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.
The skirt's back!: :)
Comboable throw in corner: Can combo off her throw in the corner for 2000+ damage and more meter gain than typical throws. This also allows her to dump meter to make them extra damaging if needed, being able to deal over 4000 damage if she has 4 bars. As a result, her strike/throw game in the corner is especially potent.
Big Armored Moves: Having a grounded overhead in 5[B] is already good enough, but the armour on that move as well as 5[C] and (to a lesser extent) j.2C makes Red Arcueid's pressure scary to mash or low shield against.
Commanding Presence: With good movement speed, teleports, strong projectiles (both ground and air), and a robust aerial toolkit (jB!) to boot, Red Arcueid is at home frustrating her opponents in the neutral game.
Strong metered options: With an EX DP for reversals, whiff-cancels or clashes, a safe-ish teleport hitgrab with some invincibility, strong EX fireball combo enders, and a giant air unblockable Arc Drive, Warc has no shortage of good ways to spend meter in any situation.
Simple, stable okizeme: After air throw or j214C ender, Warc can make the opponent block a deep falling j214A. Depending on the spacing and setup, this can be almost unilaterally reversal safe while remaining very plus on block, letting her run her standard strike/throw game afterwards.
Weak mid-screen throw: While her throw gives full combos in the corner, it doesn't do much mid-screen; it does less damage than a typical throw, and it doesn't give hard knock-down. Outside the corner, a successful throw often resets the situation to neutral, unless Red Arc has a strong read on their tech timing and direction.
6F 2A: Her 2A is slightly slower than average, so Red Arc occasionally has to choose between being able to easily OS defensive options with 5A or hit low with 2A, or between mashing a 5F normal while standing or a 6F one while crouching. Sometimes that one frame can make all the difference!
No more menacing laugh: :(
HP Value: 11,700
Movement Speed: -
6B+C - Alte Nagel: Anti-air/DP
3B+C - Weiss Katze: Teleport
4B+C - Alte Schule: Projectile (Air OK)
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
236B+C - Erde Seele Seufzer
A+B+C+D / D in Blood Heat - Shining Body
6C, 3C, 2C>2C, j.2C
Blowback Edge Moves
5[B], 5[C], j[C], 623[A], 623[B]
Stats & vitals
Dash startup: 5
Dash actionable: 5
Jump startup: 4
Jump airtime: 40
Quick combo reference
[xx] 2C 5C 6C 236A 2C 236B jc j[C] AT
[xx] 2C 5[C] IAD-jC j214A 66 2B 5BBB jB jC AT
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.
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.
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.
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.
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.
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.
Inputting the move as j.1C~B allows you to kara-cancel the first two frames of j2C into j4BC: this overrides Warc's vertical momentum and sends her upwards fast, even if she was falling beforehand. Fantastic tool for varying your air movement, with many applications in many different areas of Warc's gameplan.
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.
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.