Melty Blood/MBAACC/Arcueid Brunestud/Crescent Moon

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Revision as of 13:22, 25 September 2021 by Doot eternal (talk | contribs) (→‎Combos: Added video for C-Arc's double rejump)
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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
  • 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.


Additional Resources

C-Arcueid Match Video Database

C-arc combo compilation

Overview

Strengths / Weaknesses
Strengths
  • High damage.
  • Large health pool and Guts rating.
  • Combos have extremely high meter gain.
  • Extremely strong all-purpose normals.
  • Good movement in all aspects.
  • Has an invincible reversal on a 22 input, which can be special canceled into a knockdown.
  • Extremely potent corner pressure.
  • Has access to frightening mixups off of most confirms.
Weaknesses
  • Relatively high execution.
  • Lack of a meterless projectile can make matchups against some zoners a bit difficult.
  • Relatively subpar midscreen pressure, lacking in safe ways to reset pressure.
  • Is only as good as your execution.

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 jA, jB j2B and jC.

jA is a pretty typical jumping A normal, nothing especially noteworthy.

jB on the other hand, is blisteringly fast for how large it's hitbox is, making it especially good in quick air battles. Whiffing it is not advised though.

jC is godlike. Period. Absolutely dominating, the only thing keeping it from being any more broken is it's relatively average speed. with 10f 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.

j2B isnt an ordinary divekick as you stay in place(on startup) before diving in a set angle.(insert comment about j2B here)

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 bit of specials to add on to it. Going over some of the specials you will regularly use:

  • 214A/B

Known as elbow. Generally you can use 214A to catch mashes and on the later ends of the active frames you can be +, in some cases if people are trying to shield you can use 214A after 2C for the elbow to whiff and the opponent is now in recovery from failed shield, letting you combo with usually 2B into a combo. 214B is generally used to catch jump outs, can lead to an air combo.

  • 236A/B

Rekka, usually seen as a combo ender, however in pressure you can use 236A > 236[A] which is an 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 just 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. A very powerful special when used properly.

With rekka by itself you can either do 236A > 236A > 214B, 236A > 236A > 214[B](High), or 236A > 236A > 236A(low). For the combo ender you want to do 236A > 236A > 214B.

Rekka has a good amount of stagger windows so sometimes people are looking to block the Overhead option(214[b]) you can also mix it up sparingly with 236A which is a low. On block 214[B] has better frames and while 236A is unsafe, if you happen to catch people with it you can either cancel to 624C which is a knowledge check to the opponent on whether they can dodge or use whichever char specific punish it is or ex cancel to 623C for a good reward on the combo.

The mindgame of her rekkas because of 236A 236[A] allows her to stop at the first rekka and reset her pressure once you establish that fear into your opponent.

  • 624A

Sonic. This special sees most of its use in corner pressure, as it recovers earlier than it seems, allowing for double jumps, or continuing pressure by going into an aerial special move, namely its aerial version. Due to Arcueids backwards movement, it is also capable to punishing some defensive options such as Heat and Shield Bunker.


  • j624A/B

One of her most notorious special moves, Air Sonic.

j.624B is generally used in combos as a TK and during the sequence listed right above in the 624A/B section. j.624A is used generally in an air to air (A2A) situation and because it hits behind. You can use it as you are jumping in on someone or when you do j.C which is powerful because its 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 her specials such as 236[A], 214A, 214B, tk. 624B at her disposal. One important thing you need to remember about C-arc is that she cannot rebeat from 5C ever. Here are some sample things to her pressure listed below.

  • 2A Stagger 2A, 5{B} 2B, 5A(rebeat)
  • 2A 2A 5B, stagger 2B 5C 236[A]
  • 2A 2A 2B stagger 2C 236A
  • 2A 2A 2B stagger 2C 236A 236[A]
  • 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 and you can now punish with 2B)
  • 2A 2B 5B 2B, w5A. Iad j.C/j.624A


These are fairly basic strings that you can use but the main important thing again to remember is that 236[A] is massively plus and while you can jump out of it during its start up you can sneak in 236[A] by using her rebeats to throw off the timing on their 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 enders that give different options

The first being airthrow ender, which you don't get much except a 2A meaty. the next ones you have are 236[B] and Rekka ender.

The rekka ender is a safe jump and here are the safe jumps listed below

Post rekka ender safe jump:

  • Jump forward, 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
  • sjf j.C: Warc, PCL(PCiel)
  • Delayed Rekka, sjf, j.C: Aoko, Nero, Len
  • Delayed Rekka, slightly walk forward, 9, j.C: Kouma, Ries


now you can take this even further vs. Cmoon players that really like to use heat as their defensive decision by doing the safe jump j.C and then inputting 44, backdash. if it j.C hits, you do not backdash and you can still combo if they heat you will backdash and avoid heat and can punish it. of course cmoon can ex shield and counter your safe jump but you can blow it up by doing empty jump low, or delay airdash j.C, etc. other anti-heat OSs such as "meaty j.c, land, 4A+B" and "meaty j.c, land, 2E" can be used as well


236[B] can used as long in any point of your combo in the corner as long as you didn't use 3 wall slams. since 236[B] pulls them out of the corner you can now perform left/right mixups. the side is determined by an array of things. the most common sequence you see to set this up is:

  • 5B 2A 2C 5C 236[B]

the side is determined by knowing if the the body is touching the corner or not and carc and mess with various things such as delaying the normal sequence above, Microwalk the body before doing the following ways to throw off your sense of recognizing if carc will land in the corner or not.

  • microwalk iad j2C/j.C(whiff) into l/r mixup
  • microwalk jump, double jump j.C

The good part other than it being a left/right is that you have the option to blow up high/low shield rps with either 5B or 2B. Some cmoon players will choose to heat in that situation since they don't know which side to defend but you can os that with 2AA 5B+D or 2AA 5[D]~B.

With this in hand it can be really potent to her offense depending on which ender you decide to do.

Defense

C-arc, once again being a robust character, also have a quite an array of things that opponent has to keep count of.

22B is a fully invuln DP that can't be crossed up at all. The follow up, 66B, is cancellable into j.624C for good damage with AT ender for oki. There is also 22C, which is a bit faster and harder to safe jump but isn't really used much compared to 22B.

She also has heat. When C-arc heats at around 25% health she gets the best damage modifier, making her a fast mobile tank with even more health to get back into the fight. Other than that she has Ex shield, Bunker, dodge and in some cases you can backdash but make sure to use these options appropriately. In some other situations you also have 236C but that's for very niche situations e.g typically oki situations from some characters so be sure to use it sparingly. It's usually recommended to block, ex guard and jump out when it's appropriate.

Homing

Arcueid has access to the 'Homing' movement on some of her moves, most notably her 5CC, and it is integral to many of her midscreen combos. Due to it's nuances, it will have its own section.

Arcueid's homing is accessible from her 5C and her 214B~C followup. In most cases you'll be using 5C. Do take mind that homing takes trajectory based on when the button is pressed meaning after 5CC if you press j.C or j.A as soon as possible, your airheight is lower while delay j.B you will be higher in the air. Shown is an example combos displayed below.

  • 2C 5CC (delay) jB 5A 5B 2B 2C...
  • 2C 5CC (j.A delay j.C or j.C delay j.B) 5B 2B 2C....

While those combos appear similar, the context you'll use them in will change depending on what area of the screen you are in.

If you are too close to a corner, the j.B will drop, or will not grant you enough time to land and complete the combo, causing it to drop.

Conversely, if you are too far from a corner, the j.A j.C routing won't carry you far enough, and will cost you in damage, meter, and knockdown.

The easiest way to plan your routing is to check what area of the screen you are on. Of you were to split the entire stage in half, alter your routing based on what half you are on relative to the corner you're facing.

If you are on the FAR side of the screen, it's best to use j.B. If you're on the NEAR side of the screen, it's best to use the j.A delay j.C and sometimes j.C delay j.B since max range 2B 2C starter makes j.A j.C whiff at points.

A third scenario which can arise is the fullscreen variant, in which j.B will not be able to carry you completely fullscreen. In this case, there are a myriad of available combos, and they will be addressed in the combos section.

Lastly, homing combos may seem like the best choice of action in almost any scenario, but keep in mind that homing has its own damage scaling applied to it, so in cases where you need more damage to kill the opponent, it would be better to perform others, such as Knee (4C) combos, instead.

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.
  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.

Starters

CArc 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
??? ???
In/near corner
  • 2A > 5B > 2B > 2C
??? ???
Anywhere
  • CH 236x~236[X] > 66
??? ???
Anywhere
  • 236X~236X~236X 623C > 66 2A
??? ???

Enders

Condition Notation Damage
vs V.Sion
Notes
Anywhere
  • 236A~236A~214A
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Standard hard knockdown ender, can safejump after. Your primary ending route.
Anywhere
  • 623A
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
HKD ender for extended combos. Safejump with sj9 jC; requires manual timing on some characters.
Anywhere
  • 5C > dl236[B]
???


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, corner
  • 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): ??? (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): ???

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)
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>delay jC, land 2A, partial charge 5C to choose left and no partial charge to go right.

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, corner
  • 6AD > 22A > 623C > 2A > 5B > 2B > 2C > dlj.63214B > 5B > 2B > 2C > 4C > j.66 > j.B > j.63214A > 5B > 2B > 2C > 4C > j.66 > j.B > j.63214A > 5B > 2B > 2C > 4C > j.66 > j.B > j.C > j.63214A > j.AABC > j.AABC > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
lasts for the duration of c-moon MAX if started at around 280% meter or more, unburstable, delay/half charge 4C

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.

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
MBCArc5A.png
Damage Red Damage Proration Cancel Guard
300 147 75% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
4 4 7 1 3.0% -

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).

5B
5B
5[B]
MBCArc5B.png
5B
5B
MBCArc5BBE1.png
MBCArc5BBE2.png
5[B]
5[B]
5B Damage Red Damage Proration Cancel Guard
650 392 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 15 -4 6.0% -

A punch that moves Arc forward and knocks airborne enemies into a ground techable knockdown on hit, used a lot in pressure and combos.

5[B] Damage Red Damage Proration Cancel Guard
800 539 60% (O) N, SP, EX, (J) H
First Active Active Recovery Frame Adv Circuit Invuln
28 6 19 -10 7.0% -

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

5C
5C
5C(Air Hit)~C
5[C]
MBCArc5C.png
MBCArc5CC.png
MBCArc5CBE.png
5[C]
5[C]
5C Damage Red Damage Proration Cancel Guard
1000 686 88% (M) SP, (CH), EX LH
First Active Active Recovery Frame Adv Circuit Invuln
7 4 23 -9 10.0% -
~C Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
5 X 0 - - -

Wallslams on air hit, which can be followed up by a superjump pursuit by pressing C again.

5[C] Damage Red Damage Proration Cancel Guard
2500 1960 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
38 2 27 - 18.0% -

Gimmick unblockable that is almost never worth going for.

Crouching Normals

2A
2A
2A~2A
MBCArc2A.png
MBCarc2aa.png
Second hit of the 2A chain.
Second hit of the 2A chain.
2A Damage Red Damage Proration Cancel Guard
350 196 75% (O) -SE-, -N-, -SP-, CH, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
4 4 8 0 3.0% -

Standard jab that hits low. Spammable.

~2A Damage Red Damage Proration Cancel Guard
350 147 75% (O) SE, N, SP, EX, (J) LA
First Active Active Recovery Frame Adv Circuit Invuln
4 4 9 -1 4.0% -

A longer reach followup if you cancel 2A into itself on block/hit.

2B
MBCArc2B.png
Damage Red Damage Proration Cancel Guard
450 294 70% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
6 4 15 -4 5.0% -

A decent poke with low recovery that advances forward, useful for cross-unders. Low profiles most standing moves

2C
MBCArc2C.png
Damage Red Damage Proration Cancel Guard
900 686 60% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
9 3 21 -6 10.0% -

A sweep that reaches pretty high and far. Long recovery.

Aerial Normals

j.A
MBCArcjA.png
Damage Red Damage Proration Cancel Guard
300 196 75% SE, N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
4 4 10 - 3.0% -

Standard j.A that hits mid.

j.B
MBCarcjb.png
(Rising Hit)
(Rising Hit)
MBCArcjB2.png
(Main hit)
(Main hit)
(Rising) Damage Red Damage Proration Cancel Guard
600, 400 343, 245 90% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
5 2 (6) 4 - - 6.0%, 4.0% (10.0%) -
(Falling) Damage Red Damage Proration Cancel Guard
400 245 90% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
5 4 - - 4.0% -

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.

j.C
MBCArcjC.png
Damage Red Damage Proration Cancel Guard
1000 588 90% (M) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
6 10 - - 7.0% -

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.

Command Normals

3C
MBCArc3C.png
MB C-Arc 3C Clash.png
(Clash Boxes)
(Clash Boxes)
Damage Red Damage Proration Cancel Guard
1000 686 80% (M) SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
12 3 22 -10 10.0% Clash 9-12

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.

4C
4C
4[C]
MBCArc4C.png
4C
4C
MBCArc4CBE.png
4[C]
4[C]
4C Damage Red Damage Proration Cancel Guard
300, 1000 (1108)
/ 800
(750)
/ 294
90% (M), 65% (O) (N), (SP), (EX), (J) LH, LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 2 (2) 9 33 -24 3.0%, 10.0% (13.0%)
/ 8.0%
-

Arcueid does a rising knee strike. Thrusts the enemy upward on hit. It does not thrust in combo.

4[C] Damage Red Damage Proration Cancel Guard
900 294 50% (O) N, SP, EX, J H
First Active Active Recovery Frame Adv Circuit Invuln
34 9 36 -27 (18) 8.0% -

Becomes cancellable on block and an overhead when charged.

j.2B
MBCArcj2B.png
divekick
divekick
Damage Red Damage Proration Cancel Guard
750 392 100% -SP-, -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 8 14 2 (TK) 8.0% -

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.

j.2C
MBCArcj2C.png
first hit
first hit
MBCarcj2C2.png
2nd hit
2nd hit
Damage Red Damage Proration Cancel Guard
600, 800 (1282) (627) 100% (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 2 (16) 3 3 -15, 3 (TK) 8.0%*2 (16.0%) -

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.

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
700 474 40% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 20 - 0.0% -

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)

~2 Damage Red Damage Proration Cancel Guard
1500 379 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)
474 30% - U
First Active Active Recovery Frame Adv Circuit Invuln
1 1 12 -
5~13(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. )/

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MB C-Arc 214D.png
Bunker Damage Red Damage Proration Cancel Guard
500 196 100% - 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
500 196 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 19 -5 0.0%/-50.0% Strike 1-7

Downward swipe. Moves arc slightly forward.

Heat
Heat
A+B+C
MBArcHeat.png
Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
15 6 25 - -100.0% (min) 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) 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

236X
You're in the way!
(EX: I'm going to get a little serious...!)

236A/[A]/B/[B]/C
(~236A/[A]/B/[B])
(~236A/B / 214A/[A]/B/[B])
MB C-Arc 236AB.png
A/B
A/B
MB C-Arc 236AB BE.png
[A/B]
[A/B]
MB C-Arc 236AB 236AB.png
~236A/B
~236A/B
MB C-Arc 236AB 236AB BE.png
~236[A/B]
~236[A/B]
MB C-Arc 236AB 236AB 236AB.png
~236A/B Ender
~236A/B Ender
MB C-Arc 236AB 236AB 214AB.png
~214A/B Ender
~214A/B Ender
MB C-Arc 236AB 236AB 214AB BE.png
~214[A/B] Ender
~214[A/B] Ender
MB C-Arc 236C.png
EX
EX
A/B Damage Red Damage Proration Cancel Guard
600 294 100% -CH-, -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
11 5 18 -5 6.0% -
  • Starter hit, uncharged.

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
29 3 12 13 / 8 10.0% -
  • Charged first hit. Does not go into the rest of the rekka.

[A]: Pulls the opponent towards you on ground hit, pulls them upward on air hit. Hitbox is separate from Arcueid herself. Used during blockstrings for resets.
[B]: Sweeps the enemy, pulls less upward than [A] version on air hit. Hitbox is separate from Arcueid herself. 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
11 5 17 / 25 -4 / -12 3.0% -
  • Second hit, uncharged.

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
21 5 18 -5 10.0% -
  • Second hit, charged. Does not go into the rest of the rekka.

[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
11 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
11 2 23 -7 10.0% -
  • Alternative rekka ender.

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
26 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+7 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.

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
700 490 90% (O) -CH- LA
First Active Active Recovery Frame Adv Circuit Invuln
12 4 19 -9 7.0% -

Low-hitting claw strike, hard knockdown on hit.

B Damage Red Damage Proration Cancel Guard
1000 784 75% (O) -CH-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 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
14 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
15 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+5 13 (15) 1 25 -14 -100.0% -

Multihit EX version similar to 623A~6X. Wallslams on hit.

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
800 392 100% -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
15 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
13 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
9 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
34 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
8 5 26 -13 7.0% -
B~C~C Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
5 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+6 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.

22X
Quiet! (Fly!)
22A/B/C
(22A~66A/C)
(22B~66B/C)
MB C-Arc 22A.png
A
A
MB C-Arc 22B.png
B
B
MB C-Arc 22AB 66AB.png
~66A/B
~66A/B
MB C-Arc 22X 66C.png
~66C
~66C
MB C-Arc 22C.png
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
5 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
4 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.

A~66A Damage Red Damage Proration Cancel Guard
500 294 50% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
14 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
13 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+9 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+1 35 40 -45 ~ -54 -100.0% Full 1-11

EX reversal. Performs 2 slashes in succession. No followup.

63214X
It's useless!
63214A/B/C
MB C-Arc 63214AB.png
A/B
A/B
MB C-Arc 63214C.png
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
15 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
15 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+16 9 32 1 -100.0% -

A bigger, 3-hit version.

Aerial Specials

j.22X
Quiet! (Fly!)
(Air)

j.22A/B/C
(j.22A~66A/C)
(j.22B~66B/C)
MB C-Arc j.22A.png
A
A
MB C-Arc j.22B.png
B
B
MB C-Arc 22AB 66AB.png
~66A/B
~66A/B
MB C-Arc 22X 66C.png
~66C
~66C
MB C-Arc j.22C.png
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
2 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
2 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
14 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
13 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+9 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+2 28 9 - -100.0% Full 1-6

EX reversal. Performs 2 slashes in succession. No followup.

j.63214X
MB C-Arc j.63214AB.png
A/B
A/B
MB C-Arc j.63214C.png
EX
EX
A/B Damage Red Damage Proration Cancel Guard
1000 686 70% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 4 17 1 (TK)
/ 1, 2 (TK)
10.0% -

Air sonic. Arc swipes in the air. Recovers while airborne.

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.
B: Arc instead moves lightly back and downwards when performed, making her land quickly when TK'd. 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+4 4 17 - -100.0% -

Hits 3 times. Launches Arc back upwards, recovers in the air.

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) (2299) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
15+0 2 54 -37 removes all Full 1-19

Fullscreen-wide chain attack, hitbox as tall as the highest horizontal chain. Air unblockable hitgrab. Can be used as a whiff punish or a reversal if the situation desires. Hard knockown on hit.

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) (4069) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
14+0 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

Shall we play around a bit?
Aerial EX Shield during Blood Heat
MB C-Arc LA.png
Universal version (it tracks)
Universal version (it tracks)
MB C-Arc LA Tohno Nanaya.png
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+6 - - - 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.

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
- - - - removes all Full 1-?

The LA variation for Tohno and Nanaya. Different visual effect as well. Damage numbers taken from Nanaya.

Players to watch/ask

JP:

NA:

  • KFL
  • Sanae(maincord)


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