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{{InvisibleHeader}}{{NavTabs|game=BBCF|chara=Arakune|discord=https://discord.gg/ADhJM3f|forums=http://www.dustloop.com/forums/index.php?/forums/forum/64-arakune/|videos=https://keeponblaz.in/#/?p1chars=arakune}}
==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{BBCF/CharacterLinks}}
{{FlexContainer}}
<div id="home-content" class="home-grid">
{{FlexTopContainer}}<!-- BEGIN TOP SECTION -->
{{card|width=4
{{FP Box|header=Overview
|header=Overview
|content=
|content=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.  
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 pressure and mix-up, and mediocre and predictable defensive options. As a result, Arakune needs to play an evasive neutral game in order to slowly build up curse and run his game.
{{Bio
| name = Arakune
| game = BBCF
| voice =
| quote =
| lore =
A Sector Seven scientist turned insane blob after exposure to the Boundary. Now with thousands of insects inside of him, he haunts the city of Kagutsuchi in search of the Azure.
}}
}}
{{BBCF/Infobox
|fastestAttack= [[#5A|5A]] (6F)
|reversal= [[#F-Inverse|236236C]] (7F)
|fatalStarter= [[#j.C|j.C]]<br/>[[#6D|6D]]<br/>[[#Negating "p"|214A/B/C Attack]]
}}
{{card|width=4
|header=Drive: Crimson
|content=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.


{{StrengthsAndWeaknesses
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 does not drain while Arakune himself experiences hitstop. During Curse, Arakune will summon bugs by releasing any of the attack buttons. These bugs can be used vastly improve his combos, mixups, and pressure. 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, the Curse gauge is locked out of increasing until all summoned bugs are off-screen and any ongoing combos have concluded.
|intro= {{Character Label|BBCF|Arakune|24px}} plays a tricky neutral to build up curse and eventually overwhelm his opponent with insane mixup and damage potential.  
|header2=Overdrive: Crimson Depths
|pros=
|content2=If Arakune has any Curse gauge built up, Arakune's opponent will be cursed immediately on activation, 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 - however, if Overdrive was used to activate Curse it will deplete at the normal rate instead. Additionally, if the opponent is not cursed, all Drive moves and Zero Vector's Curse clouds each build twice as much gauge.
*Very mobile in the air
 
*High damage, pressure, keep away, and oki during curse.
As with all Overdrives, Arakune's Distortion Drives are buffed, applying more hits and dealing more damage.
*Good pokes with safe jump cancels.
 
*Tricky movement with teleports backed by relatively safe air pokes.
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.
*Forces different Burst management from the opponent
|cons=
*Below-average health.
*Limited movement options on the ground.
*Lack of meterless defensive options.
<!--Might replace this with "stability"
*Feast or Famine: Extremely reliant on curse to succeed
-->
*High learning curve
*Very uneven matchup spread
}}
}}
</div>
==Normal Moves==
===<big>{{clr|A|5A}}</big>===
{{BBCF Move Card
|input=5A
|description=
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.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|D|5D}}
}}
}}
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{{FlexSideContainer}}<!-- BEGIN FLEX SECTION -->
===<big>{{clr|B|5B}}</big>===
{{FP TOC}}
{{BBCF Move Card
{{FP Box
|input=5B
| padding=no
|description=
| content={{CharaInfo
A good move to confirm hits against airborne opponents. Occasionally useful for its large active frame window. On block reverse gatling into {{clr|A|5A}} can act as a frametrap, but usually only used for {{clr|B|5B}} → {{clr|D|5D}} or {{clr|B|5B}} → {{clr|B|4B}} for a frametrap or as a combo filler.
| game=BBCF
*Late gatling to {{clr|A|5A}}.
| fullname=Arakune
*Jump cancel available only on hit.
| health={{#lst:{{PAGENAME}}/Data|health}}
*Can only hit 3 times per use, advantage depends when the last hit occurs.
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}
 
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|4B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}
| forwarddash={{#lst:{{PAGENAME}}/Data|forwarddash}}
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}
}}
}}
===<big>{{clr|C|5C}}</big>===
{{BBCF Move Card
|input=5C
|description=
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 {{clr|A|2A}} punish. Do not rely on it as you would with other anti-airs.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|6D}}
}}
}}
{{Closediv}}<!--END FLEX OTHER SECTION-->
{{Closediv}}


{{FP Box|header=Drive: Crimson
===<big>{{clr|A|2A}}</big>===
|content=
{{BBCF Move Card
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. Zero Vector (cloud) and "F of G" also build up Curse.  
|input=2A
|description=
Your farthest reaching low and a good poke. Tied for slowest {{clr|A|2A}} in the game however, so don't go mashing it in pressure.
 
 


Once the meter maxes out, it will start curse mode and automatically start draining. At max, the Curse gauge lasts for about 10 seconds (6000F). 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 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.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|D|2D}}


| subheader1=Overdrive: Crimson Depths
| content2=
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 (even if curse started before activating it), extending the time the opponent spends cursed. 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 immediately build curse back up immediately.
}}
}}


==Normal Moves==
===<big>{{clr|B|2B}}</big>===
{{BBCF Move Card
|input=2B
|description=
A short reaching but fast low, and the closest Arakune has to a more conventional {{clr|A|2A}}. Useful as a low profile to catch some aerial approaches (such as Rachel 5B → j2DA). A quicker but riskier anti-air than {{clr|C|5C}} as it has no invul.
*Hits behind Arakune ({{clr|A|1[A]}}BBBBB crossup OS).
*Low profiles extremely well.
*Can gatling into itself OR {{clr|B|5B}} '''once''', cancelling into itself can be done on whiff.
 
 
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|5B}}, {{clr|B|2B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|2D}}


===<big>5A</big>===
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Arakune_5A.png |Standard poke. Hit Crouchers. Good for its range.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|5A}}
|}
==== ====
*Hits crouching opponents
Your bread and butter grounded confirm and overall fastest normal. Your go-to move to escape pressure and start pre-curse combos.
</div>
</div>


===<big>5B</big>===
}}
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Arakune_5B.png |Combo filler, really
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|5B}}
|}
==== ====
*Jump cancel available only on hit
*Can only hit 3 times per use
A good move to confirm hits against airborne opponents. Occasionally useful for its large active frame window. Otherwise almost strictly combo filler.
</div>
</div>


===<big>5C</big>===
===<big>{{clr|C|2C}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=2C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Arakune_5C.png |Standard Anti Air, needs a little bit of prediction
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 {{clr|D|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.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|5C}}
|}
==== ====
*4-25 Head invul.
A solid 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.
</div>
</div>


===<big>2A</big>===
[[/Frame_Data#Revolver_Action_Table|Gatling options (on hit)]]: {{clr|D|6D}}
<div class="attack-container">
}}
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Arakune_2A.png |Funky Attack, reaches a little farther than it looks
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|2A}}
|}
==== ====
Your farthest reaching low and a good poke. Tied for slowest 2A in the game however, so don't go mashing it in pressure.
</div>
</div>


===<big>2B</big>===
===<big>{{clr|A|6A}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=6A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Arakune_2B.png |Secretly also an anti-air
Arakune's standard overhead. Gatlings into {{clr|B|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.
</gallery>
*Knocks down on air hit.
</div>
*Enables some mean fuzzy setups on block.
<div class="attack-info">
*Can be used to pull opponents out of the corner slightly so that you can side swap with a dash cancel.
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|2B}}
|}
==== ====
*Low profiles extremely well
*Can gatling into itself once


A short reaching but fast low. Useful as a low profile to catch some aerial aproaches. A quicker but riskier anti-air than 5C as it has no invul.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|2B}}, {{clr|B|4B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|D|5D}}, {{clr|D|6D}}
</div>
}}
</div>


===<big>2C</big>===
===<big>{{clr|B|6B}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=6B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Arakune_2C.png |The infamous shark
*Moves Arakune forward if used after 5A
</gallery>
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.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|2C}}
|}
==== ====
*Performs 5 hits max in 3F intervals
*Only first hit is a low
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 without Rapid pre-curse.
</div>
</div>


===<big>6A</big>===
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|2D}}, {{clr|D|6D}}
<div class="attack-container">
}}
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Arakune_6A.png |Overhead, not a bad one in fact
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|6A}}
|}
==== ====
*Knocks down on air hit
*Enables some mean fuzzy setups on block
Arakune's standard overhead. Links nicely into 2B for an airtight high to low mixup, and can be canceled into jump for some fuzzy block double overheads. Also frequently used to force resets in curse combos.
</div>
</div>


===<big>6B</big>===
===<big>{{clr|B|4B}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=4B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Arakune_6B.png |PELVIC THRUST
One more mixup tool in a character bristling with mixups, this is extra rude to anyone who watches your model too closely due to its more subtle startup animation, particularly curing curse or bring partially invisible. Viable as a pre-curse starter, good combo filler.
</gallery>
*Jump cancelable on block. Go wild.
</div>
*Second part of the animation has no hitbox, can't be used to check tech rolls.
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|6B}}
|}
==== ====
*4-11 Guard Point against Body attacks
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.
</div>
</div>


===<big>4B</big>===
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|6C}}, {{clr|C|3C}}
<div class="attack-container">
}}
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Arakune_4B.png |Millipede NASCAR
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|4B}}
|}
==== ====
*Standing low
*Vacuums on hit
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.
</div>
</div>


===<big>6C</big>===
===<big>{{clr|C|6C}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=6C,6CC,6CCC|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Arakune_6C1.png |Impractical pre-curse overhead. Combo Staple in Curse.
;{{clr|C|6C}}
BBCS_Arakune_6C2.png |Follow up #1 from 6C. Fruitful for its cross-up reset, not too good for anything else other than combo filler.
BBCS_Arakune_6C3.png |Follow up #2 from 6C. Combo filler. Nothing more.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=6C}}
{{#lst:{{PAGENAME}}/Data|6C}}
|-
{{AttackVersion|name=6CC}}
{{#lst:{{PAGENAME}}/Data|6CC}}
|-
{{AttackVersion|name=6CCC}}
{{#lst:{{PAGENAME}}/Data|6CCC}}
|}
==== ====
*You may hold C to automatically continue to the next followup
*Foot invul frame 4 onward on first rekka
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.
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.


*The 1st hit of 6C is a Foot attribute invul overhead attack.
Impractical pre-curse overhead. Combo Staple in Curse. If the opponent blocks it prepare to eat a free {{clr|B|5B}} punish since {{clr|C|6CC}} has a rather big gap.
*On counterhit or air hit, you may stop after the 2nd hit of Arakune's rekka to combo into 5A>6B for curse.
*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 {{clr|A|5A}} → {{clr|B|6B}} for curse.
----
;{{clr|C|6CC}}
Follow up #1 from {{clr|C|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.
*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.
</div>
----
</div>
;{{clr|C|6CCC}}
Follow up #2 from {{clr|C|6C}}. Combo filler, and a heavy hitting one at that, but nothing more.
}}
 
===<big>{{clr|C|3C}}</big>===
{{BBCF Move Card
|input=3C
|description=
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 {{clr|B|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.


===<big>3C</big>===
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
<div class="attack-container">
}}
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Arakune_3C.png |Don't use this move unless you are 100% sure it will hit (or doing an unblockable)
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|3C}}
|}
==== ====
*Tracks to opponent
*Invul 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 combos into 214B. Massively unsafe on block but can be special canceled into 214X teleports.
</div>
</div>


===<big>j.A</big>===
===<big>{{clr|A|j.A}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Arakune_jA.png |Pretty good air to air
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.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|j.A}}
|}
==== ====
*Can cancel vertical movement from air dash by holding 4 while inputting this move.
*Can cancel vertical movement from air dash by holding 4 while inputting this move.
Your primary air to air confirm. Good for keeping the opponent locked down and blocking.
*Jump cancelable on block on a character with 2 air actions and a 5F airdash. Do your worst.
</div>
 
</div>
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|A|j.6A}}, {{clr|A|j.2A}}, {{clr|B|j.B}}, {{clr|B|j.6B}}, {{clr|B|j.2B}}, {{clr|C|j.C}}, {{clr|C|j.6C}}, {{clr|C|j.2C}}, {{clr|D|j.D}}
}}


===<big>j.B</big>===
===<big>{{clr|B|j.B}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Arakune_jB.png |Arakune's most valuable attack pre-curse
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 {{clr|B|j.B}} for a 28f frame overhead, or to cover your retreat from an airdash back.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|j.B}}
|}
==== ====
*Can cancel vertical movement from airdash by holding 4 while inputting this move.
*Can cancel vertical movement from airdash by holding 4 while inputting this move.
Arakune's primary air to ground starter and all around best 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 very difficult to anti-air approach, or to cover your retreat from an airdash back.
*Rising j.B hits all characters at some point during crouching blockstun except for Celica, Naoto and Mai for a 16F overhead.
</div>
*Note that it causes soft knockdowns, so {{clr|B|j.B}} → {{clr|A|j.A}} is needed to confirm on airborne opponents quite a lot.
</div>
 
 
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|C|j.C}}
 
 
}}
 
===<big>{{clr|C|j.C}}</big>===
{{BBCF Move Card
|input=j.C
|description=
Spikes the opponent to the ground for hard knockdown. A staple of nearly every pre-curse combo for its ability to combo into {{clr|D|j.D}} and loop. IAD {{clr|C|j.C}} can still be an effective cross-up when used sparingly however. Fatal starter hard knockdowns on hit and lets you do even j.C j.C j.C j.C 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.
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.2A}}, {{clr|B|j.2B}}, {{clr|C|j.2C}}, {{clr|D|j.D}}
 
 
}}
 
===<big>{{clr|A|j.6A}}/{{clr|B|B}}/{{clr|C|C}}</big>===
{{BBCF Move Card
|input=j.6A/B/C
|description=
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.


===<big>j.C</big>===
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Arakune_jC.png|Combo tool pre-curse, high damage.
</gallery>
</div>


<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|j.C}}
|}
==== ====
*Can cancel vertical movement from airdash by holding 4 while inputting this move.
*Fatal Counter
*Bounces Arakune in place on hit, but can be directed left or right with 4 or 6 after hitting
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. Propels Arakune upwards before hitting, so no longer an instant overhead option (except for on Tager and Hakumen). IAD j.C can still be an effective cross-up when used sparingly however.
</div>
</div>


===<big>j.6A/B/C</big>===
}}
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Arakune_bird.png |Air to air confirm and combo filler. With high execution, it's good for pressure.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|j.6A/B/C}}
|}
==== ====
Great for closing distance air to air and for mixing up your approach and fall timing. Versions differentiate only in length traveled, A being the shortest, and C being the longest. Additionally a great way to dissuade your opponent from jumping.
</div>
</div>


===<big>j.2A/B/C</big>===
===<big>{{clr|A|j.2A}}/{{clr|B|B}}/{{clr|C|C}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.2A,j.2B,j.2C|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Arakune_dive.png |Combo filler. Never try to use this as a starter.
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.
</gallery>
*Doesn't have a hitbox until Arakune is falling properly, so it cannot be used to hit opponents above him.
</div>
*Can cancel into each other on hit, but not into the same dive twice.  
<div class="attack-info">
*Hits overhead on grounded opponents but unsafe on block.  
{| class="wikitable attack-data"
}}
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=j.2A}}
{{#lst:{{PAGENAME}}/Data|j.2A}}
|-
{{AttackVersion|name=j.2B}}
{{#lst:{{PAGENAME}}/Data|j.2B}}
|-
{{AttackVersion|name=j.2C}}
{{#lst:{{PAGENAME}}/Data|j.2C}}
|}
==== ====
Arakune's dive attacks. Can cancel into each other on hit, but not into the same dive twice. Hits high on grounded opponents but unsafe on block. Good for juking the opponent when you're otherwise out of air movement options.
</div>
</div>
<br style="clear:both;"/>


==Drive Moves==
==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.
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.
 
 
===<big>{{clr|D|5D}}</big>===
{{BBCF Move Card
|input=5D
|description=
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. {{clr|B|5B}} {{clr|D|5D}} has a 1F gap on normal block. On hit can lead to {{clr|C|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.


[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|3C}}, {{clr|D|2D}}, {{clr|D|6D}}
}}


===<big>5D</big>===
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Arakune_5D.png |<nowiki>*Cough*</nowiki>
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|5D}}
|}
==== ====
* If opponent is not currently cursed,  Gives 1500F Curse on hit, 750F on block (Both values are doubled if in overdrive)
* Knocks away, Wallsplats in corner
Difficult to use in pre-curse combos these days, it functions best when abusing its wallsplat properties for corner setups and as a relatively safe way to tax a blocking opponent with curse meter. On hit can lead to 3C for combo continuation.
</div>
</div>


===<big>1/2/3D</big>===
===<big>{{clr|D|1D}}/{{clr|D|2D}}/{{clr|D|3D}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=2D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
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.
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. ({{clr|D|1D}} is identical to the location of {{clr|D|j.D}}, {{clr|D|2D}} hits between {{clr|D|j.D}} and {{clr|D|j.3D}}, and {{clr|D|3D}} hits at the location of {{clr|D|j.3D}}. See {{clr|D|j.D}} chart below)
</gallery>
*Only the bug that leaps out of the ground has a hitbox, the first projectile does not.
</div>
}}
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|1/2/3D}}
|}
==== ====
* If opponent is not currently cursed,  Gives 1500F Curse on hit, 750F on block (Both values are doubled if in overdrive)
The most difficult of Arakune's Drive moves to curse with as it doesn't combo into anything else except under extreme circumstances. 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)
</div>
</div>


===<big>6D</big>===
===<big>{{clr|D|6D}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=6D,6D Bug |versioned=name
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Arakune_6D.png |Headbutt, really.
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, {{clr|D|j.D}}, and back to itself. Jump too early and the projectile will not spawn however. Mostly useless as a Fatal Counter.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|6D}}
|}
==== ====
*Fatal Counter
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. Useless as a Fatal Counter.
----
----
;Bell Bug
;Bell Bug
*If opponent is not currently cursed,  Gives 1500F Curse on hit, 750F on block (Both values are doubled if in overdrive)
*Must be barrier blocked in air, no longer an overhead
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.
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.
</div>
</div>


[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
}}


===<big>j.xD</big>===
===<big>{{clr|D|j.xD}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Arakune_jD.png |Combo and zoning tool. Hits mid, don't be fooled.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|j.D}}
|}
==== ====
*If opponent is not currently cursed,  Gives 1500F Curse on hit, 750F on block (Both values are doubled if in overdrive)
*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.4or1/2/3/6/5D), 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.
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/{{clr|D|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.
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.6A}}, {{clr|A|j.2A}}, {{clr|B|j.6B}}, {{clr|B|j.2B}}, {{clr|C|j.6C}}, {{clr|C|j.2C}}, {{clr|D|j.D}}
 


<div class="mw-collapsible mw-collapsed" data-expandtext="show j.D trajectory diagram" data-collapsetext="hide trajectory diagram">[[File:BBCF_Arakune_jDRange.png|800px]]</div>
<div class="mw-collapsible mw-collapsed" data-expandtext="show j.D trajectory diagram" data-collapsetext="hide trajectory diagram">[[File:BBCF_Arakune_jDRange.png|800px]]</div><br>
</div>
}}
</div>
<br style="clear:both;"/>


==Curse Bugs==
==Curse Bugs==
Line 495: Line 270:


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.)
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.)
 
<gallery widths="300px" heights="300px" mode="nolines">
[[File:BBCF_Arakune_BugDiagram.png]]
BBCF_Arakune_BugDiagram.png
 
</gallery>
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.
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.


===<big>A Bug</big>===
===<big>{{clr|A|A}} Bug</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=A Bug
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Arakune_Abug.png |Bouncy
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. {{clr|A|5A}} → {{clr|A|5A}} → "A Bug" hit is an infinite, airtight, curse blockstring.
</gallery>
*Vacuums towards Arakune on hit and block, regardless of original direction.
</div>
*Massive hit/blockstop means this little bug has insane blockstun.
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|A Bug}}
|}
==== ====
*Bonus Proration 110%
*Vacuums towards Arakune on hit and block, regardless of original direction
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.


<div class="mw-collapsible mw-collapsed" data-expandtext="show A Bug trajectory diagram" data-collapsetext="hide trajectory diagram">[[File:BBCF_Arakune_ABugs.png|800px]]</div>
<div class="mw-collapsible mw-collapsed" data-expandtext="show A Bug trajectory diagram" data-collapsetext="hide trajectory diagram">[[File:BBCF_Arakune_ABugs.png|800px]]</div><br>
</div>
}}
</div>


===<big>B Bug</big>===
===<big>{{clr|B|B}} Bug</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=B Bug
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Arakune_Bbug.png |Drill Monster
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.
</gallery>
*Pushes opponent away from Arakune on hit and block, regardless of original direction.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|B Bug}}
|}
==== ====
*Bonus Proration 110%
*Pushes opponent away from Arakune on hit and block, regardless of original direction
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. Re-summonable roughly one second after leaving the top of the screen.


<div class="mw-collapsible mw-collapsed" data-expandtext="show B Bug trajectory diagram" data-collapsetext="hide trajectory diagram">[[File:BBCF_Arakune_BBugs.png|800px]]</div>
<div class="mw-collapsible mw-collapsed" data-expandtext="show B Bug trajectory diagram" data-collapsetext="hide trajectory diagram">[[File:BBCF_Arakune_BBugs.png|800px]]</div><br>
</div>
}}
</div>
</div>
</div>


===<big>C Bug</big>===
===<big>{{clr|C|C}} Bug</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=C Bug
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Arakune_Cbug.png |Mr. Guard Crush Your Girl
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|C Bug}}
|}
==== ====
*Bonus Proration 110%
*Guard crushes if not barrier blocked
*Extreme vacuum effect towards Arakune on hit or block, regardless of original direction
*Lengthy Hitstop
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.
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.
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.


<div class="mw-collapsible mw-collapsed" data-expandtext="show C Bug trajectory diagram" data-collapsetext="hide trajectory diagram">[[File:BBCF_Arakune_CBugs.png|800px]]</div>
<div class="mw-collapsible mw-collapsed" data-expandtext="show C Bug trajectory diagram" data-collapsetext="hide trajectory diagram">[[File:BBCF_Arakune_CBugs.png|800px]]</div><br>
</div>
}}
</div>
</div>
</div>


===<big>D Bug</big>===
===<big>{{clr|D|D}} Bug</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=D Bug
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Arakune_Dbug.png |Bane of everyone's existence
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.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|D Bug}}
|}
==== ====
*Two part attack, falling then rising
*2nd (rising) part is air unblockable, launches
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 and is air unblockable. 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.


<div class="mw-collapsible mw-collapsed" data-expandtext="show D Bug trajectory diagram" data-collapsetext="hide trajectory diagram">[[File:BBCF_Arakune_DBugs.png|800px]]</div>
<div class="mw-collapsible mw-collapsed" data-expandtext="show D Bug trajectory diagram" data-collapsetext="hide trajectory diagram">[[File:BBCF_Arakune_DBugs.png|800px]]</div><br>
</div>
}}
</div>
</div>
</div>
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<span class="input-badge">'''5B+C'''</span>
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=B+C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Arakune_GroundThrow.png |Not bad considering Arakune rarely grabs.
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 {{clr|B|4B}} → {{clr|A|6A}} → IAD →{{clr|C|j.C}} → {{clr|D|j.D}}. Throw → {{clr|B|236B}} → {{clr|C|5C}} is the optimal routing.
</gallery>
}}
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|BC}}
|}
==== ====
*Minimum Damage 100%
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. You won't be doing anything fancy off of a grab, but it leads to full curse and that's what counts.
</div>
</div>


===<big>Air Throw</big>===
===<big>Air Throw</big>===
<span class="input-badge">'''j.B+C'''</span>
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.B+C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Arakune_AirThrow.png |Hugs
Same throw trajectory as a grounded throw, but in air. Leads to full curse with a well timed {{clr|D|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.
</gallery>
}}
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|j.BC}}
|}
==== ====
*Minimum Damage 100%
Same throw trajectory as a grounded throw, but in air. Leads to full curse with a well timed j.D followup. Arakune's air throw range is significantly larger than normal as well, so utilize it often.
</div>
</div>


===<big>Counter Assault</big>===
===<big>Counter Assault</big>===
<span class="input-badge">'''When blocking 6A+B'''</span>
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=6A+B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Arakune_6B.png |Better than a throw overall
Invulnerable counter assault to knock the opponent away during blockstun. Uses Arakune's {{clr|B|6B}} animation. Very short ranged as far Counter Assaults go (Litchi {{clr|D|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.
</gallery>
}}
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|6AB}}
|}
==== ====
*Invul 1-20 All
Invulnerable counter assault to knock the opponent away during blockstun. Uses Arakune's 6B animation. Standard as Counter Assaults go, but a key part of Arakune's defensive game as he has very few alternatives when backed into a corner. With 100% heat and extremely high execution Counter Assault can be Rapid canceled into full curse. Dirty!!
</div>
</div>


===<big>Crush Trigger</big>===
===<big>Crush Trigger</big>===
<span class="input-badge">'''5A+B (Chargeable)'''</span>
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=5A+B,5[A+B]|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Arakune_AB.png |What a calamity
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 {{clr|A|5A}} → {{clr|B|6B}} for full curse, a rude surprise. Is independently useful as a combo extension after {{clr|C|3C}} in situations where {{clr|B|214B}} would whiff, allowing you to finish a pre-curse combo.
</gallery>
*Can sideswitch on airborne oppnents (5C CT).
</div>
*Hard KD on air hit.
<div class="attack-info">
}}
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Uncharged}}
{{#lst:{{PAGENAME}}/Data|5AB}}
|-
{{AttackVersion|name=Charged}}
{{#lst:{{PAGENAME}}/Data|5[AB]}}
|}
==== ====
*Guard crushes if not barrier blocked
*Knocks down on hit
A little 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, fully charged Crush Trigger leads directly into 6B for full curse, a rude surprise. Uncharged crush trigger doesn't lead into anything by itself outside of curse, but is independently useful as a combo extension after 3C in situations where 214B would whiff, allowing you to finish a pre-curse combo.
</div>
</div>
<br style="clear:both;"/>


==Special Moves==
==Special Moves==
===<big>Equals Zero</big>===
===<big>Equals Zero</big>===
<span class="input-badge">'''236B'''</span>
{{InputBadge|{{clr|B|236B}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=236B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Arakune_EqualsZero.png |
*30F recovery is shorter than the recovery of some other things, like throw or {{clr|D|5D}}, so special cancelling into this move can make them recover faster.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|236B}}
|}
==== ====
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 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's duration is INFINITE, and only expires when:
Invisibility has '''no maximum duration''' and only expires when:
*Arakune is hit or blocks an attack
*Arakune is hit or blocks an attack of any kind
*Arakune's physical attack hits or is blocked
*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:
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
*All curse bugs
*j.D
*{{clr|D|j.D}}
*2D
*{{clr|D|2D}}
*6D's bell bug
*{{clr|D|6D}}'s bell bug
*22X spiders
*22X spiders
*Zero Vector curse clouds
*Zero Vector curse clouds
Line 719: Line 376:
*F of G Distortion Drive
*F of G Distortion Drive
*and F Equals Distortion Drive
*and F Equals Distortion Drive
Being hit by or blocking enemy projectiles will get rid of your invisibility however.
}}
</div>
</div>


===<big>Zero Vector</big>===
===<big>Permutation, N, R</big>===
<span class="input-badge">'''236D (Air OK)'''</span>
{{InputBadge|{{clr|A|22A}}/{{clr|B|B}}/{{clr|C|C}} (Air OK)}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=22A/B/C,j.22A/B/C|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Arakune_ZeroVector.png |The Random Cloud
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.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|236D}}
|-
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.236D}}
|}
==== ====
*Clouds last 15 seconds or until Arakune is hit or blocks
*If a cloud is already out, guaranteed to be a different type from last time
*Adds 40F of curse time for each frame opponent is in the cloud. (80F during Overdrive)


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.
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.
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. Builds from empty to full curse in 5 seconds.
*You may not use the same spider more than once in air.
 
}}
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 defense where it can be kept at a middle distance the opponent wants to move through. 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. Builds from empty to full curse in 1.5 seconds.
</div>
</div>


===<big>Y-Two Dash</big>===
===<big>Y-Two Dash</big>===
<span class="input-badge">'''j.236C'''</span>
{{InputBadge|{{clr|C|j.236C}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.236C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Arakune_YTwoDash.png |Combo Staple
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|j.236C}}
|}
==== ====
*Trajectory determined by Arakune's vertical momentum
*Air to ground knockdown
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.
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.
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.
</div>
}}
</div>


===<big>Permutation, N, R</big>===
===<big>Zero Vector</big>===
<span class="input-badge">'''22A/B/C (air OK)'''</span>
{{InputBadge|{{clr|D|236D}} (Air OK)}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=236D,j.236D|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Arakune_Permutation.png |Sp00der
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.
</gallery>
*If a cloud is already out, guaranteed to be a different type from last time.
</div>
----
<div class="attack-info">
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.
{| class="wikitable attack-data"
----
{{AttackDataHeader-BBCF|version=yes}}
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.
|-
----
{{AttackVersion|name=Ground}}
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.
{{#lst:{{PAGENAME}}/Data|22A/B/C}}
}}
|-
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.22A/B/C}}
|}
==== ====
*If opponent is not currently cursed, Gives 1000F Curse on hit, 500F on block (Both values are doubled if in overdrive)
*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
 
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.
</div>
</div>


===<big>a±b</big>===
===<big>a±b</big>===
<span class="input-badge">'''236D during Curse (Air OK)'''</span>
{{InputBadge|{{clr|D|236D}} during Curse (Air OK)}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=236D Curse,j.236D Curse|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Arakune_AplusminusB.png |Slooooooow
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.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|236D during Curse}}
|-
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.236D during Curse}}
|}
==== ====
*Lasts until curse ends or Arakune is hit
*Reduces all horizontal movement once attached
The slow cloud. 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. 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)
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.
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.
</div>
}}
</div>


===<big>If p then q</big>===
===<big>If p then q</big>===
<span class="input-badge">'''214A/B/C (Air OK)'''</span>
{{InputBadge|{{clr|A|214A}}/{{clr|B|B}}/{{clr|C|C}} (Air OK)}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=214A,214B,214C,j.214A,j.214B,j.214C|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Arakune_GroundTeleports.png |Grounded teleport options.
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 turnaround 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 and only {{clr|C|j214C}} forces to block a sideswitch on a fully cornered opponent.
BBCF_Arakune_AirTeleports.png |Air teleport options. (Hut hut hike!)
 
</gallery>
;{{clr|A|214A}}
</div>
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.
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=214A}}
{{#lst:{{PAGENAME}}/Data|214A}}
|-
{{AttackVersion|name=214B}}
{{#lst:{{PAGENAME}}/Data|214B}}
|-
{{AttackVersion|name=214C}}
{{#lst:{{PAGENAME}}/Data|214C}}
|-
{{AttackVersion|name=j.214A}}
{{#lst:{{PAGENAME}}/Data|j.214A}}
|-
{{AttackVersion|name=j.214B}}
{{#lst:{{PAGENAME}}/Data|j.214B}}
|-
{{AttackVersion|name=j.214C}}
{{#lst:{{PAGENAME}}/Data|j.214C}}
|}
==== ====
;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.
----
----
;214B
;{{clr|B|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.
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 {{clr|C|3C}}.
----
----
;214C
;{{clr|C|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.
Arakune fakes the animation for {{clr|D|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 {{clr|C|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
;{{clr|A|j.214A}}
*Costs an air option
*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.
Same as grounded {{clr|A|214A}} but in air. Arakune jumps forward before teleporting to the ground, travels the same horizontal distance as a grounded jump.  
----
----
;j.214B
;{{clr|B|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.
Arakune fakes the animation for {{clr|D|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
;{{clr|C|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.
Arakune dives to the ground as {{clr|B|j.2B}} does, but instead of hitting teleports in the same trajectory as grounded {{clr|C|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.  
</div>
}}
</div>


===<big>Negating "p"</big>===
===<big>Negating "p"</big>===
<span class="input-badge">'''Near opponent during If p then q'''</span>
{{InputBadge|Near opponent during If p then q}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=214A/B/C Attack
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Arakune_P_Reject.png |Swiggity swooty...
A strike (so it can be blocked just normally) 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 {{clr|B|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.
</gallery>
*Activation is automatic, triggered by a distance check between Arakune and the target's origins.
</div>
**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.
<div class="attack-info">
}}
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|214A/B/C Attack}}
|}
==== ====
*Fatal Counter
*Activation is automatic
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.  
</div>
</div>


===<big>Wall Teleport</big>===
===<big>Wall Teleport</big>===
<span class="input-badge">'''j.44 When backed to a wall'''</span>
{{InputBadge|j.44/66 against a wall}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.44 Near Wall
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Arakune_j44.png |Pissing off opponents since 2008.
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.
</gallery>
*Actually takes the corner from the opponent away frame 2.
</div>
}}
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|j.44 Near Wall}}
|}
==== ====
*Costs an air option
*Invul 25-32 All
Arakune's primary getaway option 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.
</div>
</div>
<br style="clear:both;"/>


==Distortion Drives==
==Distortion Drives==
===<big>F-Inverse</big>===
===<big>F-Inverse</big>===
<span class="input-badge">'''236236C'''</span>
{{InputBadge|{{clr|C|236236C}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=236236C,236236C Laser|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Arakune_FInverse.png |Combo filler or Arakune's only real wake up DP.
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.
</gallery>
 
</div>
Pre-curse F-Inverse can lead to full curse in the corner ({{clr|D|5D}} → {{clr|D|j.D}} → {{clr|D|6D}} → {{clr|C|j.C}} → {{clr|D|j.D}}), and 100% curse midscreen ({{clr|D|6D}} → {{clr|D|j.D}} → {{clr|C|j.C}} → {{clr|D|j.2D}} → IAD → {{clr|C|j.C}} → {{clr|D|j.2D}}).  
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Body}}
{{#lst:{{PAGENAME}}/Data|236236C}}
|-
{{AttackVersion|name=Laser}}
{{#lst:{{PAGENAME}}/Data|236236C Laser}}
|}
==== ====
*Arakune's only DP
*Can move left and right while active
Arakune morphs into a gargantuan tarantula before firing a massive laser above him, has both a body and a laser hitbox that must be blocked independently. "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% meter. 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 83% curse midscreen (6D > j.D > 22B). But be careful. Since it's your only DP most opponents will be scouting for it, and if blocked without another 50% 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. 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.
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.
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.
</div>
*Can move left and right slightly while active.
</div>
}}


===<big>F of G</big>===
===<big>F of G</big>===
<span class="input-badge">'''j.214214D'''</span>
{{InputBadge|{{clr|D|j.214214D}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.214214D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Arakune_FofG.png |Homes in, 100% curse, 50% on block, swag
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|j.214214D}}
|}
==== ====
*Note: Not a low anymore
*Hitting Arakune while active will cancel the bees
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.  
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. Catch a Tsubaki charging stocks or a Mai winding up a spear at fullscreen? Curse them for it from a range they thought was safe. If they block it, they still take a sizeable amount of curse and let you close the gap for some 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 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.
The Overdrive version produces double the number of active bees, but they are spread over a wider area, so it won't deal double the number of hits. Both versions produce the same number of ''visible'' bees (and in the same positions), but in the normal version half of them don't actually have a hitbox.
</div>
*Hitting Arakune while active will cancel the bees.
</div>
}}


===<big>F equals</big>===
===<big>F equals</big>===
<span class="input-badge">'''236236D during Curse (Air OK)'''</span>
{{InputBadge|{{clr|D|236236D}} during Curse (Air OK)}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=236236D,j.236236D|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Arakune_F_equals.png |Basically Volcarona summoning Yanmega
Arakune does his best moth call and summons a massive flying bug which takes continuous, multihit passes across the screen until curse ends. When summoned the curse gauge turns from its usual red hue to a royal purple as an indicator that the moth is active. Hitting Arakune will stop the bug from starting another pass until the combo ends, but ''won't'' stop it from finishing the bombing run it's already on, making the usual tactic of "CA Arakune to stop the bugs" largely useless against F equals. This lets you get away with increasingly unsafe mixups and approaches as long as the bug can cover you after the retaliation should the attempt fail. You can summon two Mothras if you are crazy enough to invest the heat.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|236236D during Curse}}
|-
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.236236D during Curse}}
|}
==== ====
*Bug lasts as long as curse is active
*Bug attacks again 30F? after leaving screen
*Bug starts travel in the direction Arakune is facing
Arakune does his best moth call and summons a massive flying bug which takes continuous, multihit passes across the screen until curse ends. When summoned the curse gauge turns from its usual red hue to a royal purple as an indicator that the moth is active. Hitting Arakune will stop the bug from starting another pass until the combo ends, but ''won't'' stop it from finishing the bombing run it's already on, making the usual tactic of "DP Arakune to stop the bugs" largely useless against F equals. This lets you get away with increasingly unsafe mixups and approaches as long as the bug can cover you after the retaliation should the attempt fail. You can summon two Mothras if you are crazy enough to invest the heat.


As good as that sounds though, realistically this super is rarely used. It's hard to justify the 50 meter and time in curse spent summoning the super over just starting a regular curse mixup, as in most cases combos involving the F equals moth do about the same or less overall damage than a standard curse combo while taking substantially more curse time to finish. You also often can't complete your standard combos while the moth is active as it will break up D Bug's launch if timed inopportunely. In theory you can use the super to get more windows for resets, but that's also more opportunities to fail. Generally, just being in curse normally with 50 unspent heat is more efficient use of your curse time.
As good as that sounds though, realistically this super is rarely used. Arakune can already avoid pretty much any counterplay given enough execution and it's hard to justify the 50 meter and time in curse spent summoning the super over just starting a regular curse mixup, as in most cases combos involving the F equals moth do about the same or less overall damage than a standard curse combo while taking substantially more curse time to finish. You also often can't complete your standard combos while the moth is active as it will break up D Bug's launch if timed inopportunely. In theory you can use the super to get more windows for resets, but that's also more opportunities to fail. Generally, just being in curse normally with 50 unspent heat is more efficient use of your curse time.


It's not all bad news though. For being what this super is it's unquestionably Fun™ to use, and an amazing way to swag on your opponent. And in situations where you don't need a full combo to kill, this super is pound for pound your best way to spend 50 heat in order to get more chances to connect with your opponent while in curse. Pop overdrive if you have it to start the super with even the smallest windows of curse and have Mothra cover both your approach and your retreat should you fail.
It's not all bad news though. For being what this super is it's unquestionably Fun™ to use, and an amazing way to swag on your opponent. And in situations where you don't need a full combo to kill, this super is pound for pound your best way to spend 50 heat in order to get more chances to connect with your opponent while in curse. Pop overdrive if you have it to start the super with even the smallest windows of curse and have Mothra cover both your approach and your retreat should you fail.
Line 1,018: Line 515:
In Overdrive Mothra loses the 8 hit cap per pass and becomes capable of multihitting as many times as the opponent is still in the hitbox. Usually this means 10-11, but in ideal scenarios it can be pushed to 15+. Additonally by simply Overdriving you give yourself more time in curse, meaning the super stays active longer. Without Overdrive you can expect 3-4 passes from F equals when called early. With it you can get up to 6.
In Overdrive Mothra loses the 8 hit cap per pass and becomes capable of multihitting as many times as the opponent is still in the hitbox. Usually this means 10-11, but in ideal scenarios it can be pushed to 15+. Additonally by simply Overdriving you give yourself more time in curse, meaning the super stays active longer. Without Overdrive you can expect 3-4 passes from F equals when called early. With it you can get up to 6.


While not overwhelming in most circumstances, this super is probably the part of BBCF Arakune's game that has been explored the least. So its usefulness is also the most subject to change in the future. Outside of that though you're usually better off saving your heat for something else.
You're usually better off saving your heat for something else.
</div>
*Bug starts travel in the direction Arakune is facing.
</div>
}}
<br style="clear:both;"/>


==Exceed Accel==
==Exceed Accel==
===<big>n Factorial</big>===
===<big>n Factorial</big>===
<span class="input-badge">'''ABCD during Overdrive'''</span>
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=A+B+C+D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Arakune_nFactorial.png|What are you looking at?
*Swaps sides.
</gallery>
*Foot attribute, unlike most other Exceed Accels.
</div>
*[[BBCF/Mechanics#Exceed_Accel| Otherwise behaves the same as every other Exceed Accel.]]
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|ABCD}}
|}
==== ====
*Does not cost Heat, but immediately ends Overdrive if used.
*Becomes stronger and flashier with Active Flow.
*Minimum Damage 10%
*Sideswaps


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 and is safe on block, but it has no minimum damage 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. Hold ABCD from the start of the OD to EA immediately for the fast startup version.
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.
</div>
}}
</div>
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
===<big>N-Infinity</big>===
===<big>N-Infinity</big>===
<span class="input-badge">'''64641236D'''</span>
{{InputBadge|{{clr|D|64641236D}} (Air OK) when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=64641236D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCS_Arakune_NInfinity.png|
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.
BBCP_Arakune_NInfinity2.png |You activated my trap card, Gorgon's eye!
}}
</gallery>
 
</div>
==Colors==
<div class="attack-info">
{{BBCFColors|Size=120|Character=Arakune}}
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|Astral}}
|}
==== ====
Arakune morphs into an enormous eye before rapidly advancing across the screen at the opponent in a straight line, plunging them into a Kafkaesque 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. A reasonable way to finish someone off if you have the option available while in a curse combo as C and D bug set you up nicely for it, but otherwise not practical due to its awful startup time.
</div>
</div>
<br style="clear:both;"/>


==External References==
*Japanese Name: アラクネ
*[http://www14.atwiki.jp/arakune/ Japanese Wiki]
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1357910887/l50 Japanese BBS]
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=ar&pref=0 Arcade Profile Dan Rankings]
<br style="clear:both;"/>
==Navigation==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
<center>{{Character Label|BBCF|Arakune|size=42px}}</center>
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{BBCF/CharacterLinks}}
{{Navbar-BBCF}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
 
{{BBCF/Navigation}}

Latest revision as of 01:16, 28 March 2024

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.
BBCF Arakune Nameplate.png
BBCF Arakune Portrait.png
Health
10,500
Prejump
5F
Backdash
34F (1~24F Inv All)
Forward Dash
40F (7~26F Inv All)
Unique Movement Options
Teleport Dashes
2 Air Dashes
Command Teleports
Wall Teleport
Fastest Attack
5A (6F)
Reversals
236236C (7F)
Fatal Starters
j.C
6D
214A/B/C Attack
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 does not drain while Arakune himself experiences hitstop. During Curse, Arakune will summon bugs by releasing any of the attack buttons. These bugs can be used vastly improve his combos, mixups, and pressure. 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, the Curse gauge is locked out of increasing until all summoned bugs are off-screen and any ongoing combos have concluded.
Overdrive: Crimson Depths

If Arakune has any Curse gauge built up, Arakune's opponent will be cursed immediately on activation, 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 - however, if Overdrive was used to activate Curse it will deplete at the normal rate instead. Additionally, if the opponent is not cursed, all Drive moves and Zero Vector's Curse clouds each build twice as much gauge.

As with all Overdrives, Arakune's Distortion Drives are buffed, applying more hits and dealing more damage.

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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 6 3 10 -1 B

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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 5B5D or 5B4B 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.

Gatling options: 5A, 6A, 2B, 4B, 5C, 2C, 6C, 3C, 5D, 2D

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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.

Gatling options: 6C, 5D, 6D

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 Low 10 2 11 -1 F

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
700 Low 8 4 11 -1 F

A short reaching but fast low, and the closest Arakune has to a more conventional 2A. 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.


Gatling options: 5B, 2B, 5C, 2C, 6C, 3C, 2D

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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.

Gatling options (on hit): 6D

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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.

Gatling options: 2B, 4B, 6B, 5C, 5D, 6D

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 Mid 10 2 25 -10 B 4~11 Guard B
  • Moves Arakune forward if used after 5A

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.

Gatling options: 2D, 6D

4B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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 due to its more subtle startup animation, particularly curing curse or bring partially invisible. 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.

Gatling options: 6A, 6B, 6C, 3C

6C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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 26 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 5A6B 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, and a heavy hitting one at that, but nothing more.

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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.

Gatling options: None

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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.

Gatling options: j.A, j.6A, j.2A, j.B, j.6B, j.2B, j.C, j.6C, j.2C, j.D

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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 j.Bj.A is needed to confirm on airborne opponents quite a lot.


Gatling options: j.A, j.C

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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 j.C j.C j.C j.C 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.

Gatling options: j.2A, j.2B, j.2C, j.D

j.6A/B/C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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.

Gatling options: None

j.2A/B/C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.2A 900 High/Air 21 Until L 20 H
j.2B 900 High/Air 22 Until L 21 -8 H
j.2C 900 High/Air 21 Until L 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.

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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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.

Gatling options: 3C, 2D, 6D


1D/2D/3D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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.

6D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
6D Attack 900 Mid 14 16 15 -23 B
6D Bug 640 Mid 38 150 Total: 48 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.

Gatling options: None

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
6D Attack Long 90 89 3
6D Bug Long 90 79 3

6D Attack:

  • Fatal Counter
  • Projectile is spawned on frame 16, first visible on frame 18


6D Bug:

  • Listed startup is from beginning of 6D, startup from projectile spawn is 23 (21 from first visible)
  • 1500 Curse on hit, 750 on block
  • During OD, 3000 Curse on hit, 1500 on block

j.xD

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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.

Gatling options: j.6A, j.2A, j.6B, j.2B, j.6C, j.2C, j.D


BBCF Arakune jDRange.png

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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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. 5A5A → "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

B Bug

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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

C Bug

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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

D Bug

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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

Universal Mechanics

Ground Throw

5B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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 4B6A → IAD →j.Cj.D. Throw → 236B5C is the optimal routing.

Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw(120) 7 3 23+3L T

Counter Assault

6A+B while Blocking

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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.

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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 5A6B 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).
  • Hard KD on air hit.

Special Moves

Equals Zero

236B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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

Permutation, N, R

22A/B/C (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
22A/B/C 940 All 43 Until L+9 Total: 48 P1
j.22A/B/C 940 All 28 Until L+9 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
22A/B/C Long 80 89 3
j.22A/B/C Long 80 89 3

22A/B/C:

  • 2000 Curse on hit, 1000 on block
  • During OD, 3000 Curse on hit, 2000 on block
  • Starting height of projectile is based on camera position


j.22A/B/C:

  • 2000 Curse on hit, 1000 on block
  • During OD, 3000 Curse on hit, 2000 on block
  • Starting height of projectile is based on camera position

Y-Two Dash

j.236C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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.

Zero Vector

236D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
236D
j.236D

236D:

  • 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:

  • 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236D Curse 23 Total: 39
j.236D Curse 23 Total: 33+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.

If p then q

214A/B/C (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
214A Total: 53 1~5, 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 turnaround 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 and only j214C forces to block a sideswitch on a fully cornered opponent.

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.

Negating "p"

Near opponent during If p then q

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800, 0 All 13 6 P 1~Until Reappear All

A strike (so it can be blocked just normally) 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.

Wall Teleport

j.44/66 against a wall

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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.

Distortion Drives

F-Inverse

236236C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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 (5Dj.D6Dj.Cj.D), and 100% curse midscreen (6Dj.Dj.Cj.2D → IAD → j.Cj.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.

F of G

j.214214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
160×24
[160×48]
All 10+(33 Flash)+25 See notes 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.

The Overdrive version produces double the number of active bees, but they are spread over a wider area, so it won't deal double the number of hits. Both versions produce the same number of visible bees (and in the same positions), but in the normal version half of them don't actually have a hitbox.

  • Hitting Arakune while active will cancel the bees.

F equals

236236D during Curse (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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

Arakune does his best moth call and summons a massive flying bug which takes continuous, multihit passes across the screen until curse ends. When summoned the curse gauge turns from its usual red hue to a royal purple as an indicator that the moth is active. Hitting Arakune will stop the bug from starting another pass until the combo ends, but won't stop it from finishing the bombing run it's already on, making the usual tactic of "CA Arakune to stop the bugs" largely useless against F equals. This lets you get away with increasingly unsafe mixups and approaches as long as the bug can cover you after the retaliation should the attempt fail. You can summon two Mothras if you are crazy enough to invest the heat.

As good as that sounds though, realistically this super is rarely used. Arakune can already avoid pretty much any counterplay given enough execution and it's hard to justify the 50 meter and time in curse spent summoning the super over just starting a regular curse mixup, as in most cases combos involving the F equals moth do about the same or less overall damage than a standard curse combo while taking substantially more curse time to finish. You also often can't complete your standard combos while the moth is active as it will break up D Bug's launch if timed inopportunely. In theory you can use the super to get more windows for resets, but that's also more opportunities to fail. Generally, just being in curse normally with 50 unspent heat is more efficient use of your curse time.

It's not all bad news though. For being what this super is it's unquestionably Fun™ to use, and an amazing way to swag on your opponent. And in situations where you don't need a full combo to kill, this super is pound for pound your best way to spend 50 heat in order to get more chances to connect with your opponent while in curse. Pop overdrive if you have it to start the super with even the smallest windows of curse and have Mothra cover both your approach and your retreat should you fail.

In Overdrive Mothra loses the 8 hit cap per pass and becomes capable of multihitting as many times as the opponent is still in the hitbox. Usually this means 10-11, but in ideal scenarios it can be pushed to 15+. Additonally by simply Overdriving you give yourself more time in curse, meaning the super stays active longer. Without Overdrive you can expect 3-4 passes from F equals when called early. With it you can get up to 6.

You're usually better off saving your heat for something else.

  • Bug starts travel in the direction Arakune is facing.
Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
236236D Normal 70 94×N 5
j.236236D Normal 70 94×N 5

236236D:

  • Only available during curse
  • Values in [] are during Overdrive
  • Bug lasts as long as Curse is active
  • Bug attacks again 30F? after leaving screen
  • Minimum Damage 0%


j.236236D:

  • Only available during curse
  • Values in [] are during 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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.

Astral Heat

N-Infinity

64641236D (Air OK) when Astral Conditions are met

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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.

Colors

BBCF Arakune color 1.png
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BBCF Arakune color 6.png
Color 1
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Color 5
Color 6
BBCF Arakune color 7.png
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BBCF Arakune color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Arakune color 13.png
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Color 13
Color 14
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Color 18
BBCF Arakune color 19.png
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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

Navigation

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