BBCPE/Arakune: Difference between revisions

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:[[BBCPE/Arakune/Frame Data]]
:[[BBCPE/Arakune/Frame Data]]
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<span style="font-weight:bold; margin-left:25px;">Navigation</span>
# [[BBCPE/Arakune|Overview]]
# [[BBCPE/Arakune/Combos|Combos]]
# [[BBCPE/Arakune/Moves|Move List]]
# [[BBCPE/Arakune/Strategy|Strategy]]
# [http://horibuna.web.fc2.com/BBCP/BBCP_AR.html Video Database]
# [http://www.dustloop.com/forums/index.php?/forums/forum/64-arakune/ Forums]
# [[BBCPE/Arakune/Frame_Data|Frame Data]]
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==Overview==
==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 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.<br/><br/>
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 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.<br/><br/>
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==Move List==
{{warning|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===
====== <font style="visibility:hidden" size="0">5A</font> ======
{{MoveData
|image=BBCS_Arakune_5A.png
|caption=Standard poke. Hit Crouchers. Good for it's range.
|name=5A
|data=
{{AttackData-BBCPE
|damage=300
|cancel=CSOJR
|p1=100
|p2=77
|starter=S
|SMP=
|guard=All
|level=1
|attribute=B
|startup=6
|active=3
|recovery=12
|frameAdv=-3
|invul=
|hitbox=arakune/5A
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">5B</font> ======
{{MoveData
|image=BBCS_Arakune_5B.png
|caption=Combo filler, really
|name=5B
|data=
{{AttackData-BBCPE
|damage=300x3
|cancel=SO(J)R
|p1=100
|p2=89 (once)
|starter=N
|SMP=
|guard=HL
|level=3
|attribute=B
|startup=11
|active=2, 3, 3
|recovery=12
|frameAdv=+2
|invul=
|hitbox=arakune/5B
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">5C</font> ======
{{MoveData
|image=BBCS_Arakune_5C.png
|caption=Standard Anti Air, not a very good one though.
|name=5C
|data=
{{AttackData-BBCPE
|damage=800
|cancel=SOJR
|p1=90
|p2=82
|starter=N
|SMP=2
|guard=HL
|level=4
|attribute=B
|startup=23
|active=3
|recovery=18
|frameAdv=-2
|invul=4-25 Head
|hitbox=arakune/5C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">2A</font> ======
{{MoveData
|image=BBCS_Arakune_2A.png
|caption=Funky Attack, namely used now for combo filler.
|name=2A
|data=
{{AttackData-BBCPE
|damage=300
|cancel=CSOR
|p1=90
|p2=77
|starter=S
|SMP=
|guard=LA
|level=1
|attribute=F
|startup=10
|active=2
|recovery=12
|frameAdv=-2
|invul=
|hitbox=arakune/2A
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">2B</font> ======
{{MoveData
|image=BBCS_Arakune_2B.png
|caption=Another Funky move, but not as funky.
|name=2B
|data=
{{AttackData-BBCPE
|damage=460
|cancel=CSOR
|p1=90
|p2=85
|starter=N
|SMP=
|guard=L
|level=2
|attribute=F
|startup=11
|active=3
|recovery=10
|frameAdv=+2
|invul=
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">2C</font> ======
{{MoveData
|image=BBCS_Arakune_2C.png
|caption=The infamous shark.
|name=2C
|data=
{{AttackData-BBCPE
|damage=240x5
|cancel=R
|p1=90
|p2=82 (once)
|starter=N
|SMP=2
|guard=L, HLx4
|level=4
|attribute=F
|startup=13
|active=9, 6, 9, 9, 3
|recovery=16
|frameAdv=-9 (0 if spaced)
|invul=
|hitbox=arakune/2C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">6A</font> ======
{{MoveData
|image=BBCS_Arakune_6A.png
|caption=Overhead, not a bad one in fact.
|name=6A
|data=
{{AttackData-BBCPE
|damage=600
|cancel=SOJR
|p1=80
|p2=89
|starter=N
|SMP=2
|guard=H
|level=3
|attribute=B
|startup=23
|active=2
|recovery=15
|frameAdv=0
|invul=
|hitbox=arakune/6A
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">6B</font> ======
{{MoveData
|image=BBCS_Arakune_6B.png
|caption=PELVIC THRUST.
|name=6B
|data=
{{AttackData-BBCPE
|version=5a/6a > 6b
|damage=500
|cancel=SO(J)R
|p1=90
|p2=89
|starter=N
|SMP=2
|guard=HL
|level=3
|attribute=B
|startup=6
|active=2
|recovery=25
|frameAdv=-10
|invul=
|hitbox=arakune/6B
}}
{{AttackData-BBCPE
|header=no
|version=standalone 6b
|damage=500
|cancel=SOJR
|p1=90
|p2=89
|starter=N
|SMP=2
|guard=HL
|level=3
|attribute=B
|startup=10
|active=2
|recovery=25
|frameAdv=-10
|invul=
|hitbox=arakune/6B
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">4B</font> ======
{{MoveData
|image=BBCS_Arakune_4B.png
|caption=Standing low.
|name=4B
|data=
{{AttackData-BBCPE
|damage=600
|cancel=SOJR
|p1=90
|p2=89
|starter=N
|SMP=
|guard=L
|level=3
|attribute=F
|startup=19
|active=3
|recovery=21
|frameAdv=-7
|invul=
|hitbox=arakune/4B
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
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.
}}
}}
====== <font style="visibility:hidden" size="0">6C</font> ======
{{MoveData
|image=BBCS_Arakune_6C1.png
|caption=Impractical pre-curse overhead. Combo Staple in Curse.
|name=6C
|data=
{{AttackData-BBCPE
|damage=1000
|cancel=R
|p1=85
|p2=89
|starter=N
|SMP=2
|guard=H
|level=3
|attribute=H
|startup=27
|active=2
|recovery=32
|frameAdv=-17
|invul=4-41 Foot
|hitbox=arakune/6C_1
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">6C > 5C</font> ======
{{MoveData
|image=BBCS_Arakune_6C2.png
|caption=Follow up #1 from 6C. Fruitful for it's cross up reset, not too good for anything else other than combo filler.
|name=6C > 5C
|data=
{{AttackData-BBCPE
|damage=1000
|cancel=R
|p1=100
|p2=92
|starter=N
|SMP=2
|guard=HL
|level=4
|attribute=B
|startup=21
|active=4
|recovery=32
|frameAdv=-17
|invul=
|hitbox=arakune/6C_2
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">6C > 5C > 2C</font> ======
{{MoveData
|image=BBCS_Arakune_6C3.png
|caption=Follow up #2 from 6C. Combo filler. Nothing more.
|name=6C > 5C > 2C
|data=
{{AttackData-BBCPE
|damage=1000
|cancel=R
|p1=100
|p2=92
|starter=N
|SMP=2
|guard=HL
|level=4
|attribute=H
|startup=24
|active=4
|recovery=36
|frameAdv=-21
|invul=
|hitbox=arakune/6C_3
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">3C</font> ======
{{MoveData
|image=BBCS_Arakune_3C.png
|caption=Don't use this move unless you are 100% sure it will hit (or trolling).
|name=3C
|data=
{{AttackData-BBCPE
|damage=800
|cancel=SOR
|p1=100
|p2=60
|starter=N
|SMP=
|guard=L
|level=4
|attribute=F
|startup=26
|active=3
|recovery=37
|frameAdv=-21
|invul=13-26 All
|hitbox=arakune/3C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">j.A</font> ======
{{MoveData
|image=BBCS_Arakune_jA.png
|caption=Pretty good air to air
|name=j.A
|data=
{{AttackData-BBCPE
|damage=300
|cancel=CSOJR
|p1=90
|p2=77
|starter=S
|SMP=
|guard=HA
|level=1
|attribute=H
|startup=7
|active=1
|recovery=16
|frameAdv=
|invul=
|hitbox=arakune/j.A
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">j.B</font> ======
{{MoveData
|image=BBCS_Arakune_jB.png
|caption=Arakune's most valuable attack pre-curse.
|name=j.B
|data=
{{AttackData-BBCPE
|damage=180x5
|cancel=SOR
|p1=80
|p2=89
|starter=S
|SMP=
|guard=HA
|level=3
|attribute=H
|startup=10
|active=3x5
|recovery=21
|frameAdv=
|invul=
|hitbox=arakune/j.B
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">j.C</font> ======
{{MoveData
|image=BBCS_Arakune_jC.png
|imageSize=100px
|caption=Combo filler pre-curse, high damage starter during curse.
|name=j.C
|data=
{{AttackData-BBCPE
|damage=700
|cancel=SOR
|p1=90
|p2=89
|starter=N
|SMP=2
|guard=HA
|level=3
|attribute=H
|startup=12
|active=2
|recovery=20
|frameAdv=
|invul=
|hitbox=arakune/j.C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">j.6A/B/C</font> ======
{{MoveData
|image=BBCS_Arakune_bird.png
|caption=Air to air abare and combo filler, with high execution, it good for pressure.
|name=j.6A/B/C
|data=
{{AttackData-BBCPE
|version=j.6A
|damage=600
|cancel=SOJR
|p1=90
|p2=89
|starter=N
|SMP=
|guard=HA
|level=3
|attribute=H
|startup=13
|active=3
|recovery=13 + 7 frames landing
|frameAdv=
|invul=
|hitbox=arakune/j.6A
}}
{{AttackData-BBCPE
|header=no
|version=j.6B
|damage=600
|cancel=SOJR
|p1=90
|p2=89
|starter=N
|SMP=
|guard=HA
|level=3
|attribute=H
|startup=14
|active=4
|recovery=14 + 7 frames landing
|frameAdv=
|invul=
|hitbox=arakune/j.6A
}}
{{AttackData-BBCPE
|header=no
|version=j.6C
|damage=600
|cancel=SOJR
|p1=90
|p2=89
|starter=N
|SMP=
|guard=HA
|level=3
|attribute=H
|startup=15
|active=5
|recovery=14 + 7 frames landing
|frameAdv=
|invul=
|hitbox=arakune/j.6A
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">j.2A/B/C</font> ======
{{MoveData
|image=BBCS_Arakune_dive.png
|caption=Combo filler. Never try to use this as a starter.
|name=j.2A/B/C
|data=
{{AttackData-BBCPE
|version=j.2A
|damage=600
|cancel=R
|p1=90
|p2=92
|starter=N
|SMP=2
|guard=All
|level=4
|attribute=H
|startup=21
|active=until landing
|recovery=20 frames total
|frameAdv=
|invul=
|hitbox=arakune/j.2C
|description=
}}
{{AttackData-BBCPE
|header=no
|version=j.2B
|damage=600
|cancel=R
|p1=90
|p2=92
|starter=N
|SMP=2
|guard=ALL
|level=4
|attribute=H
|startup=22
|active=until landing
|recovery=21 frames total
|frameAdv=
|invul=
|hitbox=arakune/j.2B
|description=
}}
{{AttackData-BBCPE
|header=no
|version=j.2C
|damage=600
|cancel=R
|p1=90
|p2=92
|starter=N
|SMP=2
|guard=All
|level=4
|attribute=H
|startup=21
|active=until landing
|recovery=20 frames total
|frameAdv=
|invul=
|hitbox=arakune/j.2C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
<br clear=all/>
===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.
====== <font style="visibility:hidden" size="0">5D</font> ======
{{MoveData
|image=BBCS_Arakune_5D.png
|caption=Interesting move.
|name=5D
|data=
{{AttackData-BBCPE
|damage=480
|cancel=SOR
|p1=100
|p2=94
|starter=N
|SMP=2
|guard=HL
|level=5
|attribute=BP
|startup=17
|active=18
|recovery=44
|frameAdv=-35
|invul=
|hitbox=arakune/5D
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">2D</font> ======
{{MoveData
|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.
|name=2D
|data=
{{AttackData-BBCPE
|damage=400, 520
|cancel=R
|p1=90
|p2=77
|starter=N
|SMP=
|guard=All
|level=1
|attribute=HBFPr
|startup=19
|active=11 (15) 12
|recovery=46 frames total
|frameAdv=
|invul=
|hitbox=arakune/2D
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">6D</font> ======
{{MoveData
|image=BBCS_Arakune_6D.png
|caption=Headbutt, really.
|name=6D
|data=
{{AttackData-BBCPE
|version=Headbutt
|damage=560
|cancel=R
|p1=90
|p2=89
|starter=N
|SMP=2
|guard=HL
|level=3
|attribute=B, HBFPr
|startup=14
|active=16
|recovery=48 frames total
|frameAdv=-18
|invul=
|hitbox=arakune/6D
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
{{AttackData-BBCPE
|header=no
|version=Bell Bug
|damage=880
|cancel=R
|p1=85
|p2=89
|starter=N
|SMP=
|guard=HA
|level=3
|attribute=BP
|startup=38
|active=until landing
|recovery=
|frameAdv=
|invul=
|hitbox=arakune/6D
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">j.D</font> ======
{{MoveData
|image=BBCS_Arakune_jD.png
|caption=Combo ender, zoning tool. Hits mid, don't be fooled.
|name=j.D
|data=
{{AttackData-BBCPE
|damage=500
|cancel=R
|p1=90
|p2=79
|starter=N
|SMP=2
|guard=All
|level=3
|attribute=HBFPr
|startup=34
|active=3
|recovery=until landing + 7 frames recovery
|frameAdv=
|invul=
|hitbox=arakune/j.D
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
<br clear=all/>
===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:BBCP_Arakune_BugDiagram.png|600px]]
====== <font style="visibility:hidden" size="0">A Bug</font> ======
{{MoveData
|image=BBCS_Arakune_Abug.png
|caption=Bouncy.
|name=A Bug
|data=
{{AttackData-BBCPE
|damage=220
|cancel=
|p1=75
|p2=90
|starter=N
|SMP=
|guard=All
|level=4
|attribute=HBFPr
|startup=1
|active=until ground + 55
|recovery=
|frameAdv=
|invul=
|hitbox=arakune/bugA
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">B Bug</font> ======
{{MoveData
|image=BBCS_Arakune_Bbug.png
|caption=Drill Monster
|name=B Bug
|data=
{{AttackData-BBCPE
|damage=200x3
|cancel=
|p1=75
|p2=85 (once)
|starter=N
|SMP=
|guard=All
|level=3
|attribute=HBFPr
|startup=7
|active=until ground
|recovery=
|frameAdv=
|invul=
|hitbox=arakune/bugB
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">C Bug</font> ======
{{MoveData
|image=BBCS_Arakune_Cbug.png
|caption=Nom for massive hitstop.
|name=C Bug
|data=
{{AttackData-BBCPE
|damage=650
|cancel=
|p1=70
|p2=95
|starter=N
|SMP=
|guard=All
|level=4
|attribute=HBFPr
|startup=40
|active=24
|recovery=
|frameAdv=
|invul=
|hitbox=arakune/bugC
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">D Bug</font> ======
{{MoveData
|image=BBCS_Arakune_Dbug.png
|caption=Bane of everyone's existence.
|name=D Bug
|data=
{{AttackData-BBCPE
|damage=150xN, 500
|cancel=
|p1=70
|p2=90 (once)
|starter=N
|SMP=
|guard=All, HL
|level=3
|attribute=HBFPr
|startup=1
|active=until ground (33) until off screen
|recovery=
|frameAdv=
|invul=
|hitbox=arakune/bugD
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
<br clear=all/>
===Universal Mechanics===
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
{{MoveData
|image=BBCS_Arakune_GroundThrow.png
|caption=Not bad, since Arakune rarely grabs. Good Range too.
|name=Ground Throw
|data=
{{AttackData-BBCPE
|damage=1400
|cancel=SOR
|p1=100
|p2=100, 60
|starter=S
|SMP=
|guard=T(90)
|level=0, 2
|attribute=T
|startup=7
|active=3
|recovery=19
|frameAdv=
|invul=
|hitbox=arakune/groundThrow
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">Air Throw</font> ======
{{MoveData
|image=BBCS_Arakune_AirThrow.png
|caption=Hugs.
|name=Air Throw
|data=
{{AttackData-BBCPE
|damage=1400
|cancel=SOR
|p1=100
|p2=100, 60
|starter=S
|SMP=
|guard=T(120)
|level=0,4
|attribute=T
|startup=7
|active=3
|recovery=15+3 landing
|frameAdv=
|invul=
|hitbox=arakune/airThrow
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======
{{MoveData
|image=BBCS_Arakune_6B.png
|caption=Better than a throw overall.
|name=Counter Assault
|data=
{{AttackData-BBCPE
|damage=0
|cancel=-.R
|p1=50
|p2=92
|starter=VS
|SMP=
|guard=All
|level=4
|attribute=B
|startup=13
|active=2
|recovery=29
|frameAdv=-12
|invul=
|hitbox=arakune/6B
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
{{MoveData
|image=BBCP_Arakune_AB.png
|caption=What a calamity.
|name=Crush Trigger
|data=
{{AttackData-BBCPE
|damage=1000
|cancel=R
|p1=80
|p2=100
|starter=N
|SMP=3
|guard=B
|level=3
|attribute=B
|startup=30-60
|active=1
|recovery=26
|frameAdv=0
|invul=
|hitbox=arakune/Crush_Trigger
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
<br clear=all/>
===Special Moves===
====== <font style="visibility:hidden" size="0">Equals Zero</font> ======
{{MoveData
|image=BBCS_Arakune_EqualsZero.png
|caption=GET IT!?
|name=Equals Zero
|input=236B
|data=
{{AttackData-BBCPE
|damage=
|cancel=
|p1=
|p2=
|starter=
|SMP=
|guard=
|level=
|attribute=
|startup=
|active=--
|recovery=30
|frameAdv=
|invul=
|hitbox=arakune/236B
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">Zero Vector</font> ======
{{MoveData
|image=BBCS_Arakune_ZeroVector.png
|caption=The Random Cloud.
|name=Zero Vector
|input=j.236D
|data=
{{AttackData-BBCPE
|damage=
|cancel=
|p1=
|p2=
|starter=
|SMP=
|guard=
|level=
|attribute=
|startup=33
|active=390
|recovery=46+11 landing total
|frameAdv=
|invul=
|hitbox=arakune/j.236D
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">Y-Two Dash</font> ======
{{MoveData
|image=BBCS_Arakune_YTwoDash.png
|caption=Combo Staple.
|name=Y-Two Dash
|input=j.236C
|data=
{{AttackData-BBCPE
|damage=200x8
|cancel=R
|p1=100
|p2=90 (once)
|starter=N
|SMP=2
|guard=HA
|level=3
|attribute=H
|startup=11
|active=3x8
|recovery=until landing + 11
|frameAdv=
|invul=
|hitbox=arakune/j.236C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">Permutation, N, R</font> ======
{{MoveData
|image=BBCP_Arakune_Permutation.png
|caption=Spider.....Sting?
|name=Permutation, N, R
|input=22A/B/C, air OK
|data=
{{AttackData-BBCPE
|version=Ground
|damage=500
|cancel=
|p1=100
|p2=89
|starter=N
|SMP=
|guard=All
|level=3
|attribute=HBFPr
|startup=57
|active=until ground
|recovery=48T
|frameAdv=
|invul=
|hitbox=arakune/22A
|description=
{{ColumnList |text=
*Button used only affects attack location
*Start up frames listed are for when opponent in on the ground
*Fills curse gauge - 20000 on hit, 10000 on block
}}
}}
{{AttackData-BBCPE
|header=no
|version=Air
|damage=500
|cancel=
|p1=100
|p2=89
|starter=N
|SMP=
|guard=All
|level=3
|attribute=HBFPr
|startup=33
|active=until ground
|recovery=75+7 landing
|frameAdv=
|invul=
|hitbox=arakune/22A
|description=
{{ColumnList |text=
*Button used only affects attack location
*Start up frames listed are at apex of double jump
*Fills curse gauge - 20000 on hit, 10000 on block
}}<br/>
The "spider move". Arakune summons a giant spider to hit the opponent. The Button that you use only affects where the spider is summoned. Adds 20000 curse on hit, 10000 on block.
}}
}}
====== <font style="visibility:hidden" size="0">a±b</font> ======
{{MoveData
|image=BBCP_Arakune_AplusminusB.png
|caption=SLoooooooW
|name=a±b
|input=41236A, air OK
|data=
{{AttackData-BBCPE
|damage=
|cancel=
|p1=
|p2=
|starter=
|SMP=
|guard=
|level=
|attribute=
|startup=31
|active=
|recovery=54 total
|frameAdv=
|invul=
|hitbox=arakune/41236A
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== ======
{{MoveData
|image=BBCS_Arakune_IfPThenQ_A.png
|caption=A/B version.
|image3=BBCS_Arakune_IfPThenQ_C.png
|caption3=C version (ground).
|image4=BBCS_Arakune_IfPThenQ_jC.png
|caption4=C version (air).
|name=If p then q
|input=214A/B/C, air OK
|data=
{{AttackData-BBCPE
|version=214A
|damage=
|cancel=
|p1=
|p2=
|starter=
|SMP=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=48 total
|frameAdv=
|invul=1-5T, 39-37T, 38-39 Inv
|hitbox=arakune/214A
|description=
}}
{{AttackData-BBCPE
|header=no
|version=214B
|damage=
|cancel=
|p1=
|p2=
|starter=
|SMP=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=48 total
|frameAdv=
|invul=1-5T, 6-25 All
|hitbox=arakune/214B
|description=
}}
{{AttackData-BBCPE
|header=no
|version=214C
|damage=
|cancel=
|p1=
|p2=
|starter=
|SMP=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=85 total
|frameAdv=
|invul=7-62 All
|hitbox=arakune/214C
|description=
}}
{{AttackData-BBCPE
|header=no
|version=j.214A
|damage=
|cancel=
|p1=
|p2=
|starter=
|SMP=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=46 total
|frameAdv=
|invul=24-33 All
|hitbox=arakune/214A
|description=
}}
{{AttackData-BBCPE
|header=no
|version=j.214B
|damage=
|cancel=
|p1=
|p2=
|starter=
|SMP=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=52 total
|frameAdv=
|invul=28-39 All
|hitbox=arakune/214B
|description=
}}
{{AttackData-BBCPE
|header=no
|version=j.214C
|damage=
|cancel=
|p1=
|p2=
|starter=
|SMP=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=56 total
|frameAdv=
|invul=28-43 All
|hitbox=arakune/j.214C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">Wall Teleport</font> ======
{{MoveData
|image=BBCS_Arakune_j44.png
|caption=Pissing off opponents since 2008.
|name=Wall Teleport
|input=j.44 When backed to a wall
|data=
{{AttackData-BBCPE
|damage=
|cancel=
|p1=
|p2=
|starter=
|SMP=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=47 total
|frameAdv=
|invul=25-32 All
|hitbox=arakune/j.44
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
<br clear=all/>
===Distortion Drives===
====== <font style="visibility:hidden" size="0">F-Inverse</font> ======
{{MoveData
|image=BBCS_Arakune_FInverse.png
|caption=Combo filler or Arakune's only real wake up DP.
|name=F-Inverse
|input=236236C
|data=
{{AttackData-BBCPE
|version=Body
|damage=640
|cancel=R
|p1=80
|p2=92
|starter=N
|SMP=
|guard=All
|level=4
|attribute=B
|startup=5+0
|active=107
|recovery=33
|frameAdv=-121
|invul=1-12 All
|hitbox=arakune/236236C_1
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Body (OD)
|damage=640
|cancel=R
|p1=80
|p2=92
|starter=N
|SMP=
|guard=All
|level=4
|attribute=B
|startup=5+0
|active=160
|recovery=33
|frameAdv=-175
|invul=1-12 All
|hitbox=arakune/236236C_1
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Laser
|damage=90x35
|cancel=R
|p1=80
|p2=99
|starter=N
|SMP=
|guard=All
|level=4
|attribute=HBFPr(2)
|startup=5+2
|active=3x35
|recovery=
|frameAdv=
|invul=
|hitbox=arakune/236236C_2
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Laser (OD)
|damage=90x53
|cancel=R
|p1=80
|p2=99
|starter=N
|SMP=
|guard=All
|level=4
|attribute=HBFPr(2)
|startup=5+2
|active=3x53
|recovery=
|frameAdv=
|invul=
|hitbox=arakune/236236C_2
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">F of G</font> ======
{{MoveData
|image=BBCS_Arakune_FofG.png
|caption=Useful now. Homes in, hits low, 100% curse, swag
|name=F of G
|input=j.214214D
|data=
{{AttackData-BBCPE
|version=Normal
|damage=350x15
|cancel=R
|p1=80
|p2=92, 77x13, 10
|starter=VS
|SMP=
|guard=LA
|level=4, 1x13, 4
|attribute=HBFPR(2)
|startup=20+4
|active=15
|recovery=until landing + 32
|frameAdv=
|invul=1-26 All
|hitbox=arakune/j.214214D
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Overdrive
|damage=350x25
|cancel=R
|p1=80
|p2=92, 77x23, 10
|starter=VS
|SMP=
|guard=LA
|level=4, 1x23, 4
|attribute=HBFPR(2)
|startup=20+4
|active=15
|recovery=until landing + 32
|frameAdv=
|invul=1-26 All
|hitbox=arakune/j.214214D
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
<br clear=all/>
===Astral Heat===
{{MoveData
|image=BBCS_Arakune_NInfinity.png
|caption=Troll move, really.
|name=N-Infinity
|input=632146D
|data=
{{AttackData-BBCPE
|damage=Death
|cancel=
|p1=
|p2=
|starter=
|SMP=
|guard=all
|level=4
|attribute=H
|startup=5+81
|active=12
|recovery=25
|frameAdv=
|invul=1-97 All
|hitbox=arakune/632146D
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
<br clear=all/>
==Strategy==
For more detailed information on Arakune, check out the "[http://www.dustloop.com/forums/showthread.php?14670-CP-Arakune-Technical-and-Gameplay-Discussion-Thread Technical & Gameplay Discussion Thread]".
The general idea of Arakune is to be passive-aggressive pre-curse, and very offensive during curse.
More specifically, pre-curse strategy is to be evasive and pick your moments to be confrontational. Once curse is active, you should be in your opponent's face planning to make a joke of their defenses.
===Offense===
Arakune's offensive game revolves around making a few small hits count towards gaining curse meter, your neutral is to either evade your opponent or zone your opponent, zoning your opponent is beneficial because it either forces them to approach or keeps them away, afterwards, or sometimes beforehand evasion is necessary. There are characters who Arakune can't zone or evade without staying at a disadvantage. These are the times Arakune is forced to approach. You can use your air dashes, forward dash and command dashes to safely close in on the opponent and use your best judgement to prevent them from escaping. At times blocking is necessary.
===Defense===
Arakune's defense is very weak without meter, your best option is to block and/or choose the right time to backdash. Evasion is your best defense, as you can punish moves on whiff easier than you can on block. If you can help it, evade before blocking. With meter you have 236236c (f Inverse) to punish presumptuous pressure strings or meaty oki. You also have Arakune's Counter Assault at your disposal to return to neutral.
===Combos===
Notations
: > = Next notation of attack
: j. = jump.<i>attack</i>
: sj. = Super Jump.<i>attack</i>
: DC = [http://www.dustloop.com/forums/showthread.php?17508-CP-Arakune-Q-A-FAQ-Thread]
: RC = [[Movement_(BBCP)#Cancels|Rapid Cancel]]
: IAD = [[Movement_(BBCP)#Air_Movement|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) = (Details of the combo)
: <span style="color:red">Red text</span> = Lists optional notations.
: <span style="color:green">Green text</span> = Requires heat in order to use the combo, heat is specified.
: <span style="color:goldenrod">Yellow text</span> = Fatal Counter combo
====<u>Pre-curse</u>====
=====<i>Midscreen</i>=====
Each combo goes under a set of assumptions based on how much curse meter you've accumulated thus far.
'''0~10,000 Curse'''
{| class="wikitable"
|-
! Coming Soon
|-
|}


<br/>


'''20,000~30,000 Curse'''
{| class="wikitable"
|-
! Coming Soon
|-
|}


<br/>


'''40,000~50,000 Curse'''
{| class="wikitable"
|-
! ???
|-
|}
=====<i>Near Corner</i>=====
'''0~10,000'''
{| class="wikitable"
|-
! Coming Soon
|-
|}
<br/>
'''20,000~30,000'''
{| class="wikitable"
|-
! ???
|-
|}
<br/>
'''40,000~50,000'''
{| class="wikitable"
|-
! Coming Soon
|-
|}
=====<i>Corner</i>=====
'''0~10,000 Curse'''
{| class="wikitable"
|-
! Coming Soon
|-
|}
<br/>
'''20,000~30,000 Curse'''
{| class="wikitable"
|-
! ???
|-
|}
<br/>
'''40,000~50,000 Curse'''
{| class="wikitable"
|-
! Coming Soon
|-
|}
<br/>
====<i>Curse Combos</i>====
{| class="wikitable"
|-
! ???
|-
|}
=====<i>Curse Set Ups</i>=====
{| class="wikitable"
|-
! Coming Soon
|-
|}
=====<i>Resets & Etc</i>=====
'''Re-curse'''
{| class="wikitable"
|-
! Coming Soon
|-
|}
<br/>
'''Unblockable reset'''
{| class="wikitable"
|-
! Coming Soon
|-
|}


<br clear="all"/>


<br>
<br>
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">
[[File:1_Overview.jpg|250px|link=BBCPE/Arakune]][[File:Combos_Test.jpg|250px|link=BBCPE/Arakune/Combos]][[File:Move_List_Only_Test.jpg|250px|link=BBCPE/Arakune/Moves]][[File:Strategy_Test.jpg|250px|link=BBCPE/Arakune/Strategy]]


[[File:Video_Database_Test.jpg|250px|link=http://horibuna.web.fc2.com/BBCP/BBCP_AR.html]][[File:Forum_Test.jpg|250px|link=http://www.dustloop.com/forums/index.php?/forums/forum/235-amane-nishiki/]][[File:Frame_Data_Test.jpg|250px|link=BBCPE/Arakune/Frame_Data]]
</div>
<br>
{{Navbar-BBCPE}}
{{Navbar-BBCPE}}
[[Category:BlazBlue]]
[[Category:BlazBlue]]
[[Category:BlazBlue Characters]]
[[Category:BlazBlue Characters]]

Revision as of 05:21, 5 August 2015

Arakune
BBCP Arakune Portrait.png

Health: 10,500

Combo Rate: 80%

Jump Startup: 5

Backdash Time: 34

Backdash Invincibility: 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
Full Frame Data
BBCPE/Arakune/Frame Data
  


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 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: 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.

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 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.

Some general information on Overdrive (OD) as it is a new system mechanic in Chrono Phantasma:

  • You activate OD by pressing A+B+C+D when you are not blocking or taking damage, as OD and bursts use the same input.
  • The OD gauge becomes 3/4 depleted after being used but it recharges with time. How much has been recharged will carry over to the next round.
  • Since the gauge is used for both OD and bursts, if you use OD you can not burst until the gauge is full again and vice versa (if you burst you can not use OD).
  • The lower your health, the longer OD will last and the match timer will also freeze while OD is active.


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.


External References:








BlazBlue: Chrono Phantasma Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc