Melty Blood/MBAACC/Arcueid Brunestud/Half Moon

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Overview

Playstyle
link H-Arc is a heavy hitting mids pressurebeast.
Pros Cons
  • High meterless damage: H-Arc hurts. Her BnB deals a whopping 5k, even midscreen.
  • Corner carry: H-Arc's BnB also happens to goes from corner to corner, augmenting her already scary pressure.
  • Above average pressure: A good assortment of plus frames, 5A6AA, rebeat, and solid forward moving buttons gives H-Arc seemingly endless pressure.
  • Great normals: H-Arc has very solid buttons for both the air and the ground. 5A6AA is a fantastic tool all around, 2B is quite low profile and good range when slid into. In the air, j.2C provides a great jump in attack, j.B hits crossup and j.C remains the trademark Arcueid wall.
  • Good mobility: Very fast, slightly evasive ground dash enhances her already great ground game. A variety of tools to change air trajectory (teleport, j.2B) can make her air game slippery as well.
  • Above average meter gain: Long meterless combos give H-Arc good meter gain.
  • Honest mids: Has a difficult time opening up patient opponents due to no fast standing overheads that mix, unblockables, or command grabs, and relies mostly on a strike/throw game.
  • Limited meterless defensive options: Defense wise, is not as robust as C-Arc due to no full invuln on 22B, EX shield, or EX guard.

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
5A
5A~6A~6A
MB H-Arc 5A.png
MB H-Arc 5A6A.png
MB H-Arc 5A6AA.png
5A Damage Red Damage Proration Cancel Guard
300 96 75% (O) -SE-, -N-, -SP-, -CH-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 4 7 1 2.1% -

Mid-height swipe.

5A~6A Damage Red Damage Proration Cancel Guard
600 384 80% (M) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 16 -5 4.2% -

Reaches upward with some forward movement. Useful for approaching opponents on the ground.

5A~6A~6A Damage Red Damage Proration Cancel Guard
1000 768 60% (O) (N), SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 4 14 0 7.0% -

Reaches downward, has the most forward movement. Neutral on block. Launches.

5B
MBCArc5BBE1.png
MBCArc5BBE2.png
Damage Red Damage Proration Cancel Guard
650 384 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 15 -4 4.2% -

A punch that moves Arc forward. It's long cancel window and blockstun allows for unpredictable frametraps, can also be used to tickthrow opponents after you make them scared of mashing against by doing a lot of frametraps with it.

5C
MBCArc5C.png
Damage Red Damage Proration Cancel Guard
1000 672 90% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 23 -9 5.6% -

Straight punch. Has slight forward movement.

Crouching Normals

2A
2A
2A~2A
MBCArc2A.png
2A
2A
MBCarc2aa.png
2AA
2AA
2A Damage Red Damage Proration Cancel Guard
350 96 72% (O) -SE-, -N-, -SP-, CH, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
5 4 8 0 2.1% -

Standard jab that hits low. Spammable.

~2A Damage Red Damage Proration Cancel Guard
350 144 75% (O) SE, N, SP, EX, (J) LA
First Active Active Recovery Frame Adv Circuit Invuln
5 4 9 -1 2.8% -

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

2B
MBCArc2B.png
Damage Red Damage Proration Cancel Guard
450 288 70% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
7 4 15 -4 3.5% -

A low kick. Poking tool, moves forward a bit. Goes under a lot of moves, it's low hurtbox and disjointed hitbox allow you to safely beat out some moves in neutral and even anti-air certain jumping attacks.

2C
MBCArc2C.png
Damage Red Damage Proration Cancel Guard
900 672 60% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
10 3 21 -6 5.6% -

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

Aerial Normals

j.A
MBCArcjA.png
Damage Red Damage Proration Cancel Guard
300 192 75% (O) SE, N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
5 4 10 - 2.1% -

Standard j.A that hits mid. It's short recovery allows you to do this move while rising off the ground and still be able to jump in on the opponent with j.C

j.B
MB H-Arc j.B.png
Damage Red Damage Proration Cancel Guard
600 528 80% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 - - 4.2% -

A stellar jump in that hits on both sides and is bugged, it ignores clash boxes entirely. Hits crossup so it's really useful when jumping on opponent who like to dash under Arc.

j.C
MBHalfArcjC.png
Damage Red Damage Proration Cancel Guard
1000 576 90% (M) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
7 10 - - 4.9% -

Arc kicks up. Lots of active frames. Hitbox is a bit smaller compared to C-Moon. Your primary tool to control the skies, can beat most of the moves in the game in air-to-air scenarios.

Command Normals

3C
MBCArc3C.png
MB C-Arc 3C Clash.png
(Clash Boxes)
(Clash Boxes)
Damage Red Damage Proration Cancel Guard
1000 672 80% (M) SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
13 3 22 -10 7.0% Clash 9-12

A swipe up which launches opponents. 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
(735)
/ 288
90% (M), 65% (O) (N), (SP), (EX), (J) LH, LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 2 (2) 9 33 -24 2.1%, 7.0% (9.1%)
/ 5.6%
-

Arcueid does a rising knee strike which launches the opponent. Only cancellable on hit.

4[C] Damage Red Damage Proration Cancel Guard
900 288 50% (O) N, SP, EX, J H
First Active Active Recovery Frame Adv Circuit Invuln
32 9 36 -27 (18) 5.6% -

You'll frequently half-charge this move in combo loops, but full charge is generally never used, despite being an overhead. Not only is this overhead over 30 frames, but the combo you get off it is quite terrible. Nevertheless, you can situationally use this move to rob your opponent if they are somehow not looking at the screen, or don't know that it's cancellable on block.

j.2B
MBCArcj2B.png
Damage Red Damage Proration Cancel Guard
750 392 100% -SP-, -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 8 14 4 (TK) 8.0% -

A claw dive. Special cancellable on landing recovery.

j.2C
j.2C
j.2[C]
MB H-Arc j.2C.png
MB H-Arc j.2C BE.png
j.2C Damage Red Damage Proration Cancel Guard
1000 768 70% (O) SP, EX HA
First Active Active Recovery Frame Adv Circuit Invuln
10 4 - - 7.0% -

Overhead slam attack. Ground techable knockdown on airborne opponents.

j.2[C] Damage Red Damage Proration Cancel Guard
1100 768 75% (O) SP, EX HA
First Active Active Recovery Frame Adv Circuit Invuln
22 4 - - 3.5% -

Charged version of j.2C boasting a slightly bigger hitbox and being a hard knockdown which you can OTG out of when hitting an airborne opponent. In combos this move ground bounces which is used to both loop the opponent and get a knockdown on them. Can also be used to beat a lot of moves in neutral if timed right, but against airborne opponents all you get is an OTG.

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
700 465 40% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 20 - 0.0% -

Wall splats in the corner and is comboable.

~2 Damage Red Damage Proration Cancel Guard
1500 372 40% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 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)
465 30% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 - 0.0% -

Arc grabs the opponent by the neck and slams them to the ground just before landing. Switches sides if not touching the corner wall. Ground bounces and can immediatly be followed up by an air attack if done Raw, untechable knockdown with Arc landing at a further distance from the opponent as a combo ender.

Shield Counter
Shield Counter
Auto after a successful shield (Air OK)
MB F-Arc 236D.png
MB H-Arc 236D.png
MB F-Arc j.236D.png
Standing Damage Red Damage Proration Cancel Guard
500 (345) 198 40% SP, EX, (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 3.5% -

Same animation as 3C.

Crouching Damage Red Damage Proration Cancel Guard
1500 (1035) 662 50% SP, EX, (J) LA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 10.5% -

Same animation as F-Moon 2C.

Air Damage Red Damage Proration Cancel Guard
500 (345) 198 50% - HA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 - - 3.5% -

Same animation as j.C

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MB C-Arc 214D.png
MB H-Arc 214D.png
Neutral Damage Red Damage Proration Cancel Guard
500 192 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 4 19 -5 0.0% Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 192 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 19 -5 0.0% Strike 1-7

Moves arc slightly forward.

Blockstun Damage Red Damage Proration Cancel Guard
0 0 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
19 3 22 -7 -100.0% -

H-Moon specific reversal bunker.

Circuit Spark
Circuit Spark
In Heat:
Auto during hitstun
A+B+C during blockstun
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
11 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
12 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
8 (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.

Grounded Specials

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

236A/B/C
(~236A/B)
(~236A/B / 214A/[A]/B/[B])
MB C-Arc 236AB.png
A/B
A/B
MB C-Arc 236AB 236AB.png
~236A/B
~236A/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 / 700 288 / 384 100% -CH-, -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 / 11 5 18 / 20 -5 / -7 4.2% / 4.9% -
  • Rekka starter hit.

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.

~236A/B Damage Red Damage Proration Cancel Guard
300 / 400 192 / 240 100% -CH-, -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 5 25 -12 2.1% -
  • Second hit.

A: Arcueid swings again, moving her even further.
B: Same as above, but she moves further.

~236A/B (Ender) Damage Red Damage Proration Cancel Guard
900 384 100% EX LA
First Active Active Recovery Frame Adv Circuit Invuln
12 3 37 -28 4.9% -
  • Last hit.

A: Arcueid swings one more time. Hits low.
B: Same as above. Goes further.

~214A/B (Ender) Damage Red Damage Proration Cancel Guard
1500 672 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 2 16 -7 7.0% -
  • 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 672 100% - HA
First Active Active Recovery Frame Adv Circuit Invuln
27 2 16 -7 7.0% -
  • 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) (2378) 100% - LHA (1-10, 12), LA (11)
First Active Active Recovery Frame Adv Circuit Invuln
2+8 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
700 480 90% (O) -CH- LA
First Active Active Recovery Frame Adv Circuit Invuln
13 4 19 -11 4.9% -

Low-hitting claw strike, hard knockdown on hit.

B Damage Red Damage Proration Cancel Guard
1000 768 75% (O) -CH-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 6 17 -5 7.0% -

Air-unblockable upper claw strike.

A~6X Damage Red Damage Proration Cancel Guard
700 480 50% (O) (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
15 1 27 -10 2.8% -
B~6X Damage Red Damage Proration Cancel Guard
700 480 50% (O) (SP), (EX), (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
16 2 23 -7 2.8% -

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) (1614) 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
4+6 13 (15) 1 25 -14 -100.0% -

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

214X
Ready... Go!
214A/B/C
MB C-Arc 214AB.png
MB C-Arc 214B C.png
B Auto-followup
B Auto-followup
MB C-Arc 214C.png
A Damage Red Damage Proration Cancel Guard
800 384 100% -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
16 5 12 1 7.0% -

Charging elbow. A pressure reset tool, it's plus on block and you can generally frametrap mash attempts with 2B. Unfortunately this move is very prone to being shielded, since most players are guessing if you're going to continue your 6AAA string or not anyway.

B /
(Block/Hit)
Damage Red Damage Proration Cancel Guard
700, 1000 (1280) (926) 60% (O) -EX-, (J) LH, LHA
First Active Active Recovery Frame Adv Circuit Invuln
16 8 /
8 (9) 4
7 /
16
-
-19, -2
4.9%*2 (9.8%) -

Goes about double A's distance. On block/hit, Arcueid will automatically go into a 5C-like followup which launches on hit, can also be jump cancelled on hit. Used a ton in combos, but also as a niche timing-change-up frame trap

EX Damage Red Damage Proration Cancel Guard
800, 600*2, 1000 (2602) (1840) 50% (M)
100%
- LH
First Active Active Recovery Frame Adv Circuit Invuln
6+7 8 18 -11 -100.0% Clash 2-8

Arcueid charges, and follows with an automatic air combo if the first hit lands, but does not guarantee if all of the attacks will connect, a lot weird combo circumstances prevents this move from being as reliable as you'd like. Finishes on a hard knockdown. Has a clash box on startup.

421X
MB H-Arc 421AB.png
MB H-Arc 421C.png
A/B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
6/7 20 8 - - Full 6-25
/ 7-26

Forward teleporting dash series. Punishable during the recovery.

EX
~2
Damage Red Damage Proration Cancel Guard
1400 (1356)
2700 (2615)
(810)
(1620)
100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
3+8 8 17 -9 -100.0% Full 5-24

EX version is a hitgrab that ends like a more damaging regular ground throw on hit, meaning you can also opt for Throw~2 knockdown.

22X
Quiet! (Fly!)
22A/B/C
(22A~66A/C)
(22B~66B/C)
MB C-Arc 22A.png
A
A
MB H-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) (533) 100% CH LH
First Active Active Recovery Frame Adv Circuit Invuln
6 2 (1) 7 36 -25 4.9%, 3.5% (8.4%) -

An air-unblockable 2 hit anti-air. Usually can force a trade or beat certain things clean if timed properly. Situationally a counter hit starter. This move is not a reversal, it doesn't have invincibility.

B Damage Red Damage Proration Cancel Guard
600*2, 400*2 (1829) (1011) 100% CH LH
First Active Active Recovery Frame Adv Circuit Invuln
5 4 (1) 7 47 -36 4.2%*2, 2.8%*2 (14.0%) Full 1-2, 7-8
High 3-6, 9

An overall functionally worse version of it's predecessor 22A. It's not full body invulnerable, and will still get hit by meaty attacks. The extra hits make it much more unlikely to score a combo off an anti-air counter-hit. The most realistic niche scenario where you would opt to use this move over the other anti-air options H-Arc has (623B, 22A, 5A) would be if you labbed something that specifically works at 4 frame startup, but doesn't past 5 and beyond, or if the extra verticality the move provides makes the difference.

A~66A Damage Red Damage Proration Cancel Guard
500 288 50% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
15 6 3 -13 3.5% -
B~66B Damage Red Damage Proration Cancel Guard
500 288 50% (O) (EX) LHA
First Active Active Recovery Frame Adv Circuit Invuln
14 6 3 -40 3.5% -

Forward slash followup.

X~66C
(EX)
Damage Red Damage Proration Cancel Guard
1800 960 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
4+10 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) (2078) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
2+2 35 40 -45 ~ -54 -100.0% Full 1-11

Arcueid performs the slashes twice in succession. Success with this attack involves abusing it's invulnerability frames, because otherwise it's liable to being shielded on reaction post-super flash.

Aerial Specials

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

A set command teleporting airdashes. Can use an air normal, double jump or forward airdash afterwards. Other options require you to use your dj/airdash beforehand.

A: Teleports forward.
B: Has more forward distance than A, but has slower startup before moving.
C: Teleports backwards. Same speed as A.

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) (533) 100% CH LHA
First Active Active Recovery Frame Adv Circuit Invuln
3 3 (1) 4 18 - 4.2%*2 (8.4%) Full 1-5

Very fast, invincible air upward slash.

B Damage Red Damage Proration Cancel Guard
500*2, 400*2 (1632) (878) 100% CH LHA
First Active Active Recovery Frame Adv Circuit Invuln
3 4 (1) 4 (3) 4 15 - 2.8%, 3.5%, 2.8%*2 (11.9%) 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
500 288 50% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
15 6 3 - 5.0% -
B~66B Damage Red Damage Proration Cancel Guard
500 288 50% (O) (EX) LHA
First Active Active Recovery Frame Adv Circuit Invuln
14 6 3 - 3.5% -

Forward slash followup.

X~66C
(EX)
Damage Red Damage Proration Cancel Guard
1800 960 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
4+10 6 3 - -100.0% -

Metered followup. Wallslams on hit.

EX Damage Red Damage Proration Cancel Guard
700, 500, 600, 500, 600 (3134) (1740) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+3 28 9 - -100.0% Full 1-6

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


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) (2254) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
15+1 2 54 -37 removes all Full 1-19

Fullscreen-wide chain attack, hitbox as tall as the highest horizontal chain. Air unblockable hitgrab, hard knockown on hit.

General Gameplan

H-Arcueid is very well known for her high octane rushdown prowess. Her overall gameplan is fairly simple, it's running over to the opponent and smashing them in with relentless pressure and she's quite good at it. She has quite an array of tools to choose from. Whether its 5A6A, sliding 2B (this will be covered in the neutral section below) and those are just her ground normals; you also have j.2C and j.C for her air normals that are used frequently. When she lands the hit on someone grounded expect to be corner carried where H-Arc truly shines. With having a lot of normal cancel windows on her staggers it can be very frustrating to deal against and fulfilling to do them on someone. She's a typical melty blood character that adheres to the foundation of strike/throw game, but happens to be one of the best at it. A really strong, stable character that might just be for you if you happen to want a simple gameplan while also having a good set of tools to accomplish the job.

Neutral

H-Arc has the ability to function just about anywhere if you place yourself right. You'll want to note that you have a pretty fast run that can cover the screen in around 1-2 seconds. This lets you take advantage of being able to move into spaces at any point. While you're on the ground you're going to want to find spots to do dash 5A6AA, since it's 0 on block it's a safe 123 to throw out and see if anything sticks, if it does you can then go do your combo and corner carry. There is also sliding 2B at your disposal; Sliding 2B is done by doing 66/6A+B, 3B. When you do this you retain momentum from your dash as you do 2B so you get more range out of 2B. What's more is that it can low profile a lot of things while also being a low and still confirms into 5A6AA. Each tool while they do similar goals have different applications, 5A6AA will catch backdashes and you can even slightly stagger to confirm if someone was jumping out by the time you hit 5A6A to go into an air combo or do the last 6A to confirm your ground starter while 2B is a low that low profiles that may catch people off guard while they are standing. Make good use of these while you're on the ground in tandem with your excellent ground mobility and you'll quickly see how effective H-Arc can be on the ground.

With all this in mind its not like she's terrible in the air either! You have j.C which is a normal that is active for 10F. Very strong for air to air and is hard to contest once its out. Its fast as well since the normal is active on the 7th frame. Now, j.C is a bit different from C-Arc's j.C by a small margin and it has a chance of being low profiled, however unlike C-Arc you now have j.2C which is a strong jump in button as well as j.B. A lot of the time you can use these normals for just about anything a situation would call for. since j.C is very active you could do neutral jump rising j.C to stuff anyone's air approach. You can also do jump forward j.C, airdash j.C and the list goes on. Make good use of dash jump since it carries momentum and in some cases you may need to use that to augment your airdash to cover more distance for j.C or j.2C depending on what's happening on the screen. On an air counter hit you get a ground starter that will corner carry with the damage that comes along with it.

Overall as long as you understand melty movement and basics this character has all the tools needed to play neutral with the entire cast and make people hurt once they get hit.


Pressure

H-Arcueid has quite a few ways to apply pressure. As she is a typical melty blood character she does rely on a lot of staggers from her normals and her normals boast a long normal and special cancel window. A lot of her pressure may seem endless and with the help of 5A6AA that is 0 on block and 214A having small recovery and being +1 on block, there's honestly so much you can do here are some examples to try out for pressure

  • 2A > delay 2A > 5B > 2B > 5A(w)
  • 2AA > 5B > 5A6A > delay 6A
  • 2A > 5B, 2A > 5B > 5A6A > delay 6A
  • 2A > 5B > delay 2B
  • 2A > 2A > 5B > delay 2B > 214A(blocked), 5A/2A
  • 2A > 2A > delay 2B > 2C > 214A(whiff), 2B
  • 2A > 2A, run up grab
  • 2A > 5B, Grab
  • 2A > 5B > delay 2B > delay 2C > 5A6A > Delay 6A, delay 214B

These are just small things to show how long the normal/special cancel windows are. Go into training mode and you will quickly find that staggering 5A6AA, letting your 5B and 2B recover vs staggering them will quickly make your pressure much better, when they get scared enough that's when you can throw. When you throw you can choose to either hold down or not. Holding down sends them to the ground and does more damage, while not holding down throws them to the wall which you can do either 22A without meter or 22A > 623C to get a little bit more damage

Okizeme

H-Arc's Oki comes from either doing a 2C > 4C > j.2[C] ender or from doing a rekka ender. There are reasons to do one over the other. The j.2[C] ender is more damage and allows for more set up time. What you do from there is the following:

  • j.2[C], 2A(w), sj.2C
  • j.2[C], 2A(w), sj > air dash j.2C
  • j.2[C], 2A(w), sj, land 2A/2B
  • j.2[C], 2A(w), sj, land Throw
  • j.2[C], 2A(w), sj.B > airdash j.2C
  • j.2[C], 2A(w), sj.2[C](whiff, but late enough to show charge animation), Throw

For rekka ender you can do the same thing listed above and also you get a safe jump which to set it up is 2C > delay 236A~236A~214B. these are the specific notes for the safe jump:

Note: if you delay Rekka after 2C it pops them up a bit higher and gives you better frame adv

Post rekka ender safe jumps:

  • j9.C: Ryougi, Miyako, Sion, Vsion, Roa, Mech, Koha, Neco, Hisui, Vakiha, Seifuku, Arc, Ciel, Akiha, Hime
  • Delayed Rekka, j9.C: Nanaya, Tohno, Wara, Satsuki, Wlen
  • sj9.C: Warc, PCiel
  • Delayed Rekka, sj9, j.C: Aoko, Nero, Len
  • Delayed Rekka, slightly walk forward, j9.C: Kouma, Ries

Defense

Other than the basic defensive options you have Bunker (214D), 22C and 421C.

22C is her actual DP but is metered and since you are H-Moon you only really have one chance to do this until you can land a hit again, so make good use of it. Bunker also uses 100% and while 421C isn't invuln on start up it can be used to call out some pressure resets from some chars like F-Akiha's 214C pressure reset and such.

Combos

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

For more information, see Glossary and Controls.

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

Applies to all air chain sections:

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

Starters

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A > (5B >) 2B > 5C > 5A6AA
2680


Meter Gained: 28.7 Meter Given (vs C-Moon): 12.3
Usually the go to starter that is easy to understand and execute.
Normal starter, grounded opponent
  • 2A > (5B >) 2B > 2C > dl.5C > 214B/4C
2398


Meter Gained: 25.9 Meter Given (vs C-Moon): 11.1
This is other one that is a valid starter to do the combo. The minor difficulty is when you do 4C you want to jump immediately after and do j.2[C], 2A > (5B >) 2B > 2C > dl.5C > 4C
Normal starter, grounded opponent
  • 2A > (5B >) 2B > 2C > dl.5C > 4C > j.9
2443


Meter Gained: 26.6 Meter Given (vs C-Moon): 11.4
This is other one that is a valid starter to do the combo. The minor difficulty is when you do 4C you want to jump immediately after and do j.2[C], if you can get past this minor difficulty i would suggest doing this over 2C > dl.5C > 214B as it's much more easier and stable to perform as your starter and goes into similar sequences.

Enders

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2B/5C > 2C > 4{C} > j.2[C]
310


Meter Gained: 21.7 Meter Given (vs C-Moon): 17.6
As stated above you use this ender for more set up timing. Depending on the char's hitbox as well as the match's circumstance will determine to use 5C > 2C vs 2B > 2C.
Normal starter, grounded opponent
  • 2B/5C > 2C > dl.236A~236A~214B
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
This ender in particular is to set up safe jumps. Along with the safe jump you can use the OS to dodge heats if the opponent is known to heat. Depending on the char's hitbox as well as the match's circumstance will determine to use 5C > 2C vs 2B > 2C.

OTG Pick ups

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, 100% meter
  • 623C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
You'll only really see this after 236A~236A~236A or 236A~236A~214B (although the timing is a bit stricter).

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A > (5B >) 2B > 5C > 5A6AA, dl.2B > 2C > dl.5C > 214B(1) > j.2[C], 5C > 2C > 4{C} > j.2[C], 5C > 2C > Ender
4969(5149)
Meter Gained: 86.6 Meter Given (vs C-Moon): 37.2 (Video)
This is one of the more stable combos and should work on almost all of the cast. You can choose either ender depending on what you want.
Normal starter, grounded opponent
  • 2A > (5B >) 2B > 5C > 5A6AA, dl.2B > 2C > dl.5C > 214B(1) > j.2[C], 2B > 2C > dl.5A(w)6AA, 2C > 4{C} > j.2[C], 5C > 2C > Ender
4925(5103)


Meter Gained:  ??? Meter Given (vs C-Moon): ???
This is a variation used for meter gain and for stablizing the combo for corner carry.
Normal starter, grounded opponent
  • 2A > (5B >) 2B > 5C > 5A6AA, dl.5C > 2C > 2A(w), 5A > 2C > dl.5C > 214B(1) > j.2[C], 5C > 2C > 4{C} > j.2[C], 5C > 2C > Ender
5305(5494)
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
Optimal variation of the previous combo, doesn't work on Warc and Kohaku.
Normal starter, grounded opponent
  • 2A > (5B >) 2B > 5C > 5A6AA, dl.5C > 2C > 2A(w), 5A > 2C > dl.5C > 214B(1) > j.2[C], 5C > 2C > 2A(w), 2A > 2C > dl.5A(w)6AA, 2C > 4{C} > j.2[C], 5C > 2C > 4{C} > j.2[C]
5593
Meter Gained: 133.7% Meter Given (vs C-Moon): 107.1% (Video)
Optimal variation of the previous combo, replace the first 5C > 2C with 5B > 2C for Kohaku and Warc. Does not work in the corner against the previously mentioned characters.
Normal starter, grounded opponent
  • 2A > (5B >) 2C, dl.5C > 214B(1) > j.2[C], 2B > 2C > 4C > j.2[C], 2B > 2C > Ender
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Basic route for 214B starter. Some distances will cause this combo to fail.
Normal starter, grounded opponent
  • 2A > (5B >) 2C > dl.5C > 214B(1) > j.2[C], 2B > 2C > dl.5A(w)6AA, 2C > 4{C} > j.2[C], 5C > 2C > Ender
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
This is a variation used for meter gain and for stablizing the combo for corner carry. This is especially important if you did 214B route.
Normal starter, grounded opponent
  • 2A > (5B >) 2B > 2C > 5C > 4C > j9.2[C], 5C > 2C > 2A(w), 5A > 2C > dl.5C > 214B(1) > j.2[C], 5C > 2C > 2A(w), 5A > 2C > 236B~236B~214B
4800(5027)
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
This is one of many routes to do in the event you do 4C for your starter.
Normal starter, grounded opponent
  • 2A > (5B >) 2B > 2C > 5C > 4C > j9.2[C], 2B > 2C > dl.5A(w)6AA, 2C > 4{C} > j.2[C], 5C > 2C > Ender
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Another variation of the combo listed above.
Normal starter, grounded opponent
  • 2A > (5B >) 2B > 2C > 5C > 4C > j9.2[C], 5C > 2C > 4{C} > j.2[C], 5C > 2C > 4{C} > Ender
???


Meter Gained:  ??? Meter Given (vs C-Moon): 4287(4549)
The 4C variant for midscreen. Universal combo as well.
Normal starter, grounded opponent
  • 2A > (5B >) 2B > 2C > 5C > 4C > j9.2[C], 5C > 2C > 2A(w), 5A > 2C > dl.5C > 214B(1) > j.2[C], 5C > 2C > 4{C} > Ender
4647(4887)


Meter Gained:  ??? Meter Given (vs C-Moon): ???
The 4C variant for midscreen. Universal combo and a bit more optimal.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A > (5B >) 2B > 5C > 5A6AA, 2B > 2C > dl.5C > 214B(1) > j.2[C], 2B > 2C > 4{C} > j.2[C], 2B > 2C > Ender
4784(4976)
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
Universal combo.
Normal starter, grounded opponent
  • 2A > (5B >) 2B > 2C > dl.5C > 214B(1) > j.2[C], 2B > 2C > 4{C} > j.2[C], 2B > 2C > Ender
3999(4264)


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Universal combo without the 214B part, you may use this in case you caught a stagger somewhere.
Normal starter, grounded opponent
  • 2A > (5B >) 2B > 5C > 5A6AA, dl.5C > 2C > 2A(w), 5A > 2C, dl.5C > 214B(1) > j.2[C], 5C > 2C > 2A(w), 2A > 2C > 4{C} > j.2[C], 5C > 2C > Ender
5392(5567)


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Optimal combo in the corner.
Normal starter, grounded opponent
  • 2A > (5B >) 2C > dl.5C > 214B(1) > j.2[C], 2B > 2C > 4{C} > j.2[C], 2B > 2C > Ender
3872(4154)


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Universal combo.
Normal starter, grounded opponent
  • 2C > dl.5C > 214B(1) > j.2[C], 2B > 2C > 4{C} > j.2[C], 2B > 2C > Ender
3965


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Basic way to convert from this specific starter.
Normal starter, grounded opponent
  • 2C > dl.5C > 214B(1) > j.2[C], 5C > 2C > 2A(w), 5A > 2C > 2A(w), 2A > 2C > dl.5A(w)6AA, 2C > 4{C} > j.2[C], 5C > 2C > Ender
4771


Meter Gained:  ??? Meter Given (vs C-Moon): ???
This is one of the more challenging but rewarding variation to maximize your damage.
Normal starter, grounded opponent, 100% meter
  • 2A > (5B >) 2B > 5C > 5A6AA, 2B > 2C > dl.5C > 214B(1) > j.2[C], (5C/2B >) 2C > dl.623C, walk back 5A > 2C
4560(4915)


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Set up for the left/right mix-up. It's determined by how far you walk back. If you walk back enough before 5A > 2C you get the cross up, otherwise same side.
Normal starter, grounded opponent
  • 2A > (5B >) 2B > 2C > 5C > 4C > j9.2[C], 2B > 2C > 4{C} 2B > 2C > 4{C} > Ender
4046(4309)


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Universal 4C starter combo.
Normal starter, grounded opponent
  • 2A > (5B >) 2B > 2C > 5C > 4C > j9.2[C], 5C > 2C > 2A(w), 5A > 2C > dl.5C > 214B(1) > j.2[C], 5C > 2C > 4{C} > Ender
4647(4887)


Meter Gained:  ??? Meter Given (vs C-Moon): ???
This is the 4C starter route, get used to this starter route if you happened to go straight to 2C > 5C for conversion. Does not work on Warc, Ciel and Kohaku. Optimal for damage otherwise.
Normal starter, grounded opponent
  • 2A > (5B >) 2B > 2C > 5C > 4C > j9.2[C], 5C > 2C > 2A(w), 5AA > 2C > 2A(w), 2A > 2C > dl.5A(w)6AA, 2C > 4{C} > j.2[C], 5C > 2C > 4{C} > j.2[C]
4756(4979)


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Another variant of the combo above. Again, it does not work on Warc, Ciel and Kohaku.
Ground Throw starter, 100% meter
  • Throw, 22A > 623/421C, 5A > 2C > 4{C} > j.2[C]
1884


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Basic throw combo if you happen to have the meter on hand, 623/421C is dependent on your position to the opponent but more than likely you will input 421C to get the correct EX Move to perform the combo.
Ground Throw starter, 100% meter
  • Throw, 22A > 623/421C, 5C > 2C > 2A(w), 5AA > 2C > 2A(w), 2A > 2C > dl.5A(w)6AA, 2C > 4{C} > j.2[C]
2370


Meter Gained:  ??? Meter Given (vs C-Moon): ???
A more optimized version of the combo above, char specific in its delays, does not work on Warc and Kohaku.
Ground Throw starter, 100% meter
  • Throw, 22A > 623/421C, 5AA > 2C > 2A(w), 2A > 2C > dl.5A(w)6AA, 2C > 4{C} > j.2[C]
2171


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Universal combo.
Ground Throw starter, 100% meter
  • Throw, 22A > 623/421C, 5AA > 2C > 2A(w), 2A > 2C > dl.5C > 214B(1) > j.2[C]
2047


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Universal combo.

Additional Resources

H-Arcueid Match Video Database
Basic H-Arc Combos
Kfl's H-Arc Combos
H-Arc Basic Resources

Notable Players

Name Color Region Common Venues Status Details
Inami
(Inami#2878)

Arc Color22.png

North America Netplay Active
okuu
(お空)

Arc Color32.png

Japan A-cho, KoreWaMelty Inactive
Shinobi
(Shinobi!#2954)

Arc Color23.png

North America Climax of Night, Netplay Active


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