BBCF/Arakune

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Overview

Overview

Arakune is a very unique character with attacks, movement, and a playstyle unlike any other. Arakune's playstyle revolves around using his Drive Attacks to put his opponent in a "Cursed" state. Each of his Drive attacks build a special gauge, Crimson (commonly called Curse), on his opponent. Once the gauge is filled and his opponent is "Cursed" Arakune is free to run safe, unreactable mixups and deal big damage for a short time. This mixup includes high-lows, crossups, guard breaks, and whatever else you can think of. Keep in mind that before his opponent is cursed, Arakune is a weak character with lackluster neutral, pressure, and mediocre and predictable defensive options. As a result, Arakune needs to play an evasive neutral game in order to get the opponent to commit to actions.
Playstyle
Arakune plays a tricky neutral to build up curse and eventually overwhelm his opponent with insane mixup and huge damage potential.
Pros Cons
  • Extremely Explosive: Even a single conversion from a jab can very likely spell death for the opponent, since in curse, his damage skyrockets.
  • Insane Mixups: Curse state lets Arakune force unreactable mixups at little to no risk to himself. He is also uniquely able to force the opponent to block in the correct direction during true blockstrings, due to the reliance on barrier to block one of his bugs.
  • Unpredictable Mobility: The best airdash in the game, teleport fakeouts, and tons of movement options in the air let Arakune dance around his opponents.
  • High Reward: Arakune has an insanely high skill ceiling due to Curse and heavily rewards good execution.
  • Weak without curse: Arakune by himself is a rather flawed character and as such prefers the opponent to get impatient and overextend.
  • Poor Defense: His defense is incredibly lacking, as he has low health, slow 2A, stubby normals, no microdash, 5-frame jump startup, and only a reversal super.
  • Polarized Matchups: Since he lacks the usual tools most characters have, but can also win off a single hit, his matchup spread is very uneven, depending on how well a character can exploit his shortcomings.

Drive: Crimson

Crimson is the system that handles Curse Meter. Each of Arakune's Drive attacks build up a certain amount of curse. Drive Attacks build up curse on hit or on block for half the normal amount. 236d (cloud) and 22x (spiders) also build up Curse.

Once the meter maxes out, it will start curse mode and automatically start draining. At max, the Curse gauge lasts for about 10 seconds (600F) but is ironically noted as 6000f in the files. Also gauge does not drain while Arakune himself experiences Hitstop. During curse mode, Arakune gains access to bug summons that vastly increase his damage, mixup, and pressure. Arakune summons bugs by releasing any of the attack buttons. Bugs have a cooldown where they can't be resummoned and Arakune cannot summon bugs when he is taking damage, in blockstun, teching, or activating Overdrive or Exceed Accel. See the Curse Bugs section for more details. 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 Arakune's opponent will be cursed immediately with any existing curse meter, starting the curse gauge's depletion. While in Overdrive the curse gauge depletes at half the usual rate extending the time the opponent spends cursed - If Overdrive was used to active curse it depletes at the normal rate instead of the reduced. Arakune's Distortion Drives will also apply more hits and do more damage. Outside of curse all Drive moves add double the usual amount of curse on hit and on block. Additionally, Zero Vector's curse clouds each build curse at double the normal rate. If Arakune exits Overdrive while the opponent is cursed, the gauge will deplete as normal.

This Overdrive is great for jumpstarting your game plan when you're at a disadvantage. You can forcibly start curse as long as the gauge is not at 0. This can immediately swing momentum to your favor if you use Overdrive Raid. If you're in Overdrive while curse ends, it's also much easier to build curse back up immediately.

Normal Moves

5A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 6 3 10 -1 B

Your bread and butter grounded confirm and overall fastest normal. Hits crouchers but can get low profiled by a few 2As. Your best grounded button and one of the best Jabs in the game in general due to the reward it leads on hit.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 100 80

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300×3 Mid 11 1×8 12 -1~+4 B

A good move to confirm hits against airborne opponents. Occasionally useful for its large active frame window. On block reverse gatling into 5A can act as a frametrap, but usually only used for 5b>5d or 5b>4b for a frametrap or as a combo filler.

  • Late gatling to 5A.
  • Jump cancel available only on hit.
  • Can only hit 3 times per use, advantage depends when the last hit occurs.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89
  • Max 3 hits

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Mid 23 3 18 -2 B 4~25 H

A weird anti-air button. A little too slow to catch most instant air dashes on reaction but makes up for it by being almost completely Head invulnerable for the duration. A great callout to specific moves or to prevent standard jump ins but needs either a read or good reactions, so that the opponent can't just land and 2A punish. Do not rely on it as you would with other anti-airs.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 80 92

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 Low 10 2 11 -1 F

Your farthest reaching low and a good poke. Tied for slowest 2A in the game however, so don't go mashing it in pressure.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 90 80

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700 Low 8 2 13 -1 F

A short reaching but fast low. Useful as a low profile to catch some aerial approaches (such as Rachel 5B>j2DA). A quicker but riskier anti-air than 5C as it has no invul.

  • Hits behind Arakune (1[A]BBBBB crossup OS).
  • Low profiles extremely well.
  • Can gatling into itself OR 5B once, cancelling into itself can be done on whiff.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 90 85

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300×5 Low, All×4 12 45 14 -16 F

A far traveling but unsafe low approach. Good for whiff punishes and scooping people up during curse confirms. Gets significantly safer if the opponent blocks only the very end of the move. Only leads to 6D midscreen without Rapid pre-curse. If spaced correctly it becomes + and gets more combo routes. Please don't try it, as any non sleeping opponent will just let you whiff and kill you.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 90 82
  • Does 5 hits max in 6F intervals Only first hit is a low

6A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 High 25 2 15 0 B

Arakune's standard overhead. Gatlings into 2B for an airtight high to low mixup, and can be jump canceled, making it amazing on block. Also frequently used to end curse combos due to its hard knockdown and vacuum.

  • Knocks down on air hit.
  • Enables some mean fuzzy setups on block.
  • Can be used to pull opponents out of the corner slightly so that you can side swap with a dash cancel.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 3 90 89
  • Vacuums on hit or block

6B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 Mid 10 2 25 -10 B 4~11 Guard B

Grounded pre-curse combo staple, knocks opponents away. Useful for its guard point vs Body attribute attacks when used alone, but risky as it can't be jump cancelled on block. One of Arakunes best combo enders due to the knockback, gatlings and it being a hard knockdown.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 70 89

4B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700 Low 19 3 21 -7 F

One more mixup tool in a character bristling with mixups, this is extra rude to anyone who watches your model too closely. CF added quite a few gatlings and vacuum for this move making it viable as a pre-curse starter, good combo filler.

  • Jump cancelable on block. Go wild.
  • Second part of the animation has no hitbox, can't be used to check tech rolls.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 89
  • Vacuums on hit

6C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
6C 800 High 27 2 14+19L -16 H 4~42 F
6CC 1200 Mid 21 4 25 -8 B
6CCC 1600 Mid 21 4 36 -19 H
6C

Arakune's rekka chain. Sees extensive use inside curse combos, but leads to little pre-curse without rapid cancel. The new ability to hold C to continue makes negative edging in curse combos much easier as you no longer have to incorporate the C bug into the combo until the rekka completes.

Impractical pre-curse overhead. Combo Staple in Curse. If the opponent blocks it prepare to eat a free 5B punish since 6CC has a rather big gap.

  • You may hold C to automatically continue to the next followup.
  • On counterhit or air hit, you may stop after the 2nd hit of Arakune's rekka to combo into 5A>6B for curse.

6CC

Follow up #1 from 6C. Fruitful for its cross-up reset, not too good for anything else other than combo filler.

  • Don't continue to the 3rd hit unless you're already hitting them, as it has worse frame advantage than the 2nd hit and no additional properties.

6CCC

Follow up #2 from 6C. Combo filler. Nothing more.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
6C Long 5 100 84
6CC Long 5 100 84
6CCC Long 5 100 84
  • 6C
  • 6CC
  • 6CCC

3C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 Low 26 3 37 -21 F 13~16 All

A teleporting low that tracks to the opponent. Max range roughly 1/3rd screen. Be careful when using it as a punish as it will lose to anything with an active hitbox. This move interacts strangely with crossups, allowing for some unexpected sideswap setups. As a starter can combo into 214B and will always combo into CT. Massively unsafe on block but can be special canceled into 214X teleports. Try it against Hazama chain-jumpins.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 82
  • Tracks opponent

j.A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 High/Air 7 1 16 H

Your primary air to air confirm. Good for keeping the opponent locked down and blocking. Only 1 active frame with no whiffcancel hurts the usability for air exchanges a lot, considering its tied with airthrow, which has better reward, priority and a much better hitbox.

  • Can cancel vertical movement from air dash by holding 4 while inputting this move.
  • Jump cancelable on block on a character with 2 air actions and a 5F airdash. Do your worst.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 80 80

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300×5 High/Air 10 3×5 21 H

Arakune's primary air to ground starter and all around most used move. Extremely effective for pinning down an opponent for pressure or to punish an unsafe move from the air for a combo. You can fall onto opponents directly from an instant air dash by holding 4 while doing j.B for a 28f frame overhead, or to cover your retreat from an airdash back.

  • Can cancel vertical movement from airdash by holding 4 while inputting this move.
  • Rising j.B hits all characters at some point during crouching blockstun except for Celica, Naoto and Mai for a 16F overhead.
  • Note that it causes soft knockdowns, so jB>jA is needed to confirm on airborne opponents quite a lot.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 3 80 89

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 High/Air 12 2 20 -5 H

Spikes the opponent to the ground for hard knockdown. A staple of nearly every pre-curse combo for its ability to combo into j.D and loop. IAD j.C can still be an effective cross-up when used sparingly however. Fatal starter hard knockdowns on hit and lets you do even jC jC jC jC etc.

  • Propels Arakune in the direction he is vertically moving, not an instant overhead option.
  • Can cancel vertical movement from airdash by holding 4 while inputting this move and as such is used to fall faster than normally after IAD.
  • Bounces Arakune in place on hit, but can be directed left or right with 4 or 6 upon hit.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89
  • Fatal Counter

j.6A/B/C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700 All 11 4/5/6 12/13/14+7L H

Air to air confirm and combo filler. With high execution, it's good for pressure. Great for closing distance air to air and for mixing up your approach and fall timing. Versions differentiate in active, recovery frames and distance traveled, A being the shortest, and C being the longest. Additionally a great way to dissuade your opponent from jumping.

  • Whiffs on most crouchers.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89

j.2A/B/C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.2A 900 High/Air 21 Until L 20 H
j.2B 900 High/Air 22 6 21 -8 H
j.2C 900 High/Air 21 6 20 -7 H

Arakune's dive attacks. Pops Arakune upwards a bit before beginning the vertical dive. Good for juking the opponent when you're otherwise out of air movement options or just getting to the ground quicker. First few startup frames let you ignore landing recovery, meaning that a properly timed j2X on hit into another j2X cancel lets you act a lot faster. J2A is able to steal the corner due to how it shrinks Arakune's collision box.

  • Doesn't have a hitbox until Arakune is falling properly, so it cannot be used to hit opponents above him.
  • Can cancel into each other on hit, but not into the same dive twice.
  • Hits overhead on grounded opponents but unsafe on block.
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
j.2A Long 4 80 92
j.2B Long 4 80 92
j.2C Long 4 80 92
  • j.2A
  • j.2B
  • j.2C

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 6000.


5D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
640 Mid 17 18 33 -34 B

Incredibly active, but don't whiff this unless you yearn for death. A relatively safe way to tax a blocking opponent with curse meter due to its jump cancel and huge pushback on block. 5B 5D has a 1F gap on normal block. On hit can lead to 3C or iad jX/tk j6X on grounded opponents or jD on launched opponents outside of corner for combo continuation.

  • Knocks away, Wallsplats in corner.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 79
  • 1500 Curse on hit, 750 on block During OD, 3000 Curse on hit, 1500 on block


1D/2D/3D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
640 All 36 12 Total 46 +9 P1

99% of uses are in the corner 236236C starter full curse route. Still marginally useful as a grounded zoning tool to prevent run-ins when used intelligently. The location of the spawned bug can be changed to be closer or farther from Arakune depending on the direction held. (1D is identical to the location of j.D, 2D hits between j.D and j.3D, and 3D hits at the location of j.3D. See j.D chart below)

  • Only the bug that leaps out of the ground has a hitbox, the first projectile does not.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 79
  • 1500 Curse on hit, 750 on block During OD, 3000 Curse on hit, 1500 on block

6D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900, 640 Mid 14 16(9)X 15 -23 B, P1

Headbutt that spawns a downward drifting, curse building bell bug in midair. If jump cancelled with good timing can loop between the bell bug hitting, j.D, and back to itself. Jump too early and the projectile will not spawn however. Mostly useless as a Fatal Counter.


Bell Bug

Bell bug itself can be extremely useful as both an oki tool and as a zoning tool. Especially useful in certain matchups, such as against short stepdash characters that rely on air dashes to gap close.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 89, 79
  • Fatal Counter 2nd hit (Bug) 1500 Curse on hit, 750 on block During OD, 2nd hit (Bug) 3000 Curse on hit, 1500 on block

j.xD

Damage Guard Startup Active Recovery On-Block Attribute Invuln
640 All 28 3 Total: Until L+7 P1
  • If opponent is not currently cursed, Gives 1500F Curse on hit, 750F on block (Both values are doubled if in overdrive)

Can be aimed in any of 5 different locations on the ground relative to Arakune's position based on input (j.4/1/2/3/6/5D), making it great for both combo extension and sniping the opponent. On hit, knocks the opponent up into the air for a combo. When used as a starter can combo into itself at different ranges with good timing. Secretly the input is actually j.D~direction.

BBCF Arakune jDRange.png

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 79
  • 1500 Curse on hit, 750 on block During OD, 3000 Curse on hit, 1500 on block

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

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500 All 1 P1

A small bug that drops in an arc from the top of the screen before bouncing once and disappearing. The fastest to summon of all the curse bugs, A bug can be re-summoned as soon as it bounces or hits the opponent, allowing for there to be up to 2 on the screen simultaneously. It's best used to lock down an opponent who gets away during curse, or to set up an airtight blockstring on a stationary opponent in order to start curse mixup. 5A>5A>"A Bug" hit is an infinite, airtight, curse blockstring.

  • Vacuums towards Arakune on hit and block, regardless of original direction.
  • Massive hit/blockstop means this little bug has insane blockstun.
BBCF Arakune ABugs.png

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 3 70 89
  • Bonus Proration 110%

B Bug

Damage Guard Startup Active Recovery On-Block Attribute Invuln
450×3 All 13 P1

A fast traveling bug that shoots up from the ground and away from Arakune at a 45 degree angle. Great for controlling air space and punishing opponents who attempt to retreat or roll during curse. Its multiple hits make it ideal for confirming a hit before moving into curse combos but scaled the damage quite hard. Re-summonable roughly one second after leaving the top of the screen.

  • Pushes opponent away from Arakune on hit and block, regardless of original direction.
BBCF Arakune BBugs.png

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 3 80 79
  • Bonus Proration 110%

C Bug

Damage Guard Startup Active Recovery On-Block Attribute Invuln
940 Guard Break 35/Barrier 55 14 P1

A large bell bug sprouts from the ground in front of Arakune before breaching the surface and jumping in a wide arc towards him. Slow startup but impossible to avoid in most curse mixup situations. This bug forces you to barrier block Arakune correctly or be guard crushed and immediately put in a curse combo. Enables very mean invisible teleport crossups, and is a staple in curse combos for its ability to freeze the opponent in hitstop to allow for further combos with D Bug and Arakune's normals. Re-summonable roughly one second after disappearing.

Note that C Bug will always jump towards the direction that Arakune was in when it was originally summoned, not the direction Arakune is when it finishes burrowing and jumps. However, it will always move the opponent towards Arakune on hit or block regardless of which direction it jumps.

  • Extreme vacuum effect towards Arakune on hit or block, regardless of original direction.
  • Lengthy Hitstop.
BBCF Arakune CBugs.png

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 3 70 89
  • Bonus Proration 110%

D Bug

Damage Guard Startup Active Recovery On-Block Attribute Invuln
250×N, 940 All×N, All 1 3×N(18)Until Hit P1

The reason why curse deals so much damage. A wriggling larvae tumbles down from the ceiling and momentarily buries itself in the ground before bursting upwards as a mighty moth. Curves and slows very slightly as it falls. The falling portion of the attack (generally called "D Bug 1") is multihit and the main source of combo damage inside of curse. The rising portion of the attack (generally called "D Bug 2") launches. Technically re-summonable almost instantly after leaving the screen, but as it travels the full height of the field it has a functional cooldown of about one second.

BBCF Arakune DBugs.png

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 3 80 79
  • Bonus Proration 110%

Universal Mechanics

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw(70) 7 3 23 T

Arakune swallows the opponent before spitting them in a high arc directly in front of him. Backthrow version is identical except the direction is reversed. Can sideswitch even after using the wrong throw with 4B 6A iad jC jD. Throw 236B 5C is the optimal routing.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 2 100 50
  • Minimum Damage 100%: 1500

Air Throw

j.B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw(120) 7 3 23+3L T

Same throw trajectory as a grounded throw, but in air. Leads to full curse with a well timed j.D followup (or different combos depending on height). Arakune's air throw range is significantly larger than normal as well, so utilize it often.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 4 100 50
  • Minimum Damage 100%: 1500

Counter Assault

6A+B while Blocking

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0 All 13 2 29 -12 B 1~20 All

Invulnerable counter assault to knock the opponent away during blockstun. Uses Arakune's 6B animation. Very short ranged as far Counter Assaults go (Litchi 6D evades it with her tiny backstep), but a key part of Arakune's defensive game as he has very few alternatives when backed into a corner. With 100% heat and high execution Counter Assault can be Rapid canceled into full curse on specific distances/characters.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Very Short 4 50 92

Crush Trigger

5A+B (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 B

A lot more useful for Arakune than for most because of C Bug's guard crush properties. While an uncharged Crush Trigger barely makes a dent in a barrier gauge, a charged one will deplete it by half. This makes Crush Trigger a very good trump card against anyone who runs low on barrier gauge mid-curse. Lock them down with A and B bugs and hit them with a fully charged Crush Trigger, depleting their barrier and making the next C bug unblockable. Additionally, against anyone not paying attention enough, Crush Trigger leads directly into 5A 6B for full curse, a rude surprise. Is independently useful as a combo extension after 3C in situations where 214B would whiff, allowing you to finish a pre-curse combo.

  • Can sideswitch on airborne oppnents (5C CT).
  • Knocks down on hit.
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5A+B Normal 3 80 60
5[A+B] Long 3 80 100
  • 5A+B
  • 5[A+B]

Special Moves

Equals Zero

236B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
Total: 30
  • 30F recovery is shorter than the recovery of some other things, like throw or 5D, so special cancelling into this move can make them recover faster.

Invisibility on demand (sort of)! This move is often overlooked, but it's hard to understate its usefulness when used properly. Makes blocking an already difficult to block character a nightmare that few escape from when in curse. Out of curse it's an effective way to play keepaway while keeping the opponent somewhat uncertain of your exact positioning and so less able to strike back with precision.

Invisibility has no maximum duration and only expires when:

  • Arakune is hit or blocks an attack of any kind
  • Arakune's physical attack hits or is blocked

Arakune's projectiles do not count for the sake of dispelling invisibility, which means that the following attacks do not break stealth:

  • All curse bugs
  • j.D
  • 2D
  • 6D's bell bug
  • 22X spiders
  • Zero Vector curse clouds
  • If p then q command teleports' catch grab
  • F of G Distortion Drive
  • and F Equals Distortion Drive
Starter Rating Level P1 P2 On-ODR Cancel Timing

Permutation, N, R

22A/B/C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
22A/B/C 940 All 43 Until L Total: 48 P1
j.22A/B/C 940 All 28 Until L Total: 57 P1

The "spider move". Arakune summons a giant spider to hit the opponent. The button used only affects where the spider is summoned. A great move for punishing opponents who refuse to approach, or who are too predictable in their techs/rolls. Even on block this gives a normal Drive move's worth of curse so it's an extremely good option for risk free oki on neutral tech. Attempting this at close range for anything other than an air stall is asking for bad news however. Of note: the spider's hitbox does not go away until it begins to move back upward in full. Don't run headlong into a stationary spider at the end of its web. Don't do it. It's embarrassing.

Spiders can be summoned at the two edges of the screen and dead center.

  • You may cancel a spider's descent at any time with another spider.
  • You may not use the same spider more than once in air.
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
22A/B/C Long 3 80 89
j.22A/B/C Long 3 80 89
  • 22A/B/C (notes: 2000 Curse on hit, 1000 on block During OD, 3000 Curse on hit, 2000 on block Hits standing Ragna on 51F)
  • j.22A/B/C (notes: 2000 Curse on hit, 1000 on block During OD, 3000 Curse on hit, 2000 on block Hits standing Ragna on 51F)

Y-Two Dash

j.236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
200×8 High/Air 11 3×8 Until L+11 H

An enormous multihit aerial move that travels in an arc, Y-Two Dash is a combo staple during curse. It makes for consistent conversion from the air into C and D Bug as well as a continuation from the launch of D Bug's 2nd hit, allowing combos to flow from Y-Two Dash to bugs and from bugs back to Y-Two Dash. Outside of curse it's a good way to end an air combo if you can't confirm into a curse building combo in time as it gives emergency tech knockdown for oki. It's technically a quite large overhead, though it's seldom seen used as one.

There is a high, medium, and low arc possible when doing this move. The version you get depends on whether Arakune is travelling up, down, or relatively stationary when performed.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 3 90 89

Zero Vector

236D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236D 33 Total: 39
j.236D 28 Total: 33+3L

Summons a noxious cloud at random that builds curse meter for as long as the opponent is within it. There are three types of curse cloud, each with their own behavior and rate of curse meter gain, but only one may be active at any given time.

  • If a cloud is already out, guaranteed to be a different type from last time.

Type A is a round cloud formation that slowly homes in on the opponent. It's the most generally useful of the clouds, but builds curse the slowest. Adds 20F of curse time for each frame opponent is in the cloud. (40F during Overdrive). Builds from empty to full curse in 5 seconds.


Type B is a ring shaped cloud that follows Arakune's movements. It can be used offensively with teleports and dashes to try to force the cloud over the opponent, but is at its most useful on corner oki where the opponent is forced to remain inside the cloud during blockstun. Adds 40F of curse time for each frame opponent is in the cloud. (80F during Overdrive). Builds from empty to full curse in 2.5 seconds.


Type C is a flat broad cloud that tracks the opponent at jump height. It's extremely effective at deterring the opponent from jumping, preventing air approaches, and giving you largely uncontested ability to retreat in air in most matchups. It builds curse the fastest, but does nothing to prevent grounded approaches. Adds 66F of curse time for each frame opponent is in the cloud. (132F during Overdrive). Builds from empty to full curse in 1.5 seconds.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
236D
j.236D
  • 236D (notes: Cloud lasts for 15 seconds, dissapears if Arakune blocks or gets hit When a second cloud is summoned, second cloud is guaranteed to be a different type from first First cloud disappears if second cloud summoned)
  • j.236D (notes: Cloud lasts for 15 seconds When a second cloud is summoned, second cloud is guaranteed to be a different type from first First cloud disappears if second cloud summoned)

a±b

236D during Curse (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236D Curse 23 Total: 39
j.236D Curse 23 Total: 38+3L

The slow cloud, one of the most powerful specials in the whole game. Can only be summoned in curse. Slowly homes in on the opponent before attaching to their character on contact. Once attached all horizontal movement from the opponent is reduced to roughly 1/3rd of normal horizontal distance and travel speed INCLUDING ROLLS. You can still jump and use any vertical components of special movements normally while slowed (such as Mai's 214 command backjump or Rachel's Wind), but any horizontal movement in such a move will be fully affected.

Horizontal movement includes things like runs, walks, air dashes, Jin's Ice Car, Bullet's Drive attacks, Mai's 236 command dash, Nu's Act Parser, Izayoi's B and C version Mirage Thruster, and even teleport dashes such as Azrael's and Arakune's himself. It mostly does not affect moves that teleport with a set position in mind rather than a direction of travel, such as Bang's four seal Distortion Drive, Izayoi's D version Mirage Thruster teleport, or Arakune's screen wrap. (With the somewhat odd exception of Kokonoe's Graviton teleport, which barely moves her at all when slowed)

It is in your best interest as Arakune to end every combo leading up to curse with slow cloud so it becomes impossible for them to run from your incoming mixups, forcing them to challenge your blockstrings directly (very dangerous). It also makes rolling on knockdown as unsafe as quick teching for the opponent, as they won't roll far enough to actually escape from bugs, guaranteeing you can focus on committing to a mixup versus a neutral tech. If for any reason the opponent becomes cursed where you cannot immediately spit a slow cloud onto them, this is generally still the first thing you want to do to ensure the time spent chasing them down is minimized.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
236D Curse
j.236D Curse
  • 236D Curse (notes: Cloud lasts until Curse ends or Arakune is hit)
  • j.236D Curse (notes: Cloud lasts until Curse ends or Arakune is hit)

If p then q

214A/B/C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A Total: 53 1~5 T
24~37 T
38~43 All
214B Total: 83 22~70 All
214C Total: 59 18~38 All
j.214A Total: 51 24~38 All
j.214B Total: 57 16~44 All
j.214C Total: Until L + 21 19~(Until L+6) All

Arakune's feint movements; All of these have Arakune perform a motion that looks like some other movement or attack before teleporting to a new location. They do not send a "fake" Arakune to do the false motion. All teleport motions can temporarily place Arakune off the side of the screen, causing a side switch for a few frames, however none of them are able to squeeze between a fully cornered player at the end of the move, so will switch back afterwards if they collide with the other player.

214A

Arakune jumps forward to the top of his jump arc before teleporting down to the ground just behind his normal jump landing position. One of the better versions for raw movement, but no strike invuln. A great way to cross up opponents in curse setups. If done in the corner, you will return to your original side, but the first frame of input you have will have reversed controls! so be careful.


214B

Arakune starts his walk forward animation for a second or so before teleporting back to the position you started in. Fantastic for baiting opponent reactions and punishing as it looks exactly like moving forward to continue stagger pressure and has by far the most generous invul window of the teleports. Fairly safe as long as the opponent has to block Negating "p" afterwards, a good special to cancel to if you cannot jump cancel a string. Combo staple after 3C.


214C

Arakune fakes the animation for 6D before teleporting to the position the bell bug would normally spawn. Invul as soon as Arakune starts to dissolve. Do after the 5th hit of 2C if you're a complete maniac. If you do this at a cornered opponent, you will appear above them with sides reversed, but if you just land, you will return to the original side.


j.214A
  • Costs an air option

Same as grounded 214A but in air. Arakune jumps forward before teleporting to the ground, travels the same horizontal distance as a grounded jump.


j.214B

Arakune fakes the animation for j.D before teleporting to the ground behind him. Pre-curse air combo staple as you have perfect control over where Negating P comes out since Arakune doesn't move before teleporting.


j.214C

Arakune dives to the ground as j.2B does, but instead of hitting teleports in the same trajectory as grounded 214C from the point he lands. An effective way to cross up opponents in curse when in corner as the Negating "p" spider will hit same side right before Arakune swaps sides for other bugs, forcing a quick block switch.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
214A
214B
214C
j.214A
j.214B
j.214C
  • 214A
  • 214B
  • 214C
  • j.214A (notes: Costs an air option)
  • j.214B (notes: Costs an air option)
  • j.214C (notes: Costs an air option)

Negating "p"

Near opponent during If p then q

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800, 0 All 13 6 P 1~Until Reappear All

A strike grabbing spider that appears after teleports if the opponent is close enough to Arakune's departure. If the spider hits, the opponent is cocooned and hoisted up to the top of the screen. Equally useful as a combo tool and as a free punish for those who get too eager to rush you while teleporting. This moves properties are identical no matter which teleport was used to create it, but some teleports are able to use it much better than others (Ground and air 214B are especially good for it). No matter how close to teching the opponent is the cocoon will always finish reaching the top of the screen before they are allowed to airtech. They will always be able to tech once it reaches the top, even on a Fatal Counter, so tag a curse building spider on the end of it if you can't follow up with a proper combo before they reach the apex of the stage. Alternatively, you can take the time they're in the cocoon to position yourself, set up clouds, or turn invisible; sometimes a better use of time if you weren't able to follow with a combo to build full curse meter.

  • Activation is automatic, triggered by a distance check between Arakune and the target's origins.
    • Distance is 130,000 vertical and horizontal for most characters, horizontal distance is 160,000 for Tager and 152,000 for Susano'o. This is only slightly larger than the distance two players can physically collide.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 3, 0 80 89
  • Fatal Counter

Wall Teleport

j.44/66 against a wall

Damage Guard Startup Active Recovery On-Block Attribute Invuln
Total: 47 25~32 All

One of Arakune's primary getaway options when under pressure. Lets you teleport from one side of the screen to the other as long as you can jump into one edge of the screen (does not have to be the full on corner of the stage, just the full stretch of the screen at the time). This often puts opponents in a pickle, as if they get too close to you without locking you down, you escape; and if they hover near the middle of the screen to try and cover your exit, you're free to zone them. Savvy opponents won't let you get away with this for too long however, as teleport has a fairly lengthy duration, not including the time spent jumping back to reach the wall.

  • Actually takes the corner from the opponent away frame 2.
Starter Rating Level P1 P2 On-ODR Cancel Timing
  • Costs an air option

Distortion Drives

F-Inverse

236236C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236236C 640 Mid 5+(28 Flash)+2 108 [162] 33 -122 [-176] B 1~15 All
236236C Laser 180×35
[180×53]
All 5+(28 Flash)+5 3×35
[3×53]
P2

Arakune's only reversal. Arakune morphs into a gargantuan tarantula before firing a massive laser above him, Arakune's body also has a hitbox which launches opponents upwards and inwards into the laser itself, allowing it to hit even on grounded opponents. "Spider Laser" is the Distortion you're going to see out of Arakune the most often as it's definitely his most widely useful. It's his only source of true reversal outside of Counter Assault and Burst, and it has a fairly impressive startup time for punishing those trying to smother you on wakeup or push their luck on blockstrings. It's also the only Distortion he has that's realistically capable of tacking on extra damage after a combo, and can be chained into itself if you have 100% heat. It's not uncommon to see rounds end in Curse > Laser > (OD) Laser to clinch.

Pre-curse F-Inverse can lead to full curse in the corner (5D > j.D > 6D > j.C > j.D), and 100% curse midscreen (6D > j.D > j.C j.2D IAD j.C j.2D).

Since it's your only DP most opponents will be scouting for it, and if blocked without enough heat to Rapid Cancel they'll have all the time in the world to punish you with the most severe Fatal Counter combo they can perform; therefore abusing the threat of this reversal can be just as important as actually using it. With 50% heat and an opponent conditioned to respect it, your opportunities to escape pressure expand greatly. Funnily enough, since both the laser and the body portion of the attack are considered their own hitboxes and are active through the entirety of the move, you can end up surprising some people by scooping them right back into the super when they run in to punish. To avoid this, all they have to do is remember to block the body hit before attempting their real punish, so don't count on it.

The Overdrive version of F-Inverse has more hits, a wider laser hitbox, and allows left and right movement at triple the speed. Try not to let the increased size and movement speed throw off your combo in the rare instances you OD super and still need to combo.

  • Can move left and right slightly while active.
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
236236C Very Short 4 80 92
236236C Laser Very Short 4 80 99×35 [99×53]
  • 236236C (notes: Values in [] are during OD Minimum Damage 20%: 128)
  • 236236C Laser (notes: Values in [] are during OD Minimum Damage 12%: 735 [1113])

F of G

j.214214D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
160×24
[160×48]
All 10+(33 Flash)+35 X({3}X)×24 [×48] Total: Until L + 32 P2 1~16 All

Arakune summons a massive swarm of bees from the ground, stinging and cursing anything and anyone on their way up off the top of the screen. The amount of hits this move does is somewhat variable, but it hits the most (24 hits) right in the very center of the move. Further towards the edges the opponent will be hit by less and less bees, often in multiples of 4, down to a typical range of 12-16 hits. Each hit gives 500F curse meter, so while it's rare to see someone be hit for less than 12 hits, it is not impossible to get caught in F of G and escape uncursed. On block the bees do significantly less, typically 1/3rd curse meter in the very center and a little less than 1/4th around the edges.

In neutral this super is a very poor choice, as 35 frames after superflash is plenty of time for your opponent to dash out of the super's radius and punish you for the attempt. Instead, this super is best used as a fullscreen 100% curse punish and way to start pressure. Additionally this super shines as a re-curse option. Pop this in corner after your curse combo ends and the opponent will have to start their new lease on life at a sizeable curse meter deficit right off the bat. Do it right with a cloud on the field or catch them trying to mash something and you might just get a free re-curse for your trouble.

In Overdrive this Distortion changes very little, gaining only 4 extra hits (and so barely any difference in curse potential). However the edges of the move in overdrive seem to have more generous hitboxes, leading to it being more common to be hit for a 16+ hit combo even at the very edge of its range.

  • Hitting Arakune while active will cancel the bees.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 2 100 60
  • Values in [] are during OD Minimum Damage 10%: 384 [768]

F equals

236236D during Curse (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236236D 500×8 [500×N] per Bug All 7+(75 Flash)+31 Until Offscreen Total 31 P2* 1~7 All
j.236236D 500×8 [500×N] per Bug All 7+(75 Flash)+31 Until Offscreen Total 24+7L P2* 1~7 All

Add a description to this move using the |description= field.

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
236236D Normal 5 70
j.236236D Normal 5 70
  • 236236D (notes: Only available during curse Values in [] are when canceled into or immediately after activating Overdrive Bug lasts as long as Curse is active Bug attacks again 30F? after leaving screen Minimum Damage 0%)
  • j.236236D (notes: Only available during curse Values in [] are when canceled into or immediately after activating Overdrive Bug lasts as long as Curse is active Bug attacks again 30F? after leaving screen Minimum Damage 0%)

Exceed Accel

n Factorial

A+B+C+D during Overdrive

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600, 0, 400, 1980
{600, 0, 400×4, 300×5, 2000}
All 20 [10] 3 34 -10 F 1~22 All
[1~12 All]

Arakune lunges at the opponent on startup. On hit, he then swallows and chomps down on the opponent before spitting them back out on the opposite side they started on. Puts Arakune in Active Flow if he hasn't already been in it that round. Has full invul with okay minimum damage, but is unsafe on block and cannot be rapid-canceled. You won't be using this often on offense as almost none of your curse combos benefit from ending with it. On defense the sideswap can be very convenient for turning a horrible situation into corner pressure, however simply summoning bugs to defend yourself after a defensive OD is usually superior.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 100 100
  • Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during AF Minimum Damage 10%: 298 {570+57}

Astral Heat

N-Infinity

64641236D (Air OK)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 14000 All 9+(60 Flash)+81 12 24 -17 H 1~101 All

Arakune morphs into an enormous eye before rapidly advancing across the screen at the opponent in a straight line, plunging them into a nightmare scene for an instant, horrifying, kill. The astral is fully invincible, but takes a very long time to start up and can be blocked normally. C and D bug set you up nicely for it, but otherwise not practical due to its awful startup time and Arakunes insane damage in curse.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 92

Colors

BBCF Arakune color 1.png
BBCF Arakune color 2.png
BBCF Arakune color 3.png
BBCF Arakune color 4.png
BBCF Arakune color 5.png
BBCF Arakune color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Arakune color 7.png
BBCF Arakune color 8.png
BBCF Arakune color 9.png
BBCF Arakune color 10.png
BBCF Arakune color 11.png
BBCF Arakune color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Arakune color 13.png
BBCF Arakune color 14.png
BBCF Arakune color 15.png
BBCF Arakune color 16.png
BBCF Arakune color 17.png
BBCF Arakune color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Arakune color 19.png
BBCF Arakune color 20.png
BBCF Arakune color 21.png
BBCF Arakune color 22.png
BBCF Arakune color 23.png
BBCF Arakune color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24

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