Melty Blood/MBTL/Arcueid Brunestud: Difference between revisions

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{{AttackDataCargo-MBTL/Query|arc_236bc}}
{{AttackDataCargo-MBTL/Query|arc_236bc}}
* Arc's super is a fullscreen projectile, which makes it her only unique option to directly contest zoners. Other than that, it is mostly used to tack on additional damage to her combos. Connects most easily during a combo after her Rekka series.
* Arc's super is a fullscreen projectile, which makes it her only unique option to directly contest zoners. Other than that, it is mostly used to tack on additional damage to her combos. Connects most easily during a combo after her Rekka series.
* Great round-ending tool; you risk eating a lethal counter-hit ''anywhere'' on the screen if Arc have full meter. Very frightening at low health.
* Great round-ending tool; the opponent risks eating a lethal counter-hit ''anywhere'' on the screen if Arc have full meter. Very frightening at low health.
* Long invulnerability frames that start from frame 1, so can be used reactively vs many fullscreen projectiles. Fairly useful in the vlov/red arc/ciel matchups.
* Long invulnerability frames that start from frame 1, so can be used reactively vs many fullscreen projectiles. Fairly useful in the vlov/red arc/ciel matchups.
* Air unblockable, but not air unshieldable.  
* Air unblockable, but not air unshieldable.  

Revision as of 10:10, 9 November 2021

Story

A royal member of the vampire race known as the True Ancestors. After suffering through a traumatic event, a naively innocent side of her was somehow released. She now lives as a free-spirited, almost childish, princess. She is incredibly powerful and, despite being a vampire, is able to survive in direct sunlight. She has no desire to threaten human society, instead hunting other vampires known as Dead Apostles. While pursuing her greatest enemy, she arrives in Souya, where Shiki lives. Although a fateful encounter awaits her and Shiki here, a story of an earlier possibility is about to unfold.

Gameplay

Arcueid is a close-range bruiser who has every tool a rushdown character wants: a flexible neutral-game, high-reward blockstring gambles, a combo throw, unreactable mixups and the best corner carry in the game.

She boasts good range and coverage on most of her moves and good movement speed. She lacks any true ranged options against more dedicated zoners, and her unique mixup tools require either good reads on the opponent or precise and manually timed inputs. But once she gets in, she can easily push the opponent to the wall and seal their fate with great corner carry potential, strong hit-boxes, high damage combos and dangerous corner okizeme.

All in all, a straightforward yet effective 'gorilla' character that should appeal to both new and experienced players alike.

Strengths Weaknesses
  • Above average movement speed, both in the air and on the ground.
  • Excellent DP with a 22 input, making it strong against ambiguous left/right setups.
  • Multiple(risky) ways to force mindgames and attempt pressure rebuys during blockstrings.
  • Potent aerial attacks in j.B and j.C that reliably convert air exchanges into unblockables.
  • Powerful mixup options with good anti-reversal coverge against cornered opponents.
  • A simple rushdown gameplan.
  • Virtually no long-range presence - needs to get close to do damage.
  • No projectiles except for Arc Drive.
  • No way to spend meter to forcefully lock down opponents; has to play anti-reversal mindgames on offense.
  • Almost all okizeme is manually timed.

Character Summary

Move list

Moon Skills
6B+C - Out Of My Way!
3B+C - What're You Doing?!
4B+C - Ready, Go!
2B+C - Shut Up And Fly! (Air OK)
Special Attacks
236A/B/C (EX OK) - Out Of My Way!
> A/B/C - There!
> A/B/C - You're Finished!
> 4A/B/C - Submerge!
623A/B/C (EX OK) - What're You Doing?!
> A/B/C - Additional input
214A/B/C (EX OK) - Ready, Go!
22A/B/C (EX OK) - Shut Up and Fly! (Air OK)
> A/B/C - Shut Up and Disappear!
> 66C (EX-Only) - Shut Up and Disappear!
Arc Drive
236B+C - Melty Blood
Last Arc
A+B+C+D / Successful Shield in Blood Heat - Marble Phantasm - Seal
Unique Attacks
2 while throwing, 3C, 4C, j.2B, j.2C
Blowback Edge Moves
5[B], 5[C], 236[A]
Stats & vitals

Dash startup: 6

Dash actionable: 9

Jump startup: 4

Jump airtime: 35

Quick combo reference

Coming soon.

MBTL Arcueid Art.png

Move Analysis

Normal Moves

Standing Normals

5A
5A
5A
MBTL Arcueid 5A.png
5 frame jab
MBTL Arcueid 5A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
180 LH SE, N, SP, CH, EX, MD, (J) - - -
First Active Active Recovery Overall Advantage Invul
5 2 11 17 -1 -
  • Standard standing jab.
  • Bar none the best option for cashing out on air unblockables.
  • Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
Can be repeated up to three times by inputting it as 4AAA. Excellent rebeat option as 2A is a low and better suited for pressure.
5B
5B
5[B]
5B
MBTL Arcueid 5B.png
Advancing blockstring tool
MBTL Arcueid 5B be.png
Conditioning tool, overhead with clash frames
MBTL Arcueid 5B hb.png
MBTL Arcueid 5B be hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
480 LH N, SP, CH, EX, MD, (J) - - -
First Active Active Recovery Overall Advantage Invul
9 4 17 29 -6 -
  • Slightly moves Arc forward.

A great blockstring tool, combo filler, and a decent poke.

Damage Guard Cancel Property Cost Attribute
750 H N, SP, CH, EX, MD, (J) - - -
First Active Active Recovery Overall Advantage Invul
29 4 24 56 -11 Clash 16-28
  • Overhead.
Increases the distance Arc moves forward and gains clash frames. Depending on timing and spacing, this will occasionally let you beat invincible DPs and such.
5C
5C
5[C]
5C
MBTL Arcueid 5C.png
Advancing blockstring tool and combo filler
MBTL Arcueid 5C be.png
Slow unblockable with clash frames
MBTL Arcueid 5C hb.png
MBTL Arcueid 5C be hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
610 LH N, SP, CH, EX, MD, (J) - - -
First Active Active Recovery Overall Advantage Invul
10 4 20 33 -7 -
  • A palm thrust which also moves Arc forward slightly. Mainly used as a blockstring tool and combo filler.
Damage Guard Cancel Property Cost Attribute
2000 U - - - -
First Active Active Recovery Overall Advantage Invul
35 4 29 67 +15~+33
+21
Clash 20-34
  • Unblockable.
  • It it is shielded and the opponent does no followup, Arc is still at least -13. Its important to know when to escape with shield counter B+C.
  • Clash frames activate slower than 5B.
A great knowledge check that can be thrown in here and there, but should not be used as a crutch. If the opponent punches into the clash frames, they can jump-cancel to avoid your attack and punish, so be ready to moon drive cancel for safety, if applicable. Doesn't lead to anything, but 2A(w) > 2B can meaty all techs in the corner.

Crouching Normals

2A
2A
2+A
MBTL Arcueid 2A.png
5 frame low
MBTL Arcueid 2A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
150 L - - - -
First Active Active Recovery Overall Advantage Invul
5 2 11 17 -1 -
  • Standard crouching jab.
  • Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
Hits low and an also be repeated up to three times. Generally a much better option for pressure than 5A because of its low hitting property.
2B
2B
2+B
MBTL Arcueid 2B.png
Fast low poke with good reach
MBTL Arcueid 2B hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
420 L - - - -
First Active Active Recovery Overall Advantage Invul
7 4 15 25 -4 -

2B has amazing reach and recovery for its startup and hurtbox properties, hits low, very slightly moves her forward, and converts consistently. By the frames, it's one of the quickest overall B normals in the game with great frame advantage too.

  • Arc's best grounded poke.
  • Best antiair option for when Arc is behind the opponent.
  • Low-to-ground hurtbox extension near from the knees down gives it good properties against many other 7f ground buttons like Kouma/Miyako 2B. This lets Arc press at slight frame disadvantage vs many characters.
2C
2C
2+C
MBTL Arcueid 2C.png
Low sweep with big range
MBTL Arcueid 2C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
620 L - - - -
First Active Active Recovery Overall Advantage Invul
10 3 21 33 -7 -
  • A far reaching sweep with a big hitbox, also hits low.
Reaches up high, has more untechable time than 5C, and doesn't launch the opponent away as much, making it great for combos both midscreen and in the corner.

Jumping Normals

j.A
j.A
Aerial A
MBTL Arcueid jA.png
5 frame aerial jab
MBTL Arcueid jA hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
140 H - - - -
First Active Active Recovery Overall Advantage Invul
5 4 11 19 - -
  • A standard, quick aerial jab.
Doesn't have a lot of range, but it is her fastest air normal.
j.B
j.B
Aerial B
MBTL Arcueid jB.png
Far reaching two-hit aerial
MBTL Arcueid jB hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
240*2 (468) H - - - -
First Active Active Recovery Overall Advantage Invul
6 2 (6) 4 until landing - - -
  • Arc swings around with her arms twice.
Covers a lot of space and comes out pretty fast. Excellent air-to-air option as it has more horizontal range than both j.A and j.C, and carries counter-hit properties between the two hits for easy conversions.
j.C
j.C
Aerial C
MBTL Arcueid jC.png
Best all-purpose jump normal
MBTL Arcueid jC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
560 H - - - -
First Active Active Recovery Overall Advantage Invul
7 10 until landing - - -
  • Big, disjointed air normal.
Arc’s signature jump attack comes out almost as fast as j.B and has a huge disjointed hitbox that stays active for a good while. An exceptional air-to-air and air-to-ground attack.

Command Normals

3C
3C
3C
MBTL Arcueid 3C.png
Universal launcher with auto jump cancel
MBTL Arcueid 3C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
700 LH - - - -
First Active Active Recovery Overall Advantage Invul
10 3 25 37 -11 Air 5-12
  • Standard universal launching attack with a short zoom-in/cinematic, followed by an automatic jump.
  • Can be used as a high-commit preemptive grounded anti-air, but is highly unsafe on whiff and creates a losing situation for Arc if it clashes.
If it happens to be blocked by a grounded opponent, it is also unsafe and cannot be reverse beaten; however, it can still be special-cancelled.
4C
4C
4C
MBTL Arcueid 4C.png
Launcher for combo extension
MBTL Arcueid 4C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
500*2 (950) LH - - - -
First Active Active Recovery Overall Advantage Invul
9 2 (3) 9 24 46 -16 -

Airdash cancelable on hit and extremely powerful combo tool.

  • A knee attack that moves Arc forward and puts her airborne while also launching the opponent. Mainly used as a combo filler, as it can be airdash-cancelled on hit.
  • Extremely punishable on block and has to be cancelled into 2BC to be made safe or moon drive which makes it advantageous.
j.2B
j.2B
Aerial2B
MBTL Arcueid j2B.png
Dive... claw?
MBTL Arcueid j2B hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
600 LHA - - - -
First Active Active Recovery Overall Advantage Invul
11 10 until landing + 14 - -1 (TK) -

A diveclaw that Arc downwards at a 45 degree angle.

  • Not actually active for very long,
  • Reactively confirmable into 2BC(2) jumpcancel delayed jC 2C for full combos, and into 623A Much easier to do that in older games, where j2B 22X was required.
  • Strong mobility option for landing in an unexpected location. Combined with universal Melty Blood air options and j2C, Arc has extremely high control over where she chooses to land.
  • Strong damage option in combos, used in optimal corner combos and all unreactable mixup setups. Typically cancelled into 214A or 214B and extended from there.
  • Has landing recovery, but the landing recovery can be cancelled into special moves on hit or on block.
j.2C
j.2C
Aerial2C
MBTL Arcueid j2C1.png
Combo filler
MBTL Arcueid j2C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
400*2 (764) LHA - - - -
First Active Active Recovery Overall Advantage Invul
7 3 (15) 3 until landing + 6 - +1 (TK) -

Arc-copter is a combo tool to drag opponents down from high altitudes and a runaway mobility tool.

  • Mainly a combo tool to drag the opponent down, ground-bounces if done close to the ground.
  • Can also be used as a movement tool by using it after an airdash to gain more distance. This can be very useful in the Kouma matchup where its important to refuse to engage in certain gamestates.

Universal Mechanics

Rapid Beat 2
Rapid Beat 2
XX
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Advances forward, but has terrible frame advantage
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On
No results
  • A bad choice on block, as it is very disadvantageous and can only be special cancelled or cancelled into Rapid Combo 3, which has the same problems.
  • It moves Arc forward a decent amount and can still be special-cancelled, which still gives it some uses for salvaging combos.
  • Low individual move damage makes it not very strong in combos either; it is almost always more damage to route manually into 3C.
Rapid Beat 3
Rapid Beat 3
XXX
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Same move as 3C
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On
No results
  • Similar animation and launch properties as 3C.
Ground Throw
throw
4/6AD
MBTL Arcueid throw.png
Tosses the opponent away
MBTL Arcueid altthrow.png
Knocks the opponent down
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 - - - - -
First Active Active Recovery Overall Advantage Invul
4 (point blank) 3 19 (whiff) - - -
  • Arc tosses the opponent away.

Midscreen this will return you to neutral, as it can be air-teched. In the corner, the throw wall-bounces and can be followed up with a combo, and is always the optimal choice.

Damage Guard Cancel Property Cost Attribute
1500 - - - - -
First Active Active Recovery Overall Advantage Invul
- - - - +44 -
  • Alternate knockdown throw.
Hold [2] during the throw animation to slam the opponent into the ground in front of you instead. The knockdown is generally a better option midscreen than the regular throw.
Air Throw
airthrow
Aerial4/6AD
MBTL Arcueid airthrow.png
Universal air combo ender
MBTL Arcueid airthrow hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 - - - - -
First Active Active Recovery Overall Advantage Invul
1 3 until landing + 12 - +37 (jump), +19 (land) -
  • Dunks the opponent right in front of you.

Arc gets decent pressure off her air throw regardless of the air actions she has left.

If she keeps her double jump, she can opt for a variety of okizeme options depending on screen positioning. In the corner she can set up high/lows with safejumps and setups that bait reversals by doublejumping and airdashing at various timings. Midscreen she can opt for ambiguous neutral-jump drift left-right mixups.

  • Jump cancelleable from frame 43 after touching the ground.
  • All of Arcueids safejumps are manually timed and only exist in the corner. It is a 1f window to time a airthrow jumpcancel IAD safejump against meterless DPs and a 3f window to time one from 236C > superjump.
  • High airdash falling jC in the corner will automatically bait all meterless reversals in the game and many metered reversals. Exceptions include Ciel 22C and 236C.
  • Leaves Arcueid at +19 if not cancelled.
  • Airthrow doublejump > land leaves Arcueid at +3.
  • The fastest timings for Airthrow neutral doublejump forward drift cannot cross up.
  • Airthrow > perfect IAD jC(whiff) > land leaves Arcueid at +8.(needs retesting)
  • Airthrow > perfect IAD land leaves Arcueid at +4.(needs retesting)

Special Moves

Out Of My Way!
Out Of My Way!
(Rekka)
236+X
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
500*2 (945) LH - - - -
First Active Active Recovery Overall Advantage Invul
13 5 21 38 -4 -

Rekka series starter.

  • Slightly disadvantageous on block, but pushes you out a decent amount so it's not a problem.
  • Relatively slow for a poke and very bad on whiff, so not an overall strong option for neutral.
Damage Guard Cancel Property Cost Attribute
1200 LH - - - -
First Active Active Recovery Overall Advantage Invul
23 4 13 39 +6 -

Charging the first rekka turns it into a projectile-type attack which is advantageous on block and vacuums the opponent in, making it a potent tool for pressure resets.

  • Interruptible 7f gaps from all cancels into this move.
  • Also leads into a combo on hit or trade.
  • Used in almost all of Arc's highest damage combos.
  • +4 on block means 236[A] 2A 2A+D will automatically shield OS opponents mashing meterless 6 reversals after blocking 236[A]. This includes: all meterless DPs, Noel 22C, Kouma 22C and Red Arc 236C.
Damage Guard Cancel Property Cost Attribute
500*2 (945) LH - - - -
First Active Active Recovery Overall Advantage Invul
10 5 24 38 -7 -

Rekka series starter.

  • Slightly worse on block than the A version without a damage increase.
  • Extremely long recovery on whiff,
  • Faster startup and faster forward movement make it a useful callout against opponents jailing Arc in the corner or trying to leverage a range advantage.
Damage Guard Cancel Property Cost Attribute
450*2 (855) LH MD, EX - - -
First Active Active Recovery Overall Advantage Invul
12 5 26 42 -9 -

Second hit of the rekka series.

  • Worse on block than the first hit.
  • Gapless from 236X, but can be delayed to leave very small gaps for anti-mash and anti-jump.
  • Does nothing remarkable except enable more easy hitconfirms.
  • Can complicate the punishment process if opponents jump your 236B; Arc can 236B~B to get behind the opponent and sometimes avoid a punish.
Damage Guard Cancel Property Cost Attribute
1300 L MD, EX - - -
First Active Active Recovery Overall Advantage Invul
12 3 25 39 -11 -

Rekka series ender, hits low.

  • If done immediately, there is no gap between the second and third hit.
  • Can also be delayed to blow up attempts at delayed high blocking, mashing or high shield.
  • Unsafe on block, but can be made safe on block or converted on hit with moon drive cancel or EX cancelling into 214C.
Damage Guard Cancel Property Cost Attribute
1200 H - - - -
First Active Active Recovery Overall Advantage Invul
25 3 23 50 -9 -

Rekka series ender #2, hits overhead.

  • Will always have a gap, so be aware of shield and invincible attacks.
  • Unsafe on block but can be made safe on block or converted on hit with moon drive cancel or EX cancelling into 214C.
Damage Guard Cancel Property Cost Attribute
320*11 (2568) LH MD - 100% -
First Active Active Recovery Overall Advantage Invul
4+7 60 (total) 36 106 -12 1-4 Throw

Arc does all three rekkas for a good chunk of damage.

  • Very punishable on block.
  • Nets a hard knockdown and gives a lot of corner carry.
  • Does not knock down after high hitstun decay combos.
  • Sets up safejumps with 236C(down) (wait 2f) > whiff 5A > superjump jC.
What're You Doing?!
What're You Doing?!
(Claw)
623+X
MBTL Arcueid 623A.png
MBTL Arcueid 623B.png
MBTL Arcueid 623XX.png
MBTL Arcueid 623C.png
MBTL Arcueid 623A hb.png
MBTL Arcueid 623B hb.png
MBTL Arcueid 623XX hb.png
MBTL Arcueid 623C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1100 L EX, MD - - -
First Active Active Recovery Overall Advantage Invul
11 5 16 31 -4 -
  • Hits once.
  • Looks like a low, is a low.
  • 623A~A is one of Arcueids highest damage combo modules.

A downwards swiping claw attack which is mainly used as combo filler.

Damage Guard Cancel Property Cost Attribute
480*3 (1309) LH EX, MD - - -
First Active Active Recovery Overall Advantage Invul
20 12 23 54 +2 -
  • Hits thrice.
  • Looks like a low, is not a low
  • Worse in long combos than 623A~A.
  • Its a better option for a blockstring low than 623A since its safe on block.

The B version is a very niche move that sometimes does more damage than the A version, but also comes out much slower.

Damage Guard Cancel Property Cost Attribute
1200 LH - - - -
First Active Active Recovery Overall Advantage Invul
11 3 20 37 -4 -
  • Combo extender.
  • Moves forward a lot when delayed from 623X, which is useful in some midscreen-to-corner combos.

A follow-up attack which wallbounces, can also be jump-cancelled on hit.

Damage Guard Cancel Property Cost Attribute
270*8 (1855) LH MD - 100% -
First Active Active Recovery Overall Advantage Invul
4+8 14 (15) 2 22 64 -7 1-4 Throw
  • A downwards swiping claw attack followed by a launcher with an automatic jump cancel.
This move can be used to extend certain combos which would otherwise not lead into an airthrow ender. Great to extend off of advancing special moves like 214A.
Ready, Go!
Ready, Go!
(Elbow)
214+X
MBTL Arcueid 214A.png
MBTL Arcueid 214B.png
MBTL Arcueid 214C.png
MBTL Arcueid 214A hb.png
MBTL Arcueid 214B hb.png
MBTL Arcueid 214C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 LH EX, MD - - -
First Active Active Recovery Overall Advantage Invul
16 5 14 34 -2 ~ +2 -
  • An elbow thrust that is safe on block, it's neutral on block if spaced correctly.

Good combo filler tool. Has tons of untech time, letting Arc link after it on high juggled opponents.

Damage Guard Cancel Property Cost Attribute
700, 850 (1422) LH MD, EX - - -
First Active Active Recovery Overall Advantage Invul
16 8 24 (whiff) 47 (whiff) +3 (air), +7 (ground) -
  • An elbow thrust followed by a palm strike.

The second hit wall-bounces and has a lot of untechable time, making it an excellent combo filler tool. This attack is plus on block and has a gap between the two hits that is too small to interrupt with jabs, which also makes it a great knowledge check. However, be careful of shield and invincible attacks against aware opponents.

Damage Guard Cancel Property Cost Attribute
1200, 320*2, 576 (2384) LH MD, EX - 100% -
First Active Active Recovery Overall Advantage Invul
4+4 8 22 37 -6(air), -1(ground) 1-4 Throw

Versatile elbow thrust that fulfills multiple roles at once: simultaneously serves as a method to make rekkas safe, meter dump, okizeme setup combo ender and reactive backdash catch.

  • Strong reactive option vs people backdashing versus 214B and rekkas.
  • Reliable meter dump option for extra combo damage in the many situations where 236C does not knock down or can not be comboed into.
  • Leads to powerful (if hard to execute) autotimed left-right drift mixups.
  • 214C(knockdown) > perfect IAD > fastest timing neutral jump > land leaves Arcueid at +5. Whiffing a button on the way down will leave Arcueid at +3. Shield OSing 5f reversals requires a frame perfect input on land > 2A, 6f reversals is a 2f timing.
Shut Up and Fly!
Shut Up and Fly!
(DP)
22+X
MBTL Arcueid 22A.png
MBTL Arcueid 22B.png
MBTL Arcueid 22XX.png
MBTL Arcueid 22X66C.png
MBTL Arcueid 22C.png
MBTL Arcueid 22A hb.png
MBTL Arcueid 22B hb.png
MBTL Arcueid 22XX hb.png
MBTL Arcueid 22X66C hb.png
MBTL Arcueid 22C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
550*2 (1039) LH (MD) - - -
First Active Active Recovery Overall Advantage Invul
6 2(1)7 27 42 -15 -
  • An upwards angled attack with no invincibility.

Mainly used as combo filler. 22A~X can extend certain corner juggles due to the wallbounce.

Damage Guard Cancel Property Cost Attribute
350*4 (1235) LH (MD) - - -
First Active Active Recovery Overall Advantage Invul
6 3(1)7 42 58 -26 All 1-13
  • A fully invincible DP.

On hit, this move can be converted with moon drive cancel into a combo that leads to a knockdown. Due to the special move command, the opponent cannot cross you up to reverse your inputs, which makes it particularly strong against ambiguous left/right setups.

Damage Guard Cancel Property Cost Attribute
1000 LHA - - - -
First Active Active Recovery Overall Advantage Invul
12 5 until landing + 12 - -4 (best) -
  • Wallbounces in the corner.
  • Opponent can air tech midscreen.

Can be used to set up safe heat activation midscreen.

Damage Guard Cancel Property Cost Attribute
1800 LHA - - 100% -
First Active Active Recovery Overall Advantage Invul
4+8 2 until landing + 12 - -9 (best) -
  • EX followup.

Knocks down if done in very short combos. Deals more damage than the meterless follow-up.

Damage Guard Cancel Property Cost Attribute
300*8 (1998) LH (MD) - 100% -
First Active Active Recovery Overall Advantage Invul
4+1 37 (total) 40 81 -44 All 1-15
  • A fully invincible DP
  • Comes one frame faster than 22B, which lets it beat certain safe-jump setups that would otherwise win against 22B.
  • Loses to all bait setups that involve hovering above Arc, just like 22B.
  • Rubbish at pretty much everything else though, and is several times more unsafe than 22B, to the point where if it hits at an awkward angle the opponent can still airtech and get a character dependent punish on hit.
Shut Up and Fly! (air)
Shut Up and Fly! (air)
(air DP)
Aerial 22+X
MBTL Arcueid 22A.png
MBTL Arcueid j22B.png
MBTL Arcueid j22XX.png
MBTL Arcueid j22X66C.png
MBTL Arcueid j22C.png
MBTL Arcueid j22A hb.png
MBTL Arcueid j22B hb.png
MBTL Arcueid j22XX hb.png
MBTL Arcueid j22X66C hb.png
MBTL Arcueid j22C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
400*3 (1104) LHA MD, EX - - -
First Active Active Recovery Overall Advantage Invul
6 12 - - - -
  • Not a reversal.

Mainly used as combo filler.

Damage Guard Cancel Property Cost Attribute
360*4 (1270) LHA MD, EX - - -
First Active Active Recovery Overall Advantage Invul
7 12 - - - -
  • Not a reversal.

Mainly used as combo filler. Possesses no invincibility, unlike the grounded version.

Damage Guard Cancel Property Cost Attribute
1000 LHA - - - -
First Active Active Recovery Overall Advantage Invul
12 5 until landing + 12 - - -
  • Wallbounces in the corner.
  • Opponent can air tech midscreen.

Mainly used as combo filler in the corner, where aerial j.22X is a versatile combo tool.

Damage Guard Cancel Property Cost Attribute
1800 LHA - - 100% -
First Active Active Recovery Overall Advantage Invul
4+8 2 until landing + 12 - - 1-4 Throw
  • EX followup.
Damage Guard Cancel Property Cost Attribute
270*9 (1968) LHA MD - 100% -
First Active Active Recovery Overall Advantage Invul
4+3 - - - - 1-4 Throw
  • Not a reversal.
Can be used to tack on additional damage during an air combo in exchange for the knockdown from an air throw ender.

Moon Skills

Out Of My Way!
Out Of My Way!
6+B+C
MBTL Arcueid 6BC.png
MBTL Arcueid 6BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
650*3 (1702) LH, LH, L EX, MD - - -
First Active Active Recovery Overall Advantage Invul
12 5(4)6(3)3 22 54 -2 Clash 1-10 (MD)
  • Looks similar to 236C, but does not knock down. Instead, it gives a little ground bounce at the end, which can be air-teched almost immediately.
What're You Doing?!
What're You Doing?!
3+B+C
MBTL Arcueid 3BC.png
MBTL Arcueid 3BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 HA EX, MD - - -
First Active Active Recovery Overall Advantage Invul
27 4 16 46 -3 Clash 1-10 (MD)

Arc hops forward and hits the opponent from above with an attack that resembles her j.2B. A fairly slow and telegraphed overhead. On block, it is safe and can also set up some interesting mixups with moon drive cancel.

  • Avoids low hitting moves
  • Strong option to beat call out shields.
Ready, Go!
Ready, Go!
4+B+C
MBTL Arcueid 4BC.png
MBTL Arcueid 4BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1352 LH EX, MD - - -
First Active Active Recovery Overall Advantage Invul
15 8 13 35 -4 ~ +3 Clash 1-11 (MD)
  • Safe on block at melee range. Plus on block at very long ranges. Can be +3 near tip range, possibly more.
  • An elbow thrust with a launcher followed by an automatic jump cancel. Gains clash frames during moon drive. Combined with its fast move speed and long distance traveled, it's a great attack to quickly close in on the opponent.
Shut Up And Fly!
Shut Up And Fly!
2+B+C
MBTL Arcueid 2BC.png
MBTL Arcueid 2BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
470*3 (1282) LHA J, EX, MD - - -
First Active Active Recovery Overall Advantage Invul
7 2(1)8 - - - Clash 1-5 (MD)
  • An attack that resembles her DP, but has no invincibility. Can be jump-cancelled on hit or block, and recovers while Arc is still in the air. During moon drive, 2B+C gains clash frames and retains all other properties, making it a fairly safe attack to simply throw out on the defense, which also yields good return on hit.
Shut Up And Fly! (Air)
Shut Up And Fly! (Air)
Aerial 2+B+C
MBTL Arcueid j2BC.png
MBTL Arcueid j2BC hb.png
Air
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
350*4 (1252) LHA J, EX, MD - - -
First Active Active Recovery Overall Advantage Invul
7 12 - - - -
  • Pretty much identical to the grounded version.

Super Moves

Melty Blood
Melty Blood
236+B+C
MBTL Arcueid 236BC.png
MBTL Arcueid 236BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
3500 LH - - - -
First Active Active Recovery Overall Advantage Invul
1+11 5 47 63 -35 All 1-16
  • Arc's super is a fullscreen projectile, which makes it her only unique option to directly contest zoners. Other than that, it is mostly used to tack on additional damage to her combos. Connects most easily during a combo after her Rekka series.
  • Great round-ending tool; the opponent risks eating a lethal counter-hit anywhere on the screen if Arc have full meter. Very frightening at low health.
  • Long invulnerability frames that start from frame 1, so can be used reactively vs many fullscreen projectiles. Fairly useful in the vlov/red arc/ciel matchups.
  • Air unblockable, but not air unshieldable.
Marble Phantasm - Seal
Marble Phantasm - Seal
A+B+C+D
MBTL Arcueid ABCD.png
MBTL Arcueid ABCD hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
4800 [4800 ~ 6960 in BH] LH - - - -
First Active Active Recovery Overall Advantage Invul
1+21 4 27 52 -14 All 1-25
  • Similar startup animation to 5C.

Reverse Beats

Rebeat Table
Attack Chain Advantage
5B/2B 5A/2A -3
5C/2C 5A/2A -1
Gap Table
Attack Chain Frame Gap

Customization

Palette options

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8
Color 9 (Linne, UNIB)
Color 10


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