Melty Blood/MBAACC/Arcueid Brunestud/Full Moon

From Mizuumi Wiki
< Melty Blood‎ | MBAACC‎ | Arcueid Brunestud
Revision as of 02:25, 6 June 2021 by Agent (talk | contribs) (Updated Specials and AD/AAD/LA to the current format.)
Jump to navigation Jump to search

Character Page Progress

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

In Progress To-do
  • Overview
    • Add a short summary of this character with a list of strengths and weaknesses.
  • (Players to watch/ask)
    • (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.)
  • Move Descriptions:
    • Add missing LA frame data.
  • Additional Ressources/Players to watch/ask
    • Add any external links to ressources such as video guides or articles.


Additional Resources

F-Arcueid Match Video Database

Players to watch/ask

JP:

Overview

Strengths / Weaknesses
Strengths
  • Very high reward on air counterhits and grounded hits.
  • Universal corner mixup into high damage.
  • Easy to understand, powerful neutral tools.
Weaknesses
  • Somewhat linear pressure with no plus frames on B/C normals.
  • Weak at catching jumps, especially outside of 5B range.
  • Can struggle in neutral against characters that have good options against 236X.
  • High execution ceiling.

General Gameplan

Neutral

5B, 2B, and 2C are all phenomenal ground normals that cover large amounts of space. 236A and 236B net great reward on counterhit and cover huge amounts of grounded space. 623B and j.C can deter air approaches, and both have 6 active frames.

Pressure

As a Full Moon Character, F-Arc has A normals that are plus on block. However, none of her other ground normals are plus. This somewhat limits your options to effectively apply stagger pressure, as you can always be mashed against for ending on a B or C normal. Your A normals are also incredibly stubby, so you need to be careful to make sure that they don't whiff. To get around this problem, one option is to use your above average range on 5B, 2B, and 2C to play a longer range game instead of trying to rely on frame advantage. It is also important to master the timing to get fast sliding normals with Arc's dash as this brings you right back in. Closer range waves give you plus frames that you can use to press your advantage. 623A can be used to check people especially after a long range wave, but it's air blockable and -8, so use it sparingly. 623B and 5B can both be used to catch jumps. Pressure is not this character's strong suit, as she lacks powerful mixups or rebuy options.

Defense

Anti-air

F-Arc has no single best anti-air. All of her options work in different ways to cover slightly different angles and must be used in conjunction in order to effectively protect yourself from aerial approaches.

"Help there's too many options what do I do and/or Help I'm new what do i do"
Try 22X, 623B, and the universal options. Every new match/character you play, try using one new option to figure out where it's good and bad and eventually you'll be integrating everything into your gameplan.


  • Universal Options

- Shield: Shield beats any attack provided that they actually chose to do one. You can shield into DP or shield into shield counter. If this gets baited you die.
- Dash Under: Arc's dash is good enough that this can be a valid tactic if you start early enough. Depending on the situation, you can do 5A or 5B to try and catch them.
- Rising airthrow/j.A: These must be done preemptively as you are essentially trying to use them to stuff a late jump-in. You should only go for this if your opponent is consistently doing very low air buttons.


  • Invincible Options

- 22C/421C: Both of these are good if you know your opponent has committed to something as both will beat out any jump-in. However, both lose to shield with 22C always getting punished and 421C usually getting punished. Use 22C if you're confident that your opponent will press something and unsure if you'll be able to punish with shield or get something out in time and 421C if they're committing to something from further away.
- 22A/B: Both moves have startup invincibility for a few frames and then upper body through the first active frame. 22B is faster by 1 frame and gets you hard knockdown on non counterhit, but 22A will sometimes clip your opponent with the second and get you a counter that way. These moves are mostly interchangeable and are good when your opponent has no double jump or (especially with 22A which is safer) good when they wouldn't be in position to whiff punish if they baited it. These are also great for ambiguous crossup situations and times when your opponent is right above you.


  • High-Hitting Attacks

- 623B: this move has 6 active frames, huge disjoint, and comes out on frame 8. However, you extend a huge hurtbox for two frames before the move is active so you need to be careful. This is great preemptively as it lasts for an incredibly long time for an antiair, but if you whiff it or are late you're in danger. It beats most IADs and diagonal approaches if timed correctly however. Additionally, this move hits standing opponents, so it can sometimes stop dashes in.


  • Low-Profile Moves

- 2B: This can beat specific problem normals such as C-Arc j.C. However, whether it works in a specific situation is usually not immediately obvious and requires labbing.
- 2C: This move has a massive disjoint right at the end of Arc's hand and will beat many moves if well spaced.
- 236B: Arc slouches down when she throws it so you will beat or trade with any move not spaced to land directly on top of you if your timing is good. However, it's easy for most characters to airdash over this if they predict it, so be careful with throwing this move out when your opponent is in the air or on the ground at the perfect IAD distance.


  • Other

- 5A: This is your fastest attack since it takes time to input the 22B motion. This move is small and will lose to anything active but if you whiff it you're probably not dead.
- 5B: This move has a medium sized disjoint in front of you, so depending on spacing it will beat moves. Remember that Arc takes a big step forward so you do need to be far away, but not as far as for 2C.
- 236A: This move is very tall and will stop many iads and some other jumpins. However, it has a blind spot right in front of Arc and she also stands up tall during it, so it will often whiff.
- Low Rising j.2B: This move is very niche but it has a large hitbox with some disjoint and will beat/trade with moves. It is additionally whiff cancellable upon landing so you can go into another antiair or anti ground option if you see that you missed. This move can also counterpoke some moves with low hitboxes.

Combos

Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.

For more information, see Glossary and Controls.

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

Applies to all air chain sections:

  • Assume a forward jump cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
sj.X X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
dj.X X input is done after a double jump.
sdj.X X input is done after a double super jump.
tk.X Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
(X) X is optional. Typically the combo will be easier if omitted.
[X] Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
{X} Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
X(N) Attack "X" should only hit N times.
(XYZ)xN XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
(XYZ^) A pre-existing combo labelled XYZ is inserted here for shortening purposes.
CH The first attack must be a Counter Hit.
Air CH The first attack must be a Counter Hit on an airborne opponent.
66 Performs a ground forward dash.
j.66 Performs an aerial forward dash, used as a cancel for certain characters' air strings.
IAD/IABD Performs an Instant AirDash.
AT Performs an Air Throw. (j.6/4A+D)
IH Performs an Initiative Heat.
AD Performs an Arc Drive.
AAD Performs an Another Arc Drive.

Combos are (being) separated into easy, advanced, and situational/character specific within sections. Combos that are definitely worth learning will be bolded.
If you have questions about these combos (or this character in general) you can reach me on discord @adct#9542

(Table format taken from the Bas Gros Poing Wiki)

Inputs Damage (on V.Sion) Meter generation Meter cost Video Commentary
From anywhere
Beginner
2A > 5B > 2B > 2C > 623B > j.ABC > dj.ABC > j.2C 4319 74.7% 0% https://streamable.com/5o20r Generic air combo. Adding 3C reduces damage but gives very slightly more meter.
(2A > 5B > 2B) 2C > 236A, 623A, 214B~C~C > j.BC > dj.BC > j.2C 3856 61.3% 0% https://streamable.com/8lgjg Basic corner carry combo, omit the first j.B if near corner.
2A > 5B > 2B > 2C > 3C > 236C > j.ABC > dj.ABC > AT 4921 47.2% 100% https://streamable.com/lkeun If you aren't near the corner and want to avoid going into max mode, do this. 236C can go earlier in the combo if needed.
6C > 623A, 214B~{B} > j.BC > AT 3217 24.8% 0% https://streamable.com/2ih1m Generic route from 6C midscreen.
236A/B 236C jBC sdjBC at 4548/4481 19.9% 100% https://streamable.com/bufcx Hitconfirm from raw ground hit 236x. Reactable, but tight.
236A/B 421c2 3116/3016 9.9% 100% https://streamable.com/do7qd Hitconfirm from raw ground hit 236x. 421c is less damage but works from max range and whiff 421c is usually safer than whiff wave. Can go into 421c4 near corner for full combo and more damage.
Advanced
2A > 5B > 2B > 2C > 236A, 5B > 623B > j.C > dj.BC > j.2C 4514 80.1% 0% https://streamable.com/7rpty 236A, 5B is a 1 frame link, only do this if you don't have meter and it will kill. Shorten your air combo for longer ranged hits.
2A > 5B > 2B > 2C > 236A, 623A > 236C > j9.2B > 22B 4161 42.8% 100% todo The 22B will sideswitch.
2A > 5B > 2B > 5C > 214B~{B} > j.66 > delay j.B, 5C > 623B > j.BC > dj.BC > j.2C 4383 99.9% 0% https://streamable.com/sp6jb Almost full corner to corner with great meter gain and damage. Your best combination of damage, corner carry, and meter gain. Slight charge the knee.
2C > 236B, 2C > 236B, 623B > j.BC > dj.BC > j.2C 5202 84.6% 0% https://streamable.com/ao9xh Great damage from closeish 2C hit. Even if you're a little further, they have a frame to tech out and a whiffed 2c is unpunishable. Whiffs on Hisui.
2C > 236B, 2C > 236B, 623A, 5A > 2C > 236B, 623B > j.BC > dj.BC > j.2C 5855 112.5% 0% https://streamable.com/d4vjr Extension of above combo for more everything. Delay on 2nd 236B varies with character and the 623A, 5A is probably not universal.
2A > 5B > 2B > 2C > 236A, 5B > 623B > j.C > dj.BC > j.2C 4514 80.1% 0% https://streamable.com/7rpty 236A, 5B is a 1 frame link, only do this if you don't have meter and it will kill. Shorten your air combo for longer ranged hits.
Situational/Character Specific
5B > 2B > 2C > j.2B > 623A, 5A > 2C > 236B, j.ABC > sdj.ABC > j.2C 4905 98.1% 0% todo Character specific high damage+metergain route. Needs exactly two hits before 2C. You can substitute in 5C~C instead of j.A for less damage and more carry.
2A > 5B > 2B > 5C > 214B~C~C > j.B > delay j.C, land j.ABC > dj.ABC > j.2C 3897 90.0% 0% https://streamable.com/01ygj Alternate corner carry combo off of 214B. Probably not universal.
2A > 5B > 2B > 5C > 214B~C~C > j.A > delay j.B, 5C~C > j.BC > dj.BC > j.2C 3392 (On Arc) 90.0% 0% todo Weird character specific carry combo with double superdash. Probably not worth but looks cool.
2A > 5B > 2B > 5C > 623B~6B > delay 623A, 5A > 2C > 236B, 623B > j.BC > dj.ABC > j.2C 5032 112.5% 0% https://streamable.com/t1tdp Higher damage, standing only, character specific combo. More 623A juggles are possibly available and you can do 623A~6A wall combos in the corner.
2A > 5B > 2B > 5C > 214B~{B} > j.66 > delay j.B, 623A, 5A > 2C > 236B, 623B > j.BC > dj.AABC > j.2C 4682 124.2% 0% todo Character specific extension of standard 214B route for more damage and metergain.
Impractical
2C > j.AAB rejump aircombo  ?  ?%  ?% n/a This probably works but i've never been able to do get it to function.
You are in the corner
2A > 5B > 2B > 236A, 623A, 236B > 421C, 2C 3677 52.4% 100% https://streamable.com/irpc5 Side swap into 2C knockdown. Do 2C > 236B, 623B > aircombo if you want j.2C or 2C > 236B, 5A > 3C > 22B for that knockdown.
2A > 5B > 2B > 5C > 214B~B > j.66 > delay j.B, 5C~C > j.BC, land 22B 3663 79.2% 0% https://streamable.com/11vcn Corner to corner carry meterless that ends in 22B knockdown.
Your opponent is in the corner
2A > 5B > 2B > 2C > 236A, 623A~delay 6A, 2C > 236B, 623A, 5A > 2C > 236B, 623A~delay 6A, 5A > j.ABC > dj.ABC > j.2C 5557 144.9% 0% https://streamable.com/1yvf6 This is likely the highest damage universal meterless confirm in the corner. Delay 623A followups, the first 2C is a 1f link, and you can replace the aircombo with 3C > 22B.
2A > 5B > 2B > 2C > 236A, 623A~6A, 2C > 236B, 623A, 5A > 2C > 236A, 623A~6A, 5B > j.BC > dj.ABC > j.2C 5581 143.1% 0% https://youtu.be/9jrBMRen0gc Slightly more damaging variant of the route above. Slightly less meter gain. Unsure if universal. 3C > 22B ender still works.
CH 623A, 5B > 2C > 623A, 5A > 2C > delay 236B, 623A~delay 6A, 2C > delay 236B, 623A~delay 6A, 5A > j.ABC > dj.ABC > j.2C 6120 134.1% 0% https://streamable.com/gra6h 3 1f links and 4 delays. This is probably not worth doing, but it does exist. Note that distance may make the 2C drop.
2A > 5B > 2B > 2C > 236A, 623A~6A, 2C > 236B, 623A, 2A > 2C > 623C, walk back 2C 5117 83.0 (about 80 before the 623C) 100% https://streamable.com/tyy96 Good way to get optimal knockdown without losing damage. Using 623C removes the need for extra height management and the final 1 frame link. Not walking back causes a side swap.
2A > 5B > 2B > 2C > 236A, 623A~6A, 623A~6A, 623B > j.ABC > dj.ABC, j.2C 5067 104.4% 0% https://streamable.com/y2ph2 This is the basic corner route; omit the second 623A 6A on characters where it drops(idk who atm).
After an aerial counter hit
CH 236B, 5B > j.ABC > dj.ABC > j.2C 4572 54.0% 0% https://streamable.com/1v4sa Panic route for when you aren't confident in a harder pickup.
CH 236B, 5B > 2C > 236B, 623B > j.BC > dj.BC > j.2C 5795 81.9% 0% https://streamable.com/a4dqh Basic air CH route; 5B is optional and 5B > 2C requires specific height. However, I find 5B > 2C to be easier at max range.
CH 236B, 5B > 2C > delay 623A, 5A > 2C > 236B, 623B > j.BC > dj.BC > j.2C 6424 99.9% 0% https://streamable.com/q17cy Harder air CH route and likely the best universal route. Delay the 623A to enable the 5A link.

Check this nico video for more advanced air CH confirms (link). They might not necessarily be optimal, but if you can master the execution for the various links involved, you'll have all the necessary skills to lab out longer combos.

This WIP document will have a more robust list of combo info in the future.

Notes

OTG 214B~C doesn't work on: Nanaya, Sion, Akiha, Seifuku, Len, White Len and Ryougi

623B~6B > 623A is standing only and works on Aoko, Miyako, Riesbyfe, P.Ciel, Len, Ryougi, Nero and Kohaku with at least 4 hits before 623B~6B.

  • It works on Nanaya and Kouma with 5 or more hits, i.e. if you add a 2A or replace 5C with j.B > j.2B.

Combo Theory

F-Arc's pressure, damage, meter gain, mixups, and oki are all significantly better if you have your opponent in the corner. In some situations, you might decide to go for an easier combo or go for damage to gain a life lead, but as a general rule, this is your list of priorities.

To maximize damage with F-Arc, it is important to know two facts about her damage scaling: one, that 623A~6A (and 623B~6B) both set the combo proration (referred to as correction value in the attack display of training mode) to 50% if it is not already that low, causing future moves in your combo to do at most 50% of their normal damage; and two, that her power waves, 236A and 236B, have 80% forced proration, meaning that they take whatever the current correction value is and multiply it by .8. For example, if you started a combo with 236A, your correction value would be at 80%, and if you did 623A~6A and followed with a 236A, your value would be at 40%. What this means is that any scaling you do to your combo before a 623A~6A will not have an impact on later damage as long as you don't go below 50%. Also, sometimes you'll have to cut your aircombos short so they dont drop. Usually you can be safe with j.BC > dj.BC ender, but sometimes you have to do j.C > dj.BC or even j.C > dj.C.

Relevant Numbers

Melty has two types of damage proration (called correction value in game): regular and forced. Regular proration sets the damage of future hits in the combo to be at most that value, ie if you were at 100% proration and hit with a move that had 80%, all future moves would be doing at most 80% of their damage, but if you were at 70%, you would keep doing 70%. Forced proration multiplies the current value by the move's value, so if you were at 80% and do a move that has 80%, you would do 64% in the future.

623A~6A (and 623B~6B) have 50% regular proration, so ideally you would get as close to 50% as possible before using them. Waves have 80% forced proration. Combos that set your proration value to under 80% before the first wave let you do a single wave to not go below this threshold, while combos that set it to 80% let you use two. 5A, 2A, 2B, 22B, jA, 214B and its followups, and 623B are all the moves that put you under 80% without using a wallbounce. This is useful to consider if you get an air counterhit near the corner and want to do an extended juggle before your wallbounce. For example, 22A(CH), 5B > 2C > 236B, 2C > 236B will likely work on most characters with appropriate delays and puts you at 51% proration. After a wallbounce, things get way murkier and require a lot more trial and error to see what works or is easy on specific characters.

Move Descriptions

Frame Data Help
Header Tooltip
Move Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

Damage Base damage done by this attack.

(X) denotes combined and scaled damage tested against standing V. Sion.

Red Damage Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.

(X) denotes combined damage.

Proration The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.

X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

Startup Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
Active The amount of frames that this move will have a hitbox.

(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

Recovery Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).

If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.

Invul Lists any defensive properties this move has.

X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.

Invicibility:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

Standing Normals

5A
MBFArc5A.PNG
Damage Red Damage Proration Cancel Guard
300 151 75% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
4 4 5 3 2.7% -

Fast elbow jab, shorter range, chainable into itself or 2A. Very plus on block so good move for tick throw/6C mixups. In alternating 5A2A pressure can whiff and then go into 5B to catch mashing. Can be used as an anti-air but not very reliable.

5B
MBFArc5B.PNG
Damage Red Damage Proration Cancel Guard
700 404 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
6 4 12 -1 6.3% -

Fast poke that moves Arc slightly forward, great range. Slightly negative on block but staggered 5B 5B frame traps are very strong because of the range it controls. Dash 5B moves Arc across the screen ridiculously fast and can be used to punish careless backdashes from a distance, catch opponents trying to jump a screenlength away, or slow zoning. This can be easily countered but it should still keep opponent wary from a distance. Can be a semi-reliable anti-air against low aerial approaches. This move can also catch people trying to jump out of frame traps pretty easily but since the hitstun is low, can be difficult to confirm unless you anticipate it.

5C
5C
5C(Air Hit)~C
5[C]
MBCArc5C.png
5C
5C
MBCArc5CC.png
5C~C
5C~C
MBCArc5CBE.png
5[C]
5[C]
5C Damage Red Damage Proration Cancel Guard
1000 707 90% (O) N, SP, (CH), EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 4 23 -9 9.0% -
~C Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
5 X 0 - - -

Haven’t found much use for this move outside of pressure. Can be half-charged to fake an unblockable attempt -- this will generally only beat mashing attempts and lose to shields. Special note, if it hits an airborne opponent they will be sent flying to the other side of the screen, hit C again on hit to command airdash and follow them. This is useful for corner carry combos.

5[C] Damage Red Damage Proration Cancel Guard
2500 2020 100% (O) - U
First Active Active Recovery Frame Adv Circuit Invuln
38 2 27 - 16.2% -

Fully-charged 5C is unblockable. On CH opponent will be sent flying backwards and is comboable. Midscreen use dash 5B to confirm, in corner use anything you want. Easily shieldable/mashable/DPable/anything by non-sleeping opponents but can occasionally take opponents off-guard so use sparingly. May be able to bait an opponent into whiffing a shield -- say, a string like 5A5A dash 5[C], in order to get that ridiculously high CH damage but it's a definite risk.

Crouching Normals

2A
MBFArc2A.PNG
Damage Red Damage Proration Cancel Guard
350 202 72% (O) -SE-, -N-, -SP-, -EX-, (J) L
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
4 4 5 3 2.7% -

Fast low kick, decent range, chainable into itself or 5A. Best move for mashing out, good in pressure.

2B
MBCArc2B.png
Damage Red Damage Proration Cancel Guard
450 303 70% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
6 4 13 -2 4.5% -

Solid low poke with a very nice hitbox that extends a good distance past Arc's hittable box. Pretty good move for ground footsies or trying to catch landing opponents.

2C
MBFArc2C.PNG
Damage Red Damage Proration Cancel Guard
1000 505 80% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
7 4 17 -3 9.0% -

Great low sweep. Fast and long, relatively safe hitbox, easily confirmable into 236B 623B aircombo on most hits for good damage. Will beat many jump-out attempts in pressure strings. Try not to use as an anti-air, you will probably lose badly.

Aerial Normals

j.A
MBCArcjA.png
Damage Red Damage Proration Cancel Guard
300 202 75% (O) SE, N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
4 4 10 - 2.7% -

Quick air poke with bad range. Since it’s full moon it needs to be blocked high. Pretty standard, mostly noteworthy for use in fuzzy setups.

j.B
MBFArcjB.PNG
Damage Red Damage Proration Cancel Guard
700 505 90% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
6 3 - - 5.4% -

Average air normal. 6 frame startup, not a lot of active frames and a weak vertical hitbox but good horizontal range.

j.C
MBFArcjC.PNG
Damage Red Damage Proration Cancel Guard
900 606 90% (M) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
6 5 - - 6.3% -

6 frame startup, lots of active frames and a very nice hitbox that extends downwards and out from Arc. Good for fishing for counterhits but try to avoid mashing it mindlessly every time you jump, the startup will allow many moves to CH you first (ugh Miyako). Best done pretty early to give it time to establish spacial dominance.

Command Normals

3C
MB F-Arc 3C.png
Damage Red Damage Proration Cancel Guard
700 505 60% (O) SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 6 25 -13 6.3% -

Standard launcher, mostly used in easy combos. Also good in pressure strings for adding extra guard damage before a 236A/B. Can only be special cancelled.

6C
MB F-Arc 6C.png
Damage Red Damage Proration Cancel Guard
1200 1010 70% (O) -SP-, -EX- HA
First Active Active Recovery Frame Adv Circuit Invuln
26 8 14 -4 7.2% -

Overhead. Can be special cancelled on landing, standard combo followup is 623A. 236A/B if they block to reset pressure. This move is slow and easily reactable. Has its uses, however. It will counterhit most 2A mash attempts and, if mixed in as a fake tick throw attempt it will beat OS throw/low shield. Since overhead startup looks and sounds like superjump forward can fake it with sj9. Use this move to get in on bad opponents who won’t shield it 100%, otherwise you gotta mix this one up. Damage afterwards is decent though.

j.2B
MBCArcj2B.png
Damage Red Damage Proration Cancel Guard
750 404 100% -SP-, -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 8 14 2 (TK) 7.2% -

Claw dive, can be blocked either way. Special-cancelable on landing, on ground CH easily confirmable into basically any bnb. Somewhat slow and easily punishable, but has its utility. Use when above an airborne opponent to CH them out of poorly placed attacks, to punish mashing on the ground, or in pressure. Fun-to-use and can go into good damage even midscreen if willing to burn meter. Will trade with many anti-airs (this generally results in terrible things for the Arc player) and if opponent is on top of things they can punish outright whiffs.

j.2C
MBCArcj2C.png
MBCarcj2C2.png
Damage Red Damage Proration Cancel Guard
600, 800 (1282) (647) 100% (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 2 (16) 3 3 -15, 3 (TK) 7.2%*2 (14.4%) -

Combo ender. Ground techable, punish back and neutral techs with j.2B and forward techs out of the corner with whiffed air-normal into 5A/2A combo but the timing is irritatingly tight. Has a few other non-obvious uses. Moves Arc forward, so you can use its momentum to propel across the screen. This is useful after, say, double super-jumping out of corner pressure, forcing the opponent to reach further for a punish.

Universal Mechanics

Ground Throw
Ground Throw
4/6A+D(~2)
MBArcThrow.png
MB C-Arc Throw 2.png
~2
~2
Ground Throw Damage Red Damage Proration Cancel Guard
700 489 40% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 20 - 0.0% -

Wallslams in the corner and is comboable.

~2 Damage Red Damage Proration Cancel Guard
1500 391 40% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 20 - 0.0% -

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

Air Throw
Air Throw
j.4/6A+D
MB C-Arc Throw Air.png
Damage Red Damage Proration Cancel Guard
1600 (Raw)
1200 (Ender)
489 30% - U
First Active Active Recovery Frame Adv Circuit Invuln
1 1 12 - 0.0% -

Arc grabs the opponent by the neck and slams them to the ground just before landing. Switches sides if not 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.

Shield Counter
Shield Counter
236D after a successful Shield (Air OK)
MB F-Arc 236D.png
MB F-Arc j.236D.png
Standing Damage Red Damage Proration Cancel Guard
500 (345) 202 45% (SP), (EX), (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 18 -4 4.5% -

Same animation as C/H-Moon 3C.

Aerial Damage Red Damage Proration Cancel Guard
500 (345) 202 45% - HA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 - - 4.5% -

Same animation as C/H-Moon j.C.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MB C-Arc 214D.png
Bunker Damage Red Damage Proration Cancel Guard
500 202 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
25 4 19 -5 0.0%
(-50.0% in blockstun)
Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 202 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 19 -5 0.0%/-50.0% Strike 1-7

Moves arc slightly forward.

Blood Heat
Blood Heat
A+B+C during MAX
MBArcHeat.png
Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
15 6 25 - uses all Full 1-21

Standard heat but quite short. Cannot kill.

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

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

Special Moves

Special Movement

Forward Dash
MB C-Arc 66.png
MB C-Arc 66 Crossup.png
Crossup Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
7 (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) immediatly after the crossup, the direction will be reversed as if done while still on the pre-crossup side.

Grounded Specials

236X
MB F-Arc 236A.png
MB F-Arc 236B.png
MB F-Arc 236C.png
A Damage Red Damage Proration Cancel Guard
1800 1414 80% (M) -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
14 12 9 0 ~ 4 9.9% High ~12-28
  • Arcueid shoots out a power wave on the ground. Powerful, high damage, neutral tool, pressure tool, and combo tool. Very versatile.

Tall wave, even on block at worst. Combos off of 2C with previous hits, so you'll be using this a lot. Reasonably easy to space to be very plus, but you're far away. Situational antiair, head has no hurtbox around the time it's active. Full launches on counterhit for massive damage. Less hitstun on grounded hit, so you always want to 2C into this mid combo.

B Damage Red Damage Proration Cancel Guard
1700 1313 80% (M) -EX- L
First Active Active Recovery Frame Adv Circuit Invuln
15 12 11 1 ~ 9 9.9% -

Long wave, at least +1 on block. Only combos off of raw 2C or air hit 2C, so you use this mid combo. Arc crouches, so it can be a decent antiair. Also full launches on counterhit and has less hitstun on ground hit.

EX Damage Red Damage Proration Cancel Guard
500, 1000*3 (1981) (1349) 60% (O), 100% (J) LH, LHA
First Active Active Recovery Frame Adv Circuit Invuln
5+5 19 18 -11 ~ -3 -100.0% -

Meter burn tool. Very minus on block. That first 3C-like hit is air unblockable, but you're never going to use this to anti-air. OTG relaunches for ok damage. Only use this to burn meter/combo off of 623A midscreen.

623X
What are you doing...!
623A/B/C
(623A/B~6X)
MB C-Arc 623A.png
A
A
MB C-Arc 623A 6X.png
~6X
~6X
MB C-Arc 623B.png
B
B
MB C-Arc 623B 6X.png
~6X
~6X
MB C-Arc 623C.png
EX
EX
A Damage Red Damage Proration Cancel Guard
700 505 90% (O) -CH- LA
First Active Active Recovery Frame Adv Circuit Invuln
6 4 16 -8 6.3% -
  • Arcueid moves foward and claws at the opponent.

Arcueid moves foward and claws downwards. Hits low. Situational poke and frame trap move due to its range and speed.

B Damage Red Damage Proration Cancel Guard
1000 808 75% (O) -CH-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 6 17 -5 9.0% -

Arcueid moves foward, and claws upwards. Air Unblockable. You do this after your launcher and follow with an air combo. Raw 623B gets you a full combo on air counterhit, but often gets no followup on regular hit.

A~6X Damage Red Damage Proration Cancel Guard
700 505 50% (O) (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
14 1 27 -13 3.6% -
B~6X Damage Red Damage Proration Cancel Guard
700 505 50% (O) (SP), (EX), (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
15 2 23 -7 3.6% -
  • Followup of her 623.

A: Arcueid moves foward and claws upwards. Hits mid and wallslams. Key combo move, -13 on block. Importantly, the followup always leaves a gap, so opponents can reversal out and punish both followup and no followup.
B: Very niche combo tool that you probably will never use.

EX Damage Red Damage Proration Cancel Guard
500, 300*6, 600 (2316) (1695) 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
4+5 13 (15) 1 25 -14 -100.0% -

Super version of Arcueid's 623A~6A. Very bad on block. Guarantees full air untech time near corner and eliminates the need for 1f links in combos. Sets up for corner mixups with 623C into 2C/623A.

214X
Ready... Go!
214A/B/C
(214B~A/B/[B]/C(~C))
MB C-Arc 214AB.png
MB C-Arc 214B A.png
B~A
B~A
MBCArc4C.png
B~B
B~B
MBCArc4CBE.png
B~[B]
B~[B]
MB C-Arc 214B C.png
B~C
B~C
MBCArc5CC.png
B~C~C
B~C~C
MB C-Arc 214C.png
A Damage Red Damage Proration Cancel Guard
800 404 100% -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
15 5 15 -2 9.0% -
B Damage Red Damage Proration Cancel Guard
700 505 60% (O) -CH-, -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
13 8 15 -5 6.3% -
  • Arcueid moves foward and strikes with her elbow. Can be useful as a launcher.

A: Arcueid moves fowards and hits the opponent with her elbow. This move has sketchy frame data on this moon and usually isn't plus.
B: Arcueid moves further. Deals 100 damage less than A version. Also not great in pressure due to bad frame data. Kind of a gimmick, but useful as a niche combo tool. Has multiple followups listed below.

B~A Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 29 -12 - Full 6-20
B~B Damage Red Damage Proration Cancel Guard
300, 800 202, 303 80% (M), 65% (O) (N), (SP), (EX), (J) LHA*
First Active Active Recovery Frame Adv Circuit Invuln
9 2 (2) 9 33 -24 2.7%, 7.2% (9.9%) -
B~[B] Damage Red Damage Proration Cancel Guard
900 303 50% (O) N, SP, EX, J H
First Active Active Recovery Frame Adv Circuit Invuln
34 9 36 -27 7.2% -
B~C Damage Red Damage Proration Cancel Guard
700 404 100% (CH), EX LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 5 26 -13 6.3% -
B~C~C Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
4 X 0 - - -

214B Followups:

~A: Arcueid does a quick teleport foward. Double digit minus, punishable on reaction.
~B/[B]: Arcueid does C-Moon's 4C. Can also be charged. Hits mid, high if charged. Use this in midscreen routes and post 214B OTG on certain characters.
~C: Arcueid does her 5C. Can't be charged, but if it hits, she can follow up with her superjump pursuit. Sometimes useful combo tool.

EX Damage Red Damage Proration Cancel Guard
800, 600*2, 1000 (2602) (2137) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
6+6 8 18 -11 -100.0% Clash 2-8

Questionable reversal with clash on frames 2-8. Automatically follows up on hit with a series of air attacks. If you think you should use this, you should probably use 421C or 22C instead. OTG with a single hit, but not useful.

421X
MB H-Arc 421AB.png
MB H-Arc 421C.png
A/B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 35 - - Full 8-27
EX
~2
Damage Red Damage Proration Cancel Guard
1400 (1356)
2700 (2615)
(852)
(1620)
100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
3+7 8 17 -9 -100.0% Full 5-24

Frame 5 invuln shieldable air unblockable hitgrab. Recovers quickly, so it can be hard to punish on whiff. Use this for sideswitch routes and as a reversal against specific options as well as a situational antiair. Can press 2 during the throw for a hard knockdown.

22X
MB F-Arc 22A.png
A
A
MB F-Arc 22B.png
B
B
MB F-Arc 22B Hit.png
(Followup on hit)
(Followup on hit)
MB C-Arc 22C.png
EX
(Last 2 hitboxes are repeated)
EX
(Last 2 hitboxes are repeated)
A Damage Red Damage Proration Cancel Guard
700, 500 (1125) (560) 100% EX LH
First Active Active Recovery Frame Adv Circuit Invuln
5 2 (1) 7 32 -24, -21 6.3%, 4.5% (10.8%) Full 1-3, High 4-8
  • Arcueid jumps and claws upwards. Useful for catching aerial opponents.

Hits twice, full invuln on frames 1-3 and hits on frame 6. Useful for getting air counterhits.

B Damage Red Damage Proration Cancel Guard
600*2, 400*2, 800 (1840) (1056) 70% (O) EX LH
First Active Active Recovery Frame Adv Circuit Invuln
4 4 (1) 7 47 -41 ~ -32
17 (IH)
5.4%*2, 3.6%*2, 7.2% (25.2%) Full 1-2, 7-8
High 3-6, 9

Hits four times with an automatic followup on hit. Hits on frame 5, full invuln on frames 1-2 and 7-8. Good tool for hard knockdown and your go to IH move.

EX Damage Red Damage Proration Cancel Guard
600*2, 500*2, 300, 500*2, 300 (3134) (2184) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
2+1 35 40 -45 ~ -54 -100.0% Full 1-11

Frame 4, full invuln 1-11. F-Arc's only fully invulnerable reversal. OTG relaunches, so in the corner, you can cover all options after a soft knockdown with 22C. 22C into OTG 22C will probably kill most characters at 25% life or less.

Aerial Specials

j.421X
Over here, over here! (Air)
j.421A/B/C (No EX)
MB H-Arc j.421X.png
A/C
/ B
Damage Red Damage Proration Cancel Guard
- - - -N-, -J- -
First Active Active Recovery Frame Adv Circuit Invuln
- - 33 / 31
/ 37
- - Full 8-27
/ 12-31
  • Arc's air teleport series. Niche movement and escape tool.

A: Medium forward teleport, frame 8 invuln.
B: Long forward teleport, frame 12 invuln.
C: Short backwards teleport, frame 8 invuln.

Arc Drive

MB C-Arc AD AAD.png
(Chain textures unavailable)
(Chain textures unavailable)
Damage Red Damage Proration Cancel Guard
0, 350*10, 700 (3310) (2365) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
15+0 2 54 - removes all Full 1-19

Arcueid summons chains towards where she's facing, dealing roughly around 3332 damage raw on Archetype Earth. Air unblockable, hits across the entire screen for about a character height (Arcueid's height).

Another Arc Drive

Melty Blood
41236C during Blood Heat
MB C-Arc AD AAD.png
(Chain textures unavailable)
(Chain textures unavailable)
Damage Red Damage Proration Cancel Guard
0, 350*10, 700*8 (5352) (4190) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
14+0 2 61 -44 removes all Full 1-25

Arcueid summons chains like her Arc Drive, but after the animation of her Arc Drive, she stops and summons forth many red claw waves at the opponent. Deals roughly 5482 damage raw on Archetype Earth. Hits the entire screen horizontally for about a character's height (Arcueid's height). Air unblockable.

Last Arc

Shall we play around a bit?
Aerial EX Shield during Blood Heat
MB C-Arc LA.png
Universal version
Universal version
MB C-Arc LA Tohno Nanaya.png
Tohno/Nanaya variation
Tohno/Nanaya variation
Universal Damage Red Damage Proration Cancel Guard
1400*7 (3800 ~ 7500) (3330 ~ 6300) 50% + 50% * remaining BH time - U
First Active Active Recovery Frame Adv Circuit Invuln
1+6 - - - removes all Full 1-?

Activated in air. Arcueid flies backwards, with an image of Archetype Earth behind her. The background fades and turns into a full moon with light emerging from cracked earth under it. Deals around 7500 damage with full meter.

Nanaya/Tohno Damage Red Damage Proration Cancel Guard
600*18 (3450 ~ 6700) (2900 ~ 5600) 50% + 50% * remaining BH time - U
First Active Active Recovery Frame Adv Circuit Invuln
- - - - removes all Full 1-?

Special LA variation for Tohno and Nanaya which tends to do less damage. Nanaya takes more damage than Tohno.


MBAACC Navigation

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