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The ground throw, nice damage and decent range, now useful for combos and gaining curse meter, while still retaining it's original usefulness. | The ground throw, nice damage and decent range, now useful for combos and gaining curse meter, while still retaining it's original usefulness. | ||
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*100% Minimum Damage | *100% Minimum Damage | ||
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The air throw. Still good for curse meter. Harder to optimize though. | The air throw. Still good for curse meter. Harder to optimize though. | ||
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Revision as of 20:55, 16 April 2013
Overview
A Sector Seven scientist turned blob after insane exposure to the boundary, now with thousands of bees inside of him, he haunts the city of Kagustuchi 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.
Health: 10,500
Play-style: Very Passive and Evasive Pre-curse - Very Offensive During Curse
Movement Options: 1 Double Jump, 2 Air Dashes, Command Dashes, Teleport-type Dash
Drive: Zero Vector
Zero Vector 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 last, how much is taken per bug 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 30 seconds with no summons. 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.
Move List
- See also: Arakune BBCP Full Frame Data
Normal Moves
5A |
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5B |
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5C |
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2A |
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2B |
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2C |
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6A |
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6B |
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4B |
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6C |
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6C > 5C |
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6C > 5C > 2C |
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3C |
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j.A |
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j.B |
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j.C |
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j.6A/B/C |
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j.2A/B/C |
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Counter Assault |
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Crush Trigger |
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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 |
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2D |
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6D |
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j.D |
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Curse Bugs
Once the curse gauge reaches 100%, it's time to summon bugs, these bugs change the entire scope of Arakune's combo potential, creating a variety of options off of the simplest hits. Although powerful, 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.
File:800px-BBCP Arakune BugDiagram.png
A Bug |
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B Bug |
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C Bug |
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D Bug |
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Throws
Ground Throw |
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Air Throw |
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Special Moves
Equals Zero 236B |
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Zero Vector j.236D |
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Y-Two Dash j.236C |
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Permutation, N, R 22A/B/C |
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a±b 41236a |
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If p then q 214A/B/C |
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Wall Teleport j.44 When backed to a wall |
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Distortion Drives
F-Inverse 236236C |
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F of G j.214214D |
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Astral Heat
N-Infinity 632146D |
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Strategy
The general idea of Arakune is to be passive-aggressive pre-curse, and crazy as hell during curse.
Offense
Coming soon
Defense
Coming soon
Combos
Notations
- > = Next notation of attack
- j. = jump.attack
- sj. = Super Jump.attack
- DC = Dive Cancel
- RC = Rapid Cancel
- IAD = Instant Air Dash
- (N) = Only use the Nth attack of the move (for example, if j.b(2) is written, you only use the first two hits of j.b)
- (text) = Whatever's listed in the parentheses is optional
- Blue text = Opponent must be crouching for combo to work
- Red text = Requires 50 heat in order to use the combo
- Green text = Combo is character specific; check the notes to see who it works on
- Yellow text = Fatal Counter combo
- [*c] = close/point blank confirm, relative to the hitbox of the attack
- [*m] = midrange confirm, relative to the hitbox of the attack
- [*f] = long range confirm, relative to the hitbox of the attack
Pre-curse
Midscreen
Coming soon |
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Near Corner
Coming soon |
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Corner
Coming soon |
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Curse Combos
Coming soon
Curse Set Ups
Coming soon
Resets & Etc
Re-curse
Coming soon
Unblockable reset
Coming soon