Melty Blood/MBAACC/Arcueid Brunestud/Full Moon

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Combos are (being) separated into easy, advanced, and situational/character specific within sections. Combos that are definitely worth learning will be bolded.

if you have questions about these combos (or this character in general) you can reach me on discord @adct9542 (Table format taken from:

Inputs Damage (on V.Sion) Meter generation Meter cost Video Commentary
From anywhere
2A 5B 2B 2C 623B j.ABC j.ABC j.2C 4319 74.7% 0% Generic air combo. Adding 3c reduces damage but gives very slightly more meter.
(2A 5B 2B) 2C 236A 623A 214BCC j.BC j.BC j.2C 3856 61.3% 0% Basic corner carry combo, omit the first jb if near corner.
2A 5B 2B 2C 3C 236C j.ABC j.ABC airthrow 4921 47.2% 100% If you aren't near the corner and want to avoid going into max mode, do this. 236c can go earlier in the combo if needed.
6C 623A 214B{B} j.BC airthrow 3217 24.8% 0% Generic route from 6c midscreen.
236A/B 236C jBC sdjBC at 4548/4481 19.9% 100% Hitconfirm from raw ground hit 236x. Reactable, but tight.
236A/B 421c2 3116/3016 9.9% 100% Hitconfirm from raw ground hit 236x. 421c is less damage but works from max range and whiff 421c is usually safer than whiff wave. Can go into 421c4 near corner for full combo and more damage.
2A 5B 2B 2C 236A 5B 623B j.C j.BC2C 4514 80.1% 0% 236a 5b is a 1 frame link, only do this if you don't have meter and it will kill. Shorten your air combo for longer ranged hits.
2A 5B 2B 2C 236A 623A 236C j92B 22B 4161 42.8% 100% todo the 22b will sideswitch.
2A 5B 2B 5C 214B{B} 66 dl.jB 5C 623B j.BC j.BC j.2C 4383 99.9% 0% Almost full corner to corner with great meter gain and damage. Your best combination of damage, corner carry, and meter gain. Slight charge the knee.
2C 236B 2C 236B 623B JBC JBC J2C 5202 84.6% 0% Great damage from closeish 2c hit. Even if you're a little further, they have a frame to tech out and a whiffed 2c is unpunishable. Whiffs on Hisui.
2C 236B 2C 236B 623A 5A 2C 236B 623B JBC JBC J2C 5855 112.5% 0% Extension of above combo for more everything. delay on 2nd 236b varies with character and the 623a 5a is probably not universal.
2A 5B 2B 2C 236A 5B 623B j.C j.BC2C 4514 80.1% 0% 236a 5b is a 1 frame link, only do this if you don't have meter and it will kill. Shorten your air combo for longer ranged hits.
Situational/Character Specific
5B 2B 2C j2B 623A 5A 2C 236B jABC sdjABC j2C 4905 98.1% 0% todo Character specific high damage+metergain route. Needs exactly two hits before 2C. You can substitute in 5cc for jA for less damage and more carry.
2A 5B 2B 5C 214BCC jB dl.jC land jABC jABC j2C 3897 90.0% 0% alternate corner carry combo off of 214b. Probably not universal.
2A 5B 2B 5C 214BCC jA dl.jB 5CC jBC jBC j2C 3392 (on arc) 90.0% 0% todo Weird character specific carry combo with double superdash. Probably not worth but looks cool.
2A 5B 2B 5C 623BB dl. 623A 5A 2C 236B 623B jBC jABC j2C 5032 112.5% 0% higher damage, standing only, character specific combo. More 623A juggles are possibly available and you can do 623A6A wall combos in the corner.
2A 5B 2B 5C 214B{B} 66 dl.jB 623A 5A 2C 236B 623B jBC jAABC2C 4682 124.2% 0% todo Character specific extension of standard 214b route for more damage and metergain.
2C jAAB rejump aircombo  ?  ?%  ?% n/a This probably works but i've never been able to do get it to function.
You are in the corner
2A 5B 2B 236A 623A 236B 421C 2C 3677 52.4% 100% Side swap into 2C knockdown. Do 2C 236B 623B aircombo if you want j2c or 2C 236B 5A 3C 22B for that knockdown.
2A 5B 2B 5C 214BB 66 dl. jB 5CC jBC land 22B 3663 79.2% 0% Corner to corner carry meterless that ends in 22B knockdown.
Your opponent is in the corner
2A 5B 2B 2C 236A 623A dl.6A 2C 236B 623A 5A 2C 236B 623A dl.6A 5A jABC jABC j2C 5557 144.9% 0% This is likely the highest damage universal meterless confirm in the corner. Delay 623A followups, the first 2C is a 1f link, and you can replace the aircombo with 3C 22B.
CH 623A 5B 2B 623A 5A 2C dl.236B 623A dl.6A 2c dl.236B 623A dl.6A 5A jABC jABC j2C 6120 134.1% 0% 3 1f links and 4 delays. This is probably not worth doing, but it does exist. Note that distance may make the 2C drop.
2A 5B 2B 2C 236A 623A6A 2C 236B 623A 2A 2C 623C walk back 2C 5117 83.0 (about 80 before the 623C% 100% Good way to get optimal knockdown without losing damage. Using 623C removes the need for extra height management and the final 1 frame link. Not walking back causes a side swap.
2A 5B 2B 2C 236A 623A 6A 623A 6A 623B j.ABC j.ABC2C 5067 104.4% 0% This is the basic corner route; omit the second 623A 6A on characters where it drops(idk who atm).
After an aerial counter hit
CH 236B 5B j.ABC j.ABC j.2C 4572 54.0% 0% Panic route for when you aren't confident in a harder pickup.
CH 236B 5B 2C 236B 623B j.BC j.BC j.2C 5795 81.9% 0% Basic air CH route; 5B is optional and 5B 2C requires specific height. However, I find 5B 2C to be easier at max range.
CH 236B 5B 2C dl.623A 5A 2C 236B 623B j.BC j.BC j.2C 6424 99.9% 0% Harder air ch route and likely the best universal route. delay the 623a to enable the 5A link.

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


otg 214bc works on aoko, tohno, hime, kouma, miyako, ciel, ries, vsion, wara, roa, arc, pciel, warc, vaki, mech, satsuki, nero, nac, hisui, kohaku, neco 
623BB 623A is standing only and works on aoko, miyako, ries, pciel,len, ryougi, nero, koha with at least 4 hits before 623bb.  It works on Nanaya and Kouma with 5 or more, ie if you add a 2A or replace 5C with jB2B.

Combo Theory

Your goals with Farc combos should be as follows: 1. Kill the opponent. If you can't do this with the resources you have available, then 2. Get a 2C knockdown in the corner. If you're in a situation where no route to do this exists or you're incapable of performing one, then 3. Bring the opponent to the corner and get either a 22B or j2C knockdown.

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

To maximize damage with Farc, it is important to know two facts about her damage scaling: one, that 623A6A (and 623B6B) both set the combo proration (referred to as correction value in the attack display of training mode) to 50% if it is not already that low, causing future moves in your combo to do at most 50% of their normal damage; and two, that her power waves, 236A and 236B, have 80% forced proration, meaning that they take whatever the current correction value is and multiply it by .8. For example, if you started a combo with 236A, your correction value would be at 80%, and if you did 623A6A and followed with a 236A, your value would be at 40%. What this means is that any scaling you do to your combo before a 623A6A will not have an impact on later damage as long as you don't go below 50%. Also, sometimes you'll have to cut your aircombos short so they dont drop. usually you can be safe with jbc jbc ender, but sometimes you have to do jc jbc or even jc jc.

Relevant Numbers

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

623A6A (and 623B6B) have 50% regular proration, so ideally you would get as close to 50% as possible before using them. Waves have 80% forced proration. Combos that set your proration value to under 80% before the first wave let you do a single wave to not go below this threshold, while combos that set it to 80% let you use two. 5A, 2A, 2B, 22B, jA, 214B and its followups, and 623B are all the moves that put you under 80% without using a wallbounce. This is useful to consider if you get an air counterhit near the corner and want to do an extended juggle before your wallbounce. For example, 22A(CH) 5B 2C 236B 2C 236B will likely work on most characters with appropriate delays and puts you at 51% proration. After a wallbounce,things get way murkier and require a lot more trial and error to see what works or is easy on specific characters.


Do what you need to do to extrapolate on the character. Here are example categories below.



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


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


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

Universal Options

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

Shield: shield beats any attack provided that they actually chose to do one. You can shield into dp or shield into shield counter. If this gets baited you die.

Dash Under: arc's dash is good enough that this can be a valid tactic if you start early enough. Depending on the situation, you can do 5a or 5b to try and catch them.

Rising airthrow/ja: These must be done preemptively as you are essentially trying to use them to stuff a late jump-in. You should only go for this if your opponent is consistently doing very low air buttons.

Invincible Options

22c/421c: both of these are good if you know your opponent has committed to something as both will beat out any jump-in. However, both lose to shield with 22c always getting punished and 421c usually getting punished. Use 22c if you're confident that your opponent will press something and unsure if you'll be able to punish with shield or get something out in time and 421c if they're committing to something from further away.

22a/22b: both moves have startup invincibility for a few frames and then upper body through the first active frame. 22b is faster by 1 frame and gets you hard knockdown on non counterhit, but 22a will sometimes clip your opponent with the second and get you a counter that way. These moves are mostly interchangeable and are good when your opponent has no double jump or (especially with 22a which is safer) good when they wouldn't be in position to whiff punish if they baited it. These are also great for ambiguous crossup situations and times when your opponent is right above you.

High Hitting Attacks

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

Low Profile Moves

2B: This can beat specific problem normals such as carc jC. However, whether it works in a specific situation is usually not immediately obvious and requires labbing.

2C: this move has a massive disjoint right at the end of arc's hand and will beat many moves if well spaced.

236B: arc slouches down when she throws it so you will beat or trade with any move not spaced to land directly on top of you if your timing is good. However, it's easy for most characters to airdash over this if they predict it, so be careful with throwing this move out when your opponent is in the air or on the ground at the perfect iad distance.


5A: This is your fastest attack since it takes time to input the 22b motion. This move is small and will lose to anything active but if you whiff it you're probably not dead.

5B: This move has a medium sized disjoint in front of you, so depending on spacing it will beat moves. Remember that arc takes a big step forward so you do need to be far away, but not as far as for 2C.

236A: This move is very tall and will stop many iads and some other jumpins. However, it has a blind spot right in front of arc and arc also stands up tall when she does it, so it will often whiff.

low rising j2B: This move is very niche but it has a large hitbox with some disjoint and will beat/trade with moves. It is additionally whiff cancellable upon landing so you can go into another antiair or anti ground option if you see that you missed. This move can also counterpoke some moves with low hitboxes.

Move Descriptions

Normal Moves


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


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


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


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


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


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


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


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


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


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


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


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


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


Combo ender. Ground techable, punish back and neutral techs with j2B and forward techs out of the corner with whiffed air-normal into 5A/2A combo but the timing is irritatingly tight. Has a few other non-obvious uses. Moves Arc forward, so you can use its momentum to propel across the screen. This is useful after, say, double super-jumping out of corner pressure, forcing the opponent to reach further for a punish.

Special Moves

Quiet! (Fly!) 「うるさい! (飛べっ)」 - 22ABC
  • (Description) - Arcueid jumps and claws upwards. Useful for catching aerial opponents.
  • (A version) - Hits twice, frame 6. Full invuln 1-3, upper body invuln 4-6. Useful for getting air counterhits.
  • (B version) - Hits four times with followup on hit, frame 5. Full invuln 1-2, upper body invuln 3-5. Good tool for hard knockdown and your go to IH move.
  • (EX version) - Frame 5, full invuln 1-12. Arc's only fully invulnerable reversal. Otg relaunches, so in the corner, you can cover all options after a soft knockdown with 22c. 22c into otg 22c will probably kill most characters at 25% life or less.
How's That?! 「」 - 236ABC
  • (Description) - Arcueid shoots out a power wave on the ground. Powerful, high damage, neutral tool, pressure tool, and combo tool. Very versatile.
  • (A version) - tall wave, even on block at worst. Combos off of 2c with previous hits, so you'll be using this a lot. Reasonably easy to space to be very plus, but you're far away. Situational antiair. Full launches on counterhit for massive damage. Less hitstun on grounded hit, so you always want to 2c into this mid combo.
  • (B version) - Long wave, at least +1 on block. Only combos off of raw 2c or air hit 2c, so you use this mid combo. Arc crouches, so it can be a decent antiair. Also launches on counterhit. Also less hitstun on ground hit.
  • (EX version) - Meter burn tool. Very minus on block. The part of this that looks like 3c is air unblockable, but you're never going to use this to antiair. Otg relaunches for ok damage. Only use this to burn meter/combo off of 623a midscreen.
What are you doing. . . ! 「なにやってるの...!」 - 623ABC
  • (Description) Arcueid moves foward and claws at the opponent.
  • (A version) - Arcueid moves foward and claws downwards. Hits low. Situational poke and frame trap move due to its range and speed.
  • (B version) - Arcueid moves foward, and claws upwards. Air Unblockable. You do this after your launcher and follow with an air combo. Raw 623B gets you a full combo on air counterhit, but often gets no followup on regular hit

-> What are you doing. . . ! Chain 「なにやってるの...! 追加技」 - 6ABC

  • (Description)Followup of her 623.
  • (A version) - Arcueid moves foward and claws upwards. Hits mid and wallslams. Key combo move, -8 on block. Importantly, the followup always leaves a gap, so opponents can reversal out and punish both followup and no followup.
  • (B version) - Very niche combo tool that you probably will never use.
  • (Ex version)What are you doing. . . ! 「なにやってるの...!」 - 623C

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

Ready. . . Go! 「せ-のっ!」 - 214ABC

Arcueid moves foward and strikes with her elbow. Can be useful as a launcher.

  • (A version) - Arcueid moves fowards and hits opponent with elbow. This move has sketchy frame data on this moon and usually isn't plus.
  • (B version) - Arcueid moves further. Can also be linked into the following attacks. Deals 100 damage less than A version. Also not great in pressure due to bad frame data. Kind of a gimmick, but useful as a niche combo tool.
    • (A) - Arcueid does a quick teleport foward. Double digit minus, punishable on reaction.
    • (B) - Arcueid does C moon's 4C. Can also be charged. Hits mid, high if charged. Use this in midscreen routes and post 214b otg on certain characters.
    • (C) - Arcueid does her 5C. Can't be charged, but if it hits, she can follow up with her superjump pursuit. Sometimes useful combo tool.
  • (EX version) Questionable reversal with clash on frames 1-8. If you think you should use this, you should probably use 421c or 22c instead. Otgs with a single hit, but not useful.

Over here, over here! 「」 - 421ABC
  • (Description) - Arc's teleport series. Niche movement and escape tool.
  • (A version) - Moves a little bit forward. Invuln 8-27, ends 37.
  • (B version) - Same as above except more distance. This is probably the better move.
  • (EX version) - Frame 5 invuln shieldable air unblockable hitgrab. Recovers quickly, so it can be hard to punish on whiff. Use this for sideswitch routes and as a reversal against specific options as well as a situational antiair.
Over here, over here! (air) 「」 - j421ABC
  • (Description) - Arc's air teleport series. Niche movement and escape tool.
  • (A version) - Medium forward teleport, frame 8 invuln.
  • (B version) - Long forward teleport, frame 12 invuln.
  • (C version) - Short backwards teleport, frame 8 invuln.

Arc Drive

From Dreams to Reality (Marble Phantasm) 「空想具現化 (マ-ブルファンタズム)」 

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

Another Arc Drive

Melty Blood 「メルティブラド」

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

Last Arc

Shall we play around a bit? 「少しばかり戯れようか?」

Activated in air. Arcueid flies backwards, with an image of Archetype Earth behind her. The background fades and turns into a full moon with light emerging from cracked earth under it. Deals around 7591 damage with full meter. Deals less damage on both Nanaya and Tohno Shiki, with a special animation. Nanaya takes more damage than Tohno Shiki.

Powerd CielCrescentHalfFull
Red ArcueidCrescentHalfFull
White LenCrescentHalfFull