CopperDabbit Posted June 10, 2009 Posted June 10, 2009 Welcome to the Crimson Swarm! Our amorphous leader leader would have welcomed you personally, but he's off smothering cat people. The following is all of the basic information that we have accumulated regarding Arakune. This guide was originally written by TSHKN and contains lots of awesome information. I'm simply updating it, he did all the work. This thread is dedicated to Arakune/アラクネ and all the players who want to play as him. Post your Arakune/アラクネ info. Arakune/アラクネ VA: Takashi Hikida Height: 20-200 cm Weight: 5-1000 kg Bloodtype: Unknown HP:Arakune 10500 Health Point Ratio 7350(80%):3150(20%) Arakune Guard Libra Rate 90% Arakune Heat Gauge Rate 80% Backstory: An occult being that is constantly seeking knowledge. Its body houses innumerable insects. Currently, it lives under the streets of Kagutsuchi. Because it needs to absorb large amounts of life force to continue its existence, it frequently attacks those of the Kaka tribe and humans alike. Recently, it has sensed the presence of a being with unheard of levels of life force, which has caused it to stir. Its Drive Ability is Crimson, which curses the opponent to where several flying insects will attack him/her. Here at Dustloop.com, we use a different system to refer to moves and motion than you may be familiar with. If you look at the right-hand side of your keyboard, you'll see something that looks like this: 789 456 123 We use these numbers to indicate directions. Specifically those needed to perform a move. Imagine that the joystick on an arcade cabinet is at 5. It's at neutral. Moving the stick towards your opponent, it's now at 6. 4 is back, 2 is down, etc. So if you see something like 632146C, that's our code for saying "Half circle back and forward + the C button". Buttons Weak = A Medium = B Strong = C Drive = D:Crimson Final Ver. Move List Here is some info on him Nomral Attacks 2A: A quick low claw swipe, nice range/recovery. 2B: Arakune squats down 2C: Arakune dashes forward low to the ground.The hit box on the attack is in front and above Arakune. Very unsafe on block. A: Horizontal Claw swipe. Best poke IMO. Arakune also has a 5A > 6B cancel that sends your opponent flying and knocks down on hit. This move is very useful, especially when keeping opponents off of you; this cancel is jump cancelable/dash cancelable, so if you're opponent is abusing you with pressure in the corner you can just hit 5A when you find an opening then 6B, if it hits you've successfully smacked you're opponent to the other side of the screen, if it doesn't hit you can just dash cancel out of the corner, or jump and teleport. Remember that 5A > 6B is a cancel, so for those who do not understand, this means you input 6B before the recovery animation of 5A is over. B: Multi-hitting spinning attack. Hits mid-range, some characters can be hit while crouching. C: A large tongue lick, re-launches from OTG, launches. (jcable) 3C: Arakune disappears then reappears about half a screen away and does a low hitting attack. This move is not very safe, I usually use it when Im trying to get away. 6A: Is over-head claw swipe. Comparable to Eddie’s 6K 6B: 6B: It is a low attack that causes crumple state 6C: Starts over-head rekka: 6C > 5C > 2C. Second hit launches, but is not jcable, third hit is KD(knock down). j.A: An aerial claw swipe, seems to hit below and in front of Arakune. j.B: Multi-hit spike attack j.C: Spike attack that knocks the opponent down j.2A: You dive forward. j.2B: You dive strait down. j.2C: You dive backwards a bit. All dive attacks are cancelable into each other as long as a different button strength is used. Example: j.2A > j.2B > j.2C j.6A/B/C: Lunge toward opponent, button strength changes distance. Special Attacks If P then Q: All of his 214 attacks are fake outs that teleport him back to where he was, the j.214 set him on the ground below where he was in the air. Arakune can be hit out of these fake outs when he appears. 214A: Jumps forward. 214B: Jump directly up. 214C: Teleports behind the opponent. j.214A: You jump forward. j.214B: You jump up. j.214C: Air dash forward. Equal 0 236B: You become transparent, practically invisible. y.two-dash j.236C: Spinning tentacle air special. Zero Vector j.236D (in air): The curse clouds. There are three variations of the cloud that comes out -One is spherical in shape and follows opponent. -Another is shaped like a cloud and will follow opponent while remaining over their head. -The last is a ring that will appear around Arakune and follow him. All of the variations will curse on block. 44 or 66 (in air): when you are in the corner it is possible to disappear then reappear on the opposite side of the screen. This move is great for running away and for zero vector tactics. The downside to this move is that any attack on Arakune during its duration is a counter-hit, so use this move wisely. Distortion Drives f-inverse 236236C: Shoots a laser above Arakune, his legs are part of the hitbox, combos off of grab. It is possible to move Arakune left or right during this special; if opponent was not hit during activation, Arakune’s body hitbox will be active so if the opponent gets close enough the special will launch them into the laser. If the attack is blocked, body hitbox is nullified and only laser is harmful. f of g j.214214D(in air): Pit super that is unblockable, similar to dizzy's. The area is below Arakune, and a little in front. Marks the opponent and launches. Works similarly to a throw. It checks to see if there is an opponent on the ground, in the "pit" area, and if there is, summons the bugs, which are unblockable. Drives - Crimson D: Arakune unleashes a close cloud. Does not curse on block. (jcable) 6D: summons bell shaped bug, that slowly descends to the ground. Starts at just about a couple of centimeters above taegers head(to give a sense of where it appears), about 2 character lengths away from Arakune. Lag on input. Best used on curse oki set-ups. 2D: arakune shoots out a Bug that hits low/mid(basically, opponent should block low). Hits twice. j.D: Hits low, and you can control where it appears by hitting 4, 1, 2, 3 or 6. How Marking Works All of Arakune's D attacks mark on hit. When marked you gain the ability to summon bugs from off-screen. It is like the junk that flies on screen when Zappa hits you with a ghost, except you can control it. When marked a bar appears right below your life bar, this bar slowly goes down as time passes. Whenever you summon a bug it also drops a bit. When this bar ends or if you are hit, your opponent is no longer marked. You can remark the opponent when they are already marked and it will refresh the bar back to full. You can have any D attack out, when you have them marked also and it does not unmark them, unlike Testament's. Bugs How they work: The bugs come out if they are marked when you hit either A, B, C, or D, you can have multiple bugs out, but none of the same type. The bug does not come out til you release the button. I.e you do 6a, if you hold down A, the bug will not appear till you let go. A Bug: Appears from the top left corner arcs down. Has very little hit stun if it hits an opponent on the ground. While in a juggle state, it can be used to set up the devestating 6C loops. B Bug: comes from the right side of the screen, arcs more strait. C Bug: appears from the ground near the middle of the screen and goes left a bit. D Bug: Comes down from the top of the screen goes near the ground the arcs back up in a parabola, hits many times. All Bugs hit Mid. Arakune Move Data Notes 1: dash cancelable on hit or guard until 14F, 9~14F cancel to follow up, rapid fire cancel up to three times 2: Dash cabcelable until 21F, hitstop 3F 3: 4~25 invincible from head attribute attack, launches on hit, dash cancelable on hit or guard until 31F 4: Staggers (29), enter cursed condition on hit 5: vacuum effect on hit or guard, slam down in the air, untechable, dash cancelable on hit or guard until 27F 6: Staggers (26), dash cancelable on hit or guard until 30F 7: 4~41 invincible from foot attribute attack, 7~ airborne, floor bounce on hit, 36~41 cancel to follow up attack 8: enter cursed condition on hit, projectile property, hitstop 3F 9: Standing hit stun 13F, rapid fire cancel up to three times 10: Launches on hit 11: enter cursed condition on hit, projectile property, hitstop 3F, 1st hit static difference -12F in close distance, 2nd hit guaranteed comes out after 1st hit. 12: Rapid fire cancel up to three times 13: Slam down in air, hitstop 3F 14: Slam down in air or on counter hit, untechable, Arakune jumps on hit 15: Knocks down, enter cursed condition, untechable, projectile property, hitstop 3F, input 16: Blasts away 17: launches on hit, 25~32 cancel to follow up 18: Knocks down in air, untechable 19: 13~16 Invincible, teleports at 15F, knocks down, untechable when hit on the ground 20: 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 21: Landing recovery 7F, data is based [A/B/C] version's property 22: 19~26 Invincible, 19F telelports, uses a jump count 23: 7~36 Invincible, goes through opponent (has same property as dash) 24: 1~20 Invincible, launches on hit 25: Launches on hit 26: Launches on hit 27: Launches on hit 28: Curse guage has a total of 2000 points, decreases by 1 each frame, cannot summon bugs during block stun while gauge stop decreasing, curse gauge disappear when Arakune gets hit 29: Vacuum effect on hit or guard, projectile property, decreases 40 points of the curse gauge, unable to summon A bug again within 40F 30: Launches on hit, projectile property, hitstop 3F, decreases 80 points of the curse gauge, unable to summon B bug again within 80F 31: 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 32: Projectile property, hitstop 3F, decreases 250 points of the curse gauge, unable to summon D bug again within 150F 33: Cursed effect on hit or guard, projectile property but doesn't take out by projectile, hitstop 3F, landing recovery 11 (No counter hit vulnerable duration) 34: 1~5 and 29~38 invincible from throw, 6~ airborne, 38F teleports 35: 1~5 and 35~46 invincible from throw, 6~ airborne, 46F teleports 36: 7~36 and 46~62 invincible from throw, 7~36 and 61~62 goes through opponent 37: 24~33 invincible, 33F teleports 38: 30~41 invincible, 41F teleports 39: 16~31 invincible, 31F teleports 40: Launches on hit, hitstop 3F 41: attack hit opponent (excluding projectile) or Arakune gets hit or guard an attack stops the effect 42: Invincible until 6F after super freeze, 14th hit launches, enter cursed condition, hitstop 3F, does not hit opponent in block stun or invincible from throw state 43: Invincible until 10F after super freeze, launches, vacuum effect, Arakune itself's hitstop 3F, laser portion has projectile property, goes through other projectile, hitstop 5F Random stuff: If you have the cloud ring around you, you can pretend it is like Roger's Punching special, since it will follow you. So you can do j.44 to get behind the opponent and it can run into then, you can use the various 214 moves and it can easily trick the opponent up and hit them as it returns to you. Arakune: Match Ups from Arcadia July Issue Ragna :6.0 Jin:5.5 Noel:6.0 Tager:7.5 Taokaka:6.0 Rachel:4.0 Arakune:X Litchi:5.5 Bang:6.0 Carl:5.0 Hakumen:6.5 V-13:3.5 Please Note: Because all of the members of the Crimson Swarm are lazy bastards, we will do less typing, and refer to the three different types of clouds that Arakune can summon thusly: HoverC: Cloud that stays above the opponents head. ShieldC: Cloud that follows Arakune around. HomingC: Cloud that follows the opponent.
CopperDabbit Posted June 10, 2009 Author Posted June 10, 2009 Here's a really useful trick referred to as "Dive-Canceling". Originally posted by Shinjin. A pretty big and important thing when it comes to being offensive with Arakune is being able to dive-cancel his airdash, which is something you do by holding back and doing either: any normal barrierguard throw Which makes Arakune dive towards the ground instead of floating awaaay like he normally does. this is awesome together with jB (at the moment), but jB has not that long blockstun at all... Well... alot of stuff dont have that long blockstun since you can IB-SRK or IB-Backstep through ALOT of stuff in this game. Another Dive Canceling trick, is with Arakune's j.2A. If you manage to hit an opponent (or they block it) you can cancel it into his j.2B to cancel the recovery of the j.2A. The goal here is not to get another dive out, but to hit the ground and immediately recover. By do this, and following up with 5B, you're able to launch into a full mark combo, even if it doesn't counter hit, or keep pressure on them if they do block the j.2A. If you still have questions about this loveable Blob, please visit one of the more detailed threads within the Arakune Forum. If you have something to add, please go ahead! Just remember to stay on topic. Now get out there and rape some faces with Bees. It shall please the Master.
kousaka Posted June 12, 2009 Posted June 12, 2009 you should mention the other dive cancelling, or note number 20 in the frame data It's a crucial part to arakune's game.
CopperDabbit Posted June 24, 2009 Author Posted June 24, 2009 Forgot to mention I updated the 2nd post with the additional dive cancel information. Thanks kousaka! Counter Assault: A few points of notes on Arakune's Counter Assault. Counter Assaults, often referred to as "Alpha Counters" (this name taken from the Streeter Fighter Alpha series) or "Dead Angles" (taken from the Guilty Gear series), is a way to attack an opponent, through their attack. If an attack is blocked and you have 50% Heat (super) meter, you can press 6A+B to spend that 50% meter to hit your opponent. Each characters counter assault is different. Arakunes' is his throw. What's interesting about his CA over other characters, is that it really is his throw. It's super and special cancelable, meaning that for 100% meter you can do 6A+B > 236236C > 5D off of it for a mark, or just get out of some mean corner pressure. And since Arakune has the (2nd?) longest throw range in the game, it can get you out of a lot of stuff. However, this move also has some weaknesses, because it is his throw. For example, if you do a CA on Carl as Nirvana is attacking, he gets a chance to tech it. Usually, this is not an issue because it will be a green !, which are hard to react to, and with most characters you'll grab them out of whatever move they were doing, in which case it is untechable. Also, good point of note is that you CANNOT kill someone off of a combo starting with a CA.
taokaka Posted June 29, 2009 Posted June 29, 2009 Ahh yes arakune....for some reason i cant stop thinking that he is eddy and faust's love baby
dj asakura Posted June 30, 2009 Posted June 30, 2009 This is very cool! I'm sure I'll start looking at this a lot more once I pick up the game and start practicing with Arakune
Lajin Da Great Posted July 1, 2009 Posted July 1, 2009 Other then Arakune's j.B mixup, what are some other good ways to throw your opponent?
Abstract Posted July 1, 2009 Posted July 1, 2009 Other then Arakune's j.B mixup, what are some other good ways to throw your opponent? Get the cloud that follows you, 66, and go for throw. 6a (blocked) pause throw/poke mixup <======= Standard tickthrow but pulls them in. Gives 0 frames on block if I'm reading this chart right, so it's actually pretty nice for a throw setup. Just don't let them IB it. jA (whiff) throw <======= Standard tickthrow 5a (whiff/block) pause, poke/throw <======== Also a standard tickthrow You could probably do some nice things with teleport fakeouts as well.
CopperDabbit Posted July 1, 2009 Author Posted July 1, 2009 Get the cloud that follows you, 66, and go for throw. I'm going to have to disagree with you on that one Abstract. There is so much recovery on arakune's dash (both forward and backward) that dashing, even with the cloud behind you, does not strike me as a valid option. Anyone just mashing on 2A will get a free combo on you, or they'll just try and get the hell away from the cloud, in which case the throw wiff is punishable by some characters.
Abstract Posted July 1, 2009 Posted July 1, 2009 I'm going to have to disagree with you on that one Abstract. There is so much recovery on arakune's dash (both forward and backward) that dashing, even with the cloud behind you, does not strike me as a valid option. Anyone just mashing on 2A will get a free combo on you, or they'll just try and get the hell away from the cloud, in which case the throw wiff is punishable by some characters. It was a joke. That's why the face was there. Sorry if I didn't make that clear.
Lajin Da Great Posted July 2, 2009 Posted July 2, 2009 Also, when you are in the air, how do you teleport behind your opponent? idk if it's a just frame or not, but idk how to do it.
CopperDabbit Posted July 2, 2009 Author Posted July 2, 2009 >_< is correct. You do have to be right next to the wall to teleport.
Lajin Da Great Posted July 2, 2009 Posted July 2, 2009 Thanks face, I've been wondering how to do that for a while.
Smilax Posted July 2, 2009 Posted July 2, 2009 Played around with a few dif chars and decided that I really liked arakune, though playing him makes my eyes go retarded due to all the things flying around the screen on the 6c loop, can you do anything after the 6c > 5c? like maybe jump cancel into something? (cant test it right now, at work) or is there no reason to do anything other then the 2c after?
CopperDabbit Posted July 2, 2009 Author Posted July 2, 2009 The only thing that you can do after the 6C > 5C is 2C, it's the only thing that gatlings. It's also the most damage hit out of the three (the 1st hit does 800 [by itself], the next 1000, the next 1200) and using bugs you can do another combo after it anyway, so there's no reason not to just do 2C. Also, there's so much recovery on it, you'd have to RC the second hit to do a combo anyway.
kousaka Posted July 2, 2009 Posted July 2, 2009 hey with the dive cancels, you dont' necessarily have to cancel j2a. You can cancel any of them as long as you have a dive you haven't used. example 1: j2a>j2c>cancel to j2b on land to combo i typically use this now since if i mess up the cancel where j2a>cancel j2c and the timing was wrong j2c dives me away to safety. example 2: j2a>j2b>cancel to j2c this is still useful though since you can get a hit on j2b when you mess up the dive cancel on j2b on land and get a second dive on the spot that hits, you can salvage this mistake into a combo by cancelling into j2c on land
Abstract Posted July 2, 2009 Posted July 2, 2009 hey with the dive cancels, you dont' necessarily have to cancel j2a. You can cancel any of them as long as you have a dive you haven't used. example 1: j2a>j2c>cancel to j2b on land to combo i typically use this now since if i mess up the cancel where j2a>cancel j2c and the timing was wrong j2c dives me away to safety. example 2: j2a>j2b>cancel to j2c this is still useful though since you can get a hit on j2b when you mess up the dive cancel on j2b on land and get a second dive on the spot that hits, you can salvage this mistake into a combo by cancelling into j2c on land I'm not sure what you're saying here. Are you getting j2a to combo into j2C or j2B to combo into j2C? I can't seem to get anything that isn't black heat. I can however cancel the landing frames of j2X into 5B into aircombo. I know they can cancel into each other to make things safer on block. But they don't seem to combo without curse.
kousaka Posted July 3, 2009 Posted July 3, 2009 oh im referring to cancelling the dive move's recovery when you land by cancelling into a second dive. It's a 3 frame window after you land so it's easy to mess up and it changes if you hit/whiff/counterhit the opponent since the timing before you land changes slightly. but basically you jump and do j2a dive immediately then when you land (after hit or counterhit or whiff) you do j2b or j2c. Any dive that hasn't been used. The examples kinda go into the advantages of which one you use to cancel with. Obviously though if you can get the timing of dive cancelling down then it's all pointless. But even at a high level, jp players will miss them sometimes. In the air you can combo into dives with/without curse. Having curse though allows you to land and go into 6c loops. Without you get nothing but knockdown. The dive order is generally j2a > j2c > j2b > bc bug if cursed> 6c. I haven't practiced this particular combo myself but it has the advantage of changing sides before going into 6C loops allowing you to land more as you'll be mid screen more.
Abstract Posted July 3, 2009 Posted July 3, 2009 oh im referring to cancelling the dive move's recovery when you land by cancelling into a second dive. It's a 3 frame window after you land so it's easy to mess up and it changes if you hit/whiff/counterhit the opponent since the timing before you land changes slightly. but basically you jump and do j2a dive immediately then when you land (after hit or counterhit or whiff) you do j2b or j2c. Any dive that hasn't been used. The examples kinda go into the advantages of which one you use to cancel with. So wait, you have to jump again in order to do it? Because if I just hold down 2 and press a, b, or c on landing I get 2a, 2b, or 2c. Maybe a video example would be helpful, if you could provide one. I'm assuming this is different from just cancelling into another j2X on hit or block given that you mentioned doing it on whiff. Obviously though if you can get the timing of dive cancelling down then it's all pointless. But even at a high level, jp players will miss them sometimes. Dive cancelling in this case is cancelling the landing lag into an attack? Or is it what you were talking about above? If it's the latter, then I am horribly confused. In the air you can combo into dives with/without curse. Having curse though allows you to land and go into 6c loops. Without you get nothing but knockdown. The dive order is generally j2a > j2c > j2b > bc bug if cursed> 6c. I haven't practiced this particular combo myself but it has the advantage of changing sides before going into 6C loops allowing you to land more as you'll be mid screen more. I shall definitely learn this. I couldn't get it to combo on grounded opponents. I never tried aerial opponents though.
gwc123 Posted July 3, 2009 Posted July 3, 2009 Dive cancel is the holy grail of arakune with it u will become a force to be reckoned with. Basically ure canceling it as u dive into the ground with another dive(but this dive doesnt come up it just makes u recover really fast), no jumping no nothing else needed, then u can go for a combo And i thought the dive cancel combo was, 5B j.A j.B j.C j.D (CB Bugs) 6C loop?
panda8six Posted July 4, 2009 Posted July 4, 2009 is there any way to control which cloud comes out of zero vector?
kousaka Posted July 4, 2009 Posted July 4, 2009 The generic dive cancel combo is indeed 5B j.A j.B j.C j.D (CB Bugs) 6C loop. There are also variants that go into the 3 dives into BC bug 6C loop but you change directions. There's no control over which zero vector that comes out. I'm talking about dive cancelling the landing lag with a second dive. The scenarios I gave is for using different dives to cancel it with and the pros and cons of each dive if you mess up with them you can still salvage something out of it.
Honkey#1 Posted July 5, 2009 Posted July 5, 2009 Just strated playing BB and decided to pick Arakune as my main. I like his ability to play defense as well as offense at the same time.
Smilax Posted July 6, 2009 Posted July 6, 2009 Oh yea no one has posted it yet so I figure I might as well His Astral Finisher is To unlock it: Beat arcade mode with Arakune Opponent has to be under 20% hp and it has to be in the final round in order to go off
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