Melty Blood/MBAACC/Arcueid Brunestud/Crescent Moon: Difference between revisions
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|cancel=-SE-, -N-, -SP-, -EX-, (J) | |cancel=-SE-, -N-, -SP-, -EX-, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=5 | ||
|active=4 | |active=4 | ||
|recovery=7 | |recovery=7 | ||
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|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=9 | ||
|active=4 | |active=4 | ||
|recovery=15 | |recovery=15 | ||
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|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=H | |guard=H | ||
|startup= | |startup=29 | ||
|active=6 | |active=6 | ||
|recovery=19 | |recovery=19 | ||
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|cancel=SP, {{Tooltip | text=(CH)| hovertext=On air hit.}}, EX | |cancel=SP, {{Tooltip | text=(CH)| hovertext=On air hit.}}, EX | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=23 | |recovery=23 | ||
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|cancel= | |cancel= | ||
|guard= | |guard= | ||
|startup= | |startup=6 | ||
|active=X | |active=X | ||
|recovery=0 | |recovery=0 | ||
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|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=39 | ||
|active=2 | |active=2 | ||
|recovery=27 | |recovery=27 | ||
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|cancel=-SE-, -N-, -SP-, CH, -EX-, (J) | |cancel=-SE-, -N-, -SP-, CH, -EX-, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=5 | ||
|active=4 | |active=4 | ||
|recovery=8 | |recovery=8 | ||
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|cancel=SE, N, SP, EX, (J) | |cancel=SE, N, SP, EX, (J) | ||
|guard=LA | |guard=LA | ||
|startup= | |startup=5 | ||
|active=4 | |active=4 | ||
|recovery=9 | |recovery=9 | ||
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|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=7 | ||
|active=4 | |active=4 | ||
|recovery=15 | |recovery=15 | ||
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|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=10 | ||
|active=3 | |active=3 | ||
|recovery=21 | |recovery=21 | ||
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|cancel=SE, N, SP, EX, J | |cancel=SE, N, SP, EX, J | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=5 | ||
|active=4 | |active=4 | ||
|recovery=10 | |recovery=10 | ||
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|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=6 | ||
|active=2 (6) 4 | |active=2 (6) 4 | ||
|recovery= | |recovery= | ||
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|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=6 | ||
|active=4 | |active=4 | ||
|recovery= | |recovery= | ||
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|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=7 | ||
|active=10 | |active=10 | ||
|recovery= | |recovery= | ||
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|cancel=SP, EX, (J) | |cancel=SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=13 | ||
|active=3 | |active=3 | ||
|recovery=22 | |recovery=22 | ||
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|cancel=(N), (SP), (EX), (J) | |cancel=(N), (SP), (EX), (J) | ||
|guard=LH, LHA | |guard=LH, LHA | ||
|startup= | |startup=10 | ||
|active=2 (2) 9 | |active=2 (2) 9 | ||
|recovery=33 | |recovery=33 | ||
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|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
|guard=H | |guard=H | ||
|startup= | |startup=35 | ||
|active=9 | |active=9 | ||
|recovery=36 | |recovery=36 | ||
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|cancel={{Tooltip |text=-SP-, -EX-|hovertext=Cancellable during landing recovery.}} | |cancel={{Tooltip |text=-SP-, -EX-|hovertext=Cancellable during landing recovery.}} | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=9 | ||
|active=8 | |active=8 | ||
|recovery={{Tooltip |text=14|hovertext=Landing recovery.}} | |recovery={{Tooltip |text=14|hovertext=Landing recovery.}} | ||
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|cancel=(J) | |cancel=(J) | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=7 | ||
|active=2 (16) 3 | |active=2 (16) 3 | ||
|recovery={{Tooltip |text=3|hovertext=Landing recovery.}} | |recovery={{Tooltip |text=3|hovertext=Landing recovery.}} | ||
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|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=3 | ||
|active=1 | |active=1 | ||
|recovery=20 | |recovery=20 | ||
Line 1,007: | Line 1,007: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=3 | ||
|active=1 | |active=1 | ||
|recovery=20 | |recovery=20 | ||
Line 1,031: | Line 1,031: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=2 | ||
|active=1 | |active=1 | ||
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | ||
Line 1,056: | Line 1,056: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=26 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
Line 1,072: | Line 1,072: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
Line 1,096: | Line 1,096: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=16 | ||
|active=6 | |active=6 | ||
|recovery=25 | |recovery=25 | ||
Line 1,122: | Line 1,122: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=11 | ||
|active=10 | |active=10 | ||
|recovery=20 | |recovery=20 | ||
Line 1,138: | Line 1,138: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=12 | ||
|active=10 | |active=10 | ||
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | ||
Line 1,166: | Line 1,166: | ||
|cancel= | |cancel= | ||
|guard= | |guard= | ||
|startup={{Tooltip | text= | |startup={{Tooltip | text=8 (min)| hovertext=Until trigger box is active.}} | ||
|active={{Tooltip | text=15| hovertext=Crossup portion, invincible.}} | |active={{Tooltip | text=15| hovertext=Crossup portion, invincible.}} | ||
|recovery={{Tooltip | text=1| hovertext=No neutral frame.}} | |recovery={{Tooltip | text=1| hovertext=No neutral frame.}} | ||
Line 1,208: | Line 1,208: | ||
|cancel=-CH-, -EX- | |cancel=-CH-, -EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=12 | ||
|active=5 | |active=5 | ||
|recovery=18 | |recovery=18 | ||
Line 1,226: | Line 1,226: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=30 | ||
|active=3 | |active=3 | ||
|recovery=12 | |recovery=12 | ||
Line 1,244: | Line 1,244: | ||
|cancel=-CH-, -EX- | |cancel=-CH-, -EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=12 | ||
|active=5 | |active=5 | ||
|recovery=17 / 25 | |recovery=17 / 25 | ||
Line 1,262: | Line 1,262: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=22 | ||
|active=5 | |active=5 | ||
|recovery=18 | |recovery=18 | ||
Line 1,280: | Line 1,280: | ||
|cancel=(EX) | |cancel=(EX) | ||
|guard=LA | |guard=LA | ||
|startup= | |startup=12 | ||
|active=3 | |active=3 | ||
|recovery=37 | |recovery=37 | ||
Line 1,299: | Line 1,299: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=12 | ||
|active=2 | |active=2 | ||
|recovery=23 | |recovery=23 | ||
Line 1,317: | Line 1,317: | ||
|cancel= | |cancel= | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=27 | ||
|active=2 | |active=2 | ||
|recovery=23 | |recovery=23 | ||
Line 1,335: | Line 1,335: | ||
|cancel= | |cancel= | ||
|guard=LHA (1-10, 12), LA (11) | |guard=LHA (1-10, 12), LA (11) | ||
|startup=2+ | |startup=2+8 | ||
|active={{Tooltip | text=69| hovertext=12 hits. Has separate hitboxes that overlap with the ones coming directly from Arcueid.
 4,1 (1) 1 (1) 1 (20) 4,1 (1) 1 (1) 1 (2) 2 (21) 1 (3) 2}} | |active={{Tooltip | text=69| hovertext=12 hits. Has separate hitboxes that overlap with the ones coming directly from Arcueid.
 4,1 (1) 1 (1) 1 (20) 4,1 (1) 1 (1) 1 (2) 2 (21) 1 (3) 2}} | ||
|recovery=53 | |recovery=53 | ||
Line 1,368: | Line 1,368: | ||
|cancel=-CH- | |cancel=-CH- | ||
|guard=LA | |guard=LA | ||
|startup= | |startup=13 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
Line 1,383: | Line 1,383: | ||
|cancel=-CH-, -EX-, (J) | |cancel=-CH-, -EX-, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=8 | ||
|active=6 | |active=6 | ||
|recovery=17 | |recovery=17 | ||
Line 1,398: | Line 1,398: | ||
|cancel=(J) | |cancel=(J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=15 | ||
|active=1 | |active=1 | ||
|recovery=27 | |recovery=27 | ||
Line 1,413: | Line 1,413: | ||
|cancel=(SP), (EX), (J) | |cancel=(SP), (EX), (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=16 | ||
|active=2 | |active=2 | ||
|recovery=23 | |recovery=23 | ||
Line 1,428: | Line 1,428: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=4+ | |startup=4+6 | ||
|active={{Tooltip |text=13 (15) 1|hovertext=8 hits.
1,2,2,2,2,2,2 (15) 1}} | |active={{Tooltip |text=13 (15) 1|hovertext=8 hits.
1,2,2,2,2,2,2 (15) 1}} | ||
|recovery=25 | |recovery=25 | ||
Line 1,463: | Line 1,463: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=16 | ||
|active=5 | |active=5 | ||
|recovery=12 | |recovery=12 | ||
Line 1,478: | Line 1,478: | ||
|cancel=-CH-, -EX- | |cancel=-CH-, -EX- | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=14 | ||
|active=8 | |active=8 | ||
|recovery=15 | |recovery=15 | ||
Line 1,511: | Line 1,511: | ||
|cancel=(N), (SP), (EX), (J) | |cancel=(N), (SP), (EX), (J) | ||
|guard={{Tooltip | text=LHA*| hovertext=First hit whiffs vs Air.}} | |guard={{Tooltip | text=LHA*| hovertext=First hit whiffs vs Air.}} | ||
|startup= | |startup=10 | ||
|active=2 (2) 9 | |active=2 (2) 9 | ||
|recovery=33 | |recovery=33 | ||
Line 1,526: | Line 1,526: | ||
|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
|guard=H | |guard=H | ||
|startup= | |startup=35 | ||
|active=9 | |active=9 | ||
|recovery=36 | |recovery=36 | ||
Line 1,541: | Line 1,541: | ||
|cancel=(CH), EX | |cancel=(CH), EX | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=9 | ||
|active=5 | |active=5 | ||
|recovery=26 | |recovery=26 | ||
Line 1,556: | Line 1,556: | ||
|cancel= | |cancel= | ||
|guard= | |guard= | ||
|startup= | |startup=6 | ||
|active=X | |active=X | ||
|recovery=0 | |recovery=0 | ||
Line 1,575: | Line 1,575: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup=6+ | |startup=6+7 | ||
|active=8 | |active=8 | ||
|recovery=18 | |recovery=18 | ||
Line 1,609: | Line 1,609: | ||
|cancel=CH | |cancel=CH | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=6 | ||
|active=2 (1) 7 | |active=2 (1) 7 | ||
|recovery=36 | |recovery=36 | ||
Line 1,624: | Line 1,624: | ||
|cancel=CH | |cancel=CH | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=5 | ||
|active={{Tooltip | text=4 (1) 7| hovertext=2, 2 (1) 4, 3}} | |active={{Tooltip | text=4 (1) 7| hovertext=2, 2 (1) 4, 3}} | ||
|recovery=47 | |recovery=47 | ||
Line 1,639: | Line 1,639: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=15 | ||
|active=6 | |active=6 | ||
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=3| hovertext=Landing recovery.}} | ||
Line 1,654: | Line 1,654: | ||
|cancel=(EX) | |cancel=(EX) | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=14 | ||
|active=6 | |active=6 | ||
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=3| hovertext=Landing recovery.}} | ||
Line 1,669: | Line 1,669: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=4+ | |startup=4+10 | ||
|active=6 | |active=6 | ||
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=3| hovertext=Landing recovery.}} | ||
Line 1,684: | Line 1,684: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup=2+ | |startup=2+2 | ||
|active={{Tooltip | text=35| hovertext=8 hits.
 3, 3 (2) 4, 2 (1) 1 (11) 4, 2 (1) 1}} | |active={{Tooltip | text=35| hovertext=8 hits.
 3, 3 (2) 4, 2 (1) 1 (11) 4, 2 (1) 1}} | ||
|recovery=40 | |recovery=40 | ||
Line 1,711: | Line 1,711: | ||
|cancel={{Tooltip | text=-N-, -SP-, -EX-, -J-| hovertext=Cancelable during air recovery.}} | |cancel={{Tooltip | text=-N-, -SP-, -EX-, -J-| hovertext=Cancelable during air recovery.}} | ||
|guard=L | |guard=L | ||
|startup= | |startup=16 | ||
|active=9 | |active=9 | ||
|recovery={{Tooltip | text=23| hovertext=Last 10f is landing recovery.}} {{Tooltip | text=(9)| hovertext=Air recovery before becoming cancelable.}} | |recovery={{Tooltip | text=23| hovertext=Last 10f is landing recovery.}} {{Tooltip | text=(9)| hovertext=Air recovery before becoming cancelable.}} | ||
Line 1,726: | Line 1,726: | ||
|cancel={{Tooltip | text=-N-, -SP-, -EX-, -J-| hovertext=Cancelable during air recovery.}} | |cancel={{Tooltip | text=-N-, -SP-, -EX-, -J-| hovertext=Cancelable during air recovery.}} | ||
|guard=L | |guard=L | ||
|startup= | |startup=16 | ||
|active=9 | |active=9 | ||
|recovery={{Tooltip | text=29| hovertext=Last 16f is landing recovery.}} {{Tooltip | text=(9)| hovertext=Air recovery before becoming cancelable.}} | |recovery={{Tooltip | text=29| hovertext=Last 16f is landing recovery.}} {{Tooltip | text=(9)| hovertext=Air recovery before becoming cancelable.}} | ||
Line 1,741: | Line 1,741: | ||
|cancel= | |cancel= | ||
|guard=L | |guard=L | ||
|startup=3+ | |startup=3+17 | ||
|active={{Tooltip | text=9| hovertext=3 x3}} | |active={{Tooltip | text=9| hovertext=3 x3}} | ||
|recovery=32 | |recovery=32 | ||
Line 1,775: | Line 1,775: | ||
|cancel=CH | |cancel=CH | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=3 | ||
|active=3 (1) 4 | |active=3 (1) 4 | ||
|recovery={{Tooltip | text=18| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=18| hovertext=Landing recovery.}} | ||
Line 1,790: | Line 1,790: | ||
|cancel=CH | |cancel=CH | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=3 | ||
|active={{Tooltip | text=4 (1) 4 (3) 4| hovertext=1,3 (1) 4 (3) 4}} | |active={{Tooltip | text=4 (1) 4 (3) 4| hovertext=1,3 (1) 4 (3) 4}} | ||
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | ||
Line 1,805: | Line 1,805: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=15 | ||
|active=6 | |active=6 | ||
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=3| hovertext=Landing recovery.}} | ||
Line 1,820: | Line 1,820: | ||
|cancel=(EX) | |cancel=(EX) | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=14 | ||
|active=6 | |active=6 | ||
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=3| hovertext=Landing recovery.}} | ||
Line 1,835: | Line 1,835: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=4+ | |startup=4+10 | ||
|active=6 | |active=6 | ||
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=3| hovertext=Landing recovery.}} | ||
Line 1,850: | Line 1,850: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=1+ | |startup=1+3 | ||
|active={{Tooltip | text=28| hovertext=5 hits.
 3 (1) 2 (2) 2 (12) 2 (2) 2}} | |active={{Tooltip | text=28| hovertext=5 hits.
 3 (1) 2 (2) 2 (12) 2 (2) 2}} | ||
|recovery={{Tooltip | text=9| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=9| hovertext=Landing recovery.}} | ||
Line 1,877: | Line 1,877: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=7 | ||
|active=4 | |active=4 | ||
|recovery=17 | |recovery=17 | ||
Line 1,895: | Line 1,895: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=2+ | |startup=2+5 | ||
|active={{Tooltip | text=4| hovertext=3 hits.}} | |active={{Tooltip | text=4| hovertext=3 hits.}} | ||
|recovery=17 | |recovery=17 | ||
Line 1,919: | Line 1,919: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup=15+ | |startup=15+1 | ||
|active=2 | |active=2 | ||
|recovery=54 | |recovery=54 | ||
Line 1,943: | Line 1,943: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup=14+ | |startup=14+1 | ||
|active=2 | |active=2 | ||
|recovery=61 | |recovery=61 | ||
Line 1,970: | Line 1,970: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup=1+ | |startup=1+7 | ||
|active={{Tooltip | text=17| hovertext=9 hits.
 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1}} | |active={{Tooltip | text=17| hovertext=9 hits.
 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1}} | ||
|recovery= | |recovery= |
Revision as of 05:59, 3 July 2022
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 |
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Additional Resources
C-Arcueid Match Video Database
Players to watch/ask
JP:
NA:
- KFL
- Sanae(sanae#8997)
Overview
Strengths |
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Weaknesses |
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General Gameplan
C-Arcueid's general gameplan revolves around using her above average movement to maneuver around the opponents offense, and overwhelm them in the close range with her high performance tools.
Her quick to accelerate dash allows her to control the ground, allowing her to slip into her effective range at a moment's notice.
Her air mobility may seem rather generic, but she has a slew of dominating air tools which make engaging with her in air-to-air exchanges rather risky for the opponent, allowing her to effectively control her airspace with threat alone.
Lastly, her ability to convert almost any hit into corner carry with above average damage is one of her more defining traits. The sheer damage output combined with the positional advantage makes taking risks with her much more rewarding should they work out in your favor.
Overall, C-Arcueid is a character with exceptional strengths, possessing essentially every option a rushdown character would want. She only lacks in ranged options, and as a result she needs to use her movement and tools with care against opponents who can keep her at bay.
Neutral
As C-arc your goal is to get in. With her dash speed and buttons, this shouldn't be too much of a problem. Some common grounded options include 5A, 5B, and 2B.
5A is a top class A normal, having both a tall hitbox while still hitting crouching opponents, and also retracts her lower body hitbox, allowing it to beat other low grounded pokes rather cleanly at times.
5B is slower, but has a significantly disjointed hitbox, allowing it to cleanly counterpoke some normals, and the forward movement helps in whiff punishing.
2B is an absolutely godlike normal with a myriad of uses. Has a disjoint at the tip of her foot, and brings her hurtbox extremely low to the ground, allowing her to low profile with ease. Very versatile, can be used to anti air, poke, abare, etc. Extremely good normal.
In the air, she has jA, jB j2B and jC.
jA is a pretty typical jumping A normal, nothing especially noteworthy.
jB on the other hand, is blisteringly fast for how large it's hitbox is, making it especially good in quick air battles. Whiffing it is not advised though.
jC is godlike. Period. Absolutely dominating, the only thing keeping it from being any more broken is it's relatively average speed. with 10f of activity, and a disjoint all along her leg, this will be your primary method of controlling the skies and bullying those on the ground. Mixing up your timings is key to making the most of this move, pressing it preemptively against those trying to air to air you on reaction is a common tactic, but experiment with this button, it will rarely steer you wrong.
j2B isn't an ordinary divekick as you stay in place(on startup) before diving in a set angle.(insert comment about j2B here)
Making use of varying your approach from dash 5A/2B/Etc and sj, dash jump and double jump airdash options is key to making the most out of C-arcueid's kit and will reward you so.
Pressure
C-Arc is a very robust character that takes comfort in not only her ability to use rebeats in her pressure, but also a great bit of specials to add on to it. Going over some of the specials you will regularly use:
- 214A/B
Known as elbow. Generally you can use 214A to catch mashes and on the later ends of the active frames you can be +, in some cases if people are trying to shield you can use 214A after 2C for the elbow to whiff and the opponent is now in recovery from failed shield, letting you combo with usually 2B into a combo. 214B is generally used to catch jump outs, which can lead to an air combo.
- 236A/B
Rekka, usually seen as a combo ender, however in pressure you can use 236A > 236[A] which is an air unblockable and is a solid frametrap to catches jumps or mashes. If it connects it will launch the opponent, granting a combo opportunity. If you just do 236[A] by itself, it will vacuum the opponent towards you and grant you ample plus frames. On hit/trade it will lead into a combo as well. A very powerful special when used properly.
With rekka by itself you can either do 236A > 236A > 214B, 236A > 236A > 214[B](High), or 236A > 236A > 236A(low). For the combo ender you want to do 236A > 236A > 214B.
Rekka has a good amount of stagger windows so sometimes people are looking to block the Overhead option(214[b]) you can also mix it up sparingly with 236A which is a low. On block 214[B] has better frames and while 236A is unsafe, if you happen to catch people with it you can either cancel to 624C which is a knowledge check to the opponent on whether they can dodge or use whichever char specific punish it is or ex cancel to 623C for a good reward on the combo.
The mindgame of her rekkas because of 236A 236[A] allows her to stop at the first rekka and reset her pressure once you establish that fear into your opponent.
- 624A
Sonic. This special sees most of its use in corner pressure, as it recovers earlier than it seems, allowing for double jumps, or continuing pressure by going into an aerial special move, namely its aerial version. Due to Arcueids backwards movement, it is also capable to punishing some defensive options such as Heat and Shield Bunker.
- j624A/B
One of her most notorious special moves, Air Sonic.
j.624B is generally used in combos as a TK and during the sequence listed right above in the 624A/B section. j.624A is used generally in an air to air (A2A) situation and because it hits behind. You can use it as you are jumping in on someone or when you do j.C which is powerful because its a very good frame trap and also generates a lot of blockstun to set up guard crush situations.
Now on to her pressure in general. C-arc is one of the most robust characters that can choose to rebeat for fluidity in her pressure sequences and also use her specials such as 236[A], 214A, 214B, tk. 624B at her disposal. One important thing you need to remember about C-arc is that she cannot rebeat from 5C ever. Here are some sample things to her pressure listed below.
- 2A Stagger 2A, 5{B} 2B, 5A(rebeat)
- 2A 2A 5B, stagger 2B 5C 236[A]
- 2A 2A 2B stagger 2C 236A
- 2A 2A 2B stagger 2C 236A 236[A]
- 2A 2A 5B stagger 2C, dl.214A/214B *2C, 214A at this point should make the 214A whiff, this is for making people whiff shield attempts on the elbow and you can now punish with 2B)
- 2A 2B 5B 2B, w5A. Iad j.C/j.624A
These are fairly basic strings that you can use but the main important thing again to remember is that 236[A] is massively plus and, while you can jump out of it during its start up, you can sneak in 236[A] by using her rebeats to throw off the timing on their defensive responses and reset pressure via rebeat whiffs, letting your A normals fully recover since you have blessed frame data on your normals or by using 236[A].
Okizeme
With C-Arc, you have three main enders that give different okizeme options.
The first is airthrow ender, where you don't get much except a 2A/5A meaty.
The other ones you have are 236[B] and rekka ender. The rekka ender gives a safe jump, with character specific variations on how to do it:
Post rekka ender safe jump:
- Jump forward, j.C: Ryougi, Miyako, Sion, Vsion, Roa, Mech, Koha, Neco, Hisui, Vakiha, Seifuku, Arc, Ciel, Akiha, Hime
- Delayed Rekka, 9, j.C: Nanaya, Tohno, Wara, Satsuki, Wlen
- sj.9 j.C: Warc, PCiel
- Delayed Rekka, sj.9 j.C: Aoko, Nero, Len
- Delayed Rekka, slightly walk forward, 9, j.C: Kouma, Ries
Now you can take this even further vs. C-Moon players that really like to use heat as a defensive option by doing the safe jump j.C and then inputting 44 (backdash). If j.C hits, backdash doesn't come out, as you will be in hitstop, and you can still combo or extend pressure. If they heat, you will land and backdash, avoiding heat giving you a punish opportunity. Of course, most C-moon characters can EX shield and counter your safe jump, but you can blow that up by doing empty jump low, or delay airdash j.C, among other options. Other anti-heat OSs include meaty j.C, land, 4A+B and meaty j.C, land, 2E, which work under the same principle.
236[B] can used as long in any point of your combo in the corner as long as you didn't use 3 wall slams. Since 236[B] pulls them out of the corner, you can now perform left/right mixups. Which side you land on is determined by an array of things; the most common sequence you see to set this up is:
- 5B 2A 2C 5C 236[B]
the side is determined by knowing if the the body is touching the corner or not and C-Arc can throw off her opponent's recognition with various tricks, such as using different delays during the normal sequence above or microwalking the body into the corner before going for the left/right.
You can add a high/low component to further throw them off, like so:
- microwalk, IAD j.2C/j.C(whiff), land (L/R mixup)
- microwalk jump, double jump j.C (high option)
The good part, other than it being a left/right, is that you have the option to blow up high/low shield RPS with either 5B or 2B. Some C-Moon players will choose to heat in that situation, since they don't know which side to block, but you can OS that with 2AA 5B+D or 2AA 5[D]~B.
With this in hand, it can be really potent boon to her offense depending on which ender you decide to do.
Defense
C-Arc on defense shows once again that she is a robust character, having a of options that your opponent has to keep count of.
22B is a fully invuln DP that cannot be crossed up at all. The follow up, 66B, is cancelable into j.624C for good damage with AT ender for oki. There is also 22C, which is a bit faster and harder to safe jump but isn't really used much compared to 22B due to costing meter and returning to neutral.
She also has heat, EX shield, Bunker, dodge and a pretty good backdash, but make sure not to overuse these options. In specific situations, 236C can be used as a longer range reversal to get out of oki or pressure situations where 22X doesn't reach, such as against Nero, Hime or Kohamech.
Overall, blocking is still the recommended option. EX guarding, waiting for your turn and jumping out when appropriate renders your other options much stronger, as your opponent will be worried enough about opening you up as is before thinking of your numerous defensive options.
Homing
Arcueid has access to the 'Homing' movement on some of her moves, most notably her 5CC, and it is integral to many of her midscreen combos. Due to it's nuances, it will have its own section.
Arcueid's homing is accessible from her 5C and her 214B~C followup. In most cases you'll be using 5C. Do take mind that homing takes trajectory based on when the button is pressed meaning after 5CC if you press j.C or j.A as soon as possible, your airheight is lower while delay j.B you will be higher in the air. Shown is an example combos displayed below.
- 2C 5CC (delay) jB 5A 5B 2B 2C...
- 2C 5CC (j.A delay j.C or j.C delay j.B) 5B 2B 2C....
While those combos appear similar, the context you'll use them in will change depending on what area of the screen you are in.
If you are too close to a corner, the j.B will drop, or will not grant you enough time to land and complete the combo, causing it to drop.
Conversely, if you are too far from a corner, the j.A j.C routing won't carry you far enough, and will cost you in damage, meter, and knockdown.
The easiest way to plan your routing is to check what area of the screen you are on. Of you were to split the entire stage in half, alter your routing based on what half you are on relative to the corner you're facing.
If you are on the FAR side of the screen, it's best to use j.B. If you're on the NEAR side of the screen, it's best to use the j.A delay j.C and sometimes j.C delay j.B since max range 2B 2C starter makes j.A j.C whiff at points.
A third scenario which can arise is the fullscreen variant, in which j.B will not be able to carry you completely fullscreen. In this case, there are a myriad of available combos, and they will be addressed in the combos section.
Lastly, homing combos may seem like the best choice of action in almost any scenario, but keep in mind that homing has its own damage scaling applied to it, so in cases where you need more damage to kill the opponent, it would be better to perform other routes, such as 4C combos, instead.
Combos
For optimal routes, watch Kouki's video: https://www.youtube.com/watch?v=jXJZ9bz8PPA
Please, watch this video. It contains all the information you need to become half decent with this character.
Combo Notation Help | |
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
X > Y | X input is cancelled into Y. |
X > delay Y | Must wait for a short period before cancelling X input into Y. |
X, Y | X input is linked into Y, meaning Y is done after X's recovery period. |
X+Y | Buttons X and Y must be input simultaneously. |
X/Y | Either the X or Y input can be used. |
X~Y | This notation has two meanings.
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X(w) | X input must not hit the opponent (Whiff). |
j.X | X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground. Applies to all air chain sections:
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sj.X | X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively. |
dj.X | X input is done after a double jump. |
sdj.X | X input is done after a double super jump. |
tk.X | Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A) |
(X) | X is optional. Typically the combo will be easier if omitted. |
[X] | Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge. |
{X} | Button X should only be held down briefly to get a partially charged version instead of the fully charged one. |
X(N) | Attack "X" should only hit N times. |
(XYZ)xN | XYZ string must be performed N times. Combos using this notation are usually referred to as loops. |
(XYZ^) | A pre-existing combo labelled XYZ is inserted here for shortening purposes. |
CH | The first attack must be a Counter Hit. |
Air CH | The first attack must be a Counter Hit on an airborne opponent. |
66 | Performs a ground forward dash. |
j.66 | Performs an aerial forward dash, used as a cancel for certain characters' air strings. |
IAD/IABD | Performs an Instant AirDash. |
AT | Performs an Air Throw. (j.6/4A+D) |
IH | Performs an Initiative Heat. |
AD | Performs an Arc Drive. |
AAD | Performs an Another Arc Drive. |
Starters
CArc can combo from most hits. Examples include, but are not limited to:
Enders
OTG Pick ups
Anywhere
Full Screen
Corner
Miscellaneous combos
Notes:
- - During the corner wall bounce combos, almost every component of the loop has to be delayed (where 'dl' is noted). This is needed to keep the opponent as low as possible without hitting the ground.
- - If having trouble with the j.63214B 5B link, make sure to input the TK as low to the ground as possible.
Move Descriptions
Frame Data Help | |
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Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
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. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
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. |
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. |
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:
Hurtbox-Based Properties:
Miscellaneous Properties
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Normal Moves
Standing Normals
5A
5B
5B 5[B] 5B 5B 5[B] first hitbox 5[B] first hitbox 5[B] second hitbox 5[B] second hitbox
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5C
5[C] 5[C]
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Crouching Normals
2A
2A 2A~2A Second hit of the 2A chain. Second hit of the 2A chain.
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2B
2C
Aerial Normals
j.A
j.B
(Rising Hit) (Rising Hit) (Main hit) (Main hit)
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j.C
Command Normals
3C
(Clash Boxes) (Clash Boxes)
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4C
4C 4[C] 4C 4C 4[C] 4[C]
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j.2B
divekick divekick
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j.2C
first hit first hit 2nd hit 2nd hit
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Universal Mechanics
Ground Throw
Ground Throw 4/6A+D(~2) ~2 ~2
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Air Throw
Air Throw
j.4/6A+D |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Heat
Heat
A+B+C |
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Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
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Special Moves
Special Movement
Forward Dash
Grounded Specials
236X
You're in the way! (EX: I'm going to get a little serious...!) 236A/[A]/B/[B]/C (~236A/[A]/B/[B]) (~236A/B / 214A/[A]/B/[B]) A/B A/B [A/B] [A/B] ~236A/B ~236A/B ~236[A/B] ~236[A/B] ~236A/B Ender ~236A/B Ender ~214A/B Ender ~214A/B Ender ~214[A/B] Ender ~214[A/B] Ender EX EX
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623X
A A ~6X ~6X B B ~6X ~6X EX EX
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214X
B~A B~A B~B B~B B~[B] B~[B] B~C B~C B~C~C B~C~C
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22X
A A B B ~66A/B ~66A/B ~66C ~66C EX (2nd last hitboxes are repeated) EX
(2nd last hitboxes are repeated) |
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63214X
It's useless! 63214A/B/C A/B A/B EX EX
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Aerial Specials
j.22X
A A B B ~66A/B ~66A/B ~66C ~66C EX (2nd last hitboxes are repeated) EX
(2nd last hitboxes are repeated) |
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j.63214X
It's useless! (Air) j.63214A/B/C A/B A/B EX EX
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Arc Drive
From Dreams to Reality (Marble Phantasm) 41236C during MAX/Heat (Chain textures unavailable) (Chain textures unavailable)
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Another Arc Drive
Melty Blood 41236C during Blood Heat (Chain textures unavailable) (Chain textures unavailable)
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Last Arc
Shall we play around a bit? Aerial EX Shield during Blood Heat Universal version (it tracks) Universal version (it tracks) Tohno/Nanaya variation Tohno/Nanaya variation
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