Melty Blood/MBAACC/Arcueid Brunestud/Crescent Moon: Difference between revisions

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- blockstring> 236[A]
- blockstring> 236[A]
to safely use air a sonic(j63214a), use 2A 5B 624A tk j624A
to safely use air a sonic(j63214a), use 2A 5B 624A tk j624A



Revision as of 14:28, 5 October 2020

Character Page Progress

This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.

In Progress
  • Combos:
    • Add missing combo damage.
  • Move Descriptions:
    • Expand on the move descriptions, cite their uses, add captions where helpful, etc.
  • Additional Resources/Players to watch/ask
    • Add any external links to resources such as video guides or articles.
    • If you know any players in particular that can be helpful for learning this character, please add them with, if possible a way to contact them (such as a Discord handle) and a name that can be searched in the match video database.


Additional Resources

C-Arcueid Match Video Database

Players to watch/ask

JP:

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NA:

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Overview

Strengths / Weaknesses
Strengths
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Weaknesses
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General Gameplan

C-arc's general gameplan is to prevent the opponent from playing for as long as possible using as many tools as you need.

Neutral

matchup dependant

Pressure

use blockstrings that end with:

236B

236B 236[B]

236B 236B 214B

214A

tip of 214B

- blockstring> 236[A] to safely use air a sonic(j63214a), use 2A 5B 624A tk j624A

if enemy is still blocking use 4/6AD2 and oki tk j624X

Okizeme

Defense

wakeup 22b/c(dont use this too often) shield bunker

Combos

The combos listed here are meant for beginners, if you want to know optimal routes, watch Kouki's video: https://www.youtube.com/watch?v=jXJZ9bz8PPA

Input Damage (on V.Sion) Meter generation Meter cost Video
Anywhere
2A 5B 2B 2C 4C j.BC j.ABC j.6AD 3764 66% 0% https://youtu.be/_dDV5p3QAoY
2A 5B 2B 2C 5C 623B - 6B j.BC j.ABC j.6AD 4044 77% 0% https://youtu.be/JX5LaOH6_4A
2A 5B 2B 2C - 4C j.66 j.C 5B 2B 2C 4C j.BC j.ABC j.6AD 4445 104% 0% To be filled
2A 5B 2B 2C - 4C j.2AB j.63214A 5B 2B 2C 4C j.BC j.ABC j.6AD 4737 71.8% (21.8%) 50% http://www.youtube.com/watch?v=cbMpIlUMFso
2A 5B 2B 2C - 4C j.66 - j.C 2C - 4C j.66 j.C j.63214A j.ABC j.ABC j.6AD 4641 116% 0% http://www.youtube.com/watch?v=-pHKObR2a9w
2A 5B 2B 2C - 4C j.66 - j.C 2C 2A(whiff) 2A 2C - 4C j.BC j.ABC j.6AD 4570 104% 0% To be filled
Full Screen
2A 5B 2B 2C 5CC j.B (2nd hit) j.63214A land j.ABC j.ABC j.6AD 3636 80% 0% To be filled
2A 5B 2B 2C - 4C j.66 j.C 2C 5C j.B (2nd hit) land 5A 5B 2B 2C 4C j.ABC j.ABC j.6AD 4254 110% 0% To be filled
Corner
2A 5B 2B 2C - 5C - 236[B] 2A 5B 2B 2C - 5C - 236[B] 2A 5B 2B 2C 4C j.BC j.ABC j.6AD 4995 154% 0% https://www.youtube.com/watch?v=VJXVUWH-qpU
2A 5B 2B 2C - 5C - 236[B] - j.63214B 5B 2B 2C - j.63214B 5B 2B 2C - 5C - 236[B] - j.63214B 5B 2B 2C 4C j.BC j.ABC j.6AD 5698 194% 0% http://www.youtube.com/watch?v=V1ymxeV2LyM
2A 5B 2B 2C - 5C - 236[B] - j.63214B 5B 2B 2C - j.63214B 5B 2B 2C - 5C - 236[B] - j.63214B 5B 2B 2C - 214B 5A 5B 2B 2C - 4C j.66 j.C j.63214A 5B 2B 2C 623A 5705 214% 0% http://www.youtube.com/watch?v=IIAdTqC_JSQ
2A 5B 2B 2C - j.63214C 6/66 5B 2B 2C - 5C - 236[B] - j.63214B 5B 2B 2C - 5C - 236[B] - j.63214B 5B 2B 2C 4C j.BC j.ABC j.6AD 5842 147.2% (47.2%) 100% To be filled


Notes:

    - During the corner wall bounce combos, almost every component of the loop has to be delayed (where '-' is noted). You need to do this in order to keep your opponent as low as possible, without reaching OTG
    - If having trouble with the j.63214B 5B link, do your best to do the TK as low as possible
    - Aforementioned combos use standard air combo finishers. However, you can do pretty much every finisher after a 2C. Some options are:
    4C j.(A)BC j.ABC j.6AD High damage, standard oki
    4C j.BC j.ABC j.2C High damage, techable oki, OTG with j.63214C if no tech
    623A Long oki
    236A 236A 214A Long oki, OTG. 623C OTG if done on an airbone opponent
    5C - 236[B] Long oki and corner space


Move Descriptions

Frame Data Help
Header Tooltip
Move Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

Damage Base damage done by this attack.

(X) denotes combined and scaled damage tested against standing V. Sion.

Red Damage Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.

(X) denotes combined damage.

Proration The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.

X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

Startup Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
Active The amount of frames that this move will have a hitbox.

(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

Recovery Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).

If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.

Invul Lists any defensive properties this move has.

X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.

Invicibility:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

5A
5A
5A
MBCArc5A.png
Damage Red Damage Proration Cancel Guard
300 150 75% Text LH
First Active Active Recovery Frame Adv Circuit Invuln
4 4 7 -1 3.0% false

arc does a quick pink swipe while standing

5B
5B
Text
MBCArc5B.png
Damage Red Damage Proration Cancel Guard
650 400 80% Text LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 15 -4 6.0% false

arc takes her fist and downward punches at the enemy, moves arc slightly forward. pushes enemy to the ground.

Charged5B
5[B]
Text
MBCArcCharged5B.png
Damage Red Damage Proration Cancel Guard
800 550 60% Text H
First Active Active Recovery Frame Adv Circuit Invuln
text text text Text 6.0% no

pushes opponent to the ground if they are in air. used in mixups when opponent is crouch blocking. charged

5C
5C
Text
MBCArc5C.png
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text -9 Text Text

If it hits the opponent in air, it can be followed up with another 5C for a superjump pursuit.

Charged5C
5[C]
Text
MBCArcCharged5C.png
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

charged version of 5C. unblockable.


2A
2A
Text
MBCArc2A.png
Damage Red Damage Proration Cancel Guard
Text Text Text 2aa Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text +1 Text Text

Standard jab that hits low. spammable

2B
2B
Text
MBCArc2B.png
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text -4 Text Text

A decent poke with low recover that advances forward, useful for cross-downs.


2C
2C
Text
MBCArc2C.png
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text -6 Text Text

A sweep that reaches pretty far and high. Long recovery.

4C
4C
Text
MBCArc4C.png
Damage Red Damage Proration Cancel Guard
300 on first hit, 800(combo)1000(alone) on second hit. 200 95%(alone),65%(combo) Text LH,(H only on charge)
First Active Active Recovery Frame Adv Circuit Invuln
9(34 on charge) 9 33(36 on charge) -24(-27 on charge) Text no

Arc launches forward. thrusts enemy upward on hit. does not thrust in combo.

3C
3C
Text
MBCArc3C.png
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text -10 Text Text

A swipe up which launches opponents (grounded or in the air). Has clash frames at her head before the hit, and has a disjointed hitboxe above her head.

j.A
j.A
Text
MBCArcjA.png
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Standard jA that hits mid

j.B
j.B
Text
MBCArcjB.png
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

A move that hits twice, and as such often wastes air counter hits. The first part of the move hits upwards, and the second part hits downwards. Only the second part will come out if you input the move while rising.

j.C
j.C
Text
MBCArcjC.png
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

everyone's favorite move. lots of active frames, and good recovery when done close to the ground. used in jump-ins.

j.2B
j.2B
Text
MBCArcj2B.png
Damage Red Damage Proration Cancel Guard
Text Text Text ground Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

A claw dive with not-so-many active frames. Big recover, very situational, Hits mid. changes trajectory

j.2C
j.2C
Text
MBCArcj2C.png
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Changes your trajectory, can be used as a sort of airdash. 2 parts, the second one having huge priority but coming very late during the move. Can be neutral/positive on block if done at very low height. Hits mid.

Universal Mechanics

Mechanic
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text


Special Moves

236X
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Rekka, can be used to mixup during pressure. Damage doesn't change between versions.

(A version) - Arcueid swings her arm foward, with a pinkish-purple aura following it. Also pushes her foward. Can be charged.

(B version) - Same as above, but the attack pushes Arcueid slightly further.

follow up 236ABC Can be charged.

(A version) - Arcueid swings again, moving her even further.

(B version) - Same as above, but she moves further.

(third hit options)

236ABC

(A version) - Arcueid swings one more time. Hits low.

(B version) - Same as above. Goes further.

214ABC

Hits high if charged. Deals more damage than the 236 ender.

(A version) - Overhead swing, hits mid.

(B version) - Same as above, but goes slightly further.

EX-Edge. Super version of Arcueid's rekka.(dont use this in blockstrings cause it's unsafe)

623X
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text

22X
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text

63214x
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text.

j63214x
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

text

Arc Drive

Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text


Another Arc Drive

Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text


Last Arc

Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text


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