Melty Blood/MBAACC/Arcueid Brunestud/Full Moon: Difference between revisions
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(→Advanced Midscreen Combos: made it clearer that the damage was vs Wara) |
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== Character Page Progress == | == Character Page Progress == | ||
{{#lst:Melty_Blood/MBAACC:Roadmap|F-Arc}} | {{#lst:Melty_Blood/MBAACC:Roadmap|F-Arc}} | ||
== Overview == | == Overview == | ||
Line 30: | Line 21: | ||
|} | |} | ||
== | == Additional Resources == | ||
== | [http://mbaacc.melty.games/?p1moon=f&p1char=arc F-Arcueid Match Video Database]<br> | ||
[https://youtu.be/qrawYJwbpPg?t=338 F-Arc Basic Resources] | |||
== | == Players to watch/ask == | ||
'''JP:''' | |||
*[http://mbaacc.melty.games/?p1moon=f&p1char=arc&p1name=you%20(%E6%A7%98) You] | |||
*[http://mbaacc.melty.games/?p1moon=f&p1char=arc&p1name=tetsu%20(%E3%81%A6%E3%81%A4) Tetsu] | |||
*[http://mbaacc.melty.games/?p1moon=f&p1char=arc&p1name=hashimoto%20(%E3%81%AF%E3%81%97%E3%82%82%E3%81%A8) Hashimoto] | |||
* | |||
[ | |||
== Move Descriptions == | == Move Descriptions == | ||
Line 391: | Line 50: | ||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |cancel=-SE-, -N-, -SP-, -EX-, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=5 | ||
|active=4 | |active=4 | ||
|recovery=5 | |recovery=5 | ||
Line 415: | Line 74: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=7 | ||
|active=4 | |active=4 | ||
|recovery=12 | |recovery=12 | ||
Line 444: | Line 103: | ||
|cancel=N, SP, {{Tooltip | text=(CH)| hovertext=On air hit.}}, EX, (J) | |cancel=N, SP, {{Tooltip | text=(CH)| hovertext=On air hit.}}, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=23 | |recovery=23 | ||
Line 459: | Line 118: | ||
|cancel= | |cancel= | ||
|guard= | |guard= | ||
|startup= | |startup=6 | ||
|active=X | |active=X | ||
|recovery=0 | |recovery=0 | ||
Line 474: | Line 133: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=39 | ||
|active=2 | |active=2 | ||
|recovery=27 | |recovery=27 | ||
Line 500: | Line 159: | ||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |cancel=-SE-, -N-, -SP-, -EX-, (J) | ||
|guard=L<br>(Whiffs vs Air.) | |guard=L<br>(Whiffs vs Air.) | ||
|startup= | |startup=5 | ||
|active=4 | |active=4 | ||
|recovery=5 | |recovery=5 | ||
Line 524: | Line 183: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=7 | ||
|active=4 | |active=4 | ||
|recovery=13 | |recovery=13 | ||
Line 548: | Line 207: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=17 | |recovery=17 | ||
Line 569: | Line 228: | ||
|damage=300 | |damage=300 | ||
|reddamage=202 | |reddamage=202 | ||
|proration=75% (O) | |proration=75% (O) / {{Tooltip | text=40% (O) | hovertext=If rising 2f before active and opponent is hit grounded}} | ||
|circuit=2.7% | |circuit=2.7% | ||
|cancel=SE, N, SP, EX, J | |cancel=SE, N, SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=5 | ||
|active=4 | |active=4 | ||
|recovery=10 | |recovery=10 | ||
Line 597: | Line 256: | ||
|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=7 | ||
|active=3 | |active=3 | ||
|recovery= | |recovery= | ||
Line 621: | Line 280: | ||
|circuit=6.3% | |circuit=6.3% | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=7 | ||
|active=5 | |active=5 | ||
|recovery= | |recovery= | ||
Line 645: | Line 304: | ||
|cancel=SP, EX, (J) | |cancel=SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=11 | ||
|active=6 | |active=6 | ||
|recovery=25 | |recovery=25 | ||
Line 668: | Line 327: | ||
|cancel={{Tooltip |text=-SP-, -EX-|hovertext=Cancellable during landing recovery.}} | |cancel={{Tooltip |text=-SP-, -EX-|hovertext=Cancellable during landing recovery.}} | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=27 | ||
|active=8 | |active=8 | ||
|recovery=14 | |recovery=14 | ||
Line 691: | Line 350: | ||
|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.}} | ||
Line 715: | Line 374: | ||
|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.}} | ||
Line 742: | Line 401: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=3 | ||
|active=1 | |active=1 | ||
|recovery=20 | |recovery=20 | ||
Line 757: | Line 416: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=3 | ||
|active=1 | |active=1 | ||
|recovery=20 | |recovery=20 | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description= Hold 2 to slam them next to you with a hard knockdown. | |description= Hold 2 to slam them next to you with a hard knockdown. Can be used to take an opponent out of the corner, allowing for a crossup with Arcueid's crossup dash. Works against all characters except for Sion, VSion, Ciel and Ryougi. Not worth using once your opponent knows you have it since you put yourself in the corner. | ||
}} | }} | ||
}} | }} | ||
Line 781: | Line 440: | ||
|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.}} | ||
|frameAdv=- | |frameAdv=- | ||
|invuln= | |invuln= | ||
|description=Arc grabs the opponent by the neck and slams them to the ground just before landing. Switches sides if not touching the corner wall (assuming there is enough space). Ground bounces and can | |description=Arc grabs the opponent by the neck and slams them to the ground just before landing. Switches sides if not touching the corner wall (assuming there is enough space). Ground bounces and can immediately be followed up by any attack if done Raw, untechable knockdown with Arc landing at a further distance from the opponent as a combo ender. | ||
}} | }} | ||
}} | }} | ||
Line 807: | Line 466: | ||
|cancel=(SP), (EX), (J) | |cancel=(SP), (EX), (J) | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=9 | ||
|active=4 | |active=4 | ||
|recovery=18 | |recovery=18 | ||
Line 822: | Line 481: | ||
|cancel= | |cancel= | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=9 | ||
|active=4 | |active=4 | ||
|recovery= | |recovery= | ||
Line 847: | Line 506: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=26 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
Line 863: | Line 522: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
Line 887: | Line 546: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=16 | ||
|active=6 | |active=6 | ||
|recovery=25 | |recovery=25 | ||
Line 913: | Line 572: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=11 | ||
|active=10 | |active=10 | ||
|recovery=20 | |recovery=20 | ||
Line 929: | Line 588: | ||
|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 957: | Line 616: | ||
|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.}} | ||
|frameAdv= | |frameAdv= | ||
|invuln=Full 8-22 | |invuln=Full 8-22 | ||
|description=Special forward dash that makes Arc jump up behind the opponent on contact. Does not trigger if the opponent is in the corner, with no space inbetween them and the wall. If you input | |description=Special forward dash that makes Arc jump up behind the opponent on contact. Does not trigger if the opponent is in the corner, with no space inbetween them and the wall. If you input a special move immediately after the crossup, the input will be reversed as if done while still on the pre-crossup side. | ||
}} | }} | ||
}} | }} | ||
Line 973: | Line 632: | ||
|image3=MB_F-Arc_236C.png | |image3=MB_F-Arc_236C.png | ||
|caption= | |caption= | ||
|name= | |name=Forsaken Wave!<br>(EX: Have another!) | ||
|linkname=236X | |linkname=236X | ||
|input=236A/B/C | |input=236A/B/C | ||
Line 985: | Line 644: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=15 | ||
|active=12 | |active=12 | ||
|recovery=9 | |recovery=9 | ||
Line 1,002: | Line 661: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=L | |guard=L | ||
|startup= | |startup=16 | ||
|active=12 | |active=12 | ||
|recovery=11 | |recovery=11 | ||
Line 1,017: | Line 676: | ||
|cancel={{Tooltip | text=(J)| hovertext=First hit.}} | |cancel={{Tooltip | text=(J)| hovertext=First hit.}} | ||
|guard=LH, LHA | |guard=LH, LHA | ||
|startup=5+ | |startup=5+6 | ||
|active={{Tooltip | text=19| hovertext=4 hits.}} | |active={{Tooltip | text=19| hovertext=4 hits.}} | ||
|recovery=18 | |recovery=18 | ||
Line 1,050: | Line 709: | ||
|cancel=-CH- | |cancel=-CH- | ||
|guard=LA | |guard=LA | ||
|startup= | |startup=7 | ||
|active=4 | |active=4 | ||
|recovery=16 | |recovery=16 | ||
Line 1,067: | Line 726: | ||
|cancel=-CH-, -EX-, (J) | |cancel=-CH-, -EX-, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=8 | ||
|active=6 | |active=6 | ||
|recovery=17 | |recovery=17 | ||
Line 1,082: | Line 741: | ||
|cancel=(J) | |cancel=(J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=15 | ||
|active=1 | |active=1 | ||
|recovery=27 | |recovery=27 | ||
Line 1,097: | Line 756: | ||
|cancel=(SP), (EX), (J) | |cancel=(SP), (EX), (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=16 | ||
|active=2 | |active=2 | ||
|recovery=23 | |recovery=23 | ||
Line 1,115: | Line 774: | ||
|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 1,150: | Line 809: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=16 | ||
|active=5 | |active=5 | ||
|recovery=15 | |recovery=15 | ||
Line 1,165: | Line 824: | ||
|cancel=-CH-, -EX- | |cancel=-CH-, -EX- | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=14 | ||
|active=8 | |active=8 | ||
|recovery=15 | |recovery=15 | ||
Line 1,198: | Line 857: | ||
|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 1,213: | Line 872: | ||
|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 1,228: | Line 887: | ||
|cancel=(CH), EX | |cancel=(CH), EX | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=9 | ||
|active=5 | |active=5 | ||
|recovery=26 | |recovery=26 | ||
Line 1,243: | Line 902: | ||
|cancel= | |cancel= | ||
|guard= | |guard= | ||
|startup= | |startup=5 | ||
|active=X | |active=X | ||
|recovery=0 | |recovery=0 | ||
Line 1,251: | Line 910: | ||
'''~A:''' Arcueid does a quick teleport foward. Double digit minus, punishable on reaction.<br> | '''~A:''' Arcueid does a quick teleport foward. Double digit minus, punishable on reaction.<br> | ||
'''~B/[B]:''' Arcueid does C-Moon's 4C. Can also be charged. Hits mid, high if charged. Use this in midscreen routes and post 214B OTG | '''~B/[B]:''' Arcueid does C-Moon's 4C. Can also be charged. Hits mid, high if charged. Use this in midscreen routes and post 214B OTG universally.<br> | ||
'''~C:''' Arcueid does her 5C. Can't be charged, but if it hits, she can follow up with her superjump pursuit. Sometimes useful combo tool. | '''~C:''' Arcueid does her 5C. Can't be charged, but if it hits, she can follow up with her superjump pursuit. Sometimes useful combo tool. | ||
}} | }} | ||
Line 1,262: | Line 921: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup=6+ | |startup=6+7 | ||
|active=8 | |active=8 | ||
|recovery=18 | |recovery=18 | ||
|frameAdv=-11 | |frameAdv=-11 | ||
|invuln=Clash 2-8 | |invuln=Clash 2-8 | ||
|description= | |description=Niche defensive option and combo tool with clash on frames 2-8. Can be used as part of option selects to beat options such as shield counter and bunker. Automatically follows up on hit with a series of air attacks, but near the corner and on counterhit sometimes your opponent falls out. OTGs with a single hit, but generally inferior to other ex moves for this purpose. | ||
}} | }} | ||
}} | }} | ||
Line 1,306: | Line 965: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup=3+ | |startup=3+8 | ||
|active=8 | |active=8 | ||
|recovery=17 | |recovery=17 | ||
Line 1,337: | Line 996: | ||
|cancel=EX | |cancel=EX | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=6 | ||
|active=2 (1) 7 | |active=2 (1) 7 | ||
|recovery=32 | |recovery=32 | ||
Line 1,354: | Line 1,013: | ||
|cancel=EX | |cancel=EX | ||
|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 1,369: | Line 1,028: | ||
|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 1,423: | Line 1,082: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup=15+ | |startup=15+1 | ||
|active=2 | |active=2 | ||
|recovery=54 | |recovery=54 | ||
|frameAdv= | |frameAdv= | ||
|invuln=Full 1-19 | |invuln=Full 1-19 | ||
|description=Arcueid summons chains towards where she's facing, dealing roughly around 3332 damage raw on Archetype Earth. Air unblockable | |description=Arcueid summons chains towards where she's facing, dealing roughly around 3332 damage raw on Archetype Earth. Air unblockable. Hits the entire screen horizontally with the height of about arc's the whole way. | ||
}} | }} | ||
}} | }} | ||
Line 1,447: | Line 1,106: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup=14+ | |startup=14+1 | ||
|active=2 | |active=2 | ||
|recovery=61 | |recovery=61 | ||
|frameAdv=-44 | |frameAdv=-44 | ||
|invuln=Full 1-25 | |invuln=Full 1-25 | ||
|description=Arcueid summons chains like her Arc Drive, but after the animation of her Arc Drive, she stops and summons forth many red claw waves at the opponent. Deals roughly 5482 damage raw on Archetype Earth. Hits the entire screen horizontally | |description=Arcueid summons chains like her Arc Drive, but after the animation of her Arc Drive, she stops and summons forth many red claw waves at the opponent. Deals roughly 5482 damage raw on Archetype Earth. Hits the entire screen horizontally with the height of roughly Arc the whole way. Air unblockable. | ||
}} | }} | ||
}} | }} | ||
Line 1,474: | Line 1,133: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup=1+ | |startup=1+7 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 1,494: | Line 1,153: | ||
|frameAdv= | |frameAdv= | ||
|invuln=Full 1-? | |invuln=Full 1-? | ||
|description=Special LA variation for Tohno and Nanaya which tends to do less damage. Nanaya takes more damage than Tohno. | |description=Special LA variation for Tohno and Nanaya which tends to do less damage. Nanaya takes more damage than Tohno. damage range for nanaya shown here | ||
}} | |||
}} | |||
== General Gameplan == | |||
=== Neutral === | |||
5B, 2B, and 2C are all phenomenal ground normals that cover large amounts of space. 236A and 236B net great reward on counterhit and cover huge amounts of grounded space. 623B and j.C can deter air approaches, and both have 6 active frames. | |||
=== Pressure === | |||
As a Full Moon Character, F-Arc has A normals that are plus on block. However, none of her other ground normals are plus. This somewhat limits your options to effectively apply stagger pressure, as you can always be mashed against for ending on a B or C normal. Your A normals are also incredibly stubby, so you need to be careful to make sure that they don't whiff. To get around this problem, one option is to use your above average range on 5B, 2B, and 2C to play a longer range game instead of trying to rely on frame advantage. It is also important to master the timing to get fast sliding normals with Arc's dash as this brings you right back in. Closer range waves give you plus frames that you can use to press your advantage. 623A can be used to check people especially after a long range wave, but it's air blockable and -8, so use it sparingly. 623B and 5B can both be used to catch jumps. Pressure is not this character's strong suit, as she lacks powerful mixups or rebuy options. | |||
=== Defense === | |||
==== Anti-air ==== | |||
F-Arc has no single best anti-air. All of her options work in different ways to cover slightly different angles and must be used in conjunction in order to effectively protect yourself from aerial approaches. | |||
''"Help there's too many options what do I do and/or Help I'm new what do i do"''<br> | |||
Try 22X, 623B, and the universal options. Every new match/character you play, try using one new option to figure out where it's good and bad and eventually you'll be integrating everything into your gameplan. | |||
* '''Universal Options''' | |||
- '''Shield''': Shield beats any attack provided that they actually chose to do one. You can shield into DP or shield into shield counter. If this gets baited you die.<br> | |||
- '''Dash Under''': Arc's dash is good enough that this can be a valid tactic if you start early enough. Depending on the situation, you can do 5A or 5B to try and catch them.<br> | |||
- '''Rising airthrow/j.A''': These must be done preemptively as you are essentially trying to use them to stuff a late jump-in. You should only go for this if your opponent is consistently doing very low air buttons. | |||
* '''Invincible Options''' | |||
- '''22C/421C''': Both of these are good if you know your opponent has committed to something as both will beat out any jump-in. However, both lose to shield with 22C always getting punished and 421C usually getting punished. | |||
Use 22C if you're confident that your opponent will press something and unsure if you'll be able to punish with shield or get something out in time and 421C if they're committing to something from further away.<br> | |||
- '''22A/B''': Both moves have startup invincibility for a few frames and then upper body through the first active frame. 22B is faster by 1 frame and gets you hard knockdown on non counterhit, but 22A will sometimes clip your opponent with the second and get you a counter that way. These moves are mostly interchangeable and are good when your opponent has no double jump or (especially with 22A which is safer) good when they wouldn't be in position to whiff punish if they baited it. These are also great for ambiguous crossup situations and times when your opponent is right above you. | |||
* '''High-Hitting Attacks''' | |||
- '''623B''': this move has 6 active frames, huge disjoint, and comes out on frame 8. However, you extend a huge hurtbox for two frames before the move is active so you need to be careful. This is great preemptively as it lasts for an incredibly long time for an antiair, but if you whiff it or are late you're in danger. It beats most IADs and diagonal approaches if timed correctly however. Additionally, this move hits standing opponents, so it can sometimes stop dashes in. | |||
* '''Low-Profile Moves''' | |||
- '''2B''': This can beat specific problem normals such as C-Arc j.C. However, whether it works in a specific situation is usually not immediately obvious and requires labbing.<br> | |||
- '''2C''': This move has a massive disjoint right at the end of Arc's hand and will beat many moves if well spaced.<br> | |||
- '''236B''': Arc slouches down when she throws it so you will beat or trade with any move not spaced to land directly on top of you if your timing is good. However, it's easy for most characters to airdash over this if they predict it, so be careful with throwing this move out when your opponent is in the air or on the ground at the perfect IAD distance. | |||
* '''Other''' | |||
- '''5A''': This is your fastest attack since it takes time to input the 22B motion. This move is small and will lose to anything active but if you whiff it you're probably not dead.<br> | |||
- '''5B''': This move has a medium sized disjoint in front of you, so depending on spacing it will beat moves. Remember that Arc takes a big step forward so you do need to be far away, but not as far as for 2C.<br> | |||
- '''236A''': This move is very tall and will stop many iads and some other jumpins. However, it has a blind spot right in front of Arc and she also stands up tall during it, so it will often whiff.<br> | |||
- '''Low Rising j.2B''': This move is very niche but it has a large hitbox with some disjoint and will beat/trade with moves. It is additionally whiff cancellable upon landing so you can go into another antiair or anti ground option if you see that you missed. This move can also counterpoke some moves with low hitboxes. | |||
== Combos == | |||
{{ComboLegend-MB}} | |||
===Miscellaneous Notes=== | |||
You can do the air ch combos off of shield counter, ch 236a/236b, 421c in the corner, and gold air throw as well. | |||
===Beginner Midscreen Routes=== | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=N/A | |||
|character= | |||
|damage= 4319 | |||
|metergen= 74.7 | |||
|metero= | |||
|link= https://www.youtube.com/watch?v=tMO5wMmE2xY | |||
|input=*2A > 5B > 2B > 2C > (3C) > 623B > j.ABC > dj.ABC > j.2C | |||
|simput= | |||
|note= Generic ground to air combo. Adding 3C reduces damage but gives very slightly more meter. | |||
}} | }} | ||
{{CollapsingComboData-MB | |||
|condition=N/A | |||
|character= | |||
|damage= 4921 | |||
|metergen= 47.2 (-100) | |||
|metero= | |||
|link= https://www.youtube.com/watch?v=rvRv6_F2dpk | |||
|input=*2A > 5B > 2B > 2C > 3C > 236C > j.ABC > dj.ABC > AT | |||
|simput= | |||
|note= Basic metered combo. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=N/A | |||
|character= | |||
|damage= 4383 | |||
|metergen= 99.9 | |||
|metero= | |||
|link= | |||
|input=*2A > 5B > 2B > 5C > 214B~{B} > j.66 > delay j.B, 5C > 623B > j.BC > dj.BC > j.2C | |||
|simput= | |||
|note= Full corner to corner route. delay the double jump if not already in the corner. | |||
}} | }} | ||
}} | |||
===Beginner Corner Combos=== | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=In/near corner | |||
|character= | |||
|damage=4790 | |||
|metergen=94.5% | |||
|metero=31.5% | |||
|link= | |||
|input=*2A > 5B > 2B > 2C > 236A > 623A~6A > 623B > j.ABC > dj.ABC j.2C | |||
|simput= | |||
|note=Basic corner combo. Slightly delay the 623A followup. | |||
}} | |||
}} | |||
===Beginner Air Counterhit Combos=== | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Air Counterhit | |||
|character= | |||
|damage= 4231 | |||
|metergen=62.1% | |||
|metero=20.7% | |||
|link= https://www.youtube.com/watch?v=t1zB9BolMSg | |||
|input=*Air CH (j.C)> 5B > 623B > j.BC > j.ABC > j2C | |||
|simput= | |||
|note=Basic universal air CH pickup. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Air Counterhit | |||
|character= | |||
|damage=4956 | |||
|metergen=74.7% | |||
|metero=24.9% | |||
|link= | |||
|input=*Air CH (j.C) > 2C > 236B > 623B > j.BC > j.ABC > j2C | |||
|simput= | |||
|note=Higher reward pickup that requires you to be closer to your opponent. | |||
}} | |||
}} | |||
===Advanced Midscreen Combos=== | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Midscreen | |||
|character= | |||
|damage=4773 | |||
|metergen= | |||
|metero= | |||
|link= https://www.youtube.com/watch?v=n95iFQnhu_8 | |||
|input=*5B > 2B > 2C > j.2B > 623A > 5A > 2C > 236B > (623A > 5A > 2C > 236B >) 5C~C > (dl. j.BC land rejump) j.BC > dj.ABC > j.2C | |||
|simput= | |||
|note=Works on all characters except Akihas, Ries, Len, Nero, Warc, Hisui, Necos. Needs exactly 2 hits before 2C. You can omit the first extension if you aren't confident and the second extension near the corner. Second extension is not universal. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Midscreen | |||
|character= | |||
|damage=4754* | |||
'''*vs Warachia''' | |||
|metergen= | |||
|metero= | |||
|link= https://www.youtube.com/watch?v=hvbChapF2lY | |||
|input=*2A > 5B > 2B > 5C > 214B~B > j.2B(w) > dl. 623A > 5A > 2C > 236B > (623A > 5A > 2C > 236B >) 5C~C > (dl. j.BC land rejump) j.BC > dj.ABC > j.2C | |||
|simput= | |||
|note=Combo for non-neco characters above. Works on a larger list of characters if you omit earlier hits. Both hits of 214B~B need to connect for this combo to work. If you can't get both hits connect, add a slight delay to the follow up (214B~dl.B). | |||
}} | |||
}} | |||
===Advanced Corner Combos=== | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=In/near corner | |||
|character= | |||
|damage=5177 | |||
|metergen=105.3% | |||
|metero=35.1% | |||
|link= https://youtu.be/9f7qAfXLYUY | |||
|input=*2A > 5B > 2B > 2C > 236A > 623A~A > 2C > 236B > 623A > 5A > 2C > 236B > 623A~A > 623A | |||
|simput= | |||
|note=Advanced corner combo. 623A ender for HKD | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=In/near corner | |||
|character= | |||
|damage=5611 | |||
|metergen=148.5% | |||
|metero=54.8% | |||
|link= | |||
|input=*2A > 5B > 2B > 2C > 236A > 623A~A > 2C > 236B > 623A > 5A > 2C > 236B > 623A~A > 5B > j.ABC > dj.ABC j.2C | |||
|simput= | |||
|note=Advanced corner combo. 1F link on 623A~A > 2C and 623A~A > 5B | |||
}} | |||
}} | |||
===Advanced Air Counterhit Combos=== | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Air counterhit | |||
|character= | |||
|damage=5718 | |||
|metergen=96.3% | |||
|metero=32.1% | |||
|link= https://youtu.be/oDkR5qSIR08 | |||
|input=*Air CH (j.C) > 5B > 2C > dl. 623A > 5A > 2C > 236B > 623B > j.BC > dj.BC > j.2C | |||
|simput= | |||
|note=stronger universal combo than the above routes, but much harder. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Air counterhit | |||
|character= | |||
|damage=6501 | |||
|metergen= | |||
|metero= | |||
|link= https://youtu.be/6lFPeBBM4_Y | |||
|input=*Air CH (j.C) > 5B > 2C > dl. 623A > 5B > 2C > dl.623A > 5A > 2C > 236B > 623B > j.BC > dj.BC > j.2C | |||
|simput= | |||
|note=Even stronger and harder combo. The hardest combo that is universal. | |||
}} | |||
}} | |||
{{Navbox-MBAACC}} | {{Navbox-MBAACC}} |
Latest revision as of 15:59, 24 May 2024
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 | To-do |
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Overview
Strengths |
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Weaknesses |
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Additional Resources
F-Arcueid Match Video Database
F-Arc Basic Resources
Players to watch/ask
JP:
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
5C
Crouching Normals
2A
2B
2C
Aerial Normals
j.A
j.B
j.C
Command Normals
3C
6C
j.2B
j.2C
Universal Mechanics
Ground Throw
Ground Throw
4/6A+D(~2) |
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Air Throw
Air Throw
j.4/6A+D |
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Shield Counter
Shield Counter
236D after a successful Shield (Air OK) |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Blood Heat
Blood Heat
A+B+C during MAX |
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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
623X
214X
421X
22X
Quiet! (Fly!)
22A/B/C |
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Aerial Specials
j.421X
Over here, over here! (Air)
j.421A/B/C (No EX) |
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Arc Drive
From Dreams to Reality (Marble Phantasm)
41236C during MAX/Heat |
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Another Arc Drive
Melty Blood
41236C during Blood Heat |
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Last Arc
Shall we play around a bit?
Aerial EX Shield during Blood Heat |
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General Gameplan
Neutral
5B, 2B, and 2C are all phenomenal ground normals that cover large amounts of space. 236A and 236B net great reward on counterhit and cover huge amounts of grounded space. 623B and j.C can deter air approaches, and both have 6 active frames.
Pressure
As a Full Moon Character, F-Arc has A normals that are plus on block. However, none of her other ground normals are plus. This somewhat limits your options to effectively apply stagger pressure, as you can always be mashed against for ending on a B or C normal. Your A normals are also incredibly stubby, so you need to be careful to make sure that they don't whiff. To get around this problem, one option is to use your above average range on 5B, 2B, and 2C to play a longer range game instead of trying to rely on frame advantage. It is also important to master the timing to get fast sliding normals with Arc's dash as this brings you right back in. Closer range waves give you plus frames that you can use to press your advantage. 623A can be used to check people especially after a long range wave, but it's air blockable and -8, so use it sparingly. 623B and 5B can both be used to catch jumps. Pressure is not this character's strong suit, as she lacks powerful mixups or rebuy options.
Defense
Anti-air
F-Arc has no single best anti-air. All of her options work in different ways to cover slightly different angles and must be used in conjunction in order to effectively protect yourself from aerial approaches.
"Help there's too many options what do I do and/or Help I'm new what do i do"
Try 22X, 623B, and the universal options. Every new match/character you play, try using one new option to figure out where it's good and bad and eventually you'll be integrating everything into your gameplan.
- Universal Options
- Shield: Shield beats any attack provided that they actually chose to do one. You can shield into DP or shield into shield counter. If this gets baited you die.
- Dash Under: Arc's dash is good enough that this can be a valid tactic if you start early enough. Depending on the situation, you can do 5A or 5B to try and catch them.
- Rising airthrow/j.A: These must be done preemptively as you are essentially trying to use them to stuff a late jump-in. You should only go for this if your opponent is consistently doing very low air buttons.
- Invincible Options
- 22C/421C: Both of these are good if you know your opponent has committed to something as both will beat out any jump-in. However, both lose to shield with 22C always getting punished and 421C usually getting punished.
Use 22C if you're confident that your opponent will press something and unsure if you'll be able to punish with shield or get something out in time and 421C if they're committing to something from further away.
- 22A/B: Both moves have startup invincibility for a few frames and then upper body through the first active frame. 22B is faster by 1 frame and gets you hard knockdown on non counterhit, but 22A will sometimes clip your opponent with the second and get you a counter that way. These moves are mostly interchangeable and are good when your opponent has no double jump or (especially with 22A which is safer) good when they wouldn't be in position to whiff punish if they baited it. These are also great for ambiguous crossup situations and times when your opponent is right above you.
- High-Hitting Attacks
- 623B: this move has 6 active frames, huge disjoint, and comes out on frame 8. However, you extend a huge hurtbox for two frames before the move is active so you need to be careful. This is great preemptively as it lasts for an incredibly long time for an antiair, but if you whiff it or are late you're in danger. It beats most IADs and diagonal approaches if timed correctly however. Additionally, this move hits standing opponents, so it can sometimes stop dashes in.
- Low-Profile Moves
- 2B: This can beat specific problem normals such as C-Arc j.C. However, whether it works in a specific situation is usually not immediately obvious and requires labbing.
- 2C: This move has a massive disjoint right at the end of Arc's hand and will beat many moves if well spaced.
- 236B: Arc slouches down when she throws it so you will beat or trade with any move not spaced to land directly on top of you if your timing is good. However, it's easy for most characters to airdash over this if they predict it, so be careful with throwing this move out when your opponent is in the air or on the ground at the perfect IAD distance.
- Other
- 5A: This is your fastest attack since it takes time to input the 22B motion. This move is small and will lose to anything active but if you whiff it you're probably not dead.
- 5B: This move has a medium sized disjoint in front of you, so depending on spacing it will beat moves. Remember that Arc takes a big step forward so you do need to be far away, but not as far as for 2C.
- 236A: This move is very tall and will stop many iads and some other jumpins. However, it has a blind spot right in front of Arc and she also stands up tall during it, so it will often whiff.
- Low Rising j.2B: This move is very niche but it has a large hitbox with some disjoint and will beat/trade with moves. It is additionally whiff cancellable upon landing so you can go into another antiair or anti ground option if you see that you missed. This move can also counterpoke some moves with low hitboxes.
Combos
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. |
Miscellaneous Notes
You can do the air ch combos off of shield counter, ch 236a/236b, 421c in the corner, and gold air throw as well.