BBCSE/Arakune/Frame Data

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< BBCSE‎ | Arakune

System Data

Health: 10500

Combo Rate: 80%

Guard Primers: 5

Movement Options: Double Jump, 2 Airdashes, Dash type: Teleport

Jump Startup: 5

Backdash Time: 37

Backdash Startup Invincibility: 26

Normals

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A CSJR 300 124 80 84 all 1 HB 6 3 12 -3 14 14 Click!
  • Can dash cancel on hit or block (in CH state throughout)
  • Can cancel 6B followup 9~14F
5B SJR 300×3 124×3 80 90(once) HL 3 HB 11 2, 3, 3 12 +2 21 17 Click!
  • Counter carries
  • Can dash cancel on hit or block (in CH state throughout)
5C SJR 800 331 90 90* HL 4 HB 23 3 18 -2 31 24 Click!
  • 4~25F head invul
  • Floats opponent on hit
  • fatal possible
  • 60% repeat proration
  • Can dash cancel on hit or block (in CH state throughout)
2A CSR 300 124 80 85 LA 1 F 10 2 12 -2 14 14 Click!
  • 13F hitstun on ground
2B CSR 460 190 80 90 L 2 F 11 2 10 +2 14 14 Click!
2C R 800 331 100 92* L 4 F 13 45 16 -36 63 40 Click!
  • Floats opponent on hit
  • fatal possible
  • 24F blockstun
  • breaks 1 guard primer
  • 60% repeat proration
6A SJR 600 248 80 89* H 3 HB 23 2 15 0 27 17 Click!
  • Pulls opponent in on hit
  • grounds opponent on air hit
  • cannot emergency tech
  • 80% repeat proration
  • Can dash cancel on hit or block (in CH state throughout)
6B SJR 500 207 100 90* HL 3 HB 10 2 25 -10 22 39 Click!
  • Blows back on hit
  • cannot emergency tech
  • 10% repeat proration (followup version doesn't count)
  • Can dash cancel on hit or block (in CH state throughout)
5A > 6B SJR 500 207 100 90* HL 3 HB 6 2 25 -10 18 39 Click!
  • Blows back on hit
  • cannot emergency tech
  • 10% repeat proration (followup version doesn't count)
  • Can dash cancel on hit or block (in CH state throughout)
4B SJR 600 248 80 90 L 3 F 19 3 21 -7 30 17 Click!
  • Staggers for 27F on ground hit
  • Can dash cancel on hit or block (in CH state throughout)
6C R 1000 414 85 89* H 3 H 27 2 13+19F landing -17 41 35 Click!
  • 7F~ in the air
  • ground bounces on hit
  • 60% repeat proration
  • can cancel into followup 36F~41F
6C > C R 1000 414 100 92* HL 4 HB 21 4 32 -17 32 44 Click!
  • 21~24F in the air
  • Floats opponent on hit
  • can cancel into followup 25~32F
  • 60% repeat proration
6C > C > 2C R 1000 414 100 92* HL 4 H 24 4 36 -21 34 35 Click!
  • 13~22F in the air
  • grounds opponent on air hit
  • cannot emergency tech
  • 60% repeat proration
  • breaks 1 guard primer
3C S(J)R 800 331 100 60 L 4 F 26 3 37 -21 41 40 Click!
  • 13~16F fully invul
  • downs on hit
  • cannot emergency tech on ground hit
  • breaks 1 guard primer
  • warps on 15F
j.A CSJR 300 124 80 90 HA 1 H 7 1 16 - 11 14 Click!
  • can cancel into itself 3 times per string
j.B SJR 220×5 91×5 90 85 HA 3 H 10 3×5 21 - 33 14 Click!
  • 14F hitstun
  • grounds opponent on air hit
  • counter carries
j.C SR 700 289 90 89* HA 3 H 12 2 20 - 21 60 Click!
  • Grounds opponent on air hit
  • cannot emergency tech
  • Possible to change Arakune's travel trajectory by inputting forward, up, or back (on hit or block)
  • 60% repeat proration
  • floats Arakune on hit or guard
j.6A SJR 600 248 80 85 HA 3 H 13 3 13 - 20 22 Click!
j.6B SJR 600 248 80 85 HA 3 H 14 4 14 - 23 22 Click!
j.6C SJR 600 248 80 85 HA 3 H 15 5 14 - 25 22 Click!
j.2A R 600 248 80 92* all 4 H 21 till landing 21F after landing - till landing 40 Click!
  • Floats opponent on hit
  • breaks 1 guard primer
  • 60% repeat proration (other versions don't count)
  • can cancel into other versions until landing after attack hits opponent; if performed 4F before landing, Arakune will perform followup on ground (no landing recovery)
j.2B R 600 248 80 92* all 4 H 22 till landing 22F after landing - till landing 40 Click!
  • Floats opponent on hit
  • breaks 1 guard primer
  • 60% repeat proration (other versions don't count)
  • can cancel into other versions until landing after attack hits opponent; if performed 4F before landing, Arakune will perform followup on ground (no landing recovery)
j.2C R 600 248 80 92* all 4 H 21 till landing 21F after landing - till landing 40 Click!
  • Floats opponent on hit
  • breaks 1 guard primer
  • 60% repeat proration (other versions don't count)
  • can cancel into other versions until landing after attack hits opponent; if performed 4F before landing, Arakune will perform followup on ground (no landing recovery)
Forward Throw -, SR 0, 1700 0, 703 90 100, 55 120 0, 2 ground throw 7 3 19 - during move 12, 34 Click!
  • 2nd attack Floats opponent on hit
  • 100% minimum damage
Back Throw -, SR 0, 1700 0, 703 90 100, 55 120 0, 2 ground throw 7 3 19 - during move 12, 34 Click!
  • 2nd attack Floats opponent on hit
  • 100% minimum damage
Air Throw -, SR 0, 1400 0, 579 100 100, 55 120 0, 4 air throw 7 3 15 - during move 12, 50 Click!
  • 2nd attack Floats opponent on hit
  • 100% minimum damage
  • vertical range for throw is -280~280
Dash Cancel - - - - - - - - - - total 46F - - - Click!
  • 7~30F fully invul
  • passes through opponent during animation
corner j.44 - - - - - - - - - - total 47F - during move - Click!
  • 25~32F fully invul
  • warps on 25F
  • uses up 1 airdash
Counter Assault -, SR 0 0 100 100, 86 160 0, 2 ground throw 4 2 22 - during move 12, 34 Click!
  • 1~20F fully invul
  • 2nd attack floats opponent on hit
  • 180F Heat Gauge Cooldown

Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Curse Gauge
  • Curse gauge total value is 100,000
  • Enters curse mode when gauge reaches max
  • Can summon Bugs when in curse mode by releasing buttons
  • Gauge freezes during hitstop or superflash
  • During curse mode, gauge decreases 110 points per frame (910F duration); curse ends when gauge reaches 0
5D SJR 480 198 100 85 HL 4 HBP 17 18 44 -43 62 19 Click!
  • Staggers for 29F on ground hit
  • adds 40000 to curse gauge on hit, 17000 on guard
2D R 400, 520 155, 215 90 84 all 1 FP 19 11(15)12 total 46F -12* 32 14 Click!
  • 1st attack has 12F blockstun, 2nd attack has 10F blockstun
  • projectile Lv 1
  • projectile guaranteed to come out after startup
  • adds 12500×2 to curse gauge on hit, 8340×2 on guard
  • frame advantage is off of 1st attack
6D R 560, 880 231, 0 100/100 89/89 HL,all 3, 3 HB.HBFP 14.38 16.147 19 -18 during move 30 Click!
  • 2nd attack is a projectile
  • 2nd attack disappears if Arakune gets hit
  • projectile disappears 14F~ upon creating another one
  • adds 40000 to curse gauge on hit, 20000 on guard
j.D R 500 207 70 80* all 3 FP 34 3 7F after landing +8* till landing 60 Click!
  • Downs and pulls opponent in on hit
  • cannot emergency tech
  • can hold direction to change location of attack
  • projectile disappears if Arakune gets hit
  • projectile Lv 1
  • frame advantage is off of lowest jump possible (startup 40F)
  • 60% repeat proration
  • adds 30000 to curse gauge on hit, 15000 on guard
A Bug - 220 45 75 90 all 4 HBP 2 - - - - 24 Click!
  • Pulls opponent in on hit
  • projectile Lv 1
  • projectile disappears if Arakune gets hit
  • cannot use again until 60F after projectile disappears
B Bug - 200×3 41×3 75 85(once) all 3 HBP 5 - - - - 26 Click!
  • Floats opponent on hit
  • counter carries
  • projectile Lv 1
  • projectile disappears if Arakune gets hit
  • cannot use again until 85F after initial input
C Bug - 650 134 70 95 all 4 FP 40 24 - - - 19 Click!
  • Pulls opponent in on hit
  • projectile Lv 1
  • Staggers on ground hit for 29F
  • 40F hitstop
  • projectile disappears if Arakune gets hit
  • cannot use again until 97F after initial input
D Bug - 150xN, 500 31xN, 103 70 90(once)* all xN, HL 3 HBP 1 1×96(33) until offscreen - - - 36xN, 50 Click!
  • Falling attack grounds opponent on hit, cannot emergency tech
  • Rising attack Floats opponent on hit, breaks 1 guard primer, has 120% bonus proration
  • counter carries
  • projectile Lv 1
  • projectile disappears if Arakune gets hit
  • cannot use again until projectile leaves screen

Specials

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Zero Vector
j.236D
- - - - - - - - 33 400 total 46F - during move - Click!
  • 11F landing recovery
  • minimum height exists
  • cloud trajectory is random from three possible versions
  • adds 30000 to curse gauge on contact
  • can only have 1 cloud out at a time
  • cloud disappears when Arakune is hit or grabbed, 20F after Zero Vector is inputted again, or 16F after opponent breaks Arakune's throw
if p then q (A)
214A
- - - - - - - - - - total 48F - 44 - Click!
  • 1~5F and 29~37F throw invul
  • 38~39F fully invul
  • 6F~ in the air
  • warps to ground on 38F
if p then q (B)
214B
- - - - - - - - - - total 56F - 52 - Click!
  • 46F fully invul
  • 1~5F and 35~45F throw invul
  • 6F~ in the air
  • warps to ground on 46F
if p then q (C)
214C
- - - - - - - - - - total 85F - 75 - Click!
  • 7~62F fully invul
  • 7~36F passes through opponent
if p then q (air A)
j.214A
- - - - - - - - - - total 46F - 41 - Click!
  • 24~33F fully invul
  • warps to ground on 33F
  • consumes a double jump or airdash
if p then q (air B)
j.214B
- - - - - - - - - - total 54F - 49 - Click!
  • 30~41F fully invul
  • warps to ground on 41F
  • consumes a double jump or airdash
if p then q (air C)
j.214C
- - - - - - - - - - total 44F - 39 - Click!
  • 16~31F fully invul
  • warps to ground on 31F
  • consumes a double jump or airdash
y,two-dash
j.236C
R 200×8 124×8 100 90(once) HA 3 H 11 3×8 11F after landing - 38 35 Click!
  • Floats opponent on hit
  • counter carries
  • breaks 1 guard primer
  • 60% repeat proration
Equals Zero
236B
- - - - - - - - - - total 30F - during move - Click!
  • Effect ends when Arakune or opponent is hit or blocks, or when opponent blocks or is hit by a non-projectile attack

Distortion Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
f?g
j.214124D
R 400×14 0 80 92, 84×12, 10 LA 4, 1×12, 4 HBP 20+5 15 32F after landing -27 141 19 Click!
  • 1~6F after superflash fully invul
  • Floats opponent on hit
  • 18F blockstun
  • 10% minimum damage
  • projectile Lv 2
  • guaranteed to appear under opponent after superflash
  • 180F Heat Gauge Cooldown
  • 14th attack adds 100000 to curse gauge
f-inverse (body)
236236C
R 640 0 80 92 all 4 HBF 5+2 108 33 -122 141 19 Click!
  • 1~10F after superflash fully invul
  • floats and pulls opponent in on hit
  • breaks 1 guard primer
  • 20% minimum damage
  • 320F Heat Gauge Cooldown
  • can move left/right during attack
f-inverse (laser) R 90×35 0 80 99×35 all 4 HBP 5+5 3×35 - - - 120×35 Click!
  • Floats and pulls opponent in on hit
  • 30% minimum damage
  • projectile Lv 2
  • projectile disappears if Arakune gets hit

Astral

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
n-infinity (1 bounce)
632146D ground or air
- death 0 - - all 4 H 5+216 250 117 - 575 - Click!
  • 1~558F after superflash fully invul
  • always in the air, can pass through opponent
  • breaks 10 guard primers
  • minimum height exists
  • 180F Heat Gauge Cooldown
n-infinity (3 bounce)
632146D ground or air
- death 0 - - all 4 H 5+236 163(65)126(65)127 178 - 947 - Click!
  • 1~935F after superflash fully invul
  • always in the air, can pass through opponent
  • breaks 10 guard primers
  • minimum height exists
  • 180F Heat Gauge Cooldown
n-infinity (horizontal)
632146D ground or air
- death 0 - - all 4 H 5+246 66(153)66 94 - 616 - Click!
  • 1~599F after superflash fully invul
  • always in the air, can pass through opponent
  • breaks 10 guard primers
  • minimum height exists
  • 180F Heat Gauge Cooldown
n-infinity (vertical)
632146D ground or air
- death 0 - - all 4 H 5+113 79(53)76(53)76 121 - 562 - Click!
  • 1~545F after superflash fully invul
  • always in the air, can pass through opponent
  • breaks 10 guard primers
  • minimum height exists
  • 180F cooldown

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 5A 3 times, 2A, 6A 6B 6C 5D, 6D Throw, Jump, Special
5B 5A 4B 5C, 6C, 3C 5D Jump, Special
5C - 6C 5D, 6D Jump, Special
5D - - - - Jump, Special
2A 5A, 2A 3 times 5B, 2B, 4B 5C, 2C, 6C, 3C 5D, 2D, 6D Special
2B 2A 2B 5C, 6C, 3C 2D Special
2C - - - 6D -
2D - - - - -
6A - 2B, 6B, 4B 5C 5D, 2D, 6D Jump, Special
6B - - - 6D Jump, Special
6C - - Followup - -
6D - - - - -
3C - - - - Jump, Special
Air Revolver Action Table
A B C D Cancels
j.A j.A 3 times, j.6A, j.2A j.B, j.6B, j.2B j.C, j.6C, j.2C j.D Throw, Jump, Special
j.B - j.B j.C - Jump, Special
j.C j.2A j.2B j.2C j.D Special
j.D - - - - -
j.6A/B/C - - - - Jump, Special
j.2A - - j.2B j.2C -
j.2B j.2A - j.2C - -
j.2C j.2A j.2B - - -
Black = On Hit or Block
Red = On Hit only
Green = Available on whiff
Blue = Only once per string
Special = Specials and Supers
Super = Supers only

Navigation

BlazBlue: Continuum Shift Extende
Click [*] for character's frame data
System Explanations

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Movement /CancelingOffenseThrowsDefenseGuard PrimerDamage/ ComboHeat Gauge UsageMisc