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*'''Mixup Master''': Has more setups than you can dream of once in Curse. | *'''Mixup Master''': Has more setups than you can dream of once in Curse. | ||
*'''Can Escape Clap Loop''': Due to his metered air reversal, Arakune has answers to Carl. As if he needed it anyways, ignoring his good movement. | *'''Can Escape Clap Loop''': Due to his metered air reversal, Arakune has answers to Carl. As if he needed it anyways, ignoring his good movement. | ||
*'''Ludicrous Damage''': Once Arakune is in curse, his damage output is unparalleled, especially thanks to his 6C loops and dive cancels. Without spending any meter at all, he can easily get 4-7k off of any random hit. This stacks | *'''Ludicrous Damage''': Once Arakune is in curse, his damage output is unparalleled, especially thanks to his 6C loops and dive cancels. Without spending any meter at all, he can easily get 4-7k off of any random hit. This stacks with his crazy mixups, oftentimes making Arakune's victory after applying curse an inevitability. | ||
|cons= | |cons= | ||
*'''Faustian Bargain''': You're a terrible person. | *'''Faustian Bargain''': You're a terrible person. |
Revision as of 07:17, 4 December 2022
Behold, THE greatest mistake in BlazBlue's history!
Arakune was top dog (blob) in CT, being able to do basically everything. His incredibly oppressive Drive mechanic, Curse, allows him to flood the screen with multipurpose bugs after hitting the opponent with a D button and gain access to unparalleled offensive potential and damage. Even without it, Arakune still has many great normals, some of the best mobility in the game with an aggressive and cancellable airdash, and other strange quirks such a comboable CA and positive combo rate (????).
Arguably, Arakune's only downside is the knowledge and execution required to play him. He became so infamous for his strength that the developers made jokes about it in the sequel (despite him being arguably stronger in those games), and was crowned as BlazBlue's most hated character. As BBCT's lifespan came to an end, Arakune stopped being the popularly considered best character in the game as Nu-13 and Rachel continually made advancements in tech over Arakune, not helped by him also having poor matchups against those two thanks to his strange tools not being very effective against them. Still, for those who relished in making their opponents angry, Arakune provided everything you could ever want in a setplay character.
- First-Rate Movement: Slippery and hard to catch, mostly thanks to his airdash. Already being excellent for strange movement and mixup options, Arakune can also cancel his airdash by holding 4 and using a normal or simply barriering, resulting in him dropping straight down to the ground.
- Instant Curse: Simply landing a single D attack instantly applies curse and grants Arakune his win condition.
- Comboable CA: For whatever reason, Arakune's Counter Assault is his regular throw. He can't kill from a combo started off of it, but he still retains his super and special cancels.
- Mixup Master: Has more setups than you can dream of once in Curse.
- Can Escape Clap Loop: Due to his metered air reversal, Arakune has answers to Carl. As if he needed it anyways, ignoring his good movement.
- Ludicrous Damage: Once Arakune is in curse, his damage output is unparalleled, especially thanks to his 6C loops and dive cancels. Without spending any meter at all, he can easily get 4-7k off of any random hit. This stacks with his crazy mixups, oftentimes making Arakune's victory after applying curse an inevitability.
- Faustian Bargain: You're a terrible person.
Arakune | |
---|---|
Health | |
10,500 | |
Prejump | |
3F | |
Backdash | |
48F (1~38F Inv All) | |
Forward dash | |
48F (17~36F Inv All) | |
Combo Rate | |
105% | |
Heat Gain Rate | |
80% | |
Guard Libra Rate:How resistant this character is to Guard Libra drain. | |
90% | |
Unique Movement Options | |
Forward/Backward Teleport Dashes 2 Air Dashes If p, then q Wall Teleport | |
Fastest Abare Option:This character's fastest attacks for mashing or scrambles. Excludes universal throws. | |
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options. | |
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws. | 5A (6F) |
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options. | 236236C (7F) |
Normal Moves
5A
- dash cancelable on hit or guard until 14F
- 9~14F cancel to follow up
- rapid fire cancel up to three times
5B
- Dash cabcelable until 21F
- hitstop 3F
5C
- launches on hit
- dash cancelable on hit or guard until 31F
2A
- Standing hit stun 13F
- rapid fire cancel up to three times
2B
2C
- Launches on hit
6A
- vacuum effect on hit or guard
- slam down in the air
- untechable
- dash cancelable on hit or guard until 27F
6B
- Staggers (26)
- dash cancelable on hit or guard until 30F
6C
6C:
- 7~ airborne
- floor bounce on hit
- 36~41 cancel to follow up attack
6C > 5C:
- launches on hit
- 25~32 cancel to follow up
6C > 5C > 2C:
- Knocks down in air
- untechable
3C
- Teleports at 15F
- knocks down
- untechable when hit on the ground
5A > 6B
- Blasts away
j.A
- Rapid fire cancel up to three times
j.B
- Slam down in air
- hitstop 3F
j.C
- Slam down in air or on counter hit
- untechable
- Arakune jumps on hit
j.2A/B/C
- launches on hit
- can cancel to other button version on hit or guard
- cancel to follow up within 3F during landing to cancel landing recovery
- switch appear location after landing by input different directions: �¨'s duration 32F, 5~20 invincible, and 21F teleports forward. �©'s duration 37F, 6~25 invincible, and 26F teleports forward. Jump �«B's start up is 22F
j.6A/B/C
Drive Moves
5D
- Staggers (29)
- enter cursed condition on hit
2D
- enter cursed condition on hit
- projectile property
- hitstop 3F
- at close distance (when only 1st hit connects) frame advantage is -12F
- 2nd hit guaranteed comes out after 1st hit.
6D
- enter cursed condition on hit
- projectile property
- hitstop 3F
j.D
- Knocks down
- enter cursed condition
- untechable
- projectile property
- hitstop 3F, input
A Bug
- Vacuum effect on hit or guard
- projectile property
- decreases 40 points of the curse gauge
- unable to summon A bug again within 40F
B Bug
- Launches on hit
- projectile property
- hitstop 3F
- decreases 80 points of the curse gauge
- unable to summon B bug again within 80F
C Bug
- Staggers (41)
- vacuum effect on hit or guard
- projectile property
- decreases 200 points of the curse gauge
- unable to summon C bug again within 120F
D Bug
- Projectile property
- hitstop 3F
- decreases 250 points of the curse gauge
- unable to summon D bug again within 150F
Universal Mechanics
Forward Throw
5B+C
- Launches on hit
Back Throw
4B+C
- Launches on hit
Air Throw
j.B+C
- Launches on hit
Counter Assault
6A+B while blocking
- launches on hit
Special Moves
Zero Vector
j.236D
- Cursed effect on hit or guard
- projectile property but doesn't take out by projectile
- hitstop 3F
- Not counter hit vulnerable during landing
If p, then q
214A/B/C (Air OK)
214A:
- 6~ airborne
- 38F teleports
214B:
- 6~ airborne
- 46F teleports
214C:
- 7~36 and 61~62 goes through opponent
j.214A:
- 33F teleports
j.214B:
- 41F teleports
j.214C:
- 31F teleports
y, two-dash
j.236C
- Launches on hit
- hitstop 3F
Equals 0
236B
- attack hit opponent (excluding projectile) or Arakune gets hit or guard an attack stops the effect
Wall Teleport
j.44 Near Wall
- 19F telelports
- uses an air option
Distortion Drives
f Inverse
236236C
- strike launches, vacuum effect
- strike's hitstop 3F
- laser portion has projectile property
- goes through other projectile
- laser hitstop 5F
f of g
j.214214D
- 14th hit launches, enter cursed condition
- hitstop 3F
- does not hit opponent in block stun or invincible from throw state
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Mechanics •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Archived Fan Wiki • Tier Lists •
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Danger State
- Distortion Drive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State