Street Fighter: The Movie/Arkane

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SFTM-Arkane-Portrait.png

Introduction

  • Played by: Alan Noon
  • Stagger frames: 32
  • All of the secret Bison Troopers are tournament legal and share Blade's normals, but have different special and super moves.

To play as Arkane: Highlight Blade, then press Down exactly 20 times then all three Kick buttons. If you pressed Down to move from Chun-Li to Blade, this counts as the first Down press (press Down exactly 19 more times in this case). The sound of cheering will confirm the character selection. Upon continuing after the end of the match, your cursor will be on Blade. To select the same character again, press all three Kick buttons again without moving the cursor. If you move the cursor you will have to re-enter the code to select Arkane.

Playstyle

Probably the worst of the Bison Troopers, Arkane has a lot of faults but also some strange strengths. On one hand he only has one super that isn't easy to do and lacks a Danger Move, and can't take full advantage of Blade's normals due to lacking Air Assassin Dagger. On the other hand he's the only character aside from Akuma to have a teleport, he has access to an option select with Bison's Electric Arc and Blade's Neck Hanging Tree, and the ability to do the Life Shaver Glitch without spending meter. He's a bit of a gimmicky character, but that isn't a bad thing. He might not look like it with all those extendo limbs and his teleport, but some people say that Arkane is the real grappler of SFTM...

Play Arkane if:

  • You want to build a gameplan around funny gimmicks
  • You don't mind working hard for the win
  • You really like Inspector Gadget

Do not play Arkane if:

  • You are new to the game, as you are playing at a deficit
  • You aren't comfortable being walled into a hyper-specific playstyle
  • You don't want to play a "grappler"

Normals

Standing

s.LP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -
s.MP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -
s.HP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -

Reaches far and makes a great poke. Also not a bad anti-air.

s.LK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -
s.MK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -
s.HK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -

Crouching

cr.LP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Low - - - - - - - -
cr.MP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -
cr.HP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -
cr.LK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Low - - - - - - - -

Fantastic poke for low-profiling. Puts Arkane very low to the ground.

cr.MK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Low - - - - - - - -
cr.HK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Low - - - - - - - Knockdown

Slides Arkane forward slightly. Deceptive and sneaky. Keeps Arkane low to the ground and knocks down.

Air

j.LP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- High - - - - - - - -
j.MP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- High - - - - - - - -
j.HP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- High - - - - - - - -
j.LK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- High - - - - - - - -
j.MK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- High - - - - - - - -

Decent air-to-air.

j.HK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- High - - - - - - - -

Universal Mechanics

Throws

Shoulder Throw
Close
b/f+MP or HP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- - - - - - - - - Escapable, Counterable

Due to lacking Air Assassin Dagger Arkane can't do the throw loop that Blade enjoys, but it's still a pretty solid throw.

Throw Counters

Throw Counter/Reversal
u+MK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- - - - - - - - - -

This input and data are for Arkane's opponent after he lands a throw. See Throws for more information.

Slammaster
d+MP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- - - - - - - - - -

This input and data are for Arkane's opponent after he reverses a countered throw. See Throws for more information.

Interrupts

Low Slide
During blockstun, standing
f+LK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Low - - - - - - - Knockdown

Knocks the opponent back and hits low. Very sneaky due to how low to the ground it is.

Dashing Knee
During blockstun, standing
f+MK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - Knockdown

Is a bit slower than the Low Slide interrupt, thus can be beat by well timed normals. It doesn't low profile like the Low Slide, but it still has a few uses in certain situations where your other Interrupts might fall short.

Extending Arm
During blockstun, standing
f+LP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - Knockdown

The slowest of Arkanee's Interrupts but also has the longest range. Much like the Dashing Knee, it's not as useful as the Low Slide Interrupt, but don't forget about it.

Regeneration

Regeneration
Hold LK+MK, release
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- - - - - - - - - -

Recovers 17 health over 34 frames. See Regeneration for more information.

Special Moves

Neck Hanging Tree
Close
[HP]b/f, release HP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- - - - - - - - - Throw

Arkane's Command Grab. This move is incredibly useful, and incredibly buggy. While choking your opponent you can mash the joystick in all directions to prolong the choke duration and increase damage. Sometimes the opponent will float backwards while being choked, which can lead to setups afterwards such as the Life Shaver Glitch. Setting up the Life Shaver Glitch with this move is Arkane's #1 goal.

Electric Arc
Hold HP, release
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - Knockdown

You can charge this and Neck Hanging Tree at the same time and this is a very important option select. If you go for a Neck Hanging Tree and miss, the lightning will come out instead and usually protect you. It has a huge hitbox that stuffs almost everything, including jump-ins. A lot of times an opponent will hit you, then land on the lightning and lose the trade anyway. Has enough pushback to usually keep Arkane safe if it's blocked and it can be used in juggles, though Arkane gets less than Bison would get.

Extend Arm
f,f+LP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -

The third piece of Arkane's gimmick. This move isn't very useful on it's own due to it being so slow, but if used in conjunction with Neck Hanging Tree you can do the Life Shaver Glitch without spending meter, which means that pretty much any time you get a stagger you have the ability to potentially remove a huge chunk of your opponent's lifebar. You could probably use it to tag people trying to jump out of the corner too, but you could also just use st.HP and be safer on block.

Ground Extend Arm
f,f,d+HP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Low - - - - - - - -

Just like the regular Extend Arm, but slower and harder to do. It hits low, but you could also just use cr.HK and have less risk.

extend Leg
f,f+MK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -

The middle ground between Extend Arm and Ground Extend Arm. You can use it in pretty much the same ways you would use Extend Arm if you really want to.

Teleport Forward
f,d,df+PPP or KKK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- - - - - - - - - -

PPP to teleport far, KKK to teleport close. It can catch people sleeping but it has some recovery so don't get predictable. If you're holding HP you can try teleporting to the opponent and going for the Neck Hanging Tree/Electric Arc option select.

Teleport Backwards
b,d,db+PPP or KKK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- - - - - - - - - -

PPP to teleport far, KKK to teleport close. It can catch people sleeping but it has some recovery so don't get predictable. If you're holding HP you can try teleporting to the opponent and going for the Neck Hanging Tree/Electric Arc option select.

Super Moves

Assault Teleport
close b,d,dbx2+P
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- - - - - - - - - Throw

This is the funniest super in the game. Plus, it's a command grab. Arkane is weird, man.

Combos

Matchups

Tips

  • Treat Arkane like a grappler.
  • It's usually a good idea to hold HP to charge the Neck Hanging Tree/Electric Arc option select, but don't be afraid to let go of that button if you need st.HP to poke out of pressure. Moves charge fast in this game so tossing out a st.HP and then holding the button will usually give you enough time to charge that lightning again.
  • Using Neck Hanging Tree to set up the Life shaver Glitch is your ultimate priority when playing Arkane. It's a little harder for him to land it because he lacks Blade's Air Assassin Dagger, so be patient.
  • After landing Neck Hanging Tree, you can mash the joystick in all directions to prolong the choke duration and increase damage.
  • If the opponent is staggering, throw out a Extend Arm or Extend Leg. If they recover and block it, they'll take a ton of additional chip damage due to the Life Shaver Glitch. Neck Hanging Tree can leave opponents in this stagger state.
  • In fact, throw that arm or leg out after ANY Neck Hanging Tree. Even if you don't get the glitch, you'll push the opponent away.
  • If you get predictable with your teleports, you will die.
  • If you're trying to poke out of pressure, use a st.HP to charge an electric Arc. If you can create enough space to use it, there's a good chance the opponent will stick their face into it in their rush to keep the offense up. Even if they block it, they'll be pushed out far enough to give you an opportunity to take your turn back.
  • Although Low Slide is usually your go-to Interrupt, don't forget about the other two at your disposal. They all have their uses and can cover spots that the others may miss.
  • Sitting on a full meter and conditioning your opponent to fear the threat of Assault Teleport will help Arkane play his game.


General
HUD
Characters
Akuma
Arkane
Balrog (Boxer)
Bison (Dictator)
Blade
Cammy
Chun Li
F7
Guile
Honda
Ken
Khyber
Ryu
Sagat
Sawada
Vega (Claw)
Zangief