Melty Blood/MBAACC/Arcueid Brunestud/Half Moon: Difference between revisions
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==Character Page Progress== | {{TOClimit|3}} | ||
== Character Page Progress == | |||
{{#lst:Melty_Blood/MBAACC:Roadmap|H-Arc}} | {{#lst:Melty_Blood/MBAACC:Roadmap|H-Arc}} | ||
==Additional Resources== | == Additional Resources == | ||
[http://melty.games/?p1m=h&p1c=arc&netplay=1&page=1 H-Arcueid Match Video Database]<br> | |||
[https://www.youtube.com/watch?v=XC1Yo_hVNmA Basic H-Arc Combos]<br> | |||
[https://youtu.be/s6es9-QjHl0 Kfl's H-Arc Combos] | |||
== Players to watch/ask == | |||
==Players to watch/ask== | |||
'''JP:''' | '''JP:''' | ||
*[http://melty.games/?p1m=h&p1c=arc&p1n=okuu%20(%E3%81%8A%E7%A9%BA)&page=1 Okuu] | *[http://melty.games/?p1m=h&p1c=arc&p1n=okuu%20(%E3%81%8A%E7%A9%BA)&page=1 Okuu] | ||
'''NA:''' | |||
*[http://melty.games/?p1m=h&p1c=arc&p1n=Shinobi&page=1 Shinobi!#2954] (can be found on Discord) | *[http://melty.games/?p1m=h&p1c=arc&p1n=Shinobi&page=1 Shinobi!#2954] (can be found on Discord) | ||
==Overview== | == Overview == | ||
{| class="wikitable" | {| class="wikitable" | ||
|+Strengths Weaknesses | |+Strengths Weaknesses | ||
Line 20: | Line 21: | ||
|Strengths | |Strengths | ||
| | | | ||
*High damage | *High damage. | ||
*Good ground mobility | *Good ground mobility. | ||
*Corner carries off of any ground starter | *Corner carries off of any ground starter. | ||
*Above average pressure | *Above average pressure. | ||
*5A6AA being a versatile tool | *5A6AA being a versatile tool. | ||
*Good jump in button: j.2C | *Good jump in button: j.2C | ||
*Above average meter gain | *Above average meter gain. | ||
*Good normals in the air and | *Good normals both in the air and on theground. | ||
|- | |- | ||
|Weaknesses | |Weaknesses | ||
| | | | ||
*Defense wise, is not as robust as C- | *Defense wise, is not as robust as C-Arc due to no invuln on 22B. | ||
* | *Her air confirms don't net the same reward as her ground confirms. | ||
*Has a harder time opening people up that are patient due to no 5[B] overhead, relies on strike/throw game | *Has a harder time opening people up that are patient due to no 5[B] overhead, relies on strike/throw game. | ||
*Combos can be wonky depending on hurtboxes and needs some adjusting per character. | *Combos can be wonky depending on hurtboxes and needs some adjusting per character. | ||
*Rebeats a lot and induces | *Rebeats a lot and which induces Rebeat penalty, resulting in less damage when she finally lands a ground starter. | ||
|} | |} | ||
==General Gameplan== | == General Gameplan == | ||
H-Arcueid is very well known for her high octane rushdown prowess. Her overall gameplan is fairly simple, | H-Arcueid is very well known for her high octane rushdown prowess. Her overall gameplan is fairly simple, it's running over to the opponent and smashing them in with relentless pressure and she's quite good at it. She has quite an array of tools to choose from. Whether its 5A6A, sliding 2B (this will be covered in the neutral section below) and those are just her ground normals; you also have j.2C and j.C for her air normals that are used frequently. When she lands the hit on someone grounded expect to be corner carried where H-Arc truly shines. With having a lot of normal cancel windows on her staggers it can be very frustrating to deal against and fulfilling to do them on someone. She's a typical melty blood character that adheres to the foundation of strike/throw game, but happens to be one of the best at it. A really strong, stable character that might just be for you if you happen to want a simple gameplan while also having a good set of tools to accomplish the job. | ||
===Neutral=== | === Neutral === | ||
H-Arc has the ability to function just about anywhere if you place yourself right. You'll want to note that you have a pretty fast run that can cover the screen in around 1-2 seconds. This lets you take advantage of being able to move into spaces at any point. While you're on the ground you're going to want to find spots to do dash 5A6AA, since | H-Arc has the ability to function just about anywhere if you place yourself right. You'll want to note that you have a pretty fast run that can cover the screen in around 1-2 seconds. This lets you take advantage of being able to move into spaces at any point. While you're on the ground you're going to want to find spots to do dash 5A6AA, since it's 0 on block it's a safe 123 to throw out and see if anything sticks, if it does you can then go do your combo and corner carry. There is also sliding 2B at your disposal; Sliding 2B is done by doing '''66/6A+B, 3B'''. When you do this you retain momentum from your dash as you do 2B so you get more range out of 2B. What's more is that it can low profile a lot of things while also being a low and still confirms into 5A6AA. Each tool while they do similar goals have different applications, 5A6AA will catch backdashes and you can even slightly stagger to confirm if someone was jumping out by the time you hit 5A6A to go into an air combo or do the last 6A to confirm your ground starter while 2B is a low that low profiles that may catch people off guard while they are standing. Make good use of these while you're on the ground in tandem with your excellent ground mobility and you'll quickly see how effective H-Arc can be on the ground. | ||
With all this in mind its not like she's terrible in the air either! You have j.C which is a normal that is active for 10F. Very strong for air to air and is hard to contest once its out. Its fast as well since the normal is active on the 7th frame. Now, j.C is a bit different from C- | With all this in mind its not like she's terrible in the air either! You have j.C which is a normal that is active for 10F. Very strong for air to air and is hard to contest once its out. Its fast as well since the normal is active on the 7th frame. Now, j.C is a bit different from C-Arc's j.C by a small margin and it has a chance of being low profiled, however unlike C-Arc you now have j.2C which is a strong jump in button as well as j.B. A lot of the time you can use these normals for just about anything a situation would call for. since j.C is very active you could do neutral jump rising j.C to stuff anyone's air approach. You can also do jump forward j.C, airdash j.C and the list goes on. Make good use of dash jump since it carries momentum and in some cases you may need to use that to augment your airdash to cover more distance for j.C or j.2C depending on what's happening on the screen. On an air counter hit you get a ground starter that will corner carry with the damage that comes along with it. | ||
Overall as long as you understand melty movement and basics this character has all the tools needed to play neutral with the entire cast and make people hurt once they get hit. | Overall as long as you understand melty movement and basics this character has all the tools needed to play neutral with the entire cast and make people hurt once they get hit. | ||
=== Pressure === | |||
H-Arcueid has quite a few ways to apply pressure. As she is a typical melty blood character she does rely on a lot of staggers from her normals and her normals boast a long normal and special cancel window. A lot of her pressure may seem endless and with the help of 5A6AA that is 0 on block and 214A having small recovery and being +1 on block, there's honestly so much you can do here are some examples to try out for pressure | |||
*2A > delay 2A > 5B > 2B > 5A(w) | |||
*2AA > 5B > 5A6A > delay 6A | |||
*2A > 5B, 2A > 5B > 5A6A > delay 6A | |||
*2A delay 2A 5B 2B | *2A > 5B > delay 2B | ||
* | *2A > 2A > 5B > delay 2B > 214A(blocked), 5A/2A | ||
*2A 5B | *2A > 2A > delay 2B > 2C > 214A(whiff), 2B | ||
*2A 5B delay 2B | *2A > 2A, run up grab | ||
*2A 2A 5B delay 2B 214A(blocked) 5A/2A | *2A > 5B, Grab | ||
*2A 2A delay 2B 2C 214A(whiff) 2B | *2A > 5B > delay 2B > delay 2C > 5A6A > Delay 6A, delay 214B | ||
*2A 2A run up grab | |||
*2A 5B, Grab | |||
*2A 5B delay 2B delay 2C 5A6A Delay 6A, delay 214B | |||
These are just small things to show how long the normal/special cancel windows are. Go into training mode and you will quickly find that staggering 5A6AA, letting your 5B and 2B recover vs staggering them will quickly make your pressure much better, when they get scared enough that's when you can throw. When you throw you can choose to either hold down or not. Holding down sends them to the ground and does more damage, while not holding down throws them to the wall which you can do either 22A without meter or 22A 623C to get a little bit more damage | These are just small things to show how long the normal/special cancel windows are. Go into training mode and you will quickly find that staggering 5A6AA, letting your 5B and 2B recover vs staggering them will quickly make your pressure much better, when they get scared enough that's when you can throw. When you throw you can choose to either hold down or not. Holding down sends them to the ground and does more damage, while not holding down throws them to the wall which you can do either 22A without meter or ''22A > 623C'' to get a little bit more damage | ||
<u>'''Okizeme'''</u> | <u>'''Okizeme'''</u> | ||
H- | H-Arc's Oki comes from either doing a ''2C > 4C > j.2[C]'' ender or from doing a rekka ender. There are reasons to do one over the other. The j.2[C] ender is more damage and allows for more set up time. What you do from there is the following: | ||
*j.2[C], (w) | *j.2[C], 2A(w), sj.2C | ||
*j.2[C], (w) | *j.2[C], 2A(w), sj > air dash j.2C | ||
*j.2[C], (w) | *j.2[C], 2A(w), sj, land 2A/2B | ||
*j.2[C], (w) | *j.2[C], 2A(w), sj, land Throw | ||
*j.2[C], (w) | *j.2[C], 2A(w), sj.B > airdash j.2C | ||
*j.2[C], (w) | *j.2[C], 2A(w), sj.2[C](whiff, but late enough to show charge animation), Throw | ||
For rekka ender you can do the same thing listed above and also you get a safe jump which to set it up is 2C delay 236A 236A 214B. these are the specific notes for the safe jump: | For rekka ender you can do the same thing listed above and also you get a safe jump which to set it up is ''2C > delay 236A~236A~214B''. these are the specific notes for the safe jump: | ||
''Note: if you delay Rekka after 2C it pops them up a bit higher and gives you better frame adv'' | ''Note: if you delay Rekka after 2C it pops them up a bit higher and gives you better frame adv'' | ||
'''Post rekka ender safe | '''Post rekka ender safe jumps:''' | ||
* | *'''j9.C:''' Ryougi, Miyako, Sion, Vsion, Roa, Mech, Koha, Neco, Hisui, Vakiha, Seifuku, Arc, Ciel, Akiha, Hime | ||
*Delayed Rekka, | *'''Delayed Rekka,''' j9.C: Nanaya, Tohno, Wara, Satsuki, Wlen | ||
* | *'''sj9.C:''' Warc, PCiel | ||
*Delayed Rekka, | *'''Delayed Rekka, sj9, j.C:''' Aoko, Nero, Len | ||
*Delayed Rekka, slightly walk forward, | *'''Delayed Rekka, slightly walk forward, j9.C:''' Kouma, Ries | ||
===Defense=== | === Defense === | ||
Other than the basic defensive options you have Bunker, 22C | Other than the basic defensive options you have Bunker (214D), 22C and 421C. | ||
22C is her actual DP but is metered and since you are | 22C is her actual DP but is metered and since you are H-Moon you only really have one chance to do this until you can land a hit again, so make good use of it. Bunker also uses 100% and while 421C isn't invuln on start up it can be used to call out some pressure resets from some chars like F-Akiha's 214C pressure reset and such. | ||
==Combos== | == Combos == | ||
{{ComboLegend-MB}} | {{ComboLegend-MB}} | ||
* '''Note:''' dl.X is used here to indicate a delay before an input. | |||
===Starters=== | === Starters === | ||
{{CollapsingComboTable-MB | {{CollapsingComboTable-MB | ||
|data= | |data= | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage=2680 | |damage=2680 | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input=*2A > (5B) | |input=*2A > (5B >) 2B > 5C > 5A6AA | ||
|simput= | |simput= | ||
|note= Usually the go to starter that is easy to understand and execute. | |note= Usually the go to starter that is easy to understand and execute. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage=2398 | |damage=2398 | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input=*2A > (5B) | |input=*2A > (5B >) 2B > 2C > dl.5C > 214B/4C | ||
|simput= | |simput= | ||
|note= | |note= This is other one that is a valid starter to do the combo. The minor difficulty is when you do 4C you want to jump immediately after and do '''j.2[C], 2A > (5B >) 2B > 2C > dl.5C > 4C''' | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage=2443 | |damage=2443 | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input=*2A > (5B) | |input=*2A > (5B >) 2B > 2C > dl.5C > 4C > j.9 | ||
|simput= | |simput= | ||
|note= | |note= This is other one that is a valid starter to do the combo. The minor difficulty is when you do 4C you want to jump immediately after and do j.2[C], if you can get past this minor difficulty i would suggest doing this over '''2C > dl.5C > 214B''' as it's much more easier and stable to perform as your starter and goes into similar sequences. | ||
}} | }} | ||
}} | }} | ||
===Enders=== | === Enders === | ||
{{CollapsingComboTable-MB | {{CollapsingComboTable-MB | ||
|data= | |data= | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input=*2B/5C > 2C > 4{C} > j.2[C] | |input=*2B/5C > 2C > 4{C} > j.2[C] | ||
|simput= | |simput= | ||
|note= | |note= As stated above you use this ender for more set up timing. Depending on the char's hitbox as well as the match's circumstance will determine to use 5C > 2C vs 2B > 2C. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input=*2B/5C > 2C | |input=*2B/5C > 2C > dl.236A~236A~214B | ||
|simput= | |simput= | ||
|note= This ender in particular is to set up safe jumps. Along with the safe jump you can use the OS to dodge heats if the opponent is known to heat. Depending on the char's hitbox as well as the match's circumstance will determine to use 5C 2C vs 2B 2C. | |note= This ender in particular is to set up safe jumps. Along with the safe jump you can use the OS to dodge heats if the opponent is known to heat. Depending on the char's hitbox as well as the match's circumstance will determine to use 5C > 2C vs 2B > 2C. | ||
}} | }} | ||
}} | }} | ||
===OTG Pick ups=== | === OTG Pick ups === | ||
{{CollapsingComboTable-MB | {{CollapsingComboTable-MB | ||
|data= | |data= | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent, | |condition=Normal starter, grounded opponent, 100% meter | ||
|character= | |character= | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input=*623C | |input=*623C | ||
|simput= | |simput= | ||
|note=You'll only really see this after 236A 236A 236A or 236A 236A 214B(although the timing is a bit stricter) | |note=You'll only really see this after 236A~236A~236A or 236A~236A~214B (although the timing is a bit stricter). | ||
}} | }} | ||
}} | }} | ||
===Normal Combos=== | === Normal Combos === | ||
{{CollapsingComboTable-MB | {{CollapsingComboTable-MB | ||
|data= | |data= | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage=4969 | |damage=4969 | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link=https://youtu.be/XC1Yo_hVNmA?t=41 | |link=https://youtu.be/XC1Yo_hVNmA?t=41 | ||
|input= *2A > (5B) | |input= *2A > (5B >) 2B > 5C > 5A6AA, dl.2B > 2C, dl.5C > 214B(1) > j.2[C], 5C > 2C > 4{C} > j.2[C], 5C > 2C > Ender | ||
|simput= | |simput= | ||
|note=This is one of the more stable combos and should work on almost all of the cast. | |note=This is one of the more stable combos and should work on almost all of the cast. You can choose either ender depending on what you want. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input= *2A > (5B) | |input= *2A > (5B >) 2B > 5C > 5A6AA, dl.2B > 2C, dl.5C > 214B(1) > j.2[C], 2B > 2C > dl.5A6AA, 2C > 4{C} > j.2[C], 5C > 2C > Ender | ||
|simput= | |simput= | ||
|note=This is a variation used for meter gain and for stablizing the combo for corner carry | |note=This is a variation used for meter gain and for stablizing the combo for corner carry. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character=All except Warc and Kohaku | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link=https://youtu.be/XC1Yo_hVNmA | |link=https://youtu.be/XC1Yo_hVNmA | ||
|input= *2A > (5B) | |input= *2A > (5B >) 2B > 5C > 5A6AA, dl.5C > 2C > 2A(w), > 5A > 2C, dl.5C > 214B(1) > j.2[C], 5C > 2C > 4{C} > j.2[C], 5C > 2C > Ender | ||
|simput= | |simput= | ||
|note=Optimal variation of the previous combo, doesn't work on Warc and Kohaku. | |note=Optimal variation of the previous combo, doesn't work on Warc and Kohaku. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character=All except Warc and Kohaku | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input= *2A > (5B) | |input= *2A > (5B >) 2B > 5C > 5A6AA, dl.5C > 2C > 2A(w), 5A > 2C, dl.5C > 214B(1) > j.2[C], 5C > 2C > 2A(w), 2A > 2C > 5A6AA, 2C > 4{C} > j.2[C], 5C > 2C > Ender | ||
|simput= | |simput= | ||
|note=Optimal variation of the previous combo, doesn't work on Warc and Kohaku. | |note=Optimal variation of the previous combo, doesn't work on Warc and Kohaku. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input= *2A > (5B) | |input= *2A > (5B >) 2C, dl.5C > 214B(1) > j.2[C], 2B > 2C > 4C > j.2[C], 2B > 2C > Ender | ||
|simput= | |simput= | ||
|note=Basic route for 214B starter. | |note=Basic route for 214B starter. Some distances will cause this combo to fail. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input= *2A > (5B) | |input= *2A > (5B >) 2C, dl.5C > 214B(1) > j.2[C], 2B > 2C, dl.5A6AA > 2C > 4{C} > j.2[C], 5C > 2C > Ender | ||
|simput= | |simput= | ||
|note=This is a variation used for meter gain and for stablizing the combo for corner carry. | |note=This is a variation used for meter gain and for stablizing the combo for corner carry. This is especially important if you did 214B route. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link=https://youtu.be/s6es9-QjHl0?t=12 | |link=https://youtu.be/s6es9-QjHl0?t=12 | ||
|input= *2A > 5B > 2B > 2C > dl.5C > 4{C} | |input= *2A > 5B > 2B > 2C > dl.5C > 4{C} > j9.2[C], 5C > 2C > 2A(w), 5A > 2C > dl.5C > 214B(1) > j.2[C], 5C > 2C > 2A(w), 5A > 2C > 236B~236B~214B | ||
|simput= | |simput= | ||
|note=This is one of many routes to do in the event you do 4C for your starter. | |note=This is one of many routes to do in the event you do 4C for your starter. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input= *2A > 5B > 2B > 2C > dl.5C > 4{C} | |input= *2A > 5B > 2B > 2C > dl.5C > 4{C} > j.2[C], 2B > 2C, dl.5A6AA > 2C > 4{C} > j.2[C], 5C > 2C > Ender | ||
|simput= | |simput= | ||
|note=Another variation of the combo listed above. | |note=Another variation of the combo listed above. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input= *2A > 5B > 2B > 2C > 5C > 4C > | |input= *2A > 5B > 2B > 2C > 5C > 4C > j9.2[C], 5C > 2C > 4{C} > j.2[C], 5C > 2C > 4{C} > Ender | ||
|simput= | |simput= | ||
|note= | |note=The 4C variant for midscreen. Universal combo as well. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input= *2A > 5B > 2B > 2C > 5C > 4C > | |input= *2A > 5B > 2B > 2C > 5C > 4C > j9.2[C], 5C > 2C > 2A(w), 5A > 2C > dl.5C > 214B(1) > j.2[C], 5C > 2C > 4{C} > Ender | ||
|simput= | |simput= | ||
|note= | |note=The 4C variant for midscreen. Universal combo and a bit more optimal. | ||
}} | }} | ||
}} | }} | ||
===Corner Combos=== | === Corner Combos === | ||
{{CollapsingComboTable-MB | {{CollapsingComboTable-MB | ||
|data= | |data= | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character | |character= | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link=https://youtu.be/XC1Yo_hVNmA?t=50 | |link=https://youtu.be/XC1Yo_hVNmA?t=50 | ||
|input= *2A > (5B) | |input= *2A > (5B >) 2B > 5C > 5A6AA, 2B > 2C > dl.5C > 214B(1) > j.2[C], 2B > 2C > 4{C} > j.2[C], 2B > 2C > Ender | ||
|simput= | |simput= | ||
|note= Universal combo | |note= Universal combo. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character | |character= | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input= *2A >(5B) | |input= *2A > (5B >) 2B > 2C, dl.5C > 214B(1) > j.2[C], 2B > 2C > 4{C} > j.2[C], 2B > 2C > Ender | ||
|simput= | |simput= | ||
|note= Universal combo without the 214B part, you may use this in case you caught a stagger somewhere | |note= Universal combo without the 214B part, you may use this in case you caught a stagger somewhere. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character | |character= | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input= *2A > (5B) | |input= *2A > (5B >) 2B > 5C > 5A6AA, dl.5C > 2C > 2A(w), 5A > 2C, dl.5C > 214B(1) > j.2[C], 5C > 2C > 2A(w), 2A > 2C > 4{C} > j.2[C], 5C > 2C > Ender | ||
|simput= | |simput= | ||
|note= | |note= Optimal combo in the corner. | ||
}} | }} | ||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|character= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= *2A > (5B >) 2C, dl.5C > 214B(1) > j.2[C], 2B > 2C > 4{C} > j.2[C], 2B > 2C > Ender | |||
|simput= | |||
|note= Universal combo. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|character= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= *2C > dl.5C > 214B(1) > j.2[C], 2B > 2C > 4{C} > j.2[C], 2B > 2C > Ender | |||
|simput= | |||
|note= Basic way to convert from this specific starter. | |||
}} | |||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character | |character | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input= * | |input= *2C > dl.5C > 214B(1) > j.2[C], 5C > 2C > 2A(w), 5A > 2C > 2A(w), 2A > 2C > dl.5A(w)6AA, 2C > 4{C} > j.2[C], 5C > 2C > Ender | ||
|simput= | |simput= | ||
|note= | |note= This is one of the more challenging but rewarding variation to maximize your damage. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent, | |condition=Normal starter, grounded opponent, 100% meter | ||
|character | |character | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input= *2C > dl.5C > 214B(1) | |input= *2A > (5B >) 2B > 5C > 5A6AA, 2B > 2C > dl.5C > 214B(1) > j.2[C], (5C/2B >) 2C > dl.623C, walk back 5A > 2C | ||
|simput= | |simput= | ||
|note= | |note= Set up for the left/right mix-up. It's determined by how far you walk back. If you walk back enough before 5A > 2C you get the cross up, otherwise same side. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character | |character | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input= *2C > | |input= *2A > (5B >) 2B > 2C > 5C > 4C > j9.2[C], 2B > 2C > 4{C} 2B > 2C > 4{C} > Ender | ||
|simput= | |simput= | ||
|note= | |note= Universal 4C starter combo. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character | |character=All except Warc, Ciel and Kohaku | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input= *2A > (5B) > | |input= *2A > (5B >) 2B > 2C > 5C > 4C > j9.2[C], 5C > 2C > 2A(w), 5A > 2C > dl.5C > 214B(1) > j.2[C], 5C > 2C > 4{C} > Ender | ||
|simput= | |simput= | ||
|note= | |note= This is the 4C starter route, get used to this starter route if you happened to go straight to 2C > 5C for conversion. Does not work on Warc, Ciel and Kohaku. Optimal for damage otherwise. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character | |character=All except Warc, Ciel and Kohaku | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input= *2A > (5B) | |input= *2A > (5B >) 2B > 2C > 5C > 4C > j9.2[C], 5C > 2C > 2A(w), 5AA > 2C > 2A(w), 2A > 2C > dl.5A(w)6AA, 2C > 4{C} > j.2[C], 5C > 2C > 4{C} > j.2[C] | ||
|simput= | |simput= | ||
|note= | |note= Another variant of the combo above. Again, it does not work on Warc, Ciel and Kohaku. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition= | |condition=Ground Throw starter, 100% meter | ||
|character | |character= | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input= * | |input= *Throw, 22A > 623/421C, 5A > 2C > 4{C} > j.2[C] | ||
|simput= | |simput= | ||
|note= | |note= Basic throw combo if you happen to have the meter on hand, 623/421C is dependent on your position to the opponent but more than likely you will input 421C to get the correct EX Move to perform the combo. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition= | |condition=Ground Throw starter, 100% meter | ||
|character | |character=All except Warc and Kohaku | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input= * | |input= *Throw, 22A > 623/421C, 5C > 2C > 2A(w), 5AA > 2C > 2A(w), 2A > 2C > dl.5A(w)6AA, 2C > 4{C} > j.2[C] | ||
|simput= | |simput= | ||
|note= | |note= A more optimized version of the combo above, char specific in its delays, does not work on Warc and Kohaku. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition= | |condition=Ground Throw starter, 100% meter | ||
|character | |character | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input= *Throw, | |input= *Throw, 22A > 623/421C, 5AA > 2C > 2A(w), 2A > 2C > dl.5A(w)6AA, 2C > 4{C} > j.2[C] | ||
|simput= | |simput= | ||
|note= | |note= Universal combo. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition= | |condition=Ground Throw starter, 100% meter | ||
|character | |character | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input= *Throw, > 22A > 623/421C, | |input= *Throw, > 22A > 623/421C, 5AA > 2C > 2A(w), 2A > 2C > dl.5C > 214B(1) > j.2[C] | ||
|simput= | |simput= | ||
|note= | |note= Universal combo. | ||
}} | |||
}} | |||
== Move Descriptions == | |||
{{AttackData-MB/Infobox}} | |||
=== Normal Moves === | |||
==== Standing Normals ==== | |||
===== <span class="invisible-header">5A</span> ===== | |||
{{MoveData | |||
|image=MB_H-Arc_5A.png | |||
|image2=MB_H-Arc_5A6A.png | |||
|image3=MB_H-Arc_5A6AA.png | |||
|caption= | |||
|name=5A | |||
|linkname=5A | |||
|input=5A~6A~6A | |||
|data= | |||
{{AttackData-MB | |||
|version=5A | |||
|damage=300 | |||
|reddamage=96 | |||
|proration=75% (O) | |||
|circuit=2.1% | |||
|cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J) | |||
|guard=LH | |||
|startup=4 | |||
|active=4 | |||
|recovery=7 | |||
|frameAdv=1 | |||
|invuln= | |||
|description=Mid-height swipe. | |||
}} | |||
{{AttackData-MB | |||
|version=5A~6A | |||
|damage=600 | |||
|reddamage=384 | |||
|proration=80% (M) | |||
|circuit=4.2% | |||
|cancel=N, SP, -CH-, EX, (J) | |||
|guard=LH | |||
|startup=7 | |||
|active=4 | |||
|recovery=16 | |||
|frameAdv=-5 | |||
|invuln= | |||
|description=Reaches upward with some forward movement. | |||
}} | |||
{{AttackData-MB | |||
|version=5A~6A~6A | |||
|damage=1000 | |||
|reddamage=768 | |||
|proration=60% (O) | |||
|circuit=7.0% | |||
|cancel=(N), SP, EX, (J) | |||
|guard=LH | |||
|startup=9 | |||
|active=4 | |||
|recovery=14 | |||
|frameAdv=0 | |||
|invuln= | |||
|description=Reaches downward, has the most forward movement. Neutral on block. Launches. | |||
}} | |||
}} | |||
===== <span class="invisible-header">5B</span> ===== | |||
{{MoveData | |||
|image=MBCArc5BBE1.png | |||
|image2=MBCArc5BBE2.png | |||
|caption= | |||
|name=5B | |||
|linkname=5B | |||
|data= | |||
{{AttackData-MB | |||
|damage=650 | |||
|reddamage=384 | |||
|proration=80% (O) | |||
|circuit=4.2% | |||
|cancel=N, SP, EX, (J) | |||
|guard=LH | |||
|startup=7 | |||
|active=4 | |||
|recovery=15 | |||
|frameAdv=-4 | |||
|invuln= | |||
|description=A punch that moves Arc forward. | |||
}} | |||
}} | }} | ||
{{ | ===== <span class="invisible-header">5C</span> ===== | ||
| | {{MoveData | ||
| | |image=MBCArc5C.png | ||
|damage= | |caption= | ||
| | |name=5C | ||
| | |linkname=5C | ||
| | |data= | ||
| | {{AttackData-MB | ||
| | |damage=1000 | ||
| | |reddamage=672 | ||
|proration=90% (O) | |||
|circuit=5.6% | |||
|cancel=N, SP, EX, (J) | |||
|guard=LH | |||
|startup=7 | |||
|active=4 | |||
|recovery=23 | |||
|frameAdv=-9 | |||
|invuln= | |||
|description=Straight punch. Has slight foward movement. | |||
}} | |||
}} | |||
==== Crouching Normals ==== | |||
===== <span class="invisible-header">2A</span> ===== | |||
{{MoveData | |||
|image=MBCArc2A.png | |||
|caption=2A | |||
|image2=MBCarc2aa.png | |||
|caption2=2AA | |||
|name=2A | |||
|input=2A~2A | |||
|linkname=2A | |||
|data= | |||
{{AttackData-MB | |||
|version=2A | |||
|damage=350 | |||
|reddamage=96 | |||
|proration=72% (O) | |||
|circuit=2.1% | |||
|cancel=-SE-, -N-, -SP-, CH, -EX-, (J) | |||
|guard=L | |||
|startup=4 | |||
|active=4 | |||
|recovery=8 | |||
|frameAdv=0 | |||
|invuln= | |||
|description= Standard jab that hits low. Spammable. | |||
}} | |||
{{AttackData-MB | |||
|version=~2A | |||
|damage=350 | |||
|reddamage=144 | |||
|proration=75% (O) | |||
|circuit=2.8% | |||
|cancel=SE, N, SP, EX, (J) | |||
|guard=LA | |||
|startup=4 | |||
|active=4 | |||
|recovery=9 | |||
|frameAdv=-1 | |||
|invuln= | |||
|description=A longer reach followup if you cancel 2A into itself on block/hit. | |||
}} | |||
}} | |||
===== <span class="invisible-header">2B</span> ===== | |||
{{MoveData | |||
|image=MBCArc2B.png | |||
|caption= | |||
|name=2B | |||
|linkname=2B | |||
|data= | |||
{{AttackData-MB | |||
|damage=450 | |||
|reddamage=288 | |||
|proration=70% (O) | |||
|circuit=3.5% | |||
|cancel=N, SP, EX, (J) | |||
|guard=L | |||
|startup=6 | |||
|active=4 | |||
|recovery=15 | |||
|frameAdv=-4 | |||
|invuln= | |||
|description= A low kick. Poking tool, moves forward a bit. | |||
}} | |||
}} | }} | ||
{{ | ===== <span class="invisible-header">2C</span> ===== | ||
| | {{MoveData | ||
| | |image=MBCArc2C.png | ||
|damage= | |caption= | ||
| | |name=2C | ||
| | |linkname=2C | ||
| | |data= | ||
| | {{AttackData-MB | ||
| | |damage=900 | ||
| | |reddamage=672 | ||
|proration=60% (O) | |||
|circuit=5.6% | |||
|cancel=N, SP, EX, (J) | |||
|guard=L | |||
|startup=9 | |||
|active=3 | |||
|recovery=21 | |||
|frameAdv=-6 | |||
|invuln= | |||
|description= A sweep that reaches pretty high and far. Long recovery. | |||
}} | |||
}} | }} | ||
==== Aerial Normals ==== | |||
===== <span class="invisible-header">j.A</span> ===== | |||
{{MoveData | |||
|image=MBCArcjA.png | |||
|caption= | |||
|name=j.A | |||
|linkname=j.A | |||
|data= | |||
{{AttackData-MB | |||
|damage=300 | |||
|reddamage=192 | |||
|proration=75% (O) | |||
|circuit=2.1% | |||
|cancel=SE, N, SP, EX, J | |||
|guard=LHA | |||
|startup=4 | |||
|active=4 | |||
|recovery=10 | |||
|frameAdv= | |||
|invuln= | |||
|description=Standard j.A that hits mid. | |||
}} | |||
}} | }} | ||
== | ===== <span class="invisible-header">j.B</span> ===== | ||
{{AttackData-MB | {{MoveData | ||
=== | |image=MB_H-Arc_j.B.png | ||
|caption= | |||
|name=j.B | |||
|linkname=j.B | |||
|data= | |||
{{AttackData-MB | |||
|damage=600 | |||
|reddamage=528 | |||
|proration=80% (O) | |||
|circuit=4.2% | |||
|cancel=N, SP, EX, J | |||
|guard=HA | |||
|startup=6 | |||
|active=4 | |||
|recovery= | |||
|frameAdv= | |||
|invuln= | |||
|description=An arm swipe that hits on both sides. | |||
}} | |||
}} | |||
===== <span class="invisible-header">j.C</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBHalfArcjC.png | |image=MBHalfArcjC.png | ||
|caption= | |caption= | ||
|name= | |name=j.C | ||
|input= | |input= | ||
|linkname=j.C | |||
|data= | |data= | ||
{{AttackData-MB | |||
|damage= | |damage=1000 | ||
|reddamage= | |reddamage=576 | ||
|proration= | |proration=90% (M) | ||
|circuit= | |circuit=4.9% | ||
|cancel= | |cancel=N, SP, EX, J | ||
|guard= | |guard=HA | ||
|startup= | |startup=6 | ||
|active= | |active=10 | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description= | |description=Arc kicks up. Lots of active frames. Hitbox is a bit smaller compared to C-Moon. | ||
}} | |||
}} | |||
==== Command Normals ==== | |||
===== <span class="invisible-header">3C</span> ===== | |||
{{MoveData | |||
|image=MBCArc3C.png | |||
|image2=MB_C-Arc_3C_Clash.png | |||
|caption2=(Clash Boxes) | |||
|name=3C | |||
|input= | |||
|linkname=3C | |||
|data= | |||
{{AttackData-MB | |||
|damage=1000 | |||
|reddamage=672 | |||
|proration=80% (M) | |||
|circuit=7.0% | |||
|cancel=SP, EX, (J) | |||
|guard=LH | |||
|startup=12 | |||
|active=3 | |||
|recovery=22 | |||
|frameAdv=-10 | |||
|invuln=Clash 9-12 | |||
|description=A swipe up which launches opponents. 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. | |||
}} | }} | ||
}} | }} | ||
=== | ===== <span class="invisible-header">4C</span> ===== | ||
{{MoveData | |||
|image=MBCArc4C.png | |||
|caption=4C | |||
|image2=MBCArc4CBE.png | |||
|caption2=4[C] | |||
|name=4C | |||
|input=4[C] | |||
|linkname=4C | |||
|data= | |||
{{AttackData-MB | |||
|version=4C | |||
|damage=300, 1000 (1108)<br>/ {{Tooltip | text=800| hovertext=2nd hit only.}} | |||
|reddamage=(735)<br>/ {{Tooltip | text=288| hovertext=2nd hit only.}} | |||
|proration=90% (M), 65% (O) | |||
|circuit=2.1%, 7.0% (9.1%)<br>/ {{Tooltip | text=5.6%| hovertext=2nd hit only.}} | |||
|cancel=(N), (SP), (EX), (J) | |||
|guard=LH, LHA | |||
|startup=9 | |||
|active=2 (2) 9 | |||
|recovery=33 | |||
|frameAdv=-24 | |||
|invuln= | |||
|description=Arcueid does a rising knee strike which launches the opponent. Only cancellable on hit. | |||
}} | |||
{{AttackData-MB | |||
|version=4[C] | |||
|damage=900 | |||
|reddamage=288 | |||
|proration=50% (O) | |||
|circuit=5.6% | |||
|cancel=N, SP, EX, J | |||
|guard=H | |||
|startup=31 | |||
|active=9 | |||
|recovery=36 | |||
|frameAdv=-27 {{Tooltip |text=(18)|hovertext=On jump cancel.}} | |||
|invuln= | |||
|description=Becomes cancellable on block and an overhead when charged. | |||
}} | |||
}} | |||
===== <span class="invisible-header">j.2B</span> ===== | |||
{{MoveData | {{MoveData | ||
|image= | |image=MBCArcj2B.png | ||
|caption= | |||
|name=j.2B | |||
|linkname=j.2B | |||
|data= | |||
{{AttackData-MB | |||
|damage=750 | |||
|reddamage=392 | |||
|proration=100% | |||
|circuit=8.0% | |||
|cancel={{Tooltip |text=-SP-, -EX-|hovertext=Cancellable during landing recovery.}} | |||
|guard=LHA | |||
|startup=8 | |||
|active=8 | |||
|recovery={{Tooltip |text=14|hovertext=Landing recovery.}} | |||
|frameAdv=4 (TK) | |||
|invuln= | |||
|description= A claw dive. Special cancellable on landing recovery. | |||
}} | |||
}} | |||
===== <span class="invisible-header">j.2C</span> ===== | |||
{{MoveData | |||
|image=MB_H-Arc_j.2C.png | |||
|image2=MB_H-Arc_j.2C_BE.png | |||
|caption= | |caption= | ||
|name= | |name=j.2C | ||
|input= | |input=j.2[C] | ||
|linkname=j.2C | |||
|data= | |data= | ||
{{AttackData-MB | |||
|damage= | |version=j.2C | ||
|reddamage= | |damage=1000 | ||
|proration= | |reddamage=768 | ||
|circuit= | |proration=70% (O) | ||
|cancel= | |circuit=7.0% | ||
|guard= | |cancel=SP, EX | ||
|startup= | |guard=HA | ||
|active= | |startup=9 | ||
|recovery= | |active=4 | ||
|frameAdv= | |recovery= | ||
|invuln= | |frameAdv= | ||
|description= | |invuln= | ||
|description=Overhead slam attack. Ground techable knockdown on airborne opponents. | |||
}} | |||
}} | |||
=== Universal Mechanics === | |||
===== <span class="invisible-header">Ground Throw</span> ===== | |||
{{MoveData | |||
|image=MBArcThrow.png | |||
|image2=MB_C-Arc_Throw_2.png | |||
|caption2=~2 | |||
|name=Ground Throw | |||
|linkname=Ground Throw | |||
|input=4/6A+D(~2) | |||
|data= | |||
{{AttackData-MB | |||
|version=Ground Throw | |||
|damage=700 | |||
|reddamage=465 | |||
|proration=40% | |||
|circuit=0.0% | |||
|cancel= | |||
|guard=U | |||
|startup=2 | |||
|active=1 | |||
|recovery=20 | |||
|frameAdv= | |||
|invuln= | |||
|description= Wall splats in the corner and is comboable. | |||
}} | |||
{{AttackData-MB | |||
|version=~2 | |||
|damage=1500 | |||
|reddamage=372 | |||
|proration=40% | |||
|circuit=0.0% | |||
|cancel= | |||
|guard=U | |||
|startup=2 | |||
|active=1 | |||
|recovery=20 | |||
|frameAdv= | |||
|invuln= | |||
|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=465 | |||
|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 touching the corner wall. 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 Counter</span> ===== | |||
{{MoveData | {{MoveData | ||
|image= | |image=MB_F-Arc_236D.png | ||
|image2=MB_H-Arc_236D.png | |||
|image3=MB_F-Arc_j.236D.png | |||
|caption= | |caption= | ||
|name= | |name=Shield Counter | ||
|input= | |linkname=Shield Counter | ||
|input=Auto after a successful shield (Air OK) | |||
|data= | |data= | ||
{{AttackData-MB | |||
|damage= | |version=Standing | ||
|reddamage= | |damage=500 (345) | ||
|proration= | |reddamage=198 | ||
|circuit= | |proration=40% | ||
|cancel= | |circuit=3.5% | ||
|guard= | |cancel=SP, EX, (J) | ||
|startup= | |guard=LHA | ||
|active= | |startup=8 | ||
|recovery= | |active=4 | ||
|frameAdv= | |recovery=18 | ||
|invuln= | |frameAdv=-4 | ||
|description= | |invuln= | ||
|description=Same animation as 3C. | |||
}} | |||
{{AttackData-MB | |||
|version=Crouching | |||
|damage=1500 (1035) | |||
|reddamage=662 | |||
|proration=50% | |||
|circuit=10.5% | |||
|cancel=SP, EX, (J) | |||
|guard=LA | |||
|startup=8 | |||
|active=4 | |||
|recovery=18 | |||
|frameAdv=-4 | |||
|invuln= | |||
|description=Same animation as F-Moon 2C. | |||
}} | |||
{{AttackData-MB | |||
|version=Air | |||
|damage=500 (345) | |||
|reddamage=198 | |||
|proration=50% | |||
|circuit=3.5% | |||
|cancel= | |||
|guard=HA | |||
|startup=8 | |||
|active=4 | |||
|recovery= | |||
|frameAdv= | |||
|invuln= | |||
|description=Same animation as j.C | |||
}} | |||
}} | |||
===== <span class="invisible-header">Shield Bunker</span> ===== | |||
{{MoveData | |||
|image=MB_C-Arc_214D.png | |||
|image2=MB_H-Arc_214D.png | |||
|caption= | |||
|name=Shield Bunker | |||
|linkname=Shield Bunker | |||
|input=214D in neutral or blockstun | |||
|data= | |||
{{AttackData-MB | |||
|version=Neutral | |||
|damage=500 | |||
|reddamage=192 | |||
|proration=50% | |||
|circuit=0.0% | |||
|cancel= | |||
|guard=LHA | |||
|startup=25 | |||
|active=4 | |||
|recovery=19 | |||
|frameAdv=-5 | |||
|invuln=Clash 1-10 | |||
}} | |||
{{AttackData-MB | |||
|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=192 | |||
|proration=100% | |||
|circuit=0.0% | |||
|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=Moves arc slightly forward. | |||
}} | |||
{{AttackData-MB | |||
|version=Blockstun | |||
|damage=0 | |||
|reddamage=0 | |||
|proration=100% | |||
|circuit=-100.0% | |||
|cancel= | |||
|guard=LHA | |||
|startup=18 | |||
|active=3 | |||
|recovery=22 | |||
|frameAdv=-7 | |||
|invuln= | |||
|description=H-Moon specific reversal bunker. | |||
}} | }} | ||
}} | }} | ||
=== | ===== <span class="invisible-header">Circuit Spark</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=MB_C-Arc_CSpark.png | ||
|image2=MB_C-Arc_CSpark_Air.png | |||
|name=Circuit Spark | |||
|linkname=Circuit Spark | |||
|input=In Heat:<br>Auto during hitstun<br>A+B+C during blockstun | |||
|caption= | |caption= | ||
| | |data= | ||
| | {{AttackData-MB | ||
| | |version=Ground | ||
|damage=100 | |||
|damage= | |reddamage=0 | ||
|reddamage= | |proration=100% | ||
|proration= | |circuit=removes all | ||
|circuit= | |cancel= | ||
|cancel= | |guard=U | ||
|guard= | |startup=10 | ||
|startup= | |active=10 | ||
|active= | |recovery=20 | ||
|recovery= | |frameAdv= | ||
|frameAdv= | |invuln=Full 1-39 | ||
|invuln= | |description= | ||
|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. | |||
}} | }} | ||
}} | }} | ||
=== | ===Special Moves=== | ||
{{MoveData | {{MoveData | ||
|image= | |image=MBMoonCharacterInput.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
Line 603: | Line 1,105: | ||
}} | }} | ||
}} | }} | ||
===Arc Drive=== | |||
{{MoveData | {{MoveData | ||
|image= | |image=MBMoonCharacterAD.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
Line 624: | Line 1,126: | ||
|invuln=Text | |invuln=Text | ||
|description= Text | |description= Text | ||
}} | }} | ||
}} | }} | ||
{{Navbox-MBAACC}} | {{Navbox-MBAACC}} | ||
[[Category:Arcueid Brunestud]] | |||
[[Category:Melty Blood Actress Again Current Code]] | [[Category:Melty Blood Actress Again Current Code]] |
Revision as of 02:39, 2 April 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 | To-do |
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Additional Resources
H-Arcueid Match Video Database
Basic H-Arc Combos
Kfl's H-Arc Combos
Players to watch/ask
JP:
NA:
- Shinobi!#2954 (can be found on Discord)
Overview
Strengths |
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Weaknesses |
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General Gameplan
H-Arcueid is very well known for her high octane rushdown prowess. Her overall gameplan is fairly simple, it's running over to the opponent and smashing them in with relentless pressure and she's quite good at it. She has quite an array of tools to choose from. Whether its 5A6A, sliding 2B (this will be covered in the neutral section below) and those are just her ground normals; you also have j.2C and j.C for her air normals that are used frequently. When she lands the hit on someone grounded expect to be corner carried where H-Arc truly shines. With having a lot of normal cancel windows on her staggers it can be very frustrating to deal against and fulfilling to do them on someone. She's a typical melty blood character that adheres to the foundation of strike/throw game, but happens to be one of the best at it. A really strong, stable character that might just be for you if you happen to want a simple gameplan while also having a good set of tools to accomplish the job.
Neutral
H-Arc has the ability to function just about anywhere if you place yourself right. You'll want to note that you have a pretty fast run that can cover the screen in around 1-2 seconds. This lets you take advantage of being able to move into spaces at any point. While you're on the ground you're going to want to find spots to do dash 5A6AA, since it's 0 on block it's a safe 123 to throw out and see if anything sticks, if it does you can then go do your combo and corner carry. There is also sliding 2B at your disposal; Sliding 2B is done by doing 66/6A+B, 3B. When you do this you retain momentum from your dash as you do 2B so you get more range out of 2B. What's more is that it can low profile a lot of things while also being a low and still confirms into 5A6AA. Each tool while they do similar goals have different applications, 5A6AA will catch backdashes and you can even slightly stagger to confirm if someone was jumping out by the time you hit 5A6A to go into an air combo or do the last 6A to confirm your ground starter while 2B is a low that low profiles that may catch people off guard while they are standing. Make good use of these while you're on the ground in tandem with your excellent ground mobility and you'll quickly see how effective H-Arc can be on the ground.
With all this in mind its not like she's terrible in the air either! You have j.C which is a normal that is active for 10F. Very strong for air to air and is hard to contest once its out. Its fast as well since the normal is active on the 7th frame. Now, j.C is a bit different from C-Arc's j.C by a small margin and it has a chance of being low profiled, however unlike C-Arc you now have j.2C which is a strong jump in button as well as j.B. A lot of the time you can use these normals for just about anything a situation would call for. since j.C is very active you could do neutral jump rising j.C to stuff anyone's air approach. You can also do jump forward j.C, airdash j.C and the list goes on. Make good use of dash jump since it carries momentum and in some cases you may need to use that to augment your airdash to cover more distance for j.C or j.2C depending on what's happening on the screen. On an air counter hit you get a ground starter that will corner carry with the damage that comes along with it.
Overall as long as you understand melty movement and basics this character has all the tools needed to play neutral with the entire cast and make people hurt once they get hit.
Pressure
H-Arcueid has quite a few ways to apply pressure. As she is a typical melty blood character she does rely on a lot of staggers from her normals and her normals boast a long normal and special cancel window. A lot of her pressure may seem endless and with the help of 5A6AA that is 0 on block and 214A having small recovery and being +1 on block, there's honestly so much you can do here are some examples to try out for pressure
- 2A > delay 2A > 5B > 2B > 5A(w)
- 2AA > 5B > 5A6A > delay 6A
- 2A > 5B, 2A > 5B > 5A6A > delay 6A
- 2A > 5B > delay 2B
- 2A > 2A > 5B > delay 2B > 214A(blocked), 5A/2A
- 2A > 2A > delay 2B > 2C > 214A(whiff), 2B
- 2A > 2A, run up grab
- 2A > 5B, Grab
- 2A > 5B > delay 2B > delay 2C > 5A6A > Delay 6A, delay 214B
These are just small things to show how long the normal/special cancel windows are. Go into training mode and you will quickly find that staggering 5A6AA, letting your 5B and 2B recover vs staggering them will quickly make your pressure much better, when they get scared enough that's when you can throw. When you throw you can choose to either hold down or not. Holding down sends them to the ground and does more damage, while not holding down throws them to the wall which you can do either 22A without meter or 22A > 623C to get a little bit more damage
Okizeme
H-Arc's Oki comes from either doing a 2C > 4C > j.2[C] ender or from doing a rekka ender. There are reasons to do one over the other. The j.2[C] ender is more damage and allows for more set up time. What you do from there is the following:
- j.2[C], 2A(w), sj.2C
- j.2[C], 2A(w), sj > air dash j.2C
- j.2[C], 2A(w), sj, land 2A/2B
- j.2[C], 2A(w), sj, land Throw
- j.2[C], 2A(w), sj.B > airdash j.2C
- j.2[C], 2A(w), sj.2[C](whiff, but late enough to show charge animation), Throw
For rekka ender you can do the same thing listed above and also you get a safe jump which to set it up is 2C > delay 236A~236A~214B. these are the specific notes for the safe jump:
Note: if you delay Rekka after 2C it pops them up a bit higher and gives you better frame adv
Post rekka ender safe jumps:
- j9.C: Ryougi, Miyako, Sion, Vsion, Roa, Mech, Koha, Neco, Hisui, Vakiha, Seifuku, Arc, Ciel, Akiha, Hime
- Delayed Rekka, j9.C: Nanaya, Tohno, Wara, Satsuki, Wlen
- sj9.C: Warc, PCiel
- Delayed Rekka, sj9, j.C: Aoko, Nero, Len
- Delayed Rekka, slightly walk forward, j9.C: Kouma, Ries
Defense
Other than the basic defensive options you have Bunker (214D), 22C and 421C.
22C is her actual DP but is metered and since you are H-Moon you only really have one chance to do this until you can land a hit again, so make good use of it. Bunker also uses 100% and while 421C isn't invuln on start up it can be used to call out some pressure resets from some chars like F-Akiha's 214C pressure reset and such.
Combos
Combo Notation Help | |
---|---|
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
X > Y | X input is cancelled into Y. |
X > delay Y | Must wait for a short period before cancelling X input into Y. |
X, Y | X input is linked into Y, meaning Y is done after X's recovery period. |
X+Y | Buttons X and Y must be input simultaneously. |
X/Y | Either the X or Y input can be used. |
X~Y | This notation has two meanings.
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X(w) | X input must not hit the opponent (Whiff). |
j.X | X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground. Applies to all air chain sections:
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sj.X | X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively. |
dj.X | X input is done after a double jump. |
sdj.X | X input is done after a double super jump. |
tk.X | Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A) |
(X) | X is optional. Typically the combo will be easier if omitted. |
[X] | Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge. |
{X} | Button X should only be held down briefly to get a partially charged version instead of the fully charged one. |
X(N) | Attack "X" should only hit N times. |
(XYZ)xN | XYZ string must be performed N times. Combos using this notation are usually referred to as loops. |
(XYZ^) | A pre-existing combo labelled XYZ is inserted here for shortening purposes. |
CH | The first attack must be a Counter Hit. |
Air CH | The first attack must be a Counter Hit on an airborne opponent. |
66 | Performs a ground forward dash. |
j.66 | Performs an aerial forward dash, used as a cancel for certain characters' air strings. |
IAD/IABD | Performs an Instant AirDash. |
AT | Performs an Air Throw. (j.6/4A+D) |
IH | Performs an Initiative Heat. |
AD | Performs an Arc Drive. |
AAD | Performs an Another Arc Drive. |
- Note: dl.X is used here to indicate a delay before an input.
Starters
Enders
OTG Pick ups
Normal Combos
Corner Combos
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). |
Damage | Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion. |
Red Damage | Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage. |
Proration | The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
Startup | Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup". |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move. |
Invul | Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move. Invicibility:
Hurtbox-Based Properties:
Miscellaneous Properties
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Normal Moves
Standing Normals
5A
5A
5A~6A~6A |
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5B
5C
Crouching Normals
2A
2A 2A~2A 2A 2A 2AA 2AA
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2B
2C
Aerial Normals
j.A
j.B
j.C
Command Normals
3C
(Clash Boxes) (Clash Boxes)
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4C
4C 4[C] 4C 4C 4[C] 4[C]
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j.2B
j.2C
j.2C
j.2[C] |
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Universal Mechanics
Ground Throw
Ground Throw 4/6A+D(~2) ~2 ~2
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Air Throw
Air Throw
j.4/6A+D |
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Shield Counter
Shield Counter
Auto after a successful shield (Air OK) |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Circuit Spark
Special Moves
Text
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Arc Drive
Text
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