BBCF/Arakune

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Overview
Overview

Arakune is a very unique character with attacks, movement, and a playstyle unlike any other. Arakune's playstyle revolves around using his Drive Attacks to put his opponent in a "Cursed" state. Each of his Drive attacks build a special gauge, Crimson (commonly called Curse), on his opponent. Once the gauge is filled and his opponent is "Cursed" Arakune is free to run safe, unreactable mixups and deal big damage for a short time. This mixup includes high-lows, crossups, guard breaks, and whatever else you can think of. Keep in mind that before his opponent is cursed, Arakune is a weak character with lackluster 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.

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.



Arakune
BBCF Arakune Portrait.png


Drive: Crimson

Crimson is the system that handles Curse Meter. Each of Arakune's Drive attacks build up a certain amount of curse. Zero Vector (cloud) and "F of G" also build up Curse. During curse, Arakune can summon a variety of bugs that help his pressure, combo ability, and damage.

Each move that adds curse will add to this meter on hit or block (for half the normal amount). 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, releasing any of the attack buttons will summon a specific bug. Each bug has a cooldown before it can be summoned again (more details on this below) and Arakune cannot summon bugs when he is taking damage, in blockstun, teching, or activating Overdrive or Exceed Accel. 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.

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

5A

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  • 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.

5B

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  • Reverse gatlings to 5A
  • 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.

5C

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  • 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.

2A

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

2B

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  • Low profiles extremely well

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.

2C

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  • 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.

6A

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  • 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.

6B

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  • 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.

4B

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  • 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.

6C

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6C
6CC
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.

  • The 1st hit of 6C is a Foot attribute invul overhead attack.
  • On counterhit or air hit, you may stop after the 2nd hit of Arakune's rekka to combo into 5A>6B for curse.
  • 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.

3C

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  • 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.

j.A

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  • Can cancel into from airdash with j.4A

Your primary air to air confirm. Good for keeping the opponent locked down and blocking.

j.B

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  • Can cancel into from airdash with j.4B

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.

j.C

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  • 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.

j.6A/B/C

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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.

j.2A/B/C

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j.2A
j.2B
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.


Drive Moves

Arakune is one of the characters who rely heavily on their Drive effects. Arakune's play is set into two different phases, pre-Curse and Curse. During pre-Curse, the goal is to curse the opponent, so it is essential to include or end your combos with a D attack (or a special attack that can serve as an equivalent) to gain curse meter. The curse gauge is set at 0 at the start of every round and has a maximum capacity of 60000.


5D

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  • 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.

1/2/3D

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  • 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)

6D

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  • 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
  • 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.


j.xD

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  • 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.

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.)

BBCF Arakune BugDiagram.png

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

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  • 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.

BBCF Arakune ABugs.png

B Bug

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  • 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.

BBCF Arakune BBugs.png

C Bug

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  • 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.

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.

BBCF Arakune CBugs.png

D Bug

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  • 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.

BBCF Arakune DBugs.png


Universal Mechanics

Ground Throw

5B+C

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  • 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.

Air Throw

j.B+C

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  • 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.

Counter Assault

When blocking 6A+B

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  • 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!!

Crush Trigger

5A+B (Chargeable)

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Uncharged
Charged

  • 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.


Special Moves

Equals Zero

236B

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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:

  • Arakune is hit or blocks an attack
  • 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

Being hit by or blocking enemy projectiles will get rid of your invisibility however.

Zero Vector

236D (Air OK)

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Ground
Air

  • 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.

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.

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.

Y-Two Dash

j.236C

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  • 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.

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.

Permutation, N, R

22A/B/C (air OK)

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Ground
Air

  • 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.

a±b

236D during Curse (Air OK)

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Ground
Air

  • 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)

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)

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214A
214B
214C
j.214A
j.214B
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

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.


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

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  • 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.

Wall Teleport

j.44 When backed to a wall

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  • 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.


Distortion Drives

F-Inverse

236236C

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Body
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.

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.

F of G

j.214214D

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  • 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.

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 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.

F equals

236236D during Curse (Air OK)

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Ground
Air

  • 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.

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.

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.


Exceed Accel

n Factorial

ABCD during Overdrive

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  • 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.


Astral Heat

N-Infinity

64641236D

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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.


External References


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To edit frame data, edit values in BBCF/Arakune/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.