Overview
- Movement Options
- Double Jump, 2 Airdashes, Command Dashes, Dash type: Teleport
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
- 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.
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 |
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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
5B
5C
2A
2B
2C
6A
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
6C > 5C
6C > 5C > 2C
3C
j.A
j.B
j.C
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
2D
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
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.
A Bug
B Bug
C Bug
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
Air Throw
Counter Assault
Crush Trigger
Special Moves
Equals Zero
236B
Zero Vector
j.236D
Y-Two Dash
j.236C
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
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.
Follow the Help:Writing_Character_Pages guidelines
Wall Teleport
j.44 When backed to a wall
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
External References
- Japanese Name: アラクネ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread