BBCF/Arakune

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Revision as of 05:31, 29 September 2016 by Shtkn (talk | contribs) (→‎If p then q)
Arakune
BBCF Arakune Portrait.png
Health: 10,500

Combo Rate: 80%
Prejump:
Backdash Time 34 / Invul: 1-24


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 blob after insane 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), how long curse lasts, and the cap of meter gain after curse ends. During curse, Arakune can summon a variety of bugs that helps his pressure, comboability 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). When the curse gauge depletes while bugs are hitting the opponent, any attempt to rebuild curse meter will be capped at 50%. There is no cap if bugs hit the opponent after the gauge is already depleted.

Overdrive: Crimson Depths

All drive attacks (and specials that build curse meter) will add 100% curse on hit, 50% on block during pre-curse. If Overdrive is used before curse, the opponent will be cursed inmediately, the duration dependent on the amount of curse meter. On the other hand, if used during curse, the period that the opponent is cursed will be extended for the duration that Overdrive lasts. Arakune's Distortion Drives will also apply more hits and do more damage.

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.


Ambox warning.png This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

Normal Moves

5A
5A
BBCS Arakune 5A.png
Standard poke. Hit Crouchers. Good for its range.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR All 6 3 12 -3 B -
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5B
5B
BBCS Arakune 5B.png
Combo filler, really
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300x3 SO(J)R HL 11 2, 3, 3 12 +2 B -
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5C
5C
BBCS Arakune 5C.png
Standard Anti Air, not a very good one though
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 SOJR HL 23 3 18 -2 B 4-25 Head
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2A
2A
BBCS Arakune 2A.png
Funky Attack, namely used now for combo filler
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOR LA 10 2 12 -2 F -
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2B
2B
BBCS Arakune 2B.png
Another funky move, but not as funky
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
460 CSOR L 11 3 10 +2 F -
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2C
2C
BBCS Arakune 2C.png
The infamous shark
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
240x5 R L, HLx4 13 9, 6, 9, 9, 3 16 -9 (0 if spaced) F -
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6A
6A
BBCS Arakune 6A.png
Overhead, not a bad one in fact
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 SOJR H 23 2 15 0 B -
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6B
6B
BBCS Arakune 6B.png
PELVIC THRUST
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
5a/6a > 6b 500 SO(J)R HL 6 2 25 -10 B -
standalone 6b 500 SOJR HL 10 2 25 -10 B -
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4B
4B
BBCS Arakune 4B.png
Standing low
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 SOJR L 19 3 21 -7 F -
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Follow the Help:Writing_Character_Pages guidelinesw. Goes into decent damage, rare usage so it's hard to see coming. Nothing too special about it.

6C
6C
BBCS Arakune 6C1.png
Impractical pre-curse overhead. Combo Staple in Curse.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R H 27 2 32 -17 H 4-41 Foot
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6C > 5C
6C > 5C
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.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R HL 21 4 32 -17 B -
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6C > 5C > 2C
6C > 5C > 2C
BBCS Arakune 6C3.png
Follow up #2 from 6C. Combo filler. Nothing more.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R HL 24 4 36 -21 H -
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3C
3C
BBCS Arakune 3C.png
Don't use this move unless you are 100% sure it will hit (or trolling)
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 SOR L 26 3 37 -21 F 13-26 All
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j.A
j.A
BBCS Arakune jA.png
Pretty good air to air
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR HA 7 1 16 - H -
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j.B
j.B
BBCS Arakune jB.png
Arakune's most valuable attack pre-curse
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
180x5 SOR HA 10 3x5 21 - H -
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j.C
j.C
BBCS Arakune jC.png
Combo filler pre-curse, high damage starter during curse.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 SOR HA 12 2 20 - H -
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j.6A/B/C
j.6A/B/C
BBCS Arakune bird.png
Air to air abare and combo filler. With high execution, it's good for pressure.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.6A 600 SOJR HA 13 3 13 + 7 frames landing - H -
j.6B 600 SOJR HA 14 4 14 + 7 frames landing - H -
j.6C 600 SOJR HA 15 5 14 + 7 frames landing - H -
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j.2A/B/C
j.2A/B/C
BBCS Arakune dive.png
Combo filler. Never try to use this as a starter.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.2A 600 R All 21 until landing 20 frames total - H -
j.2B 600 R ALL 22 until landing 21 frames total - H -
j.2C 600 R All 21 until landing 20 frames total - H -
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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
BBCS Arakune 5D.png
Interesting move
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
480 SOR HL 17 18 44 -35 BP -
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2D
2D
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.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
400, 520 R All 19 11 (15) 12 46 frames total - HBFPr -
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6D
6D
BBCS Arakune 6D.png
Headbutt, really.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Headbutt 560 R HL 14 16 48 frames total -18 B, HBFPr -
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Bell Bug 880 R HA 38 until landing - - BP -
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j.D
j.D
BBCS Arakune jD.png
Combo ender, zoning tool. Hits mid, don't be fooled.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500 R All 34 3 until landing + 7 frames recovery - HBFPr -
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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, 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. The 60000 points of curse goes down at a rate of 30 per frame, which amount to a little less than 33 seconds without summoning bugs. 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 to alter the bugs horizontal summoning position/trajectory. Keep in mind that bugs now use up curse meter, see below for specific amounts.

BBCP Arakune BugDiagram.png

A Bug
A Bug
BBCS Arakune Abug.png
Bouncy
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
220 - All 1 until ground + 55 - - HBFPr -
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B Bug
B Bug
BBCS Arakune Bbug.png
Drill Monster
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
200x3 - All 7 until ground - - HBFPr -
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C Bug
C Bug
BBCS Arakune Cbug.png
Nom for massive hitstop
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
650 - All 40 24 - - HBFPr -
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D Bug
D Bug
BBCS Arakune Dbug.png
Bane of everyone's existence
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
150xN, 500 - All, HL 1 until ground (33) until off screen - - HBFPr -
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Universal Mechanics

Ground Throw
Ground Throw
BBCS Arakune GroundThrow.png
Not bad, since Arakune rarely grabs. Good Range too.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1400 SOR T(90) 7 3 19 - T -
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Air Throw
Air Throw
BBCS Arakune AirThrow.png
Hugs
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1400 SOR T(120) 7 3 15+3 landing - T -
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Counter Assault
Counter Assault
BBCS Arakune 6B.png
Better than a throw overall
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 -.R All 13 2 29 -12 B -
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Crush Trigger
Crush Trigger
BBCP Arakune AB.png
What a calamity
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30-60 1 26 0 B -
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Special Moves

Equals Zero
Equals Zero
236B
BBCS Arakune EqualsZero.png
GET IT!?
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - -- 30 - - -
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Zero Vector
Zero Vector
236D (Air OK)
BBCS Arakune ZeroVector.png
The Random Cloud
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - 33 390 46+11 landing total - - -
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Y-Two Dash
Y-Two Dash
j.236C
BBCS Arakune YTwoDash.png
Combo Staple
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
200x8 R HA 11 3x8 until landing + 11 - H -
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Permutation, N, R
Permutation, N, R
22A/B/C, air OK Spider.....Sting?
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground 500 - All 57 until ground 48T - HBFPr -
Air 500 - All 33 until ground 75+7 landing - HBFPr -
  • Start up frames listed are at apex of double jump
  • Fills curse gauge - 20000 on hit, 10000 on block

The "spider move". Arakune summons a giant spider to hit the opponent. The button used only affects where the spider is summoned.

a±b
a±b
236D (Air OK)
BBCP Arakune AplusminusB.png
Slooooooow
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - 31 - 54 total - - -
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If p then q
If p then q
214A/B/C, air OK
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
214A - - - - - 48 total - - 1-5T, 39-37T, 38-39 Inv
214B - - - - - 48 total - - 1-5T, 6-25 All
214C - - - - - 85 total - - 7-62 All
j.214A - - - - - 46 total - - 24-33 All
j.214B - - - - - 52 total - - 28-39 All
j.214C - - - - - 56 total - - 28-43 All
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P Reject
P Reject
Near opponent during the startup of If p then q
BBCF Arakune P Reject.png
Swiggity swooty...
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - 31 - 54 total - - -
  • List what the move is used for
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Wall Teleport
Wall Teleport
j.44 When backed to a wall
BBCS Arakune j44.png
Pissing off opponents since 2008.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 47 total - - 25-32 All
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Distortion Drives

F-Inverse
F-Inverse
236236C
BBCS Arakune FInverse.png
Combo filler or Arakune's only real wake up DP.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Body 640 R All 5+0 107 33 -121 B 1-12 All
Body (OD) 640 R All 5+0 160 33 -175 B 1-12 All
Laser 90x35 R All 5+2 3x35 - - HBFPr(2) -
Laser (OD) 90x53 R All 5+2 3x53 - - HBFPr(2) -
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F of G
F of G
j.214214D
BBCS Arakune FofG.png
Useful now. Homes in, hits low, 100% curse, swag
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 350x15 R LA 20+4 15 until landing + 32 - HBFPR(2) 1-26 All
Overdrive 350x25 R LA 20+4 15 until landing + 32 - HBFPR(2) 1-26 All
  • List what the move is used for
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F equals
F equals
236236D during Curse (Air OK) Coralian Mothra
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal - R - - - - - - -
Overdrive - - - - - - - - -
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Exceed Accel

n Factorial
ABCD during Overdrive What are you looking at?
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 2040 - All - - - - - -
Active Flow 4020 - All - - - - - -
  • Does not cost Heat, but inmediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.

Arakune lunges at the opponent on startup. On hit, he then swallows and chomps down on the opponent. Puts Arakune in Active Flow if he hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled.


Astral Heat

N-Infinity
632146D
BBCS Arakune NInfinity.png
Troll move, really
BBCP Arakune NInfinity2.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
DESTROY - all 5+81 12 25 - H 1-97 All
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External References