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 |
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.
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.
Command list[]
Basic moves[]
Input | Damage | Heat gain | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
300 | 124 | ||||||||||
Horizontal Claw swipe. Can be followed up with 6B for a special target combo. |
Input | Damage | Heat gain | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
300x3 | 124x3 | ||||||||||
Multi-hitting spinning attack. Hits mid-range, some characters can be hit while crouching. |
Input | Damage | Heat gain | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
800 | 331 | ||||||||||
A large tongue lick. Upper-body invulnerable. In CS:EX, it pulls opponent in. Breaks one guard primer on block. |
Input | Damage | Heat gain | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
300 | 124 | ||||||||||
A quick low claw swipe. Nice range and recovery. |
Input | Damage | Heat gain | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
460 | 190 | ||||||||||
Arakune squats down. AA hitbox shrunk. |
Input | Damage | Heat gain | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
600 | 248 | ||||||||||
An over-head claw swipe. If used against an airborne opponent, it will quickly fall directly to the ground. |
Input | Damage | Heat gain | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
500 | 207 | ||||||||||
Thrusts a horn forward. A mid-attack that sends the opponent flying across the stage. Can be jump-canceled. |
Input | Damage | Heat gain | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
600 | 248 | ||||||||||
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 | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
1000 | 414 | ||||||||||
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 | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
(in the air) | 300 | 124 | |||||||||
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 | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
(in the air) | 220x5 | 91x5 | |||||||||
Multi-hit spike attack. Absurdly high priority. Good instant overhead when j.4B is used in conjunction with airdash. |
Input | Damage | Heat gain | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
(in the air) | 700 | 289 | |||||||||
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 | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
(in the air) |
-- | -- | |||||||||
Arakune dives forward. Can no longer be canceled into teleport on block. |
Input | Damage | Heat gain | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
(in the air) |
-- | -- | |||||||||
Arakune dives straight down. Can no longer be canceled into teleport on block. |
Input | Damage | Heat gain | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
(in the air) |
-- | -- | |||||||||
Arakune dives backwards a bit. Can no longer be canceled into teleport on block. |
Input | Damage | Heat gain | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
/ / (in the air) |
600 | 248 | |||||||||
Lunge toward opponent. Button strength changes distance. Compliments Arakune’s floatiness very well. |
Throws[]
Input | Damage | Heat gain | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
0, 1700 | 0, 703 | ||||||||||
Wraps around the opponent, and launches them upward. Can cancel into any midair technique. |
Input | Damage | Heat gain | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
0, 1700 | 0, 703 | ||||||||||
Engulfs the opponent, and launches them upward. Same as B+C, but sends the opponent slightly backward. |
Input | Damage | Heat gain | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
(in the air) |
0, 1400 | 0, 579 | |||||||||
Engulfs the opponent, and launches them upward. Opponent flies slightly forward. Can cancel into “f-inverse”. |
Counter Assault[]
Input | Damage | Heat gain | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | ||||||||||
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. |
Crush Trigger[]
Input | Damage | Heat gain | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
1000 | |||||||||||
Arakune’s Crush Trigger, good and practical to add more curse meter. Inflicts hard knockdown, no matter how it hits. |
Drive[]
Input | Damage | Heat gain | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
480 | 198 | ||||||||||
Arakune unleashes a close cloud. Jump cancelable on block. |
Input | Damage | Heat gain | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
400, 520 | 165, 215 | ||||||||||
Arakune spits out a bug. First hit hits low. |
Input | Damage | Heat gain | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
(in the air) | 500 | 207 | |||||||||
Summons a bug from the ground. No longer hits low. Distance at which bug appears can be altered with directional input. |
Overdrive[]
Input | Japanese name | English name | Damage | Heat gain | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
クリムゾンデプス Kurimuzon Depusu | Crimson Depths | -- | -- | ||||||||
Curse Gauge does not drain while active. |
Exceed Accel[]
Special moves[]
Input | Japanese name | English name | Damage | Heat gain | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
(in the air) |
y,トゥーダッシュ y, tū dasshu | y, two-dash | 200x8 | 124x8 | |||||||
Spinning tentacle air special. Breaks one Guard Primer on block. |
Distortion Drives[]
Input | Japanese name | English name | Damage | Heat gain | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
(in the air) |
fマルg f maru g | f of g | 400x14 | 0 | |||||||
Pit super that is unblockable. Only hits grounded opponents. Fills entire curse bar on hit. |
Input | Japanese name | English name | Damage | Heat gain | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
While opponent is cursed. (midair also). | fイコール f ikōru | f equals | |||||||||
New move in Centralfiction. |
Astral Heat[]
[]
Command list | |||||
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