BBCS2/Arakune: Difference between revisions

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[[File:ragna6B.png|thumb|175px|What a bad overhead.]]
[[File:ara6b.png|thumb|175px|PELVIC THRUST.]]
===='''<big>6B</big>'''====
{{AttackData-BB|600|80|90|L|3|19|3|21|-7|17|http://www.dustloop.com/guides/bbcs2/frameData/arakune/4B.html}}
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.
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[[File:ara4b.png|thumb|175px|Standing low.]]
===='''<big>4B</big>'''====
===='''<big>4B</big>'''====
{{AttackData-BB|600|80|90|L|3|19|3|21|-7|17|http://www.dustloop.com/guides/bbcs2/frameData/arakune/4B.html}}
{{AttackData-BB|600|80|90|L|3|19|3|21|-7|17|http://www.dustloop.com/guides/bbcs2/frameData/arakune/4B.html}}
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.
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Revision as of 04:27, 10 December 2011

Arakune

Overview

A Sector Seven scientist turned blob after insane exposure to the boundary, now with thousands of bees inside of him, he now lurks the land of Kagustuchi in search for the Azure. In 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
Guard Primers: 5
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 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 14 seconds. 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.

Move List

Normal Moves

Standard poke. Hit Crouchers. Good for it's range.

5A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
160
80
84
All
1
6
3
12
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.


Combo filler, really.

5B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
200x3
82
80
HL
3
12
2,3,3
12
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.


Standard Anti Air, not a very good one though.

5C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800
90
90
HL
4
23
3
18
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 70% curse with decent 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.


Funky Attack, namely used now for combo filler.

2A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
150
80
85
L
1
10
2
12
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.


Another Funky move, but not as funky.

2B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
400
80
90
L
2
11
2
10
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.


The infamous shark.

2C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800
100
92
L
4
13
45
16
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). You can only combo with it using meter or on Fatal Counter. Both situations nets him about 70% 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.


Overhead, not a bad one in fact.

6A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600
80
89
H
3
23
2
15
Click!

Primary Overhead, on good execution will lead into 100% curse. On top of that, it's even on block and jump cancellable. On that rare chance you punish an opponent for trying to jump out, it goes into 100% curse as well. 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.


PELVIC THRUST.

6B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600
80
90
L
3
19
3
21
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.


Standing low.

4B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600
80
90
L
3
19
3
21
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.


File:Ragna6C.png
Staple combo tool.

6C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
512, 608
90
92
L, HL
4
20
5(11)2
33
Click!



Not a SF4 trip, mind you.

3C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
720
90
88
L
4
12
3
17
Click!



File:RagnajA.png
Quick startup makes it good for an air-to-air battle.

j.A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
180
90
84
HA
1
7
3
9
Click!



File:RagnajB.png
Has a crossup hitbox.

j.B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
450
90
86
HA
2
10
9
12
Click!



File:RagnajC.png
Primarily used for air-to-ground.

j.C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
620
90
89
HA
3
12
3
24
Click!



Drive Moves

File:Ragna5D.png
Only use is for combos.

5D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
544, 760
100
92,80
HL, all
4,5
17
5(12)1
44
Click!



Great low footsie.

2D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
750
90
94
L
5
18
2
23
Click!



File:Ragna6D.png
Absurdly good pressure tool.

6D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
750
100
94
HL
5
26
3
16+16L
Click!



File:RagnajD.png
Good for characters that approach from high above.

j.D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
590
90
89
HA
3
13
4
20
Click!



Throws

The quick 5-frame startup allows this move to serve as a safe and effective anti-air.

Forward Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1400
90
100, 55
GR.T
0, 4
7
3
19
Click!



File:Ragna4BC.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.

Back Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 700
90
100, 55
GR.T
0
7
3
19
Click!



File:RagnajBC.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.

Air Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1400
100
100, 55
GR.T
0, 4
7
3
15
Click!



Special Moves

File:Ragna214A.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.

Hell's Fang (214A)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
730
75
70
all
4
15
13
33
Click!



Additional Blow / Tsuika Kōgeki (214D after Hell's Fang)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
950
100
92
all
4
23
3
40
Click!



File:Ragna623C.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.

Inferno Divider: C Version (623C / j.623C)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
420, 460
70
92
HL
4
7
2(4)6
24+19L
Click!
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
420, 460
85
92
all
4
5
2(4)6
19L
Click!



The quick 5-frame startup allows this move to serve as a safe and effective anti-air.

Inferno Divider: D Version (623D / j.623D)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600*2
100
92
HL
4
7
2(4)12
27+19L
Click!
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600*2
100
92
all
4
7
2(3)12
13
Click!



File:Ragna623CC.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.

Upper (236C after Inferno Divider)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
310
100
92
all
4
14
3
19L
Click!



File:Ragna623CCC.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.

Straight / Yoko Fukitobashi (236C after Upper)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
400
100
70
all
4
15
3
12L
Click!



File:Ragna623CCD.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.

Ax Kick / Kakato Otoshi (214D after Upper)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
480
100
50
all
4
19
4
13L
Click!



File:Ragna214B.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.

Gauntlet Hades (214B / j.214B)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800
90
88
HA
4
20
7
14+14L
Click!
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700
90
92
HA
4
12
9
15L
Click!



File:Ragna214BD.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.

Spin Kick / Keri Age (214D after Gauntlet Hades)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
550
100
60
all
4
9
3
20L
Click!



File:Ragna214D.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.

Dead Spike (214D)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1000
100
96
all
4
28
12
54T
Click!



File:Ragna214C.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.

Belial Edge (j.214C)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600, 100*N
75
90(1)
all
4
15
till L(1)1
16
Click!



File:Ragna22C.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.

Not Over Yet / Mada Owarija Nē Zo (22C)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 400
100
92
all
4
7
3
16
Click!



Distortion Drives

File:Ragna632146D.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.

Carnage Scissors (632146D)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1000, 2300
85
92
all
4
9+(7~12)
2(48)4
64
Click!



File:Ragna214214D.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.

Blood Kain (214214D)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
--
--
--
--
--
--
--
(19+1)T
Click!


---

File:Ragna214214DD.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.

Devoured by Darkness / Yami ni Kuwarero (214214D during Blood Kain)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 6000
100
92, 5
UNB
4
16+14
3
56
Click!



Astral Heat

File:Ragna2141236C.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.

Black Onslaught(2141236C)

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
death
--
--
all
5
3+25
2
25
Click!



Strategy

Offense

Defense

Combos

Midscreen

Corner

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