BBCF/Arakune/Strategy

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 Arakune


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


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.

Difficulty marked from the frame of reference of an "average" Arakune combo being Medium.

Check this link for a few examples of Arakune BnBs with video

Common Starters
# Combo
1 j.4B5A
2 2B > 5B > 5A
3 6A > 6B
4 6A > 2B > 5B > (4B) > 5A
5 6A > 4B > 6B
6 (2A) > 2C > RC > 5A
7 5D > 3C > Crush Trigger > 6B
8 CH 5D > IAD > j.4B5A
9 Antiair or CH 6C > 6CC > 5A > 6B
10 Throw
Pre-Curse Midscreen
# 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.D6D > 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.Dj.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.3D6D > 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.214B22B > 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 or j.2A/B/C > 5B > JC > (j.A or small delay) > j.B > j.C > j.D > j.214B22B > 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.3D6D > 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.3D5C > j.B > j.C > j.D > j.214B22B > 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.3Dj.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 Air to Air 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 Works at IAD height or lower, Sideswaps
14 Air to Air j.6A/B/C > dj.A > j.A > j.B > j.C > j.D > (sideswap) ▷ 6B > j.6D > IAD > j.B > j.4C~[4] > j.D6D > JC j.6A > j.236[C]~[D] > ]6CD[ ▷ 236D > 6[A] > 236[B] 2485 17 100% All Medium Works at normal jump height or lower, Sideswaps
15 Air to Air j.6A/B/C > dj.A > j.B > j.C > j.2D > delay > j.D6D > j.3D > JC j.6A > j.236[C]~[D] > ]6CD[ ▷ 236D > 6[A] > 236[B] 2319 16 100% All Difficult Works at Superjump height or lower, Sameside
16 Air to Air j.6A/B/C > dj.A > j.B > j.C > j.D > j.214214D ▷ (delay for all bugs to hit) > 5C~D > JC j.[B] > ]6B[ (discard B bug) > C+D Bug 1 > D Bug 2 > j.236[C]~[D] > ]6CD[ ▷ 236D > 6[A] > 236[B] 3472 16 100% All Medium Works at any height, Requires 50 Heat
17 236236C > 6D > j.3D > j.22B 3036 4 83% All Easy Requires 50 Heat
18 236236C > 6D > j.3D > JC j.B > j.C > j.D > j.6A > j.236C 3229 5 75% All Easy Requires 50 Heat
19 236236C > (delay) > 6D > j.3Dj.B(1) > j.C > j.2D > JC IAD > j.C > j.2D 3261 5 100% All Very Difficult Requires 50 Heat, delayed 6D, earliest possible j.3D


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

Pre-Curse Corner
# Combo Damage Heat Gain Curse Gain Works on: Difficulty Notes
1 (Starter) > 5A > 6B > j.6D6D > j.6D6D > JC j.6A > j.236[C]~[D] > ]6CD[ ▷ 236D > 6[A] > 236[B] 2600 18 100% All Easy
2 (Starter) > 5A > 6B > j.6D6D > JC > Bell Bug hit > j.B > j.C > j.2D > j.6A > JC j.A > j.C > j.2D > j.6A > j.236[C]~[D] > ]6CD[ ▷ 236D > 6[A] > 236[B] 2845 20 100% All Easy
3 5A > 5B > 2C > (small delay) > 6D > 6B > j.6D6D > JC > Bell Bug Hit > j.B > j.C > j.2D > j.6A > j.236[C]~[D] > ]6CD[ ▷ 236D > 6[A] > 236[B] 3023 21 100% All Medium
4 2C > (small delay) > 6D > JC > Bell Bug Hit > j.C > j.2B6D > 6B > j.6D6D > JC j.6A > j.236[C]~[D] > ]6CD[ ▷ 236D > 6[A] > 236[B] 3317 23 100% All Medium Dive Cancel not required, but makes it more lenient
5 3C > 214B > 22C > 6A > 5C > 6D > JC > Bell Bug Hit > j.B > j.C > j.2D > j.6A > j.C > j.2D > j.6A > j.236[C]~[D] > ]6CD[ ▷ 236D > 6[A] > 236[B] 4055 28 100% All Medium
6 [j.2A6B] x3 > j.6D6D > j.6D6D > JC j.6A > j.236[C]~[D] > ]6CD[ ▷ 236D > 6[A] > 236[B] 3573 25 100% All Medium
7 j.6A/B/C > (j.A) > j.C > j.2B > 6D > 6B > j.6D6D > JC > Bell Bug Hit > j.B > j.C > j.2D > j.6A > j.236[C]~[D] > ]6CD[ ▷ 236D > 6[A] > 236[B] 3245 22 100% All Medium Dive Cancel not required, but makes it more lenient
8 236236C > 5D > j.6D > 6D > Bell Bug Hit > j.C > j.2D > j.6A > j.236[C] 3328 5 100% All Medium Requires 50 Heat, Combo ends at 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

BBCF2 ARAKUNE combo collections


Navigation

 Arakune



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