BBCP/Arakune

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Arakune


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 Kagustuchi 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.

Changes from BBCSE to BBCP

See also: CP Arakune Everything Thread
  • Curse duration lasts longer than in Extend, but when bugs are summoned, curse meter is used up.

Here are the values that each bug uses up when used once. Approx. summations - not confirmed.

A bug: 10%
B bug: 15%
C bug: 20%
D bug: 30%
  • Overdrive is called Crimson Depths - Prevents opponent burst. Starts recovering after activation, even during the superflash, and takes around 60 seconds to recover. Active length is inversely proportional to health left. In Arakune's case, hitting with a move that gives curse meter during OD results in an instant curse. Additionally, going into curse mode during OD will cause the curse meter to deplete normally, but will not end curse once it is empty.

The overdrive duration is inversely proportional to how much of Arakune's life remains. (These durations are estimates.)

100% health: 12 seconds
50%<x<100% health: 14 seconds
1%<x<50% health: 16 seconds
  • New Attack - Permutation - 22a/b/c
22A/B/C, aerial possible, gains 30% curse on hit. Has a little long startup. Spider descends from the sky onto the screen. Spider location changes depending on what button you press. The spider comes out 1 second after the input. Recovery is roughly about the same as j.D. The spider travels down quite quickly, so the opponent will not be able to escape once he sees it. The animation for each version is the same for Arakune, this means you can use it to make the opponent guess where the spider will end up.
  • New Attack - a±b (A plus minus b) - 41236a
41236A aerial possible, only possible in curse mode. Using this move will release a cloud that's similar to Zero Vector, but with different color. If the opponent is hit with the cloud, their movement is slowed down.
  • 5a > 5b gatling added
  • 2b > 5b gatling added
  • 5d > 3c gatling added
  • j.b > j.a gatling added
  • 2b > 2a gatling removed
  • j.c > j.d gatling removed
  • 5b no longer jump cancellable on block
  • 6b no longer jump cancellable on block
  • 6c rekka raw damage decreased
  • 2c has multiple hits (up to 5 hits)
The 5th hit of 2C is the same exact as Extend 2C. Hits 1-4 are just normal hits. Hits 2-4 hit a bit slowly, and aren't required to hit for the 5th hit to launch Wallsticks.
  • 3c has a modified hitbox
Auto Corrects and tracks opponent.
  • j.b no longer jump cancellable
  • j.2a/b/c launches
Dive cancels unnecessary.
  • 5d is dash cancellable
No longer jump cancellable, has SMP and wallsticks.
  • 6d bug never goes off screen in the corner.
  • j.d launches
  • A bug is summoned behind opponent
The bug bounces once upon impact and falls off screen
  • B bug makes opponent fly in the 9 direction.
  • Counter Assault is 6b
  • Throw and Air Throw increased un-tech time.
  • 214b looks like a forward jump and places Arakune in his original position
  • j.214b has j.d animation
  • j.214c places Arakune 2 character spaces from the original position
  • f of g knocks down
  • New Atral

Move List

See also: Arakune BBCP Full Frame Data

Normal Moves

5A
BBCS Arakune 5A.png
Standard poke. Hit Crouchers. Good for it's range.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOJR All 6 3 12 -3 B 0 Click!

Standard ground poke, easy to confirm, jump cancellable, goes into a few other attacks, notably his rekka 6B. Simply put, Arakune best ground poke. Cancels into itself 3 times.

The main idea of using Arakune's 5A is to confirm into 6B to get curse meter or to pressure your opponent enough so you can jump back or try to continue pressure. There are better

5A's out there, but it's certainly not a bad move. The lack of a quick dash makes it hard to follow up in max range on hit or block.

5B
BBCS Arakune 5B.png
Combo filler, really
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300x3 SO(J)R HL 11 2, 3, 3 12 +2 B 0 Click!

Basically pre-curse combo filler. Due to it's speed, it's not very useful for anything else. You could use it as an emergency anti air, but it's highly unrecommended. It's good for pressure

if your opponent isn't barrier blocking since it's +2, and it gatlings into 5A, but since most people barrier block Arakune (because it's so effective, seriously), it's a rare quality to luxuriate

in.

No use during curse.

5C
BBCS Arakune 5C.png
Standard Anti Air, not a very good one though.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
800 SOJR HL 23 3 18 -2 B 4-25 Head Click!

Arakune's primary anti air, but because of it's speed and hitbox it's easy to see coming and/or cross up because the jump in was too deep. It will only really hit if you catch your

opponent being reckless, or rather, it will only really hit if the circumstance is in your favor, because 5C is so slow, using it as an anti air is more of a yomi thing than reaction. If it does

hit, you can confirm into 80% curse with decent execution. 100% on Fatal Counter with good execution. Few characters have little to no answer to Arakune's 5C, that said you're usually

better off evading air approaches or blocking them like a man, in few cases, you would use 2B.

During curse it's good for a little extra damage, but only once due to the repeat move proration.

2A
BBCS Arakune 2A.png
Funky Attack, namely used now for combo filler.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOR LA 10 2 12 -2 F 0 Click!

Kind of a bad move. it's slow, has terrible active frames and is pretty bad on Instant Block. Now it's mainly used for mix up after a 5A or to set up a curse combo.

2B
BBCS Arakune 2B.png
Another Funky move, but not as funky.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
460 CSOR L 11 3 10 +2 F 0 Click!

The move no one really sees coming since it's not very useful. 2B has it's rare uses of low profiling some normals and being a anti air on some characters/air attacks. It also

gatlings from 6A, making an air tight blockstring, however with barrier blocking, it's pretty moot. It cancels into itself infinitely on hit, block or whiff. Looks pretty funny.

During curse it's become very dangerous. It's hard to see with bugs everywhere so it compliments his mix up and leads into big damage.

2C
BBCS Arakune 2C.png
The infamous shark.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
240x5 R L, HLx4 13 9, 6, 9, 9, 3 16 -9 (0 if spaced) F 0 Click!

Arakune's useful sweep attack, decent abare quality, but try your hardest to make sure that it's never blocked (unless it will break a final primer). The new gatling into 6D makes this

move much better pre-curse. You can add the curse meter using meter or on Fatal Counter. Both situations nets him about 70% to 80% curse meter.

During curse is when this move shines. A 2C starter will deal the most damage in any curse combo, and combined with the j.c starter (which is the runner up), you have a high/low mix

up that scares everyone. 2C is also a staple tool in setting up Arakune's unblockable reset, and at it's lowest usage in curse, it's safe and breaks a primer.

6A
BBCS Arakune 6A.png
Overhead, not a bad one in fact.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
600 SOJR H 23 2 15 0 B 0 Click!

Primary Overhead, it's even on block and jump cancellable. The only downside is that it's one of the slower standard speed overheads. Easy to stuff with mashing. This, like many other

overheads in BB, you need to condition your opponent to block, which is tricky when using Arakune in some cases. Plus, it's his only practical overhead pre-curse, so after a while, it's

easy to recognize and block.

It gets even better during curse, it goes into decent damage and is apart of his mix up in general. It can also go into a double overhead situation with his j.c.

6B
BBCS Arakune 6B.png
PELVIC THRUST.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
5a/6a > 6b 500 SO(J)R HL 6 2 25 -10 B 0 Click!
standalone 6b 500 SOJR HL 10 2 25 -10 B 0 Click!

Pre-curse combo staple, comes after 5A for curse meter, it gatlings from 6A as well for combo variety or corner carry. It has some mix up potential for mix up during curse when used correctly. It's mostly positioning. Standalone verison is also a Fatal Counter

4B
BBCS Arakune 4B.png
Standing low.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
600 SOJR L 19 3 21 -7 F 0 Click!

One of the least used attacks in Arakune's arsenal. It's not too useful pre-curse other than to troll. It's jump cancellable and hard to see coming since it's a standing low.

During curse it's scary, because it's a standing low. Goes into decent damage, rare usage so it's hard to see coming. Nothing too special about it.

6C
BBCS Arakune 6C1.png
Impractical pre-curse overhead. Combo Staple in Curse.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1000 R H 27 2 32 -17 H 4-41 Foot Click!

One of the least used attacks in Arakune's arsenal. It's not too useful pre-curse other than to troll. It's jump cancellable and hard to see coming since it's a standing low.

During curse it's scary, because it's a standing low. Goes into decent damage, rare usage so it's hard to see coming. Nothing too special about it.

6C > 5C
BBCS Arakune 6C2.png
Follow up #1 from 6C. Fruitful for it's cross up reset, not too good for anything else other than combo filler.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1000 R HL 21 4 32 -17 B 0 Click!

The first rekka of his 6C, in curse, when 6C is done point blank on a emergency tech, this attack will cross up and reset the opponent, other than this little tidbit, it simply combo filler.

Leads into good damage if you can land it stand alone though.

6C > 5C > 2C
BBCS Arakune 6C3.png
Follow up #2 from 6C. Combo filler. Nothing more.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1000 R HL 24 4 36 -21 H 0 Click!

The last rekka of the whole story of 6C. A combo finisher pre-curse, more of the same in curse.

3C
BBCS Arakune 3C.png
Don't use this move unless you are 100% sure it will hit (or trolling).
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
800 SOR L 26 3 37 -21 F 13-26 Full Click!

Was once barely useful, now auto-corrects and is a combo stable. Lost it's jump cancel though.

j.A
BBCS Arakune jA.png
Pretty good air to air
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOJR HA 7 1 16 -- H 0 Click!

Main air to air, more combo filler otherwise. It's hitbox is a good plus for a regular j.a. That's basically it. It it easier to pick up on from Counter Hit.

j.B
BBCS Arakune jB.png
Arakune's most valuable attack pre-curse.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
180x5 SOR HA 10 3x5 21 -- H 0 Click!

Arakune best move precurse, j.b is his best offensive method after a jump or air dash, a good air to ground in general, can lead into any BnB Arakune has and if also small combo filler

for a few of his air combos. You're not playing Arakune right if you're not massively overusing j.b in some way. The proper usage of it is to air dash, hold 4, and press j.b

(also known as j.4B). Although that technique can be done with any air command that doesn't offer it's own trajectory, j.b is the most practical in neutral. As awesome as it is pre-curse,

it has almost no use during curse.

j.C
BBCS Arakune jC.png
Combo filler pre-curse, high damage starter during curse.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
700 SOR HA 12 2 20 -- H 0 Click!

J.C is a Fatal Counter. You can alter the trajectory of where Arakune bounces once the attack connects, using 4, 5, or 6 for backward, neutral and forward momentum. During curse, j.c

becomes a scary mix-up tool, it's an instant overhead for one, for two it can be also used as a cross up overhead, which creates a realm of fear for the opponent, it deals big combo

damage if it connects. Scary in the corner as well.

j.6A/B/C
BBCS Arakune bird.png
Air to air abare and combo filler, with high execution, it good for pressure.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
j.6a 600 SOJR HA 13 3 13 + 7 frames landing -- H 0 Click!
j.6b 600 SOJR HA 14 4 14 + 7 frames landing -- H 0 Click!
j.6c 600 SOJR HA 15 5 14 + 7 frames landing -- H 0 Click!

The "bird", this attack lunges Arakune forward at a fixed trajectory, which differs depending on which version you use (a, b, or c), each version makes you travel further and provides

more active frames, but there is more start up and recovery the further you go. It has it's uses as abare and combo filler pre-curse, and combo filler/corner carry during curse. Not a bad

move. With high execution, you can use it for pressure against certain characters on the ground by using j.6x > jc > j.4B.

j.2A/B/C
BBCS Arakune dive.png
Combo filler. Never try to use this as a starter.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
j.2a 600 R All 21 until landing 20 frames total -- H 0 Click!
j.2b 600 R ALL 22 until landing 21 frames total -- H 0 Click!
j.2c 600 R All 21 until landing 20 frames total -- H 0 Click!

The Dive. It hasn't been the same since CT, because of it's recovery, it's terrible pre-curse, unless used for combos. During curse, it's a combo staple/guard crusher. A and C versions

have the same frame data, but the trajectory is different. J.2A has forward movement, j.2C has backwards movement. J.2B goes down as a small backwards angle.

Counter Assault
BBCS Arakune 6B.png
Better than a throw overall.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0 -.R All 13 2 29 -12 B 0 Click!

Arakune's brand new Counter Assault is his 6b animation, good for effectively getting your opponent off of you without having to worry about the unlucky throw break, but is now

useless for getting curse meter, unless specific circumstances are met.


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
BBCS Arakune 5D.png
Interesting move.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
480 SOR HL 17 18 44 -35 BP 0 Click!

5D is a combo staple, and it can also be used as a half baked oki technique. Has good hitstun on normal and frighteningly good hitstun on CH, but whatever you do, don't whiff this

move, the recovery will leave you vulnerable enough for a Fatal Counter to hit you. 5D adds 20000 on hit 10000 on block.

2D
BBCS Arakune 2D.png
Bad Start up, don't use point blank. Kinda unsafe in most situations, but it's a half decent for mid-range zoning.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
400, 520 R All 19 11 (15) 12 46 frames total -- HBFPr 0 Click!

A half decent zoning tool that doesn't even combo into itself unless it's on crouching CH and with specific spacing. Don't use it point blank. It's best use is getting blue beat curse meter

if the opponent refuses to emergency tech a combo, but that's it. 2D adds 10000 per hit, on hit 5000 per hit, on block.

6D
BBCS Arakune 6D.png
Headbutt, really.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Headbutt 560 R HL 14 16 48 frames total -18 B, HBFPr 0 Click!
Bell Bug 880 R HA 38 until landing -- -- BP 0 Click!

A headbutt that knocks the opponent into the bell bug. The bell bug is still used as a zoning tool, but if it hits, it knocks down and forces emergency tech, this changes the scope of his

combos a little to get optimal curse meter. Combo staple, especially in the corner. Still bad on whiff though. Bell Bug adds 20000 on hit 10000 on block.

j.D
BBCS Arakune jD.png
Combo ender, zoning tool. Hits mid, don't be fooled.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
500 R All 34 3 until landing + 7 frames recovery -- HBFPr 0 Click!

A combo tool for getting extra curse, aside from where it can and cannot be used, it's pretty much the same as always. You can change where the bug is summoned using different

commands for directional input (j.4D, j.2D, j.3d and j.6D). J.d adds 20000 on hit 10000 on block.


A Bug
BBCS Arakune Abug.png
Bouncy.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
220 -- All 1 until ground + 55 -- -- HBFPr 0 Click!

The combo starter bug, most basic curse set ups involve the a bug in some way. It bounces in from behind the opponent and bounces once it hits the ground, then gone. Vanishes if

contact is made with anything that's not the stage floor, Arakune, or it's fellow bugs. It's really good on block and hit, easy to confirm into a combo, it pulls the opponent in as well, so

that's an "up yours" to those who rely on barrier blocking. A Bug uses up 3000 curse meter.

B Bug
BBCS Arakune Bbug.png
Drill Monster
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
200x3 -- All 7 until ground -- -- HBFPr 0 Click!

This is a pressure and combo bug now, it no longer knocks down. It flies down at a 45 degree angle from behind Arakune. Arakune's fastest bug in terms of projectile speed. B Bug uses

up 2000 curse meter.

C Bug
BBCS Arakune Cbug.png
Nom for massive hitstop.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
650 -- All 40 24 -- -- HBFPr 0 Click!

The Combo staple of combo staples, the C bug is there for it all, good for everything, pressure, combos, set ups, and even the unblockable reset. It comes out of the ground hungry and

has 41 frames of hitstop which virtually adds to the block stun, hit stun and the start up frames to any counter assaults your opponent attempts. The awesome comes at a price of absurdly slow start up and costing 5000 curse to use.

D Bug
BBCS Arakune Dbug.png
Bane of everyone's existence.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
150xN, 500 -- All, HL 1 until ground (33) until off screen -- -- HBFPr 0 Click!

You're second milk and meat for combos and another important tool in the unblockable reset. The D bug come straight down from above, burrows into the ground, giving hard

nockdown, then launches as an air unblockable, primer breaking moth. Second hit has bonus proration. D bug uses up 12000 curse meter, the most expensive bug to use.


Throws

Ground Throw
BBCS Arakune GroundThrow.png
Not bad, since Arakune rarely grabs. Good Range too.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1400 SOR T(90) 7 3 19 -- T 0 Click!

The ground throw, nice damage and decent range, now useful for combos and gaining curse meter, while still retaining it's original usefulness.

Air Throw
BBCS Arakune AirThrow.png
Hugs.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1400 SOR T(120) 7 3 15+3 landing -- T 0 Click!

The air throw. Still good for curse, harder to optimize though.


Special Moves

Equals Zero
236B
BBCS Arakune EqualsZero.png
GET IT!?
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
-- -- -- -- -- 30 -- -- 0 Click!

This move makes Arakune viturally invisible, good when being sneaky during evasion, or being sneaky duse thsure. Invisibility lasts until Arakune makes any hitbox/hurtbox contact

with a projectile or opposing character. Pretty good.

Zero Vector
j.236D
BBCS Arakune ZeroVector.png
The Random Cloud.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
-- -- -- 33 390 46+11 landing total -- -- 0 Click!

The infamous cloud. The type of cloud is random between a homing cloud, a cloud that hovers above the opponent and a cloud that hovers around Arakune. Now, when you summon

a new cloud, you're never going to get the same cloud in a row, so that's a good addition. Adds 20000 curse on contact with opponent, vanishes if Arakune is thrown, hit, if Arakune

summons another cloud or it's active frame reaches it's limit.

Y-Two Dash
j.236C
BBCS Arakune YTwoDash.png
Combo Staple.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
200x8 R HA 11 3x8 until landing + 11 -- H 0 Click!

The "Spin" or "Wheel", this move is 100% combo staple, pre-curse and during curse. It's good for corner carry when used with j.6A/b/c. Don't use it more than once in a combo, repeat

move proration. It also breaks a primer on block, which has very few uses. Still not a bad move. Decent abare when you're trying to cover your opponent's air movements.

Permutation, N, R
22A/B/C Spider.....Sting?
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Ground 500 -- All 57 until ground 48T -- HBFPr 0 Click!
Air 500 -- All 33 until ground 75+7 landing -- HBFPr 0 Click!

The "spider move". Arakune summons a giant spider to hit the opponent. The Button that you use only affects where the spider is summoned. Adds 20000 curse on hit, 10000 on block.

a±b
41236a
BBCP Arakune AplusminusB.png
SLoooooooW
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
-- -- -- 31 - 54 total -- -- 0 Click!

(Air OK)

A new cloud that Arakune can only summon during curse, it looks like a homing cloud, but travels faster and slows down any and all of the opponent's horizontal movement to a

crawl. Lasts until either curse ends or Arakune takes a hit. Good for oki, preventing your opponent from avoiding you and running out the clock.

If p then q
214A/B/C A/B version. C version (ground). C version (air).
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
214a -- -- -- -- -- 48 total -- -- 1-5T, 39-37T, 38-39 Inv Click!
214b -- -- -- -- -- 48 total -- -- 1-5T, 6-25 Inv Click!
214c -- -- -- -- -- 85 total -- -- 7-62 Inv Click!
j.214a -- -- -- -- -- 46 total -- -- 24-33 Inv Click!
j.214b -- -- -- -- -- 52 total -- -- 28-39 Inv Click!
j.214c -- -- -- -- -- 56 total -- -- 28-43 Inv Click!

(Air OK)


Arakune's various command teleports, each version (air and ground versions included) puts him in a different spot after he teleports.

  • 214A looks like a forward jump and puts Arakune directly below where he teleported
  • 214B looks like a forward jump and puts Arakune right back where you performed the input.
  • 214C looks like a forward dash and puts Arakune right back where you performed the input.
  • j.214A looks like a forward double jump and puts Arakune one character space ahead of where he teleported.
  • j.214B looks like j.d's animation and puts Arakune directly below where he teleported.
  • j.214C looks like a forward air dash and puts Arakune one character space ahead of where he teleported.

When it comes to these move, use of them is up to the player, but it's good for evasion pre-curse and good for cross ups and positioning during curse. Be careful when using them, you

can get punished hard if the opponent sees the teleport coming. Sometimes you'll get it just because the circumstance was against your favor.

Wall Teleport
j.44 When backed to a wall
BBCS Arakune j44.png
Pissing off opponents since 2008.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
-- -- -- -- -- 47 total -- -- 25-32 Inv Click!

Arakune's last and most annoying command teleport, when you are at a wall (either screen parameters or in the corner), air dash back and Arakune will warp from one wall to the other.

Good when you're cornered pre curse, good for a fast fullscreen approach and cross up during curse. Don't get careless about this move, it takes 25 frames for the teleport to happen,

that's plenty of time to get hit in most circumstances. Use this move wisely.


Distortion Drives

F-Inverse
236236C
BBCS Arakune FInverse.png
Combo filler or Arakune's only real wake up DP.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Body 640 R All 5+0 107 33 -121 B 1-12 Inv Click!
OD Body 640 R All 5+0 160 33 -175 B 1-12 Inv Click!
laser 90x35 R All 5+2 3x35 -- -- HBFPr(2) - Click!
OD laser 90x53 R All 5+2 3x53 -- -- HBFPr(2) - Click!

Arakune first and most practical Distortion Drive, used as a combo ender during curse, combo filler after a throw pre-curse and a pre-curse wake up DP. The latter being the least

practical and very risky to do. It's an awkward DP since the range it covers is strictly vertical, unlike most other Distortions which have horizontal range, that said, it can't be used like

them, still good though.


F of G
j.214214D
BBCS Arakune FofG.png
Useful now. Homes in, hits low, 100% curse, swag
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 350x15 R LA 20+4 15 until landing + 32 -- HBFPR(2) 1-26 Inv Click!
OD 350x25 R LA 20+4 15 until landing + 32 -- HBFPR(2) 1-26 Inv Click!

Arakune's air Distortion Drive. It can be comboed into, adding 100% curse on hit. Pretty much any combo that ends with j.d can be replaced with this move if you have the heat and

appropriate lack of curse meter to make this move necessary. It's also good at catching AA attempts. Don't whiff this move, or have them block it, it's pretty bad on block and whiff, like

j.d, it leaves Arakune vulnerable until he lands and then some.


Astral Heat

N-Infinity
632146D
BBCS Arakune NInfinity.png
Troll move, really.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
death -- all 5+81 12 25 -- H 1-97 Inv Click!

Arakune's new astral. now rushes forward and surrounds the opponent in a horrific world of eyes watching you and bugs. Lots and lots of bugs.


Strategy

The general idea of Arakune is to be passive-aggressive pre-curse, and crazy as hell during curse.

Offense

Offensively, your best friends are going to be j.b and 5a, these are your main pokes. 6a only when you condition them right. 5a > 2a is good for mix up, jump cancel when you need to, most of Arakune's attacks are jump cancellable. With good execution, rising j.b > j.4b (rising j.b > IAD > j.4b) is excellent for pressure and is one of Arakune's most dangerous pre-curse mix up. Outside of that, Arakune's offensive front is kinda weak pre-curse, but once you have curse, you're the prom queen and the world loves you. You get the opponent to block (or get it), and you go into a curse set up, then a curse combo, from there, depending on a few factors, say opponent has low health, if you are or are not running low on curse meter, you can go into a DD or attempt a reset or if they are in the corner, do the unblockable reset. Arakune's overall offense is a mix of these two.

Defense

Arakune's defense is weak. No DP, no reliable AA, a nerfed backdash, when it comes to Arakune's defense, the name of the game is evasion, do what you can to avoid having to block anything, use your command teleports, back dash, forward dash, wall teleport, all this, use the distance to set up your zoning game. When it comes down to it, you have to know how to block, learn what you can IB > backdash or punish.

Combos

Notations

> = Next notation of attack
j. = jump.attack
sj. = Super Jump.attack
DC = Dive Cancel
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) = Whatever's listed in the parentheses is optional
Blue text = Opponent must be crouching for combo to work
Red text = Requires 50 heat in order to use the combo
Green text = Combo is character specific; check the notes to see who it works on
Yellow text = Fatal Counter combo
[*c] = close/point blank confirm, relative to the hitbox of the attack
[*m] = midrange confirm, relative to the hitbox of the attack
[*f] = long range confirm, relative to the hitbox of the attack

Pre-curse

Midscreen
30% Curse
5a > 6b > j.6d
6a > 6b > j.6d
j.b+c > j/9 > j.c > j.d
[*m] 5c > j.a > j.b (2) > j.c > j.d
[*m] 5c > j.a > j.b (2) > j.c > j.d
40% Curse
2a > 5b > 5d
6a > 5d
[*f] (5a) 2a > 2c > 6d
[*c] 5a > 2a > 5b > 5d
70% Curse
2a > 5b > 5d > IAD j.a > j.4b > 5a > 6b > j.6d
Counter Assault > 236236c > 5d > sj.a > j.c > j.d
j.b+c > j/9 > j.c > [j.2a or j.2b] DC 5d > sj.a > j.c > j.d
80% Curse
5c > j.aa > j.c > j.2a > DC 5d > sj.a > j.c > j.2a > DC 2c > 6d
j.b+c > j/9 > j.c > [j.2a or j.2b] DC 5d > sj.a > j.c > j.2a > DC 2c > 6d
100% Curse
6a > 5d > IAD j.4aa > 2a > 5b > 5d > IAD j.4aa > 6b > j.6d
2c > delay RC 5d > sj.a > j.c > j.2a > DC 5d > sj.a > j.c > j.d
5c > 5d > sj.a > j.b (2 hits) > [j.4c > j.2a or j.c > j.3b] > DC 5d > sj.aa > j.b (2 hits) > j.c > j.d
j.c > j.214c > 5d > sj.a > j.b (2 hits) > [j.4c > j.2a or j.c > j.3b] > DC 5d > sj.aa > j.b (2 hits) > j.c > j.d
a+b+c+d (Gold Burst) > walk forward > 5d > sj.a > j.c > j.1a > DC 5d > sj.a > j.c > j.d
Near Corner
100% Curse
5a > 6b > IAD > J.2a > DC 6b > IAD j.d > 5d > J.a > J.c > J.d
Corner
100% Curse
5a > 6b > IAD j.6d > 6b > IAD j.6d > 5d

Curse Combos

Before you lay the smackdown of their candy asses, you need to mix them up and confirm into a curse combo. Since CS1, Negative Edging (abbreviated at NE) is not as important to Arakune's gameplay as it was in CT, most set ups can be done with little to no NE'ing, but there will be times when it might be necessary, either to zone, do a combo or to do a set up. Whenever you see [brackets] in the notation, that means to NE the bug. If you see ]reverse brackets[ in the notation, that is telling you to do a different command (4/5/6) and press the given button (or release it if you're NE'ing) while the recovery of a different attack is taking place (Ex. 4b > ]5cd[ ). Once you hop in training mode, you'll get the timing of NE and releasing down. The time when the bug hits will be indicated directly in the notations for instance, take the first combo. [6a > 5cd > c bug > d bug 1/2] You would have to press D during 5c, even though nothing happens immediately, you are actually summoning the d bug, which hits later in the combos, since the d bug has two individual times of connecting with the opponent, it's broken down to "d bug 1", when the d bug if descending, and "d bug 2", when it takes flight. When you see "d bug" without numbers, that assumes that the entire d bug does it's thing without anything in between.

To understand mix ups to their fullest potential, refer to the gatling table in the frame data

Curse Combo

[j.236[cd] > delay release 6cd > 6c bug > 6d bug] > [6c > 5c > 3c > tap d > 6c bug > d bug] > [j.2acd > a bug > c bug > d bug] > [*6a > 5c > j.a > j.c > j.d]

Brackets 1-3 can be done in any order

[j.236[cd] > delay release 6cd > 6c bug > walk backwards > 6d bug] > [6c > 5c > 3c > tap 6d > 6c bug > 6d bug] > [j.3acd > 6a bug > 6c bug > 6d bug] > [*6a > 5c > j.a > j.c > j.d]

Corner Version. Brackets 1-3 can be done in any order
*This is the combo finisher and it can consist of whatever you want, if you want to replenish you curse gauge, here is a good time to do so, but if the combo consisted of bugs while curse was active, then the gauge caps at 50%. If a combo starts because bugs hit after curse became inactive, there is no cap. If their health is low, you can finish the combo with 6a > 5c > 236236c > 236236c.
Curse Set Ups

6a > 6a bug > 5cd > c bug > d bug

3aa > 6a bug > 5cd > c bug > d bug

2b > b bug > 5cd > c bug > d bug

4b > ]5cd[ > b bug > c bug > d bug

2[c] > ]6cd[ > 6c bug > 6d bug

Won't work max range. Close/mid range only.

3aa > 6a bug > 2[c] > ]6cd[ > 6c bug > 6d bug

[blocked 6acd] > j.c > j.1b

Corner Only

Watch these videos for a demonstration of a few of these and more.

Resets & Etc

Re-curse

If you have 100 heat after curse ends, you can also perform a re-curse. Re-curse is very difficult, you end the combo with 6b > j.214214d > RC j.b (all hits). The scaling on j.b forces them to get out of the stagger early, but due to the properties of f.g, being unblockable once it hits, it resets the combo counter and does 100% curse.

Unblockable reset

Bear in mind that although this video is CS2 footage, it is still applicable in CSE, noteworthy differences is the guard primer breaking, which only removes 2 primers instead of 3.



BlazBlue: Chrono Phantasmae
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc