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An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

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.

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  • Arakune/Move List
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  • 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.
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English Name
  • Crimson
  • Crimson Depths
  • Equals 0
  • If P then Q
  • Permutation n, r
  • Wall Teleport
  • Zero Vector
  • a±b
  • f of g
  • f-inverse
  • n to infinity
  • y.two-dash
Description
  • 214(xsd:integer)
  • Breaks one guard primer on block.
  • New move from CP.
  • The curse clouds. There are three variations of the cloud that comes out:
  • Arakune's Crush Trigger, good and practical to add more curse meter. Inflicts hard knockdown, no matter how it hits.
  • Second hit launches, but is not jcable, third hit is knock down.
  • 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.
  • Arakune can be hit out of these fake outs when he appears.
  • Same as B+C, but sends the opponent slightly backward.
  • One is spherical in shape and follows opponent until reaching ground level while remaining right in front of them.
  • Bounces Arakune back up on hit. In CS:EX, Arakune jumps in the direction of the stick after it hits.
  • Hits low, only in front of Arakune. Causes stun on hit. Short range.
  • Shoots a laser above Arakune. His legs are part of the hitbox and can combo off of a grab.
  • 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.
  • Useful for controlling space. In CS:EX, it causes ground bounce.
  • Same as B+C, but does not deal damage. Can cancel into "f-inverse", making this the only Counter Assault that has a cancel.
  • 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 .
  • A large tongue lick.
  • A quick low claw swipe.
  • A standing swarm-like attack.
  • AA hitbox shrunk.
  • Absurdly high priority.
  • An aerial claw swipe.
  • An over-head claw swipe.
  • Arakune dashes forward low to the ground.
  • Arakune dives backwards a bit.
  • Arakune dives forward.
  • Arakune dives straight down.
  • Arakune spits out a bug. First hit hits low.
  • Arakune squats down.
  • 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 .
  • Blocked drives fill half the usual amount.
  • Button strength changes distance.
  • Button used only affects attack location.
  • Can be jump-canceled.
  • Can cancel into any midair technique.
  • Can no longer be canceled into teleport on block.
  • Cloud no longer has a hitbox .
  • Curse Gauge does not drain while active.
  • Engulfs the opponent, and launches them upward.
  • Fatal counters on hit.
  • Fills curse gauge – 20000 on hit, 10000 on block
  • Fills entire curse bar on hit.
  • Giant overhead spike.
  • Good for canceling recovery on certain moves.
  • Horizontal Claw swipe.
  • 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.
  • Lunge toward opponent.
  • Multi-hit spike attack.
  • Multi-hitting spinning attack.
  • Another is shaped like a cloud and will follow opponent while remaining over their head.
  • Nice range and recovery.
  • 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.
  • Spike attack that knocks the opponent down.
  • Starts high and drifts down to the ground.
  • Starts over-head rekka: 6C > 5C > 2C.
  • Summons a bug from the ground. No longer hits low.
  • Thrusts a horn forward.
  • Very unsafe on block.
  • Summons bell shaped bug that slowly descends to the ground. Hits overhead.
  • Arakune disappears then reappears about half a screen away and does a low hitting attack.
  • If the attack is blocked, body hitbox is nullified and only laser is harmful.
  • j.214A: You jump forward. j.214B: You jump up. j.214C: Air dash forward.
  • 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.
  • The downside to this move is that any attack on Arakune during its duration is a counter-hit, so use this move wisely.
  • You become transparent, practically invisible. Arakune becomes visible again if he hits anything or is hit.
  • Distance at which bug appears can be altered with directional input.
  • 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.
  • The last is a ring that will appear around Arakune and follow him.
  • This move is not very safe, could be used when you're trying to get away. Breaks one guard primer on block.
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