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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.
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 right after hitting the opponent but 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.
Combo List
Most practical pre-curse combos can begin from multiple different starting moves before transitioning to standardized routes. Anything that can route to 5A or 6B can be a valid starter for the core BnBs. Common examples of interchangeable starters below.
Check this link for a few examples of Arakune BnBs with video
# | Combo |
---|---|
1 | j.4B ▷ 5A |
2 | 2B > 5B > 5A |
3 | 6A > 6B |
4 | 6A > 2B > 5B > (4B) > 5A |
5 | 6A > 4B > 6B |
5 | 6A > 4B > 6B |
6 | (2A) > 2C > RC > 5A |
7 | 5D > 3C > Crush Trigger > 6B |
8 | CH 5D > IAD > j.4B ▷ 5A |
9 | Antiair or CH 6C > 6CC > 5A > 6B |
# | 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 (omit ~[4] for sideswap) |
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 | 17 | 100% | All | Medium | j.A Sideswap Variant BnB |
5 | (Starter) > 5A > 6B > j.6D > IAD > j.B > j.C > j.D > j.2C > Dive Cancel ▷ j.B > j.C > j.D > j.6A > j.C > j.D > j.6A > j.236[C]~[D] > ]6CD[ ▷ 236D > 6[A] > 236[B] | 2686 | 19 | 100% | All | Difficult | Dive Cancel Variant BnB |
6 | 5C > 6D > j.3D ▷ 6D > j.3D > JC j.6A > j.236[C]~[D] > ]6CD[ ▷ 236D > 6[A] > 236[B] | 2991 | 21 | 100% | All | Easy | |
7 | 5C > JC > (j.A or small delay) > j.B > j.C > j.D > j.214B ▷ 22B > sj.B > j.C > j.D > j.6A > j.C > j.D > j.6A > j.236[C]~[D] > ]6CD[ ▷ 236D > 6[A] > 236[B] | 3646 | 25 | 100% | All | Medium | Values shown for omitting j.A |
8 | Antiair 2B > 5B > JC > (j.A or small delay) > j.B > j.C > j.D > j.214B ▷ 22B > sj.B > j.C > j.D > j.6A > j.C > j.D > j.6A > j.236[C]~[D] > ]6CD[ ▷ 236D > 6[A] > 236[B] | 3591 | 28 | 100% | All | Medium | Values shown for omitting j.A |
9 | 3C > 214B > sj.B > j.C > j.D > (sideswap) ▷ 6D > j.3D > JC > (j.B) > j.C > j.D > j.6A > j.236[C]~[D] > ]6CD[ ▷ 236D > 6[A] > 236[B] | 3574 | 25 | 100% | All | Medium | Values shown for omitting j.B |
10 | 6D > j.3D ▷ 6D > j.3D > JC j.6A > j.236[C]~[D] > ]6CD[ ▷ 236D > 6[A] > 236[B] | 2851 | 20 | 100% | All | Easy | |
11 | FC 6D > JC > j.3D ▷ 5C > j.B > j.C > j.D > j.214B ▷ 22B > sj.B > j.C > j.D > j.6A > j.236[C]~[D] > ]6CD[ ▷ 236D > 6[A] > 236[B] | 3832 | 27 | 100% | All | Medium | Fatal Only, Jump Cancel initial 6D before bell bug comes out |
12 | j.6D > delay > j.3D ▷ j.B > j.C > j.D > j.6A > j.C > j.D > j.6A > j.236[C]~[D] > ]6CD[ ▷ 236D > 6[A] > 236[B] | 2534 | 18 | 100% | All | Difficult | |
13 | j.6A/B/C > dj.A > j.A > j.B > j.C > j.D > (sideswap) ▷ 6D > j.3D > JC > (j.B) > j.C > j.D > j.6A > j.236[C]~[D] > ]6CD[ ▷ 236D > 6[A] > 236[B] | 2483 | 17 | 100% | All | Medium | Normal Jump Height Sideswap Air to Air |
14 | j.6A/B/C > dj.A > j.B > j.C > j.2D > delay > j.D ▷ 6D > j.3D > JC j.6A > j.236[C]~[D] > ]6CD[ ▷ 236D > 6[A] > 236[B] | 2319 | 16 | 100% | All | Difficult | Same Side Air to Air |
Video Examples
Unspeakable EVil CMV; features practical demonstrations of the most common pre-curse combos as well as mixup examples
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