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Melty Blood/MBTL/Arcueid Brunestud

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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.

Playstyle
Coming soon
Strengths Weaknesses
  • Simple Gameplan: An easily understood rushdown character that richly rewards you with very high damage.
  • Explosive Movement: Arc has great movement speed in both the air and ground to navigate neutral and rush down her opponent
  • Excellent Defense: With the strongest 22X DP in the game alongside having some of the highest health, she can easily tear through offense and take a lot of punishment
  • Oppressive Offense: With several plus on block specials, a great rekka, combo throw, and high damage conversions, Arc can play a plethora of mindgames
  • Potent Air Game: Arc has terrifying air presence with normals like j.B and j.C that can reliably convert air exchanges into air unblockables
  • Powerful Mixups: Strong left rights and high lows during pressure and okizeme can make her already oppressive offense feel insurmountable
  • Weak Long Range Presence: Outside of her commital forward moving lariat, Arc lacks options to make her presence known at longer ranges, needing to navigate her way towards the opponent to truly get her gameplan started
  • Mediocre EX Cancel Options: Without any EX moves that provide advantage on block, Arc lacks any ways to gaplessly secure her offense with advantageous plus frames, needing to provide gaps vulnerable to reversals and other universal defensive mechanics to loop it
HP Value: 12,000

Backdash: -

Movement Speed: -

Character Summary

Move list

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!
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]
Stats & vitals

Dash startup: 5

Dash actionable: 5

Jump startup: 4

Jump airtime: 35

Quick combo reference

Coming soon.

MBTL Arcueid Art.png

Move Analysis

Normal Moves

Standing Normals

5A
5A
5A
MBTL Arcueid 5A.png
5 frame jab
MBTL Arcueid 5A hb.png
Hitboxes Off
Hitboxes On
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 with excellent vertical reach.
  • Best option for cashing out on air unblockable situations from blocked air-to-airs.
  • Whiff cancel shield/jab available from frame 10.
  • Standard rebeat option since 2A is a low.
  • Can cancel into itself for three total 5A's by inputting with 4A.
5B
5B
5[B]
5B
MBTL Arcueid 5B.png
Advancing blockstring tool
MBTL Arcueid 5B be.png
Conditioning tool, overhead with clash frames
Hitboxes Off
Hitboxes On
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 -
  • Moves Arc forward slightly.
  • Can be delayed slightly by holding 5[B] to create a small blockstring gap without the startup of the fully charged 5[B].
  • Great blockstring tool, combo filler, and decent poke.
5[B]
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.
  • Increases range, gains clash frames, and floats the opponent.
  • Reactable with high shield, but Arc's highest reward to discourage low shield.
5C
5C
5[C]
5C
MBTL Arcueid 5C.png
Advancing blockstring tool and combo filler
MBTL Arcueid 5C be.png
Slow unblockable with clash frames
Hitboxes Off
Hitboxes On
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 -
  • Palm thrust which moves Arc forward slightly.
  • Blockstring tool and combo filler.
  • Can be used as a poke with high reward at the tip.
  • Can be delayed by holding C for a short amount of time. This increases the forward movement and creates a small gap during blockstrings. Arc retains all cancel options that she normally loses from the unblockable version.
5[C]
Damage Guard Cancel Property Cost Attribute
2000 U - - - -
First Active Active Recovery Overall Advantage Invul
35 4 29 67 - Clash 20-34
  • Cannot lead to a combo (even with Moon Drive). Arc also loses all cancel options.
  • Unblockable. Must be shielded high, which discourages the opponent from holding low shield in blockstrings.
  • Easily reactable with shield. Arc is -13 when shielded, putting her into an especially treacherous shield guessing game. Shield Counter B+C can help escape, but can still be punished.
  • Great occasional knowledge check, but unreliable. If the opponent attacks into the clash frames, they can cancel into an invincible move or jump cancel into shield.
  • In corner after 5[C] hits, 2A(w) > 2B will meaty all tech options.

Crouching Normals

2A
2A
2+A
MBTL Arcueid 2A.png
5 frame low
MBTL Arcueid 2A hb.png
Hitboxes Off
Hitboxes On
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 cancel shield/jab available from frame 10.
  • Much better pressure option than 5A because 2A hits low.
  • Can cancel into itself for three total 2A's. Useful for hit-confirming and pressure.
2B
2B
2+B
MBTL Arcueid 2B.png
Fast low poke with good reach
MBTL Arcueid 2B hb.png
Hitboxes Off
Hitboxes On
2B
Damage Guard Cancel Property Cost Attribute
420 L - - - -
First Active Active Recovery Overall Advantage Invul
7 4 15 25 -4 -
  • Arc's best grounded poke.
  • Among the fastest B normals in the game. Great reach, recovery, and conversions. Moves Arc forward slightly.
  • Best antiair option when Arc is behind a falling opponent.
  • Low profile hurtbox (from the knees down) lets 2B win against many other 7f buttons like Kouma/Miyako 2B and even 5F 2A's at some ranges. This lets Arc press at slight frame disadvantage vs many characters and makes her pressure stronger.
  • Can still be whiff punished by opponent with excellent spacing
2C
2C
2+C
MBTL Arcueid 2C.png
Low sweep with big range
MBTL Arcueid 2C hb.png
Hitboxes Off
Hitboxes On
2C
Damage Guard Cancel Property Cost Attribute
620 L - - - -
First Active Active Recovery Overall Advantage Invul
10 3 21 33 -7 -
  • Far-reaching sweep with big hitbox that hits low.
  • Great vertical and horizontal range for its speed. Arc's biggest poke but very whiff punishable.
  • Excellent untech time (more than 5C). Extremely valuable combo tool for both midscreen and corner.

Jumping Normals

j.A
j.A
Aerial A
MBTL Arcueid jA.png
5 frame aerial jab
MBTL Arcueid jA hb.png
Hitboxes Off
Hitboxes On
jA
Damage Guard Cancel Property Cost Attribute
140 H - - - -
First Active Active Recovery Overall Advantage Invul
5 4 11 19 - -
  • Standard, quick aerial jab.
  • Possible to act in the air after recovery, making this a fairly low-commitment option.
  • Can cancel into itself for three total jA's by inputting j4A. Blocked air-to-airs should usually lead to an air unblockable or ground pressure situation.
j.B
j.B
Aerial B
MBTL Arcueid jB.png
Far reaching two-hit aerial
MBTL Arcueid jB hb.png
Hitboxes Off
Hitboxes On
jB
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 her arms around twice.
  • Excellent air-to-air option with more horizontal range than both j.A and j.C. j.B is extremely fast at 6 frames!
  • Very punishable on whiff due to the length of the two hits, but good reward on hit or block
  • Fatal Counter on either hit leads to big grounded conversions
j.C
j.C
Aerial C
MBTL Arcueid jC.png
Best all-purpose jump normal
MBTL Arcueid jC hb.png
Hitboxes Off
Hitboxes On
jC
Damage Guard Cancel Property Cost Attribute
560 H - - - -
First Active Active Recovery Overall Advantage Invul
7 10 until landing - - -
  • Big disjointed air normal. An exceptional air-to-air and air-to-ground attack.
  • Arc’s signature jump attack, comes out almost as fast as j.B and has absurdly long active frames.
  • No clash frames but surprisingly large. Spacing Arc j.C out at the tip is crucial to the move's neutral utility.

Command Normals

4C
4C
4C
MBTL Arcueid 4C.png
Launcher for combo extension
MBTL Arcueid 4C hb.png
Hitboxes Off
Hitboxes On
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 -
  • Arc jumps forward with a flying knee. Puts Arc airborne while also floating the opponent on hit.
  • First hit can be cancelled into ground specials, second hit can be cancelled into air specials.
  • On hit only, 4C second hit cancels into air dash, double jump, or air normals. 4C air dash jC is an extremely useful combo route.
  • Second hit is extremely punishable on block: care should be taken not to autopilot into 4C without properly confirming a hit. If 4C(2) is blocked, it must be cancelled to j.2BC or Moon Drive to avoid massive punishment. Neither of these are ideal.
j.2B
j.2B
Aerial2B
MBTL Arcueid j2B.png
Dive... claw?
MBTL Arcueid j2B hb.png
Hitboxes Off
Hitboxes On
j2B
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 an overhead.
  • Not active for very long.
  • Reactively confirmable into 2BC, 236B, or 623A.
  • Useful mobility option for landing in an unexpected location. Combined with universal Melty Blood air options and j2C, Arc has high control over when and where she chooses to land.
  • Strong combo tool against airborne opponents. 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.2[B]
j.2[B]
Aerial2UNI Input Hold.png[B]
Hitboxes Off
Hitboxes On
j2[B]
Damage Guard Cancel Property Cost Attribute
820 H SP, EX, MD - - -
First Active Active Recovery Overall Advantage Invul
24 10 until landing + 14 - +1 (TK) -
  • Charged version of Arcueid's diveclaw.
  • Becomes an overhead.
  • One of Arc's only tools to convert an air combo into a ground combo. Also very valuable for ending combos in the corner.
  • Can be plus on block if it hits very low, otherwise it's even or slightly minus.
j.2C
j.2C
Aerial2C
MBTL Arcueid j2C1.png
Combo filler
MBTL Arcueid j2C1 hb.png
Hitboxes Off
Hitboxes On
j2C
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 spins around before slamming the opponent to the ground.
  • Arc-copter is both a combo tool to drag opponents down from high altitudes and a runaway mobility tool.
  • Ground-bounces if done close to the ground. Generally only used in corner combos because the pushback midscreen is very limiting to combo routes.
  • Maintains the air momentum that Arc had before j2C. Because of this, j2C can be used as a movement tool after a forward or backwards airdash to gain more distance. This can be very useful eg. in the Kouma matchup where its important to refuse to engage in certain gamestates. However, Arc is punishable until landing, so it can be very punishable on whiff.

Universal Mechanics

Rapid Beat 2
Rapid Beat 2
XX
MBTL Arcueid rapid2.png
Advances forward, but has terrible frame advantage
MBTL Arcueid rapid2 hb.png
Hitboxes Off
Hitboxes On
rapid 2
Damage Guard Cancel Property Cost Attribute
400 LH SP, CH, EX, MD - - -
First Active Active Recovery Overall Advantage Invul
9 3 23 34 -10 -
  • Good forward movement.
  • Bad on both block and hit compared to other normals. Disadvantageous and only cancels into specials or Rapid Combo 3, which is still unsafe.
  • Low damage makes it unappealing early in combos.
  • Only useful at the end of long combos to avoid Same Move Proration. Good forward movement and high untech time makes Rapid Beat 2 a strong way to end combos with 5AA > 236BBB.
3C / Rapid Beat 3
3C / Rapid Beat 3
3C

or

XXX
MBTL Arcueid 3C.png
Universal launcher with auto jump cancel
MBTL Arcueid 3C hb.png
Hitboxes Off
Hitboxes On
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.

  • Invulnerable to air attacks starting from frame 5. 3C can be used as a high-commit preemptive grounded anti-air.
  • Can be jump cancelled or special cancelled on clash, which can allow Arc to punish the opponent or keep herself safe.
    • Clashing with jump attacks leaves Arc at a slight frame advantage, often allowing jumpcancel airgrab or 22a to win.
  • High recovery, susceptible to whiff punishes.
  • Unsafe on block and cannot be reverse beaten; however, can still be special-cancelled.
  • Rapid Beat version has significant forward movement.
Ground Throw
throw
4/6AD
MBTL Arcueid throw.png
Tosses the opponent away
MBTL Arcueid altthrow.png
Knocks the opponent down
Hitboxes Off
Hitboxes On
4/6AD
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.

  • Wall bounces in the corner, allowing for a combo.
    • Combo conversions will vary depending on distance from corner.
  • Can be air teched midscreen.
4/6AD~2
Damage Guard Cancel Property Cost Attribute
1500 - - - - -
First Active Active Recovery Overall Advantage Invul
- - - - +44 -

Arc slams the opponent to the ground.

  • Alternate throw, activated by pressing down during the throw animation.
  • Gives a hard knockdown midscreen, unlike normal throw.
    • Immediate empty forward jump is +5 on landing, which enables 2A Shield OS
    • Delayed forward jump jC can safe jump reversals.
Air Throw
airthrow
Aerial4/6AD
MBTL Arcueid airthrow.png
Universal air combo ender
MBTL Arcueid airthrow hb.png
Hitboxes Off
Hitboxes On
j4/6AD
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 air actions remaining.
  • Jump cancelable from frame 43 after touching the ground.
  • No cancel: ~+19
  • Airthrow doublejump > land: +3 on landing
  • Airthrow > perfect IAD jC(whiff): ~+8 on landing
  • Midscreen, Arc gets ambiguous left-right oki via forward drift from delayed neutral double-jump. With proper timing it is possible to cross up and still be plus.
  • After a (super) double-jump in the corner, it's possible to safejump 6f or slower DPs via an extremely precise airdash timing.
  • 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.
  • Air throw > super jump in the corner is not a safejump, but offers a double overhead vs. empty land low/throw mixup, as well as various other options such as delay airdash to deal with whatever the opponent chooses to do on wakeup.

Special Moves

Out Of My Way!
Out Of My Way!
(Rekka)
236+X
MBTL Arcueid 236A.png
236A-Better frame advantage
MBTL Arcueid 236A be.png
236[A]-Vacuums
MBTL Arcueid 236B.png
236B-Faster
MBTL Arcueid 236XX.png
236X~X
MBTL Arcueid 236X4X.png
236X~4X Launches
MBTL Arcueid 236XXX.png
236XXX-Low
MBTL Arcueid 236XX4X.png
236XX4X-Overhead
MBTL Arcueid 236C.png
236C
Hitboxes Off
Hitboxes On
236A
Damage Guard Cancel Property Cost Attribute
500*2 (945) LH - - - -
First Active Active Recovery Overall Advantage Invul
13 5 21 38 -4 -
236B
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. Fairly long ranged forward-moving claw swipe.

  • A version has slower startup, but better frame advantage on block
    • Safety on block and the threat of followups make it a potent pressure option
  • B version has faster startup, but worse frame advantage on block
    • Very fast for its range, making it useful in neutral or as a long-reaching abare option
    • 236BBB is used in all of Arc's most common metered combo enders
  • Long recovery on whiff, but long cancel window
  • Moon Drive cancellable on whiff to keep safe if necessary (as are all the followups)
236[A]
Damage Guard Cancel Property Cost Attribute
1200 LH - - - -
First Active Active Recovery Overall Advantage Invul
23 4 13 39 +6 -

Slower claw swipe with no forward movement.

  • Advantageous on block and pulls the opponent in, making 236[A] a powerful tool for pressure resets
    • +6 on block means 236[A] > 2A is a gapless blockstring
  • Cancelling into 236[A] from C normals leaves a 7f gap, which can be hard to challenge without shield because of spacing
  • Leads to combo on hit or trade, further increasing the risk of contesting
  • Excellent combo tool due to the vacuum and high damage
236X~X
Damage Guard Cancel Property Cost Attribute
450*2 (855) LH MD, EX - - -
First Active Active Recovery Overall Advantage Invul
12 5 26 42 -9 -
236X~4X
Damage Guard Cancel Property Cost Attribute
450*2 (855) LH CH, EX+ - - -
First Active Active Recovery Overall Advantage Invul
12 4 26 41 -8 -

Second rekka, only available as a follow-up to 236A/236B

  • Worse on block than the first hit, can be punishable at some spacings if not cancelled
  • Immediate timing is gapless from 236X, but can be delayed to leave very small gaps for anti-mash and anti-jump
  • Can be used to beat attempts to punish whiffed 236X
  • ~X version is a bit longer, but doesn't lead to a combo
    • Connects from long ranged 236X, where 236X~4X doesn't
    • Long reach makes it better suited to catching opponents from a distance in neutral
  • ~4X version is a bit shorter, however launches the opponent for a full combo on hit
    • High vertical hitbox, can anti-air when opponents jump over 236X
    • Less forward movement than 236X~X and slightly better frame advantage, allowing for more ability to maintain safe spacing during rekka pressure
236X~X~X
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.

  • Can be delayed to catch attempts to mash or jump out after rekka 2 or to hit at the same time as the overhead ender 236XX4X, creating a mixup which can't be fuzzy blocked
  • At earlier timings, can catch people for attempting to input reversals after rekka 2
  • Unsafe on block, but can be made safe on block or converted on hit with Moon Drive cancel or 214C. 236XXX should always be canceled whether on hit or block
236X~X~4X
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.

  • Reactable, although the animation can be difficult to see
  • Has a 5 frame gap from earliest cancel, beating all mash or jump attempts. Will lose to invincible attacks unless used in conjunction with Moon Drive.
  • Unsafe on block, but can be made safe on block or converted on hit with Moon Drive cancel or 214C. 236XX4X should always be canceled whether on hit or block
236C
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 -

Arc does all three rekkas for a good chunk of damage

  • Punishable on block
  • Gives a lot of corner carry, but doesn't knock down after long combos
  • Arc's only super that can cancel into Arc Drive, commonly used in Heat for this reason
What're You Doing?!
What're You Doing?!
(Claw)
623+X
MBTL Arcueid 623A.png
MBTL Arcueid 623B.png
MBTL Arcueid 623XX.png
B version Follow-up
MBTL Arcueid 623C.png
Ex version does follow-up automatically and does the launcher cinematic on hit
Hitboxes Off
Hitboxes On
623A
Damage Guard Cancel Property Cost Attribute
1100 L EX, MD - - -
First Active Active Recovery Overall Advantage Invul
11 5 16 31 -4 -
  • Hits once. A downwards swiping claw attack which is mainly used as combo filler.
  • Long range safe on block low. Leads to a combo on hit.
  • 623AA is one of Arcueids highest damage combo modules.
623B
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.
  • This move is a staple in Arcs pressure game. Keep in mind while it is +2, you are not in throw/A normal range. 5B will catch jump outs, and 2B will beat or clash with mashing(and Vlov jumping), 5A will beat mashing clean.
623X~X
Damage Guard Cancel Property Cost Attribute
1200 LH - - - -
First Active Active Recovery Overall Advantage Invul
11 3 20 37 -4 -
  • Combo extender. A follow-up attack that wall bounces in the corner.
  • Can be jump canceled on hit unless you jump canceled earlier in combo.
  • Moves forward a lot when delayed from 623A/623B, which is useful in some midscreen-to-corner combos.
  • Safe on block, and can be delayed in order to frametrap.
623C
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 -
  • Downwards swiping claw attack followed by a launcher with automatic jump cancel.
  • Used to extend certain hits into longer combos with air throw ender. Great use of meter from special moves like 214A, 236BB, and 236BBB.
  • If launch was already used in combo, 623C will knock down instead of launching.
Ready, Go!
Ready, Go!
(Elbow)
214+X
MBTL Arcueid 214A.png
MBTL Arcueid 214B.png
B version follow-up, is automatic
MBTL Arcueid 214C.png
EX version perform cinematic on hit and grants HKD
Hitboxes Off
Hitboxes On
214A
Damage Guard Cancel Property Cost Attribute
1200 LH EX, MD - - -
First Active Active Recovery Overall Advantage Invul
16 5 14 34 -2 ~ +2 -
  • Dashing elbow thrust that is safe on block.
  • Advantageous on block when spaced far enough.
  • Good combo filler tool. Has tons of untech time, letting Arc link after it even very late.
  • Looks extremely similar to 214B. Opponents that anticipate 214B and shield or reversal between hits can be baited with 214A instead.
214B
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) -
  • Dashing elbow thrust followed by a palm strike.
  • Knocks opponents into the air on block, allowing them to act before landing.
    • Possible to escape via doublejumping out, but Arc can cover this (e.g. with 3c).
  • The second hit wall-bounces, has excellent corner carry, and has high untechable time, making 214B an excellent combo filler tool. Can be used at the end of a combo to set up Heat safely.
  • 214B is plus on block and has a tiny gap between the two hits which also makes it a great knowledge check. Opponents that anticipate 214A can get hit trying to act between hits.
  • However, be careful of shield and invincible attacks against aware opponents.
214C
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) -
  • Dashing elbow thrust which converts into an automatic combo sequence on hit.
  • An excellent utility super. -1 on block up close, but puts Arc at an excellent range to 2B.
  • Knocks opponents into the air on block, like 214B. Unlike 214B, it's often not that easy to keep them from jumping away.
  • Punishable on block in the corner against some specific characters (e.g Warc).
  • Crosses the screen incredibly fast. Useful for punishing certain moves from a distance.
  • Strong reactive cancel option vs people backdashing 214B and 236 series.
  • All of Arc's specials besides 22B cancel without gaps into 214C, making them just -1 on block at the cost of 1 Magic Cicuit.
  • Always knocks down, and leads to strong left/right or safejump okizeme.
  • 214C > perfect IAD > fastest timing neutral jump > land leaves Arcueid at +4 and crosses up. Arc can drift back towards her original direction to fake the crossup.
    • At +4, 6 frame DPs can be OSed via 2A 2AD with perfect timing.
Shut Up and Fly!
Shut Up and Fly!
(DP)
22+X
MBTL Arcueid 22A.png
A version has no invul
MBTL Arcueid 22B.png
B version has invul
MBTL Arcueid 22XX.png
Follow-up, only useable if the dp connects
MBTL Arcueid 22X66C.png
EX follow-up, can only be done from A and B
MBTL Arcueid 22C.png
EX dp, does the swiping motion twice
Hitboxes Off
Hitboxes On
22A
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 -
  • Upwards angled attack with no invincibility but high outward lingering hitbox.
  • First hit can be canceled into 236C or 236AB.
  • Combo filler used when Arc is significantly below an opponent early in midscreen combos. 22A~X can extend certain corner juggles due to the wallbounce.
  • Can be used in neutral as a more reliable anti-air than 3C, but the input and slow startup on the later hits makes this awkward.
22B
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
  • Fully invincible reversal. Has an unfortunate dead spot directly above Arc, making this a weak anti-air against opponents with strong forward momentum.
  • Can be moon drive canceled on hit only into a combo that leads to a knockdown.
  • Can lead to a full combo in the corner with 22B~X wallbounce, but opponents will rarely pressure from the corner, so this situation is rather rare.
  • Due to the 22 special move command, the opponent cannot cross up Arc to reverse her inputs, which makes 22B particularly strong against ambiguous left/right setups.
22X~X
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 to extend combo.
  • Opponent can air tech midscreen.
  • Can be used to set up safe heat activation midscreen.
22X~66C
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. 22B~66C only knocks down if at least one hit of 22B whiffs.
  • Deals more damage than the meterless follow-up, but almost never sees use. Meter is more efficiently spent ending combos 236C, 214C, or 236BC than extending with 22X~66C
22C
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
  • Fully invincible and exceptionally fast reversal
  • One frame faster than 22B, which lets 22C beat certain safe jump setups that win against 22B.
  • Loses to bait setups that involve hovering above Arc, just like 22B.
  • Leads to a full combo on Fatal Counter against airborne opponents.
  • On hit, leads into an air tech situation.
  • Poor range and is several times more unsafe than 22B. If 22C hits at an awkward angle, the second swipe will whiff, leaving Arc at the mercy of the enemy. The opponent can tech and get a character specific punish on hit.
Shut Up and Fly! (air)
Shut Up and Fly! (air)
(air DP)
Aerial 22+X
Hitboxes Off
Hitboxes On
j22A
Damage Guard Cancel Property Cost Attribute
400*3 (1104) LHA MD, EX - - -
First Active Active Recovery Overall Advantage Invul
6 12 - - - -
  • Not a reversal.
  • Combo filler. Leads into j22A~X or j22C
  • Can lead to an airtight double overhead mixup when Moon Drive cancelled at a low height (e.g. from 4C)
j22B
Damage Guard Cancel Property Cost Attribute
360*4 (1270) LHA MD, EX - - -
First Active Active Recovery Overall Advantage Invul
7 12 - - - -
  • Not a reversal. Possesses no invincibility, unlike the grounded version.
  • Combo filler. j22B is rarely used over the faster j22A due to lower damage per hit and the inability to cancel j22B to j22B~X until the second hit of j22B.
j22X~X
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. Can combo to j22C midscreen.
  • Mainly used as combo filler in the corner, where aerial j.22A~X is a versatile combo tool.
j22X~66C
Damage Guard Cancel Property Cost Attribute
1800 LHA - - 100% -
First Active Active Recovery Overall Advantage Invul
4+8 2 until landing + 12 - - -
  • EX followup. Combo filler, but rarely used. 623C, 236C, and 214C are all better uses of meter.
j22C
Damage Guard Cancel Property Cost Attribute
270*9 (1968) LHA MD - 100% -
First Active Active Recovery Overall Advantage Invul
4+3 - - - - -
  • Not a reversal.
  • Can be used to end air combos with additional damage in exchange for the air throw knockdown.
  • Typically only used to close out rounds or to end some midscreen combos.

Moon Skills

Keep in mind, all moon skills' startup (and thus overall frames) decrease by 1 when in Moon Drive. You can find a full list of MD buffs here.

Out Of My Way!
Out Of My Way!
6+B+C
Hitboxes Off
Hitboxes On
6BC
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)
  • Similar to 236BBB, but does not knock down.
  • Instead, 6BC gives a ground bounce that can lead into a combo.
  • Gains significant clash frames during Moon Drive and leads to a large combo on hit while being safe on block. Only has clash frames during Moon Drive.
  • The third hit is actually a low, which can catch sleeping opponents unaware.
What're You Doing?!
What're You Doing?!
3+B+C
Hitboxes Off
Hitboxes On
3BC
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 dives down at the opponent with an attack resembling j.2B.
  • A fairly slow and reactable overhead. On block, it is safe, but can be high shielded on reaction to punish consistently.
  • Moon Drive cancel can set up some interesting high/low mixups.
  • Avoids low hitting moves from early in the animation.
  • Strong option to call out low shield.
  • Gains some utility as a reversal and neutral tool with clash frames in Moon Drive, but clash frames end before 214C hits, which can lead to Arc just getting hit out before the attack. 3BC also performs exceptionally poorly against moving opponents. 2BC and 6BC are much more reliable Moon Drive specials with clash frames.
Ready, Go!
Ready, Go!
4+B+C
MBTL Arcueid 4BC.png
Does 4C on hit which then does launcher cinematic
Hitboxes Off
Hitboxes On
4BC
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 launch into a short combo extension.
  • 4BC Gains clash frames during moon drive, but they end before the attack hits. Reckless use is not likely to be rewarded.
  • Combined with its fast move speed and long distance traveled, 4BC is a great attack to quickly close in on the opponent.
Shut Up And Fly!
Shut Up And Fly!
2+B+C
MBTL Arcueid 2BC.png
No invul, but has clash frames and can be jump cancelled
Hitboxes Off
Hitboxes On
2BC
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)
  • High damage attack that resembles 22B, but lacks 22B's invincibility.
  • Can be jump-cancelled while Arc is still in the air on hit or block.
  • High untech time allows 2BC to lead into ground combos with jump cancel > instant air dash.
  • On block or whiff, Arc can only jump cancel after the last hit. This can lead to awkward situations where Arc is at frame disadvantage above the blocking opponent with only an air dash available.
  • However, this can lead to OS conversions with 2BC > 956 > 9; on hit you instant air dash and on block you jump cancel the last hit.
  • During moon drive, 2B+C gains excellent clash frames and retains all other properties. The additional jump from Moon Drive also mitigates the danger in blocked 2BC, making it a fairly safe attack to simply throw out on the defense. It also will give excellent return on hit, making Moon Drive 2BC an intimidating defensive option.
  • If the opponent Shields 2BC, Arc loses all cancel options. The opponent can then let go of shield and do a full punish combo on landing. However, the threat of 2BC still provides value to Arc's defense and neutral.
Shut Up And Fly! (Air)
Shut Up And Fly! (Air)
Aerial 2+B+C
MBTL Arcueid j2BC.png
175px
Air
Hitboxes Off
Hitboxes On
j2BC
Damage Guard Cancel Property Cost Attribute
350*4 (1252) LHA J, EX, MD - - -
First Active Active Recovery Overall Advantage Invul
7 12 - - - -
  • Basically identical to the grounded version.
  • Cancels from jB and jC to j2BC can be delayed quite long to hit-confirm because j2BC is so fast.
  • Extremely useful to convert air hits to grounded combos with jump cancel > j.2[B]. However, this conversion can be somewhat finnicky.
  • If too high to land or an easier combo is preferred, delaying the jump cancel on 2BC allows jB jC Air Throw to land consistently. Immediate jump cancel will put Arc too high for a full conversion.

Super Moves

Melty Blood
Melty Blood
236+B+C
Hitboxes Off
Hitboxes On
236BC
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 full-screen fast homing projectile, which makes it her only unique option to directly contest zoners.
  • Excellent flexible combo tool with good frame advantage on hit to set up oki. All Heat combos can end in 236BC unless the opponent starts high in the air.
  • Air unblockable, but not air un-Shieldable.
  • Long invulnerability frames that start from frame 1, so can be used reactively vs many fullscreen projectiles. Especially useful in the Vlov/Red Arc/Ciel matchups; the opponent risks eating a lethal super anywhere on the screen when Arc has 3 Magic Circuit available. A terrifying option at low health, but be warned: the opponent can Moon Drive cancel their special attacks on reaction and Shield 236BC.
Marble Phantasm - Seal
Marble Phantasm - Seal
A+B+C+D
MBTL Arcueid ABCD.png
MBTL Arcueid ABCD hb.png
Hitboxes Off
Hitboxes On
ABCD
Damage Guard Cancel Property Cost Attribute
4800 [4800 ~ 6960 in BH] - - - - -
First Active Active Recovery Overall Advantage Invul
22 4 27 52 -14 All 1-25
  • Similar startup animation to 5C.
  • Almost no practical utility. Can combo from 214B in the corner if 214B hits high enough early in the combo.

Reverse Beats

Rebeat Table
Attack Chain Advantage
5B/2B 5A/2A -3
5C/2C 5A/2A -1
Gap Table
Attack Chain Frame Gap

Customization

Palette options

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MBTL Navigation

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