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Besides just being "not in range", ie "completely OUT of the hitbox" I don't think grabs are avoidable. I assume the mechanic is there as a way to counter perfect guards/offset attacks being an answer to literally everything else.
Basically makes grabs a total non issue, if you dodge them you take no damage. If you get grabbed you plink them with a knife and still take no damage.
You can roll away or just not be in a position to be hit. The initial "hit" from the first spin has a lot of very distinct wind-up. If you're using the greatsword properly, then you're either so close that the sweep isn't going to hit you because you're under Arkveld or super far because you were busy sharpening/healing or cutting the tail while she grabbed someone else.
If you did get grabbed, then Flash ammo from your Slinger will instantly escape and leave Arkveld at a disadvantage; other ammo types also offer a fast escape. You can mash out of it with strong knife attacks, but the escape threshold increases on subsequent grabs.
Weird devil's advocate argument, but being grabbed is arguably the best outcome. The incomplete grab deals very little damage if you escape; the finishing blow if you don't escape can't cart you unless you are under 50%HP without good armor. Arkveld stands very still during the long animation with all body parts in easy reach of any weapon. Lastly, Arkveld's face usually becomes available to a Focus Attack even without wounds during the grab, allowing someone a chance to free you, deal great damage, and set up any weapon-specific gimmicks they have all at the same time.
2. Stab with your knife. Mash Y or X (knife attacks like you were mounted) to stab at the monster with your knife when it grabs you. If you do it enough, it should let you go.