|
|
Line 1,670: |
Line 1,670: |
| Arakune does his best moth call and summons a massive flying bug which takes continuous, multihit passes across the screen until curse ends. When summoned the curse gauge turns from its usual red hue to a royal purple and ticks down slightly faster than normal, losing about 1 to 1.5 seconds worth of curse time on average. Hitting Arakune will stop the bug from starting another pass until the combo ends, but ''won't'' stop it from finishing the bombing run its already on, making the usual tactic of "DP Arakune to stop the bugs" largely useless against F equals. This lets you get away with increasingly unsafe mixups and approaches as long as the bug can cover you after the retaliation should the attempt fail. | | Arakune does his best moth call and summons a massive flying bug which takes continuous, multihit passes across the screen until curse ends. When summoned the curse gauge turns from its usual red hue to a royal purple and ticks down slightly faster than normal, losing about 1 to 1.5 seconds worth of curse time on average. Hitting Arakune will stop the bug from starting another pass until the combo ends, but ''won't'' stop it from finishing the bombing run its already on, making the usual tactic of "DP Arakune to stop the bugs" largely useless against F equals. This lets you get away with increasingly unsafe mixups and approaches as long as the bug can cover you after the retaliation should the attempt fail. |
|
| |
|
| As good as that sounds though, realistically this super is rarely used. It's hard to justify the 50 meter and time in curse spent summoning the super over just starting a regular curse mixup, as in most cases combos involving the F equals moth do about the same or less overall damage than a standard curse combo while taking substantially more curse time to finish. In theory you can use the super to get faster windows for resets, but that's also more opportunities to fail. Generally, just being in curse normally is more efficient use of your curse time. | | As good as that sounds though, realistically this super is rarely used. It's hard to justify the 50 meter and time in curse spent summoning the super over just starting a regular curse mixup, as in most cases combos involving the F equals moth do about the same or less overall damage than a standard curse combo while taking substantially more curse time to finish. You also often can't complete your standard combos while the moth is active as it will break up D Bug's launch if timed inopportunely. In theory you can use the super to get more windows for resets, but that's also more opportunities to fail. Generally, just being in curse normally with 50 unspent heat is more efficient use of your curse time. |
|
| |
|
| It's not all bad news though. For being what this super is it's unquestionably Fun™ to use, and an amazing way to swag on your opponent. The surprise factor is also through the roof, no one knows what's going on anymore when this bad boy shows up to the party, often not even you. You usually aren't able to do your standard curse routes or they'll be interrupted, but your opponent also won't escape properly from him either, so it's a feature not a bug (okay it is a bug, but yeah). All joking aside though, this super's real hidden potential is its power to tip the scales in a close fight that has gone almost to time, where finishing combos has stopped mattering. Pop Overdrive, spend that heat, and '''summon Mothra''', because in the land of the magic pixel: the one-eyed moth is king. Pound for pound he's one of the better ways to spend excess heat if you can get a final curse. Have him cover your approach and your retreat and you'll get the hit you need. | | It's not all bad news though. For being what this super is it's unquestionably Fun™ to use, and an amazing way to swag on your opponent. And in situations where you don't need a full combo to kill, this super is pound for pound your best way to spend 50 heat in order to get more chances to connect with your opponent. Pop overdrive if you have it to start the super with even the smallest windows of curse and have Mothra cover both your approach and your retreat should you fail. |
|
| |
|
| 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. |
Arakune
|
|
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
- Very Passive and Evasive Pre-curse - Very Offensive During Curse
|
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. 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 or in blockstun (but he can summon bugs in the few frames that he is not in blockstun in usual blockstrings). 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
Standard poke. Hit Crouchers. Good for its range.
|
|
5B
5C
5C
Standard Anti Air, needs a little bit of prediction
|
|
2A
2A
Funky Attack, reaches a little farther than it looks
|
|
2B
2B
Secretly your real anti-air
|
|
2C
2C
The infamous shark
|
300x5
|
L, HLx4
|
12
|
45
|
14
|
-
|
F
|
-
|
|
6A
6A
Overhead, not a bad one in fact
|
|
6B
6B
PELVIC THRUST
|
800
|
HL
|
6
|
2
|
25
|
-
|
B
|
-
|
800
|
HL
|
10
|
2
|
25
|
-
|
B
|
-
|
|
4B
6C
6C
Impractical pre-curse overhead. Combo Staple in Curse. Follow up #1 from 6C. Fruitful for its cross-up reset, not too good for anything else other than combo filler. Follow up #2 from 6C. Combo filler. Nothing more.
|
800
|
H
|
27
|
2
|
32(?)
|
-
|
H
|
-
|
1200
|
HL
|
21
|
4
|
25
|
-
|
B
|
-
|
900
|
HL
|
21
|
4
|
36
|
-
|
B
|
-
|
|
3C
3C
Don't use this move unless you are 100% sure it will hit (or doing an unblockable)
|
|
j.A
j.A
Pretty good air to air
|
|
j.B
j.B
Arakune's most valuable attack pre-curse
|
|
j.C
j.C
Combo tool pre-curse, high damage.
|
|
j.6A/B/C
j.6A/B/C
Air to air confirm and combo filler. With high execution, it's good for pressure.
|
700
|
HA
|
11
|
4
|
12 + 7 frames landing
|
-
|
H
|
-
|
|
j.2A/B/C
j.2A/B/C
Combo filler. Never try to use this as a starter.
|
900
|
HA
|
21
|
until landing
|
19 frames total
|
-
|
H
|
-
|
900
|
HA
|
22
|
until landing
|
20 frames total
|
-
|
H
|
-
|
900
|
HA
|
21
|
until landing
|
19 frames total
|
-
|
H
|
-
|
|
Drive Moves
Arakune is one of the characters who rely heavily on their Drive effects. Arakune's play is set into two different phases, pre-Curse and Curse. During pre-Curse, the goal is to curse the opponent, so it is essential to include or end your combos with a D attack (or a special attack that can serve as an equivalent) to gain curse meter. The curse gauge is set at 0 at the start of every round and has a maximum capacity of 60000.
5D
1/2/3D
1/2/3D
Bad Start up, don't use point blank. Kinda unsafe in most situations, but it's a half decent for mid-range zoning.
|
640
|
All
|
19
|
12
|
46 frames total
|
-
|
FP*
|
-
|
|
6D
6D
Headbutt, really.
|
900
|
HL
|
14
|
16
|
24
|
-
|
B
|
-
|
640
|
HL
|
38
|
until landing
|
|
-
|
HP*
|
-
|
|
j.D
j.D
Combo and zoning tool. Hits mid, don't be fooled.
|
640
|
All
|
28
|
3
|
until landing + 7 frames recovery
|
-
|
HBFPr
|
-
|
|
Curse Bugs
Once the curse gauge reaches 100%, it's time to summon bugs, these bugs change the entire scope of Arakune's combo potential, creating a variety of options off of the simplest hits. Although powerful, in curse you are not invincible. All bugs vanish if Arakune takes a hit, and there is a cool down between summoning of the same bug. The fun stops when the Curse gauge depletes. Uninterrupted curse expires after 10 seconds. Do what you can during that time, with good execution, you'll be happy about the outcome.
Each bug is summoned by releasing it's corresponding button (A, B, C, D). Hold left or right during release to alter the bugs horizontal summoning position/trajectory. (See individual bug sections below for alternate trajectories.)
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
Bouncy
|
500
|
All
|
1
|
until ground + 55
|
|
-
|
HBFPr
|
-
|
|
B Bug
B Bug
Drill Monster
|
450x3
|
All
|
13
|
until off-screen
|
|
-
|
HBFPr
|
-
|
|
C Bug
C Bug
Mr. Gaurd Crush Your Girl
|
940
|
Barrier
|
55
|
24
|
|
-
|
HBFPr
|
-
|
|
D Bug
D Bug
Bane of everyone's existence
|
250xN, 940
|
All, HL
|
1
|
until ground (18) until off screen
|
|
-
|
HBFPr
|
-
|
|
Universal Mechanics
Ground Throw
Ground Throw
Not bad, since Arakune rarely grabs.
|
|
Air Throw
Air Throw
Hugs
|
1500
|
T(120)
|
7
|
3
|
23+3 landing
|
-
|
T
|
-
|
|
Counter Assault
Counter Assault
Better than a throw overall
|
|
Crush Trigger
Crush Trigger
What a calamity
|
1000
|
B
|
20
|
1
|
25
|
-
|
B
|
-
|
1000
|
B
|
30-60
|
1
|
25
|
-
|
B
|
-
|
|
Special Moves
Equals Zero
Zero Vector
Zero Vector 236D (Air OK)
The Random Cloud
|
|
|
25
|
900
|
45 total
|
-
|
|
-
|
|
|
25
|
900
|
38 total+3L
|
-
|
|
-
|
|
Y-Two Dash
Y-Two Dash j.236C
Combo Staple
|
200x8
|
HA
|
11
|
3x8
|
until landing + 11
|
-
|
H
|
-
|
|
Permutation, N, R
Permutation, N, R 22A/B/C, air OK
Sp00der
|
940
|
All
|
19
|
until ground
|
48 total
|
-
|
HBFPr
|
-
|
940
|
All
|
4
|
until ground
|
57 total
|
-
|
HBFPr
|
-
|
|
a±b
a±b 236D during Curse (Air OK)
Slooooooow
|
|
|
25
|
|
45 total
|
-
|
|
-
|
|
|
25
|
|
38 total+3L
|
-
|
|
-
|
|
If p then q
If p then q 214A/B/C, air OK
|
|
|
|
|
48 total
|
-
|
|
-
|
|
|
|
|
48 total
|
-
|
|
-
|
|
|
|
|
85 total
|
-
|
|
-
|
|
|
|
|
46 total
|
-
|
|
-
|
|
|
|
|
52 total
|
-
|
|
-
|
|
|
|
|
56 total
|
-
|
|
-
|
|
P Reject
Negating "p" Near opponent during the startup of If p then q
Swiggity swooty...
|
|
Wall Teleport
Wall Teleport j.44 When backed to a wall
Pissing off opponents since 2008.
|
|
|
Teleports at 25
|
|
47 total
|
-
|
|
-
|
|
Distortion Drives
F-Inverse
F-Inverse 236236C
Combo filler or Arakune's only real wake up DP.
|
640
|
All
|
5+2
|
108
|
33
|
-
|
B
|
-
|
640
|
All
|
5+2
|
162
|
33
|
-
|
B
|
-
|
90x35
|
All
|
5+5
|
3x35
|
|
-
|
HBFPr(2)
|
-
|
90x53
|
All
|
5+5
|
3x53
|
|
-
|
HBFPr(2)
|
-
|
|
F of G
F of G j.214214D
Homes in, 100% curse, 50% on block, swag
|
160x24
|
All
|
10+35
|
~90
|
until landing + 31
|
-
|
HBFPR(2)
|
-
|
160x28
|
All
|
10+35
|
~90
|
until landing + 31
|
-
|
HBFPR(2)
|
-
|
|
F equals
F equals 236236D during Curse (Air OK)
Basically Volcarona
|
500*8 per Bug
|
All
|
7+30
|
until off-screen
|
31 total
|
-
|
|
-
|
500*X per Bug
|
All
|
7+30
|
until off-screen
|
31 total
|
-
|
|
-
|
|
Exceed Accel
n Factorial ABCD during Overdrive
What are you looking at?
|
2040
|
All
|
Fast 10 Slow 20
|
3
|
19
|
-
|
|
-
|
4020
|
All
|
Fast 10 Slow 20
|
3
|
19
|
-
|
|
-
|
|
Astral Heat
N-Infinity 632146D
You activated my trap card, Gorgon's eye!
|
DESTROY
|
all
|
9+81
|
12
|
24
|
-
|
H
|
-
|
|
External References
Click [★] for character's full frame data