BBCT/Arakune/Frame Data

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< BBCT‎ | Arakune
 Arakune

Glossary

How do I read frame data?


System Data

name health prejump backdash forwarddash Unique Movement Options
Arakune 10,500 5F 34F (1~24F Inv All) 40F (7~26F Inv All) Teleport Dashes
2 Air Dashes
Command Teleports
Wall Teleport

Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 165 ALL 6 3 12 -5 HB 80 94 1000 180 rSJR 0
5B 240×3 ALL 11 2,3,2 12 +2 HB 80 90 200 400×3 SJR 3
5C 860 HL 23 3 18 -4 HB 4~25 H 80 85 200 1000 SJR 3
6A 666 HA 23 2 15 0 HB 80 89 200 1000 SJR 3
6B 660 LA 19 3 21 -7 F 80 94 200 1000 SJR 3
6C 800 HA 27 2 12 + Landing20 -17 HB 4~44 F 85 89 200 1000 R 3
2A 150 LA 10 2 12 -4 F 80 94 1000 180 rSR 0
2B 450 LA 11 2 10 +2 F 80 96 400 700 rSR 2
2C 920 LA 13 45 16 -36 F 70 82 100 1200 R 4
j.A 180 HA 7 1 16 - H 80 96 1000 180 rSJR 0
j.B 180×5 HA 10 3×5 21 - H 90 85 200 300×5 SJR 3
j.C 780 HA 12 2 20 - HB 90 89 200 1000 SR 3
5A &gt; 6B 920 ALL 6 2 25 -10 HB 100 90 200 1000 SJB 3
6C &gt; 5C 1000 HL 21 4 32 -19 HB 100 89 200 1000 R 3
6C &gt; 5C &gt; 2C 1200 ALL 23 4 36 -21 HBF 100 92 100 1200 R 4
3C 920 L 26 3 37 -21 F 13~16 All 100 60 6000 1200 S(J)R 4
j.2A/B/C 800 HA 21 UL Landing18 - H 80 92 100 1200 R 4
j.6A 600 HA 13 3 13+7L - H 80 85 200 1000 SJR 3
j.6B 600 HA 14 4 14+7L - H 80 85 200 1000 SJR 3
j.6C 600 HA 15 5 14+7L - H 80 85 200 1000 SJR 3

Drive Moves

Curse Gauge
  • Has a total of 2000 points
  • Decreases by 1 each frame. Gauge stops decreasing when Arakune is in blockstun or hitstop
  • Cannot summon bugs when Arakune is in blockstun
  • Curse gauge disappear when Arakune gets hit
input name damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D 660 ALL 17 18 44 -43 HBP 80 85 100 1000 SJR 4
6D 880 HA 38 257 Duration48 - HBFP 90 89 200 600 R 3
2D 460, 20 ALL 19 11(15)2 Duration46 +17 FP 90 89 200 700×2 R 3
j.D 670 LA 34 3 Landing7 - FP 70 80 200 600 R 3
A Bug A Bug 220 HL 1 - - - HBP 90 98 400 700 - 2
B Bug B Bug 360 HL 1 - - - HBP 90 99 200 1000 - 3
C Bug C Bug 210 ALL 5 - - - FP 90 95 200 1000 - 3
D Bug D Bug 150×N ALL 1 - - - HBP 100 99 200 500×N - 3

Universal Mechanics

input name damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5B+C Forward Throw 0,1550 Throw (120) 7 3 19 - - 100 100, 86 3000,400 - -, SR 0,2
4B+C Back Throw 0,1550 Throw (120) 7 3 19 - - 100 100, 86 3000,400 - -, SR 0,2
j.B+C Air Throw 0,1400 120000 7 3 15 - - 100 100, 60 3000,400 - -, SR 0,4
6A+B while Blocking Counter Assault 0,0 Throw (160) 4 2 23 - - 1~20 All 100 100, 86 3000,400 - -, SR 0,2
66 Dash Cancel - - - - Duration48 - - 7~36 All - - - - - -

Specials

input name damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
j.236D Zero Vector 480 ALL 33 1191 Duration46+11L - HBP 100 89 200 600 R 3
214A A If p, then q - - - - Duration48 - - 1~5 T
29~38 T
- - - - - -
214B B If p, then q - - - - Duration56 - - 1~5 T
35~46 T
- - - - - -
214C C If p, then q - - - - Duration85 - - 7~36 T
46~62 T
- - - - - -
j.214A Air A If p, then q - - - - Duration46 - - 24~33 All - - - - - -
j.214B Air B If p, then q - - - - Duration54 - - 30~41 All - - - - - -
j.214C Air C If p, then q - - - - Duration44 - - 16~31 All - - - - - -
j.236C y, two-dash 160×8 HA 11 3×8 Landing11 - H 100 92 200 200×8 R 3
236B Equals 0 - - - - Duration30 - - - - - - - -
j.44 Near Wall Wall Teleport - - - - Duration41 - - 19~26 All - - - - - -

Distortion Drives

input name damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
j.214214D f of g 250×14 - 20+19 15 Landing33 - HBP 1~26 All 80 97 1000×13, 100 - R 1×13, 4
236236C f Inverse 640, 90×35 ALL 5+2 - Duration147 - HBF, HBP×35 1~15 All 80 92, 99×35 100×36 1200, 210×35 R 4

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCF Arakune 5A.pngGuardALLStartup6Recovery12Advantage-5[3] 5A[+], 6A 5A > 6B 6C 5D Throw, Jump, Dash, Special/Super
5BBBCF Arakune 5B.pngGuardALLStartup11Recovery12Advantage+2 - 6B 5C, 6C, 3C 5D Jump, Dash, Special/Super
5CBBCF Arakune 5C.pngGuardHLStartup23Recovery18Advantage-4 - - 6C 5D Jump, Dash, Special/Super
5DBBCF Arakune 5D.pngGuardALLStartup17Recovery44Advantage-43 - - - - Jump, Special/Super
2ABBCF Arakune 2A.pngGuardLAStartup10Recovery12Advantage-4[3] 2A[+], 6A 5B 5C, 2C, 6C, 3C 5D Throw, Jump, Special/Super
2BBBCF Arakune 2B.pngGuardLAStartup11Recovery10Advantage+2 2A 2B[+] 5C, 2C, 6C, 3C 2D Special/Super
2CBBCF Arakune 2C.pngGuardLAStartup13Recovery16Advantage-36 - - - - -
3CBBCF Arakune 3C.pngGuardLStartup26Recovery37Advantage-21 - - - - Jump[-], Special/Super
6ABBCF Arakune 6A.pngGuardHAStartup23Recovery15Advantage0 - 2B, 6B 5C 5D, 2D, 6D Jump, Dash, Special/Super
6BBBCF Arakune 4B.pngGuardLAStartup19Recovery21Advantage-7 - - - - Jump, Special/Super
5A > 6BBBCF Arakune 6B.pngGuardALLStartup6Recovery25Advantage-10 - - - - Jump, Special/Super
6CBBCF Arakune 6C-1.pngGuardHAStartup27Recovery12 + Landing20Advantage-17 - - 6C > 5C - -
6C > 5CBBCF Arakune 6C-2.pngGuardHLStartup21Recovery32Advantage-19 - - 6C > 5C > 2C - -
6C > 5C > 2CBBCF Arakune 6C-3.pngGuardALLStartup23Recovery36Advantage-21 - - - - -
Air Revolver Action Table
A B C D Cancels
j.ABBCF Arakune jA.pngGuardHAStartup7Recovery16Advantage-[3] j.A, j.6A, j.2A j.B, j.6B, j.2B j.C, j.6C, j.2C j.D Jump, Special/Super
j.BBBCF Arakune jB.pngGuardHAStartup10Recovery21Advantage- - - j.C - Jump, Special/Super
j.CBBCF Arakune jC.pngGuardHAStartup12Recovery20Advantage- - - - j.D Special/Super
j.6A/B/CBBCF Arakune j6X.pngGuardHAStartup13Recovery13+7LAdvantage- - - - - Jump, Special/Super
j.2A[1] - j.2B j.2C - -
j.2B[1] j.2A - j.2C - -
j.2C[1] j.2A j.2B - - -
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string
X[*] = X is a delayed cancel, not immediately on hit like normal

External References

Navigation

 Arakune
To edit frame data, edit values in BBCT/Arakune/Data.