Melty Blood/MBTL/Arcueid Brunestud/Combos: Difference between revisions

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{{MBTL Character Subnav|char=Arcueid|short=AR|sub=1}}
{{MBTL Character Subnav|char=Arcueid|db=arc|short=AR|sub=1}}
{{ComboLegend-MBTL}}
{{ComboLegend-MBTL}}
==BnBs: Midscreen Meterless==
Mostly up to date for 1.4 - special thanks to Hare, whose combo document is linked at the bottom of this page.
Since Arcueid can take an opponent to the corner from midscreen very reliably, this section will deal in combos that work anywhere on the screen, and specifically combos starting anywhere from 100%-to-corner to 60%-to-corner.
 
===A Starter===
==Midscreen==
These combos typically work anywhere on the screen, but are intended to be used from 100%-to-corner to 60%-to-corner.
 
===A Starter / IAD Starter===
2B and 5B can be swapped in most combos - which one you use first will normally depend on how you decide to run pressure. Combos are listed with 2B first, but 5B first often leads to more damage.
{{ComboTable-MBTL
|data=
{{ComboData-MBTL
  | combo        = 2A > 2B > 5C > 4C > airdash  > dl.j.C > 623A > 2C > 236[A] > 5B > (236BBB > 214C) OR (623AA > j.B > AT)
 
  | damage        = {{clr|18|214C}}: 3967
 
AT: 3411
  | cost          =
  | metergain    = {{clr|18|214C}}: -17%
 
AT: 83%
  | location      = Anywhere
  | notes        = Combo from Arc's simplest 2A confirm string.
*Can add a TK {{clr|17|j.2B}} before the 236BBB in the metered ender for 4018 damage and -13% net meter gain, making it the optimal 2A route.
*Add a 5A before the 5B if the opponent is too low. Doesn't work with TK j.2B.
}}
{{ComboData-MBTL
  | combo        = (IAD > j.B(1) > ) 2AA(A) > 2B > 5C > 4C > airdash > j.C > 623A > (5B > 214A > 5AA > 236BBB > 214C) OR (dl.2C > 623BB > j.B > AT)
 
  | damage        = {{clr|18|214C}}: 3665
 
AT: 3178
  | cost          =
  | metergain    = {{clr|18|214C}}: -19%
 
AT: 78%
  | location      = Anywhere
  | notes        = 2AA(A) or IAD j.B starter. Damage/meter values are for 2AA.
*For IAD j.B starter, use j.A j.C AT for the meterless ender.
}}
{{ComboData-MBTL
  | combo        = IAD > j.C > 2A > 2B > 5C > 4C > airdash > j.B(1) > j.2B > 623A > dl.2C > (236BBB > 214C) OR (623BB > j.C > AT)
 
  | damage        = {{clr|18|214C}}: 3911
 
AT: 3501
  | cost          =  
  | metergain    = {{clr|18|214C}}: -23%
 
AT: 85%
  | location      = Anywhere
  | notes        = IAD j.C route. Truly universal BNB routing - works from any non-launching normal starter no matter how bad.
*Should probably be one of the first routes you learn when picking up Arc.
*Add a 5B either in the starter or before the 2C to increase damage slightly.
}}
{{ComboData-MBTL
  | combo        = 5A > 5B > 5C > 623B > 2C > 236[A] > 2B > 214A > 5A > RB1 > (236BBB > 214C) OR (623AA > j.B > j.C > AT)
 
  | damage        = {{clr|18|214C}}: 3938
 
AT: 3508
  | cost          =
  | metergain    = {{clr|18|214C}}: -14%
 
AT: 95%
  | location      = Anywhere
  | notes        = Air hit starter. Used from antiairs, catching jumps, or air unblockables.
* Replace the second 5A with a 2A for higher damage if you delay the 2B properly.
* Omit the autocombo from the metered ender for higher damage but less meter and corner carry.
}}
}}
 
===B / C Starters===
All combos listed for 2B also work for 5B and 5C. Do note for posterity that {{clr|17|5B}} is an inferior starter to {{clr|17|2B}}, so even though it works for all of the combos in this section it may not be interchangeable for other 2B starter combos. Also, {{clr|18|2C}} typically can't use the same routing as other normals, so it requires some specialized confirms.
{{ComboTable-MBTL
{{ComboTable-MBTL
|data=
|data=
{{ComboData-MBTL
{{ComboData-MBTL
   | combo        = 2A/5A > 2B > 2C > 5C > 214A > 5B > 3C > j.BCA > AT
   | combo        = 2B > 5C > 4C > airdash > j.C > 623A > 2C > 236[A] > 2A > 5B > 214A > 5A > RB1 > (236BBB > 214C) OR (3C > j.B > j.C > AT)
   | damage        = 3062
 
   | cost          = 0%
  | damage        = {{clr|18|214C}}: 4193
 
AT: 3634
  | cost          =
  | metergain    =
  | location      = Anywhere
  | notes        = The standard 2B combo.
* Several variations possible, with small variations in damage, meter gain, and corner carry:
** Include a j.2B before the 623A (May be easier)
** Omit the rapid beat
** Omit the 2A
*** If 2A is omitted and j.2B wasn't done, do tk j.2B after 5B (fairly difficult)
}}
{{ComboData-MBTL
  | combo        = 5[B] > dl.5C > 623B > 623A > 4C > 214A > 2C > 236[A] > 2B > 3C > j.B > j.C > AT
 
  | damage        = 3770
  | cost          =
  | metergain    =
  | location      = Anywhere
  | notes        =
}}
{{ComboData-MBTL
  | combo        = 5[B] > dl.5C > 623B > 623A > 4C > 214A > 2C > 236[A] > 2B > 236BBB > 214C
 
  | damage        = 4305
  | cost          =
  | metergain    =
  | location      = Anywhere
  | notes        =
}}
{{ComboData-MBTL
  | combo        = j.2[B] > 623A > 2B > 4C(1) > 623B > 2C > 236[A] > 5B > 214A > 5A > RB1 > RB2 > j.B > j.C > AT
 
  | damage        = 3659
  | cost          =
  | metergain    =
  | location      = Anywhere
  | notes        =
}}
{{ComboData-MBTL
  | combo        = j.2[B] > 623A > 2B > 4C(1) > 623B > 2C > 236[A] > 5B > 214A > 5A > RB1 > 236BBB > 214C
 
  | damage        = 4210
  | cost          =
  | metergain    =
  | location      = Anywhere
  | notes        =
}}
{{ComboData-MBTL
  | combo        = 2C > 236B4X > 2A > 5C > 623B > 4C(1) > 236[A] > 5B > 214A > 5A > 623AA > j.B(1) > j.C > AT
 
   | damage        = 3617
   | cost          =  
   | metergain    =  
   | metergain    =  
   | location      = {{Property-UNI|Anywhere}}
   | location      = Anywhere
   | notes        = Alright damage for how simple it is.
   | notes        =  
  }}
  }}
{{ComboData-MBTL
{{ComboData-MBTL
   | combo        = 2A > 5B > 5C > 4C > 66 > dl j.C > j.2B > 214A > dl.2B > 2C > 3C > BCA > AT
   | combo        = 2C > 236B4X > 2A > 5C > 623B > 4C(1) > 236[A] > 5B > 214A > 5A > 236BBB > 214C
   | damage        = 3362
 
   | cost          = 0%
   | damage        = 4002
   | cost          =  
   | metergain    =  
   | metergain    =  
   | location      = {{Property-UNI|Anywhere}}
   | location      = Anywhere
   | notes        = The delay on 2B is important to avoid Arc swinging the wrong way.
   | notes        =  
  }}
  }}
{{ComboData-MBTL
{{ComboData-MBTL
   | combo        = 2A/5A > 5B > 5C > 4C > j66 > dl j.C > j.2B > 214A > dl 2B > 2C > 623B(2).B > jc > j.B(1)C > jc > j.C > AT
   | combo        = 2C > rebeat > dash > (OTG) 2B > 5B > 5C > 5C > RB1 > RB2 > 236BBB
   | damage        = 3481
 
   | damage        = 1992
   | cost          = 0%
   | cost          = 0%
   | metergain    =  
   | metergain    = 54%
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = If you end with j.B(2) sj j.A AT it does 3513 dmg.
   | notes        = {{clr|18|2C}} OTG string. Situationally good for squeezing out some extra corner carry, damage, and metergain in matchups vs characters who are hard to control on defense. Can tack on {{clr|18|236C}} at the end for ~200 more damage (2175). Everything has to be done as fast as possible.
  }}
  }}
}}
}}


===B Starter===
===Special Starter===
===C Starter===
{{ComboTable-MBTL
|data=


==BnBs: Midscreen Meterless Near Corner==
{{ComboData-MBTL
Arcueid has natural tools that give her routes very high corner carry, so "near corner" for Arcueid can mean anywhere from true midscreen(60%-to-corner) to almost in the corner(16%-to-corner). Each route's notes will include a note like "X%-to-corner" which denotes what percentage of the total stage length away from corner the combo can be started and still work properly. In general, combos that work farther from the corner will still work closer to the corner(and also become easier), though there are some exceptions, like in the case of 214B superjump routes.
  | combo        = 236B4X > 236B4X > 2B > 4C(1) > 623B > 5C > 2C > 236[A] > 5B > 214A > 5A > 623AA > j.B(1) > j.C > AT


===A Starter===
  | damage        = 3804
===B Starter===
  | cost          =
===C Starter===
  | metergain    =
  | location      = Anywhere
  | notes        =  
}}
{{ComboData-MBTL
  | combo        = 236B4X > 2B > 4C(1) > 623B > 5C > 2C > 236[A] > 5B > 214A > 5A > 236BBB > 214C
 
  | damage        = 4193
  | cost          =  
  | metergain    =  
  | location      = Anywhere
  | notes        =  
}}
{{ComboData-MBTL
  | combo        = 623B > 2B > 4C(1) > 623A > 5C > 214A > 2C > 236[A] > 5B > 3C > j.B > j.C > AT
 
  | damage        = 3833
  | cost          =
  | metergain    =  
  | location      = Anywhere
  | notes        =  
}}
{{ComboData-MBTL
  | combo        = 623B > 2B > 4C(1) > 623A > 5C > 214A > 2C > 236[A] > 5B > 236BBB > 214C
 
  | damage        = 4370
  | cost          =  
  | metergain    =  
  | location      = Anywhere
  | notes        =  
}}
}}


==BnBs: Corner Meterless==
===Moon Skill Starter===
===A Starter===
{{ComboTable-MBTL
{{ComboTable-MBTL
|data=
|data=
{{ComboData-MBTL
{{ComboData-MBTL
   | combo        = 2A 2A 5B 5C > 214B > dl.2C 623A~A > jCB(2) AT
   | combo        = 2B+C(3) > jc > dl.j.C > 623A > 5B > 5C > 623B > 2C > 236[A] > 2B > 214A > 5A > 236BBB > 214C
   | damage        = 3302
 
   | cost          = 0%
   | damage        = 4420
   | metergain    = 75%
   | cost          =  
   | location      = {{Property-UNI|Corner}}
   | metergain    =  
   | notes        = 25%-to-Corner
   | location      = Anywhere
   | notes        =  
  }}
  }}
{{ComboData-MBTL
{{ComboData-MBTL
   | combo        = 2A (2A) 2B 5C > 214B > 2C dl.623A~A > 5B3C jCB(2)A AT
   | combo        = 3B+C > 2B > 4C(1) > 623B > 2C > 236[A] > 5B > 214A > 5A > 236BBB > 214C
   | damage        = 3565
 
   | cost          = 0%
   | damage        = 4191
   | metergain    = 85%
   | cost          =  
   | location      = {{Property-UNI|Corner}}
   | metergain    =  
   | notes        = 25%-to-Corner. A similar combo (2A 2B 5C 214B dash (3C) 623A~dl.A  5B3C jCB(2)A AT) works from of up to 33%-to-corner for slightly less damage(3477).
   | location      = Anywhere
   | notes        =  
  }}
  }}
{{ComboData-MBTL
{{ComboData-MBTL
   | combo        = 2A 5B 2C 5C > 214B > 236[A] > 2B > 623A.A > jCB AT
   | combo        = 6B+C > 4C(1) > 623B > 5B > 214A > 2C > 236[A] > 2B > 5C > 236BBB > 214C
   | damage        = 3617
 
   | cost          = 0%
   | damage        = 4470
   | metergain    = 85%
   | cost          =  
   | location      = {{Property-UNI|Corner}}
   | metergain    =  
   | notes        = 25%-to-Corner. Fastest timings on everything until 623A. Trivial differences in damage between enders (3616 on jB(2)C AT, 3619 on jCB(2)A AT). Can use '''2A 2B 2C 5C 214B 236[A] 5A 5B 623A~A jCB(2)AT''' as an easier option with slightly less damage(3599).
   | location      = Anywhere
   | notes        =  
  }}
  }}
{{ComboData-MBTL
{{ComboData-MBTL
   | combo        = 2A 5B 5C > 4C dl.j2B > 214B > 236[A] > 5A 2C > 623A~A > jCB(2) AT
   | combo        = 4B+C > 2B+C(1) > jc > j.2[B] > 623A > 4C > 214A > 2C > 236[A] > 5B > 5C > 236BBB > 214C
   | damage        = 3674
 
   | cost          = 0%
   | damage        = 3975
   | metergain    = 85%
   | cost          =  
   | location      = {{Property-UNI|Corner}}
   | metergain    =  
   | notes        = Only works against fully cornered opponents. Delaying j2B is the best but not only way of stabilizing this combo. Doing everything at fastest timings will cause 236[A] to pull the opponent out of the corner (this can be a good thing, see section on grow/guro combos.)
   | location      = Anywhere
   | notes        =  
  }}
  }}
}}
}}


===B Starter===
===Anti-Backdash===
Some notes on what corner routing modules work with a B starter but not an A Starter:
{{ComboTable-MBTL
* 2C 236[A]
|data=
*
{{ComboData-MBTL
Some notes on what corner routing modules are recommended with a B starter but not an A Starter:
  | combo        = 2A > 2C > 623B > 4C(1) > 214A > 5B > 2C > 236[A] > 2B > 5C > 623AA > j.C > AT
* 623A~A 3C
 
Some notes on SMP and adapting combos to strings you use to hitconfirm.
  | damage        = 3474
  | cost          =
  | metergain    =
  | location      = Anywhere
  | notes        = 【Anti-Backstep】(Routes to use if {{clr|16|2A}} hits)
}}
{{ComboData-MBTL
  | combo        = 2A > 2C > 623B > 4C(1) > 214A > 5B > 2C > 236[A] > 2B > 236BBB > 214C
  | damage        = 3908
  | cost          =
  | metergain    =
  | location      = Anywhere
  | notes        = 【Anti-Backstep】(Routes to use if {{clr|16|2A}} hits)
}}
{{ComboData-MBTL
  | combo        = 2A(w) > 2C > 623B > 4C(1) > 214A > 5B > 2C > 236[A] > 2B > 623AA > j.B > j.C > AT
 
  | damage        = 3749
  | cost          =  
  | metergain    =
  | location      = Anywhere
  | notes         = 【Anti-Backstep】(Routes to use if {{clr|16|2A}} is dodged by a backstep)
}}
{{ComboData-MBTL
  | combo        = 2A(w) > 2C > 623B > 4C(1) > 214A > 5B > 2C > 236[A] > 2B > jc > j.2B > 236BBB > 214C
 
  | damage        = 4213
  | cost          =
  | metergain    =
  | location      = Anywhere
  | notes         = 【Anti-Backstep】(Routes to use if {{clr|16|2A}} is dodged by a backstep)
}}
{{ComboData-MBTL
  | combo        = 2A(w) > 2C > 623B > 4C(1) > 623A > 5B > 2C > 236[A] > 2B > 214A > 5A > 3C > j.B > j.C > AT
 
  | damage        = 3713
  | cost          =
  | metergain    =
  | location      = Anywhere
  | notes         = 【Anti-Backstep】(Routes to use if {{clr|16|2A}} is dodged by a backstep)
}}
{{ComboData-MBTL
  | combo        = 2A(w) > 2C > 623B > 4C(1) > 623A > 5B > 2C > 236[A] > 2B > 214A > 5A > 236BBB > 214C
 
  | damage        = 4248
  | cost          =
  | metergain    =
  | location      = Anywhere
  | notes        = 【Anti-Backstep】(Routes to use if {{clr|16|2A}} is dodged by a backstep)
}}
}}


===Moon Drive===
{{ComboTable-MBTL
{{ComboTable-MBTL
|data=
|data=
{{ComboData-MBTL
  | combo        = 2A > 2B > 5C > MD > 2B+C(2) > jc > dl.j.C > 623A > 4C > 214A > 2C > 236[A] > 5B > jc > j.2B+C(1) > jc > j.2B > 236BBB > 236C > 236B+C
  | damage        = 5801
  | cost          =
  | metergain    = 130%
  | location      = Anywhere
  | notes        =
}}
{{ComboData-MBTL
  | combo        = 2A > 2A > 2B > 5C > MD > 2B+C(2) > jc > dl.j.B(1) > 623A > 4C > 214A > 2C > 236[A] > 5B > jc > j.2C > J2B+C(1) > jc > j.2B > 236BBB > 236C > 236B+C
  | damage        = 5455
  | cost          =
  | metergain    = 140%
  | location      = Anywhere
  | notes        =
}}
{{ComboData-MBTL
  | combo        = IAD > j.B > 2A > 2B > MD > 2B+C(2) > jc > dl.j.C > 623A > 4C > 214A > 2C > 236[A] > 5B > jc > j.2B+C(1) > jc > j.2B > 236BBB > 236C > 236B+C
  | damage        = 5733
  | cost          =
  | metergain    = 140%
  | location      = Anywhere
  | notes        =
}}
{{ComboData-MBTL
  | combo        = 2A(w) > 2C > 623B > MD > 2B+C(2) > jc > dl.j.B(1) > 623A > 4C > 214A > 5C > 236[A] > 5B > jc > j.2C > j.2B+C(1) > jc > j.2B > 236BBB > 236C > 236B+C


  | damage        = 5932
  | cost          =
  | metergain    = 140%
  | location      = Anywhere
  | notes        = Anti Backstep
}}
{{ComboData-MBTL
  | combo        = 2B > 5C > MD > 2B+C(2) > jc > j.B(1) > 623A > 5B > 623B > 4C > 214A > 2C > 236[A] > 5A > jc > j.2C > j.2B+C(1) > jc > j.2B > 236BBB > 236C > 236B+C


  {{ComboData-MBTL
  | damage        = 5987
   | combo        = 2B 5B 2C 5C 214B 236[A] 4A 4C(1) 623A~dl.A 3C jCB(2)A AT
  | cost          =
   | damage        = 3775
  | metergain    = 150%
   | cost          = 0%
  | location      = Anywhere
   | metergain    = 85%
  | notes        =
   | location      = {{Property-UNI|Corner}}
  }}
   | notes        = Low starter combo. 4A 4C(1) 623A is optimal for damage but not for your sanity. Skip the 4C for 53 less damage but a lot more comfort.
{{ComboData-MBTL
   | combo        = j.2B > 22A(2) > MD > 2B+C > airdash > j.B(1) > 623A > 5B > 623B > 4C(1) > 214A > 2C > 236[A] > 2B > 5C > 236BBB > 236C > 236B+C
 
  | damage        = 5839
  | cost          =
  | metergain    = 140%
  | location      = Anywhere
  | notes        =
}}
{{ComboData-MBTL
  | combo        = 5[B] > 5C > MD > 623B > 6B+C > 4C(1) > 214A > 2C > 236[A] > 2B > 236BBB > 236C > 236B+C
 
  | damage        = 5954
  | cost          =
  | metergain    = 150%
  | location      = Anywhere
  | notes        =
}}
{{ComboData-MBTL
  | combo        = 214B > MD > 2B+C(2) > jc > j.C > 623A > 5B > 623B > 4C(1) > 214A > 2C > 236[A] > 2B > 236BBB > 236C > 236B+C
 
  | damage        = 6000
  | cost          =
  | metergain    = 150%
  | location      = Anywhere
  | notes        =
}}
{{ComboData-MBTL
  | combo        = 22C(8) > MD > j.2[B] > 623A > 2B > 4C(1) > 623B > 2C > 236[A] > 5B > 214A > 5AA > 236BBB > 236B+C
 
   | damage        = 4514
   | cost          =  
   | metergain    = 50%
   | location      = Anywhere
  | notes        =  (Change the timing of {{clr|17|j.2[B]}} to switch sides or stay on > the same side)
}}
{{ComboData-MBTL
  | combo        = 236B~B(4) > MD > 6B+C > 5C > 623B > 4C(1) > 214A > 2C > 236[A] > 5B > jc > j.2C > j.2B+C(1) > jc > j.2B > 236BBB > 236C > 236B+C
 
  | damage        = 5878
  | cost          =
  | metergain    = 160%
  | location      = Anywhere
   | notes        =  
}}
{{ComboData-MBTL
  | combo         = 236B4X > MD > 2B+C(3) > jc > dl.j.B(1) > 623A > 5B > 623B > 4C(1) > 214A > 2C > 236[A] > 2B > jc > j.2C > j.2B+C(1) > jc > j.2B > 236BBB > 236C > 236B+C
 
  | damage       = 5891
  | cost          =
  | metergain    = 160%
  | location      = Anywhere
  | notes        =
  }}
  }}
{{ComboData-MBTL
}}
   | combo        = 2B 5C 4C > dl.j2B > 214B 236[A] > 5A 2C > 623A~A > 5B 3C > j.CB(2) > AT
 
   | damage        = 3795
==Corner==
   | cost          = 0%
===A Starter===
{{ComboTable-MBTL
|data=
{{ComboData-MBTL
   | combo        = 2A > 2B > 5C > 214B > 2C > 236[A] > 5B > 623AA > 3C > j.B > j.C > AT
 
   | damage        = 3708, {{clr|16|2A2A}} Starter 3504, j.66 {{clr|17|j.B}} Starter 3677
   | cost          =  
   | metergain    =  
   | metergain    =  
   | location      = {{Property-UNI|Corner}}
   | location      = Corner
   | notes        = Low starter combo. This route is a headache from start to finish, but it is a decent ad-lib for when you land a 2B 5C but mess up the route that leads to a grow-combo. Omit the final 5B3C for comfort or if your default 2B hitconfirm string is 2B 5B 5C.
   | notes        = For IAD j.C starter, do 2C 214B 236[A]
  }}
  }}
{{ComboData-MBTL
{{ComboData-MBTL
   | combo        = 5B 2C 5C > 214B > 236[A] > 2B 623A~A > 3C > j.CB(2)A > AT
   | combo        = 2A > 2B > 5C > 214B > 2C > 236[A] > 5B > 623AA > jc > j.2[B] > 236BBB > 214C
   | damage        = 3813
 
  | cost          = 0%
   | damage        = 4287, {{clr|16|2A2A}} Starter 4081, j.66 {{clr|17|j.B}} Starter 4281
  | metergain    = 85%
   | cost          =  
  | location      = {{Property-UNI|Corner}}
  | notes        = Mid starter combo. Optimal and shockingly doable max damage combo for 5B punishes. Its not so often that you land a raw 5B on people, but this is a good combo to use for when you do get that hit.
}}
{{ComboData-MBTL
  | combo        = 5[B] 5C > 214A > 2C 214B > 623A~A > 3C > j.CB(2)A > AT
  | damage        = 3760
   | cost          = 0%
   | metergain    =  
   | metergain    =  
   | location      = {{Property-UNI|Corner}}
   | location      = Corner
   | notes        = Overhead starter combo. Can do ''5[B] 5C > 214A > 2B 2C 214B > 623A~A > j.CB(2) > AT (3710)'' for an easier combo.
   | notes        = For IAD j.C starter, do 2C 214B 236[A]
  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 5[B] 5C > dl.623A > tk.22A(1)~A > 2C 236[A] > 2A 2B 214B > 3C > j.B(2)C > AT
   | combo        = 2A > 2B > 5C > 4C(1) > 214B > 236[A] > 2C sideswap > 5B > 623AA > j.C > 4AT
   | damage        = 3899
 
   | damage        = 3681
   | cost          = 0%
   | cost          = 0%
   | metergain    = 90%
   | metergain    = 86%
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = Overhead starter combo. Difficult but optimal. tk 22A should be done with 228A.
   | notes        = Sets up ambiguous left/right.
  }}
  }}
}}
}}


===C Starter===
===B/C Starter===
C button starters are either high-damaging, extremely-low hitstun-decay starters or in the case of airdash jC are medium damage, high hitstun decay starters. It's very important to be aware of whether a combo has airdash hitstun decay applied to it, since trying a long combo on airdash jC starters will lead to drops.
In this case, 5B being a better starter than 2B is relevant - the listed 2B combos require alteration to function with 5B starter. 2C starter is less specialized in corner, but you may have to use it twice and incur SMP if you don't want to modify your routing significantly.  
 
{{ComboTable-MBTL
{{ComboTable-MBTL
|data=
|data=
{{ComboData-MBTL
  | combo        = 2B > 5C > 214B > 623B > 4C(1) > 214A > 2A > 2C > 236[A] > 5B > 623AA > 3C > j.C > AT
  | damage        = 3953
  | cost          =
  | metergain    =
  | location      = Corner
  | notes        = Omit the 4C(1) 214A from 5B starter, or if you want to make it easier.
}}
{{ComboData-MBTL
  | combo        = 2B > 5C > 214B > 623B > 4C(1) > 214A > 2A > 2C > 236[A] > 5B > 623AA > jc > j.2[B] > 236BBB > 214C
  | damage        = 4477
  | cost          =
  | metergain    =
  | location      = Corner
  | notes        = Omit the 4C(1) 214A from 5B starter, or if you want to make it easier.
}}
{{ComboData-MBTL
  | combo        = 5[B] > dl.5C > 623B > 214B > 2C > 236[A] > 2B > 623AA > 3C > j.B > j.C > AT
  | damage        = 3928
  | cost          =
  | metergain    =
  | location      = Corner
  | notes        =
}}
{{ComboData-MBTL
  | combo        = 5[B] > dl.5C > 623B > 214B > 2C > 236[A] > 2B > 623AA > jc > j.2[B] > 236BBB > 214C
  | damage        = 4500
  | cost          =
  | metergain    =
  | location      = Corner
  | notes        =
}}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = jC
   | combo        = 5[B] > 5C > 214B > 4C(1) > 214A > 2C > 236A > 2B > 623AA > j.2[B] > 236BBB > 214C
   | damage        =  
 
   | cost          = 0%
   | damage        = 4564
   | cost          = 100%
   | metergain    =  
   | metergain    =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = Notes.
   | notes        = Alternate 5[B]
  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = airdash jC
   | combo        = 2B > 5C > 214B > 214A > 22AA > 2C > 236[A] > 5B sideswap > 623AA > j.C > j.B(1) > 4AT
   | damage        =  
 
   | damage        = 3956
   | cost          = 0%
   | cost          = 0%
   | metergain    =  
   | metergain    = 106%
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = Notes.
   | notes        = Sets up ambiguous left/right.
  }}
  }}
{{ComboData-MBTL
{{ComboData-MBTL
   | combo        = 2C air hit
   | combo        = 3C > j.C > j.2C > 22A(1)A > 2B > 2C > 236[A] > 5B > 214A > 5A > 623AA > jc > j.B > AT
   | damage        =  
 
   | cost          = 0%
   | damage        = 3200
   | cost          =  
   | metergain    =  
   | metergain    =  
   | location      = {{Property-UNI|Corner}}
   | location      = Corner
   | notes        = Notes.
   | notes        =  
  }}
  }}
{{ComboData-MBTL
{{ComboData-MBTL
   | combo        = 2C rebeat 2A OTG route.
   | combo        = 3C > j.C > j.2C > 22A(1)A > 2B > 2C > 236[A] > 5B > 623AA > jc > j.2[B] > 236BBB > 214C
   | damage        =  
 
   | cost          = 0%
   | damage        = 3773
   | cost          =  
   | metergain    =  
   | metergain    =  
   | location      = {{Property-UNI|Corner}}
   | location      = Corner
   | notes        = Notes.
   | notes        =  
  }}
  }}
}}
}}


===BnBs: Throw Starter===
===Throw Starter===
Throw combos start with both a high hitstun decay value and also poor starting damage prorate. Doing a harder combo is at most 75 more damage, so its better to either pick a combo with a superior okizeme situation or just one you personally find more reliable.
Throw combos start with both a high hitstun decay value and also poor starting damage prorate. Doing a harder combo is at most 75 more damage, so its better to either pick a combo with a superior okizeme situation or just one you personally find more reliable.
{{ComboTable-MBTL
{{ComboTable-MBTL
|data=
|data=
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = Throw > j2C > 2B 2C 623A~A 3C > j.CB(2) > AT
   | combo        = Throw > 214A > dl.2C > 236[A] > 5A > 623A > dl.5A > 5B > 3C > j.C > AT
   | damage        = 2147
 
   | damage        = 2266
   | cost          = 0
   | cost          = 0
   | metergain    = 65%
   | metergain    = 75%
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = Fairly easy combo that is very comparable in damage to the harder routes.
   | notes        = Reliable, decently optimized combo.
*Add j.BAA after j.C to increase meter gain at the cost of damage.
*Possible to go straight to 623AA after 2C for a simpler route.
  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = Throw > superjump > jB(1)2C > dl.22A(2)~A > 2C dl.4C > jC AT
   | combo        = Throw > superjump > j.B(1) > j.2C > dl.j.22A(2)~A > 2C > 5B > 3C > j.C > AT
   | damage        = 2077
 
   | damage        = 2071
   | cost          = 0
   | cost          = 0
   | metergain    = 65%
   | metergain    = 61%
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = Poor damage, but ''works at up to 33%-from-corner''. The route of choice for converting from a throw just outside the corner.
   | notes        = Poor damage, but ''works at up to 33%-from-corner''. The route of choice for converting from a throw just outside the corner.
  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = Throw > 214A > 2C 623A~A > 5B 3C > j.CB(2) > AT
   | combo        = Throw > 214B > 236[A] > 5B > 5C > RB1 > RB2 > j.C > j.B(2) > AT
  | damage        = 2229
 
  | cost          = 0
  | metergain    = 69%
  | location      = {{Property-UNI|Corner}}
  | notes        = Intermediate combo. Throw 214A is an important link to learn for other combos.
}}
{{ComboData-MBTL
  | combo        = Throw > dl.2C 214A > dl.5B > dl.5C > dl.623 > dl.A > jCB(1)AT
  | damage        = 2231
  | cost          = 0
  | metergain    = 69%
  | location      = {{Property-UNI|Corner}}
  | notes        = Doing a significantly harder combo nets 2 more damage but a lot more style points. For only the price of a drastic increase in difficulty, you too can pretend to be have played F Arcueid since Third Strike.
}}
{{ComboData-MBTL
  | combo        = Throw > 214B 236[A] > 5B 5CCC > jCB(2) > AT
   | damage        = 2145
   | damage        = 2145
   | cost          = 0
   | cost          = 0
   | metergain    = 65%
   | metergain    = 65%
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = Sets up a unique corner okizeme situation with the opponent displaced a few pixels from the corner if any part of the combo after 236A is delayed. Do ''236A 2B'' for an easier combo at the expense of 9 damage. See section on corner steal combos.
   | notes        = Sets up a unique corner okizeme situation with the opponent displaced a few pixels from the corner if any part of the combo after {{clr|16|236A}} is delayed. Do ''236A 2B'' for an easier combo at the expense of 9 damage. See section on corner steal combos.
}}
{{ComboData-MBTL
  | combo        = Throw > j.2C > 2A > 5B > 2C / dl.2C > 236[A] > sideswap > 2A > 5A > 5B > RB1 > RB2 > j.A > j.B > j.C > IAD > 4AT
 
  | damage        = 1994
  | cost          =
  | metergain    =
  | location      = Corner
  | notes        = Alternative corner steal setup
  }}
  }}
}}
}}


==BnBs: Corner steal combos==
===Corner Moon Drive===
Corner steal combos are a class of combos first discovered by Japanese players [https://twitter.com/ymd_alternative/status/1446872742670655490 @ymd_alternative] and [https://twitter.com/grovegrow31/status/1448115853803806726 @grovegrow31] that set up a unique okizeme situation where, depending on minor delays made in combos, Arcueid can leave a cornered opponent displaced from the corner by extremely small amounts(the best known displacement so far is 2 pixels). This can enable safe OSable, unseeable and unfuzzyable meaty left-right mixups that force the opponent to make a guess or commit important resources like moon drive.
{{ComboTable-MBTL
|data=
{{ComboData-MBTL
  | combo        = 2A > 2B > 5C > MD > 4C(1) > 214B > 623B > 2C > 236[A] > 5B > 623AA > jc > j.2[B] > 236BBB > 236C > 236B+C


  | damage        = 6023
  | cost          =
  | metergain    = Approx. 140%
  | location      = Corner
  | notes        =
}}
{{ComboData-MBTL
  | combo        = 2AA > 2B > 5C > MD > 214B > 4C(1) > 214A > 2C > 236[A] > 5B > 623AA > jc > j.2[B] > 236BBB > 236C > 236B+C
  | damage        = 5731
  | cost          =
  | metergain    = 140%
  | location      = Corner
  | notes        =
}}
{{ComboData-MBTL
  | combo        = IAD > j.B > 2A > 2B > MD > 5C > 4C(1) > 214B > 623B > 2C > 236[A] > 5B > 623AA > jc > j.2[B] > 236BBB > 236C > 236B+C
  | damage        = 6027
  | cost          =
  | metergain    = 150%
  | location      = Corner
  | notes        =
}}
{{ComboData-MBTL
  | combo        = 2B > 5C > MD > 214B > 4C(1) > 214A > 5B > 623B > 2C > 236[A] > 5A > 623AA > jc > j.2[B] > 236BBB > 236C > 236B+C
  | damage        = 6164
  | cost          =
  | metergain    = 160%
  | location      = Corner
  | notes        =
}}
{{ComboData-MBTL
  | combo        = 5[B] > dl.5C > MD > 214B > 623B > 4C(1) > 214A > 2C > 236[A] > 2B > 623AA > jc > j.2[B] > 236BBB > 236C > 236B+C
  | damage        = 6219
  | cost          =
  | metergain    = 150%
  | location      = Corner
  | notes        =
}}
{{ComboData-MBTL
  | combo        = 214B > MD > 6B+C > 5B > 623B > 4C(1) > 214A > 2B > 2C > 236[A] > 5A > 623AA > jc > j.2[B] > 236BBB > 236C > 236B+C
  | damage        = 6303
  | cost          =
  | metergain    = 180%
  | location      = Corner
  | notes        =
}}
}}
==Misc==
===Air to Air Starter===
{{ComboTable-MBTL
{{ComboTable-MBTL
|data=
|data=
  {{ComboData-MBTL
{{ComboData-MBTL
   | combo        = 2A 2A 2B 5C > 4C j2B > 214B > 236[A] > 5B 5CCC > jCB(2) AT
  | combo        = j.B > j.C > 2B+C(1) > jc > j.2[B] > 623A > 4C(1) > 214A > 2C > 236[A] > 2B > 5B > 623AA > jc > j.A > AT
   | damage        = 3235
 
   | cost          = 0%
  | damage        = 3548
   | metergain    = 85%
  | cost          =
   | location      = {{Property-UNI|Corner}}
  | metergain    =
   | notes         = Needs completely cornered opponent. Delaying 5B>5C, 5C>C, 5CCC>jC, jC>jB and jB>AT can all contribute to leaving a corner gap.
  | location      = Anywhere
  | notes        =
  }}
{{ComboData-MBTL
   | combo        = j.B > j.C > 2B+C(1) > jc > j.2[B] > 623A > 4C(1) > 214A > 2C > 236[A] > 2B > 5C > 236BBB > 214C
 
  | damage        = 4110
  | cost          =
  | metergain    =
  | location      = Anywhere
  | notes        =
}}
{{ComboData-MBTL
  | combo        = FC j.C > 5B > 5C > 623B > 4C(1) > 214A > 2C > 236[A] > 2B > 623AA > j.B > AT
 
  | damage        = 4134
  | cost          =
  | metergain    =
  | location      = Anywhere
  | notes        = Midscreen Air Counter
}}
{{ComboData-MBTL
  | combo        = FC j.C > 5B > 5C > 623B > 4C(1) > 214A > 2C > 236[A] > 2B > 236BBB > 214C
 
   | damage        = 4565
   | cost          =  
   | metergain    =  
   | location      = Anywhere
  | notes        = Midscreen Air Counter
}}
{{ComboData-MBTL
  | combo        = CH j.C > 5C > 214B > 623B > 4C > 214A > 5B > 2C > 236[A] > 2B > 623AA > 3C > j.B > AT
 
  | damage        = 4399
  | cost          =
  | metergain    =
  | location      = Anywhere
  | notes        = Corner Air Counter
}}
{{ComboData-MBTL
   | combo         = CH j.C > 5C > 214B > 623B > 4C > 214A > 5B > 2C > 236[A] > 2B > 623AA > jc > j.2[B] > 236BBB
 
  | damage        = 4942
  | cost          =
  | metergain    =
  | location      = Anywhere
  | notes        = Corner Air Counter
}}
}}
 
===Shield Counter===
{{ComboTable-MBTL
|data=
{{ComboData-MBTL
  | combo        = D~B+C > 5C > 214B > 623B > 2B > 2C > 236[A] > 5B > 214A > 5A > 623AA > jc > j.2[B] > 236BBB > 214C
 
  | damage        = {{clr|18|214C}}: 3936
 
AT: 3391
  | cost          =
  | metergain    = {{clr|18|214C}}: -3%
 
AT: 102%
  | location      = Anywhere
  | notes        = Reliable Shield A combo - also works for 3C.
*Omit the rapid beat for slightly more damage at the cost of meter and corner carry.
*For 3C starter, can replace the 2A with 5C.
}}
{{ComboData-MBTL
  | combo        = D~B+C > 5C > 214B > 623B > 2B > 2C > 236[A] > 5B > 214A > 5A > 623AA > jc > j.B > j.C > AT
 
  | damage        = 3698
  | cost          =
  | metergain    =
  | location      = Anywhere
  | notes        = ※Shield {{clr|17|B}} Counter Hit is the same route as {{clr|17|B}}+{{clr|18|C}}
  }}
  }}
{{ComboData-MBTL
{{ComboData-MBTL
   | combo        = Airdash jC 2A 2B > 4C j2B > 214B > 236[A] > 5B 5CCC > jCB(2) AT
   | combo        = D~B+C > 5C > 214B > 623B > 5A > 2C > 236[A] > 5B > 623AA > jc > j.2[B] > 236BBB > 214C
   | damage        = 3550
 
   | cost          = 0%
   | damage        = 4132
   | metergain    = 85%
   | cost          =  
   | location      = {{Property-UNI|Corner}}
   | metergain    =  
   | notes        = Only two hits are allowed between the jC and the 4C to control hitstun decay. 2AA2B will cause the combo to fail at 236[A]5B.
   | location      = Anywhere
   | notes        = ※Shield {{clr|17|B}} Counter Hit is the same route as {{clr|17|B}}+{{clr|18|C}}
  }}
  }}
{{ComboData-MBTL
{{ComboData-MBTL
   | combo        = (2A) 2B 2C partial charge 5C 5B > 214B > 236[A] > 5B 5CCC > jCB(2) AT
   | combo        = D~B+C > 5C > 214B > 623B > 5A > 2C > 236[A] > 5B > 623AA > jc > j.B > j.C > AT
   | damage        = 3341 (3292 from 2A)
 
   | cost          = 0%
   | damage        = 3574
   | metergain    = 85%
   | cost          =  
   | location      = {{Property-UNI|Corner}}
   | metergain    =  
   | notes        = Variant that works from just outside the corner (16% to 20%-to-corner). The hold time on partial charge 5C is the most important delay. When doing this combo from 2A, jB(2)C is the recommended ender since hitstun decay will be very high.
   | location      = Corner
   | notes        =  
  }}
  }}
{{ComboData-MBTL
{{ComboData-MBTL
   | combo        = 2A 2B 2C 5C > 22A~w.A 5A2C 236[A] 5A 5B 3C jCB(2) AT
   | combo        = D~A > j.C > j.2C > 22A(1)A > 2B > 2C > 236[A] > 5B > 623AA > jc > j.2[B] > 236BBB > 214C
   | damage        = 3001
 
   | cost          = 0
   | damage        = 4183
   | metergain    = 70%
   | cost          =  
   | location      = {{Property-UNI|Corner}}
   | metergain    =  
   | notes        = Combo that loops the okizeme situation if you choose to crossup after ending a corner steal combo, putting the opponent back into the same mixup. No delays before 22A allowed. Quite important to have a small corner displacement to do this, since poorly executed crossups will cause drops after 5C.
   | location      = Corner
   | notes        =  
  }}
  }}
{{ComboData-MBTL
{{ComboData-MBTL
   | combo        = 2A 5C 2B+C(2) jc dl.jC 2C 236[A] 5B2C3C jB(1)C AT
   | combo        = D~A > j.C > j.2C > 22A(1)A > 2B > 2C > 236[A] > 5B > 623AA > jc > j.B > AT
   | damage        = 3218
 
   | cost          = 1-2 Units Moon Gauge
   | damage        = 3715
   | metergain    = 25% (Moondrive 105%)
   | cost          =  
   | location      = {{Property-UNI|Corner}}
   | metergain    =  
   | notes        = Easy combo that loops the okizeme situation if you choose to crossup after ending a corner steal combo, putting the opponent back into the same mixup. Works even if you have 0 moon gauge, but is a net loss for the moon gauge. Makes barely any meter outside of moondrive.
   | location      = Corner
   | notes        = Regular Hit Start
  }}
  }}
{{ComboData-MBTL
{{ComboData-MBTL
   | combo        = Throw > 214B > 236[A] > 5B 5CCC > jCB(2) AT
   | combo        = D~B+C > 5B > 623B > 4C(1) > 214A > 2C > 236[A] > 2B > 5C > 236BBB > 214C
   | damage        = 2145
 
   | cost          = 0
   | damage        = 4271
   | metergain    = 65%
   | cost          =  
   | location      = {{Property-UNI|Corner}}
   | metergain    =  
   | notes        = Sets up the okizeme situation from a corner throw. Doing 236[A] 2B instead is an easier combo for 9 less damage.
   | location      = Corner
   | notes        = Regular Hit Start
  }}
  }}
{{ComboData-MBTL
{{ComboData-MBTL
   | combo        = 5[B] 2C > 214B > 236[A] > 2B 5CCC > jCB(2) AT
   | combo        = ch D~B+C > 5B > 623B > 4C(1) > 214A > 2C > 236[A] > 2B > 5C > 623AA > j.C > AT
   | damage        = 3617
 
   | cost          = 0
   | damage        = 3804
   | metergain    = 75%
   | cost          =  
   | location      = {{Property-UNI|Corner}}
   | metergain    =  
   | notes        = Sets up the okizeme situation from a near corner 5[B].
   | location      = Corner
   | notes        = Counter Hit Start
  }}
  }}
{{ComboData-MBTL
{{ComboData-MBTL
   | combo        = 2A 2A 2C 5C 4C > airdash jB(1) j2C > 5A 2C 214A > 5B 3C > jB(1)C AT
   | combo        = ch D~A > j.C > 2B+C(1) > jc > j.2[B] > 623A > 2A > 2C > 236[A] > 5B > 214A > 5AA > (236BBB > 214C) OR (623AA > j.B > AT)
   | damage        = 2981
 
   | cost          = 0
   | damage        = 4355
   | metergain    = 75%
   | cost          =  
   | location      = {{Property-UNI|Corner}}
   | metergain    =  
   | notes        = Very tricky combo with even more tricky crossup arithmetic. Needs additional research.
   | location      = Corner
   | notes        = Counter Hit Start
  }}
  }}
}}
}}


==Situational: Frametrap Combos==
==Notes==
Handle special move starters like 214B/236[A]  
 
===Near-Corner Routing===
Arcueid has natural tools that give her routes very high corner carry, so "near corner" for Arcueid can mean anywhere from true midscreen(60%-to-corner) to almost in the corner(16%-to-corner). Most midscreen routes can be improved by slotting in a 214B at the end when Arc reaches the corner. Some can further benefit from 623AA afterwards, but it's often too difficult to use it due to height, proration, or both. It is possible to optimize routing specifically for near-corner hits, but use your own discretion for whether it's worth the effort.
 
===Corner steal combos===
Corner steal combos are a class of combos first discovered by Japanese players [https://twitter.com/ymd_alternative/status/1446872742670655490 @ymd_alternative] and [https://twitter.com/grovegrow31/status/1448115853803806726 @grovegrow31] that set up a unique okizeme situation where, depending on minor delays made in combos, Arcueid can leave a cornered opponent displaced from the corner by extremely small amounts (a minimum difference of 2 pixels). Can be very hard to block the resulting left/right mixup when executed well.


==Situational: Moon Skill Combos==
===Situational: Frametrap Combos===
Handle BOTH moonskill starters as well as MD activated combos that are optimized to build lots of meter.  
Some moves of Arc's moves lead to a different combo routing on counter hit or when used late in a string after other options have been used. In the best case, e.g. 236XX~X, landing a counterhit as a frametrap can lead to a full meterless combo where otherwise it would be impossible. In other cases, such as using a late 2C in a blockstring, you may just have to pick up with whatever you can, be it any special move or even autocombo.


==Situational: Trades==
===Situational: Trades===
Handle 2C trades, 236[A] trades, DP trades, air counterhit elbow trades, list frame advantage for significant trades that allow reliable conversions or for canned situations like akiha oki, etc.
In some situations, having an attack trade with the opponent can still lead to a combo for Arc - at times even better than what she would normally get. For example, if the opponent mashes a 5F normal against 236XX~4X, the trade will give Arc a full meterless combo.  


==External Links==
==External Links==
*[https://docs.google.com/document/d/1HNPVzupX6senXxdHmyDg3l8zEE0jYPit9MLTbGKu2to/edit?usp=sharing Melty Blood: Type Lumina Arcueid Combo Guide] by [https://twitter.com/Sandals1k Sandals]
*[https://www.evernote.com/shard/s384/client/snv?noteGuid=05dc6cec-e419-ac7c-14b9-b66ea4e33da4&noteKey=ea1219b85239d5cfbb80e01501b190ed&sn=https%3A%2F%2Fwww.evernote.com%2Fshard%2Fs384%2Fsh%2F05dc6cec-e419-ac7c-14b9-b66ea4e33da4%2Fea1219b85239d5cfbb80e01501b190ed&title=%25E3%2582%25A2%25E3%2583%25AB%25E3%2582%25AF%25E3%2582%25B3%25E3%2583%25B3%25E3%2583%259C%25E3%2583%25A1%25E3%2583%25A2 アルクコンボメモ] by はれ; current as of 1.4. Outdated translated version [https://www.evernote.com/shard/s384/client/snv?noteGuid=75280f5e-db8c-23c7-24df-dce52a995609&noteKey=403909b0aee413d0d200978608d1c04c&sn=https%3A%2F%2Fwww.evernote.com%2Fshard%2Fs384%2Fsh%2F75280f5e-db8c-23c7-24df-dce52a995609%2F403909b0aee413d0d200978608d1c04c&title=Arc%2BCombo here].
 
*[https://docs.google.com/spreadsheets/d/1h78cVfQrf7NfEosf6MaVRsYZvwjHuBcyuJqMAdM-pPQ/edit#gid=429943046 Combo spreadsheet] by [https://twitter.com/Charby_ Charby]. Up to date for 1.4.
{{Navbox-MBTL}}
{{Navbox-MBTL}}
[[Category:Melty Blood: Type Lumina]]
[[Category:Melty Blood: Type Lumina]]

Latest revision as of 03:29, 15 March 2024

Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

X > Y X input is cancelled 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 Input "X" or "Y" can be used.
dl There should be delay before inputting "X".
w.X or Xw Attack "X" should whiff and not hit the opponent.
j.X Button "X" is input while jumping or in the air.
dj.X Button "X" is input after a double jump.
jc Jump cancel the previous action. Will occasionally be omitted due to being obvious. Will occasionally be notated with 7/9 to indicate backwards/forwards.
sj Perform a superjump, which is performed by inputting 2~8.
sjc Superjump cancel the previous action.
IAD Instant Air Dash.
AT Air throw, often used as a combo ender that leads to knockdown.
md.X Perform a micro-dash before performing "X". Unused in favor of writing "microdash."
tk.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
(X) Input "X" is optional. Typically the combo will be easier if omitted.
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. 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.
{X} Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
X(#) Attack "X" should only hit # of times.
X~Y This notation has two meanings.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
(...) OR (...) Use only one between the two alternative routes.
RB1/2 The first or second hit of Rapid Beat auto combo.
CH The first attack must be Counter Hit.
FC The first attack must be Fatal Counter.
MD Perform a Moon Drive, which is inputted by pressing 5B+C.
Heat Perform Heat, which is performed by inputting A+B+C.
AD Perform an Arc Drive, which is performed by inputting 236B+C. Characters with more than one Arc Drive will have theirs notated by input.
LA Perform a Last Arc, which is performed by inputting A+B+C+D or successfully Shielding in Blood Heat.

Mostly up to date for 1.4 - special thanks to Hare, whose combo document is linked at the bottom of this page.

Midscreen

These combos typically work anywhere on the screen, but are intended to be used from 100%-to-corner to 60%-to-corner.

A Starter / IAD Starter

2B and 5B can be swapped in most combos - which one you use first will normally depend on how you decide to run pressure. Combos are listed with 2B first, but 5B first often leads to more damage.

Combo Damage Cost Meter Gain Location

Combo from Arc's simplest 2A confirm string.

  • Can add a TK j.2B before the 236BBB in the metered ender for 4018 damage and -13% net meter gain, making it the optimal 2A route.
  • Add a 5A before the 5B if the opponent is too low. Doesn't work with TK j.2B.

2AA(A) or IAD j.B starter. Damage/meter values are for 2AA.

  • For IAD j.B starter, use j.A j.C AT for the meterless ender.

IAD j.C route. Truly universal BNB routing - works from any non-launching normal starter no matter how bad.

  • Should probably be one of the first routes you learn when picking up Arc.
  • Add a 5B either in the starter or before the 2C to increase damage slightly.

Air hit starter. Used from antiairs, catching jumps, or air unblockables.

  • Replace the second 5A with a 2A for higher damage if you delay the 2B properly.
  • Omit the autocombo from the metered ender for higher damage but less meter and corner carry.

B / C Starters

All combos listed for 2B also work for 5B and 5C. Do note for posterity that 5B is an inferior starter to 2B, so even though it works for all of the combos in this section it may not be interchangeable for other 2B starter combos. Also, 2C typically can't use the same routing as other normals, so it requires some specialized confirms.

Combo Damage Cost Meter Gain Location

The standard 2B combo.

  • Several variations possible, with small variations in damage, meter gain, and corner carry:
    • Include a j.2B before the 623A (May be easier)
    • Omit the rapid beat
    • Omit the 2A
      • If 2A is omitted and j.2B wasn't done, do tk j.2B after 5B (fairly difficult)

2C OTG string. Situationally good for squeezing out some extra corner carry, damage, and metergain in matchups vs characters who are hard to control on defense. Can tack on 236C at the end for ~200 more damage (2175). Everything has to be done as fast as possible.

Special Starter

Combo Damage Cost Meter Gain Location

Moon Skill Starter

Combo Damage Cost Meter Gain Location

Anti-Backdash

Combo Damage Cost Meter Gain Location

【Anti-Backstep】(Routes to use if 2A hits)

【Anti-Backstep】(Routes to use if 2A hits)

【Anti-Backstep】(Routes to use if 2A is dodged by a backstep)

【Anti-Backstep】(Routes to use if 2A is dodged by a backstep)

【Anti-Backstep】(Routes to use if 2A is dodged by a backstep)

【Anti-Backstep】(Routes to use if 2A is dodged by a backstep)

Moon Drive

Combo Damage Cost Meter Gain Location

Anti Backstep

(Change the timing of j.2[B] to switch sides or stay on > the same side)

Corner

A Starter

Combo Damage Cost Meter Gain Location

For IAD j.C starter, do 2C 214B 236[A]

For IAD j.C starter, do 2C 214B 236[A]

Sets up ambiguous left/right.

B/C Starter

In this case, 5B being a better starter than 2B is relevant - the listed 2B combos require alteration to function with 5B starter. 2C starter is less specialized in corner, but you may have to use it twice and incur SMP if you don't want to modify your routing significantly.

Combo Damage Cost Meter Gain Location

Omit the 4C(1) 214A from 5B starter, or if you want to make it easier.

Omit the 4C(1) 214A from 5B starter, or if you want to make it easier.

Alternate 5[B]

Sets up ambiguous left/right.

Throw Starter

Throw combos start with both a high hitstun decay value and also poor starting damage prorate. Doing a harder combo is at most 75 more damage, so its better to either pick a combo with a superior okizeme situation or just one you personally find more reliable.

Combo Damage Cost Meter Gain Location

Reliable, decently optimized combo.

  • Add j.BAA after j.C to increase meter gain at the cost of damage.
  • Possible to go straight to 623AA after 2C for a simpler route.

Poor damage, but works at up to 33%-from-corner. The route of choice for converting from a throw just outside the corner.

Sets up a unique corner okizeme situation with the opponent displaced a few pixels from the corner if any part of the combo after 236A is delayed. Do 236A 2B for an easier combo at the expense of 9 damage. See section on corner steal combos.

Alternative corner steal setup

Corner Moon Drive

Combo Damage Cost Meter Gain Location

Misc

Air to Air Starter

Combo Damage Cost Meter Gain Location

Midscreen Air Counter

Midscreen Air Counter

Corner Air Counter

Corner Air Counter

Shield Counter

Combo Damage Cost Meter Gain Location

Reliable Shield A combo - also works for 3C.

  • Omit the rapid beat for slightly more damage at the cost of meter and corner carry.
  • For 3C starter, can replace the 2A with 5C.

※Shield B Counter Hit is the same route as B+C

※Shield B Counter Hit is the same route as B+C

Regular Hit Start

Regular Hit Start

Counter Hit Start

Counter Hit Start

Notes

Near-Corner Routing

Arcueid has natural tools that give her routes very high corner carry, so "near corner" for Arcueid can mean anywhere from true midscreen(60%-to-corner) to almost in the corner(16%-to-corner). Most midscreen routes can be improved by slotting in a 214B at the end when Arc reaches the corner. Some can further benefit from 623AA afterwards, but it's often too difficult to use it due to height, proration, or both. It is possible to optimize routing specifically for near-corner hits, but use your own discretion for whether it's worth the effort.

Corner steal combos

Corner steal combos are a class of combos first discovered by Japanese players @ymd_alternative and @grovegrow31 that set up a unique okizeme situation where, depending on minor delays made in combos, Arcueid can leave a cornered opponent displaced from the corner by extremely small amounts (a minimum difference of 2 pixels). Can be very hard to block the resulting left/right mixup when executed well.

Situational: Frametrap Combos

Some moves of Arc's moves lead to a different combo routing on counter hit or when used late in a string after other options have been used. In the best case, e.g. 236XX~X, landing a counterhit as a frametrap can lead to a full meterless combo where otherwise it would be impossible. In other cases, such as using a late 2C in a blockstring, you may just have to pick up with whatever you can, be it any special move or even autocombo.

Situational: Trades

In some situations, having an attack trade with the opponent can still lead to a combo for Arc - at times even better than what she would normally get. For example, if the opponent mashes a 5F normal against 236XX~4X, the trade will give Arc a full meterless combo.

External Links

The Game
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FAQ
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HUD & UI
Links
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News & updates
The Battle System
Controls
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Resources
Game Data
Characters
Shiki Tohno
Arcueid Brunestud
Akiha Tohno
Ciel
Hisui
Kohaku
Hisui & Kohaku
Miyako Arima
Kouma Kishima
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Michael Roa Valdamjong
Vlov Arkhangel
Red Arcueid
Saber
Aoko Aozaki
Dead Apostle Noel
Mario Gallo Bestino
Powered Ciel
Neco-Arc
Mash Kyrielight
Ushiwakamaru
Monte Cristo