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Combo Theory
Due to the nature of Arakune's gameplan, combo theory is largely divided into two main segments: pre-curse and curse. Pre-curse your goal is to confirm any hit you land into a combo that yields 100% curse, then knock them down for a mixup into a more damaging post curse combo. Due to damage scaling on pre-curse combos, resetting immediately into a mixup as soon as you've reached 100% curse is the ideal use of your limited curse time. Typically this will consist of knocking them down out of the air with 6A, setting up bugs, the slow cloud, and invisibility on their wakeup with the intent to force them to block your oppressive in-curse mixup options for a reset into a high damage curse combo.
Mixup options from this point are numerous and incredibly freeform. It won't be possible to make a comprehensive list of mixup options here, but almost anything you can think of that forces the opponent to block a high, low, or crossup while blocking bugs is the goal. C Bug tends to be the star of the show here for both its high blockstun and ability to guard crush anyone who is not barrier blocking. Keep in mind if you cross the opponent's barrier block up, they will no longer be using barrier, and can be guard crushed by C bug.
Once you've opened up their guard successfully you can transition to a highly damaging curse combo, and if remaining curse time allows, another reset. The typical curse combo will flow from Arakune's moves to C+D bug and back a few times, meaning the individual components of each curse combo in between C+D bug cycles are fairly modular and freely interchangeable with each other. When curse time is almost up, Arakune typically transitions into either F-Inverse (Spider Laser) for damage or a hard knockdown and setting up clouds and spiders to attempt a re-curse.
Combo List
Most practical pre-curse combos can begin from multiple different starting moves before transitioning to standardized routes. The most common starters for Arakune are 5A, j.4B, 2C > Rapid Cancel, and 2B > 5B > 5A.
Check this link for a few examples of Arakune BnBs with video
# | Combo | Damage | Heat Gain | Curse Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | (Starter) > 5A > 5B > 2C > 6D | 1468 | 10 | 25% | All | Very Easy | Day 1 Combo |
2 | (Starter) > 5A > 6B > j.6D > j.22C | 1273 | 9 | 58% | All | Very Easy | Day 1 Combo |
3 | (Starter) > 5A > 6B > j.6D > IAD > j.B > j.4C~[4] > j.D ▷ 6D > j.3D > JC j.6A > j.236[C]~[D] > ]6CD[ ▷ 236D > 6[A] > 236[B] | 2512 | 17 | 100% | All | Medium | Standard Universal BnB |
4 | (Starter) > 5A > 6B > j.6D > IAD > j.B > j.4C > j.D ▷ j.A > j.C > j.D > j.6A > j.C > j.D > j.6A > j.236[C]~[D] > ]6CD[ ▷ 236D > 6[A] > 236[B] | 2491 | 100% | All | Medium | j.A Sideswap Variant BnB |
Video Examples
Unspeakable EVil CMV; features practical demonstrations of the most common pre-curse combos as well as mixup examples
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