BBCPE/Arakune: Difference between revisions

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*Lack of reliable oki without curse.
*Lack of reliable oki without curse.
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{| class="wikitable" style="text-align: center;"
|+Remaining Health vs. Overdrive Duration (in Frames)
|-
!Health !! 100 - 90% !! 89 - 80% !! 79 - 70% !! 69 - 60% !! 59 - 50% !! 49 - 40% !! 39 - 30% !! 29 - 20% !! 19 - 10% !! 9 - 0%
|-
!Overdrive
|| 180F || 210F || 240F || 270F || 300F || 390F || 420F || 450F || 480F || 600F
|-
|}
{{warning|This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)}}
{{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==
==Normal Moves==
====== <font style="visibility:hidden" size="0">5A</font> ======
====== <font style="visibility:hidden" size="0">5A</font> ======

Revision as of 18:28, 4 February 2016

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
  


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.


Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Overdrive 180F 210F 240F 270F 300F 390F 420F 450F 480F 600F
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 it's 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 it's 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 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 -
  • List what the move is used for
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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 -
  • List what the move is used for
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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 -
  • List what the move is used for
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Bell Bug 880 R HA 38 until landing - - BP -
  • List what the move is used for
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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 -
  • List what the move is used for
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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 -
  • List what the move is used for
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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 - - -
  • List what the move is used for
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Zero Vector
Zero Vector
j.236D
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 -
  • 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
Air 500 - All 33 until ground 75+7 landing - HBFPr -
  • 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

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.

a±b
a±b
41236A, 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
214A/B/C, air OK A/B version. C version (ground). C version (air).
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
  • 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
  • List what the move is used for
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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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Astral Heat

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




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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc