This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.
Consider helping rewrite it.
Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
|
For Beginners
These are key combo pieces for Arakune's combos in general:
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.
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.
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.
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
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.
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.
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.
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
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 > 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
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]
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]
Air to Air j.6A/B/C > dj > j.A > j.B > j.C > j.2D > delay > j.5D ▷ 6D > j.3D > jc > j.6B > j.236[C]~[D] > ]6CD[ > 236D > 6[A] > 236[B]
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 > delay > j.3D ▷ j.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
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
Air throw > delay > 6B > ...
Only possible when low enough to the ground, same as the BnB.
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.
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
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.
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
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
(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
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
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.6A/B/C > (j.A) > j.C > j.2B > 6D > 6B > j.3D ▷ 6D > 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
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.
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:
D bug or Launcher > j.236[C]~[D] > ]6CD[ > 6[A] > 236[B]
Very common way to combo with Arakune in curse
OD and Meter Dump at the end of the combo
Easy combo extension in curse.
Combo to do when curse has ended but curse is locked out
Combo to do when curse has ended but curse is locked out
Combo to do when curse has ended but curse is locked out
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