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 close-range bruiser who has every tool a rushdown character wants: a flexible neutral-game, high-reward blockstring gambles, a combo throw, unreactable mixups and the best corner carry in the game.
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 require either good reads on the opponent or precise and manually timed inputs. 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, high damage combos and dangerous corner okizeme.
All in all, a straightforward 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]
Dash startup: 6
Dash actionable: 9
Jump startup: 4
Jump airtime: 35
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.
- Bar none the best option for cashing out on air unblockables.
- Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
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.
- It it is shielded and the opponent does no followup, Arc is still at least -13. Its important to know when to escape with shield counter B+C.
- Clash frames activate slower than 5B.
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.
- Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 4 | 15 | 25 | -4 | - |
2B has amazing reach and recovery for its startup and hurtbox properties, hits low, very slightly moves her forward, and converts consistently. By the frames, it's one of the quickest overall B normals in the game with great frame advantage too.
- Arc's best grounded poke.
- Best antiair option for when Arc is behind the opponent.
- Low-to-ground hurtbox extension near from the knees down gives it good properties against many other 7f ground buttons like Kouma/Miyako 2B. This lets Arc press at slight frame disadvantage vs many characters.
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.
- Can be used as a high-commit preemptive grounded anti-air, but is highly unsafe on whiff and creates a losing situation for Arc if it clashes.
4C
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 on hit and extremely powerful combo tool.
- A knee attack that moves Arc forward and puts her airborne while also launching the opponent. Mainly used as a combo filler, as it can be airdash-cancelled on hit.
- Extremely punishable on block and has to be cancelled into 2BC to be made safe or moon drive which makes it advantageous.
j.2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
600 | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 10 | until landing + 14 | - | -1 (TK) | - |
A diveclaw that Arc downwards at a 45 degree angle.
- Not actually active for very long,
- Reactively confirmable into 2BC(2) jumpcancel delayed jC 2C for full combos, and into 623A Much easier to do that in older games, where j2B 22X was required.
- Strong mobility option for landing in an unexpected location. Combined with universal Melty Blood air options and j2C, Arc has extremely high control over where she chooses to land.
- Strong damage option in combos, used in optimal corner combos and all unreactable mixup setups. Typically cancelled into 214A or 214B and extended from there.
- Has landing recovery, but the landing recovery can be cancelled into special moves on hit or on block.
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) | - |
Arc-copter is a combo tool to drag opponents down from high altitudes and a runaway mobility tool.
- Mainly a combo tool to drag the opponent down, ground-bounces if done close to the ground.
- Can also be used as a movement tool by using it after an airdash to gain more distance. This can be very useful in the Kouma matchup where its important to refuse to engage in certain gamestates.
Universal Mechanics
Rapid Beat 2
Advances forward, but has terrible frame advantage
- A bad choice on block, as it is very disadvantageous and can only be special cancelled or cancelled into Rapid Combo 3, which has the same problems.
- It moves Arc forward a decent amount and can still be special-cancelled, which still gives it some uses for salvaging combos.
- Low individual move damage makes it not very strong in combos either; it is almost always more damage to route manually into 3C.
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, and is always the optimal choice.
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.
Arc gets decent pressure off her air throw regardless of the air actions she has left.
If she keeps her double jump, she can opt for a variety of okizeme options depending on screen positioning. In the corner she can set up high/lows with safejumps and setups that bait reversals by doublejumping and airdashing at various timings. Midscreen she can opt for ambiguous neutral-jump drift left-right mixups.
- Jump cancelleable from frame 43 after touching the ground.
- All of Arcueids safejumps are manually timed and only exist in the corner. It is a 1f window to time a airthrow jumpcancel IAD safejump against meterless DPs and a 3f window to time one from 236C > superjump.
- High airdash falling jC in the corner will automatically bait all meterless reversals in the game and many metered reversals. Exceptions include Ciel 22C and 236C.
- Leaves Arcueid at +19 if not cancelled.
- Airthrow doublejump > land leaves Arcueid at +3.
- The fastest timings for Airthrow neutral doublejump forward drift cannot cross up.
- Airthrow > perfect IAD jC(whiff) > land leaves Arcueid at +8.(needs retesting)
- Airthrow > perfect IAD land leaves Arcueid at +4.(needs retesting)
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.
- Relatively slow for a poke and very bad on whiff, so not an overall strong option for neutral.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
23 | 4 | 13 | 39 | +6 | - |
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.
- Interruptible 7f gaps from all cancels into this move.
- Also leads into a combo on hit or trade.
- Used in almost all of Arc's highest damage combos.
- +4 on block means 236[A] 2A 2A+D will automatically shield OS opponents mashing meterless 6 reversals after blocking 236[A]. This includes: all meterless DPs, Noel 22C, Kouma 22C and Red Arc 236C.
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.
- Extremely long recovery on whiff,
- Faster startup and faster forward movement make it a useful callout against opponents jailing Arc in the corner or trying to leverage a range advantage.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450*2 (855) | LH | MD, EX | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 5 | 26 | 42 | -9 | - |
Second hit of the rekka series.
- Worse on block than the first hit.
- Gapless from 236X, but can be delayed to leave very small gaps for anti-mash and anti-jump.
- Does nothing remarkable except enable more easy hitconfirms.
- Can complicate the punishment process if opponents jump your 236B; Arc can 236B~B to get behind the opponent and sometimes avoid a punish.
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.
- 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 or EX cancelling into 214C.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | H | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
25 | 3 | 23 | 50 | -9 | - |
Rekka series ender #2, hits overhead.
- 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 or EX cancelling into 214C.
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 |
Arc does all three rekkas for a good chunk of damage.
- Very punishable on block.
- Nets a hard knockdown and gives a lot of corner carry.
- Does not knock down after high hitstun decay combos.
- Sets up safejumps with 236C(down) (wait 2f) > whiff 5A > superjump jC.
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.
- Looks like a low, is a low.
- 623A~A is one of Arcueids highest damage combo modules.
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.
- Looks like a low, is not a low
- Worse in long combos than 623A~A.
- Its a better option for a blockstring low than 623A since its safe on block.
The B version is a very niche move that sometimes does more damage than the A version, but also comes out much slower.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 3 | 20 | 37 | -4 | - |
- Combo extender.
- Moves forward a lot when delayed from 623X, which is useful in some midscreen-to-corner combos.
A follow-up attack which wallbounces, can also be jump-cancelled on hit.
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, it's neutral on block if spaced correctly.
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 |
Versatile elbow thrust that fulfills multiple roles at once: simultaneously serves as a method to make rekkas safe, meter dump, okizeme setup combo ender and reactive backdash catch.
- Strong reactive option vs people backdashing versus 214B and rekkas.
- Reliable meter dump option for extra combo damage in the many situations where 236C does not knock down or can not be comboed into.
- Leads to powerful (if hard to execute) autotimed left-right drift mixups.
- 214C(knockdown) > perfect IAD > fastest timing neutral jump > land leaves Arcueid at +5. Whiffing a button on the way down will leave Arcueid at +3. Shield OSing 5f reversals requires a frame perfect input on land > 2A, 6f reversals is a 2f timing.
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.
Knocks down if done in very short combos. 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 |
- A fully invincible DP
- Comes one frame faster than 22B, which lets it beat certain safe-jump setups that would otherwise win against 22B.
- Loses to all bait setups that involve hovering above Arc, just like 22B.
- Rubbish at pretty much everything else though, and is several times more unsafe than 22B, to the point where if it hits at an awkward angle the opponent can still airtech and get a character dependent punish on hit.
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. On block, it is safe and can also set up some interesting mixups with moon drive cancel.
- Avoids low hitting moves
- Strong option to beat call out shields.
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) |
- Safe on block at melee range. Plus on block at very long ranges. Can be +3 near tip range, possibly more.
- An elbow thrust with a launcher followed by an automatic jump cancel. Gains clash frames during moon drive. 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 unique 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.
- Great round-ending tool; you risk eating a lethal counter-hit anywhere on the screen if Arc have full meter. Very frightening at low health.
- Long invulnerability frames that start from frame 1, so can be used reactively vs many fullscreen projectiles. Fairly useful in the vlov/red arc/ciel matchups.
- Air unblockable, but not air unshieldable.
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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