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

From Mizuumi Wiki
Jump to navigation Jump to search
m (→‎5B: Minor grammar fix)
(→‎Universal Mechanics: Added remaining mechanics.)
Line 746: Line 746:


=== Universal Mechanics ===
=== Universal Mechanics ===
===== <span class="invisible-header">Mechanic</span> =====
===== <span class="invisible-header">Ground Throw</span> =====
{{MoveData
|image=MBArcHeat.png
|caption=
|name=Heat/Blood Heat
|linkname=Mechanic
|input=5+A+B+C
|data=
{{AttackData-MB
|damage=100(can't kill)
|reddamage=
|proration=100%
|circuit=removes all
|cancel=
|guard=U
|startup=15
|active=6
|recovery= 25
|frameAdv=
|invuln=Full
|description= Standard heat but quite short
}}
}}
 
===== <span class="invisible-header">Mechanic</span> =====
{{MoveData
{{MoveData
|image=MBArcThrow.png
|image=MBArcThrow.png
|caption=
|image2=MB_C-Arc_Throw_2.png
|name=Throw
|caption2=~2
|linkname=Mechanic
|name=Ground Throw
|linkname=Ground Throw
|input=4/6A+D(~2)
|input=4/6A+D(~2)
|data=
|data=
{{AttackData-MB
{{AttackData-MB
|version=normal
|version=Ground Throw
|damage=700
|damage=700
|reddamage=Text
|reddamage=474
|proration=40%
|proration=40%
|circuit=0
|circuit=0.0%
|cancel=
|cancel=
|guard=U
|guard=U
Line 790: Line 767:
|recovery=20
|recovery=20
|frameAdv=
|frameAdv=
|invuln=Text
|invuln=
|description= Wall splats in the corner and is comboable.
|description= Wall splats in the corner and is comboable.
}}
}}
{{AttackData-MB
{{AttackData-MB
|header=no
|version=~2
|version=Throw~2
|damage=1500
|damage=1500
|reddamage=Text
|reddamage=379
|proration=Text
|proration=40%
|circuit= Text
|circuit=0.0%
|cancel=Text
|cancel=
|guard=Text
|guard=U
|startup=2
|startup=2
|active=1
|active=1
|recovery=20
|recovery=20
|frameAdv=
|frameAdv=
|invuln=Text
|invuln=
|description= Hold 2 to slam them next to you with a hard knockdown.
|description= Hold 2 to slam them next to you with a hard knockdown.
}}
}}
===== <span class="invisible-header">Air Throw</span> =====
{{MoveData
|image=MB_C-Arc_Throw_Air.png
|caption=
|name=Air Throw
|linkname=Air Throw
|input=j.4/6A+D
|data=
{{AttackData-MB
|damage=1600 (Raw)<br>1200 (Ender)
|reddamage=474
|proration=30%
|circuit=0.0%
|cancel=
|guard=U
|startup=1
|active=1
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}
|frameAdv=-
|invuln=
|description=Arc grabs the opponent by the neck and slams them to the ground just before landing. Switches sides if not in the corner. Ground bounces and can immediatly be followed up by an air attack if done Raw, untechable knockdown with Arc landing at a further distance from the opponent as a combo ender.
}}
}}
===== <span class="invisible-header">Shield Bunker</span> =====
{{MoveData
|image=MB_C-Arc_214D.png
|caption=
|name=Shield Bunker
|linkname=Shield Bunker
|input=214D in neutral or blockstun
|data=
{{AttackData-MB
    |version=Bunker
    |damage=500
    |reddamage=196
    |proration=100%
    |circuit=0.0%<br>(-50.0% in blockstun)
    |cancel=
    |guard=LHA
    |startup=25
    |active=4
    |recovery=19
    |frameAdv=-5 
    |invuln=Clash 1-10
    |description=
}}
{{AttackData-MB
    |header=no
    |version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}
    |damage=500
    |reddamage=196
    |proration=100%
    |circuit=0.0%/-50.0%
    |cancel=
    |guard=LHA
    |startup=7
    |active=4
    |recovery=19
    |frameAdv=-5
    |invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}
    |description=Downward swipe. Moves arc slightly forward.
}}
}}
===== <span class="invisible-header">Heat</span> =====
{{MoveData
|image=MBArcHeat.png
|caption=
|name=Heat
|linkname=Heat
|input=A+B+C
|data=
{{AttackData-MB
    |damage=100
    |reddamage=0
    |proration=100%
    |circuit=-100.0% (min)
    |cancel=
    |guard=U
    |startup=15
    |active=6
    |recovery=25
    |frameAdv=
    |invuln=Full 1-21
|description= Standard heat but quite short. Cannot kill.
}}
}}
===== <span class="invisible-header">Circuit Spark</span> =====
{{MoveData
|image=MB_C-Arc_CSpark.png
|image2=MB_C-Arc_CSpark_Air.png
|name=Circuit Spark
|linkname=Circuit Spark
|input=A+B+C during hitstun/blockstun at MAX
|caption=
|data=
{{AttackData-MB
    |version=Ground
    |damage=100
    |reddamage=0
    |proration=100%
    |circuit=removes all
    |cancel=
    |guard=U
    |startup=10
    |active=10
    |recovery=20
    |frameAdv=
    |invuln=Full 1-39
    |description=
}}
{{AttackData-MB
    |header=no
    |version=Air
    |damage=100
    |reddamage=0
    |proration=100%
    |circuit=removes all
    |cancel=
    |guard=U
    |startup=11
    |active=10
    |recovery={{Tooltip | text=15| hovertext=Landing recovery.}}
    |frameAdv=
    |invuln=Strike 1-30
    |description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.
}}
}}
}}
}}

Revision as of 01:47, 22 March 2021

Character Page Progress

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

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


Additional Resources

C-Arcueid Match Video Database

C-arc combo compilation

Players to watch/ask

JP:

NA:

Overview

Strengths / Weaknesses
Strengths
  • 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
Weaknesses
  • requires a lot of work to execute perfectly

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:

  • 214A/B

Known as elbow. Generally you can use 214A to catch mashes and on the later ends of the active frames you can be +, in some cases if people are trying to shield you can use 214A after 2C for the elbow to whiff and the opponent is now in recovery from failed shield, letting you combo with usually 2B into a combo. 214B is generally used to catch jump outs, also is full untechable that leads into a high reward combo.

  • 236A/B

Rekka, usually seen as a combo ender, however in pressure you can use 236A > 236[A] which is an air unblockable and 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.

  • 642A

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


  • j624A/B

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:

  • 5B 2A 2C 5C 236[B]

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
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.

X > Y X input is cancelled into Y.
X > delay Y Must wait for a short period before cancelling X input into Y.
X, Y X input is linked into Y, meaning Y is done after X's recovery period.
X+Y Buttons X and Y must be input simultaneously.
X/Y Either the X or Y input can be used.
X~Y This notation has two meanings.
  1. Use attack X with Y follow-up input.
  2. Input X then within a few frames, input Y. Usually used for option selects.
X(w) X input must not hit the opponent (Whiff).
j.X X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.

Applies to all air chain sections:

  • 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.
sj.X X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
dj.X X input is done after a double jump.
sdj.X X input is done after a double super jump.
tk.X Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
(X) X is optional. Typically the combo will be easier if omitted.
[X] Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
{X} Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
X(N) Attack "X" should only hit N times.
(XYZ)xN XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
(XYZ^) A pre-existing combo labelled XYZ is inserted here for shortening purposes.
CH The first attack must be a Counter Hit.
Air CH The first attack must be a Counter Hit on an airborne opponent.
66 Performs a ground forward dash.
j.66 Performs an aerial forward dash, used as a cancel for certain characters' air strings.
IAD/IABD Performs an Instant AirDash.
AT Performs an Air Throw. (j.6/4A+D)
IH Performs an Initiative Heat.
AD Performs an Arc Drive.
AAD Performs an Another Arc Drive.

Anywhere

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A > 5B > 2B > 2C > 4C > j.BC > j.ABC > AT
3764


Meter Gained: 66% Meter Given (vs C-Moon): ??? (Video)
Normal starter, grounded opponent
  • 2A > 5B > 2B > 2C > 5C > 623B~6B > j.BC > j.ABC > AT
4044


Meter Gained: 77% Meter Given (vs C-Moon): ??? (Video)
Normal starter, grounded opponent
  • 2A > 5B > 2B > 2C - 4C > j.66 > j.C > 5B > 2B > 2C > 4C > j.BC > j.ABC > AT
4445


Meter Gained: 104% Meter Given (vs C-Moon): ???
Normal starter, grounded opponent
  • 2A > 5B > 2B > 2C - 4C > j.2AB > j.63214A > 5B > 2B > 2C > 4C > j.BC > j.ABC > AT
4737


Meter Gained: 71.8% (21.8%) Meter Given (vs C-Moon): ??? (Video)
Normal starter, grounded opponent
  • 2A > 5B > 2B > 2C - 4C > j.66 - j.C > 2C - 4C > j.66 > j.C > j.63214A > j.ABC > j.ABC > AT
4641


Meter Gained: 116% Meter Given (vs C-Moon): ??? (Video)
Normal starter, grounded opponent
  • 2A > 5B > 2B > 2C - 4C > j.66 - j.C > 2C > 2A(w) > 2A > 2C - 4C > j.BC > j.ABC > AT
4570


Meter Gained: 104% Meter Given (vs C-Moon): ???

Full Screen

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A > 5B > 2B > 2C > 5CC > j.B(2nd hit) > j.63214A > land > j.ABC > j.ABC > AT
3636


Meter Gained: 80% Meter Given (vs C-Moon): ???
Normal starter, grounded opponent
  • 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
4254


Meter Gained: 110% Meter Given (vs C-Moon): ???

Corner

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A > 5B > 2B > 2C - 5C - 236[B] > 2A > 5B > 2B > 2C - 5C - 236[B] > 2A > 5B > 2B > 2C > 4C > j.BC > j.ABC > AT
4995
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
Normal starter, grounded opponent
  • 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
5698
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
Normal starter, grounded opponent
  • 2A > 5B > 2B > 2C - 5C - 236[B] - j.63214B > 5B > 2B > 2C - j.63214B > 5B > 2B > 2C - 5C - 236[B] - j.63214B > 5B > 2B > 2C - 214B > 5A > 5B > 2B > 2C - 4C > j.66 > j.C > j.63214A > 5B > 2B > 2C > 623A
5705


Meter Gained: 214% Meter Given (vs C-Moon): ??? (Video)
Normal starter, grounded opponent
  • 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
5842


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

5A
MBCArc5A.png
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]
MBCArc5B.png
5B
5B
MBCArc5BBE1.png
MBCArc5BBE2.png
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 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

5C
5C
5C(Air Hit)~C
5[C]
MBCArc5C.png
Falcon Punch!
Falcon Punch!
MBCArc5CC.png
Monke roll
Monke roll
MBCArc5CBE.png
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

2A
2A
2A~2A
MBCArc2A.png
MBCarc2aa.png
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.

2B
MBCArc2B.png
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

2C
MBCArc2C.png
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

j.A
MBCArcjA.png
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.

j.B
MBCarcjb.png
Where are you going
(Rising Hit)
Where are you going
(Rising Hit)
MBCArcjB2.png
(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.

j.C
MBCArcjC.png
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

3C
3C
3C
MBCArc3C.png
MB C-Arc 3C Clash.png
(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]
MBCArc4C.png
4C
4C
MBCArc4CBE.png
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.

j.2B
MBCArcj2B.png
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.

j.2C
MBCArcj2C.png
first hit
first hit
MBCarcj2C2.png
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

Ground Throw
Ground Throw
4/6A+D(~2)
MBArcThrow.png
MB C-Arc Throw 2.png
~2
~2
Ground Throw Damage Red Damage Proration Cancel Guard
700 474 40% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 20 - 0.0% -

Wall splats in the corner and is comboable.

~2 Damage Red Damage Proration Cancel Guard
1500 379 40% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 20 - 0.0% -

Hold 2 to slam them next to you with a hard knockdown.

Air Throw
Air Throw
j.4/6A+D
MB C-Arc Throw Air.png
Damage Red Damage Proration Cancel Guard
1600 (Raw)
1200 (Ender)
474 30% - U
First Active Active Recovery Frame Adv Circuit Invuln
1 1 12 - 0.0% -

Arc grabs the opponent by the neck and slams them to the ground just before landing. Switches sides if not in the corner. Ground bounces and can immediatly be followed up by an air attack if done Raw, untechable knockdown with Arc landing at a further distance from the opponent as a combo ender.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MB C-Arc 214D.png
Bunker Damage Red Damage Proration Cancel Guard
500 196 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
25 4 19 -5 0.0%
(-50.0% in blockstun)
Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 196 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 19 -5 0.0%/-50.0% Strike 1-7

Downward swipe. Moves arc slightly forward.

Heat
Heat
A+B+C
MBArcHeat.png
Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
15 6 25 - -100.0% (min) Full 1-21

Standard heat but quite short. Cannot kill.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
MB C-Arc CSpark.png
MB C-Arc CSpark Air.png
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
10 10 20 - removes all Full 1-39
Air Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 10 15 - removes all Strike 1-30

Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.

Special Moves

236X
You're in the way!
(EX: I'm going to get a little serious...!)

236A/[A]/B/[B]/C
>
236A/[A]/B/[B]
>
236A/B / 214A/[A]/B/[B]
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
- - - - - -
  • Starter hit, uncharged.

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
- - - - - -
  • Second hit, uncharged.

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
- - - - - -
  • Second hit, charged

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

.
623X
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
214x
214
214A/B/C
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

22X
Quiet!(Fly!)
22A/B/C, j22A/B/C
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
63214x
it's useless!
63214A/B/C
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:

j63214x
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

Shall we play around a bit?
Air Ex Shield(in Blood Heat)
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.

MBAACC Navigation

General
FAQ
Advanced
AokoCrescentHalfFull
TohnoCrescentHalfFull
HimeCrescentHalfFull
NanayaCrescentHalfFull
KoumaCrescentHalfFull
MiyakoCrescentHalfFull
CielCrescentHalfFull
SionCrescentHalfFull
RiesbyfeCrescentHalfFull
V.SionCrescentHalfFull
WarachiaCrescentHalfFull
RoaCrescentHalfFull
MaidsCrescentHalfFull
AkihaCrescentHalfFull
ArcueidCrescentHalfFull
Powered CielCrescentHalfFull
Red ArcueidCrescentHalfFull
V.AkihaCrescentHalfFull
Mech-HisuiCrescentHalfFull
SeifukuCrescentHalfFull
SatsukiCrescentHalfFull
LenCrescentHalfFull
RyougiCrescentHalfFull
White LenCrescentHalfFull
NeroCrescentHalfFull
NACCrescentHalfFull
Koha-MechCrescentHalfFull
HisuiCrescentHalfFull
Neco-ArcCrescentHalfFull
KohakuCrescentHalfFull
Neco-MechCrescentHalfFull