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| == General Gameplan == | | == General Gameplan == |
| The general gameplan of C-arcueid is fairly simple to understand. Get in and overwhelm your opponent with your various amounts of normals and specials. She has very fast dash that helps her move in quickly at a moment's notice. Because of her j.C it can be rather difficult to try to air to air her at times and she has excellent reward from an Anti air 5A unlike a majority of the melty cast since her 5B pulls down instead of popping opponent's into the air, allowing her to go into a full grounded combo route. She's really a character that shines because of her blessed normals and specials and can be taken to the limit once you understand melty's nuances overall. | | The general gameplan of C-Arcueid is fairly simple to understand: Get in and overwhelm your opponent with your various amounts of normals and specials. She has a very fast dash that helps her move in quickly at a moment's notice. Because of her j.C it can be rather difficult to try to air to air her at times and she has excellent reward from an Anti air 5A unlike a majority of the melty cast since her 5B pulls down instead of popping opponents into the air, allowing her to go into a full grounded combo route. She's really a character that shines because of her blessed normals and specials and can be taken to the limit once you understand Melty's nuances overall. |
| === Neutral === | | === Neutral === |
| As C-arc your goal being to get in and luckily with your dash speed, you can easily do this at any point in the game. Between dash 5A, dash 2B, dash 2C(if used appropriately), j.C and sanic(j.63214A) which if used for example: j.C > 63214A, it's a very valid and common frame trap in C-arc's kit that can lead to guard break set ups. Now while all your tools are really strong, it is important to know when to use these options to close the gap and in some times, maintaining a spot on the screen keeps the threat of your approach potent due to your dash speed being above average to quickly put opponents at a disadvantageous spot and because of your frame data on your normals and the reward on them being so high. | | As C-arc your goal is to get in. Luckily with your dash speed, you can easily do this at any point in the game. Between dash 5A, dash 2B, dash 2C(if used appropriately), j.C and sanic(j.63214A) which if used for example: j.C > 63214A, it's a very valid and common frame trap in C-arc's kit that can lead to guard break set ups. Now while all your tools are really strong, it is important to know when to close the gap and when to maintain a spot on the screen. Sometimes the latter keeps the threat of your approach potent due to your dash speed with both the frame data and high reward from your normals. This gives C-arc the ability to quickly put opponents at a disadvantageous spot. |
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| 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. | | 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. |
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| === Pressure === | | === Pressure === |
| C-arc is a very robust character that takes comfort in being able to not only use rebeats to her pressure but also has a great bit of specials to add on to it. Going over some of the specials you will regularly use: | | 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: |
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| *'''214A/B''' | | *'''214A/B''' |
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| *'''236A/B''' | | *'''236A/B''' |
| Rekka, usually seen as a combo ender, however in pressure you can use 236A > 236[A] which is an air unblockable and also +. if it catches a jump out it's also full untech and grants a combo by extension. | | Rekka, usually seen as a combo ender, however in pressure you can use 236A > 236[A] which is an air unblockable and also +. If it catches a jump out it's also full untech and grants a combo by extension. |
| If you just do 236[A] by itself, you produce a sanic which is also +. It's another commonly seen tool and for good reason as it's + on block and pull the opponent inward towards Arcueid. On hit/trade its a combo as well. A very powerful special if done right. | | If you just do 236[A] by itself, you produce a sanic which is also +. It's another commonly seen tool and for good reason as it's + on block and pull the opponent inward towards Arcueid. On hit/trade it's a combo as well. A very powerful special if done right. |
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| Rekka by itself you either can do 236A > 236A > 214B, 236A > 236A > 214[B](High), 236A > 236A > 236A(low)
| | 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. | | For the combo ender you want to do 236A > 236A > 214B. |
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| *'''642A''' | | *'''642A''' |
| Another one of the famous specials, "sanic". this is the grounded version. the 624A one is generally used for pressure particularly like this | | Another one of her famous specials, "sanic". this is the grounded version. The 624A one is generally used for pressure particularly like this |
| * 5A 624A, j.624A, (dash) 5A/2B | | * 5A 624A, j.624A, (dash) 5A/2B |
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| *'''j624A/B''' | | *'''j624A/B''' |
| this is the air sanic.
| | This is the air sanic. |
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| 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 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. | | 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. |
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| 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. | | 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. |
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| *2A Stagger 2A, 5{B} 2B, 5A(rebeat) | | *2A Stagger 2A, 5{B} 2B, 5A(rebeat) |
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| 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 it's 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].
| | 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]. |
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| === Okizeme === | | === Okizeme === |
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| C-arc, once again being a robust character, also have a quite an array of things that opponent has to keep count of. | | C-arc, once again being a robust character, also have a quite an array of things that opponent has to keep count of. |
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| 22B being a fully invuln DP that can't be crossed up at all also happens to be able to be cancelled 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. | | 22B is a fully invuln DP that can't be crossed up at all. It's also cancellable 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. |
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| She also has heat and the one thing about heat is that when she heats at around 25% of health she gets the best damage modifier, making her a fast mobile tank with even more health to get back into the fight. Other than that she has Ex shield, Bunker, dodge and in some cases you can use backdash but use the four option mentioned in this sentence appropriately. In some other situations you also have 236C to use but that for very niche situations, typically oki situations from some characters so be sure to use it sparingly. It's usually recommended to block, ex guard and jump out when it's appropriate. | | She also has heat. When C-arc heats at around 25% health she gets the best damage modifier, making her a fast mobile tank with even more health to get back into the fight. Other than that she has Ex shield, Bunker, dodge and in some cases you can backdash but make sure to use these options appropriately. In some other situations you also have 236C but that's for very niche situations e.g typically oki situations from some characters so be sure to use it sparingly. It's usually recommended to block, ex guard and jump out when it's appropriate. |
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| == Combos == | | == Combos == |
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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- Combos:
- Add missing combo damage.
- Move Descriptions:
- Expand on the move descriptions, cite their uses, add captions where helpful, etc.
- Additional Resources/Players to watch/ask
- Add any external links to resources such as video guides or articles.
- If you know any players in particular that can be helpful for learning this character, please add them with, if possible a way to contact them (such as a Discord handle) and a name that can be searched in the match video database.
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Additional Resources
C-Arcueid Match Video Database
C-arc combo compilation
Players to watch/ask
JP:
NA:
Overview
Strengths / Weaknesses
Strengths
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- can 50/50 off of everything
- has a large health pool
- high damage
- Gains a lot of meter
- Game plan is not meter dependent
- fast normals
- decent active frames
- Good movement
- Invincible reversal that is a 22 input that can be converted with meter into a combo
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Weaknesses
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- requires a lot of work to execute perfectly
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General Gameplan
The general gameplan of C-Arcueid is fairly simple to understand: Get in and overwhelm your opponent with your various amounts of normals and specials. She has a very fast dash that helps her move in quickly at a moment's notice. Because of her j.C it can be rather difficult to try to air to air her at times and she has excellent reward from an Anti air 5A unlike a majority of the melty cast since her 5B pulls down instead of popping opponents into the air, allowing her to go into a full grounded combo route. She's really a character that shines because of her blessed normals and specials and can be taken to the limit once you understand Melty's nuances overall.
Neutral
As C-arc your goal is to get in. Luckily with your dash speed, you can easily do this at any point in the game. Between dash 5A, dash 2B, dash 2C(if used appropriately), j.C and sanic(j.63214A) which if used for example: j.C > 63214A, it's a very valid and common frame trap in C-arc's kit that can lead to guard break set ups. Now while all your tools are really strong, it is important to know when to close the gap and when to maintain a spot on the screen. Sometimes the latter keeps the threat of your approach potent due to your dash speed with both the frame data and high reward from your normals. This gives C-arc the ability to quickly put opponents at a disadvantageous spot.
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:
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, also is full untechable that leads into a high reward combo.
Rekka, usually seen as a combo ender, however in pressure you can use 236A > 236[A] which is an air unblockable and also +. If it catches a jump out it's also full untech and grants a combo by extension.
If you just do 236[A] by itself, you produce a sanic which is also +. It's another commonly seen tool and for good reason as it's + on block and pull the opponent inward towards Arcueid. On hit/trade it's a combo as well. A very powerful special if done right.
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.
Another one of her famous specials, "sanic". this is the grounded version. The 624A one is generally used for pressure particularly like this
- 5A 624A, j.624A, (dash) 5A/2B
This is the air sanic.
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 enders that give different options
The first being airthrow ender, which you don't get much except a 2A meaty.
the next ones you have are 236[B] and Rekka ender.
The rekka ender is a safe jump and here are the safe jumps listed below
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
- sjf j.C: Warc, PCL
- Delayed Rekka, sjf, j.C: Aoko, Nero, Len
- Delayed Rekka, slightly walk forward, 9, j.C: Kouma, Ries
now you can take this even further vs. Cmoon players that really like to use heat as their defensive decision by doing the safe jump j.C and then inputting 44, backdash. if it j.C hits, you do not backdash and you can still combo if they heat you will backdash and avoid heat and can punish it. of course cmoon can ex shield and counter your safe jump but you can blow it up by doing empty jump low, or delay airdash j.C, etc.
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. the side is determined by an array of things. the most common sequence you see to set this up is:
the side is determined by knowing if the the body is touching the corner or not and carc and mess with various things such as delaying the normal sequence above, Microwalk the body before doing the following ways to throw off your sense of recognizing if carc will land in the corner or not.
- microwalk iad j2C/j.C(whiff) into l/r mixup
- microwalk jump, double jump j.C
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 cmoon players will choose to heat in that situation since they don't know which side to defend but you can os that with 2AA 5B+D or 2AA 5[D]~B.
With this in hand it can be really potent to her offense depending on which ender you decide to do.
Defense
C-arc, once again being a robust character, also have a quite an array of things that opponent has to keep count of.
22B is a fully invuln DP that can't be crossed up at all. It's also cancellable 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.
She also has heat. When C-arc heats at around 25% health she gets the best damage modifier, making her a fast mobile tank with even more health to get back into the fight. Other than that she has Ex shield, Bunker, dodge and in some cases you can backdash but make sure to use these options appropriately. In some other situations you also have 236C but that's for very niche situations e.g typically oki situations from some characters so be sure to use it sparingly. It's usually recommended to block, ex guard and jump out when it's appropriate.
Combos
The combos listed here are meant for beginners, if you want to know optimal routes, watch Kouki's video: https://www.youtube.com/watch?v=jXJZ9bz8PPA
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.
For more information, see Glossary and Controls.
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X > Y
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X input is cancelled into Y.
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X > delay Y
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Must wait for a short period before cancelling X input into Y.
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X, Y
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X input is linked into Y, meaning Y is done after X's recovery period.
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X+Y
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Buttons X and Y must be input simultaneously.
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X/Y
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Either the X or Y input can be used.
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X~Y
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This notation has two meanings.
- Use attack X with Y follow-up input.
- Input X then within a few frames, input Y. Usually used for option selects.
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X(w)
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X input must not hit the opponent (Whiff).
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j.X
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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:
- Assume a forward jump cancel if no direction is given.
- Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
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sj.X
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X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
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dj.X
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X input is done after a double jump.
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sdj.X
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X input is done after a double super jump.
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tk.X
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Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
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(X)
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X is optional. Typically the combo will be easier if omitted.
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[X]
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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.
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]X[
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Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
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{X}
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Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
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X(N)
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Attack "X" should only hit N times.
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(XYZ)xN
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XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
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(XYZ^)
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A pre-existing combo labelled XYZ is inserted here for shortening purposes.
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CH
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The first attack must be a Counter Hit.
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Air CH
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The first attack must be a Counter Hit on an airborne opponent.
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66
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Performs a ground forward dash.
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j.66
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Performs an aerial forward dash, used as a cancel for certain characters' air strings.
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IAD/IABD
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Performs an Instant AirDash.
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AT
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Performs an Air Throw. (j.6/4A+D)
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IH
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Performs an Initiative Heat.
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AD
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Performs an Arc Drive.
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AAD
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Performs an Another Arc Drive.
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Anywhere
Condition
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Notation
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Damage vs V.Sion
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Notes
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Normal starter, grounded opponent
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- 2A > 5B > 2B > 2C > 4C > j.BC > j.ABC > AT
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3764
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Meter Gained: 66% |
Meter Given (vs C-Moon): ??? |
(Video) |
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Normal starter, grounded opponent
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- 2A > 5B > 2B > 2C > 5C > 623B~6B > j.BC > j.ABC > AT
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4044
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Meter Gained: 77% |
Meter Given (vs C-Moon): ??? |
(Video) |
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Normal starter, grounded opponent
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- 2A > 5B > 2B > 2C - 4C > j.66 > j.C > 5B > 2B > 2C > 4C > j.BC > j.ABC > AT
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4445
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Meter Gained: 104% |
Meter Given (vs C-Moon): ??? |
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Normal starter, grounded opponent
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- 2A > 5B > 2B > 2C - 4C > j.2AB > j.63214A > 5B > 2B > 2C > 4C > j.BC > j.ABC > AT
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4737
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Meter Gained: 71.8% (21.8%) |
Meter Given (vs C-Moon): ??? |
(Video) |
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Normal starter, grounded opponent
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- 2A > 5B > 2B > 2C - 4C > j.66 - j.C > 2C - 4C > j.66 > j.C > j.63214A > j.ABC > j.ABC > AT
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4641
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Meter Gained: 116% |
Meter Given (vs C-Moon): ??? |
(Video) |
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Normal starter, grounded opponent
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- 2A > 5B > 2B > 2C - 4C > j.66 - j.C > 2C > 2A(w) > 2A > 2C - 4C > j.BC > j.ABC > AT
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4570
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Meter Gained: 104% |
Meter Given (vs C-Moon): ??? |
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Full Screen
Condition
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Notation
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Damage vs V.Sion
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Notes
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Normal starter, grounded opponent
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- 2A > 5B > 2B > 2C > 5CC > j.B(2nd hit) > j.63214A > land > j.ABC > j.ABC > AT
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3636
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Meter Gained: 80% |
Meter Given (vs C-Moon): ??? |
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Normal starter, grounded opponent
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- 2A > 5B > 2B > 2C - 4C > j.66 > j.C > 2C > 5C > j.B(2nd hit) > land > 5A > 5B > 2B > 2C > 4C > j.ABC > j.ABC > AT
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4254
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Meter Gained: 110% |
Meter Given (vs C-Moon): ??? |
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Corner
Condition
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Notation
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Damage vs V.Sion
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Notes
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Normal starter, grounded opponent
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- 2A > 5B > 2B > 2C - 5C - 236[B] > 2A > 5B > 2B > 2C - 5C - 236[B] > 2A > 5B > 2B > 2C > 4C > j.BC > j.ABC > AT
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4995
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Meter Gained: 154% |
Meter Given (vs C-Moon): ??? |
(Video) |
difficulties for certain characters:
2C Whiffs:Ciel, Kohaku, Warc. Solution:delay 2C slightly
crossup:Aoko, Nanaya, Kouma, Miyako, Kohaku Solution:delay 5C more |
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Normal starter, grounded opponent
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- 2A > 5B > 2B > 2C - 5C - 236[B] - j.63214B > 5B > 2B > 2C - j.63214B > 5B > 2B > 2C - 5C - 236[B] - j.63214B > 5B > 2B > 2C > 4C > j.BC > j.ABC > AT
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5698
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Meter Gained: 194% |
Meter Given (vs C-Moon): ??? |
(Video) |
if the pickup(236[B]>tk624b>5b) after the 15th hit is too difficult for you, use 236{b]>2a>5b...
Note: it's possible to do a 50/50 if you cut off everything after the second 236[B]and go 9>delay jC, land 2a, partial charge 5C to choose left and dont partial charge to go right.
difficulties for certain characters:
2C Whiffs:Ciel, Kohaku, Warc. Solution:delay 2C slightly
crossup:Aoko, Nanaya, Kouma, Miyako, Kohaku Solution:delay 5C more |
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Normal starter, grounded opponent
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- 2A > 5B > 2B > 2C - 5C - 236[B] - j.63214B > 5B > 2B > 2C - j.63214B > 5B > 2B > 2C - 5C - 236[B] - j.63214B > 5B > 2B > 2C - 214B > 5A > 5B > 2B > 2C - 4C > j.66 > j.C > j.63214A > 5B > 2B > 2C > 623A
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5705
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Meter Gained: 214% |
Meter Given (vs C-Moon): ??? |
(Video) |
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Normal starter, grounded opponent
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- 2A > 5B > 2B > 2C - j.63214C > 6/66 > 5B > 2B > 2C - 5C - 236[B] - j.63214B > 5B > 2B > 2C - 5C - 236[B] - j.63214B > 5B > 2B > 2C > 4C > j.BC > j.ABC > AT
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5842
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|
Meter Gained: 147.2% (47.2%) |
Meter Given (vs C-Moon): ??? |
|
|
Notes:
- During the corner wall bounce combos, almost every component of the loop has to be delayed (where '-' is noted). You need to do this in order to keep your opponent as low as possible, without reaching OTG
- If having trouble with the j.63214B 5B link, do your best to do the TK as low as possible
- Aforementioned combos use standard air combo finishers. However, you can do pretty much every finisher after a 2C. Some options are:
4C j.(A)BC j.ABC j.6AD |
High damage, standard oki |
4C j.BC j.ABC j.2C |
High damage, techable oki, OTG with j.63214C if no tech |
623A |
Long oki |
236A 236A 214A |
Long oki, OTG. 623C OTG if done on an airbone opponent |
5C - 236[B] |
Long oki and corner space |
Move Descriptions
Frame Data Help
|
Header
|
Tooltip
|
Move Box Colors
|
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.
|
Damage
|
Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion.
|
Red Damage
|
Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage.
|
Proration
|
The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.
|
Circuit
|
Meter gained by this attack on hit.
(X%) denotes combined meter gain.
-X% denotes a meter cost.
|
Cancel
|
Actions this move can be cancelled into.
SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.
|
Guard
|
The way this move must be blocked.
L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.
|
Startup
|
Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
|
Active
|
The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.
|
Recovery
|
Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
|
Advantage
|
The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.
|
Invul
|
Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.
Invicibility:
- Strike = Strike invincible.
- Throw = Throw invincible.
Hurtbox-Based Properties:
- Full = No hurtboxes are present.
- High = Upper body lacks a hurtbox.
- Low = Lower body lacks a hurtbox.
Miscellaneous Properties
- Clash = Frames in which clash boxes are active.
- Reflect = Frames in which projectile-reflecting boxes are active.
- Super Armor = Frames in which the character can take hits without going into hit stun.
|
Normal Moves
Standing Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
147
|
75% (O)
|
-SE-, -N-, -SP-, -EX-, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
4
|
7
|
1
|
3.0%
|
-
|
Arcueid does a horizontal swipe. Hits the upper area, but doesn't whiff on crouchers if they're close enough (the visual effect is lying).
|
|
5B 5B 5[B] 5[B]
|
5B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
650
|
392
|
80% (O)
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
4
|
15
|
-4
|
6.0%
|
-
|
A punch that moves Arc forward and knocks the airborne enemies into a ground techable knockdown on hit, used a lot in pressure and combos.
|
5[B]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
539
|
60% (O)
|
N, SP, EX, (J)
|
H
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
28
|
6
|
19
|
-10
|
7.0%
|
-
|
Charged version of 5B that hits overhead, this move is a key part of her mixup game and can be half charged for a high low mixup
|
|
Falcon Punch! Falcon Punch! Monke roll Monke roll 5[C] 5[C]
|
5C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
686
|
88% (M)
|
SP, (CH), EX
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
4
|
23
|
-9
|
10.0%
|
-
|
~C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
X
|
0
|
-
|
-
|
-
|
Wallslams on air hit, which can be followed up by a superjump pursuit by pressing C again.
|
5[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
2500
|
1960
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
38
|
2
|
27
|
-
|
18.0%
|
-
|
Gimmick unblockable that is almost never worth going for.
|
|
Crouching Normals
Second hit of the 2A chain. Second hit of the 2A chain.
|
2A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350
|
196
|
75% (O)
|
-SE-, -N-, -SP-, CH, -EX-, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
4
|
8
|
0
|
3.0%
|
-
|
Standard jab that hits low. Spammable.
|
~2A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350
|
147
|
75% (O)
|
SE, N, SP, EX, (J)
|
LA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
4
|
9
|
-1
|
4.0%
|
-
|
A longer reach followup if you cancel 2A into itself on block/hit.
|
|
KICK! KICK!
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
450
|
294
|
70% (O)
|
N, SP, EX, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
4
|
15
|
-4
|
5.0%
|
-
|
A decent poke with low recovery that advances forward, useful for cross-unders. Low profiles most standing moves
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
900
|
686
|
60% (O)
|
N, SP, EX, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
3
|
21
|
-6
|
10.0%
|
-
|
A sweep that reaches pretty high and far. Long recovery.
|
|
Aerial Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
196
|
75%
|
SE, N, SP, EX, J
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
4
|
10
|
-
|
3.0%
|
-
|
Standard j.A that hits mid.
|
|
Where are you going (Rising Hit) Where are you going (Rising Hit) (Main hit) (Main hit)
|
(Rising)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600, 400
|
343, 245
|
90% (O)
|
N, SP, EX, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
2 (6) 4
|
-
|
-
|
6.0%, 4.0% (10.0%)
|
-
|
(Falling)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400
|
245
|
90% (O)
|
N, SP, EX, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
4
|
-
|
-
|
4.0%
|
-
|
A move that hits twice when done rising, and as such often wastes air counter hits. The first part of the move hits upwards, and the second part hits downwards.
|
|
Do the splits Do the splits
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
588
|
90% (M)
|
N, SP, EX, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
10
|
-
|
-
|
7.0%
|
-
|
Everyone's favorite move. Lots of active frames, and good recovery when done close to the ground. Used in jump-ins. Used in everything. Rising j.C is good preemptive mash move because of active frames.
|
|
Command Normals
(Clash Boxes) (Clash Boxes)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
686
|
80% (M)
|
SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12
|
3
|
22
|
-10
|
10.0%
|
Clash 9-12
|
A swipe up which launches opponents (grounded or in the air). There are clash frames on her head before the hitboxes come out, and has a disjointed hitboxe above her head. Can't rebeat after this move.
|
|
4C 4C 4[C] 4[C]
|
4C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300, 1000 (1108) / 800
|
(750) / 294
|
90% (M), 65% (O)
|
(N), (SP), (EX), (J)
|
LH, LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
2 (2) 9
|
33
|
-24
|
3.0%, 10.0% (13.0%) / 8.0%
|
-
|
Arcueid does a rising knee strike. Thrusts the enemy upward on hit. It does not thrust in combo.
|
4[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
900
|
294
|
50% (O)
|
N, SP, EX, J
|
H
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
34
|
9
|
36
|
-27 (18)
|
8.0%
|
-
|
Becomes cancellable on block and an overhead when charged.
|
|
divekick divekick
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
750
|
392
|
100%
|
-SP-, -EX-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
8
|
14
|
2 (TK)
|
8.0%
|
-
|
A claw dive with not-so-many active frames. Big recovery, very situational, hits mid. If this hits too high, use j.22B~66B > j.63214C > air ender or j.22C as those are the moves that hit the quickest after.
If it hits just before landing, you can barely convert off of it with rekka(2) > 623C > 66 > corner combo, but is a bit impractical.
|
|
first hit first hit 2nd hit 2nd hit
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600, 800 (1282)
|
(627)
|
100%
|
(J)
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
2 (16) 3
|
3
|
-15, 3 (TK)
|
8.0%*2 (16.0%)
|
-
|
Changes your trajectory, can be used as a sort of airdash. 2 hits, the second one having huge priority but coming very late during the move. Can be neutral/positive on block if done at very low height. Hits mid. 2nd hit inflicts ground techable knockdown on airborne opponents.
|
|
Universal Mechanics
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100(can't kill)
|
-
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
15
|
6
|
25
|
-
|
removes all
|
Full
|
Standard heat but quite short
|
|
|
normal
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700
|
Text
|
40%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2
|
1
|
20
|
-
|
0
|
Text
|
Wall splats in the corner and is comboable.
|
Throw~2
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2
|
1
|
20
|
-
|
Text
|
Text
|
Hold 2 to slam them next to you with a hard knockdown.
|
|
Special Moves
include the distance difference for images with this caption include the distance difference for images with this caption Charged Charged include the distance difference for images with this caption include the distance difference for images with this caption include the arc of the enemy launch. include the arc of the enemy launch. include the distance difference include the distance difference include the distance difference for images with this caption include the distance difference for images with this caption include the distance difference for images with this caption include the distance difference for images with this caption
|
236A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600
|
-
|
-
|
CH
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
5
|
18
|
-
|
+6.00%
|
-
|
236B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
-
|
-
|
-
|
-
|
A version: Arcueid swings her arm forward, with a pinkish-purple aura following it. Also pushes her forward.
B version: Same as above, but the attack pushes Arcueid slightly further.
|
236[A]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
29
|
3
|
12
|
13
|
-
|
-
|
236[B]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
29
|
3
|
12
|
-
|
-
|
-
|
- Starter hit, charged version.
Charged Version A:pulls enemy towards you if grounded, pulls enemy upward if ground-to-air. acts like a short projectile. used in blockstrings to reset
Charged Version B:sweeps the enemy, pulls less upward than a version(GTA) if ground-to-air. acts like a short projectile. core combo tool for bnb and 50/50 setups.
|
236A~236A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
-
|
-
|
-
|
-
|
236B~236B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
-
|
-
|
CH
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
-
|
-
|
-
|
-
|
A version: Arcueid swings again, moving her even further.
B version: Same as above, but she moves further.
|
236A~236[A]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
-
|
-
|
-
|
-
|
236B~236[B]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
-
|
-
|
-
|
-
|
Charged Version A:shoots enemy in a steep arc, shoots further from GTA
Charged Version B:same, but moves less forward
|
236a~236a~236A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
900
|
-
|
-
|
CH
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
-
|
-
|
-
|
-
|
236B~236B~236B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
900
|
-
|
-
|
CH
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
-
|
-
|
-
|
-
|
- Last hit, cant be charged.
A version: Arcueid swings one more time. Hits low.
B version: Same as above. Goes further.
|
236A~236A~214A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500
|
-
|
100%
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
-
|
-
|
-
|
-
|
236B~236B~214B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500
|
-
|
100%
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
-
|
-
|
-
|
-
|
- The other last hit, uncharged.
A version: Overhead swing, hits mid.
B version: Same as above, but goes slightly further.
|
236A~236A~214[A]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500
|
-
|
100%
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
-
|
-
|
-
|
-
|
236A~236B~214[B]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500
|
-
|
100%
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
-
|
-
|
-
|
-
|
- The other last hit, charged version.
Charged Version A:overhead version, hard knockdown:
Charged Version B:same, but moves further:
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600, 120, 150*3, 600, 120*4, 800, 300
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
-
|
-
|
-
|
Full 1-14
|
Automated version of Arcueid's rekka, ends in a low. It's unsafe on block .
|
|
|
623A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
623B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Claw rekka series(follow up is 6A/B)
623A:
623B:
|
623X~6A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
623X~6B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
follow up to the first hit
...~6A:
...~6B:
|
Ex
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
|
different different
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
no follow up
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
B~A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
-
|
-
|
Text
|
C-Arc performs F-Arc's 421A(has similar properties too), not the most useful tool.
|
B~B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
performs 4C
|
B~C(not EX)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
performs 5C and sends them to the wall, can use homing follow up.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800,
|
??
|
Text
|
-
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
-100%
|
clash(2-8)
|
-the next hits are automatic and sequential(the next few hits are somewhat guaranteed if the second hit hits). kinda bad, but decent reversal
|
|
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
A~66A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
EX
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
B~66B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
EX
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
X~66C(Ex)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
|
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Version A:
Version B:
Version EX:
|
|
note to editors: create a picture describing the effects of what happens after hit for a and b versions note to editors: create a picture describing the effects of what happens after hit for a and b versions
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
4
|
17
|
Text
|
Text
|
Text
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
900x3
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Version A:
Version B:
Version EX:
|
|
Arc Drive
initial hit initial hit
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
0,350x10,700(3100)
|
Text
|
Text
|
Text
|
LH(U if opponent is in air)
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
15+0
|
2
|
54
|
Text
|
removes all
|
Full approx. 1-73(if hit)
|
full screen that ends on the top of the highest horizontal chain, can be used as a whiff punish or a reversal if the situation desires, air unblockable. it works like a hit-grab. hard knockown after hit
|
|
Another Arc Drive
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
0,350x10,700x8(5352)
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
14+0
|
2
|
61
|
-44
|
Text
|
Text
|
same as arc drive, does slightly more damage at the end but with a techable knockdown instead.
|
|
Last Arc
universal version universal version Tohno/Nanaya variation Tohno/Nanaya variation
|
universal
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1400x7(3815-7458)
|
?
|
X(Based on amount left in Blood Heat)
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
1+6
|
-
|
-
|
-
|
removes all
|
Full
|
Full Screen. Light from heaven strikes the opponent from above. requires ex shield in the air during blood heat, damage varies on time left for blood heat. breaks opponents meter for 220f. only use this if you know it will kill.
|
Nanaya/Tohno
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600x18(?)
|
?
|
X(based on amount left in Blood Heat)
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
1+6
|
-
|
-
|
-
|
removes all
|
Full
|
the LA variation for Tohno and Nanaya. different visual effect as well.
|
|
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