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/??? and all the players who want to play as him.
Post your Arakune/??? info.
http://img354.imageshack.us/img354/3697/arkunefullzu6.jpg
Arakune/???
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
http://img98.imageshack.us/img98/860/arakunemovelistxd2.jpg
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
http://img115.imageshack.us/img115/638/arakunedata.jpg
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