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Author Topic: H-Arc 1.07  (Read 7925 times)

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Offline Benny1

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H-Arc 1.07
« on: December 24, 2011, 05:48:17 PM »
Another Benny's wall of combos

2A 5B 5C 5A 6AA 5C 2C (2A) 5A 2C 214B (one hit) j.BE2C 2B 2C 4C j.BE2C 2B 2C 4C j.BE2C
You will be in the corner no matter what after this combo, with plenty of time to set up anything.  Pretty much the go to combo for j.BE2C shenanigans.

2A 5B 5C 5A 6AA 5C 2C (2A) 5AA 2C (2A) 2A 2C 236A 236A 214A
Classic combo from ver.PS2

2A 5B 5C 5A 6AA 5C 2C (2A) 5A 2C 5C 623B j.BC dj.BC airthrow
Classic damage combo.

2A 5B 5C 214B (one hit) j.2B 236A 236A 214A
Oki combo for lazy people.

2A 5B 5C 5A 6AA 2C 3C 623B j.BC dj.BC airthrow
Damaging combo for lazy people.

Throw 22A xx 623C 2C 4C j.BE2C
Because you can

Throw j.C sdj.ABC airthrow
Because you shouldn't waste meter.

More will be added later.  Post shit and I'll add it.
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Offline Synthesis

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Re: H-Arc 1.07
« Reply #1 on: January 13, 2012, 12:02:39 AM »
Can we get approximate damage for these combos? That would be fun.
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Offline Langley

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Re: H-Arc 1.07
« Reply #2 on: January 30, 2012, 03:16:17 PM »
Since I am interested in this character I figured I'd try to contribute at least a little something.Please note that all combos were tested on Archetype:Earth since she takes 100% damage regardless of health remaining.

2A 5B 5C 5A 6AA 5C 2C (2A) 5A 2C 214B (one hit) j.BE2C 2B 2C 4C j.BE2C 2B 2C 4C j.BE2C
Damage: 5215

2A 5B 5C 5A 6AA 5C 2C (2A) 5AA 2C (2A) 2A 2C 236A 236A 214A
Damage: 4499

2A 5B 5C 214B (one hit) j.2B 236A 236A 214A
Damage: 3425

2A 5B 5C 5A 6AA 2C 3C 623B j.BC dj.BC airthrow
Damage: 4521

Throw 22A xx 623C 2C 4C j.BE2C
Damage: 1861

Throw j.C sdj.ABC airthrow
Damage: 1899



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Offline SolarSkurge

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Re: H-Arc 1.07
« Reply #3 on: February 06, 2012, 10:34:45 AM »
I messed with her in labs for about an hour. I didn't get to record any combos but air 2c is 2gud.

Offline Christen

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Re: H-Arc 1.07
« Reply #4 on: February 08, 2012, 09:30:31 PM »
Pardon the ignorance, but what does j.BE mean?
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Offline Langley

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Re: H-Arc 1.07
« Reply #5 on: February 08, 2012, 09:40:28 PM »
BE is shorthand for "Blowback Edge" which is what Melty calls charge attacks. So j.BE2C is a charged jump 2C.
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Offline Christen

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Re: H-Arc 1.07
« Reply #6 on: February 08, 2012, 10:03:38 PM »
If it's a charged attack, why is it not j.2[C]? Sorry, it's been a while since I went here. I was on MB hiatus before CC came out.
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Offline Sashi

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H-Arc 1.07
« Reply #7 on: February 08, 2012, 11:15:26 PM »
No real reason. It's just a different notation. BE2C is the same as 2[C].
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Offline Rei

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Re: H-Arc 1.07
« Reply #8 on: February 09, 2012, 02:50:31 AM »
If it's a charged attack, why is it not j.2[C]? Sorry, it's been a while since I went here. I was on MB hiatus before CC came out.

also if you use the [] notation with B moves, it'll just come out as bold with bbcode on the forums.
<@sibladeko> lack of close buttons is poverty
<@sibladeko> means the police can't use secret elevator codes to save us
<Darcius> poor people not worth savin
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Offline Christen

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Re: H-Arc 1.07
« Reply #9 on: February 09, 2012, 03:43:40 AM »
If it's a charged attack, why is it not j.2[C]? Sorry, it's been a while since I went here. I was on MB hiatus before CC came out.

also if you use the [] notation with B moves, it'll just come out as bold with bbcode on the forums.

That completely makes sense. Thanks a lot.
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Offline pk

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Re: H-Arc 1.07
« Reply #10 on: February 09, 2012, 12:01:02 PM »
Sorry to derail further, but if you really prefer the bracket notation (as I do), you can always use the [nobbc] tag.

Code: [Select]
[nobbc]236[B][/nobbc]
As in:

236[B]
« Last Edit: February 09, 2012, 12:03:10 PM by pk »

Offline Rei

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Re: H-Arc 1.07
« Reply #11 on: February 10, 2012, 06:28:45 PM »
Sorry to derail further, but if you really prefer the bracket notation (as I do), you can always use the [nobbc] tag.

Code: [Select]
[nobbc]236[B][/nobbc]
As in:

236[B]
No point then, typing BE236B is faster
<@sibladeko> lack of close buttons is poverty
<@sibladeko> means the police can't use secret elevator codes to save us
<Darcius> poor people not worth savin
<@SilentShinobi> the double down is the black man's lethal kryptonite

Offline Cristu

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Re: H-Arc 1.07
« Reply #12 on: February 20, 2012, 05:00:21 AM »
Lazy combo 2: 2A 5B 2B 5C 5A 6AA - 2B 2C delay 5C 214B (1 hit) - BEj.2C 2B 2C 4C BEj.2C 2B 2C 4C BEj.2C

Instead of 2B 2C 4C it can also be used for more damage 5C delay 2C 4B (4B a little charged)
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Offline Benny1

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Re: H-Arc 1.07
« Reply #13 on: February 20, 2012, 08:20:25 AM »
Yeah my list of combos is out of date, I need to add the 5C 2C shit, and damage numbers, I'll do that at some point when I feel like it.  I still need to get my H-Aoko video made though lol.
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Offline Cristu

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Re: H-Arc 1.07
« Reply #14 on: February 25, 2012, 08:24:54 AM »
What is the best way to spend mc with H Arc to increase damage off an airthrow?

This is the best I could do with no oki no mc off an airthrow:
http://www.youtube.com/watch?v=7yxldlMKgbw
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Offline Cristu

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Re: H-Arc 1.07
« Reply #15 on: February 26, 2012, 07:40:15 PM »
Whoa, instead of 5C 2C 4C you also can use 5C 2C 2A (whiff) 2A 2C 5C 4C. The last BEj.2C will whiff though, so you have to adapt the ending: http://www.youtube.com/watch?v=jlYoIDnHLjM
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Offline HRGS|忍

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Re: H-Arc 1.07
« Reply #16 on: March 16, 2012, 05:39:07 AM »
Giving some insight to an idea of how H-Arc should be viewed in the sense of players starting or getting better with her:

- H-Arc ground normals are fast. They do force good trades now thanks to the new CH system. Also, hit confirms are easy enough to carry opponents to the corner w/o losing too much damage.
- H-Arc is still able to inflict good and consistent damage from PS2.
- H-Arc is one of the best carriers in this game thanks to combos continuing from 214B jump cancel.
- H-Arc has a great run and can cover space on the ground well.
- H-Arc has a great defense modifier.
- H-Arc blockstrings are strong, tight, but must have a good knowledge of understanding her normals.
- H-Arc only true mixup is post throw/post j.2[c] midscreen. They can go many ways but there is no forcible option. It is all choice.

What does all of this mean?

H-Arc is mainly versatile on the ground moreso than the air. Her air game is good, yet not as good as a good set number of the cast. Her best normals are not her air ones, but her ground ones. If you can force an opponent to the ground from a bad jumpout/failed spacing then it is an opportunity to get them back down. Air throw with H-Arc is pretty much useless since there is j.2[c] to force a knockdown long enough to start any sort of mixup with her.

As I've stated before, her carry is very strong for a number of reasons. Smaller stage, 214B jump cancel combos, and 4C carry. Since she does have a strong carry game, you should be leading to the corner much more than in PS2. The corner is no exception for any other character in the game: she is a beast there so you should do your best to convert your combo to be sure she gets there. Damage shouldn't be of a concern here either since most of her corner carry combos net the best damage.

Once you get in the corner? This is where your ground normals shine brighter than anywhere on the screen. Knowledge of your normals to make tight blockstrings that would either 1 of 2 things: shake the opponent from fear or force the opponent to press the wrong button. H-Arc normals are more fast than stronger in other frame areas. Convert an opening into a combo that ends in j.2[C] to start a high/low. Add in a few throws to start running choices. Super jump high/low can be expanded onto crossups, sandoori, or cross hops.
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Offline gr3yh47

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Re: H-Arc 1.07
« Reply #17 on: May 14, 2013, 02:16:01 PM »
Hi, I'm really new to sprite based fighting games. I've button mashed for a few mins on others here or there but lets just say MBAACC is the first one i'm actually trying to learn.

I'm trying to do 2ab5b5c214b JBC JBC AT which I found in a youtube vid here
http://www.youtube.com/watch?v=i3woczkbaPU
and I'm having a lot of trouble with the second JBC - it usually misses due to the dummy teching out or being to far away. any tips on the timing?

thanks

Offline Sashi

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Re: H-Arc 1.07
« Reply #18 on: May 14, 2013, 02:34:50 PM »
Hold 9 after the first j.C and hit dj.B as soon as you jump cancel it.

EDIT: Or do 2AB 5BC 214B j.ABC dj.ABC Airthrow instead
« Last Edit: May 14, 2013, 02:37:25 PM by Sashi »
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Offline gr3yh47

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Re: H-Arc 1.07
« Reply #19 on: May 14, 2013, 02:37:19 PM »
sorry so, immediately after the first jump comes out hold 9 while BC comes out and then BC as soon as the second jump happens?

Offline Sashi

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Re: H-Arc 1.07
« Reply #20 on: May 14, 2013, 02:38:37 PM »
No, start holding 9 while j.C is hitting, and then do the j.B as soon as you jump cancel it.
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Offline gr3yh47

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Re: H-Arc 1.07
« Reply #21 on: May 14, 2013, 02:41:40 PM »
gotcha, i will try that, i guess it's not that different than the timing of the ground jump because i've been buffering J right before 423B's second hit.

Thanks. Sashi to the rescue again :)

EDIT: WOW THANK YOU i'm consistantly getting it now, although I'm usually ending on j.A instead of air throw but that's just me needing to move the stick before i hit A+D

thanks again. awesome.
« Last Edit: May 14, 2013, 02:52:31 PM by gr3yh47 »

Offline Sashi

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Re: H-Arc 1.07
« Reply #22 on: May 14, 2013, 02:44:51 PM »
For most simple air combos, adding a j.A doesn't have any significant negative side effects and can help stabilize a combo. There are combos where it actually matters, though, and you can't add j.As 'cause it'll either drop the combo, make okizeme harder, or deal a lot less damage.
« Last Edit: May 14, 2013, 02:46:36 PM by Sashi »
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Offline gr3yh47

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Re: H-Arc 1.07
« Reply #23 on: May 14, 2013, 03:20:48 PM »
j.A anywhere? or like j.ABC instead of j.BC

Offline Tempered

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Re: H-Arc 1.07
« Reply #24 on: May 14, 2013, 04:00:18 PM »
you should try using the quick action button for stuff like throws and dodges. Should be labled QA in the button config
then you can just 6 QA and get an easy throw
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