m (→Move List) |
|||
Line 41: | Line 41: | ||
: ''See also: [[Arakune_Frame_Data_%28BBCP%29|Arakune Full Frame Data]]'' | : ''See also: [[Arakune_Frame_Data_%28BBCP%29|Arakune Full Frame Data]]'' | ||
===Normal Moves=== | ===Normal Moves=== | ||
====== ====== | ====== <font style="visibility:hidden" size="0">5A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_5A.png | |image=BBCS_Arakune_5A.png | ||
Line 69: | Line 69: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">5B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_5B.png | |image=BBCS_Arakune_5B.png | ||
Line 97: | Line 97: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">5C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_5C.png | |image=BBCS_Arakune_5C.png | ||
Line 125: | Line 125: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">2A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_2A.png | |image=BBCS_Arakune_2A.png | ||
Line 151: | Line 151: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">2B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_2B.png | |image=BBCS_Arakune_2B.png | ||
Line 178: | Line 178: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">2C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_2C.png | |image=BBCS_Arakune_2C.png | ||
Line 207: | Line 207: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">6A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_6A.png | |image=BBCS_Arakune_6A.png | ||
Line 235: | Line 235: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">6B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_6B.png | |image=BBCS_Arakune_6B.png | ||
Line 284: | Line 284: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">4B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_4B.png | |image=BBCS_Arakune_4B.png | ||
Line 312: | Line 312: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">6C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_6C1.png | |image=BBCS_Arakune_6C1.png | ||
Line 341: | Line 341: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">6C > 5C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_6C2.png | |image=BBCS_Arakune_6C2.png | ||
Line 371: | Line 371: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">6C > 5C > 2C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_6C3.png | |image=BBCS_Arakune_6C3.png | ||
Line 399: | Line 399: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">3C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_3C.png | |image=BBCS_Arakune_3C.png | ||
Line 425: | Line 425: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">j.A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_jA.png | |image=BBCS_Arakune_jA.png | ||
Line 451: | Line 451: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">j.B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_jB.png | |image=BBCS_Arakune_jB.png | ||
Line 477: | Line 477: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">j.C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_jC.png | |image=BBCS_Arakune_jC.png | ||
Line 508: | Line 508: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">j.6A/B/C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_bird.png | |image=BBCS_Arakune_bird.png | ||
Line 573: | Line 573: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">j.2A/B/C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_dive.png | |image=BBCS_Arakune_dive.png | ||
Line 650: | Line 650: | ||
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. | 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. | ||
====== ====== | ====== <font style="visibility:hidden" size="0">5D</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_5D.png | |image=BBCS_Arakune_5D.png | ||
Line 678: | Line 678: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">2D</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_2D.png | |image=BBCS_Arakune_2D.png | ||
Line 706: | Line 706: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">6D</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_6D.png | |image=BBCS_Arakune_6D.png | ||
Line 756: | Line 756: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">j.D</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_jD.png | |image=BBCS_Arakune_jD.png | ||
Line 794: | Line 794: | ||
[[File:BBCP_Arakune_BugDiagram.png|600px]] | [[File:BBCP_Arakune_BugDiagram.png|600px]] | ||
====== ====== | ====== <font style="visibility:hidden" size="0">A Bug</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_Abug.png | |image=BBCS_Arakune_Abug.png | ||
Line 823: | Line 823: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">B Bug</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_Bbug.png | |image=BBCS_Arakune_Bbug.png | ||
Line 852: | Line 852: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">C Bug</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_Cbug.png | |image=BBCS_Arakune_Cbug.png | ||
Line 882: | Line 882: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">D Bug</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_Dbug.png | |image=BBCS_Arakune_Dbug.png | ||
Line 914: | Line 914: | ||
<br clear=all/> | <br clear=all/> | ||
===Universal Mechanics=== | ===Universal Mechanics=== | ||
====== ====== | ====== <font style="visibility:hidden" size="0">Ground Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_GroundThrow.png | |image=BBCS_Arakune_GroundThrow.png | ||
Line 942: | Line 942: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">Air Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_AirThrow.png | |image=BBCS_Arakune_AirThrow.png | ||
Line 970: | Line 970: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">Counter Assault</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_6B.png | |image=BBCS_Arakune_6B.png | ||
Line 999: | Line 999: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">Crush Trigger</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Arakune_AB.png | |image=BBCP_Arakune_AB.png | ||
Line 1,030: | Line 1,030: | ||
<br clear=all/> | <br clear=all/> | ||
===Special Moves=== | ===Special Moves=== | ||
====== ====== | ====== <font style="visibility:hidden" size="0">Equals Zero</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_EqualsZero.png | |image=BBCS_Arakune_EqualsZero.png | ||
Line 1,059: | Line 1,059: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">Zero Vector</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_ZeroVector.png | |image=BBCS_Arakune_ZeroVector.png | ||
Line 1,093: | Line 1,093: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">Y-Two Dash</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_YTwoDash.png | |image=BBCS_Arakune_YTwoDash.png | ||
Line 1,120: | Line 1,120: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">Permutation, N, R</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Arakune_Permutation.png | |image=BBCP_Arakune_Permutation.png | ||
Line 1,178: | Line 1,178: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">a±b</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Arakune_AplusminusB.png | |image=BBCP_Arakune_AplusminusB.png | ||
Line 1,364: | Line 1,364: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== <font style="visibility:hidden" size="0">Wall Teleport</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Arakune_j44.png | |image=BBCS_Arakune_j44.png |
Revision as of 19:55, 17 November 2014
Overview
A Sector Seven scientist turned blob after insane exposure to the boundary, now with thousands of bees inside of him, he haunts the city of Kagutsuchi in search of the Azure. In terms of Gameplay, Arakune is a very awkward character with awkward attacks, awkward movement, and an awkward playstyle. The main goal is to put your opponent in a "Cursed" State and deal big damage along with extremely safe block strings, cross ups, mix ups and even an unblocklable here and there. This is the offset to a very weak character without curse with lackluster pressure and mix up, and mediocre and predictable defensive options.
Health: 10,500
Play-style: Very Passive and Evasive Pre-curse - Very Offensive During Curse
Movement Options: 1 Double Jump, 2 Air Dashes, Command Dashes, Teleport-type Dash
Drive: Zero Vector
Zero Vector is the system that calculates curse meter, how much is needed to curse an opponent, what attacks inflict how much curse meter (more details on this below), how long curse last, how much is taken per bug and the cap of meter gain after curse ends. During curse, Arakune can summon a variety of bugs that helps his pressure, comboability and damage. Curse lasts for roughly 30 seconds with no summons. Each bug has a cooldown before it can be summoned again (more details on this below) and Arakune cannot summon bugs when he is taking damage or in blockstun (but he can summon bugs in the few frames that he is not in blockstun in usual blockstrings). When the curse gauge depletes while bugs are hitting the opponent, any attempt to rebuild curse meter will be capped at 50%. There is no cap if bugs hit the opponent after the gauge is already depleted.
Overdrive: Crimson Depths
All drive attacks (and specials that build curse meter) will add 100% curse on hit, 50% on block during pre-curse. If Overdrive is used during curse, the period that the opponent is cursed will be extended for the duration that Overdrive lasts. Arakune's distortion drives will also apply more hits and do more damage.
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.
Pros/Strengths:
- 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.
Cons/Weaknesses:
- 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.
External References:
- Japanese Name: アラクネ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Move List
- See also: Arakune Full Frame Data
Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
---|
2A
2A |
---|
2B
2B |
---|
2C
2C |
---|
6A
6A |
---|
6B
6B |
---|
4B
4B |
---|
6C
6C |
---|
6C > 5C
6C > 5C |
---|
6C > 5C > 2C
6C > 5C > 2C |
---|
3C
3C |
---|
j.A
j.A |
---|
j.B
j.B |
---|
j.C
j.C |
---|
j.6A/B/C
j.6A/B/C |
---|
j.2A/B/C
j.2A/B/C |
---|
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
5D |
---|
2D
2D |
---|
6D
6D |
---|
j.D
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
A Bug |
---|
B Bug
B Bug |
---|
C Bug
C Bug |
---|
D Bug
D Bug |
---|
Universal Mechanics
Ground Throw
Ground Throw |
---|
Air Throw
Air Throw |
---|
Counter Assault
Counter Assault |
---|
Crush Trigger
Crush Trigger |
---|
Special Moves
Equals Zero
Equals Zero 236B |
---|
Zero Vector
Zero Vector j.236D |
---|
Y-Two Dash
Y-Two Dash j.236C |
---|
Permutation, N, R
Permutation, N, R 22A/B/C, air OK |
---|
a±b
a±b 41236A, air OK |
---|
If p then q 214A/B/C, air OK |
---|
Wall Teleport
Wall Teleport j.44 When backed to a wall |
---|
Distortion Drives
F-Inverse 236236C |
---|
F of G j.214214D |
---|
Astral Heat
N-Infinity 632146D |
---|
Strategy
For more detailed information on Arakune, check out the "Technical & Gameplay Discussion Thread". The general idea of Arakune is to be passive-aggressive pre-curse, and very offensive during curse. More specifically, pre-curse strategy is to be evasive and pick your moments to be confrontational. Once curse is active, you should be in your opponent's face planning to make a joke of their defenses.
Offense
Arakune's offensive game revolves around making a few small hits count towards gaining curse meter, your neutral is to either evade your opponent or zone your opponent, zoning your opponent is beneficial because it either forces them to approach or keeps them away, afterwards, or sometimes beforehand evasion is necessary. There are characters who Arakune can't zone or evade without staying at a disadvantage. These are the times Arakune is forced to approach. You can use your air dashes, forward dash and command dashes to safely close in on the opponent and use your best judgement to prevent them from escaping. At times blocking is necessary.
Defense
Arakune's defense is very weak without meter, your best option is to block and/or choose the right time to backdash. Evasion is your best defense, as you can punish moves on whiff easier than you can on block. If you can help it, evade before blocking. With meter you have 236236c (f Inverse) to punish presumptuous pressure strings or meaty oki. You also have Arakune's Counter Assault at your disposal to return to neutral.
Combos
Notations
- > = Next notation of attack
- j. = jump.attack
- sj. = Super Jump.attack
- DC = [1]
- RC = Rapid Cancel
- IAD = Instant Air Dash
- (N) = Only use the Nth attack of the move (for example, if j.b(2) is written, you only use the first two hits of j.b)
- (text) = (Details of the combo)
- Red text = Lists optional notations.
- Green text = Requires heat in order to use the combo, heat is specified.
- Yellow text = Fatal Counter combo
Pre-curse
Midscreen
Each combo goes under a set of assumptions based on how much curse meter you've accumulated thus far.
0~10,000 Curse
5a > 6b > j.66d > j.6c > dj.6c > j236c (extension for oki and corner carry) (adds 20,000 Curse) |
---|
5a > 2a > 5b > 2c > 6d (adds 20,000 Curse) |
5a > 5b > 5d > 3c > a+b > 6b > j.6d (requires 25 heat, adds 40,000 Curse) (adds 20,000 Curse) |
5a (air hit) > sj.a > j.c > j.2a >6d (adds 20,000 Curse) |
5a (air hit) > s.ja > j.c > j.2a > DC walk back > 6b > j.66d > j.6c > dj.6c > j236c (extension for oki and corner carry) (adds 20,000 Curse) |
5a (air hit) > 6b > j.66d > j.6c > dj.6c > j236c (extension for oki and corner carry) (adds 20,000 Curse) |
5a (air hit) > 6b > j.4a+b > j.6d > j.6d (adds 40,000 Curse) |
6a > 2b > 5b > 2c > 6d (adds, 20,000 Curse) |
6a > 2b > 5b > 5d > 3c > a+b > 6b > j.6d (requires 25 heat, adds 40,000 Curse) (adds 20,000 Curse) |
6a > 5d > 3c > a+b > 6b > j.6d (requires 25 heat, adds 40,000 Curse) (adds 20,000 Curse) |
5c > sj.a > j.c > j.2a > 6d (adds 20,000 Curse) |
5c > sj.a > j.c > j.2a > DC walk back > 6b > j.66d > j.6c > dj.6c > j.236c (extension for oki and corner carry) (adds 20,000 Curse) |
5c > sj.a > j.c > j.2a > DC walk back > 6b > j.4a+b > j.6d > j.6d (adds 40,000 Curse) |
b+c > 6d (adds 20,000 curse) |
b+c > delay 6b > j.66d > j.6c > dj.6c > j.236c (adds 20,000 Curse) |
b+c > 6b > j.4ab > j.6d > j.6d (adds 40,000 Curse) |
j.b+c > j.d > 6d (adds 40,000 curse. j.d may need to be delayed based on height) |
20,000~30,000 Curse
5a > 5b > 2c (3) > RC 5d > 3c > a+b > 6b > j.66[db] > CURSE ACTIVATED > ]6bd[ > sj.41236[a] > d bug 1 > 6a (requires 75 heat, adds 40,000 Curse.) |
---|
5a > 5b > 5d > 3c > a+b > 6b > j.66[db] > CURSE ACTIVATED > ]6bd[ > sj.41236[a] > d bug 1 > 6a (requires 25 heat, adds 40,000 Curse.) |
6a > 2b > 5b > 5d > 3c > a+b > 6b > j.66[db] > CURSE ACTIVATED > ]6bd[ > sj.41236[a] > d bug 1 > 6a (requires 25 heat, adds 40,000 Curse.) |
6a > 2b > 5b > 2c (3) > RC 5d > 3c > a+b > 6b > j.66[db] > CURSE ACTIVATED > ]6bd[ > sj.41236[a] > d bug 1 > 6a (requires 75 heat, adds 40,000 Curse.) |
40,000~50,000 Curse
5a > 6b > j.66[db] > CURSE ACTIVATED > ]6bd[ > sj.41236[a] > d bug 1 > 6a (adds 20,000 Curse.) |
---|
5a > 5b > 5d > CURSE ACTIVATED > 3c > [5d] > 41236[a] > 6a (adds 20,000 Curse.) |
5a > 2a > 5b > 2c > 6d > CURSE ACTIVATED > [5b] (adds 20,000 Curse.) |
5a (air hit) > sj.a > j.c > j.2a > 6d > CURSE ACTIVATED > [5b] (adds 20,000 Curse.) |
5a (air hit) > s.ja > j.c > j.2a > DC walk back > 6b > j.66[db] > CURSE ACTIVATED > ]6bd[ > sj.41236[a] > d bug 1 > 6a (adds 20,000 Curse.) |
5a (air hit) > 6b > j.66[db] > CURSE ACTIVATED > ]6bd[ > sj.41236[a] > d bug 1 > 6a (adds 20,000 Curse.) |
6a > 2b > 5b > 2c > 6d > CURSE ACTIVATED > [5b] (adds 20,000 Curse.) |
6a > 2b > 5b > 5d > CURSE ACTIVATED > 3c > [5d] > 41236[a] > 6a (adds 20,000 Curse.) |
6a > 5d > CURSE ACTIVATED > 3c > [5d] > 41236[a] > 6a (adds 20,000 Curse.) |
5c > sj.a > j.c > j.2a > DC walk back > 6b > j.66[db] > CURSE ACTIVATED > ]6bd[ > sj.41236[a] > d bug 1 > 6a (adds 20,000 Curse.) |
b+c > 6d > CURSE ACTIVATED > [5b] (adds 20,000 Curse.) |
b+c > delay 6b > j.66[db] > CURSE ACTIVATED > ]6bd[ > sj.41236[a] > d bug 1 > 6a (adds 20,000 Curse.) |
j.b+c > j.[db] > CURSE ACTIVATED > ]bd[ > 41236[a] > d bug 1 > 6a (adds 20,000 Curse. j.d may need to be delayed based on height.) |
Near Corner
0~10,000
5c > {j.a > j.c > j.3b > DC 5d} > 66 > 2c wallstick > 6b > j.d > 6d > CURSE ACTIVATED (adds 60,000 Curse. may need to substitute {j.a > j.c > j.3b > DC 5d} for {j.a > j.b (2) > j.c > j.2b > DC walk backwards 5d depending on character.) |
---|
20,000~30,000
5c > {j.a > j.c > j.3b > DC 5d} > 66 > 2c wallstick > 6d > CURSE ACTIVATED (adds 40,000 Curse. may need to substitute {j.a > j.c > j.3b > DC 5d} for {j.a > j.b (2) > j.c > j.2b > DC walk backwards 5d depending on character. refer to Part 4) |
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40,000~50,000
5c > {j.a > j.c > j.3b > DC 6d} > CURSE ACTIVATED > 6[acd] (adds 20,000 Curse. may need to substitute {j.a > j.c > j.3b > DC 6d} for {j.a > j.b (2) > j.c > j.2b > DC 6d depending on character. refer to Part 4) |
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Corner
0~10,000 Curse
5a > 6b > j.66d > 5d wallstick > 236b > 2c wallstick > 6d > CURSE ACTIVATED (adds 60,000 Curse.) |
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5a > 2a > 2c wallstick > 5d wallstick > 236b > 6b > j.d > 6d > CURSE ACTIVATED (adds 60,000 Curse.) |
5a (air hit) > 6b > j.66d > 5d wallstick > 236b > 2c wallstick > 6d > CURSE ACTIVATED (adds 60,000 Curse.) |
6a > 2b > 5b > 2c wallstick > 5d wallstick > 236b > 6b > 6c > 5c > 5a > 6b > j.6d > 6d > CURSE ACTIVATED (adds 60,000 Curse.) |
5c > j.a > j.c > j.2a > DC 6d > 2c wallstick > 6b > j.6d > 5d > CURSE ACTIVATED > 41326[ad] (adds 60,000 Curse.) |
b+c > 6b > j.6d > j.6a > dj.c > j.2a >DC 6d > 2c wallstick > 5d > CURSE ACTIVATED > 41236[acd] (adds 60,000 Curse.) |
j.b+c > j.d > 6d > 2c wallstick > 5d > CURSE ACTIVATED > 41236[acd] (adds 60,000 Curse. j.d may need to be delayed based on height.) |
20,000~30,000 Curse
5a > 6b > j.66d > 5d wallstick > CURSE ACTIVATED > 41236[ad] (adds 40,000 Curse.) |
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5a > 2a > 2c wallstick > 5d wallstick > 236b > 6b > j.6[db] > CURSE ACTIVATED > ]6bd[ > d bug 1 > 2c(1~4) > 6da (adds 40,000 Curse.) |
5a (air hit) > sj.a > j.c > j.2a > DC 6d > 2c wallstick > 5d > CURSE ACTIVATED > 41236[ad] (adds 40,000 Curse.) |
5a (air hit) > 6b > j.66d > 5d > CURSE ACTIVATED > 41236[ad] (adds 40,000.) |
6a > 2b > 5b > 2c wallstick > 5d wallstick > 236b > 6b > j.6[db] > CURSE ACTIVATED > ]6bd[ > sj.41236[a] > d bug 1 > 6[a] (adds 40,000 Curse.) |
6a > 2b > 5b > 2c wallstick > 6b > j.d > 5d > CURSE ACTIVATED > 41236[ad] (adds 40,000 Curse.) |
5c > j.a > j.c > j.2a > DC 6d > 2c wallstick > 5d > CURSE ACTIVATED > 41326[ad] (adds 40,000 Curse.) |
b+c > 5d > 236b > 2c wallstick > 6d > CURSE ACTIVATED > 6[acd] (adds 40,000 Curse.) |
j.b+c > j.d > 6d > CURSE ACTIVATED > 6[acd] (adds 40,000 Curse. j.d may need to be delayed based on height.) |
40,000~50,000 Curse
5a > 6b > j.6[db] > CURSE ACTIVATED > ]6bd[ > d bug 1 > 2c(1~4) > 6da (adds 20,000 Curse.) |
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5a > 2a > 2c wallstick > 5d wallstick > CURSE ACTIVATED > 41236[ad] (adds 20,000 Curse.) |
5a (air hit) > sj.a > j.c > j.2a > DC 6d > CURSE ACTIVATED (adds 20,000 Curse.) |
5a (air hit) > 6b > j.66[db] > CURSE ACTIVATED> ]6bd[ > d bug 1 > 2c(1~4) > 6da (adds 20,000 Curse.) |
6a > 2b > 5b > 2c wallstick > 5d CURSE ACTIVATED > 41236[ad] (adds 20,000 Curse.) |
5c > j.a > j.c > j.2a > DC 6d > CURSE ACTIVATED > 6[acd] (adds 20,000 Curse.) |
b+c > 5d > CURSE ACTIVATED > 41236[acd] (adds 20,000 Curse.) |
j.b+c > j.6d > CURSE ACTIVATED > 6[dbc] (adds 20,000 Curse. j.d may need to be delayed based on height.) |
Curse Combos
Coming soon
Curse Set Ups
Coming soon
Resets & Etc
Re-curse
Coming soon
Unblockable reset
Coming soon