ArakuneArakune



Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Advantage Counter Hit Untechable Notes

Normals

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
5ACSJR*160668084all1HB6312-31414
  • Can cancel into itself 2 more times
  • can cancel into followup 9~14F
5BSJR*200x3828090(once)HL3HB112, 3, 312+22117
  • Counter carries
  • 3F hitstop
5CSJR*8003319090*HL4HB23318-23124
  • 4~25F head invul
  • floats on hit
  • fatal possible
  • 60% repeat proration
2ACSR150628085L1F10212-21414
  • 8~9F low profile
  • 13F hitstun on ground
  • can cancel into itself two more time
2BCSR4001658090L2F11210+21414
  • 5~10F low profile
2CR80033110092*L4F134516-366340
  • 3~4F low profile
  • floats on hit
  • fatal possible
  • 24F guardstun
  • breaks 1 guard primer
  • 60% repeat proration
  • 6F hitstop
6ASJR*6002488089*H3HB2321502717
  • Pulls opponent in on hit
  • grounds opponent on air hit
  • can emergency tech
  • 80% repeat proration
6BSJR*50020710090*HL3HB10225-102239
  • Blows back on hit
  • cannot emergency tech
  • 10% repeat proration (followup version doesn't count)
5A > 6BSJR*50020710090*HL3HB6225-101839
  • Blows back on hit
  • cannot emergency tech
  • 10% repeat proration (normal version doesn't count)
4BSJR*6002488090L3F19321-73017
  • Staggers for 27F on ground hit
6CR10004148589*H3HB27213+19F landing-174135
  • 7F~ in the air
  • ground bounces on hit
  • breaks 1 guard primer
  • 60% repeat proration
  • can cancel into followups 36~41F
6C > CR100041410092*HL4HB21432-173244
  • 21~24F in the air
  • floats on hit
  • 60% repeat proration
  • can cancel into followup 25~32F
6C > C > 2CR100041410092*HL4HBF23436-214130
  • 13~21F in the air
  • grounds opponent on air hit
  • cannot emergency tech
  • 60% repeat proration
3CS(J)R80033110060L4F26337-214140
  • 13~16F fully invul
  • 7~12F, 17~45F low profile
  • downs on hit
  • cannot emergency tech on ground hit
  • breaks 1 guard primer
  • warps on 15F
j.ACSJR180748090HA1H7116-1114
  • 9F hitstop
  • can cancel into itself 2 more times
j.BSJR180x574x59085HA3H103x521-3314
  • 14F hitstun on ground
  • grounds opponent on air hit
  • counter carries
  • 3F hitstop
j.CSR7002899089*HA3H12220-2160
  • Grounds opponent either on CH or air hit
  • cannot emergency tech
  • breaks 1 guard primer
  • 60% repeat proration
  • floats Arakune on hit or guard
j.6ASJR6002488085HA3H13313-2022
  • 5~18F moves forward
  • 7F landing recovery
j.6BSJR6002488085HA3H14414-2322
  • 5~21F moves forward
  • 7F landing recovery
j.6CSJR6002488085HA3H15514-2522
  • 5~23F moves forward
  • 7F landing recovery
j.2AR6002488092*all4H21till landing21F after landing-till landing40
  • Floats on hit
  • breaks 1 guard primer
  • 60% repeat proration (other versions don't count)
  • can cancel into other versions until landing; upon doing so 4F before landing and henceforth, landing animation begins (no attack comes out, no landing recovery)
j.2BR6002488092*all4H22till landing22F after landing-till landing40
  • Floats on hit
  • breaks 1 guard primer
  • 60% repeat proration (other versions don't count)
  • can cancel into other versions until landing; upon doing so 4F before landing and henceforth, landing animation begins (no attack comes out, no landing recovery)
j.2CR6002488092*all4H21till landing21F after landing-till landing40
  • Floats on hit
  • breaks 1 guard primer
  • 60% repeat proration (other versions don't count)
  • can cancel into other versions until landing; upon doing so 4F before landing and henceforth, landing animation begins (no attack comes out, no landing recovery)
Forward Throw-, SR0, 17000, 70390100, 551200, 2ground throw7319-during move12, 34
  • 2nd attack floats on hit
  • 100% minimum damage
  • 0F hitstop
Back Throw-, SR0, 17000, 70390100, 551200, 2ground throw7319-during move12, 34
  • 2nd attack floats on hit
  • 100% minimum damage
  • 0F hitstop
Air Throw-, SR0, 14000, 579100100, 551200, 4air throw7315-during move12, 60
  • 2nd attack floats on hit
  • 100% minimum damage
  • 0F hitstop
  • hitbox height for throw is -280~280
Dash Cancel----------total 46F---
  • 7~30F fully invul
  • 31~34F low profile
  • passes through opponent during animation
corner j.44----------total 47F-during move-
  • 22~32F fully invul
  • warps on 25F
  • cannot air dash after warp animation
Counter Assault-, SR00100100, 861600, 2ground throw4222-during move12, 34
  • 1~20F fully invul
  • 2nd attack floats on hit
  • 0F hitstop
  • 180F Heat Gauge Cooldown
* Able to dash cancel, in CH state throughout animation



Drives

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
Curse Gauge
  • Curse gauge total value is 100,000
  • Enters curse mode when gauge reaches max
  • Can summon Bugs when in curse mode
  • gauge freezes during hitstop or superflash
  • during curse mode, gauge decreases 110 points per frame (910F duration); curse ends when gauge reaches 0
5DSJR40016510085HL4HBP171844-436219
  • Staggers for 29F on ground hit
  • adds 40000 to curse gauge on hit, 17000 on guard
2DR400, 520165, 2159084all1FP1911(15)12total 46F-12*3214
  • 1st attack has 12F guardstun, 2nd attack 10F guardstun
  • projectile
  • projectile guaranteed to come out after attack startup
  • 3F hitstop
  • adds12500x2 to curse gauge on hit, 8340x2 on guard
  • frame advantage is off of 1st attack
6DR880010089HA3HBFP38147total 48F-during move17
  • Breaks 1 guard primer
  • projectile
  • projectile disappears upon getting hit
  • 3F hitstop
  • projectile disappears 14F~ upon creating another one
  • adds 40000 to curse gauge on hit, 17000 on guard
j.DR5002077080*all3FP3437F after landing+8*till landing60
  • Downs and pulls opponent in on hit
  • cannot emergency tech
  • can hold direction to change location of attack
  • projectile
  • projectile disappears upon getting hit
  • 3F hitstop
  • 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-220457590all4HBP2----24
  • Pulls opponent in on hit
  • projectile
  • projectile disappears upon getting hit
  • 16F hitstop
  • adds 50 to opponent's gauge
  • cannot use again until 60F after prior input
B Bug-200x341x37585(once)all3HBP5----26
  • Floats on hit
  • counter carries
  • projectile
  • projectile disappears upon getting hit
  • 16F hitstop
  • cannot use again until 85F after projectile disappears
  • adds 46x3 to opponent's gauge
C Bug-6501347095all4FP4024---19
  • Pulls opponent in on hit
  • staggers for 29F on ground hit
  • projectile
  • projectile disappears upon getting hit
  • 40F hitstop
  • cannot use again until 97F after projectile disappears
  • adds 149 heat to opponent's gauge
D Bug-150xn, 50031xn, 1037090(once)*all xN, HL3HBP11x96(33)76---36xn, 50
  • Grounds opponent on hit during fall (1st portion of the attack), cannot emergency tech
  • Floats on hit during rise (2nd portion of the attack)
  • counter carries
  • projectile
  • Rise (2nd portion of the attack) breaks 1 guard primer
  • Rise (2nd portion of the attack) has 120% bonus proration
  • projectile disappears upon getting hit
  • cannot use again until projectile leaves screen
  • 0F hitstop on fall (1st portion of the attack), 14F hitstop on rise (2nd portion of the attack)
  • adds 34xn, 115 to opponent's gaug



Specials

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
Zero Vector
j.236D
--------24400total 46F-during move-
  • 11F landing recovery
  • altitude limit exists
  • cloud trajectory is random from 3 types
  • adds 30000 to curse gauge on contact
  • projectile disappears either upon getting hit (throws count), Zero Vector is inputted again (can only be inputted 20F after previous cloud was inputted), or opponent escapes throw (disappears 16F in this case)
if p then q (A)
214A
----------total 48F-44-
  • 29~38F fully invul
  • 1~5F throw invul
  • 6F~ in the air
  • warps to ground on 38F
if p then q (B)
214B
----------total 56F-52-
  • 35~46F fully invul
  • 1~5F throw invul
  • 6F~ in the air
  • warps to ground on 46F
if p then q (C)
214C
----------total 85F-75-
  • 7~62F fully invul
  • 7~36F passes through opponent
if p then q (air A)
j.214A
----------total 46F-41-
  • 24~33F fully invul
  • warps to ground on 33F
  • cannot use on second jump or air dash
if p then q (air B)
j.214B
----------total 54F-49-
  • 30~41F fully invul
  • warps to ground on 41F
  • cannot use on second jump or air dash
if p then q (air C)
j.214C
----------total 44F-39-
  • 16~31F fully invul
  • warps to ground on 31F
  • cannot use on second jump or air dash
y,two-dash
j.236C
R200x8124x810090(once)HA3H113x811F after landing-3835
  • Floats on hit
  • counter carries
  • breaks 1 guard primer
  • 60% repeat proration
  • 3F hitstop
Equals Zero
236B
----------total 30F-during move-
  • Effect ends when getting hit, guarding, or attack/projectile comes in contact with opponent



Supers and Astral

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
f?g
j.214124D
R400x14(92x14)8092, 84x12, 10LB4, 1x12, 4HBP20+41532F after landing-2724F after landing19, 14x12, 50
  • 1~6F after superflash fully invul
  • floats on hit
  • 18F guardstun
  • 10% minimum damage
  • projectile (Lv 2)
  • guaranteed to come out after superflash
  • 2F hitstop
  • 180F Heat Gauge Cooldown
  • 14th attack adds 100000 to curse gauge
f-inverse (body)
236236C
R640(147)8092all4HBP5+210833-12214119
  • 1~10F after superflash fully invul
  • floats and pulls opponent in on hit
  • breaks 1 guard primer
  • 20% minimum damage
  • 3F hitstop
  • 180F Heat Gauge Cooldown
  • can move during animation
f-inverse (laser)R90x35(20x35)8099x35all4HBP5+53x35---120x35
  • Floats and pulls opponent in on hit
  • 30% minimum damage
  • projectile (Lv 2)
  • projectile disappears upon getting hit5F hitstop
n-infinity (1 bounce)
632146D ground or air
-death0--all4H5+216250117-575-
  • 1~558F after superflash fully invul
  • always in the air, can pass through opponent
  • breaks 10 guard primers
  • altitude limit exists
  • 180F Heat Gauge Cooldown
n-infinity (3 bounce)
632146D ground or air
-death0--all4H5+236163(65)126(65)127178-947-
  • 1~935F after superflash fully invul
  • always in the air, can pass through opponent
  • breaks 10 guard primers
  • altitude limit exists
  • 180F Heat Gauge Cooldown
n-infinity (horizontal)
632146D ground or air
-death0--all4H5+24666(153)6694-616-
  • 1~599F after superflash fully invul
  • always in the air, can pass through opponent
  • breaks 10 guard primers
  • altitude limit exists
  • 180F Heat Gauge Cooldown
n-infinity (vertical)
632146D ground or air
-death0--all4H5+11379(53)76(53)76121-562-
  • 1~545F after superflash fully invul
  • always in the air, can pass through opponent
  • breaks 10 guard primers
  • altitude limit exists
  • 180F cooldow



Ground Revolver Action Table

5A5B5C2A2B2C6A6B4B6C3C5D2D6DThrowSpecial & SuperJump
5A3 Times+--Yes--YesYes-Yes-Yes-YesYesYesYes
5BYes*-Yes-----YesYesYesYes---YesYes
5C---------Yes-Yes-Yes-YesYes
2AYesYesYes3 Times+Yes---YesYes-Yes---Yes-
2B--YesYesYes+Yes---YesYes-Yes--Yes-
2C-----------------
6A--Yes-Yes--YesYes--YesYesYes-YesYes
6B---------------YesYes
6C--Followup*--------------
3C---------------YesOn Hit
5D---------------YesYes
2D-----------------
6D-----------------

Air Revolver Action Table

j.Aj.Bj.Cj.Dj.6A/B/Cj.2Aj.2Bj.2CThrowSpecial & SuperJump
j.A3 Times+YesYesYesYesYesYesYesYesYesYes
j.B-YesYes------YesYes
j.C---Yes-YesYesYes-Yes-
j.6A/B/C---------YesYes
j.2A------1x Per
String
1x Per
String
---
j.2B-----1x Per
String
-1x Per
String
---
j.2C-----1x Per
String
1x Per
String
----
  • + Available even on whiff
  • * is a delayed cancel. See notes for details