Melty Bread Forums
Atlas Academy => Melty Blood: Current Code => Arcueid Brunestud => : HRGS|忍 June 03, 2011, 09:25:30 AM
When's Melty on Steam?
ahaha that's no--wait, what?
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1.05 Changlist:
All Moons
+ B ver. Urusai! (DP) invincibility up.
Crescent
+ 5B moves Arc forward more.
Half
+ j.2[C] untechable
+ 5C has more cancelable frames.
Start the discussion/video run why don't you.
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Changlist:
All Moons
+ B ver. Urusai! (DP) invincibility up.
Is it close to a real reversal now? Will Jimmy finally be happy?
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When did harc get such ridiculous combos? (http://www.youtube.com/watch?v=UW1yQw2UQIM#t=5m) Kinda wanna play this bitch now, her neutral game seems surprisingly good too, is 623B faster?
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4c is an OTG relaunch now, I'm not surprised that Arc got more insane.
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When did harc get such ridiculous combos? (http://www.youtube.com/watch?v=UW1yQw2UQIM#t=5m) Kinda wanna play this bitch now, her neutral game seems surprisingly good too, is 623B faster?
Get off my bitch and stay on yours!
!!!!!!!
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http://www.youtube.com/watch?v=7eEkI2plzS8 (http://www.youtube.com/watch?v=7eEkI2plzS8)
wow I've only watched the first ten minutes but daaaamn You is ungodly, some combo-video confirms and sick spacing (4C bait and punish at 6:45 too nice), comboing into teleport to avoid snake, this is exactly how to play this bitch
this character is so cool lol ;D
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http://www.youtube.com/watch?v=7eEkI2plzS8 (http://www.youtube.com/watch?v=7eEkI2plzS8)
this is exactly how to play this bitch
this character is so cool lol ;D
This is exactly why i chose these matches to anaylze.
You is so smart.
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Oh noes, its 1.07 change list for Arc (AKA the F-Miyako damage nerf bat)
All Moons
- Nothing
Crescent
+ Changes to BE236 series: A is EX cancelable. B is knockdown.
Full
+ 421C has less recovery.
+ j421C has less recovery.
- Ultimate damage nerf on F-Miyako PS2 -> CC levels
- j.C/5B/236C all damage down.
- j.A gets a 40% prorate. (r.i.p fuzzy guard)
- j.2B gets a 90% prorate.
- 22B invincibility gone.
Half
+ 214B is jump cancelable on 2nd hit.
- 22B invincibility gone.
So yeah, they finally punched F-Arc in the face with a damage nerf. Miyako is pleased.
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421C less recovery? it has decent startup but does that make it safe on block? lolll
Also I don't really see that big of a nerf in terms of damage if her 2C/236A/236B all do good damage. 5B is important, don't get me wrong; but she can do stuff without it
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Oh noes, its 1.07 change list for Arc (AKA the F-Miyako damage nerf bat)
All Moons
- Nothing
Crescent
+ Changes to BE236 series: A is EX cancelable. B is knockdown.
Full
+ 421C has less recovery.
+ j421C has less recovery.
- Ultimate damage nerf on F-Miyako PS2 -> CC levels
- j.C/5B/236C all damage down.
- j.A gets a 40% prorate. (r.i.p fuzzy guard)
- j.2B gets a 90% prorate.
- 22B invincibility gone.
Half
+ 214B is jump cancelable on 2nd hit.
- 22B invincibility gone.
So yeah, they finally punched F-Arc in the face with a damage nerf. Miyako is pleased.
So does this mean.... C arc kept the 22b invincibility? :V
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Oh noes, its 1.07 change list for Arc (AKA the F-Miyako damage nerf bat)
All Moons
- Nothing
Crescent
+ Changes to BE236 series: A is EX cancelable. B is knockdown.
Full
+ 421C has less recovery.
+ j421C has less recovery.
- Ultimate damage nerf on F-Miyako PS2 -> CC levels
- j.C/5B/236C all damage down.
- j.A gets a 40% prorate. (r.i.p fuzzy guard)
- j.2B gets a 90% prorate.
- 22B invincibility gone.
Half
+ 214B is jump cancelable on 2nd hit.
- 22B invincibility gone.
So yeah, they finally punched F-Arc in the face with a damage nerf. Miyako is pleased.
So does this mean.... C arc kept the 22b invincibility? :V
'
Guess so. Kinda sad that F and H-Arc don't get it, but it looks like they kept the rest of their tools. Can't say I'm surprised by the F-Arc damage nerf, I just can't say I'm necessarily happy about it either.
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Also I don't really see that big of a nerf in terms of damage if her 2C/236A/236B all do good damage. 5B is important, don't get me wrong; but she can do stuff without it
Pretty much this, as long as 236 series and 2C still hit hard her damage will still be high, and 5B is still useful regardless of its damage. From the latest match vids it still looks like damage is relatively high.
Only change I'm particularly displeased with is the jA increased proration, and even then it's not terribly bad. We'll still get knockdown and some damage off an instant overhead, and while the option isn't as scary anymore that kind of places it on par with poke/throw mixups where one option is considerably less scary so players may be willing to just eat the less scary one. Also I think jB can fuzzy on some charas, gotta check
Was looking forward to 22B invul but since I never got a chance to enjoy it I don't feel like I'm missing out, I think it's fair enough to be forced to use meter for a reversal.
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Wtf Jimmy not trolling and being real for once about F-Arc
:slowpoke: :slowpoke: :slowpoke: :slowpoke: :slowpoke: :slowpoke: :slowpoke: :slowpoke: :slowpoke:
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full arcs qcb b b and qcb b c can pick up and relaunch now. This gives her an easy wa y to pin people in the corner from further away for less damage, I dont know what combos this will make plausable now but there should be something new i think.
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The new corner BnB. Creates corner space.
w/e into 2C 5C 236[A] 2A/5A 5B 2B 2C tk 63214B 5B 2B 2C 5C 236
you can get rid of corner space by walking forward into it to push their body.
or setup for braindead safejump
2A 5B 2B 2C xx 5C 236[A] 632147B 5B 2B 2C 632147B 5B 2B 2C xx 5C 236[A] 632147B 5B 2B 2C 236A 236A 214A -> oki
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When I played C-Arc on MadScientist's board, I noticed a few things about the combo.
the start of the combo is 2A 5B 2B 2C xx 5C xx 236 xx 632147B 5B 2B 2C 632147B 5B 2B 2C etc etc
You can pretty much fill in whatever you want for the rest, but the trick to getting the 236 is to delay the 5C so they're low enough for it to hit AND since it's untechable you have plenty of time to delay afterwards for the 632147B so 5B will hit. The delays aren't huge, but I definitely needed them for the combo to work. I was about to do 2A 5B 2B 2C xx 5C xx 236 xx 632147B 5B 2B 2C 632147B 5B 2B 2C xx 5C 2A 5B 2B 2C 4C airdash j.C j.63214A 5B 2B 2C 623A
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I'm trying to get my execution up to the point where I can do the corner carry combos.
Here's the combos I've been trying and where I've been dropping them.
4c relaunch combo: I drop it right after the j.b I can get the air dash in but I'm not entirely sure how to bet it to connect.
5cc wall carry into wall loop: I've been running into problems with the fullscreen carry. 2b doesn't seem to have enough reach to catch an opponent after I hit them with 5b after 5cc j.cb 5b.
Or should I just not bother on these and just use the basic combos?
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when your character is in the corner, you should just use... etc into 2c 5cc x jb (jc optional) 623b air combo.
although i haven't really tested anything from that spot yet for cc... new corner combo requires more timing than the old one by far.
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when your character is in the corner, you should just use... etc into 2c 5cc x jb (jc optional) 623b air combo.
although i haven't really tested anything from that spot yet for cc... new corner combo requires more timing than the old one by far.
Yeah, that would confirm a lot easier. I think the combo I was trying to do was actually 3/4 screen not full screen.
I'll also continue using the old loop for now since I'm still working on getting tk half circles down consistently.
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So, at certain distances, like past 3/4ish of the screen or if you're extremely close to the corner, 2C 5CC j.B j.C 5B 2B just won't work. There's not enough untechable time to reach the other end of the wall or they just fly too fast for you to catch up. But anything from closer than 3/4 to around 1/4 away from the screen 2C 5CC will work.
Now as for your relaunches, generally you can just do whatever 2C 4C air dash J.C 2C (Now you're in the corner) TK 63214B 5B 2B 2C xx 5C etc loop. However sometimes they're actually too far for you to even 4C so at that point you need to recognize when 2C 5CC wall slam works and when it doesnt and you just need to go for guarantee knockdown without the extra damage. Hope this helps.
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Also I tested:
2A 2B 2C xx 5C xx 236 xx 632147B 5B 2B 2C 632147B 5B 2B 2C xx 5C 2A 5B 2B 2C 4C airdash j.C j.63214A 5B 2B 2C 623A
And the j.63214A only really gives you 27 more dmg and requires more delaying. 5268 dmg.
vs
2A 2B 2C xx 5C xx 236 xx 632147B 5B 2B 2C 632147B 5B 2B 2C xx 5C 2A 5B 2B 2C 4C airdash j.C 5A 5B 2B 2C 623A. 5201 dmg.
Assuming you're mostly gonna hit confirm off 2A x 2, this dmg difference is gonna be marginalized even more. So it's really up to preference how you want to end. I did leave out the 5B as well.
For those who are interested: http://www.youtube.com/watch?v=P4s5_EqFCi4&feature=youtu.be Here's a video of the combo.
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Thanks for the info Tare. I think I see what I was doing wrong with the relaunch.
I also figured out how those hype 22a combos work. I'm probably going to try to use those as my fullscreen EX combos.
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Made a C-Arc thread so we don't have to clutter all 3 moons in one thread. Post your findings in there!