Melty Blood/MBAACC/Arcueid Brunestud/Crescent Moon: Difference between revisions
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2B is an absolutely godlike normal with a myriad of uses. Has a disjoint at the tip of her foot, and brings her hurtbox extremely low to the ground, allowing her to low profile with ease. Very versatile, can be used to anti air, poke, abare, etc. Extremely good normal. | 2B is an absolutely godlike normal with a myriad of uses. Has a disjoint at the tip of her foot, and brings her hurtbox extremely low to the ground, allowing her to low profile with ease. Very versatile, can be used to anti air, poke, abare, etc. Extremely good normal. | ||
In the air, she has j.A, j.B, j.2B, j.C, and Sonic(j.624A/B) | In the air, she has j.A, j.B, j.2B, j.C, and Air Sonic (j.624A/B). | ||
j.A is a pretty typical jumping A normal, nothing especially noteworthy. Primary usage will be to check air space while maintaining air options. | j.A is a pretty typical jumping A normal, nothing especially noteworthy. Primary usage will be to check air space while maintaining air options. | ||
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j.C is godlike. Period. Absolutely dominating, the only thing keeping it from being any more broken is it's relatively average speed and angle of it's hitbox. With 10 frames of activity, and a disjoint all along her leg, this will be your primary method of controlling the skies and bullying those on the ground. Mixing up your timings is key to making the most of this move, pressing it preemptively against those trying to air-to-air you on reaction is a common tactic, but experiment with this button, it will rarely steer you wrong. Note that j.C is susceptible to being low-profiled by some moves and characters, so remain vigilant. | j.C is godlike. Period. Absolutely dominating, the only thing keeping it from being any more broken is it's relatively average speed and angle of it's hitbox. With 10 frames of activity, and a disjoint all along her leg, this will be your primary method of controlling the skies and bullying those on the ground. Mixing up your timings is key to making the most of this move, pressing it preemptively against those trying to air-to-air you on reaction is a common tactic, but experiment with this button, it will rarely steer you wrong. Note that j.C is susceptible to being low-profiled by some moves and characters, so remain vigilant. | ||
j.2B isn't an ordinary divekick, as you stay in place(on startup) before diving in a set angle. It has 8 frames of activity, making it extremely useful for blowing through moves directly below you, particularly rising jumping moves which would beat j.C. It is also special cancelable, both on hit AND whiff (upon reaching the ground). This property allows Arc to convert into a combo on hit, and perform some neat tricks, like guard breaking opponents who block j.2B in the air by canceling into 22B. | j.2B isn't an ordinary divekick, as you stay in place (on startup) before diving in a set angle. It has 8 frames of activity, making it extremely useful for blowing through moves directly below you, particularly rising jumping moves which would beat j.C. It is also special cancelable, both on hit AND whiff (upon reaching the ground). This property allows Arc to convert into a combo on hit, and perform some neat tricks, like guard breaking opponents who block j.2B in the air by canceling into 22B. | ||
Sonic is Arc's signature move, and will get its own section due to being such a centralizing tool. | Air Sonic is C-Arc's signature move, and will get its own section due to being such a centralizing tool. | ||
Making use of varying your approach from dash 5A/2B/Etc and sj, dash jump and double jump airdash options is key to making the most out of C-Arcueid's kit and will reward you so. | Making use of varying your approach from dash 5A/2B/Etc and sj, dash jump and double jump airdash options is key to making the most out of C-Arcueid's kit and will reward you so. |
Revision as of 23:20, 7 January 2023
Character Page Progress
This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.
In Progress |
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Overview
Move Descriptions
Frame Data Help | |
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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
5B
5B 5[B] 5B 5B 5[B] first hitbox 5[B] first hitbox 5[B] second hitbox 5[B] second hitbox
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5C
5[C] 5[C]
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Crouching Normals
2A
2A 2A~2A Second hit of the 2A chain. Second hit of the 2A chain.
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2B
2C
Aerial Normals
j.A
j.B
(Rising Hit) (Rising Hit) (Main hit) (Main hit)
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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
divekick divekick
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j.2C
first hit first hit 2nd hit 2nd hit
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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 Bunker
Shield Bunker
214D in neutral or blockstun |
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Heat
Heat
A+B+C |
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Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
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Special Moves
Special Movement
Forward Dash
Grounded Specials
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]) A/B A/B [A/B] [A/B] ~236A/B ~236A/B ~236[A/B] ~236[A/B] ~236A/B Ender ~236A/B Ender ~214A/B Ender ~214A/B Ender ~214[A/B] Ender ~214[A/B] Ender EX EX
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623X
A A ~6X ~6X B B ~6X ~6X EX EX
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214X
B~A B~A B~B B~B B~[B] B~[B] B~C B~C B~C~C B~C~C
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22X
A A B B ~66A/B ~66A/B ~66C ~66C EX (2nd last hitboxes are repeated) EX
(2nd last hitboxes are repeated) |
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63214X
It's useless! 63214A/B/C A/B A/B EX EX
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Aerial Specials
j.22X
A A B B ~66A/B ~66A/B ~66C ~66C EX (2nd last hitboxes are repeated) EX
(2nd last hitboxes are repeated) |
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j.63214X
It's useless! (Air) j.63214A/B/C A/B A/B EX EX
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Arc Drive
From Dreams to Reality (Marble Phantasm) 41236C during MAX/Heat (Chain textures unavailable) (Chain textures unavailable)
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Another Arc Drive
Melty Blood 41236C during Blood Heat (Chain textures unavailable) (Chain textures unavailable)
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Last Arc
Shall we play around a bit? Aerial EX Shield during Blood Heat Universal version (it tracks) Universal version (it tracks) Tohno/Nanaya variation Tohno/Nanaya variation
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General Gameplan
C-Arcueid's general gameplan revolves around using her above average movement to maneuver around the opponents offense, and overwhelm them in the close range with her high performance tools.
Her quick to accelerate dash allows her to control the ground, allowing her to slip into her effective range at a moment's notice.
Her air mobility may seem rather generic, but she has a slew of dominating air tools which make engaging with her in air-to-air exchanges rather risky for the opponent, allowing her to effectively control her airspace with threat alone.
Lastly, her ability to convert almost any hit into corner carry with above average damage is one of her more defining traits. The sheer damage output combined with the positional advantage makes taking risks with her much more rewarding should they work out in your favor.
Overall, C-Arcueid is a character with exceptional strengths, possessing essentially every option a rushdown character would want. She only lacks in ranged options, and as a result she needs to use her movement and tools with care against opponents who can keep her at bay.
Neutral
As C-Arc your goal is to get in. With her dash speed and buttons, this shouldn't be too much of a problem. Some common grounded options include 5A, 5B, and 2B.
5A is a top class A normal, having both a tall hitbox while still hitting crouching opponents, and also retracts her lower body hitbox, allowing it to beat other low grounded pokes rather cleanly at times.
5B is slower, but has a significantly disjointed hitbox, allowing it to cleanly counterpoke some normals, and the forward movement helps in whiff punishing.
2B is an absolutely godlike normal with a myriad of uses. Has a disjoint at the tip of her foot, and brings her hurtbox extremely low to the ground, allowing her to low profile with ease. Very versatile, can be used to anti air, poke, abare, etc. Extremely good normal.
In the air, she has j.A, j.B, j.2B, j.C, and Air Sonic (j.624A/B).
j.A is a pretty typical jumping A normal, nothing especially noteworthy. Primary usage will be to check air space while maintaining air options.
j.B on the other hand is blisteringly fast for how large it's hitbox is, making it especially good in quick air battles. Be certain that it will connect however, as whiffing it can lead to a punish.
j.C is godlike. Period. Absolutely dominating, the only thing keeping it from being any more broken is it's relatively average speed and angle of it's hitbox. With 10 frames of activity, and a disjoint all along her leg, this will be your primary method of controlling the skies and bullying those on the ground. Mixing up your timings is key to making the most of this move, pressing it preemptively against those trying to air-to-air you on reaction is a common tactic, but experiment with this button, it will rarely steer you wrong. Note that j.C is susceptible to being low-profiled by some moves and characters, so remain vigilant.
j.2B isn't an ordinary divekick, as you stay in place (on startup) before diving in a set angle. It has 8 frames of activity, making it extremely useful for blowing through moves directly below you, particularly rising jumping moves which would beat j.C. It is also special cancelable, both on hit AND whiff (upon reaching the ground). This property allows Arc to convert into a combo on hit, and perform some neat tricks, like guard breaking opponents who block j.2B in the air by canceling into 22B.
Air Sonic is C-Arc's signature move, and will get its own section due to being such a centralizing tool.
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 arsenal 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 mashing and on the later ends of the active frames you can be plus. In cases where someone is trying to shield your pressure, using 2C > 214A can make the elbow whiff, putting the opponent into recovery from failed shield, usually letting you punish with 2B into a combo. 214B is generally used to catch jump outs, which can lead to an air combo.
- 236A/B
Rekka, other than its use as a combo ender, sees usage in pressure, with its range of options able to cover many escape options the opponent can go for, or sparingly as a mixup tool. A very powerful special when used properly.
With rekka by itself, you can have the options between doing 236A > 236A > 214B, 236A > 236A > 214[B] (high), or 236A > 236A > 236A (low). As a combo ender, you want to do 236A > 236A > 214B, which sets up a safejump with j.C that also lets you OS heat activation with backdash. The timing for the safejump is character specific however (and occasionally height specific) so make sure to study up on the different timing variations.
236A > 236[A] is air unblockable and is a solid frametrap to catches jumps or mashes. If it connects it will launch the opponent, granting a combo opportunity.
If you do 236[A] by itself, it will vacuum the opponent towards you and grant you ample plus frames. On hit/trade it will lead into a combo as well.
Rekkas have fairly large stagger windows, so you can occasionally catch someone blocking high as they anticipate the overhead (214[B]) with a very delayed low (236A). On block 214[B] has better frame advantage and while 236A is unsafe, you can either cancel it into 624C on block, which is a knowledge check for the opponent on whether they can dodge or use whichever character specific punish they have, or cancel into 623C for a combo that carries to the corner from anywhere on the screen.
The mindgame of her rekkas uses the threat of 236A 236[A] to allow her to stop at the first rekka and reset her pressure once you instill the fear of a large frametrap in your opponent.
Another slightly niche use for it is as a hitconfirm, since it can let you convert into a combo at ranges where 2B won't combo into 2C or 5C, allowing pickups from tip range 2B with 236A > 236A > 236A
- 624A
Sonic. This special sees most of its use in corner pressure, as it recovers earlier than it seems, allowing for double jumps, or continuing pressure by going into an aerial special move, namely j.624A. Due to Arcueid's backwards movement, it is also capable to punishing some defensive options such as Heat and Shield Bunker. Looping 624A > j.624A > dash 5A/2A/5B on offense is a safe and potent string to force the opponent into choosing riskier options if they want to escape the pressure loop.
- j.624A/B
One of her most notorious special moves, Air Sonic. Disjointed, greatly advantageous on block, has a crossup hitbox, alters air momentum, this special does it all.
j.624B is a primary component in C-Arc's combos. j.624A has a variety of uses, such as in air to air situations due to its disjointed and crossup hitbox, as well as a followup option after jumping in on someone or forcing them to block j.C, which is powerful because it's 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 specials such as 236[A], 214A, 214B, 624A that are at her disposal to create on-demand plus frames, terrifying frametrap situations and safe yet threatening pressure. One important thing you need to remember about C-Arc is that she cannot rebeat from 5C ever, forcing you to commit to special cancels once you reach it. Here are some basic pressure strings to build your offense off of, listed below.
- 2A stagger 2A 5B 2B, w5A - basic rebeat string, spaced for 2B/5B to connect on block afterwards.
- 2A 2A 2B stagger 2C 236A 236[A] - basic frametrap/jumpout catch string, great reward on hit.
- 2A 2B 5B 2B, w5A. IAD j.C/j.624A - basic IAD pressure reset string.
- 2A 2A 5B, stagger 2B 5C 236[A] - 5C > 236[A] beats or trades with the majority of abare buttons unless they're done immediately, forcing a riskier response if the opponent wants to escape.
- 2A 2A 2B stagger 2C 236A - pressure resetting is possible after 236A provided you have conditioned the opponent.
- 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/rekka, letting you punish with 2B.
These are fairly basic strings that you can use but the important things to remember are that while her pressure options are incredibly potent, they also have fairly clear counterplay (i.e 236[A] being massively plus but jumpable), which means overreliance on any single option will hurt your pressure game quite badly. However, you can get away with a lot by using her rebeats to throw off the timing on the opponent's 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 main enders that give different okizeme options, those three being airthrow/j.2C ender, rekka (236A > 236A > 214B) ender and 236[B] ender.
- Airthrow/j.2C ender: Your only knockdown options off air combos.
Airthrow ender has fairly mediocre oki, leaving you far away midscreen to the point of not being able to meaty, and only having enough frame advantage in the corner for a meaty.
j.2C ender causes a ground techable knockdown, which in the corner lets you go for a techtrap setup. Falling j.624 can potentially catch all tech options depending on timing, and can be spaced to be safe to Heat Activation as well. There are two timings, late j.624A and early j.624A. Late j.624A will catch back and forward tech, and meaties neutral tech. Early j.624A catches back and neutral tech, but doesn't catch forward tech. Succesful techtraps can be converted into a combo off all tech situations with 5B > 2B > 2C > 5{C}.
The situation involves some RPS, because on late j.624A the opponent can neutral tech into DP to beat j.624A. However, if you go for early j.624A to catch neutral tech, the opponent can forward tech and punish your landing recovery without being hit. If you read the opponent choosing not to tech and you haven't used more than one wallslam in your combo, you can use falling j.624C to OTG relaunch the opponent for a combo extension.
- Rekka ender: The rekka ender gives a safejump in the corner, with character specific variations on how to perform it:
- 9, 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
- sj.9 j.C: Warc, PCiel
- Delayed Rekka, sj.9 j.C: Aoko, Nero, Len
- Delayed Rekka, short walk forward, 9, j.C: Kouma, Ries
Midscreen, setups using forward jump j.C and sj j.C will crossup and whiff, so you'll have to manually time a neutral jump forward drift j.C to safejump instead.
You can take this even further versus C-Moon players that really like to use Heat as a defensive option by doing the safejump j.C and then inputting 44 (backdash) before you land. If j.C hits, backdash doesn't come out, as you will be in hitstop, letting you combo or go into your pressure. If they heat, you will land and backdash, avoiding Heat, giving you a punish opportunity. Of course, most C-moon characters can EX shield and counter your safe jump, but you can stay safe to that meatying with j.624A instead thanks to its projectile property letting you land and block, or blow it up by doing empty jump low, or delay airdash j.C, among other options. Other anti-heat OSes include meaty j.C, land, 4A+B and meaty j.C, land, 2E, which work under the same principle.
- 236[B] ender: 236[B] can be used at any point in your corner combo as long as you have a wallslam left to set it up. Since 236[B] pulls the opponent out of the corner, you can use it to set up left/right mixups. The side you land on is determined by various factors; the most common sequence you see to set this up is:
- 5B > 2A/2B > 2C > 5C > 236[B]
The side you land on is determined by whether the opponent's body is touching the corner or not. C-Arc can throw off her opponent's cognition with various tricks, such as using different delays during the normal sequence above or microwalking the body into the corner before going for the left/right.
You can add additional layers to the mix to further throw them off, like so:
- microwalk, 9/IAD j.2C/j.C(whiff), land 2A/5B/2B (main L/R mixup)
- long microwalk 9 j.C (same side high)
- short microwalk 9 sandoori j.C (crossup high)
- short microwalk 9/IAD j.2C/j.C(whiff), land 66 2A (gimmicky cornersteal into crossup)
The opponent can attempt to RPS this mixup using shield, which you will have to call out using 5B or 2B. Some C-Moon players will choose to heat in that situation, since they don't know which side to block, but you can OS that with 2AA 5B+D or 2AA 5[D]~B.
Knowing all this, it's important to consider the ender you want to go for depending on your goal at the current moment. Aircombo into airthrow/j.2C enders will let you squeeze out extra damage for the kill, rekka ender provides safe and consistent pressure, and 236[B] ender forces a guessing game with great reward, as C-Arc can carry the opponent corner to corner off both options and loop the situation again.
Defense
C-Arc on defense shows once again that she is a robust character, having a of options that your opponent has to keep count of.
22B is a fully invuln DP that cannot be crossed up at all. The follow up, 66B, is cancelable into j.624C for good damage with airthrow/j.2C ender for oki. There is also 22C, which is a bit faster and harder to safejump but isn't used much compared to 22B due to costing meter and returning to neutral.
She also has heat, EX shield, Bunker, dodge and a pretty good backdash, but make sure not to overuse these options. In specific situations, 236C can be used as a longer range reversal to get out of oki or pressure situations where 22X doesn't reach, such as against Nero, Hime or Kohamech.
Overall, blocking is still the recommended option. EX guarding, waiting for your turn and jumping out when appropriate renders your other options much stronger, as your opponent will be worried enough about opening you up as is before thinking of your numerous defensive options.
Homing
Arcueid has access to the 'Homing' movement on some of her moves, most notably her 5CC, and it is integral to many of her midscreen combos. Due to it's nuances, it will have its own section.
Arcueid's homing is accessible from her 5C and her 214B~C followup. In most cases you'll be using 5C. Do take mind that homing takes trajectory based on when the button is pressed meaning after 5CC if you press j.C or j.A as soon as possible, your airheight is lower while delay j.B you will be higher in the air. Shown is an example combos displayed below.
- 2C 5CC (delay) jB 5A 5B 2B 2C...
- 2C 5CC (j.A delay j.C or j.C delay j.B) 5B 2B 2C....
While those combos appear similar, the context you'll use them in will change depending on what area of the screen you are in.
If you are too close to a corner, the j.B will drop, or will not grant you enough time to land and complete the combo, causing it to drop.
Conversely, if you are too far from a corner, the j.A j.C routing won't carry you far enough, and will cost you in damage, meter, and knockdown.
The easiest way to plan your routing is to check what area of the screen you are on. Of you were to split the entire stage in half, alter your routing based on what half you are on relative to the corner you're facing.
If you are on the FAR side of the screen, it's best to use j.B. If you're on the NEAR side of the screen, it's best to use the j.A delay j.C and sometimes j.C delay j.B since max range 2B 2C starter makes j.A j.C whiff at points.
A third scenario which can arise is the fullscreen variant, in which j.B will not be able to carry you completely fullscreen. In this case, there are a myriad of available combos, and they will be addressed in the combos section.
Lastly, homing combos may seem like the best choice of action in almost any scenario, but keep in mind that homing has its own damage scaling applied to it, so in cases where you need more damage to kill the opponent, it would be better to perform other routes, such as 4C combos, instead.
Sonic
j624A, or 'Sonic' is a cool move. It covers several of Arc's notable weaknesses, one of which being a lack of crossup normal to catch opponents behind her, and also allows her to control space with relatively low commitment.
Here's some more qualities that make it a noteworthy (broken) move:
-Has a disjointed hitbox and 7f startup, making it rather fast for its range.
-Retains air options on recovery, allowing Arc to move rather unexpectedly in the air while sticking out a large disjointed hitbox.
-Has a stupid amount of hitstun, making stray hits turn into confirms rather easily, even from fairly high points on the screen
-Has very little landing recovery, and even if the opponent blocks it, Arc will have substantial, potentially even double digit, + frames. If the opponent blocks it airborne, they will get guard broken 99% of the time
-As a special move it has High Counter property, making trading with it still rather advantageous for Arc frame data wise.
-A version stalls her air movement, but retains her air momentum. B version cuts both. This can make her air positioning rather unpredictable.
-Has projectile property, which means that on shield it is virtually unpunishable. Makes contesting her jump ins with shield extremely risky.
Combos
For optimal routes, watch Kouki's video: https://www.youtube.com/watch?v=jXJZ9bz8PPA
Please, watch this video. It contains all the information you need to become half decent with this character.
Combo Notation Help | |
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
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. |
Starters
C-Arc can combo from most hits. Examples include, but are not limited to:
Enders
OTG Pick ups
Anywhere
Full Screen
Corner
Miscellaneous combos
Notes:
- - During the corner wall bounce combos, almost every component of the loop has to be delayed (where 'dl' is noted). This is needed to keep the opponent as low as possible without hitting the ground.
- - If having trouble with the j.63214B 5B link, make sure to input the TK as low to the ground as possible.
Additional Resources
C-Arcueid Match Video Database
C-Arc combo compilation
Notable Players
Name | Color | Region | Common Venues | Status | Details |
---|---|---|---|---|---|
Bigorados (Bigorados#6278) |
Brazil | Netplay | Active | Found In Reverse Beat Brasil. Strongest C-Arcueid player in the region. | |
GO1 | Japan | A-cho, KoreWaMelty | Inactive | ||
KFL | North America | AnimEVO, Climax of Night | Inactive | ||
kosunan | Japan | Netplay | Inactive | ||
kouki (コウキ) |
Japan | A-cho, KoreWaMelty, Play Spot BIG ONE 2nd | Inactive | ||
nikki (ニッキ) |
Japan | Play Spot BIG ONE 2nd | Inactive | ||
sanae (sanae#8997) |
North America | Netplay | Active | 5a 624a j.624a 66 |