p then q
214A/B/C, air OK
BBCF Arakune GroundTeleports.png
Grounded teleport options. Air teleport options. (Hut hut hike!)
53 total - - 83 total - - 57 total - - 51 total - - 57 total - - 57 total - -
P Reject
Negating "p"
Near opponent during the startup of If p then q
BBCF Arakune P Reject.png
Swiggity swooty...
800, 0 13 6 - P* -
Wall Teleport
Wall Teleport
j.44 When backed to a wall
BBCS Arakune j44.png
Pissing off opponents since 2008.
Teleports at 25 47 total - -


Distortion Drives

F-Inverse
F-Inverse
236236C
BBCS Arakune FInverse.png
Combo filler or Arakune's only real wake up DP.
640 All 5+2 108 33 - B - 640 All 5+2 162 33 - B - 90x35 All 5+5 3x35 - P2* - 90x53 All 5+5 3x53 - P2* -
F of G
F of G
j.214214D
BBCS Arakune FofG.png
Homes in, 100% curse, 50% on block, swag
160x24 All 10+35 ~90 until landing + 31 - P2* - 160x48 All 10+35 ~90 until landing + 31 - P2* -
F equals
F equals
236236D during Curse (Air OK) Basically Volcarona summoning Yanmega
Normal: 500*8 per Bug
OD: 500*N per Bug
All 7+30 until off-screen 31 total - P2* - Normal: 500*8 per Bug
OD: 500*N per Bug
All 7+30 until off-screen 31 total - P2* -


Exceed Accel

n Factorial
ABCD during Overdrive What are you looking at?
600, 0, 400, 1980 All Fast 10 Slow 20 3 34 - B - 600, 0, 400*4, 300*5, 2000 All Fast 10 Slow 20 3 34 - B -


Astral Heat

N-Infinity
632146D
BBCS Arakune NInfinity.png
You activated my trap card, Gorgon's eye!
BBCP Arakune NInfinity2.png
14000 all 9+81 12 24 - H -


External References