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==Strategy== | ==Strategy== | ||
<blockquote><i | <blockquote><i>Arakune's offense and defense is normally weak, but once the opponent is Cursed, you can use insects to perform relentless attacks. Thus a large part of Arakune's strategy has to do with Cursing the opponent. | ||
Arakune also has some peculiarities about his movement. Dash and backstep cause him to sink into the ground and move a set distance. He is invincible while in the ground, allowing him to easily slip around the opponent. His aerial dash and aerial backdash have a floating trajectory. He can use them 2 times with each jump. He also floats when using a jump attack during an aerial dash but using ← with a jump attack or barrier will change his trajectory downwards. Using ← + B during an aerial dash lets you use Jumping B while falling. It's useful not only for closing distance from mid-range, but is also powerful repeated in close combat. | Arakune also has some peculiarities about his movement. Dash and backstep cause him to sink into the ground and move a set distance. He is invincible while in the ground, allowing him to easily slip around the opponent. His aerial dash and aerial backdash have a floating trajectory. He can use them 2 times with each jump. He also floats when using a jump attack during an aerial dash but using ← with a jump attack or barrier will change his trajectory downwards. Using ← + B during an aerial dash lets you use Jumping B while falling. It's useful not only for closing distance from mid-range, but is also powerful repeated in close combat. | ||
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Once in close range, use Standing A or Crouching A over and over while chaining it into a Standing D to build the Curse Gauge. It's also good to use the middle attack → + A to break the opponent's guard. Once the Curse Gauge is filled, input ↓ + A into ↓ + A to link into Crouching A → to use insects. Even if the opponent blocks you, the insects from A can help buy time to close distance. The C insects also have guard crushing properties. If you keep these C insects in mind, it'll be easier to use → + A to break guard or attempt a normal throw. | Once in close range, use Standing A or Crouching A over and over while chaining it into a Standing D to build the Curse Gauge. It's also good to use the middle attack → + A to break the opponent's guard. Once the Curse Gauge is filled, input ↓ + A into ↓ + A to link into Crouching A → to use insects. Even if the opponent blocks you, the insects from A can help buy time to close distance. The C insects also have guard crushing properties. If you keep these C insects in mind, it'll be easier to use → + A to break guard or attempt a normal throw. | ||
Should the opponent get the jump on Arakune, it's safest to backstep away if you're in the middle of the screen. If you have Heat Gauge, using f inverse is another good way to counter.<Ref>BlazBlue: Central Fiction, Tutorial Mode, Character Specifics, Arakune - Lesson 03 - Strategy Lessons</ref | Should the opponent get the jump on Arakune, it's safest to backstep away if you're in the middle of the screen. If you have Heat Gauge, using f inverse is another good way to counter.<Ref>BlazBlue: Central Fiction, Tutorial Mode, Character Specifics, Arakune - Lesson 03 - Strategy Lessons</ref></i></blockquote> | ||
==Command List== | ==Command List== | ||
{{Command List | {{Command List | ||
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'''Notes''' | |||
* The moves [[wikipedia:Plus-minus sign|a plus/minus b]], '''f equals''', [[wikipedia:Inverse function|f inverse]], [[wikipedia:Function composition|f of g]], '''y two-dash''' ([[wikipedia:Second derivative|y double-prime]]), [[wikipedia:Zero element#Additive identities|Zero Vector]], '''Equals 0''', and '''n to infinity''' refer to calculus and linear algebra | |||
* '''if p then q''' and '''Negating "p"''' refer to [[wikipedia:Propositional calculus|propositional calculus]], which is sometimes also known as zeroth-order logic | |||
* [[wikipedia:Permutation|Permutation n,r]] may have been confused with a mathematical [[wikipedia:Combination|combination]], which is denoted "n choose r", or the number of ways r objects can be selected from a group of n objects. A permutation doesn't require "r", since it is the number of ways to order all of the n objects given. | |||
* '''n factorial''' is the number of permutations for n distinct objects. | |||
==Palettes== | ==Palettes== | ||
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File:BBCF AR Palette 5.png|05 | File:BBCF AR Palette 5.png|05 | ||
File:BBCF AR Palette 6.png|06<br>Tachikoma (Ghost in the Shell) | File:BBCF AR Palette 6.png|06<br>Tachikoma (Ghost in the Shell) | ||
File:BBCF AR Palette 7.png|07 | File:BBCF AR Palette 7.png|07<br>BBCP color 13 | ||
File:BBCF AR Palette 8.png|08 | File:BBCF AR Palette 8.png|08<br>Eddie (Guilty Gear) | ||
File:BBCF AR Palette 9.png|09 | File:BBCF AR Palette 9.png|09<br>BBCP color 6 | ||
File:BBCF AR Palette 10.png|10<br>[[Carl Clover]] | File:BBCF AR Palette 10.png|10<br>[[Carl Clover]] | ||
File:BBCF AR Palette 11.png|11<br>[[Es-N]] | File:BBCF AR Palette 11.png|11<br>[[Es-N]] | ||
File:BBCF AR Palette 12.png|12<br>Jack-O' (Guilty Gear Xrd REVELATOR) | File:BBCF AR Palette 12.png|12<br>Jack-O' (Guilty Gear Xrd REVELATOR) | ||
File:BBCF AR Palette 13.png|13<br>Jake (Adventure Time) | File:BBCF AR Palette 13.png|13<br>Jake (Adventure Time) | ||
File:BBCF AR Palette 14.png|14 | File:BBCF AR Palette 14.png|14 | ||
File:BBCF AR Palette 15.png|15 | File:BBCF AR Palette 15.png|15 | ||
File:BBCF AR Palette 16.png|16 | File:BBCF AR Palette 16.png|16 | ||
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File:BBCF AR Palette 24.png|24<br>Dengeki | File:BBCF AR Palette 24.png|24<br>Dengeki | ||
</gallery> | </gallery> | ||
==References== | ==References== | ||
{{#tag:references}} | |||
{{ |
Latest revision as of 00:54, 30 December 2020
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Strategy
Arakune's offense and defense is normally weak, but once the opponent is Cursed, you can use insects to perform relentless attacks. Thus a large part of Arakune's strategy has to do with Cursing the opponent.
Arakune also has some peculiarities about his movement. Dash and backstep cause him to sink into the ground and move a set distance. He is invincible while in the ground, allowing him to easily slip around the opponent. His aerial dash and aerial backdash have a floating trajectory. He can use them 2 times with each jump. He also floats when using a jump attack during an aerial dash but using ← with a jump attack or barrier will change his trajectory downwards. Using ← + B during an aerial dash lets you use Jumping B while falling. It's useful not only for closing distance from mid-range, but is also powerful repeated in close combat.
Once in close range, use Standing A or Crouching A over and over while chaining it into a Standing D to build the Curse Gauge. It's also good to use the middle attack → + A to break the opponent's guard. Once the Curse Gauge is filled, input ↓ + A into ↓ + A to link into Crouching A → to use insects. Even if the opponent blocks you, the insects from A can help buy time to close distance. The C insects also have guard crushing properties. If you keep these C insects in mind, it'll be easier to use → + A to break guard or attempt a normal throw.
Should the opponent get the jump on Arakune, it's safest to backstep away if you're in the middle of the screen. If you have Heat Gauge, using f inverse is another good way to counter.[1]
Command List
Name | Command | |
---|---|---|
Normal Input | Alternative Input | |
Drive | ||
Crimson クリムゾン Kurimuzon |
D | |
Summons insects to attack the opponent. | ||
Overdrive | ||
Crimson Depth クリムゾン・デプス Kurimuzon Depusu |
A + B + C + D | |
If the curse meter remains, the opponent will be cursed the moment it is activated | ||
n factorial nファクトリアル n Fakutoriaru |
During OD, A + B + C + D | |
Special | ||
Insect Swarm 蟲攻撃 Mushi Kōgeki |
A or B or C or D while the opponent is Cursed | |
Zero Vector ゼロベクトル Zero Bekutoru |
Midair ↓↘→ + D | ↓ + SP |
a plus/minus b aプラスマイナスb a Purasu Mainasu b |
↓↘→ + D while the opponent is Cursed (midair also) | ↓ + SP |
Equals 0 イコール0 Ikōru 0 |
↓↘→ + B | |
y, two-dash y, Tū Dasshu |
Midair ↓↘→ + C | |
If p, then q PならばQ P Naraba Q |
↓↙← + A or B or C (midair also) | |
→ Negating "p" Pの否定 P no Hitei |
Automatically activates when opponent approaches during "If p, then q" | |
Permutation n, r パーミュテーション,n,r Pāmutēshon,n,r |
↓↓ + A or B or C (midair also) | SP |
Distortion Drive | ||
f inverse fインバース f Inbāsu |
↓↘→↓↘→ + C | ← + SP |
f of g fマルg f Maru g |
↓↙←↓↙← + D in midair | ← + SP in midair |
f Equals fイコール f Ikōru |
↓↘→↓↘→ + D in midair while the opponent is Cursed | ← + SP in midair |
Astral Heat | ||
n to infinity n無限大 n Mugendai |
→↘↓↙←→ + D (midair also) | |
Notes
- The moves a plus/minus b, f equals, f inverse, f of g, y two-dash (y double-prime), Zero Vector, Equals 0, and n to infinity refer to calculus and linear algebra
- if p then q and Negating "p" refer to propositional calculus, which is sometimes also known as zeroth-order logic
- Permutation n,r may have been confused with a mathematical combination, which is denoted "n choose r", or the number of ways r objects can be selected from a group of n objects. A permutation doesn't require "r", since it is the number of ways to order all of the n objects given.
- n factorial is the number of permutations for n distinct objects.
Palettes
11
Es-N
References
- ↑ BlazBlue: Central Fiction, Tutorial Mode, Character Specifics, Arakune - Lesson 03 - Strategy Lessons