BBCPE/Arakune

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Overview

A Sector Seven scientist turned blob after insane exposure to the boundary, now with thousands of bugs inside of him, he haunts the city of Kagutsuchi in search of the Azure. In terms of Gameplay, Arakune is a very awkward character with awkward attacks, awkward movement, and an awkward playstyle. The main goal is to put your opponent in a "Cursed" State and deal big damage along with extremely safe block strings, cross ups, mix ups and even an unblocklable here and there. This is the offset to a very weak character without curse with lackluster pressure and mix up, and mediocre and predictable defensive options.
Arakune

BBCP Arakune Portrait.png

Health: 10,500

Combo Rate: 80%

Jump Startup: 5

Backdash Time: 34

Backdash Invincibility: 1-24

Movement Options
Double Jump, 2 Airdashes, Command Dashes, Dash type: Teleport
Drive: Crimson
Crimson is the system that calculates curse meter, how much is needed to curse an opponent, what attacks inflict how much curse meter (more details on this below), how long curse last, how much is taken per bug and the cap of meter gain after curse ends. During curse, Arakune can summon a variety of bugs that helps his pressure, comboability and damage. Curse lasts for roughly 30 seconds with no summons. 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 or in blockstun (but he can summon bugs in the few frames that he is not in blockstun in usual blockstrings). When the curse gauge depletes while bugs are hitting the opponent, any attempt to rebuild curse meter will be capped at 50%. There is no cap if bugs hit the opponent after the gauge is already depleted.
Overdrive: Crimson Depths

All drive attacks (and specials that build curse meter) will add 100% curse on hit, 50% on block during pre-curse. If Overdrive is used during curse, the period that the opponent is cursed will be extended for the duration that Overdrive lasts. Arakune's distortion drives will also apply more hits and do more damage.

Some general information on Overdrive (OD) as it is a new system mechanic in Chrono Phantasma:

  • You activate OD by pressing A+B+C+D when you are not blocking or taking damage, as OD and bursts use the same input.
  • The OD gauge becomes 3/4 depleted after being used but it recharges with time. How much has been recharged will carry over to the next round.
  • Since the gauge is used for both OD and bursts, if you use OD you can not burst until the gauge is full again and vice versa (if you burst you can not use OD).
  • The lower your health, the longer OD will last and the match timer will also freeze while OD is active.

 Arakune very Passive and Evasive Pre-curse - very Offensive During Curse

Pros
Cons
  • Very mobile in the air, with good use of his air dashes.
  • High damage, pressure, keep away,and oki during curse.
  • Good pokes with safe jump cancels.
  • Below-average health.
  • Limited movement options on the ground.
  • Lack of meterless defensive options.
  • Low combo damage without curse.
  • Lack of reliable oki without curse.


Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Overdrive 180F 210F 240F 270F 300F 390F 420F 450F 480F 600F
Ambox warning.png This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

Normal Moves

5A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR All 6 3 12 -3 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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5B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300×3 SO(J)R HL 11 2, 3, 3 12 +2 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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5C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 SOJR HL 23 3 18 -2 B 4-25 Head
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOR LA 10 2 12 -2 F -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
460 CSOR L 11 3 10 +2 F -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
240×5 R L, HLx4 13 9, 6, 9, 9, 3 16 -9 (0 if spaced) F -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 SOJR H 23 2 15 0 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
5a/6a > 6b 500 SO(J)R HL 6 2 25 -10 B -
standalone 6b 500 SOJR HL 10 2 25 -10 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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4B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 SOJR L 19 3 21 -7 F -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelinesw. Goes into decent damage, rare usage so it's hard to see coming. Nothing too special about it.

6C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R H 27 2 32 -17 H 4-41 Foot
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6C > 5C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R HL 21 4 32 -17 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6C > 5C > 2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R HL 24 4 36 -21 H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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3C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 SOR L 26 3 37 -21 F 13-26 All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR HA 7 1 16 - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
180×5 SOR HA 10 3×5 21 - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 SOR HA 12 2 20 - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.6A/B/C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.6A 600 SOJR HA 13 3 13 + 7 frames landing - H -
j.6B 600 SOJR HA 14 4 14 + 7 frames landing - H -
j.6C 600 SOJR HA 15 5 14 + 7 frames landing - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.2A/B/C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.2A 600 R All 21 until landing 20 frames total - H -
j.2B 600 R ALL 22 until landing 21 frames total - H -
j.2C 600 R All 21 until landing 20 frames total - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
480 SOR HL 17 18 44 -35 BP -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
400, 520 R All 19 11 (15) 12 46 frames total - HBFPr -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Headbutt 560 R HL 14 16 48 frames total -18 B, HBFPr -
Bell Bug 880 R HA 38 until landing - - BP -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500 R All 34 3 until landing + 7 frames recovery - HBFPr -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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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, 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. The 60000 points of curse goes down at a rate of 30 per frame, which amount to a little less than 33 seconds without summoning bugs. 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 to alter the bugs horizontal summoning position/trajectory. Keep in mind that bugs now use up curse meter, see below for specific amounts.

BBCP Arakune BugDiagram.png

A Bug

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
220 - All 1 until ground + 55 - - HBFPr -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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B Bug

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
200×3 - All 7 until ground - - HBFPr -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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C Bug

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
650 - All 40 24 - - HBFPr -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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D Bug

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
150×N, 500 - All, HL 1 until ground (33) until off screen - - HBFPr -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Universal Mechanics

Ground Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1400 SOR T(90) 7 3 19 - T -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Air Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1400 SOR T(120) 7 3 15+3 landing - T -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Counter Assault

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 -.R All 13 2 29 -12 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Crush Trigger

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30-60 1 26 0 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Special Moves

Equals Zero

236B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - -- 30 - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Zero Vector

j.236D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - 33 390 46+11 landing total - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Y-Two Dash

j.236C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
200×8 R HA 11 3×8 until landing + 11 - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Permutation, N, R

22A/B/C, air OK

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground 500 - All 57 until ground 48T - HBFPr -
Air 500 - All 33 until ground 75+7 landing - HBFPr -
  • Button used only affects attack location
  • Start up frames listed are at apex of double jump
  • Fills curse gauge - 20000 on hit, 10000 on block

The "spider move". Arakune summons a giant spider to hit the opponent. The Button that you use only affects where the spider is summoned. Adds 20000 curse on hit, 10000 on block.

a±b

41236A, air OK

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - 31 - 54 total - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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If P Then Q

214A/B/C, air OK

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
214A - - - - - 48 total - - 1-5T, 39-37T, 38-39 Inv
214B - - - - - 48 total - - 1-5T, 6-25 All
214C - - - - - 85 total - - 7-62 All
j.214A - - - - - 46 total - - 24-33 All
j.214B - - - - - 52 total - - 28-39 All
j.214C - - - - - 56 total - - 28-43 All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Wall Teleport

j.44 When backed to a wall

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 47 total - - 25-32 All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Distortion Drives

F-Inverse

236236C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Body 640 R All 5+0 107 33 -121 B 1-12 All
Body (OD) 640 R All 5+0 160 33 -175 B 1-12 All
Laser 90×35 R All 5+2 3×35 - - HBFPr(2) -
Laser (OD) 90×53 R All 5+2 3×53 - - HBFPr(2) -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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F of G

j.214214D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 350×15 R LA 20+4 15 until landing + 32 - HBFPR(2) 1-26 All
Overdrive 350×25 R LA 20+4 15 until landing + 32 - HBFPR(2) 1-26 All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Astral Heat

N-Infinity

632146D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
DESTROY - all 5+81 12 25 - H 1-97 All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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External References


Navigation

BlazBlue: Chrono Phantasma Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc