Melty Blood/MBTL/Arcueid Brunestud
Story
A royal member of the vampire race known as the True Ancestors. After suffering through a traumatic event, a naively innocent side of her was somehow released. She now lives as a free-spirited, almost childish, princess. She is incredibly powerful and, despite being a vampire, is able to survive in direct sunlight. She has no desire to threaten human society, instead hunting other vampires known as Dead Apostles. While pursuing her greatest enemy, she arrives in Souya, where Shiki lives. Although a fateful encounter awaits her and Shiki here, a story of an earlier possibility is about to unfold.
Gameplay
Arcueid is a balanced close-range rushdown fighter who relies on strike/stagger/throw mixups to open up the opponents.
She boasts good range and coverage on most of her moves, and good movement speed. She lacks any true ranged options against more dedicated zoners, and her unique mixup tools are limited to her rekka series staggers (236X) and charging her guard-breaking Blowback Edges, requiring good reads on the opponent. But once she gets in, she can easily push the opponent to the wall and seal their fate with great corner carry potential, strong hit-boxes and high damage combos.
All in all, a simple yet effective 'gorilla' character that should appeal to both new and experienced players alike.
Strengths | Weaknesses |
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Character Summary
- Moon Skills
- 6B+C - Out Of My Way!
- 3B+C - What're You Doing?!
- 4B+C - Ready, Go!
- 2B+C - Shut Up And Fly! (Air OK)
- Special Attacks
- 236A/B/C (EX OK) - Out Of My Way!
- > A/B/C - There!
- > A/B/C - You're Finished!
- > 4A/B/C - Submerge!
- > A/B/C - You're Finished!
- > A/B/C - There!
- 623A/B/C (EX OK) - What're You Doing?!
- > A/B/C - Additional input
- 214A/B/C (EX OK) - Ready, Go!
- 22A/B/C (EX OK) - Shut Up and Fly! (Air OK)
- > A/B/C - Shut Up and Disappear!
- > 66C (EX-Only) - Shut Up and Disappear!
- Arc Drive
- 236B+C - Melty Blood
- Last Arc
- A+B+C+D / Successful Shield in Blood Heat - Marble Phantasm - Seal
- Unique Attacks
- 2 while throwing, 3C, 4C, j.2B, j.2C
- Blowback Edge Moves
- 5[B], 5[C], 236[A]
Coming soon.
Coming soon.
Move Analysis
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
180 | LH | SE, N, SP, CH, EX, MD, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 11 | 17 | -1 | - |
- Standard standing jab.
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480 | LH | N, SP, CH, EX, MD, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 4 | 17 | 29 | -6 | - |
- Slightly moves Arc forward.
A great blockstring tool, combo filler, and a decent poke.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750 | H | N, SP, CH, EX, MD, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
29 | 4 | 24 | 56 | -11 | Clash 16-28 |
- Overhead.
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
610 | LH | N, SP, CH, EX, MD, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 4 | 20 | 33 | -7 | - |
- A palm thrust which also moves Arc forward slightly. Mainly used as a blockstring tool and combo filler.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2000 | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
35 | 4 | 29 | 67 | +15~+33 +21 |
Clash 20-34 |
- Unblockable.
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
150 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 11 | 17 | -1 | - |
- Standard crouching jab.
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 4 | 15 | 25 | -4 | - |
- Arc's best grounded poke.
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 21 | 33 | -7 | - |
- A far reaching sweep with a big hitbox, also hits low.
Jumping Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | H | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 4 | 11 | 19 | - | - |
- A standard, quick aerial jab.
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
240*2 (468) | H | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 2 (6) 4 | until landing | - | - | - |
- Arc swings around with her arms twice.
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
560 | H | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 10 | until landing | - | - | - |
- Big, disjointed air normal.
Command Normals
3C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 25 | 37 | -11 | Air 5-12 |
- Standard universal launching attack with a short zoom-in/cinematic, followed by an automatic jump.
4C
Launcher for combo extension
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
500*2 (950) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 2 (3) 9 | 24 | 46 | -16 | - |
- Airdash cancelable.
j.2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
600 | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 10 | until landing + 14 | - | -1 (TK) | - |
- Sends Arc downwards at a 45 degree angle.
j.2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*2 (764) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 3 (15) 3 | until landing + 6 | - | +1 (TK) | - |
- Hits twice and sends opponents downwards.
Universal Mechanics
Rapid Beat 2
Advances forward, but has terrible frame advantage
- A terrible move on block, as it cannot be reverse beaten and is very disadvantageous. However, it moves Arc forward a decent amount and can still be special-cancelled, which still gives it some uses for combos and blockstrings.
Rapid Beat 3
Same move as 3C
- Similar animation and launch properties as 3C.
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 (point blank) | 3 | 19 (whiff) | - | - | - |
- Arc tosses the opponent away.
Midscreen this will return you to neutral, as it can be air-teched. In the corner, the throw wall-bounces and can be followed up with a combo.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1500 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | +44 | - |
- Alternate knockdown throw.
Air Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1 | 3 | until landing + 12 | - | +37 (jump), +19 (land) | - |
- Dunks the opponent right in front of you.
Special Moves
Out Of My Way!
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
500*2 (945) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 5 | 21 | 38 | -4 | - |
- Rekka series starter.
Slightly disadvantageous on block, but pushes you out a decent amount so it's not a problem.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
23 | 4 | 13 | 39 | +6 | - |
- Pressure reset, not a rekka.
Charging the first rekka turns it into a projectile-type attack which is advantageous on block and vacuums the opponent in, making it a potent tool for pressure resets. Also leads into a combo on hit or trade.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
500*2 (945) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 5 | 24 | 38 | -7 | - |
- Rekka series starter.
Slightly worse on block than the A version without a damage increase.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450*2 (855) | LH | MD, EX | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 5 | 26 | 42 | -9 | - |
- Rekka extender.
Second hit of the rekka series, worse on block than the first hit.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1300 | L | MD, EX | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 3 | 25 | 39 | -11 | - |
- Rekka series ender, hits low.
If done immediately, there is no gap between the second and third hit, but it can also be delayed to blow up attempts at delayed high blocking, mashing or high shield. Unsafe on block, but can be made safe on block or converted on hit with moon drive cancel.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | H | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
25 | 3 | 23 | 50 | -9 | - |
- Rekka series ender, hits overhead.
This will always have a gap, so be aware of shield and invincible attacks. Unsafe on block but can be made safe on block or converted on hit with moon drive cancel.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
320*11 (2568) | LH | MD | - | 100% | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+7 | 60 (total) | 36 | 106 | -12 | 1-4 Throw |
- All three rekkas.
What're You Doing?!
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1100 | L | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 5 | 16 | 31 | -4 | - |
- Hits once.
A downwards swiping claw attack which is mainly used as combo filler.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480*3 (1309) | LH | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 12 | 23 | 54 | +2 | - |
- Hits thrice.
The B version does more damage than the A version, but also comes out slower.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 3 | 20 | 37 | -4 | - |
- Combo extender.
A follow-up attack which wallbounces, can also be jump-cancelled.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
270*8 (1855) | LH | MD | - | 100% | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+8 | 14 (15) 2 | 22 | 64 | -7 | 1-4 Throw |
- A downwards swiping claw attack followed by a launcher with an automatic jump cancel.
Ready, Go!
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LH | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 | 5 | 14 | 34 | -2 ~ +2 | - |
- An elbow thrust that is safe on block.
Good combo filler tool. Has tons of untech time, letting Arc link after it on high juggled opponents.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700, 850 (1422) | LH | MD, EX | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 | 8 | 24 (whiff) | 47 (whiff) | +3 (air), +7 (ground) | - |
- An elbow thrust followed by a palm strike.
The second hit wall-bounces and has a lot of untechable time, making it an excellent combo filler tool. This attack is plus on block and has a gap between the two hits that is too small to interrupt with jabs, which also makes it a great knowledge check. However, be careful of shield and invincible attacks against aware opponents.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200, 320*2, 576 (2384) | LH | MD, EX | - | 100% | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+4 | 8 | 22 | 37 | -6(air), -1(ground) | 1-4 Throw |
- An elbow thrust leading into a short, automatic mini combo.
Shut Up and Fly!
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
550*2 (1039) | LH | (MD) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 2(1)7 | 27 | 42 | -15 | - |
- An upwards angled attack with no invincibility.
Mainly used as combo filler. 22A~X can extend certain corner juggles due to the wallbounce.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
350*4 (1235) | LH | (MD) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 3(1)7 | 42 | 58 | -26 | All 1-13 |
- A fully invincible DP.
On hit, this move can be converted with moon drive cancel into a combo that leads to a knockdown. Due to the special move command, the opponent cannot cross you up to reverse your inputs, which makes it particularly strong against ambiguous left/right setups.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 5 | until landing + 12 | - | -4 (best) | - |
- Wallbounces in the corner.
- Opponent can air tech midscreen.
Can be used to set up safe heat activation midscreen.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1800 | LHA | - | - | 100% | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+8 | 2 | until landing + 12 | - | -9 (best) | - |
- EX followup.
Deals more damage than the meterless follow-up.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
300*8 (1998) | LH | (MD) | - | 100% | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+1 | 37 (total) | 40 | 81 | -44 | All 1-15 |
- Reversal super.
Shut Up and Fly! (air)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*3 (1104) | LHA | MD, EX | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 12 | - | - | - | - |
- Not a reversal.
Mainly used as combo filler.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
360*4 (1270) | LHA | MD, EX | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 12 | - | - | - | - |
- Not a reversal.
Mainly used as combo filler. Possesses no invincibility, unlike the grounded version.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 5 | until landing + 12 | - | - | - |
- Wallbounces in the corner.
- Opponent can air tech midscreen.
Mainly used as combo filler in the corner, where aerial j.22X is a versatile combo tool.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1800 | LHA | - | - | 100% | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+8 | 2 | until landing + 12 | - | - | 1-4 Throw |
- EX followup.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
270*9 (1968) | LHA | MD | - | 100% | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+3 | - | - | - | - | 1-4 Throw |
- Not a reversal.
Moon Skills
Out Of My Way!
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
650*3 (1702) | LH, LH, L | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 5(4)6(3)3 | 22 | 54 | -2 | Clash 1-10 (MD) |
- Looks similar to 236C, but does not knock down. Instead, it gives a little ground bounce at the end, which can be air-teched almost immediately.
What're You Doing?!
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | HA | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
27 | 4 | 16 | 46 | -3 | Clash 1-10 (MD) |
- Arc hops forward and hits the opponent from above with an attack that resembles her j.2B. A fairly slow and telegraphed overhead; however, it does avoid low hitting moves, and is an excellent option to beat low shields. On block, it is safe and can also set up some interesting mixups with moon drive cancel.
Ready, Go!
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1352 | LH | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 | 8 | 13 | 35 | -4 ~ +3 | Clash 1-11 (MD) |
- An elbow thrust with a launcher followed by an automatic jump cancel. Safe on block. During moon drive it gains clash frames. Combined with its fast move speed and long distance traveled, it's a great attack to quickly close in on the opponent.
Shut Up And Fly!
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
470*3 (1282) | LHA | J, EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 2(1)8 | - | - | - | Clash 1-5 (MD) |
- An attack that resembles her DP, but has no invincibility. Can be jump-cancelled on hit or block, and recovers while Arc is still in the air. During moon drive, 2B+C gains clash frames and retains all other properties, making it a fairly safe attack to simply throw out on the defense, which also yields good return on hit.
Shut Up And Fly! (Air)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
350*4 (1252) | LHA | J, EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 12 | - | - | - | - |
- Pretty much identical to the grounded version.
Super Moves
Melty Blood
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3500 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+11 | 5 | 47 | 63 | -35 | All 1-16 |
- Arc's super is a fullscreen projectile, which makes it her only option to directly contest zoners. Other than that, it is mostly used to tack on additional damage to her combos. Connects most easily during a combo after her Rekka series.
Marble Phantasm - Seal
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
4800 [4800 ~ 6960 in BH] | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+21 | 4 | 27 | 52 | -14 | All 1-25 |
- Similar startup animation to 5C.
Reverse Beats
Attack | Chain | Advantage |
---|---|---|
5B/2B | 5A/2A | -3 |
5C/2C | 5A/2A | -1 |
Attack | Chain | Frame Gap |
---|---|---|
Customization
Palette options
Arcueid Brunestud Wiki Roadmap
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