User:Unlucky
Character Page Progress
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In Progress | To-do |
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Additional Resources
F-Arcueid Match Video Database
Players to watch/ask
JP:
Overview
Strengths |
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Weaknesses |
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Strategy
Do what you need to do to extrapolate on the character. Here are example categories below.
Spacing
5B, 2B, and 2C are all phenomenal ground normals that cover large amounts of space. 236A and 236B net great reward on counterhit and cover huge amounts of grounded space. 623B and jC can deter air approaches, and both have 6 active frames.
Pressure
As a Full Moon Character, FArc has A normals that are plus on block. However, none of her other ground normals are plus. This somewhat limits your options to effectively apply stagger pressure, as you can always be mashed against for ending on a B or C normal. your A normals are also incredibly stubby, so you need to be careful to make sure that they don't whiff. To get around this problem, one option is to use your above average range on 5B, 2B, and 2C to play a longer range game instead of trying to rely on frame advantage. It is also important to master the timing to get fast sliding normals with arc's dash as this brings you right back in. Closer range waves give you plus frames that you can use to press your advantage. 623A can be used to check people especially after a long range wave, but it's air blockable and -8, so use it sparingly. 623B and 5B can both be used to catch jumps. Pressure is not this character's strong suit, as she lacks powerful mixups or rebuy options.
Antiairs
Farc has no single best antiair. All of her options work in different ways to cover slightly different angles and must be used in conjunction in order to effectively protect yourself from aerial approaches.
Universal Options
Help there's too many options what do I do and/or Help I'm new what do i do Try 22x, 623B, and the universal options. Every new match/character you play, try using one new option to figure out where it's good and bad and eventually you'll be integrating everything into your gameplan.
Shield: shield beats any attack provided that they actually chose to do one. You can shield into dp or shield into shield counter. If this gets baited you die.
Dash Under: arc's dash is good enough that this can be a valid tactic if you start early enough. Depending on the situation, you can do 5a or 5b to try and catch them.
Rising airthrow/ja: These must be done preemptively as you are essentially trying to use them to stuff a late jump-in. You should only go for this if your opponent is consistently doing very low air buttons.
Invincible Options
22c/421c: both of these are good if you know your opponent has committed to something as both will beat out any jump-in. However, both lose to shield with 22c always getting punished and 421c usually getting punished. Use 22c if you're confident that your opponent will press something and unsure if you'll be able to punish with shield or get something out in time and 421c if they're committing to something from further away.
22a/22b: both moves have startup invincibility for a few frames and then upper body through the first active frame. 22b is faster by 1 frame and gets you hard knockdown on non counterhit, but 22a will sometimes clip your opponent with the second and get you a counter that way. These moves are mostly interchangeable and are good when your opponent has no double jump or (especially with 22a which is safer) good when they wouldn't be in position to whiff punish if they baited it. These are also great for ambiguous crossup situations and times when your opponent is right above you.
High Hitting Attacks
623B: this move has 6 active frames, huge disjoint, and comes out on frame 8. However, you extend a huge hurtbox for two frames before the move is active so you need to be careful. This is great preemptively as it lasts for an incredibly long time for an antiair, but if you whiff it or are late you're in danger. It beats most iads and diagonal approaches if timed correctly however. Additionally, this move hits standing opponents, so it can sometimes stop dashes in.
Low Profile Moves
2B: This can beat specific problem normals such as carc jC. However, whether it works in a specific situation is usually not immediately obvious and requires labbing.
2C: this move has a massive disjoint right at the end of arc's hand and will beat many moves if well spaced.
236B: arc slouches down when she throws it so you will beat or trade with any move not spaced to land directly on top of you if your timing is good. However, it's easy for most characters to airdash over this if they predict it, so be careful with throwing this move out when your opponent is in the air or on the ground at the perfect iad distance.
Other
5A: This is your fastest attack since it takes time to input the 22b motion. This move is small and will lose to anything active but if you whiff it you're probably not dead.
5B: This move has a medium sized disjoint in front of you, so depending on spacing it will beat moves. Remember that arc takes a big step forward so you do need to be far away, but not as far as for 2C.
236A: This move is very tall and will stop many iads and some other jumpins. However, it has a blind spot right in front of arc and arc also stands up tall when she does it, so it will often whiff.
low rising j2B: This move is very niche but it has a large hitbox with some disjoint and will beat/trade with moves. It is additionally whiff cancellable upon landing so you can go into another antiair or anti ground option if you see that you missed. This move can also counterpoke some moves with low hitboxes.
Combos
Combos are (being) separated into easy, advanced, and situational/character specific within sections. Combos that are definitely worth learning will be bolded.
if you have questions about these combos (or this character in general) you can reach me on discord @adct9542 (Table format taken from: http://wiki.basgrospoing.fr/index.php/Melty_Blood_Actress_Again_Current_Code)
]Inputs | Damage (on V.Sion) | Meter generation | Meter cost | Video | Commentary |
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From anywhere | |||||
Beginner | |||||
2A 5B 2B 2C 623B j.ABC j.ABC j.2C | 4319 | 74.7% | 0% | https://streamable.com/5o20r | Generic air combo. Adding 3c reduces damage but gives very slightly more meter. |
(2A 5B 2B) 2C 236A 623A 214BCC j.BC j.BC j.2C | 3856 | 61.3% | 0% | https://streamable.com/8lgjg | Basic corner carry combo, omit the first jb if near corner. |
2A 5B 2B 2C 3C 236C j.ABC j.ABC airthrow | 4921 | 47.2% | 100% | https://streamable.com/lkeun | If you aren't near the corner and want to avoid going into max mode, do this. 236c can go earlier in the combo if needed. |
6C 623A 214B{B} j.BC airthrow | 3217 | 24.8% | 0% | https://streamable.com/2ih1m | Generic route from 6c midscreen. |
236A/B 236C jBC sdjBC at | 4548/4481 | 19.9% | 100% | https://streamable.com/bufcx | Hitconfirm from raw ground hit 236x. Reactable, but tight. |
236A/B 421c2 | 3116/3016 | 9.9% | 100% | https://streamable.com/do7qd | Hitconfirm from raw ground hit 236x. 421c is less damage but works from max range and whiff 421c is usually safer than whiff wave. Can go into 421c4 near corner for full combo and more damage. |
Advanced | |||||
2A 5B 2B 2C 236A 5B 623B j.C j.BC2C | 4514 | 80.1% | 0% | https://streamable.com/7rpty | 236a 5b is a 1 frame link, only do this if you don't have meter and it will kill. Shorten your air combo for longer ranged hits. |
2A 5B 2B 2C 236A 623A 236C j92B 22B | 4161 | 42.8% | 100% | todo | the 22b will sideswitch. |
2A 5B 2B 5C 214B{B} 66 dl.jB 5C 623B j.BC j.BC j.2C | 4383 | 99.9% | 0% | https://streamable.com/sp6jb | Almost full corner to corner with great meter gain and damage. Your best combination of damage, corner carry, and meter gain. Slight charge the knee. |
2C 236B 2C 236B 623B JBC JBC J2C | 5202 | 84.6% | 0% | https://streamable.com/ao9xh | Great damage from closeish 2c hit. Even if you're a little further, they have a frame to tech out and a whiffed 2c is unpunishable. Whiffs on Hisui. |
2C 236B 2C 236B 623A 5A 2C 236B 623B JBC JBC J2C | 5855 | 112.5% | 0% | https://streamable.com/d4vjr | Extension of above combo for more everything. delay on 2nd 236b varies with character and the 623a 5a is probably not universal. |
2A 5B 2B 2C 236A 5B 623B j.C j.BC2C | 4514 | 80.1% | 0% | https://streamable.com/7rpty | 236a 5b is a 1 frame link, only do this if you don't have meter and it will kill. Shorten your air combo for longer ranged hits. |
Situational/Character Specific | |||||
5B 2B 2C j2B 623A 5A 2C 236B jABC sdjABC j2C | 4905 | 98.1% | 0% | todo | Character specific high damage+metergain route. Needs exactly two hits before 2C. You can substitute in 5cc for jA for less damage and more carry. |
2A 5B 2B 5C 214BCC jB dl.jC land jABC jABC j2C | 3897 | 90.0% | 0% | https://streamable.com/01ygj | alternate corner carry combo off of 214b. Probably not universal. |
2A 5B 2B 5C 214BCC jA dl.jB 5CC jBC jBC j2C | 3392 (on arc) | 90.0% | 0% | todo | Weird character specific carry combo with double superdash. Probably not worth but looks cool. |
2A 5B 2B 5C 623BB dl. 623A 5A 2C 236B 623B jBC jABC j2C | 5032 | 112.5% | 0% | https://streamable.com/t1tdp | higher damage, standing only, character specific combo. More 623A juggles are possibly available and you can do 623A6A wall combos in the corner. |
2A 5B 2B 5C 214B{B} 66 dl.jB 623A 5A 2C 236B 623B jBC jAABC2C | 4682 | 124.2% | 0% | todo | Character specific extension of standard 214b route for more damage and metergain. |
Impractical | |||||
2C jAAB rejump aircombo | ? | ?% | ?% | n/a | This probably works but i've never been able to do get it to function. |
You are in the corner | |||||
2A 5B 2B 236A 623A 236B 421C 2C | 3677 | 52.4% | 100% | https://streamable.com/irpc5 | Side swap into 2C knockdown. Do 2C 236B 623B aircombo if you want j2c or 2C 236B 5A 3C 22B for that knockdown. |
2A 5B 2B 5C 214BB 66 dl. jB 5CC jBC land 22B | 3663 | 79.2% | 0% | https://streamable.com/11vcn | Corner to corner carry meterless that ends in 22B knockdown. |
Your opponent is in the corner | |||||
2A 5B 2B 2C 236A 623A dl.6A 2C 236B 623A 5A 2C 236B 623A dl.6A 5A jABC jABC j2C | 5557 | 144.9% | 0% | https://streamable.com/1yvf6 | This is likely the highest damage universal meterless confirm in the corner. Delay 623A followups, the first 2C is a 1f link, and you can replace the aircombo with 3C 22B. |
2A 5B 2B 2C 236A, 623A~6A, 2C 236B, 623A, 5A 2C 236A 623A~6A, 5B j.B j.C dj.A j.B j.C j.2C | 5581 | 143.1% | 0% | https://youtu.be/9jrBMRen0gc | Slightly more damaging variant of the route above. Slightly less meter gain. Unsure if universal. 3C 22B ender still works. |
CH 623A 5B 2B 623A 5A 2C dl.236B 623A dl.6A 2c dl.236B 623A dl.6A 5A jABC jABC j2C | 6120 | 134.1% | 0% | https://streamable.com/gra6h | 3 1f links and 4 delays. This is probably not worth doing, but it does exist. Note that distance may make the 2C drop. |
2A 5B 2B 2C 236A 623A6A 2C 236B 623A 2A 2C 623C walk back 2C | 5117 | 83.0 (about 80 before the 623C% | 100% | https://streamable.com/tyy96 | Good way to get optimal knockdown without losing damage. Using 623C removes the need for extra height management and the final 1 frame link. Not walking back causes a side swap. |
2A 5B 2B 2C 236A 623A 6A 623A 6A 623B j.ABC j.ABC2C | 5067 | 104.4% | 0% | https://streamable.com/y2ph2 | This is the basic corner route; omit the second 623A 6A on characters where it drops(idk who atm). |
After an aerial counter hit | |||||
CH 236B 5B j.ABC j.ABC j.2C | 4572 | 54.0% | 0% | https://streamable.com/1v4sa | Panic route for when you aren't confident in a harder pickup. |
CH 236B 5B 2C 236B 623B j.BC j.BC j.2C | 5795 | 81.9% | 0% | https://streamable.com/a4dqh | Basic air CH route; 5B is optional and 5B 2C requires specific height. However, I find 5B 2C to be easier at max range. |
CH 236B 5B 2C dl.623A 5A 2C 236B 623B j.BC j.BC j.2C | 6424 | 99.9% | 0% | https://streamable.com/q17cy | Harder air ch route and likely the best universal route. delay the 623a to enable the 5A link. |
Check this nico video for more advanced air ch confirms https://www.nicovideo.jp/watch/sm18927929. They might not necessarily be optimal, but if you can master the execution for the various links involved, you'll have all the necessary skills to lab out longer combos.
https://docs.google.com/document/d/1aEud16DdttutFw1bKmD62vutZUQcvjj8dhmfnooFh5k/edit#heading=h.270x2keot7hj this wip document will have a more robust list of combo info in the future.
Notes
otg 214bc works on aoko, tohno, hime, kouma, miyako, ciel, ries, vsion, wara, roa, arc, pciel, warc, vaki, mech, satsuki, nero, nac, hisui, kohaku, neco 623BB 623A is standing only and works on aoko, miyako, ries, pciel,len, ryougi, nero, koha with at least 4 hits before 623bb. It works on Nanaya and Kouma with 5 or more, ie if you add a 2A or replace 5C with jB2B.
Combo Theory
Farc's pressure, damage, meter gain, mixups, and oki are all significantly better if you have your opponent in the corner. In some situations, you might decide to go for an easier combo or go for damage to gain a life lead, but as a general rule, this is your list of priorities.
To maximize damage with Farc, it is important to know two facts about her damage scaling: one, that 623A6A (and 623B6B) both set the combo proration (referred to as correction value in the attack display of training mode) to 50% if it is not already that low, causing future moves in your combo to do at most 50% of their normal damage; and two, that her power waves, 236A and 236B, have 80% forced proration, meaning that they take whatever the current correction value is and multiply it by .8. For example, if you started a combo with 236A, your correction value would be at 80%, and if you did 623A6A and followed with a 236A, your value would be at 40%. What this means is that any scaling you do to your combo before a 623A6A will not have an impact on later damage as long as you don't go below 50%. Also, sometimes you'll have to cut your aircombos short so they dont drop. usually you can be safe with jbc jbc ender, but sometimes you have to do jc jbc or even jc jc.
Relevant Numbers
Melty has two types of damage proration (called correction value in game): regular and forced. Regular proration sets the damage of future hits in the combo to be at most that value, ie if you were at 100% proration and hit with a move that had 80%, all future moves would be doing at most 80% of their damage, but if you were at 70%, you would keep doing 70%. Forced proration multiplies the current value by the move's value, so if you were at 80% and do a move that has 80%, you would do 64% in the future.
623A6A (and 623B6B) have 50% regular proration, so ideally you would get as close to 50% as possible before using them. Waves have 80% forced proration. Combos that set your proration value to under 80% before the first wave let you do a single wave to not go below this threshold, while combos that set it to 80% let you use two. 5A, 2A, 2B, 22B, jA, 214B and its followups, and 623B are all the moves that put you under 80% without using a wallbounce. This is useful to consider if you get an air counterhit near the corner and want to do an extended juggle before your wallbounce. For example, 22A(CH) 5B 2C 236B 2C 236B will likely work on most characters with appropriate delays and puts you at 51% proration. After a wallbounce,things get way murkier and require a lot more trial and error to see what works or is easy on specific characters.
Move Descriptions
Frame Data Help | |
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Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
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. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
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. |
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. |
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:
Hurtbox-Based Properties:
Miscellaneous Properties
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Normal Moves
Standing Normals
5A
5B
5C
5C
5C |
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Crouching Normals
2A
2B
2C
Aerial Normals
j.A
j.B
j.C
Command Normals
6C
3C
j.2B
j.2C
6C
Overhead. Can be special cancelled, standard combo followup is 623A. 236A/B if they block to reset pressure. This move is slow and easily reactable. Has its uses, however. It will counterhit most 2A mash attempts and, if mixed in as a fake tick throw attempt it will beat OS throw/low shield. Since overhead startup looks and sounds like superjump forward can fake it with sj9. Use this move to get in on bad opponents who won’t shield it 100%, otherwise you gotta mix this one up. Damage afterwards is decent though. |
3C
Standard launcher, mostly used in easy combos. Also good in pressure strings for adding extra guard damage before a 236A/B. Can only be special cancelled. |
J2B
Claw dive, can be blocked either way. Special-cancelable on block or hit, on ground CH easily confirmable into basically any bnb. Somewhat slow and easily punishable, but has its utility. Use when above an airborne opponent to CH them out of poorly placed attacks, to punish mashing on the ground, or in pressure. Fun-to-use and can go into good damage even midscreen if willing to burn meter. Will trade with many anti-airs (this generally results in terrible things for the Arc player) and if opponent is on top of things they can punish outright whiffs. |
J2C
Combo ender. Ground techable, punish back and neutral techs with j2B and forward techs out of the corner with whiffed air-normal into 5A/2A combo but the timing is irritatingly tight. Has a few other non-obvious uses. Moves Arc forward, so you can use its momentum to propel across the screen. This is useful after, say, double super-jumping out of corner pressure, forcing the opponent to reach further for a punish.
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Special Moves
Quiet! (Fly!) 「うるさい! (飛べっ)」 - 22ABC
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How's That?! 「」 - 236ABC
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What are you doing. . . ! 「なにやってるの...!」 - 623ABC
-> What are you doing. . . ! Chain 「なにやってるの...! 追加技」 - 6ABC
EX-Edge. Super version of Arcueid's 623A 6A Very bad on block. Guarantees full air untech time near corner and eliminates the need for 1f links in combos. Sets up for corner mixups with 623c into 2c/623a. |
Ready. . . Go! 「せ-のっ!」 - 214ABC
Arcueid moves foward and strikes with her elbow. Can be useful as a launcher.
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Over here, over here! 「」 - 421ABC
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Over here, over here! (air) 「」 - j421ABC
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Arc Drive
From Dreams to Reality (Marble Phantasm) 「空想具現化 (マ-ブルファンタズム)」
Arcueid summons chains towards where she's facing, dealing roughly around 3332 damage raw on Archetype Earth. Air unblockable, hits across the entire screen for about a character height (Arcueid's height).
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Another Arc Drive
Melty Blood 「メルティブラド」
Arcueid summons chains like her Arc Drive, but after the animation of her Arc Drive, she stops and summons forth many red claw waves at the opponent. Deals roughly 5482 damage raw on Archetype Earth. Hits the entire screen horizontally for about a character's height (Arcueid's height). Air unblockable. |
Last Arc
Shall we play around a bit? 「少しばかり戯れようか?」
Activated in air. Arcueid flies backwards, with an image of Archetype Earth behind her. The background fades and turns into a full moon with light emerging from cracked earth under it. Deals around 7591 damage with full meter. Deals less damage on both Nanaya and Tohno Shiki, with a special animation. Nanaya takes more damage than Tohno Shiki. |