Character Page Progress
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In Progress
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- Combos:
- Add missing combo damage.
- Move Descriptions:
- Expand on the move descriptions, cite their uses, add captions where helpful, etc.
- Additional Resources/Players to watch/ask
- Add any external links to resources such as video guides or articles.
- If you know any players in particular that can be helpful for learning this character, please add them with, if possible a way to contact them (such as a Discord handle) and a name that can be searched in the match video database.
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Overview
Playstyle
C-Arcueid is an incredibly strong rushdown character with nearly no weaknesses. |
Pros |
Cons |
- High reward High and consistent reward off most hits, with excellent damage, meter gain, corner carry, and oki.
- Great defensive options C-Arcueid has access to a fast meterless 22B reversal that can challenge crossups and an even faster EX reversal on 22C, and a large health pool, allowing her to take more risks.
- Amazing pressure Extremely potent corner pressure with great frame advantage from specials, multiple ways to close space or pull the opponent in and a variety of mixups.
- Extremely strong all-purpose normals C-Arcueid has one of the best normals in the game. 5A is a quick poke with a high hitting hitbox useful for anti-airing, 2B is an amazing low profile with decent range and a disjoint. In the air she has j.C which is active for 10 frames and is great for air-to-airing due to it's disjointed hitbox, she also has j.2B which is a divekick that can be used to change her air trajectory.
- Good mobility Good movement in all aspects. Very threatening even at halfscreen due to how quickly she can close space to start offense.
- Amazing meter gain C-Arcueid has long combos that give her a lot of meter, this along with C-Moon mechanics allow her to stay near MAX at almost all times.
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- Contained reach Lacks mid to far range tools to control space or challenge zoning.
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Move Descriptions
Frame Data Help
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Header
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Tooltip
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Move Box Colors
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Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.
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Damage
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Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion.
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Red Damage
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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.
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Proration
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The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.
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Circuit
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Meter gained by this attack on hit.
(X%) denotes combined meter gain.
-X% denotes a meter cost.
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Cancel
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Actions this move can be cancelled into.
SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.
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Guard
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The way this move must be blocked.
L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.
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Startup
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Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
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Active
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The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.
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Recovery
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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.
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Advantage
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The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.
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Invul
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Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.
Invicibility:
- Strike = Strike invincible.
- Throw = Throw invincible.
Hurtbox-Based Properties:
- Full = No hurtboxes are present.
- High = Upper body lacks a hurtbox.
- Low = Lower body lacks a hurtbox.
Miscellaneous Properties
- Clash = Frames in which clash boxes are active.
- Reflect = Frames in which projectile-reflecting boxes are active.
- Super Armor = Frames in which the character can take hits without going into hit stun.
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Normal Moves
Standing Normals
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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300
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147
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75% (O)
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-SE-, -N-, -SP-, -EX-, (J)
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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5
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4
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7
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1
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3.0%
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-
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Arcueid does a horizontal swipe. Hits the upper area, but doesn't whiff on crouchers if they're close enough (the visual effect is lying).
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5B 5B 5[B] first hitbox 5[B] first hitbox 5[B] second hitbox 5[B] second hitbox
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5B
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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650
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392
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80% (O)
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N, SP, EX, (J)
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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9
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4
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15
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-4
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6.0%
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-
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A punch that moves Arc forward and knocks airborne enemies into a ground techable knockdown on hit, used a lot in pressure and combos.
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5[B]
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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800
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539
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60% (O)
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N, SP, EX, (J)
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H
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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29
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6
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19
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-10
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7.0%
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-
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Charged version of 5B that hits overhead, this move is a key part of her mixup game and can be half charged for a high low mixup
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5[C] 5[C]
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5C
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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1000
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686
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88% (M)
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SP, (CH), EX
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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8
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4
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23
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-9
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10.0%
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-
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~C
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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-
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-
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-
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-
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-
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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6
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X
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0
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-
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-
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-
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Wallslams on air hit, which can be followed up by a superjump pursuit by pressing C again. Only cancellable into specials.
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5[C]
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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2500
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1960
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100%
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-
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U
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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39
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2
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27
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-
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18.0%
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-
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Fully-charged 5C is unblockable. On CH opponent will be sent flying backwards and is comboable. Partial charging is what makes this move scary. Very risky to go for as a wary opponent playing C/F moon will shield either version of 5C on reaction, leaving you with only the option of doing an EX move as the 5C cannot be jumpcancelled or rebeat from.
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Crouching Normals
Second hit of the 2A chain. Second hit of the 2A chain.
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2A
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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350
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196
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75% (O)
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-SE-, -N-, -SP-, CH, -EX-, (J)
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L
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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5
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4
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8
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0
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3.0%
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-
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Standard jab that hits low. Spammable.
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~2A
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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350
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147
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75% (O)
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SE, N, SP, EX, (J)
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LA
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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5
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4
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9
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-1
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4.0%
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-
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A longer reach followup if you cancel 2A into itself on block/hit.
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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450
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294
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70% (O)
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N, SP, EX, (J)
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L
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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7
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4
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15
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-4
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5.0%
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-
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An evasive, fast poke with low recovery that advances forward, useful for cross-unders. Low profiles most standing moves. Used in neutral to stop people running at Arcueid and to beat a lot of moves the opponent would throw out, the low recovery and great hurtbox and hitbox make this a good low commitment option. The move is also able to beat certain jump-ins if spaced properly and the forward movement and low hurtbox sometimes cause people trying to jump-in on Arc to end up behind her.
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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900
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686
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60% (O)
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N, SP, EX, (J)
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L
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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10
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3
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21
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-6
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10.0%
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-
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A sweep that reaches pretty high and far, but takes a while to recover. Can be used to challenge a lot of moves that other buttons won't reach, but the long recovery makes the move susceptible to whiff punishes. Can also be used to catch people jumping out of the corner from far away.
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Aerial Normals
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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300
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196
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75%
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SE, N, SP, EX, J
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LHA
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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5
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4
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10
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-
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3.0%
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-
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Standard j.A that hits mid. Useful for checking jump-outs when done rising as you can pin a blocking opponent in the air with or recover into falling j.C or sonic.
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(Rising Hit) (Rising Hit) (Main hit) (Main hit)
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(Rising)
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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600, 400
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343, 245
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90% (O)
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N, SP, EX, J
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HA
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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6
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2 (6) 4
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-
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-
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6.0%, 4.0% (10.0%)
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-
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(Falling)
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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400
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245
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90% (O)
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N, SP, EX, J
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HA
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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6
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4
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-
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-
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4.0%
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-
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A move that hits twice when done rising, and as such often wastes air counter hits. The first part of the move hits upwards, and the second part hits downwards.
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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1000
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588
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90% (M)
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N, SP, EX, J
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HA
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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7
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10
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-
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-
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7.0%
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-
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Everyone's favorite move. Lots of active frames, and good recovery when done close to the ground. Used in jump-ins. Used in everything. Rising j.C is good preemptive mash move because of active frames.
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Command Normals
(Clash Boxes) (Clash Boxes)
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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1000
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686
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80% (M)
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SP, EX, (J)
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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13
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3
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22
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-10
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10.0%
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Clash 9-12
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A swipe up which launches opponents (grounded or in the air). There are clash frames on her head before the hitboxes come out, and has a disjointed hitboxe above her head. Can't rebeat after this move.
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4C 4C 4[C] 4[C]
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4C
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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300, 1000 (1108) / 800
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(750) / 294
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90% (M), 65% (O)
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(N), (SP), (EX), (J)
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LH, LHA
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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10
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2 (2) 9
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33
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-24
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3.0%, 10.0% (13.0%) / 8.0%
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-
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Arcueid does a rising knee strike, only used as a combo tool. Thrusts the enemy upward on hit. It does not thrust in combo.
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4[C]
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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900
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294
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50% (O)
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N, SP, EX, J
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H
|
First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
|
35
|
9
|
36
|
-27 (18)
|
8.0%
|
-
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Becomes cancellable on block and an overhead when charged. Long recovery and startup make this move pretty much useless and not worth going for as 5[B] is a way better option in every situation.
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divekick divekick
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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750
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392
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100%
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-SP-, -EX-
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LHA
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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9
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8
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14
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2 (TK)
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8.0%
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-
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A claw dive with not-so-many active frames. Big recovery, very situational, hits mid. If this hits too high, use j.22B~66B > j.63214C > air ender or j.22C as those are the moves that hit the quickest after.
If it hits just before landing, you can barely convert off of it with rekka(2) > 623C > 66 > corner combo, but is a bit impractical.
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first hit first hit 2nd hit 2nd hit
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Damage
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Red Damage
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Proration
|
Cancel
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Guard
|
600, 800 (1282)
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(627)
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100%
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(J)
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LHA
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First Active
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Active
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Recovery
|
Frame Adv
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Circuit
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Invuln
|
7
|
2 (16) 3
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3
|
-15, 3 (TK)
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8.0%*2 (16.0%)
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-
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Changes your trajectory, can be used as a sort of airdash. 2 hits, the second one having huge priority but coming very late during the move. Can be neutral/positive on block if done at very low height. Hits mid. 2nd hit inflicts ground techable knockdown on airborne opponents.
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Universal Mechanics
~2 ~2
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Ground Throw
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Damage
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Red Damage
|
Proration
|
Cancel
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Guard
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700
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474
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40%
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-
|
U
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First Active
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Active
|
Recovery
|
Frame Adv
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Circuit
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Invuln
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3
|
1
|
20
|
-
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0.0%
|
-
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Wall splats in the corner and is convertible to an unburstable combo(example combo is throw(close to corner)22a(2nd hit only) 623C(reverse the input to be 421C) 5B 2b 2C 4C 66 jC 5B 2B 2C 4C jC j624A jabc jabc AT)
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~2
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Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500
|
379
|
40%
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-
|
U
|
First Active
|
Active
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Recovery
|
Frame Adv
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Circuit
|
Invuln
|
3
|
1
|
20
|
29~37
|
0.0%
|
-
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Hold 2 to slam them next to you with a hard knockdown.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1600 (Raw) 1200 (Ender)
|
474
|
30%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2
|
1
|
12
|
4~12(ender)
|
0.0%
|
-
|
Arc grabs the opponent by the neck and slams them to the ground just before landing. Switches sides if not touching the corner wall(assuming there is enough space). Ground bounces and can immediatly be followed up by any attack if done Raw, untechable knockdown with Arc landing at a further distance from the opponent as a combo ender. 2B>2C>... is the preferred follow up.
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|
|
Bunker
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Damage
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Red Damage
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Proration
|
Cancel
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Guard
|
500
|
196
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
26
|
4
|
19
|
-5
|
0.0% (-50.0% in blockstun)
|
Clash 1-10
|
(Clash)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
196
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
4
|
19
|
-5
|
0.0%/-50.0%
|
Strike 1-7
|
Downward swipe. Moves arc slightly forward.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
16
|
6
|
25
|
-
|
-100.0% (min)
|
Full 1-21
|
Standard heat but quite short. Cannot kill.
|
|
|
Ground
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
10
|
20
|
-
|
removes all
|
Full 1-39
|
Air
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12
|
10
|
15
|
-
|
removes all
|
Strike 1-30
|
Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.
|
|
Special Moves
Special Movement
|
Crossup
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8 (min)
|
15
|
1
|
-
|
-
|
Full 8-22
|
Special forward dash that makes Arc jump up behind the opponent on contact. Does not trigger if the opponent is in the corner, with no space inbetween them and the wall. If you input an action (like a jump) immediately after the crossup, the direction will be reversed as if done while still on the pre-crossup side.
Can be used as an extra layer of mixups on okizeme on most characters (can't be used on knockdown vs. Sion, VSion, Ciel and Ryougi).
|
|
Grounded Specials
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
|
A/B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600
|
294
|
100%
|
-CH-, -EX-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12
|
5
|
18
|
-5
|
6.0%
|
-
|
A: Arcueid swings her arm forward, with a pinkish-purple aura following it. Moves forward.
B: Same as above, but the attack pushes Arcueid slightly further.
|
[A/B]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
686
|
70% (O)
|
-EX-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
30
|
3
|
12
|
13 / 8
|
10.0%
|
-
|
- Charged first hit. Does not go into the rest of the rekka. Extremely advantageous on block. Hitbox is separate from Arcueid herself, resulting in situations where the opponent hits Arcueid, but the move comes out and hits them back, allowing her to get a counter hit combo, most notably after 5C>236[A]. The hitbox being separate also makes it extremely to punish her after the move is shielded. All of these properties make this move very useful for pressure. Can be completely low-profiled by only a handful of moves.
[A]: Pulls the opponent towards you on ground hit(also on block), pulls them upward on air hit. Used during blockstrings for resets.
[B]: Sweeps the enemy, pulls less upward than [A] version on air hit. Core combo tool for BnB and 50/50 setups.
|
~236A/B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
196
|
100%
|
-CH-, -EX-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12
|
5
|
17 / 25
|
-4 / -12
|
3.0%
|
-
|
A: Arcueid swings again, moving her even further.
B: Same as above, but she moves further.
|
~236[A/B]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
686
|
70%
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
22
|
5
|
18
|
-5
|
10.0%
|
-
|
- Second hit, charged. Does not go into the rest of the rekka. In the corner used to fish for counterhits and opponents jumping out. On hit, launches the opponent upwards in an untechable state, resulting in easy, highly damaging confirms. Can combo from counter hit 236A/B as well provided you're close enough.
[A]: Shoots enemy in a steep arc, shoots further on air hit.
[B]: Same, but moves less forward.
|
~236A/B (Ender)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
900
|
392
|
100%
|
(EX)
|
LA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12
|
3
|
37
|
-28
|
7.0%
|
-
|
- Last hit, cannot be charged.
A: Arcueid swings one more time. Low-positioned hitbox.
B: Same as above. Goes further.
|
~214A/B (Ender)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500
|
686
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12
|
2
|
23
|
-7
|
10.0%
|
-
|
A: Downward swing, hits mid. Hard knockdown on hit.
B: Same as above, but goes slightly further.
|
~214[A/B] (Ender)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500
|
686
|
100%
|
-
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
27
|
2
|
23
|
-7
|
10.0%
|
-
|
- Charged version of the above.
[A]: Hits overhead. Hard knockdown on hit.
[B]: Same, but moves further.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600, 120, 150*3, 600, 120*4, 800, 300 (2716)
|
(2423)
|
100%
|
-
|
LHA (1-10, 12), LA (11)
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2+8
|
69
|
53
|
-32
|
-100.0%
|
Full 1-14
|
Automated version of Arcueid's rekka. Hits low at the beginning of the last part (11th hit). Unsafe on block. Can be used to reverse through moves 22X wouldn't reach as well as to punish moves that other options would not reach, a notable example being Nero's summons.
|
|
A A ~6X ~6X B B ~6X ~6X EX EX
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700
|
490
|
90% (O)
|
-CH-
|
LA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
13
|
4
|
19
|
-9
|
7.0%
|
-
|
Low-hitting claw strike, hard knockdown on hit. Used as a combo ender when you don't want to increase the combo hit count with rekka.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
784
|
75% (O)
|
-CH-, -EX-, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
6
|
17
|
-5
|
10.0%
|
-
|
Air-unblockable upper claw strike.
|
A~6X
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700
|
490
|
50% (O)
|
(J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
15
|
1
|
27
|
-10
|
4.0%
|
-
|
B~6X
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700
|
490
|
50% (O)
|
(SP), (EX), (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
16
|
2
|
23
|
-7
|
4.0%
|
-
|
6X followup, can be done even on whiff. Arcueid advances for a launching claw strike. Jump cancellable on hit, and if done from 623B you can also cancel into any special on hit.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500, 300*6, 600 (2316)
|
(1644)
|
70% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4+6
|
13 (15) 1
|
25
|
-14
|
-100.0%
|
-
|
Multihit EX version similar to 623A~6X. Wallslams on hit. hurtbox is smaller vertically than crouching normally until the second part.goes under f-aoko's 236C
|
|
B~A B~A B~B B~B B~[B] B~[B] B~C B~C B~C~C B~C~C
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
392
|
100%
|
-EX-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
16
|
5
|
12
|
1
|
10.0%
|
-
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700
|
490
|
60% (O)
|
-CH-, -EX-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
14
|
8
|
15
|
-5
|
7.0%
|
-
|
Arcueid charges in.
A: Goes a short distance. Plus on block.
B: Goes about double A's distance. Has multiple followups performable even on whiff, see below:
|
B~A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
29
|
-
|
-
|
Full 6-20
|
B~B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300, 800
|
196, 294
|
80% (M), 65% (O)
|
(N), (SP), (EX), (J)
|
LHA*
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
2 (2) 9
|
33
|
-24
|
3.0%, 8.0% (11.0%)
|
-
|
B~[B]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
900
|
294
|
50% (O)
|
N, SP, EX, J
|
H
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
35
|
9
|
36
|
-27
|
8.0%
|
-
|
B~C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700
|
392
|
100%
|
(CH), EX
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
5
|
26
|
-13
|
7.0%
|
-
|
B~C~C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
X
|
0
|
-
|
-
|
-
|
214B Followups:
~A: Performs a dash teleport similar to H/F-Arc's 421A, but with shorter distance. Not a very useful tool.
~B/[B]: Performs 4C/[C].
~C: Performs a 5C which wallslams even if the opponent is grounded. 5C~C superjump pursuit usable on hit. can be comboed off of after homing/pursuit.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800, 600*2, 1000 (2602)
|
(1877)
|
100%
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6+7
|
8
|
18
|
-11
|
-100.0%
|
Clash 2-8
|
Arcueid charges, and follows with an automatic air combo if the first hit lands. Finishes on a hard knockdown. Has a clash box before going forward for reversal purposes.
Not a great reversal as the clashbox is not active on frame 1, the reward on hit is not great, the clash is easily beaten by multihits as well as there being better options for reversals such as 22B/C and 236C which are faster and fully invincible.
|
|
A A B B ~66A/B ~66A/B ~66C ~66C EX (2nd last hitboxes are repeated) EX (2nd last hitboxes are repeated)
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700, 500 (1125)
|
(543)
|
100%
|
CH
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
2 (1) 7
|
36
|
-25
|
7.0%, 5.0% (12.0%)
|
-
|
Arcueid rises up in the air with an upward slash. Air unblockable, no invicibility, 2 hits.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600*2, 300*2 (1666)
|
(992)
|
100%
|
CH
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
4 (1) 7
|
47
|
-36
|
6.0%*2, 4.0%*2 (20.0%)
|
Full 1-8
|
Arcueid jumps up much higher. 4 hits. Meterless reversal, invincible until after the 2nd hit. Your go to option to get out of the corner.
|
A~66A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
294
|
50% (O)
|
-EX-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
15
|
6
|
3
|
-13
|
5.0%
|
-
|
B~66B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
294
|
50% (O)
|
(EX)
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
14
|
6
|
3
|
-40
|
5.0%
|
-
|
Forward slash followup.
|
X~66C (EX)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1800
|
980
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4+10
|
6
|
3
|
-16 (Best)
|
-100.0%
|
-
|
Metered followup. Wallslams on hit.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600*2, 500*2, 300, 500*2, 300 (3134)
|
(2122)
|
100%
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2+2
|
35
|
40
|
-45 ~ -54
|
-100.0%
|
Full 1-11
|
EX reversal, the bigger hitbox and faster startup allows you to beat some moves/setups that would win against 22B. Performs 2 slashes in succession. No followup.
|
|
A/B A/B EX EX
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
686
|
70% (O)
|
-N-, -SP-, -EX-, -J-
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
16
|
9
|
23 (9)
|
-6 (8)
|
10.0%
|
-
|
Arc jumps back and sends a low-hitting energy wave to the ground. Cancelable into anything just before landing.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
686
|
70% (O)
|
-N-, -SP-, -EX-, -J-
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
16
|
9
|
29 (9)
|
-12 (8)
|
10.0%
|
-
|
B version sends Arc much further back. About the same as A version otherwise. You probably misinputed this while doing TK 624B.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000*2, 1500 (2460)
|
(1658)
|
70% (O)
|
-
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3+17
|
9
|
32
|
1
|
-100.0%
|
-
|
A bigger, 3-hit version.
|
|
Aerial Specials
A A B B ~66A/B ~66A/B ~66C ~66C EX (2nd last hitboxes are repeated) EX (2nd last hitboxes are repeated)
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600*2 (1111)
|
(543)
|
100%
|
CH
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3
|
3 (1) 4
|
18
|
-
|
6.0%*2 (12.0%)
|
Full 1-5
|
Very fast, invincible air upward slash.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500*2, 400*2 (1632)
|
(894)
|
100%
|
CH
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3
|
4 (1) 4 (3) 4
|
15
|
-
|
4.0%, 5.0%, 4.0%*2 (17.0%)
|
Full 3-6
|
Jumps up much higher, 4 hits. Startup is just as fast but not invincible.
|
A~66A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
294
|
50% (O)
|
-EX-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
15
|
6
|
3
|
-
|
5.0%
|
-
|
B~66B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
294
|
50% (O)
|
(EX)
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
14
|
6
|
3
|
-
|
5.0%
|
-
|
Forward slash followup.
|
X~66C (EX)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1800
|
980
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4+10
|
6
|
3
|
-
|
-100.0%
|
-
|
Metered followup. Wallslams on hit.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700, 500, 600, 500, 600 (3134)
|
(1775)
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
1+3
|
28
|
9
|
-
|
-100.0%
|
Full 1-6
|
EX reversal. Performs 2 slashes in succession. No followup.
|
|
A/B A/B EX EX
|
A/B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
686
|
70% (O)
|
-EX-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
4
|
17
|
1 (TK) / 1, 2 (TK)
|
10.0%
|
-
|
Air sonic. Arc swipes in the air. Recovers while airborne. Incredibly strong and versatile with huge frame advantage on block, great hitbox which crosses up and some funky properties. Used in pressure, used in neutral, used in combos, it's the thing that makes Arc extremely frightening and powerful. Refer to the Sonic section of General Gameplan at the top of the page for more information.
A: Launches Arc upward if done rising/TK'd, launches downward if done falling. Horizontal direction of that launch is dependent on your previous air momentum.
Gives incredible frame advantage when done falling (+5 ~ +13 depending on the height), allowing for easy followups on grounded opponents and guard breaks on jumping ones.
B: Arc instead moves lightly back and downwards when performed, making her land quickly when TK'd.
The hitbox is a bit wider than A Sonic but the falling frame advantage is much worse (-8 ~ +7 depending on the height. But the height limit to be plus is significantly lower than for A Sonic, often resulting in Arc being at a disadvantage if not used directly above the ground).
Mostly used as a TK in combos for loops and in pressure to setup frametraps/pressure resets and safely pressure the opponent hoping to catch their jump out attempt for big damage. Other properties are the same as A version.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
900*3 (1954)
|
(1703)
|
70% (O), 95% (M)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2+5
|
4
|
17
|
-
|
-100.0%
|
-
|
Hits 3 times. maintains momentum, recovers in the air. Used as an OTG or a combo extender.
|
|
Arc Drive
(Chain textures unavailable) (Chain textures unavailable)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
0, 350*10, 700 (3310)
|
(2299)
|
100%
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
15+1
|
2
|
54
|
-37
|
removes all
|
Full 1-19
|
Fullscreen-wide chain attack, hitbox reaches about arc's height in the animation. Air unblockable hitgrab. Can be used as a whiff punish or a reversal if the situation desires. Hard knockdown on hit.
|
|
Another Arc Drive
(Chain textures unavailable) (Chain textures unavailable)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
0, 350*10, 700*8 (5352)
|
(4069)
|
100%
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
14+1
|
2
|
61
|
-44
|
removes all
|
Full 1-25
|
Works the same as arc drive, but ends in more damage and a ground-techable wallslam.
|
|
Last Arc
Universal version (it tracks) Universal version (it tracks) Tohno/Nanaya variation Tohno/Nanaya variation
|
Universal
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1400*7 (3800 ~ 7500)
|
(3200 ~ 6100)
|
50% + 50% * remaining BH time
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
1+7
|
17
|
-
|
-
|
removes all
|
Full 1-?
|
Full Screen. Light from heaven strikes the opponent from above. Requires EX Shield in the air during blood heat, damage varies on time left for blood heat. Breaks opponents meter for 220f. only use this if you know it will kill. it can be shielded/ex shielded
|
Nanaya/Tohno
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600*18 (3450 ~ 6700)
|
(2800 ~ 5450)
|
50% + 50% * remaining BH time
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
43
|
-
|
-
|
removes all
|
Full 1-?
|
The LA variation for Tohno and Nanaya. Different visual effect as well. Damage numbers taken from Nanaya.
|
|
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:
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.
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 do either 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
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.
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 jump is accessible from her 5CC and her 214B~C followup on air hit. 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 will have you be higher in the air. Shown below are some example combos:
- 2C 5CC (delay) j.B 5A 5B 5C...
- 2C 5CC (j.A delay j.C or j.C delay j.B) 5B 2B 2C 5C....
While these 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. If 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 in almost any scenario due to its consistency, 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
j.624A, 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 are some more qualities that make it a noteworthy 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 are liable to getting guard broken
-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
|
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.
For more information, see Glossary and Controls.
|
X > Y
|
X input is cancelled into Y.
|
X > delay Y
|
Must wait for a short period before cancelling X input into Y.
|
X, Y
|
X input is linked into Y, meaning Y is done after X's recovery period.
|
X+Y
|
Buttons X and Y must be input simultaneously.
|
X/Y
|
Either the X or Y input can be used.
|
X~Y
|
This notation has two meanings.
- Use attack X with Y follow-up input.
- Input X then within a few frames, input Y. Usually used for option selects.
|
X(w)
|
X input must not hit the opponent (Whiff).
|
j.X
|
X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.
Applies to all air chain sections:
- Assume a forward jump cancel if no direction is given.
- Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
|
sj.X
|
X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
|
dj.X
|
X input is done after a double jump.
|
sdj.X
|
X input is done after a double super jump.
|
tk.X
|
Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
|
(X)
|
X is optional. Typically the combo will be easier if omitted.
|
[X]
|
Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
|
]X[
|
Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
|
{X}
|
Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
|
X(N)
|
Attack "X" should only hit N times.
|
(XYZ)xN
|
XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
|
(XYZ^)
|
A pre-existing combo labelled XYZ is inserted here for shortening purposes.
|
CH
|
The first attack must be a Counter Hit.
|
Air CH
|
The first attack must be a Counter Hit on an airborne opponent.
|
66
|
Performs a ground forward dash.
|
j.66
|
Performs an aerial forward dash, used as a cancel for certain characters' air strings.
|
IAD/IABD
|
Performs an Instant AirDash.
|
AT
|
Performs an Air Throw. (j.6/4A+D)
|
IH
|
Performs an Initiative Heat.
|
AD
|
Performs an Arc Drive.
|
AAD
|
Performs an Another Arc Drive.
|
Starters
C-Arc can combo from most hits. Examples include, but are not limited to:
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Grounded opponent, midscreen/back to corner
|
- (2A > 5B > 2B >) 2C > 5C~C
|
???
|
???
|
|
|
|
Anywhere
|
- 236X~236X~236X > 623C > 66 2A
|
???
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Sends the opponent flying towards the corner in an untechable state, allowing Arc to pick them up for a combo. Uses one bounce. |
|
|
In/near corner
|
- 2C > 236X~236X~214X > j.63214C
|
???
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
OTG pickup after knocking down an airborne opponent with rekka |
|
|
Enders
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Anywhere
|
|
???
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Standard hard knockdown ender, can safejump after. Your primary ending route. |
|
|
Anywhere
|
|
???
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
HKD ender for extended combos. Safejump with sj9 jC; requires manual timing on some characters. |
|
|
Anywhere
|
|
???
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
HKD into left/right mixup. More risky than the safejump setup; consider using this when in Max mode for insurance. |
|
|
Anywhere
|
- (4C) > j.(A)BC > dj.ABC > AT
|
???
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Airthrow ender. Worse oki than above enders; mainly used to kill or timerscam. Add 4C if the preceding hit is 2C (may need to delay), add first jA as needed given height/proration. |
|
|
Corner
|
- (4C) > j.(A)BC > dj.ABC > j.2C
|
???
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Similar to airthrow ender, but ends with a 50/50 tech trap. Can OTG no-tech with j63214C for more damage, or wait and catch their tech. Only use this in the corner. |
|
|
OTG Pick ups
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
OTG starter, anywhere
|
|
???
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
simple OTG for midscreen/corner, 5A catches all techs in the corner |
|
|
OTG starter, anywhere, 100% meter
|
- (5B/2B > 2AA) > 623C > 66 > 2A > 5B > 2B > 2C > j.63214B > 5B > 2B > 2C > ender
|
3107
|
|
Meter Gained: 26.8% |
Meter Given (vs C-Moon): 34.0% |
100% meter OTG to bring the opponent into the corner from anywhere |
|
|
OTG starter, corner
|
- 66 > 2AAAA(A) > 5CC > j.AAAB > j.63214A > 2AAAA > 5CC > j.AAAB > j.63214A > 2AA > 2B
|
???
|
|
Meter Gained: 125 |
Meter Given (vs C-Moon): 50 |
5A catches all techs after 2B, doesnt work on wlen, len, neco arc and neco arc chaos |
|
|
Anywhere
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent
|
- 2A > 5B > 2B > 2C > 5C > 623B~6B > ender
|
4044
|
|
Meter Gained: 77% |
Meter Given (vs C-Moon): ??? |
(Video) |
Day 1 C-Arc BnB. Pretty easy to do. |
|
|
Normal starter, grounded opponent
|
- 2A > 5B > 2B > 2C > 4{C} > j.66 > j.C > 5B > 2B > 2C > ender
|
4445
|
|
Meter Gained: 104% |
Meter Given (vs C-Moon): ??? |
Combo with 1 knee. A good start should you want to learn better combos, but I personally feel it's a bit redundant to just settle with one knee. |
|
|
Normal starter, grounded opponent
|
- 2A > 5B > 2B > 2C > 4{C} > j.66 > dl j.C > 2C > dl 4C > j.66 > j.C > j.63214A > 5B > 2B > 2C > 5{C} > 623B~6B > j.BC > j.ABC > AT/j.2C
|
5082
|
|
Meter Gained: 158% |
Meter Given (vs C-Moon): 72.1% |
(Video) |
Midscreen BnB. Really good damage, and corner to corner carry. Charge the first 4C slightly for lower pickups and better range. |
|
|
Normal starter, grounded opponent
|
- 2A > 5B > 2B > 2C > 4{C} > j.66 > dl j.C > 2C > dl 4C > j.2AB > j.63214A > 5B > 2B > 2C > 5{C} > 623B~6B > j.BC > j.ABC > AT/j.2C
|
5115
|
|
Meter Gained: 59.9% |
Meter Given (vs C-Moon): ??? |
Spend 50% meter for an easier and more consistent combo. Also VERY SLIGHTLY more damage than meterless version, but you're not gonna do this combo for damage. |
|
|
Full Screen
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent
|
- 2A > 5B > 2B > 2C > 5CC > j.B(2nd hit) > j.63214A > ender
|
3636
|
|
Meter Gained: 80% |
Meter Given (vs C-Moon): ??? |
Possible to convert into corner combo with 5A > 5B > 2B > 2C > 5C. Omit 2B > 2C if too far away from corner, and follow up with aerial string instead if done with your back facing the corner. |
|
|
Normal starter, grounded opponent
|
- 2A > 5B > 2B > 2C > dl4C > j.66 > j.C > 2C > 5C > j.B(2nd hit) > land > 5A > 5B > 2B > 2C > ender
|
4254
|
|
Meter Gained: 110% |
Meter Given (vs C-Moon): ??? |
|
|
Normal starter, grounded opponent
|
- 2A > 5B > 2B > 2C > 4{C} > j.66 > dl j.B, 5B > 2B > 2C > dl 5CC > j.BC > 5B > 2B > 2C > dl 5C > 236[B] > 2A > 5B > 2B > 2C > ender
|
4685
|
|
Meter Gained: 167% |
Meter Given (vs C-Moon): 71.5% |
(Video) |
Simple fullscreen corner to corner combo with oki. Adding the third rep increases your meter gain slightly but gives significantly more meter to your opponent (+70%, so 140% instead of 70%). You can also go straight for the ender instead of doing the second rep to decrease opponent's meter gain. |
|
|
Corner
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent
|
- 2A > 5B > 2B > 2C > dl5C > dl236[B] > 2A > 5B > 2B > 2C > dl5C > dl236[B] > 2A > 5B > 2B > 2C > ender
|
4995
|
|
Meter Gained: 154% |
Meter Given (vs C-Moon): ??? |
(Video) |
Inconsistencies for certain characters:
2C Whiffs: Ciel, Kohaku, Warc. Solution: Delay 2C slightly.
Crossup after 236[B]: Aoko, Nanaya, Kouma, Miyako, Kohaku Solution: Delay 5C even more. |
|
|
Normal starter, grounded opponent
|
- 2A > 5B > 2B > 2C > dl5C > dl236[B] > dlj.63214B > 5B > 2B > 2C > dlj.63214B > 5B > 2B > 2C > dl5C > dl236[B] > dlj.63214B > 5B > 2B > 2C > ender
|
5698
|
|
Meter Gained: 194% |
Meter Given (vs C-Moon): ??? |
(Video) |
(Trial) |
If the pickup(236[B]>tk624b>5b) after the 15th hit is too difficult for you, omit the TK 624B and use 236[B]>2A>5B>...
Note: It's possible to do a 50/50 if you cut off everything after the second 236[B], and instead do 9 > j.2C > land 2A. To stay sameside, microwalk before the jump and no microwalk to go crossup.
Inconsistencies for certain characters:
2C Whiffs: Ciel, Kohaku, Warc. Solution: Delay 2C slightly.
Crossup after 236[B]: Aoko, Nanaya, Kouma, Miyako, Kohaku Solution: Delay 5C even more. |
|
|
Normal starter, grounded opponent
|
- 2A > 5B > 2B > 2C > 5C > dl236[B] > dlj.63214B > 5B > 2B > 2C > dlj.63214B > 5B > 2B > 2C > dl5C > dl236[B] > dlj.63214B > 5B > 2B > 2C > dl214B > 5A > 5B > 2B > 2C > dl4C > j.66 > j.C > j.63214A > 5B > 2B > 2C > 623A
|
5705
|
|
Meter Gained: 214% |
Meter Given (vs C-Moon): ??? |
(Video) |
|
|
Normal starter, grounded opponent
|
- 2A > 5B > 2B > 2C > dlj.63214C > 6/66 > 5B > 2B > 2C > dl5C > dl236[B] > dlj.63214B > 5B > 2B > 2C > dl5C > dl236[B] > dlj.63214B > 5B > 2B > 2C > ender
|
5842
|
|
Meter Gained: 147.2% (47.2%) |
Meter Given (vs C-Moon): ??? |
|
|
Miscellaneous combos
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
j.2B starter, grounded opponent
|
- j.2B > 22B~66B > j.63214C > j.66 > j.C > j.BC > AT
|
3873
|
|
Meter Gained: 142.8% (42.8%) |
Meter Given (vs C-Moon): 20.1% |
|
|
j.2B starter, grounded opponent
|
- j.2B > 236X~236X~236X > 623C > 66 > 2A > 5B > 2B > 2C > dlj.63214B > 5B > 2B > 2C > dl5C > dl236[B] > dlj.63214B > 5A > 5B > 2B > 2C > ender
|
5623
|
|
Meter Gained: 206.8% (106.8%) |
Meter Given (vs C-Moon): 81.9% |
does not work if j.2B is hit too high |
|
|
CH j.2B starter, grounded opponent, full screen
|
- j.2B (CH) > 2B > 2C > 5CC > j.B(2nd hit) > 5A > 5B > 2B > 2C > dl5C > dl236[B] > dlj.63214B > 5B > 2B > 2C > dlj.63214B > 5B > 2B > 2C > dl5C > dl236[B] > dlj.63214B > 5A > 5B > 2B > 2C > ender
|
4859
|
|
Meter Gained: 192.3% |
Meter Given (vs C-Moon): 92.3% |
does not work if j.2B is hit too high |
|
|
CH j.2B starter, grounded opponent, corner
|
- j.2B (CH) > 2B > 2C > dl5C > dl236[B] > dlj.63214B > 5B > 2B > 2C > dlj.63214B > 5B > 2B > 2C > dl5C > dl236[B] > dlj.63214B > 5A > 5B > 2B > 2C > ender
|
5763
|
|
Meter Gained: 178.0% |
Meter Given (vs C-Moon): 56.0% |
does not work if j.2B is hit too high |
|
|
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Throw starter, grounded opponent, corner
|
- 6AD > j.BC > j.BC > ender
|
2005
|
|
Meter Gained: 42.0% |
Meter Given (vs C-Moon): 12.6% |
Simple combo from throw which leads to airthrow ender/j.2c techtrap. |
|
|
Throw starter, grounded opponent, corner Opponent near MAX
|
- 6AD > 22A > 623C, (walkback) 2A > 5B > 2B > 2C > dlj.63214B, [5B > 2B > 2C > 4{C} > j.66, j.B > j.63214A]x2, 5B > 2B > 2C > 4{C} > j.66, j.B > j.C > j.63214A, j.AABC > dj.AABC > AT
|
???
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Unburstable combo which lasts for the duration of C-Moon MAX if started at around 280% meter or more. 623C input has to be done backwards if Arc lands behind the enemy after 22A, which happens when the opponent is very close to the wall. |
|
|
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
|
MBAACC Navigation