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Arakune/Move List

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Health Double Jumps/Airdashes Dash Type
10,500 1 Double Jump, 2 Airdashes Teleport
Overdrive Duration (in frames)
100 – 90% 89 – 80% 79 – 70% 69 – 60% 59 – 50% 49 – 40% 39 – 30% 29 – 20% 19 – 10% 9 – 0%
180 210 240 270 300 390 420 450 480 600

In BlazBlue: Continuum Shift, Arakune is no longer able to easily get into curse off random pokes, and so his non-Curse game is significantly different. His moves are also no longer as safe, meaning that players must be a good deal more careful if they want to get into curse, where he deals the majority of his damage.

Arakune's curse has been significantly altered in BlazBlue: Continuum Shift. Unlike in BlazBlue: Calamity Trigger, where he cursed immediately on hit, Arakune must now build up a Curse meter, and only enters Fever Mode once it is full. To compensate, however, he cannot be hit out of Fever Mode like in BlazBlue: Calamity Trigger, and remains capable of dealing massive damage (as much as 12k) in a single curse combo.

Further iterations, however, have lowered his combo damage considerably, instead trying to buff his normal tools over his damage output. This has turned many Arakune players away, but do not let this be discouraging.

Arakune has a defensive playstyle that focuses on passively pressuring the opponent putting a lot of stuff onscreen, then capitalizing heavily on mistakes; such style is predominant to his character in BlazBlue: Calamity Trigger.

Move Lists

Normals

Input Damage Heat gain
A 300 124
BBCS (Arakune 5A) Horizontal Claw swipe.
Can be followed up with 6B for a special target combo.
Input Damage Heat gain
B 300x3 124x3
BBCS (Arakune 5B) Multi-hitting spinning attack.
Hits mid-range, some characters can be hit while crouching.
Input Damage Heat gain
C 800 331
BBCS (Arakune 5C) A large tongue lick.
Upper-body invulnerable. In CS:EX, it pulls opponent in. Breaks one guard primer on block.
Input Damage Heat gain
2A 300 124
BBCS (Arakune 2A) A quick low claw swipe.
Nice range and recovery.
Input Damage Heat gain
2B 460 190
BBCS (Arakune 2B) Arakune squats down.
AA hitbox shrunk.
Input Damage Heat gain
2C 800 331
BBCS (Arakune 2C) Arakune dashes forward low to the ground.
The hit box on the attack is in front and above Arakune.
Very unsafe on block.
Breaks one guard primer on block.
Fatal counters on hit.
Input Damage Heat gain
6A 600 248
BBCS (Arakune 6A) An over-head claw swipe.
If used against an airborne opponent, it will quickly fall directly to the ground.
Input Damage Heat gain
6B 500 207
BBCS (Arakune 6B) Thrusts a horn forward.
A mid-attack that sends the opponent flying across the stage.
Can be jump-canceled.
Input Damage Heat gain
4B 600 248
BBCS (Arakune 4B) A standing swarm-like attack.
Hits low, only in front of Arakune. Causes stun on hit. Short range.
Was originally 6B in CT/CS. Replaced and moved to 4B in CS2.
Input Damage Heat gain
6C 1000 414
BBCS (Arakune 6C) Giant overhead spike.
Starts over-head rekka: 6C > 5C > 2C.
Second hit launches, but is not jcable, third hit is knock down.
Input Damage Heat gain
A (in the air) 300 124
BBCS (Arakune jA) An aerial claw swipe.
Seems to hit below and in front of Arakune. Can be canceled into itself up to three times.
Input Damage Heat gain
B (in the air) 220x5 91x5
BBCS (Arakune jB) Multi-hit spike attack.
Absurdly high priority.
Good instant overhead when j.4B is used in conjunction with airdash.
Input Damage Heat gain
C (in the air) 700 289
BBCS (Arakune jC) Spike attack that knocks the opponent down.
Bounces Arakune back up on hit. In CS:EX, Arakune jumps in the direction of the stick after it hits.
Input Damage Heat gain
3C 800 331
BBCS (Arakune 3C) Arakune disappears then reappears about half a screen away and does a low hitting attack.
This move is not very safe, could be used when you're trying to get away. Breaks one guard primer on block.
Input Damage Heat gain
2A
(in the air)
-- --
BBCS (Arakune dive) Arakune dives forward.
Can no longer be canceled into teleport on block.
Input Damage Heat gain
2B
(in the air)
-- --
BBCS (Arakune dive) Arakune dives straight down.
Can no longer be canceled into teleport on block.
Input Damage Heat gain
2C
(in the air)
-- --
BBCS (Arakune dive2) Arakune dives backwards a bit.
Can no longer be canceled into teleport on block.
Input Damage Heat gain
6A/
B/C
(in the air)
600 248
BBCS (Arakune bird) Lunge toward opponent.
Button strength changes distance.
Input Damage Heat gain
6AB 0 0
BBCS Arakune GroundThrow Engulfs the opponent, and launches them upward.
Same as B+C, but does not deal damage. Can cancel into "f-inverse", making this the only Counter Assault that has a cancel.
Input Damage Heat gain
AB 1000
BBCP (Arakune CT) Arakune's Crush Trigger, good and practical to add more curse meter. Inflicts hard knockdown, no matter how it hits.

Throws

Input Damage Heat gain
BC 0, 1700 0, 703
BBCS Arakune GroundThrow Wraps around the opponent, and launches them upward.
Can cancel into any midair technique.
Input Damage Heat gain
4BC 0, 1700 0, 703
BBCS Arakune GroundThrow Engulfs the opponent, and launches them upward.
Same as B+C, but sends the opponent slightly backward.
Input Damage Heat gain
BC
(in the air)
0, 1400 0, 579
BBCS Arakune AirThrow Engulfs the opponent, and launches them upward.
Opponent flies slightly forward. Can cancel into "f-inverse".

Drive

Input English name Japanese name Damage Heat gain
Any direction + D Crimson クリムゾン Kurimuzon -- --
Drive attacks curse the opponent, recognizable by a pair of rings orbiting their body. When cursed, Arakune can summon bugs that fly in from offscreen and attack the opponent.
Bugs are summoned when A, B, C, or D are released. Only one bug of each type can be onscreen at a time, and bugs cannot be summoned if Arakune is being attacked (hit or block).
Drive moves fill the Fever gauge on hit. Arakune will enter curse mode once it is full. Once full, the bar will drain at a steady rate (slower if being attacked).
Blocked drives fill half the usual amount.
Input Damage Heat gain
D 480 198
BBCS (Arakune 5D) Arakune unleashes a close cloud. Jump cancelable on block.
Input Damage Heat gain
6D 560, 880 231, 0
BBCS (Arakune 6D) Summons bell shaped bug that slowly descends to the ground. Hits overhead.
Starts high and drifts down to the ground.
Useful for controlling space. In CS:EX, it causes ground bounce.
Input Damage Heat gain
2D 400, 520 165, 215
BBCS (Arakune 2D) Arakune spits out a bug. First hit hits low.
Input Damage Heat gain
D (in the air) 500 207
BBCS (Arakune jD) Summons a bug from the ground. No longer hits low.
Distance at which bug appears can be altered with directional input.

Overdrive

Input English name Japanese name Damage Heat gain
AB
CD
Crimson Depths クリムゾンデプス Kurimuzon Depusu -- --
BBCP(Arakune Overdrive) Curse Gauge does not drain while active.

Exceed Accel

Input English name Japanese name Damage Heat gain
AB
CD
(during Overdrive)
n factorial (nファクトリアル n fakutoriaru) 2000
4000 (Active Flow)
BBCF Arakune n factorial New move in Centralfiction. Arakune hits the opponent goes underneath them and wraps them up. Arakune then squishes up and down a few times and then releases the opponenet.

Special Attacks

Input English name Japanese name Damage Heat gain
214A/
B/C
(midair also)
If P then Q PならばQ P naraba Q -- (214A, 214B, 214C, j.214A, j.214B, j.214C) -- (214A, 214B, 214C, j.214A, j.214B, j.214C)
BBCS (Arakune IfPThenQ A)
BBCS (Arakune IfPThenQ B)
BBCS (Arakune IfPThenQ C)
BBCS (Arakune IfPThenQ jC)
Arakune teleports. 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.
Input English name Japanese name Damage Heat gain
236B Equals 0 イコール0 Ikōru 0 -- --
BBCS (Arakune EqualsZero) You become transparent, practically invisible. Arakune becomes visible again if he hits anything or is hit.
Good for canceling recovery on certain moves.
Input English name Japanese name Damage Heat gain
236C
(in the air)
y.two-dash y,トゥーダッシュ y, tūdasshu 200x8 124x8
BBCS (Arakune YTwoDash) Spinning tentacle air special. Breaks one Guard Primer on block.
Input English name Japanese name Damage Heat gain
22
A/B/C
air OK
Permutation n, r パーミュテーション,n,r Pāmyutēshon, n, r 500 (Ground/Air)
BBCP (Arakune Permutation) New move from CP.
Button used only affects attack location.
Fills curse gauge – 20000 on hit, 10000 on block
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. (Air)
Input English name Japanese name Damage Heat gain
41236A
while opponent is cursed
(air also)
a±b aプラスマイナスb A purasu mainasu b -- --
BBCP (Arakune AplusminusB) New move in CP. 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.
Input English name Japanese name Damage Heat gain
236D
(in the air)
Zero Vector ゼロベクトル Zero Bekutoru -- --
BBCS (Arakune ZeroVector) The curse clouds. There are three variations of the cloud that comes out:
One is spherical in shape and follows opponent until reaching ground level while remaining right in front of them.
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.
Cloud no longer has a hitbox (will fill meter if it touches the opponent, but will not cause stun or deal damage).
Input English name Japanese name Damage Heat gain
44/
66
(in the air)
Wall Teleport ウォールテレポート Wōru Terepōto -- --
BBCS (Arakune j44) Like Nu's Act Parcer. 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

Input English name Japanese name Damage Heat gain
236236C f-inverse fインバース F inbāsu 640 (body), 90x35 (laser) 0 (body), (laser)
BBCS (Arakune FInverse) Shoots a laser above Arakune. His legs are part of the hitbox and can combo off of a 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.
In Overdrive, it comes out much faster like in Unlimited Mode, and does approximately 50+ hits.
Input English name Japanese name Damage Heat gain
214214D
(in the air)
f of g fマルg f maru g 400x14 0
BBCS (Arakune FofG) Pit super that is unblockable. Only hits grounded opponents.
Fills entire curse bar on hit.
Input English name Japanese name Damage Heat gain
236236D While opponent is cursed. (midair also). F equals
BBCF (Arakune F equals) New move in Centralfiction.

Astral Heat

Input English name Japanese name Damage Heat gain
CT:
34123646D
CS-CP:
632146D
(air also)
n to infinity n無限大 n mugen-dai Death (1 bounce), (3 bounce), (horizontal), (vertical) --
BBCS (Arakune NInfinity) CT-CS: Arakune transforms into a huge spherical shape and lunges at the opponent. The attack can vary in three different ways; it may charge straight toward the opponent after a long pause, bound upward in an arc toward the opponent, or fall directly down. If the opponent barrier blocks, their barrier block will be destroyed; if they normal block, their guard will break regardless of Guard Libra/Guard Primers. Instant kill on hit. Can call insects during this attack if opponent is cursed.
CP: Arakune will morph into his eyeball form and lunge at the opponent, but this time if the hit connects, it shows the opponent struggling with spider webs tying their feet. Eyeballs will appear, and centipedes and other dark bugs will cover the screen. The attack ends with a void, completely empty of anything.

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