BBCF/Arakune/Combos

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< BBCF‎ | Arakune
 Arakune


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


For Beginners

These are key combo pieces for Arakune's combos in general:

6B > jc > j.6D > dj IAD > j.B > j.4C
Medium

Important Arakune combo piece. This route is essential for doing the BnB and other combos that includes this. Superjumping after 6B, delaying j.6D and the IAD, and doing 3 hits of j.B makes the route more consistent overall. It is critical to hold 4 while doing j.C in order to fast fall.


j.4C~4/6 > j.5D > 6D
Medium

Another important Arakune combo piece. This route is essential for doing the BnB and other combos that includes this. After j.C arakune bounces into a direction if you hold 4 or 6, 6 for sideswitch (more consistent than 5), 4 for sameside.


6D > delay jc > j.3D
Easy

Yet another important Arakune combo piece. This route is essential for doing the BnB and other combos that includes this. When doing 6D, you must wait for the bug to first be summoned and then do jump cancel into j.3D.


j.6B > j.236[C]~[D] > ]6CD[ > 236D > 6[A] > 236[B]
Medium

Arakune combo ender. This is the most used and desired combo ender for Arakune as it enables his nasty mixup. As soon as 100 curse is reached, you want to end the combo with this.


Releasing B bug so it does not hit is desired, as it results in more damage.

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.


Important Concepts:

Air Dashes and Falling Aerials: Arakune's airdash momentum can be converted into a falling trajectory by holding back (4) on the stick while doing a standard aerial (j.A, j.B, j.C) or barrier block. This can be done at any point in the airdash and is a key part of both his neutral and his BnB combo. For his BnB combo specifically, you will want the j.C to be the point you input the 4 motion to start the fall.

Negative Edging: The act of holding down a button and getting an action on release (rather than on press) is commonly called Negative Edging. Arakune's bug summoning while in curse functions as a Negative Edge input. If you've never played a character with prominent amounts of Negative Edging before, the concept will feel entirely alien to your fingers. That's normal; start by practicing never releasing the buttons to break the habit of normal press and release, then move on to making your fingers release the buttons again at the desired timing. It will take a while to get used to, but once you have the muscle memory it will start to stick.

5B to 5A: Unlike most other characters in Blazblue, Arakune's 5B can link back to 5A. The timing on it is fairly late after the 5B animation starts finishing, around when he pulls his "drill" back into his body. It won't buffer like a traditional gatling, but the timing is not too precise once you know it's there. Important to know for confirming 2B into full curse meterless.

Dive Cancelling: On hit, Arakune's dive attacks (j.2A/B/C) have a significant amount of landing recovery. The landing recovery can be cancelled by inputting another dive after hitting the opponent but right before you land. If done correctly, the game will treat you landing as the cancelling of the startup of the next dive rather than the landing recovery of the first dive, allowing you to act much sooner. For this to work, you must input a different dive than the one you want to cancel (i.e. if you hit with j.2A, you must cancel with j.2B or j.2C and vice versa). Some (but not most) combos require dive cancels in order to work properly.

Pre-Curse Midscreen

5A > 6B routes

BnB
Medium


Starter > 6B > jc > j.6D > dj IAD > j.B > j.4C~4/6 > j.5D > 6D > delay jc > j.3D > jc > j.6B > j.236[C]~[D] > ]6CD[ > 6[A] > 236[B]
6B is Arakune's main way of launching a grounded opponent.

It is recommended that you superjump after 6B, delay j.6D and the double jump IAD as much as possible, and j.B should be 3 hits. All of these make the combo more consistent to do across the cast.

You can choose sides by tapping 4 or 6.

This combo is more consistent when using the sideswap version.

Some of the cast requires more precise execution to do this on, and in some rare cases the combo drops on 6D,as the 6D bug whiffs.

Starters

Starters
j.4B > (j.A) > 5A
2B > 5B > 5A
6A > 6B
6A > 2B > 5B > (4B) > 5A
6A > 4B > 6B
(2A) > 2C > RC > 5A
5D > 3C > Crush Trigger > 6B
CH 5D > IAD > j.4B > 5A
Antiair or CH 6C > 6CC >5A > 6B
Throw
IOH j.B > RC > 66 > j.4B > 5A

5C routes

On Counter Hit you can do 6B into the BnB.

A lot of these combos depend on how high the 5C hit, so you have to choose sometimes on the fly the confirm you need to do.

6D j.3D Loop
Easy

5C > 6D > delay jc > j.3D > 6D > delay jc > j.3D > jc > j.6B > j.236[C]~[D] > ]6CD[ > 236D > 6[A] > 236[B]
Easy 5C combo.

j.214B > 22B route
Medium

5C > jc > (j.A or small delay) > j.B > j.C > j.5D > j.214B > 22B > sj > j.B > j.C > j.5D > j.6A > jc > j.C > j.5D > j.6B > j.236[C]~[D] > ]6CD[ > 236D > 6[A] > 236[B]
Normal 5C combo.

Delaying j.6A is recommended so j.6B will connect at the end of the combo. Jump cancelling forward is recommended in j.6A > jc > j.C to make the combo work on smaller characters.

j.C > j.2x route
Medium


5C > jc > j.A > (j.A) > j.C > j.2A/B > 6D > delay jc > j.3D > 6D > delay jc > j.3D > jc > j.6B > j.236[C]~[D] > ]6CD[ > 236D > 6[A] > 236[B]
Character specific dive conversion. Superjump cancel would help with reaching the opponent.

Dive cancel is recommend

3C routes

Normal 3C combo
Medium

3C > 214B > sj9 > j.B > j.C~4/6 > j.5D > 6D > delay jc > j.3D > jc > j.C > j.5D > j.6B > j.236[C]~[D] > ]6CD[ > 236D > 6[A] > 236[B]
Standard 3C combo.

2B routes

2B antiair/rollcatch combo
Medium

2B > 5B > jc > j.A > j.B > j.C > j.5D > j.214B > 22B > sj > j.B > j.C > j.5D > j.6A > jc9 > j.C > j.D > j.6B > j.236[C]~[D] > ]6CD[ > 236D > 6[A] > 236[B]
Combo for 2B if it is used as an anti air or to catch rolls or no tech state.

j.6A/B/C routes

IAD height or lower
Medium

Air to Air j.6A/B/C > dj > j.A > j.A > j.B > j.C > j.5D > 6D > j.3D > jc > (j.B) > j.C > j.5D > j.6A > j.236[C]~[D] > ]6CD[ > 236D > 6[A] > 236[B]

Normal jump height or lower
Medium


Air to Air j.6A/B/C > dj > j.A > j.A > j.B > j.C > j.5D > 6B > j.6D > IAD > j.B > j.4C~4/6 > j.5D > 6D > delay sj9 > j.6B > j.236[C]~[D] > ]6CD[ > 236D > 6[A] > 236[B]

Superjump height or lower
Hard

Air to Air j.6A/B/C > dj > j.A > j.B > j.C > j.2D > delay > j.5D6D > j.3D > jc > j.6B > j.236[C]~[D] > ]6CD[ > 236D > 6[A] > 236[B]

Any height with 50 heat
Easy


Air to Air j.6A/B/C > dj > j.A > j.B > j.C > j.214214D > 236[D] > 6[A] > 236[B]
Does not seem like it works.

j.xD routes

j.6D > j.3D conversion
Hard

j.6D > delay > j.3Dj.B > j.C > j.5D > j.6A > jc > j.C > j.5D > j.6B > j.236[C]~[D] > ]6C[D][ ▷ 236D > 6[A] > 236[B]
For the j.6B to hit more consistently you should delay the j.6A.

j.2A/B/C routes

Dive conversion
Medium


j.2A/B/C > 5A > 6B > jc > j.6D > dj IAD > j.B > j.4C~4/6 > j.5D > 6D > delay jc > j.3D > jc > j.6B > j.236[C]~[D] > ]6CD[ > 236D > 6[A] > 236[B]
Same as the BnB, all things apply to this combo too.

Air throw routes

6B conversion
Medium


Air throw > delay > 6B > ...
Only possible when low enough to the ground, same as the BnB.

j.C > j.2x conversion
Medium


Air throw > delay > airdash > j.C > j.2A/B > 6D > delay jc > j.3D > 6D > delay jc > j.3D > jc > j.6B > j.236[C]~[D] > ]6CD[ > 236D > 6[A] > 236[B]
Combo using dive, dive cancel is recommended.

Which dive is used depends on the character.

j.5D conversion
Hard


Air throw > delay > j.5D > 6D > delay jc > j.3D > jc > j.C > j.5D > j.6B > j.236[C]~[D] > ]6CD[ > 236D > 6[A] > 236[B]
Deceivingly difficult conversion, as the delay for j.5D is character and height specific.

236236C routes

75% Curse
Easy

236236C > 6D > delay jc > j.3D > jc > (j.B) > j.C > j.D > j.6B > j.236C
Simple 236236C combo.

If anything more is attempted after j.236C the combo drops.

100% Curse
Very Hard

236236C > delay > 6D > delay jc > j.3D > jc > j.B(1) > j.C > j.2D > jc > IAD > j.C > j.2D
Very difficult 236236C combo that leads to full curse.

If anything more is attempted after j.2D the combo drops.

Pre-Curse Corner

Most midscreen combos work as normal in the corner with the exception that any references to ]5X[ bugs should be changed to ]6X[, 22B changed to 22C, and j.D changed to j.2D.

j.6D and j.3D are similar in the corner.

5A > 6B routes

6D j.3D Loop
Easy

Starter > 5A > 6B > jc > j.3D > 6D > delay jc > j.3D > 6D > delay jc > j.6B > j.236[C]~[D] > ]6CD[ > 236D > 6[A] > 236[B]
Easy 6B combo.

2C routes

6D > delay > 6B conversion
Medium

(5A > 5B) > 2C > delay > 6D > delay > 6B > j.6D > 6D > jc > Bell Bug Hit > j.B > j.C > j.2D > j.6B > j.236[C]~[D] > ]6CD[ > 236D > 6[A] > 236[B]

3C routes

214B > 22C > 6A conversion
Medium

3C > 214B > 22C > 6A > 5C > 6D > delay jc > Bell Bug Hit > j.B > j.C > j.2D > j.6A > j.C > j.2D > j.6B > j.236[C]~[D] > ]6CD[ > 236D > 6[A] > 236[B]

j.2A routes

100% curse
Hard


j.2A > 6B > j.3D > 6D > jc > j.B > j.C > j.2D > 6D > jc > j.B > j.C > j.2D > 6D > jc > j.C > j.2D > j.6B > j.236[C]~[D] > ]6CD[ > 236D > 6[A] > 236[B]
Dive combo with j.B filler for more damage

j.6A/B/C routes

j.C > j.2B conversion
Medium


j.6A/B/C > (j.A) > j.C > j.2B > 6D > 6B > j.3D6D > delay jc > Bell Bug Hit > j.B > j.C > j.2D > j.6B > j.236[C]~[D] > ]6CD[ > 236D > 6[A] > 236[B]
Dive cancelling is recommended but not required.

236236C routes

100% curse
Medium


236236C > 5D > 1D > 6D > delay jc > Bell Bug Hit > j.C > j.2D > j.6B > j.236[C]
Attempting to do anything more after j.236C makes the combo drop.

100% curse
Medium


236236C > 5D > j.6D > 6D > delay jc > Bell Bug Hit > j.C > j.2D > j.6B > j.236[C]
Attempting to do anything more after j.236C makes the combo drop.

Curse

These are combo pieces for Arakune's combos in curse:

Common Curse Combo
Easy


D bug or Launcher > j.236[C]~[D] > ]6CD[ > 6[A] > 236[B]
Very common way to combo with Arakune in curse


236236C > OD > 236236C > EA
Medium


OD and Meter Dump at the end of the combo


6CCC route
Easy


Easy combo extension in curse.


Curse Lockout Combo Midscreen
Medium


Combo to do when curse has ended but curse is locked out


Curse Lockout Combo Corner
Medium


Combo to do when curse has ended but curse is locked out


Curse Reset Ender 236D
Very Easy


Combo to do when curse has ended but curse is locked out


Curse Reset Ender 6D
Very Easy


Combo to do when curse has ended but curse is locked out

Video Examples

Unspeakable Evil CMV; features practical demonstrations of the most common pre-curse combos as well as mixup examples

BBCF2 ARAKUNE combo collections

Playlist by Receita Federal with arakune combos

Navigation

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