BBCF/Arakune/Strategy: Difference between revisions

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<center>{{Character Label|BBCF|Arakune|42px}}</center>
<center>{{Character Label|BBCF|Arakune|42px}}</center>
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{{Combo Notation|game=BBCF|additional=}}
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==General Tactics==
Arakune has a relatively awkward strategy before he fills up the curse bar. His objective, above all, is to build up curse and survive in neutral. If he succeeds that, Arakune can abuse the curse state and put his opponent in a blender. From there, the objective is to run disgusting mixups and kill your opponent as quickly as possible. For a video guide on Arakune, check out [https://www.youtube.com/watch?v=5afoFgrzP1M Skye's multivideo guide]


==Combo Theory==
Playing as Arakune, it's generally in your favor to attempt to maximize your opponent's exposure to risks and minimize your own whenever possible. Arakune's risk/reward balance is absurdly skewed by the threat of curse, making even small mistakes or opportunities presented by your opponent on par with the deadliest fatal counters. This explosive power is offset by a somewhat underwhelming offensive toolset outside of curse. His blockstring opportunities tend to be short and relatively unsafe to extend, meaning getting the most out of any ranged curse or counter-poke baiting opportunities you can is an important part of a healthy Arakune gameplan.
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 {{clr|1|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+{{clr|4|D}} bug and back a few times, meaning the individual components of each curse combo in between C+{{clr|4|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 ({{clr|1|{{clr|1|j.A}}}}, {{clr|2|{{clr|2|j.B}}}}, {{clr|3|{{clr|3|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 {{clr|3|{{clr|3|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.


'''{{clr|2|5B}} to {{clr|1|5A}}:'''
Unlike most other characters in Blazblue, Arakune's {{clr|2|5B}} can link back to {{clr|1|5A}}. The timing on it is fairly late after the {{clr|2|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 {{clr|2|2B}} into full curse meterless.


'''Dive Cancelling:'''
One of the most important things to recognize (both when playing as and fighting against Arakune) is whether you are on offense or defense in the matchup you're playing. Arakune has tools to play as both a  runaway/whiff punisher as well as a more direct rushdown offense, but they aren't created equal. Whether Arakune has the means to effectively threaten a ranged curse on the opposing character plays a pivotal role in the flow of the match. If Arakune is allowed full use of cloud, spider, 6D, and j.D/2Ds in a matchup and doesn't feel threatened enough to stop, he can put the opponent on a full-screen pressure clock; A "deadline" by which the curse gauge will eventually fill up completely without Arakune taking many (or sometimes any!) direct risks.
On hit, Arakune's dive attacks ({{clr|1|j.2A}}/{{clr|2|B}}/{{clr|3|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 {{clr|1|j.2A}}, you must cancel with {{clr|2|j.2B}} or {{clr|3|j.2C}} and vice versa). Some (but not most) combos require dive cancels in order to work properly.


==Combo List==
Matchups vary, but in general any character incapable of readily preventing and punishing the above will be forced to play dedicated offense against Arakune. This means Arakune will have the luxury of forcing the opponent to approach on his terms, forcing the opponent to navigate past slow but incredibly rewarding threats and try not to overextend into Arakune's air movement/teleport based whiff punish options as well as his respectable suite of attribute invlun reaction/callout normals (5C/6B/6C/3C). Adding in the fact that Arakune still has the option of switching to a more direct offense at any time to catch the opponent off-guard and apply pressure makes this where Arakune is at his deadliest.
Most practical pre-curse combos can begin from multiple different starting moves before transitioning to standardized routes.
Anything that can route to {{clr|1|5A}} or {{clr|2|6B}} can be a valid starter for the core BnBs. Common examples of interchangeable starters below.


Difficulty marked from the frame of reference of an "average" Arakune combo being Medium.
In contrast, any characters with zoning tools strong enough (Mu/Nu/Lambda/Rachel) or a combination of speed and hitboxes large enough (Es/Mai/Litchi) to reliably punish Arakune for attempting ranged curse options make for some of his most difficult matchups. Arakune is forced to play much more offensively, often resorting to much riskier and higher commitment strategies to curse the opponent such as direct rushdown attempts, teleport bluffs, and all-in counter-poke attempts out of pressure; all things that bring the risk/reward of curse back down to levels the opponent can compete with, or even outright win against.


Check [https://www.evernote.com/pub/chouji0923/arakunebnbs this] link for a few examples of Arakune BnBs with video
==Blockstrings==
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
Check out the [https://pastebin.com/8ijVhTK2 pastebin here] for an idea of how Arakune likes to structure pressure before curse.
|+ Common Starters
|-
! # !! Combo
|-
| 1
|| {{clr|2|j.4B}} ▷ {{clr|1|5A}}
|-
| 2
|| {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|5A}}
|-
| 3
|| {{clr|1|6A}} > {{clr|2|6B}}
|-
| 4
|| {{clr|1|6A}} > {{clr|2|2B}} > {{clr|2|5B}} > ({{clr|2|4B}}) > {{clr|1|5A}}
|-
| 5
|| {{clr|1|6A}} > {{clr|2|4B}} > {{clr|2|6B}}
|-
| 6
|| ({{clr|1|2A}}) > {{clr|3|2C}} > RC > {{clr|1|5A}}
|-
| 7
|| {{clr|4|5D}} > {{clr|3|3C}} > Crush Trigger > {{clr|2|6B}}
|-
| 8
|| CH {{clr|4|5D}} > IAD > {{clr|2|j.4B}} ▷ {{clr|1|5A}}
|-
| 9
|| Antiair or CH {{clr|3|6C}} > {{clr|3|6CC}} > {{clr|1|5A}} > {{clr|2|6B}}
|-
| 10
|| Throw
|-
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Pre-Curse Midscreen
|-
! # !! Combo !! Damage !! Heat Gain !! Curse Gain !! Works on: !! Difficulty !! Notes
|-
| 1
|| (Starter) > {{clr|1|5A}} > {{clr|2|5B}} > {{clr|3|2C}} > {{clr|4|6D}} || 1468 || 10 || 25% || All || Very Easy || Day 1 Combo
|-
| 2
|| (Starter) > {{clr|1|5A}} > {{clr|2|6B}} > {{clr|4|j.6D}} > {{clr|3|j.22C}} || 1273 || 9 || 58% || All || Very Easy || Day 1 Combo
|-
| 3
|| (Starter) > {{clr|1|5A}} > {{clr|2|6B}} > {{clr|4|j.6D}} > IAD > {{clr|2|{{clr|2|j.B}}}} > {{clr|3|j.4C}}~[4] > {{clr|4|{{clr|4|j.D}}}} ▷ {{clr|4|6D}} > {{clr|4|j.3D}} > JC {{clr|1|j.6A}} > {{clr|3|j.236[C]}}~{{clr|4|[D]}} > ]{{clr|3|6C}}D[ ▷ {{clr|4|236D}} > {{clr|1|6[A]}} > {{clr|2|236[B]}} || 2512 || 17 || 100% || All || Medium || Standard Universal BnB (omit ~[4] {{clr|1|for}} sideswap)
|-
| 4
|| (Starter) > {{clr|1|5A}} > {{clr|2|6B}} > {{clr|4|j.6D}} > IAD > {{clr|2|{{clr|2|j.B}}}} > {{clr|3|j.4C}} > {{clr|4|{{clr|4|j.D}}}} ▷ {{clr|1|{{clr|1|j.A}}}} > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|{{clr|4|j.D}}}} > {{clr|1|j.6A}} > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|{{clr|4|j.D}}}} > {{clr|1|j.6A}} > {{clr|3|j.236[C]}}~{{clr|4|[D]}} > ]{{clr|3|6C}}D[ ▷ {{clr|4|236D}} > {{clr|1|6[A]}} > {{clr|2|236[B]}} || 2491 || 17 || 100% || All || Medium || {{clr|1|{{clr|1|j.A}}}} Sideswap Variant BnB
|-
| 5
|| (Starter) > {{clr|1|5A}} > {{clr|2|6B}} > {{clr|4|j.6D}} > IAD > {{clr|2|{{clr|2|j.B}}}} > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|{{clr|4|j.D}}}} > {{clr|3|j.2C}} > Dive Cancel ▷ {{clr|2|{{clr|2|j.B}}}} > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|{{clr|4|j.D}}}} > {{clr|1|j.6A}} > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|{{clr|4|j.D}}}} > {{clr|1|j.6A}} > {{clr|3|j.236[C]}}~{{clr|4|[D]}} > ]{{clr|3|6C}}D[ ▷ {{clr|4|236D}} > {{clr|1|6[A]}} > {{clr|2|236[B]}} || 2686 || 19 || 100% || All || Difficult || Dive Cancel Variant BnB
|-
| 6
|| {{clr|3|5C}} > {{clr|4|6D}} > {{clr|4|j.3D}} ▷ {{clr|4|6D}} > {{clr|4|j.3D}} > JC {{clr|1|j.6A}} > {{clr|3|j.236[C]}}~{{clr|4|[D]}} > ]{{clr|3|6C}}D[ ▷ {{clr|4|236D}} > {{clr|1|6[A]}} > {{clr|2|236[B]}} || 2991 || 21 || 100% || All || Easy ||
|-
| 7
|| {{clr|3|5C}} > JC > ({{clr|1|{{clr|1|j.A}}}} or small delay) > {{clr|2|{{clr|2|j.B}}}} > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|{{clr|4|j.D}}}} > {{clr|2|j.214B}} ▷ {{clr|2|22B}} > sj.B > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|{{clr|4|j.D}}}} > {{clr|1|j.6A}} > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|{{clr|4|j.D}}}} > {{clr|1|j.6A}} > {{clr|3|j.236[C]}}~{{clr|4|[D]}} > ]{{clr|3|6C}}D[ ▷ {{clr|4|236D}} > {{clr|1|6[A]}} > {{clr|2|236[B]}} || 3646 || 25 || 100% || All || Medium || Values shown for omitting {{clr|1|{{clr|1|j.A}}}}
|-
| 8
|| Antiair {{clr|2|2B}} or {{clr|1|j.2A}}/{{clr|2|B}}/{{clr|3|C}} > {{clr|2|5B}} > JC > ({{clr|1|{{clr|1|j.A}}}} or small delay) > {{clr|2|{{clr|2|j.B}}}} > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|{{clr|4|j.D}}}} > {{clr|2|j.214B}} ▷ {{clr|2|22B}} > sj.B > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|{{clr|4|j.D}}}} > {{clr|1|j.6A}} > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|{{clr|4|j.D}}}} > {{clr|1|j.6A}} > {{clr|3|j.236[C]}}~{{clr|4|[D]}} > ]{{clr|3|6C}}D[ ▷ {{clr|4|236D}} > {{clr|1|6[A]}} > {{clr|2|236[B]}} || 3591 || 28 || 100% || All || Medium || Values shown for omitting {{clr|1|{{clr|1|j.A}}}}
|-
| 9
|| {{clr|3|3C}} > {{clr|2|214B}} > sj.B > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|{{clr|4|j.D}}}} > (sideswap) ▷ {{clr|4|6D}} > {{clr|4|j.3D}} > JC > ({{clr|2|{{clr|2|j.B}}}}) > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|{{clr|4|j.D}}}} > {{clr|1|j.6A}} > {{clr|3|j.236[C]}}~{{clr|4|[D]}} > ]{{clr|3|6C}}D[ ▷ {{clr|4|236D}} > {{clr|1|6[A]}} > {{clr|2|236[B]}} || 3574 || 25 || 100% || All || Medium || Values shown for omitting {{clr|2|{{clr|2|j.B}}}}
|-
| 10
|| {{clr|4|6D}} > {{clr|4|j.3D}} ▷ {{clr|4|6D}} > {{clr|4|j.3D}} > JC {{clr|1|j.6A}} > {{clr|3|j.236[C]}}~{{clr|4|[D]}} > ]{{clr|3|6C}}D[ ▷ {{clr|4|236D}} > {{clr|1|6[A]}} > {{clr|2|236[B]}} || 2851 || 20 || 100% || All || Easy ||
|-
| 11
|| FC {{clr|4|6D}} > JC > {{clr|4|j.3D}} ▷ {{clr|3|5C}} > {{clr|2|{{clr|2|j.B}}}} > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|{{clr|4|j.D}}}} > {{clr|2|j.214B}} ▷ {{clr|2|22B}} > sj.B > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|{{clr|4|j.D}}}} > {{clr|1|j.6A}} > {{clr|3|j.236[C]}}~{{clr|4|[D]}} > ]{{clr|3|6C}}D[ ▷ {{clr|4|236D}} > {{clr|1|6[A]}} > {{clr|2|236[B]}} || 3832 || 27 || 100% || All || Medium || Fatal Only, Jump Cancel initial {{clr|4|6D}} before bell bug comes out
|-
| 12
|| {{clr|4|j.6D}} > delay > {{clr|4|j.3D}} ▷ {{clr|2|{{clr|2|j.B}}}} > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|{{clr|4|j.D}}}} > {{clr|1|j.6A}} > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|{{clr|4|j.D}}}} > {{clr|1|j.6A}} > {{clr|3|j.236[C]}}~{{clr|4|[D]}} > ]{{clr|3|6C}}D[ ▷ {{clr|4|236D}} > {{clr|1|6[A]}} > {{clr|2|236[B]}} || 2534 || 18 || 100% || All || Difficult ||
|-
| 13
|| Air to Air {{clr|1|j.6A}}/{{clr|2|B}}/{{clr|3|C}} > dj.A > {{clr|1|{{clr|1|j.A}}}} > {{clr|2|{{clr|2|j.B}}}} > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|{{clr|4|j.D}}}} > (sideswap) ▷ {{clr|4|6D}} > {{clr|4|j.3D}} > JC > ({{clr|2|{{clr|2|j.B}}}}) > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|{{clr|4|j.D}}}} > {{clr|1|j.6A}} > {{clr|3|j.236[C]}}~{{clr|4|[D]}} > ]{{clr|3|6C}}D[ ▷ {{clr|4|236D}} > {{clr|1|6[A]}} > {{clr|2|236[B]}} || 2483 || 17 || 100% || All || Medium || Works at IAD height or lower, Sideswaps
|-
| 14
|| Air to Air {{clr|1|j.6A}}/{{clr|2|B}}/{{clr|3|C}} > dj.A > {{clr|1|{{clr|1|j.A}}}} > {{clr|2|{{clr|2|j.B}}}} > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|{{clr|4|j.D}}}} > (sideswap) ▷ {{clr|2|6B}} > {{clr|4|j.6D}} > IAD > {{clr|2|{{clr|2|j.B}}}} > {{clr|3|j.4C}}~[4] > {{clr|4|{{clr|4|j.D}}}} ▷ {{clr|4|6D}} > JC {{clr|1|j.6A}} > {{clr|3|j.236[C]}}~{{clr|4|[D]}} > ]{{clr|3|6C}}D[ ▷ {{clr|4|236D}} > {{clr|1|6[A]}} > {{clr|2|236[B]}} || 2485 || 17 || 100% || All || Medium || Works at normal jump height or lower, Sideswaps
|-
| 15
|| Air to Air {{clr|1|j.6A}}/{{clr|2|B}}/{{clr|3|C}} > dj.A > {{clr|2|{{clr|2|j.B}}}} > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|j.2D}} > delay > {{clr|4|{{clr|4|j.D}}}} ▷ {{clr|4|6D}} > {{clr|4|j.3D}} > JC {{clr|1|j.6A}} > {{clr|3|j.236[C]}}~{{clr|4|[D]}} > ]{{clr|3|6C}}D[ ▷ {{clr|4|236D}} > {{clr|1|6[A]}} > {{clr|2|236[B]}} || 2319 || 16 || 100% || All || Difficult || Works at Superjump height or lower, Sameside
|-
| 16
|| Air to Air {{clr|1|j.6A}}/{{clr|2|B}}/{{clr|3|C}} > dj.A > {{clr|2|{{clr|2|j.B}}}} > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|{{clr|4|j.D}}}} > {{clr|4|j.214214D}} ▷ (delay for all bugs to hit) > {{clr|3|5C}}~{{clr|4|D}} > JC {{clr|2|j.[B]}} > ]{{clr|2|6B}}[ (discard B bug) > C+{{clr|4|D}} Bug 1 > D Bug 2 > {{clr|3|j.236[C]}}~{{clr|4|[D]}} > ]{{clr|3|6C}}D[ ▷ {{clr|4|236D}} > {{clr|1|6[A]}} > {{clr|2|236[B]}} || 3472 || 16 || 100% || All || Medium || Works at any height, Requires 50 Heat
|-
| 17
|| {{clr|3|236236C}} > {{clr|4|6D}} >  {{clr|4|j.3D}} > {{clr|2|j.22B}} || 3036 || 4 || 83% || All || Easy || Requires 50 Heat
|-
| 18
|| {{clr|3|236236C}} > {{clr|4|6D}} >  {{clr|4|j.3D}} > JC {{clr|2|{{clr|2|j.B}}}} > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|{{clr|4|j.D}}}} > {{clr|1|j.6A}} > {{clr|3|j.236C}} || 3229 || 5 || 75% || All || Easy || Requires 50 Heat
|-
| 19
|| {{clr|3|236236C}} > (delay) > {{clr|4|6D}} >  {{clr|4|j.3D}} ▷ {{clr|2|{{clr|2|j.B}}}}(1) > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|j.2D}} > JC IAD > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|j.2D}} || 3261 || 5 || 100% || All || Very Difficult || Requires 50 Heat, delayed {{clr|4|6D}}, earliest possible {{clr|4|j.3D}}
|-
|}


==Okizeme==


==Tips and Tricks==
*j.B is an amazing normal in neutral because of its speed and size.
**You can also use j.4X normals to continue pressure on the ground, then rejump and move accordingly.
*22X can be used to call out dashes, but keep the huge startup and recovery in mind.
*Use 6B and 6C to call out pressure resets and low attempts.
*Overdrive is a great defensive option.


Most midscreen combos work as normal in the corner with the exception that any references to ]5X[ bugs should be changed to ]6X[, {{clr|2|22B}} changed to {{clr|3|22C}}, and {{clr|4|{{clr|4|j.D}}}} changed to {{clr|4|j.2D}}
==Fighting Arakune==
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
Arakune matches are won and lost in the neutral phase as it is extremely difficult, if not impossible, to block an Arakune's curse mixups. Arakune's lack of offensive and defensive options out of curse means that Arakune he will often play in neutral for an extended period of time. Take notice of each of the curse clouds and how they move so that you can avoid them. Be conscious of Arakune's spider (22X) and his erratic movement. Arakune entering curse state is inevtiable in some matchups, but delaying it as much as possible is important.
|+ Pre-Curse Corner
<br/><br/>
|-
Most of Arakune's combos involve throwing Drive bugs to get you into curse state. Bursting these combos may seem unsafe since the burst will not hit Arakune, but they evade curse while Arakune cannot do much to punish them. Ideally, you will want to burst on the jD due to its massive recovery. Some curse confirms (like 2C) require RC to put you in curse. You can burst after he uses RC in order to set his resources back.
! # !! Combo !! Damage !! Heat Gain !! Curse Gain !! Works on: !! Difficulty !! Notes
<br/><br/>
|-
Arakune's F-Inverse (236236C) has a fast start up and an huge amount of active frames, making it deadly as a mid-pressure reversal. On wake up, its hitbox is lacking so bait it accordingly. Its invulnerability is brief and it's relatively easy to punish.  
| 1
<br/><br/>
|| (Starter) > {{clr|1|5A}} > {{clr|2|6B}} > {{clr|4|j.6D}} ▷ {{clr|4|6D}} > {{clr|4|j.6D}} ▷ {{clr|4|6D}} > JC {{clr|1|j.6A}} > {{clr|3|j.236[C]}}~{{clr|4|[D]}} > ]{{clr|3|6C}}D[ ▷ {{clr|4|236D}} > {{clr|1|6[A]}} > {{clr|2|236[B]}} || 2600 || 18 || 100% || All || Easy ||
If you do happen to get cursed, blocking in the air is a good place to be since his mixups are limited to only left/right mixups. Keep in mind, however, that it is very difficult to take to the air once Arakune is on you. If you are grounded, there are a number of things to watch out for to help with your guessing game listed below. A skilled Arakune player has mixups that are safe enough that you more or less can't escape (e.g mashes, bursts, or reversals). Your goal here is to avoid getting opened up for as long as possible to mitigate the damage Arakune will do. If Arakune doesn't have meter and you blocked well, you might return to neutral with a fighting chance.  
|-
*C bug (the big blue/pink one) guard crushes on block. Recognize it and Barrier accordingly. Conserve barrier so you can properly block this bug.
| 2
*If Arakune is in the air, it will likely be a left/right mixup between his various j.2X moves and teleports.
|| (Starter) > {{clr|1|5A}} > {{clr|2|6B}} > {{clr|4|j.6D}} ▷ {{clr|4|6D}} > JC > Bell Bug hit > {{clr|2|{{clr|2|j.B}}}} > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|j.2D}} > {{clr|1|j.6A}} > JC {{clr|1|{{clr|1|j.A}}}} > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|j.2D}} > {{clr|1|j.6A}} > {{clr|3|j.236[C]}}~{{clr|4|[D]}} > ]{{clr|3|6C}}D[ ▷ {{clr|4|236D}} > {{clr|1|6[A]}} > {{clr|2|236[B]}} || 2845 || 20 || 100% || All || Easy ||
*If Arakune is on the ground, he has an extremely high amount of mixups. He can high/low, teleport, make himself invisible, etc. The visual clutter of bugs also makes it hard to see what's Arakune's doing.
|-
*'''Don't burst curse mixups''', they are easily baited and Arakune can set up again without much trouble.
| 3
**There are minor exceptions in case you will die otherwise, such as 6C or j.236C.
|| {{clr|1|5A}} > {{clr|2|5B}} > {{clr|3|2C}} > (small delay) > {{clr|4|6D}} > {{clr|2|6B}} > {{clr|4|j.6D}} ▷ {{clr|4|6D}} > JC > Bell Bug Hit > {{clr|2|{{clr|2|j.B}}}} > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|j.2D}} > {{clr|1|j.6A}} > {{clr|3|j.236[C]}}~{{clr|4|[D]}} > ]{{clr|3|6C}}D[ ▷ {{clr|4|236D}} > {{clr|1|6[A]}} > {{clr|2|236[B]}} || 3023 || 21 || 100% || All || Medium ||
*In curse, Counter Assault can be strong option because Arakune will not be able to summon bugs for a short period of time. Keep in mind that quite a few setups/strings cannot be CA-ed.
|-  
| 4
|| {{clr|3|2C}} > (small delay) > {{clr|4|6D}} > JC > Bell Bug Hit > {{clr|3|{{clr|3|j.C}}}} > {{clr|2|j.2B}} ▷ {{clr|4|6D}} > {{clr|2|6B}} > {{clr|4|j.6D}} ▷ {{clr|4|6D}} > JC {{clr|1|j.6A}} > {{clr|3|j.236[C]}}~{{clr|4|[D]}} > ]{{clr|3|6C}}D[ ▷ {{clr|4|236D}} > {{clr|1|6[A]}} > {{clr|2|236[B]}} || 3317 || 23 || 100% || All || Medium || Dive Cancel not required, but makes it more lenient
|-  
| 5
|| {{clr|3|3C}} > {{clr|2|214B}} > {{clr|3|22C}} > {{clr|1|6A}} > {{clr|3|5C}} > {{clr|4|6D}} > JC > Bell Bug Hit > {{clr|2|{{clr|2|j.B}}}} > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|j.2D}} > {{clr|1|j.6A}} > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|j.2D}} > {{clr|1|j.6A}} > {{clr|3|j.236[C]}}~{{clr|4|[D]}} > ]{{clr|3|6C}}D[ ▷ {{clr|4|236D}} > {{clr|1|6[A]}} > {{clr|2|236[B]}} || 4055 || 28 || 100% || All || Medium ||
|-
| 6
|| [{{clr|1|j.2A}} ▷ {{clr|2|6B}}] x3 > {{clr|4|j.6D}} ▷ {{clr|4|6D}} > {{clr|4|j.6D}} ▷ {{clr|4|6D}} > JC {{clr|1|j.6A}} > {{clr|3|j.236[C]}}~{{clr|4|[D]}} > ]{{clr|3|6C}}D[ ▷ {{clr|4|236D}} > {{clr|1|6[A]}} > {{clr|2|236[B]}} || 3573 || 25 || 100% || All || Medium ||
|-
| 7
|| {{clr|1|j.6A}}/{{clr|2|B}}/{{clr|3|C}} > ({{clr|1|{{clr|1|j.A}}}}) > {{clr|3|{{clr|3|j.C}}}} > {{clr|2|j.2B}} > {{clr|4|6D}} > {{clr|2|6B}} > {{clr|4|j.6D}} ▷ {{clr|4|6D}} > JC > Bell Bug Hit > {{clr|2|{{clr|2|j.B}}}} > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|j.2D}} > {{clr|1|j.6A}} > {{clr|3|j.236[C]}}~{{clr|4|[D]}} > ]{{clr|3|6C}}D[ ▷ {{clr|4|236D}} > {{clr|1|6[A]}} > {{clr|2|236[B]}} || 3245 || 22 || 100% || All || Medium || Dive Cancel not required, but makes it more lenient
|-
| 8
|| {{clr|3|236236C}} > {{clr|4|5D}} > {{clr|4|j.6D}} > {{clr|4|6D}} > Bell Bug Hit > {{clr|3|{{clr|3|j.C}}}} > {{clr|4|j.2D}} > {{clr|1|j.6A}} > {{clr|3|j.236[C]}} || 3328 || 5 || 100% || All || Medium || Requires 50 Heat, Combo ends at {{clr|3|j.236C}} landing, will drop if you attempt anything more
|-
|}
 
==Video Examples==
Unspeakable Evil CMV; features practical demonstrations of the most common pre-curse combos as well as mixup examples
{{#ev:youtube|EZLTwRfWhb0}}
 
BBCF2 ARAKUNE combo collections
{{#ev:youtube|WKkjemgwMZE}}
 
<br style="clear:both;"/>


==Navigation==
==Navigation==

Revision as of 18:22, 17 April 2022

 Arakune



General Tactics

Arakune has a relatively awkward strategy before he fills up the curse bar. His objective, above all, is to build up curse and survive in neutral. If he succeeds that, Arakune can abuse the curse state and put his opponent in a blender. From there, the objective is to run disgusting mixups and kill your opponent as quickly as possible. For a video guide on Arakune, check out Skye's multivideo guide

Playing as Arakune, it's generally in your favor to attempt to maximize your opponent's exposure to risks and minimize your own whenever possible. Arakune's risk/reward balance is absurdly skewed by the threat of curse, making even small mistakes or opportunities presented by your opponent on par with the deadliest fatal counters. This explosive power is offset by a somewhat underwhelming offensive toolset outside of curse. His blockstring opportunities tend to be short and relatively unsafe to extend, meaning getting the most out of any ranged curse or counter-poke baiting opportunities you can is an important part of a healthy Arakune gameplan.


One of the most important things to recognize (both when playing as and fighting against Arakune) is whether you are on offense or defense in the matchup you're playing. Arakune has tools to play as both a runaway/whiff punisher as well as a more direct rushdown offense, but they aren't created equal. Whether Arakune has the means to effectively threaten a ranged curse on the opposing character plays a pivotal role in the flow of the match. If Arakune is allowed full use of cloud, spider, 6D, and j.D/2Ds in a matchup and doesn't feel threatened enough to stop, he can put the opponent on a full-screen pressure clock; A "deadline" by which the curse gauge will eventually fill up completely without Arakune taking many (or sometimes any!) direct risks.

Matchups vary, but in general any character incapable of readily preventing and punishing the above will be forced to play dedicated offense against Arakune. This means Arakune will have the luxury of forcing the opponent to approach on his terms, forcing the opponent to navigate past slow but incredibly rewarding threats and try not to overextend into Arakune's air movement/teleport based whiff punish options as well as his respectable suite of attribute invlun reaction/callout normals (5C/6B/6C/3C). Adding in the fact that Arakune still has the option of switching to a more direct offense at any time to catch the opponent off-guard and apply pressure makes this where Arakune is at his deadliest.

In contrast, any characters with zoning tools strong enough (Mu/Nu/Lambda/Rachel) or a combination of speed and hitboxes large enough (Es/Mai/Litchi) to reliably punish Arakune for attempting ranged curse options make for some of his most difficult matchups. Arakune is forced to play much more offensively, often resorting to much riskier and higher commitment strategies to curse the opponent such as direct rushdown attempts, teleport bluffs, and all-in counter-poke attempts out of pressure; all things that bring the risk/reward of curse back down to levels the opponent can compete with, or even outright win against.

Blockstrings

Check out the pastebin here for an idea of how Arakune likes to structure pressure before curse.

Okizeme

Tips and Tricks

  • j.B is an amazing normal in neutral because of its speed and size.
    • You can also use j.4X normals to continue pressure on the ground, then rejump and move accordingly.
  • 22X can be used to call out dashes, but keep the huge startup and recovery in mind.
  • Use 6B and 6C to call out pressure resets and low attempts.
  • Overdrive is a great defensive option.

Fighting Arakune

Arakune matches are won and lost in the neutral phase as it is extremely difficult, if not impossible, to block an Arakune's curse mixups. Arakune's lack of offensive and defensive options out of curse means that Arakune he will often play in neutral for an extended period of time. Take notice of each of the curse clouds and how they move so that you can avoid them. Be conscious of Arakune's spider (22X) and his erratic movement. Arakune entering curse state is inevtiable in some matchups, but delaying it as much as possible is important.

Most of Arakune's combos involve throwing Drive bugs to get you into curse state. Bursting these combos may seem unsafe since the burst will not hit Arakune, but they evade curse while Arakune cannot do much to punish them. Ideally, you will want to burst on the jD due to its massive recovery. Some curse confirms (like 2C) require RC to put you in curse. You can burst after he uses RC in order to set his resources back.

Arakune's F-Inverse (236236C) has a fast start up and an huge amount of active frames, making it deadly as a mid-pressure reversal. On wake up, its hitbox is lacking so bait it accordingly. Its invulnerability is brief and it's relatively easy to punish.

If you do happen to get cursed, blocking in the air is a good place to be since his mixups are limited to only left/right mixups. Keep in mind, however, that it is very difficult to take to the air once Arakune is on you. If you are grounded, there are a number of things to watch out for to help with your guessing game listed below. A skilled Arakune player has mixups that are safe enough that you more or less can't escape (e.g mashes, bursts, or reversals). Your goal here is to avoid getting opened up for as long as possible to mitigate the damage Arakune will do. If Arakune doesn't have meter and you blocked well, you might return to neutral with a fighting chance.

  • C bug (the big blue/pink one) guard crushes on block. Recognize it and Barrier accordingly. Conserve barrier so you can properly block this bug.
  • If Arakune is in the air, it will likely be a left/right mixup between his various j.2X moves and teleports.
  • If Arakune is on the ground, he has an extremely high amount of mixups. He can high/low, teleport, make himself invisible, etc. The visual clutter of bugs also makes it hard to see what's Arakune's doing.
  • Don't burst curse mixups, they are easily baited and Arakune can set up again without much trouble.
    • There are minor exceptions in case you will die otherwise, such as 6C or j.236C.
  • In curse, Counter Assault can be strong option because Arakune will not be able to summon bugs for a short period of time. Keep in mind that quite a few setups/strings cannot be CA-ed.

Navigation

 Arakune



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