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Melty Blood/MBTL/Red Arcueid
Due to the effects of coming back from a "certain accident," her vampiric impulses and overwhelming desires have taken over. Driven by instinct, she arrives in a lowly human city. Controlled by pure emotion, her actions and words are quite dangerous, but her underlying personality remains mostly unchanged. The only big difference is her increased selfishness and changed attitude toward humans.
Red Arcueid, sometimes shortened to Warc or Red Arc, is a well rounded character with emphasis on mobility and neutral control. Her ring projectiles and strong air buttons control neutral, while her fast dash and slippery teleports allow her to slip right past the opponent, keeping her safe and them off balance. Once she gets in, her armoured, advancing buttons (including an armoured overhead!) make her a real threat in pressure, and if she pushes you to the corner, her throw can deal massive damage. On the flipside, when she's on the back foot, her Moon Skills become seriously threatening in Moon Drive. If you try to play the long game, her fireballs coupled with EX skills let her deal big damage at any range. When the Princess of the True Ancestors takes her gloves off, nowhere is truly safe.
Backdash: -Movement Speed: -
- Moon Skills
- 6B+C - Alte Nagel: Anti-air/DP
- 3B+C - Weiss Katze: Teleport
- 4B+C - Alte Schule: Projectile (Air OK)
- Special Attacks
- 236A/B/C (EX OK) - Alte Nagel: Anti-air
- 623A/B/C (EX OK) - Weiss Katze: Teleport
- 214A/B/C (EX OK) - Alte Schule: Projectile
- j.214A - Alte Schule: Air projectile
- j.214B/C (EX OK) - Alte Schule: Air projectile
- > A/B/C - Additional input
- Arc Drive
- 236B+C - Erde Seele Seufzer
- Last Arc
- A+B+C+D / D in Blood Heat - Shining Body
- Unique Attacks
- 6C, 3C, 2C>2C, j.2C
- Blowback Edge Moves
- 5[B], 5[C], j[C], 623[A], 623[B]
Dash startup: 6
Dash actionable: 9
Jump startup: 4
Jump airtime: 40
- [xx] 2C 5C 6C 236A 2C 236B jc j[C] AT
- [xx] 2C 5[C] IAD-jC j214A 66 2B 5BBB jB jC AT
- 214X/4BC 623C/236BC
- 3C/6BC/5D~A j2C 5A 2C 5[C] IAD jB j214A rejump(9) jB jC AT
- Fairly standard 5A, and Warc's fastest normal. Fairly good range for a 5f normal.
- Best option for rebeats, as it has the lowest total duration of all her moves.
- Can be used as an anti-air of last resort against IADs or bad jump-ins, to mash out of pressure if you're unafraid of lows, or as a low-commitment check in neutral.
- Can be repeated 3 times by holding 4 while pressing A, the 5A standard. If you don't hold 4, repeated inputs will give Rapid Beat.
- Whiff-cancellable into many other buttons, specials, EX moves or Shield. A good, safe hedge against Moon Drive or clashes, especially at a distance. Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
- Very limited range; mostly combo and blockstring filler, not great as a poke.
- Advances Warc forward a bit, but it's very stubby and has a fair bit of recovery. Be careful about whiffing it.
- It shares the same startup animation as the charged overhead version, so you can part-charge to try and make your opponent flinch, then catch them off-guard with 2A or 2B.
- Can only be charged a little bit (a few frames at most) without getting 5[B], though. Still, even that can be enough to trick all but the sharpest opponents. Keep your can-opener close to hand, use it when you need it most.
- Very powerful button; an advancing, armoured overhead which is fully rebeatable on block and leads to good damage on hit.
- Has two hits, but only one of them will hit overhead. If the first hit connects, the second will hit mid; but if only the second hit connects, it *will* hit overhead.
- Either way, both hits are cancellable on hit or block. If they're guarding sloppily, you can hit them low after the first hit, but before the second. Break their ankles!
- Can be used as a sort of janky poke or anti-air in neutral by armouring through a button or jump-in and punishing the recovery.
- The armour will lose to EX moves and throws, but it will armour through non-EX invincible skills just as well as it blows through normals.
- You will press this a lot, and your opponents will hate it. Even if they can consistently react to the overhead, the advancing property makes it useful in pressure anyway, and it makes mashing low shield very risky to boot.
- That being said, it's dishonourable to press this often on a bad connection, unless they really deserve it. Use your judgement.
- A solid disjointed 5C poke.
- Hits pretty far horizontally; a useful check in neutral, option to mash out of pressure, or combo pickup after far fireballs or near-corner throws.
- Especially good at catching IADs, but has a fair bit of recovery, so can die to jumps or high air-dashes.
- Hard to get a full confirm at max range, since it has the most range of all Warc's normals. Usually, you'll have to resort to Rapid Beats into j2C, but even that is unreliable at the absolute edge.
- Gains some range over the uncharged version, as well as advancing Warc forward a bit.
- It's also armoured, like 5[B]! It will plow through Moon Skills and DPs or other invincible moves just the same. The armour doesn't last too long, though, and throws or EX moves will hurt you.
- Very good combo tool, most high-damage routes will use it in some way; it does a lot of damage and opens up IAD routes.
- A strong frame-trap option in pressure; it's an armoured move with advancing properties! However, some moves can low profile it, and can even defeat the armour with the right timing.
- Armour does start up fairly late, and it can be easily jumped over if thrown out in neutral. So it's not your strongest poke in neutral, but it's still pretty good.
- Fairly standard 2A low, though it is a little slower than average.
- Range is about the same as 5A, but obviously 2A hits lower to the ground.
- Generally your best option for starting off pressure strings after dashing in, for tick throws, or as a meaty.
- You can cancel 2A into itself three times at most before you get Rapid Beat, and it's still whiff-cancellable into basically any other move.
- Whiff cancels available from frame 11 onwards (frame 11 is the first frame of the whiff cancelled move).
- Low kicking 2B, good range and low recovery.
- Advances Warc forward slightly, so the effective range is slightly more than it appears.
- Good for catching people after dashing under their jump, or mashing out of pressure at certain ranges.
- Can low-profile some things too.
- The stagger window on block is quite poor though.
- Big sweep.
- Not quite as big as the particle effect indicates, the hitbox only reaches as far as the inner edge. Even so, it's still pretty big!
- Slightly bigger than 2B, but has quite a bit more recovery.
- Solid abare option at some ranges, but very weak to IADs.
- Strong combo filler, especially with the 2CC followup in the corner.
- Standard jA poke.
- Can be repeated 3 times on hit/block if you hold 4, like 2A and 5A.
- A solid low-committal way to cover air-space. You can whiff cancel into j214A, airdash into jB, or jump cancel and retreat, depending on the situation.
- Hits overhead quickly out of IAD, but not much faster than jC.
- Rising jA is one of your more solid "anti-air" options as well, or at least one of your less committal ones. Welcome to Melty Blood!
- Two hits, one above Warc and one below. As fast as jA, but much bigger!
- Very strong air space control option, but you can't act again until you land if it whiffs, so be careful about over-committing to it.
- IAD jB will usually whiff on crouchers, but it still reaches high diagonally in the air, so it's a good way to swat people out of the sky. IABD jB is a fairly safe way to protect the skies.
- Can be used as a double overhead option out of j[C] jump-ins or high IADs.
- It doesn't reach that far below you, but still farther than the other air normals, so it's your strongest "standard" jump-in and best way to catch people running under you.
- Hits really high above Warc, so it's a great option for harassing people from below if they're jumping around a lot.
- Generally your best button to press out of IAD in pressure; it has the highest reward, and will occasionally catch jump-outs, letting you air-unblockable them with 5A.
- Gains a bunch of clash frames before active, like other charged j[C]s, so it can power through air normals and win air exchanges as long as you have time to charge it. How well it interacts with other character's charged j[C]s depends on the timing and matchup, though.
- Can do lots of damage in combos, but usually requires specific routing, since it usually won't connect after jB.
- You don't have time to do this out of IAD, and the flash comes out too late to jumpscare people with. You do have time to charge it after 623[A]/[B], but it still won't actually hit, it'll just flash.
- Third hit of the autocombo string as a standalone button.
- Shifts your hurtbox to avoid air buttons, but it often clashes or loses outright, so don't rely on it too much.
- Decent option to beat Shield Counter B on reaction with, can work against IADs in pressure as well.
- Warc does, at least, get decent damage off raw 3C thanks to j2C routing.
- Briefly vanishes before lunging forward almost fullscreen. Warc will pass through the opponent, switching sides as long as she's close enough (on hit or block). At max range, though, she'll stay in front.
- Does not hit as a cross-up, can be blocked in either direction. At max range, it has to be blocked in the correct direction, but it won't pass through at that distance.
- Useful combo tool, especially if you want to side-swap. You can also use it in neutral to force your way in, or as a burst option to catch landing recovery from air normals or specials.
- On block, cancelling into 236A immediately is gapless and only -2 at a fairly safe spacing; immediate 236B has a gap but will trade favourably with 5F normals and give you a combo, while still only being -3. If the 6C hits, though, 236A will let you convert, but 236B usually will not.
- Followup to 2C, can only be done on block or hit, not whiff.
- Hits mid and advances Warc forward a bit.
- Mostly a filler for corner combos, as it wallbounces and lets you do a ton of damage. Or you can use it midscreen to gain a lot of corner carry.
- It's decent in pressure, as it's an extra frametrap option and it's only -1 on 5A rebeat, but it's nothing special. It does advance Warc forward a bit, but it also has a ton of pushback, so it doesn't make much difference.
- Can whiff after 2C if it connects at maximum range. You might die.
|5||8, 2, 2, 2||-||-||14-25 Armor|
- Armoured air normal, best used as a combo extender. Does strange things to your air momentum.
- You can get a fairly low j2C with a 171C input, which can be used to punish throw attempts or as a reactionary anti-air/air counterpoke.
- The first hitbox is quite fast, but the armour doesn't kick in until later, so it can still lose in clashes and similar situations.
- Will almost always whiff on crouchers and is usually fairly unsafe if they block it on or near the ground. You have absolutely no cancel options until you hit the ground, too.
- Does not hard knockdown, and generally not a good combo ender. However, when it hits low to the ground, you can link 5A afterwards and continue your combo that way. This allows for much better routes off Shield Counter A, 3C, and 6BC among other things.
Rapid Beat 2
- Auto-combo linker.
- Advancing normal with a decent hitbox, hits diagonally and can AA people occasionally, but it's nothing spectacular.
- Can't rebeat into other normals besides Rapid Beat 3, so it's not a great option in pressure. You can special cancel into 236A or 214X to become safe instead of punishably minus.
- Does at least have a fairly good stagger window into Rapid Beat 3, if you choose to go for it.
Rapid Beat 3
- Basically just 3C.
- You only really want to do this as a hit-confirm, not in a block-string, but 236A or 214X can bail you out if you get it by accident.
|300, 1000 (1300)||N/A||-||-||-||-|
- Mid-screen, flings them away with no hard-knockdown. You can try to chase their air tech, but you essentially things return to neutral most of the time.
- In the corner, however, you have time to 2B or 2C before they hit the ground, netting you a full combo.
- If you're a little bit outside of the corner when you get the throw, you can occasionally pickup with 5CCC instead.
- Throw combos are super scaled, but EX moves have minimum damage. Meter dumping after a corner throw is a great way to close out rounds
- With full (i.e. 4 bars) you can do over 4K even with just a simple confirm into 214C > 236BC. A good way to close out rounds and make them die.
- Universal air combo ender.
- Dunk-type airthrow, Warc brings them to the ground, landing next to them afterwards.
- Generally, you'll want to save your double jump in combos to jump cancel your airthrow ender after you hit the ground - due to the system mechanics, the second jump doesn't add much damage, and the knockdown is fairly weak without the jump cancel.
- You can set up a meaty j214A ring with a neutral jump or IAD back, depending on positioning, but it's vulnerable to Shield Counter B+C and some reversals.
- Air unblockable pillar.
- Mostly combo filler, but it's only -2 so you can use it in pressure after command normals that are normally unsafe.
- Decent anti-air, fairly fast and disjointed with good reward on counterhit.
- Very good as a punish starter.
- Bigger, more active, and travels farther than 236A, but it's much slower.
- Frame traps from B and C normals, trades favorably due to launching the opponent.
- Jump cancellable on hit, usually enables big damage followups in combos.
- Up to +4 if spaced so that only the later active frames hit.
|400*6 (1992)||LH||-||Invincible, EX||-||-|
- Air unblockable DP, pretty big and has invincibility from frame 1
- Only gives KD on Fatal Counter and can be shielded on reaction to super-flash in some situations.
- Good option to force an end to clash wars or beat armor.
- May beat other supers if input after reacting to super-flash, it has a fair bit of invulnerability.
- Can cover whiffed specials in a pinch, but vulnerable to shield if the opponent hasn't already committed to an attack.
- Teleport fakeout. Moves up to 1/4 screen forward, but will not cross the opponent up.
- If used while the opponent is ground teching, can occasionally create confusing situations where it's unclear which side you're on.
- Mostly a gimmick option, but can sometimes bait a response from the opponent.
- Moves the same distance as 623A, but reappears in the air with forward momentum.
- Can act in the air after recovering.
- 12f recovery on landing if no action taken while airborne.
- Disappears and then teleports about 3/4 screen. Attempts to cross behind the opponent if close enough with space behind them.
- Quite a bit of startup and no real invulnerability at any point, you can be hit while traveling or on startup if you're not careful.
- Can be used to close the distance after throw or EX fireball knockdown... but you can also just run at them.
- Similar movement to 623B, but reappears in the air with some forward momentum similar to 623[A].
- As with 623[A], can act while airborne after reappearing and incurs 12f recovery on empty landing. If they're too far away, Red Arcueid will just teleport into the air some distance away.
- Red Arcueid will usually turn around to face the opponent after re-appearing so you can hit them crossup, but it can be a little unreliable near the max tracking range.
|1000, 1040 (2040)||LH||No||Invincible, EX||-||-|
- Teleport hit-grab that covers about 2/3rds of the screen and switches sides on hit.
- Not a true reversal, but invincible after the flash. Meter is consumed immediately.
- Great for punishing projectiles, whiffs, Heats, etc, or for challenging pressure resets (rebeats, IADs, redashes).
- Wall-bounces for combo extensions if they reach the corner.
- Air unblockable, can be used to guarantee a guard-break if they land onto the top of a 214X fireball without shielding.
- Can try to use this post-clash, but often loses or clashes again rather than winning outright like 236C (generally) will.
- Requires Moon Drive to follow up with a full combo midscreen. Wallbounces if used from near the corner, allowing for a meterless followup.
- Hard knockdown on hit unless used at the end of very prorated combos.
- Single fireball. Travels pretty fast, not much recovery. It's pretty decent to throw out occasionally to keep your opponent on their toes.
- Can be safe on whiff and even shield when spaced well even if they jump over due to the reasonably low recovery.
- Will clip IADs.
|700, 650 (1174)||LH||-||-||-||-|
- Double fireball. Slightly faster startup than 214A.
- Second fireball is gapless on block after the first at all ranges. The second fireball goes a little bit farther than the first.
- More committal than 214A, but more rewarding and may catch opponents movement if they expected 214A. Can Ex cancel or Moon Drive cancel to cover whiffs.
- Triple fireball!
- Lets you convert stray fireball hits from nearly fullscreen into decent damage and hard knockdown.
- The only guaranteed source of positive frame advantage in your grounded kit, but not useful as a pressure reset.
Alte Schule (air)
- Air onion ring fireball.
- A very solid neutral tool that covers a lot of space. Also useful for running reversal safe pressure after knockdowns.
- Retains air momentum.
- Unable to act until landing, with 18f recovery on landing.
- Good combo tool on top of everything else, opens up extensions after mid-combo IADs and deals good damage.
- Air fireball with an optional followup.
- Covers a slightly different, shallower angle than 214A.
- Halts air momentum on startup.
- Very damaging in combos, usually after j[C] or in the corner with an IAD.
- Follow-up fireball that travels at a slightly more downwards angle than j214B. Can delay the input to frame trap, cover landings, and control timing for combos.
- Causes B shield followups to whiff if input before the shield clash.
- Can be whiff cancelled into j214C.
- Another fireball follow-up that throws the second one farther than 214BB.
- EX fireball, very big and wide.
- Often your go-to combo ender as it does lots of damage, is easy to route into, and gives good knockdown and corner carry.
- Has 5 hits total, but occasionally some may miss depend on positioning. This will not affect the knockdown.
- Can also add some damage and knockdown to stray j214A/j214BB hits which otherwise wouldn't have led to anything.
- As an air combo ender, gives you enough frame advantage to run up and toss a meaty ring, or do funny 623[X] safejump pranks.
|520*3 (1409)||LH||Jump cancellable||-||-||-|
- Moon Skill DP. Fast and tall for a 7f move, but air blockable with no invulnerability.
- More effective as a reversal in Moon Drive due to added clash frames.
- Leads to a full confirm using j2C, though difficult to confirm properly if the opponent is too high.
- Jump cancelable on hit, block, or whiff, but not on shield.
- Similar to 623B, a teleport which travels about 3/4 of the screen and can sideswitch.
- Much faster and has less recovery than 623B, but unlike other grounded Moon Skills it doesn't gain clash frames in Moon Drive.
- No invulnerability frames.
- Can cross under/behind opponents to reposition or catch them off guard, as well as close space to confirm hits after Moon Drive.
- Fireball that hits twice. Very quick, can net a full confirm if you're in 2C range. If not, can confirm with 214C, 623C, or Arc Drive with sufficient meter.
- Reaches full screen unlike 214A/B. Good way to whiff punish, counter zoning, or check fullscreen heats, and may catch opponents off guard during movement due to its speed.
- Gains some clash frames in Moon Drive. Can clash through pressure from ranges where 6BC won't reach, but it's slower and the clash frames don't last as long. Can clash through opposing projectiles with good timing, but is unlikely to punish after.
- Double air fireball, with each traveling at a different angle. Adds some upwards momentum to Red Arcueid's movement if not in Moon Drive, regardless of current trajectory.
- Doesn't gain any clash frames in Moon Drive.
- If either fireball connects with the opponent, you gain the ability to jump cancel the move. If the first fireball connects, you can cancel the move before the second one comes out.
- Strong pressure reset and neutral control option, especially if you can make sure they block the first fireball. The fireballs have a lot of blockstun, so you can jump-cancel the recovery if it touches them, then airdash and continue pressure.
- Also part of Warc's strongest air ender, j4BC superjump j[C] j214BB j214C.
- Her strongest Moon Skill outside of Moon Drive, and pretty good move overall. If you have Moon Gauge to spare, or you're not sure what to do, this is rarely a bad choice.
Erde Seele Seufzer
- Giant full-screen wave.
- Air unblockable, but can be shielded on reaction to the flash, so don't get too wild with it. If the opponent air-blocks grounded +/, you can break their guard with this, but it's hard to confirm on reaction.
- Strong fullscreen whiff punish option, converts far fireball hits, and her big-money combo ender.
- Invulnerability makes it a viable reversal, if somewhat slow. Can also use it after Moon Drive if the opponent has committed to an attack.
- Safe outside close range if not shielded.
|4800 [4800 ~ 6960 in BH]||-||-||-||-||-|
- Usable with 4 full Magic Circuit gauges, at any time while in Blood Heat, or with a successful Shield while in Blood Heat.
- Damage in Blood Heat scales with amount of Heat Gauge remaining on activate.
- Removes the 4th bar on execution.
- Can be comboed into if you're feeling flashy, but generally requires Moon Drive and doesn't gain much damage over Arc Drive.
- It all returns to nothing~ ♩
- It just keeps tumbling down~ ♩
- Tumbling down, tumbling down~ ♫
Red Arcueid Wiki Roadmap