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Atlas Academy => Melty Blood: Current Code => Arcueid Brunestud => : Rei December 21, 2011, 03:49:32 PM

When's Melty on Steam?
ahaha that's no--wait, what?
: Suck my C-Arc 1.07
: Rei December 21, 2011, 03:49:32 PM
Don't feel like getting the other thread cluttered. Gonna post combos in the first post as well as other information when we get it. If you find stuff, post it and I can add it.

COMBOS

Combo damage will be on the default training dummy VSion with no reduce.

Corner BnB with corner space BE236B oki: 5B 2B 2C xx 5C BE236B xx 632147B 5B 2B 2C 632147B 5B 2B 2C xx 5C BE236B - 4791 damage 123 meter gain.


Corner BnB with 623A oki: 5B 2B 2C xx 5C BE236B xx 632147B 5B 2B 2C 632147B 5B 2B 2C xx 5C BE236B 632147B 5B 2B 2C 4C 66 j.C j.63214A 5B 2B 2C 623A - 5793 damage 212 meter gain.


Midscreen -> Corner close variantthis is assuming around the 2P starting position to corner 5B 2B 2C 5CC j.C xx j.B 5B 2B 2C ->rest of the combo you want to use
ie: 5B 2B 2C 5CC j.C xx j.B 5B 2B 2C xx 632147B 5B 2B 2C xx 5C BE236B 632147B 5B 2B 2C 4C airdash j.C j.63214A 5B 2B 2C 623A - 4566 damage 203 meter gain


Midscreen -> Corner far variant5B 2B 2C 5CC j.B j.C 5B 2B 2C -> rest of your combo based on wallslam or not.


Midscreen -> Corner from the corner 5B 2B 2C 5CC j.B j.C 623B j.BC dj.BC airdash j.A airthrow - 3628 damage 81 meter gain

Will post more useful things later on. Just want to get the clutter out of the main Arc thread. Post your findings!
: Re: C-Arc 1.07
: Frostbolt December 21, 2011, 05:14:07 PM
Im making all character BNB Videos with easy->medium->hard stuff. Doesnt contain everything but wanted it to be a good reference for new people

http://www.youtube.com/watch?v=koRjehzxd2I <- C-Arc one
: Re: C-Arc 1.07
: DivineArc December 22, 2011, 07:01:32 AM
I really like that video set up that you did. It's pretty interesting.
: Re: C-Arc 1.07
: Sahgren December 23, 2011, 10:16:09 AM
Gotta say, that video made me want to try C-Arc again.
: Re: C-Arc 1.07
: Rei December 28, 2011, 05:08:59 PM
a nice blockstring I like to set up off of corner oki or 5A.

632149A

now this has a few paths

-> j.C 63214A  -> overhead into a safe air ring. If they block it, you're still +, if they get hit, THIS IS YOUR HIGHEST DAMAGE STARTER. go into 5B 2B 2C 5C BE236B 632147B etc etc. Will be around 6k if you do a max damage combo!

-> airdash j.C 63214A -> delayed overhead into a safe air ring. This is good for baiting people mashing heat after the ring or Arc's 22B. Gets beaten by some DPs like Sion's.

-> doublejump forward -> pure bait for people mashing DPs. Sion's 623B doesn't reach it and you can punish on the way down. Will be beat by a delayed DP but you can also airdash to stall time again. I would suggest doing this only after people know about the first option.

now 5A 632149A will also be a stagger which will catch 5A mashes so if you hit with the ring, you can confirm into j.C j.A-Ring j.BC dj.BC airthrow.
: Re: C-Arc 1.07
: Rei January 02, 2012, 01:48:38 PM
two more confirms

Far hit
5B 2B 5C 214B~B airdash j.C 2C 2A(whiff) 2A 2C xx 5CC j.BC (or j.CB depending on distance from the corner) 5B 2B 2C 632147B 5B 2B 2C xx 5C BE236B 632147B 5A 5B 2B 2C 623A 4.6k with safe jump oki from ANYWHERE.

If you're close enough you can omit the 5CC and just do 5C BE236B into your standard combo.

Rekkas
236A 236A 236A 623C dash 5AA 5B 2B 2C 632147B 5B 2B 2C xx 5C BE236B 632147B 5A 5B 2B 2C 4C airdash j.C j63214A 5B 2B 2C 623A 5.1k with safe jump oki from ANYWHERE.

Off of 5B 2B 5C starter this only does 4242, but works at MAX RANGE for 5B unlike the 214B~B combo.
: Re: C-Arc 1.07
: Rei January 04, 2012, 11:49:37 AM
Max damage meterless combo with safe jump oki in the corner.

j.C j.63214A 5B 2B 2C xx 5C BE236B 5B 2B 2C 632147B 5B 2B 2C xx 214B 5A 5B 2B 2C xx 5C BE236B 5A 5B 2B 2C 4C airdash j.C j.63214A 5B 2B 2C 623A - 6481 damage +260 meter
: Re: C-Arc 1.07
: Rei January 15, 2012, 05:00:31 AM
Saw Tetsu's C-Arc do this while watching mikado stream.

Meterless corner to corner without meter or 214B~B/4C. Also good for auto confirming off BE236B mixup.

~ 2C xx 5CC xx j.B 5A 5B 5C BE236B -> rest of your wallslam combo.

Now what this means is easy confirms off the L/R mixup since you can start the combo from either side the same without having to worry about distance for 4C, using 623C, or keeping them standing for 214B~B. Best part about this, it goes into another 50/50 left right BE236B combo if you want it to.

I'll probably be making a video for this and really the general arc stuff you should be doing. I'll put damage values later and redo the first post.

Also I would love for others to contribute to this character's discussion!
: Re: Suck my C-Arc 1.07
: SparklyDemonLord January 19, 2012, 04:59:36 PM
Vid on that would be great.  I'd contribute but you've pretty much covered anything I would bring up before I would ever get around to it.
: Re: Suck my C-Arc 1.07
: Rei January 19, 2012, 06:28:02 PM
She pretty much has one combo
http://www.youtube.com/watch?v=EpOzs1pDfr0
: Re: Suck my C-Arc 1.07
: SparklyDemonLord January 19, 2012, 07:01:34 PM
Thanks.  Was having trouble with 5CC combos, think I've got it now that I've had a clear look.
: Suck my C-Arc 1.07
: Sashi January 19, 2012, 07:17:03 PM
Topic title is lewd. Rei is a pervert. Also, what do I do with my meter? I'm using it almost exclusively for reversals and to look badass with her terrible AD.
: Re: Suck my C-Arc 1.07
: SparklyDemonLord January 19, 2012, 07:30:18 PM
I like to do a few combos with 63214C to get better damage with spaced corner oki, myself.
: Re: Suck my C-Arc 1.07
: Rei January 19, 2012, 07:43:19 PM
Topic title is lewd. Rei is a pervert. Also, what do I do with my meter? I'm using it almost exclusively for reversals and to look badass with her terrible AD.

22A/B 66A/B j.63214C airdash j.C dj.BC airthrow
2C TK j.63214C for high damage combos.

623C combos to go from fullscreen to corner with an EX.

Her arc drive IS air unblockable... Just a reminder...

Bursts, Heat, bunkers.... (btw Arc's bunker is REALLY good)

You got plenty of uses for your meter.
: Re: Suck my C-Arc 1.07
: Rei January 23, 2012, 11:17:20 AM
3C and rekkas are pretty cool

http://www.youtube.com/watch?v=lmUS8ZDnahI

3C counterhit is completely air untechable. CH 236A will combo into the 2nd BE236 series. That move is also air untechable and you can land a combo afterwards. I'm going to do more testing with these moves and in block strings, but they look really strong.
: Re: Suck my C-Arc 1.07
: Rei January 27, 2012, 12:54:29 PM
Just used training dummies to do every move -> jump 8 and tested every move's advantage on block, recording at 60 FPS counting the frame advantage/disadvantage.

5A: +1
5B: -4
BE5B: -10
5C: -9
2A: -1
2B: -4
2C: -6
4C: -24
BE4C: -27
3C: -10
236A: -5
236A 236A: -4
236A 236A 236A: -28
236A 236A 214A: -7
BE236A: +13
BE236B: +8
236A BE236A: -5
236A 236A BE214A: -8
236C: -32
214A: +1
214B: -5
214C: -11
623A: -9
623A-> followup: -10
623B (only blocked standing otherwise whiff): -5
623B-> followup: -7
623C(Standing): -14
623C(Croching): -21
22A: -25
22A 66A: -28
22B:-39
22B 66B: -43
22C: -43
lowest TK 63214B: +2
63214C: +1
41236C: -37
41236C AAD: -44
: Re: Suck my C-Arc 1.07
: Rei February 03, 2012, 12:21:27 PM
Some interesting things on counterhits that will connect.

Assume first hit is counterhit here

5B 5A(whiff) 2B, likewise 2B 5A(whiff) 5B also combos
5C 236[A]
236A 236[A]
3C -> Anything
final 214A rekka tk 63214C -> full combo does like 5.7k to C-Mech o_O...
63214A dash 2B 2C -> full combo.

I'd say the first 4 on the list are pretty good to go for when you're staggering.
: Re: Suck my C-Arc 1.07
: Rei February 22, 2012, 04:36:23 AM
more blockstring stuff

5B 2AA 2B 2C 236A is -2, adding on the next rekka makes it -1. Pretty good for blockstrings. especially since you're in 5B range after it if they crouchblock the 1 rekka version.

I see this topic has a lot of views, but anyone have input or stuff they want to share?
: Re: Suck my C-Arc 1.07
: sumbody February 22, 2012, 07:22:39 PM
Good stuff with the video you made Rei.

I used to play Arc in MBAC and MBAA and I gotta say C-Arc has gotten much better in this reincarnation.

Pressure
In terms of pressure, you probably covered most of the new tech already. So many resets and frame traps at your disposal this time, that includes: BE236a, double 63214a, or TK632149a off any whiff cancel or 2a/5a on block. Another thing worth mentioning is using 214a in blockstrings since its +1 like you said. That can be followed by a TK Ring again, do a 2a/2b to stuff any mashing or just plain jump/dash reset.

TK Ring can be pretty much used like Akiha/V.Akiha ribbon resets, and you can follow up with many mixup options after that so that is pretty strong.

A good string I like to start with is something like this. I would recommend going for basic staggers like 2a xx 2a xx 5b half charged xx 2b xx 5a xx 5c 214a

2a xx 2a is basic level 0 melty stagger which most characters can do.

5b half charged is a mixup in itself, but you need to kind of use some BE5b here and there to make them start blocking wrongly.

the 5a at this point should be a whiff since you are pushed far out enough, cancel the 5a into 5c to punish any jump out/poke attempts and you can confirm off the CH into 214a 623c or 236 series into 623c.

If the opponent blocked the 214a (which is +1), you are free to do 2b after that to catch pokes and jumpouts and confirm into your standard corner combo. You could also TK632149a into jC and another j63214a, which resets the whole block string for you.

Set the CPU to recover A and get the timing down for these staggers. Once you get the opponent to respect your strings, you can pretty much start to do more bold resets/tick throws.

Other good stuff to use in strings are BE236a for mad plus frames, using it off a 5c is a frametrap itself. And the vacuum effect essentially generates a reset situation for more blockstring/mixup/throw attempts. I'm not a big fan of the BE236 2nd series but it might prove to be useful once in awhile against jump happy opponents.

When IAD-ing for a reset, remember to do j63214a just for more guard damage and + frames, in the event that the IAD hitconfirms, its time for big damage since that is the optimal starter for any of her combos.

2a/5a 5b 63214a j63214a is another string with massive + frames. You can dash in 2a and still CH any of your opponent's poke attempts. Just don't over do it since people will start to bunker it.

Those are some strings off the top of my head. Just be creative with her pressure and make your opponent fear those + frames.

OTG
Her 2c is quite deceptively long ranged, so sometimes you might catch jumpouts with a 2c (whiff 2a/5a) in the corner. You can proceed to do this OTG string for good meter gain, and tech punish as well.

OTG: 2a 5aaa 5cc jaa jb jc j63214a 2aaaa 5c BE236b (90-100% MC)

Depending on how early you do the BE236b, this catches neutral tech if cancelled immediately, or a slight delay for back/forward tech punish, just confirm to your favourite combo if the opponent techs carelessly. Alternatively, ending on 5c and react to what your opponent does works as well. 2a/5a can punish forward techs and if they neutral/back tech you are free to pressure them.

Combos
Rei pretty much covered most of the standard combos. Here are a few more combos that don't really involve 2c 5cc since it prorates badly. These are midscreen combos and they have full screen carry as well. The ones involving 2c > 4c require you to be quite close or else the 4c will whiff.

5b 2b 2c 4c airdash jc land 2c 4c airdash jc j63214a 5b 2b 2c Ender
This looks a lot like a MBAC Arc combo. The delays are also similar, 2c xx 4c, deep jc, and then 63214a as low as possible to the ground for 5b 2b 2c to link. Alternatively, if you find j63214a xx 5b whiffing cause they are too high, you can opt to do aircombo right away after the ring (j63214a > land > jabc jabc airdash throw).

5b 2b 5c 214bb airdash jc 5b 2b 2c Ender
Easier combo, and quite stable since 5c 214bb works at many distances. Slightly delay the b follow up from 214b if done at max distance to make sure there are 2 hits from the knee lift.

Enders
3c 623b aircombo
623a 6a aircombo
236a 236a 214a

You can use air dash > throw if you are just short of reaching the corner.

That's it for now.
: Re: Suck my C-Arc 1.07
: Rei February 23, 2012, 04:32:01 AM
Alright good post, that's the stuff I want to see.

Yeah, when you do TK 63214A (forward or neutral) you can do j.C j.63214A. It's a pretty decent string but you need to mix it up sometimes with an air dash or something since some characters can poke it with 5A or DP it. Airdashing into the corner will make a lot of DPs whiff, but they can also just walk out of the corner so be careful. If they walk out and try to punish landing, I think you should just do an A ring on the way down instead of j.C A-Ring since it should hit behind you.

I've never been a fan of the 4C combos just because they're kinda finicky to start with, but more power to you, and they do more damage if you're closer to the corner.

I love her 2C. A little slow, but the vertical+horizontal range is just sick. Catches jumpouts, can be used as a ghetto anti-air against lazy jump-ins.

For OTG, you should be using tk63214C to pick them up off the ground, you get a full combo minus one wallslam and is just easier and better than the 5CC OTG. (though you can actually get two 5CCs in there)

When watching Kouki I noticed that he never uses 623A enders anymore. I'm kinda curious as to why since it gives more untech time and allows a superjump safejump, but the 236A 236A 214A oki is also really good.

Also cool thing about 63214A is that if you autopilot to 63214A j.63214A really quickly, the first one will hit, 2nd will whiff and you can still combo off of the first hit into some nice damage.
: Re: Suck my C-Arc 1.07
: sumbody February 23, 2012, 05:33:45 AM
Post TK 63214A in pressure, there are other options like j.C j.B for double high, j.C airdash jC jB for more highs and you can also land and do low once they get used to blocking the highs.

Its just good to know them 4c combos since they do great damage mid screen, and could be confirmed off air CH via 2b 2c pick up if in range.

I totally forgot about TK63214C OTG pickup, new MBAACC tech ftw. Then again, sometimes you might opt to gain meter and get a MAX for burst instead. Double 5CC is pretty finicky, single one is more stable for me most of the time. It looks cool and thats all that matters lol.

236a 236a 214a oki safe jump is done by a normal 9 j.C so I don't think you are losing out on much there. Though 623a allows safe heat since there is longer untech time.
: Re: Suck my C-Arc 1.07
: Rei February 23, 2012, 06:14:55 AM
Post TK 63214A in pressure, there are other options like j.C j.B for double high, j.C airdash jC jB for more highs and you can also land and do low once they get used to blocking the highs.

Its just good to know them 4c combos since they do great damage mid screen, and could be confirmed off air CH via 2b 2c pick up if in range.

I totally forgot about TK63214C OTG pickup, new MBAACC tech ftw. Then again, sometimes you might opt to gain meter and get a MAX for burst instead. Double 5CC is pretty finicky, single one is more stable for me most of the time. It looks cool and thats all that matters lol.

236a 236a 214a oki safe jump is done by a normal 9 j.C so I don't think you are losing out on much there. Though 623a allows safe heat since there is longer untech time.
if you can get a consistent height with rekka knockdown ender it's easy timing to just hold 9, but the problem is getting that height (sometimes they're too high/low and the timing gets messed up) and characters having different wakeup speeds. With the 623A ender, I superjump after they hit the ground (give or take a few frames for different characters) and it's been a great guideline for the superjump safejump.

tbh, I never EVER have trouble with meter. She builds a shitload, and when you use the EX for OTG pickup, I think you gain over half of it back.

I'll do some 4C combos later to compare damages and meter gain though. For most of my air counterhits I use 2B 2C 5CC to pick them up and get a corner combo every time.

We should probably start working on the wiki more in-depth if we can agree what combos to use where (or variations thereof) and organize our data.

I might try to put the frame data into a table (will take awhile though)

I already have advantage on block (I think I need to put it up as hit since that's how it was in PS2).

I'll use either 60fps recordings or frameviewer (Can be hard to look through frameviewer though) to get all of the numbers. I'm going to get

Frames: Startup, Active, Recorvery, advantage on hit and block.
Damage, Red Damage, Cancels, Meter Gain, Where you can block it, and i guess some notes.
: Re: Suck my C-Arc 1.07
: sumbody February 23, 2012, 07:43:35 AM
Good luck with the Frame data. Its gonna be tough work I'm sure. I do have the PS2 Mook with me so those might apply but we don't know if they changed anything.

The info is all in this thread I suppose, just needs to be compiled nicely on the wiki. IMO she doesn't need to be so rigid since she has so many different combos to choose from. But I would agree with your corner combos since those are the optimal ones. (Corner Combos in the First post)

This is an easy mode combo which is more stable when you are abit further away than the corner for TK63214b 5b to link. Sometimes you might have used a little more 2a/5a to hitconfirm and that could push you quite out from the corner.

(Corner) 5b 2b 2c 5c xx 2a 5b 2b 2c 5c xx 2a 5b 2b 2c 4c airdash jc 63214a 5b 2b 2c Ender

(Midscreen) Another 4c combo I left out is:

5b 2b 2c 4c airdash jc 2c 2a(whiff) 2a 2c 5c(half charged) 623b6b 623b Air combo

Damage and meter comparison needed for these midscreen combos, but either way if people feel comfortable doing 2c 5cc for fullscreen carry then I suppose just stick with those.
: Re: Suck my C-Arc 1.07
: Rei February 23, 2012, 06:24:44 PM
It seems like 4C removes a lot of untech time. I can't get the double 4C combo down consitently, but I can get one very consistent. Taking the following midscreen -> corner combos

5B 2B 2C 5CC j.C j.B 5B 2B 2C 632147B 5B 2B 2C 5C BE236B 632147B 5A 5B 2B 2C 4C airdash j.C j.63214A 5B 2B 2C 623A - 4539 damage

5B 2B 2C 4C airdash j.C 2C 5C BE 236B 632147B 5A 5B 2B 2C 4C airdash j.C j.63214A 5B 2B 2C 623A - 5057 damage (the 623A needs to be hella delayed)

yeah big damage difference, but I do get the 5CC combos a lot more consistently though and they literally work anywhere on the stage except when they're already touching the wall, which you just use your normal wallslam BnB
: Re: Suck my C-Arc 1.07
: Rei February 29, 2012, 07:55:52 AM
Ok I got tired of people walking out of the corner when doing airdash pressure. It's going to be a little hard to stop doing j.C instantly after airdash, but if you think they're going to walk out of the corner during an airdash, use j.63214A, if it hits, then you get A full corner -> corner bnb

j.63214A 5B 2B 2C 5CC j.B 5A 5B 5C BE236B 5A 5B 2B 2C 632147B 5B 2B 2C 5C BE236B 632147B 5A 5B 2B 2C ender.

It uses the backhit of j.63214A to hit them either way so it should hopefully make people respect your jumpins a little more. Though normally if they walk out of the corner, I would imagine that they're probably still gonna block unless they press a button. Either way j.63214A is mad +1 frames on the way down so it shouldn't be a problem. However, there is a weakness where they can just not walk out of the corner and 5A anti-air you since you don't have j.C active frames everywhere.
: Re: Suck my C-Arc 1.07
: martessprak March 07, 2012, 10:13:46 PM
http://www.youtube.com/watch?v=a0Q9VsiPW-U
0 to max meter.
: Re: Suck my C-Arc 1.07
: Rei March 08, 2012, 03:44:58 AM
funny how you give the opponent so much meter lmao
: Re: Suck my C-Arc 1.07
: Christen March 08, 2012, 05:45:40 PM
That's nice, though it leaves little room for error.
: Re: Suck my C-Arc 1.07
: KFL March 30, 2013, 01:26:13 PM
As a c-arc player, will I ever need to learn how to punish techs? Seems like most of her combos always end with either an air throw or a hard knockdown.
: Re: Suck my C-Arc 1.07
: Cristu March 30, 2013, 06:24:03 PM
ender j.2C

punisher 63214X (I don't know the details about A B or C, but their uses are different deppending on the tech I guess). You can get it by watching vids, it's not hard.
: Re: Suck my C-Arc 1.07
: KFL March 31, 2013, 05:25:40 PM
O yeah, I forgot that it punishes all three techs. I think it'd be the A. version since you can follow up easier afterwards. Thanks for answering.

Also realized that you can also go for a tech punish after an otg string.
: Re: Suck my C-Arc 1.07
: KFL June 01, 2013, 10:38:52 AM
I'm not usually one to complain about matchups but I'm having a really hard time against F-Nero lately. Are there any key things to keep in mind in this matchup? I don't really have much of a problem once I get him into the corner but I'm struggling a lot in the midscreen/neutral game. It also doesn't help that there's only like 10 C-arc:F-nero vids out there.  :gonk:
: Re: Suck my C-Arc 1.07
: Cristu June 02, 2013, 01:55:34 AM
the basic.

1. take care on neutral and play safe: don't get angry lol, I think that's necessary to say. try to see what normals work better for you on neutral against him. for me is j.C.
2. try knock him down somehow, so you can gain momentum, his hitbox is big and Arc is awesome, so make sure to have a lot of good options to use in that time so he wont ever escape in that round.
3. did he escape? repeat 1.

and of course, MeltyDB is there to help you.
: Re: Suck my C-Arc 1.07
: KFL June 02, 2013, 03:08:36 AM
Thanks for the reply. I kinda already know how the basics to this matchup works. I was looking for little more specific things to keep in mind like dealing with certain normals/specials. For example, against his EX insect swarm reversal I can either try to bait it by jumping over them and letting it whiff completely or shield all the hits after super flash then punish him afterwards.
: Re: Suck my C-Arc 1.07
: Cristu June 02, 2013, 03:26:13 AM
oh I see... sry, beyond the basic in this matchup I'm of no use :<
: Re: Suck my C-Arc 1.07
: Tonberry June 02, 2013, 08:35:48 AM
Thanks for the reply. I kinda already know how the basics to this matchup works. I was looking for little more specific things to keep in mind like dealing with certain normals/specials. For example, against his EX insect swarm reversal I can either try to bait it by jumping over them and letting it whiff completely or shield all the hits after super flash then punish him afterwards.

You can do meaty 2a and if he does ex bees you can cancel the 2a into shield.  Also, the reversal has so much recovery you can wait for the shield to go away and hit him with anything so you get more damage. 
: Re: Suck my C-Arc 1.07
: TheMaster_Rahl June 02, 2013, 09:01:28 AM
A couple of specifics:

When he tries to set out snakes while in range of your 2B, you can react and punish with 2B and jump cancel the 2B to avoid the snake.

If he sets out a slow moving crow, sometimes they wont be prepared for dash up to trigger it and ex shield it. You can sometimes catch them with this, but prolly not so well if he also sets out snake. You can also jump cancel ex shield.

If he j.Cs and you j.C near the same time from max range, your j.C will win. Especially if he is above you at neutral. Your j.C starts 2 frames faster, so she can out space him in some of his IAD j.C spacing attempts.

I don't think she has a good super to use like F-Arc does for grabbing through snakes and stuff. This is one of the match-ups were playing F-Arc is better. While I don't think that C-Arc can't win or even do well, F-Arc has better tools for dealing with Nero.
: Re: Suck my C-Arc 1.07
: KFL June 03, 2013, 10:16:49 AM
Texas Tim the melty tutor. :P
Thanks for the replies, guys. I'll have better questions when I start noticing more specific things that I'm having trouble with.
: Re: Suck my C-Arc 1.07
: KFL June 04, 2013, 11:04:41 AM
A few mix ups and combos that I haven't seen posted on the thread yet.

http://youtu.be/TMcWJi1OueU
: Re: Suck my C-Arc 1.07
: KFL July 17, 2013, 05:49:33 PM
A lengthy combo that only works on Wara & Nero.

http://www.youtube.com/watch?v=KZHoIujKIGo
: Re: Suck my C-Arc 1.07
: Sashi July 18, 2013, 02:45:28 AM
Wooo, look at that meter gain for Nero. I love long combos.
: Re: Suck my C-Arc 1.07
: KFL July 18, 2013, 07:36:50 AM
lol, C-arc builds so much meter that she decides to give some away.
Its against F-moon too. C-Nero builds even more meter from this combo.
: Re: Suck my C-Arc 1.07
: KFL August 02, 2013, 09:59:20 PM
Some OTG combos and tech punishes.

http://www.youtube.com/watch?v=MoGCN3l2L-k