Melty Bread Forums
Atlas Academy => Melty Blood: Actress Again => Arcueid Brunestud => : DivineArc November 13, 2008, 01:04:53 PM
When's Melty on Steam?
ahaha that's no--wait, what?
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Coming soon :slowpoke:
Cresent Moon:
http://www.youtube.com/watch?v=Lw2ozPCTz4A&feature=PlayList&p=5A1BD45BDE0CD77D&index=0
http://www.youtube.com/watch?v=LfQ1PMQAYLE&feature=PlayList&p=5A1BD45BDE0CD77D&index=1
http://www.youtube.com/watch?v=yWrl_GtMWII&feature=PlayList&p=5A1BD45BDE0CD77D&index=3
http://www.youtube.com/watch?v=QoirBtxddrc&feature=PlayList&p=5A1BD45BDE0CD77D&index=5 (C-Arc to F-Arc)
Half Moon:
http://www.youtube.com/watch?v=VUYRKj4upz4&feature=PlayList&p=5A1BD45BDE0CD77D&index=2
Full Moon:
http://www.youtube.com/watch?v=D4BHfdHRz1k&NR=1
http://www.youtube.com/watch?v=Mghz2r5rHOU&NR=1
VIDEOS!!!!! :teach:
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Thanks for the links. Can't wait to try out Arcueid in MBAA.
EDIT: C-Arc is a beast. With the new special that sucks in when charged, which is TK-able into Airdash pressure, and also having huge crossup opportunity, she's definitely much improved compared to MBAC. Her elbow move can now be linked with other normals into damaging combos which is another big plus point. Only thing that seems to be at disadvantage is the bigger stage, so 2C 5C can't actually bring opponent to corner without invalids. From what I see, she still suffers from kind of low damage, compared with the amount of hits and execution required, the ratio for damage is quite low. But I see new combos! Many more new possibilities with her.
I've seen a vid where a H-Arc did a cool looking corner combo involving a lot of whiffs. Its on nico though, can't remember the link. H-Arc doesn't look too bad but C-Arc looks much more attractive to me at least.
F-Arc feels like an easy character to pick up. Combos are damaging and easy to execute.
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Shes really fun now compared to her old MBAC incarnation, Once I play the game for myself I'll make a more in depth faq for her but until then happy watching :bleh:
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Sadly her airthrow is now like Warc's. Increased distance upon landing unless in corner. Her pressure game is weakened by that.
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Yeah I noticed that to, But hopefully some of her new tools make up for that in the long run, Btw I noticed that 3b combos are possible now thanks to that extra added swipe she does after it.
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Thanks for the links. Can't wait to try out Arcueid in MBAA.
EDIT: C-Arc is a beast. With the new special that sucks in when charged, which is TK-able into Airdash pressure, and also having huge crossup opportunity, she's definitely much improved compared to MBAC. Her elbow move can now be linked with other normals into damaging combos which is another big plus point. Only thing that seems to be at disadvantage is the bigger stage, so 2C 5C can't actually bring opponent to corner without invalids. From what I see, she still suffers from kind of low damage, compared with the amount of hits and execution required, the ratio for damage is quite low. But I see new combos! Many more new possibilities with her.
I've seen a vid where a H-Arc did a cool looking corner combo involving a lot of whiffs. Its on nico though, can't remember the link. H-Arc doesn't look too bad but C-Arc looks much more attractive to me at least.
F-Arc feels like an easy character to pick up. Combos are damaging and easy to execute.
Yeah I ive noticed from looking at a couple of vids that her(F-Arc) execution isnt that heavy for all the damage she racks up from simple Bnbs, Especially now they have some 2c loop going on with her crouching handwave move that counts up for alot of damage :slowpoke: but overrall she still looks interesting to me, Just not as much as C and H-Arc. Also Im curious to see what kind of Bnbs H-Arc can come up with since I havent seen any atm. And as for that pulling move she has now I think its pretty :toot: for people who dont know its coming but I can see people getting use to seeing it coming in the long run if its heavily abused. Not to mention that crossup wave she does in the air now(Kinda reminds me of Akiha's FlameTongue) It seems really good and could really mix people up if used properly. And we cant forget that her 22A,B is a really DP now :slowpoke: OMGWTF!!! And it could be linked into that aerial wave move whether its on block or on hit, From what Ive seen it looks safe to a certain extent :blah:
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Mix up that sucking in move with [5B] and its gonna be deadly. Its also TK-able from what I see. Which then allows much more options in the air. Any ideas on how the move is executed? Since almost all of Arcueid's moveset is taken up, I see 41236 or 4214 the remaining movesets not used. 4214 is kinda hard to TK :(
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To tell the truth I really dont know but I could ask Akira if he tried her out to tell me since hes played it before alot of us :V But ya though once I get my hands on the game I'll make a better guide from the things that Ive taken down from videos and things that I'll be able to come up with like 623C~wallslam~pully move~5b,2b,2c,Half Charge 4b etc. But im really curious about this upward slash she does after her 3b, I wonder how do you execute it and if you can add that extra attack onto it does it means you can also rebeat it? :slowpoke: We can only guess so much at this point unless we get a inside guy to find out for us....
Btw when you said "Sadly her airthrow is now like Warc's. Increased distance upon landing unless in corner. Her pressure game is weakened by that." I thought about it and maybe from middle screen just a maybe though H-Arc or F-Arc can capitilize off of it by using they're teleports to get right back ontop of the oppenent on wake up I figured that maybe(Just a hunch)Her (a) teleport would place her right in front of them on wake up and her (b) teleport would put her behind them for mix up unless she has -F from it then its pointless I suppose :psyduck: Also if you manage to find that H-Arc vid of her doing that combo you were talking about on Neco then that would be greatly appriciated since I dont really have any H-Arc vids :P And also you guest out there that are peeking in, If you guys find videos of any of the Arcs thats not listed dont be shy to put em up, We're here to help each other out :teach: :D
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Maybe something like 3C then 6C for that extra hit after upwards slash (MBAC 3B). I think there's quite an amount of delay after teleport. Unless you got the opponent really scared to poke out, I don't think it will really work like what you described. Its just my speculation though.
Some vids I came across:
http://www.nicovideo.jp/watch/sm4881351 Yukinose (C-Akiha) vs SII (C-Arc)
http://www.nicovideo.jp/watch/sm4993774 SII (C-Arc) vs some H-Len (SII got it bad in this match)
Some C-Arc (えーすけ)
http://www.nicovideo.jp/watch/sm4941588
http://www.nicovideo.jp/watch/sm4941767
http://www.nicovideo.jp/watch/sm4941500
http://www.nicovideo.jp/watch/sm4941647
A japanese wiki for MBAA. This is Arcueid's page http://www12.atwiki.jp/tnkcup/pages/50.html
The combos are listed at the bottom and its pretty much quite understandable. I can only imagine how it would look like though since I don't have the game.
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Speaking of the nicovids I really gotta find a way to get a account with them :slowpoke:
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http://www.meltybread.com/forums/index.php?topic=648.0
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YES!! Thanks alot Necro :prinny:
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Rules for wallslam and relaunch has changed (they combine it but 2 wallslam still applies). If you do it 3 times, you cannot followup after 4C or 3C. HOWEVER, 3C>623B launcher nullify it allowing you to air combo normally. Multiple relaunch works but is bound to the rule.
(623B has been change to upward swipe instead of the downward swipe)
All three 236A are chargeable although the function for the 2nd and 3rd is unclear.
Damage is her biggest nerf. 50 hit combo for 3k damage. Actually low damage destroys her. Doing an average 3-4k doesn't help killing those HM godly heal and annoying circuit spark. Most long combo deals same or lower damage than short ones.
No idea how to convert Arc 5C superjump to wallslam/ground combo because you are force to JC/JB early/high above the ground before it becomes invalid.
Nerfed throw means no oki. Even if you corner air throw, you can't do IAD oki anymore. If you want, end with 623A.
You can't spam whiff JA like mad anymore for whatever reason you ever had.. Arc air normals are still horrible.
The only real boost i can say is 5A that hit crouchers.
You must be pretty close 2C > 4C to work. 4C isn't your universal launcher anymore.
Arc new special is 63214.
Credits to kiske.
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By 4C, I'm sure you mean 4B right? Well, I'm sorta leaning towards C-Arc, but we'll see.
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Does anybody have some videos of H-Arc, like, where she actually gets her full bnb off? I hear it's legendary and I want to see it D:.
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Dude Im still looking for it :o If you find it first then let me know
:Edit:Here ya go dude, This Half Moon Arc player owns.
http://www.nicovideo.jp/watch/sm6276689
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A couple videos I found. I figured I'd post them since they weren't here yet.
http://www.youtube.com/watch?v=4k5DlNelQhI
@0:40 4000+ damage combo
@1:40 214a into teleport? I'm guessing that's an extra input kind of like Miyako's 236b6a
http://www.youtube.com/watch?v=185B5yzzhgU
@0:22 Again 214a into teleport, this time she ends up on the other side.
http://www.youtube.com/watch?v=34CJ4CazRBk
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Basically after 214a/b you have three inputs to choose from. The a follow up is the usual C animation thrust, B is her jumping knee animation that can go into air bnb and C follow up is teleport. I havent played the game yet, I just have the capture guild but the teleport can be used if you get a knock down and otg 214 into teleport follow up prolly.
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I'm going to have fun with that. The one thing I missed when changing from Warc to Arc was the teleports.
Edit: more vids:
http://www.youtube.com/watch?v=PcCBUUiQZ7s
@3:40 First time I've seen that, just imagine the hitbox.
http://www.youtube.com/watch?v=VWGdAUxpH0k
@2:33 Another 4000+ combo
http://www.youtube.com/watch?v=S7r9oiBm28Q
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from what Ive seen, each hit of her Rekkas are ex edge cancellable. You picked a good time to play Arc cause she gets so many fun tools to mess with in this game.
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http://www.youtube.com/watch?v=WoNmaXxxJVw&feature=channel_page
Awesome stuff. Some look match practical to me. Guess its time to pick a style and stick to it.
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I've already picked mine. C-Arc definitely.
I'm not sure but I think this is the most options I've seen on a character.
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C-Arc has so many options and gimmicks. She's borderline retarded in that department. It takes some abnormal skill to be good with her, that's for sure. I plan on maining all 3 for certain reasons but I really want to focus on H-Arc.
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I wanna play C-Arc but still will play H and F, Its just pretty cool to see that they give her fun gimmicky tools now. Ive been playing MB off and on since old school MeltyBlood(BROKEN ASS GAME) so Ive seen her get stuff and have stuff taken away so seeing her now with all this stuff is like "YES" compared to MBAC where she was so zzzzz.
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why some or most of the players use the air throw instead of j.2c while doing the air combo? :psyduck:
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iirc it's the same damage as an airthrow but presents a tech opportunity which can be hard to punish.
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i don't know, maybe because is safer, the second hit of the j.2c might miss, there is not much diference in the damage compared to Red Arcueid j.2c wich deals more damge than a normal airthrow
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iirc it's the same damage as an airthrow but presents a tech opportunity which can be hard to punish.
hard to punish? what do you mean?
i don't know, maybe because is safer, the second hit of the j.2c might miss, there is not much diference in the damage compared to Red Arcueid j.2c wich deals more damge than a normal airthrow
it never miss
i always use the j.2c when im finishing the aircombo
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It's not always trivial to punish the tech off of j.2C, especially midscreen. Why not just airthrow?
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i don't know, maybe because is safer, the second hit of the j.2c might miss, there is not much diference in the damage compared to Red Arcueid j.2c wich deals more damge than a normal airthrow
it never miss
i always use the j.2c when im finishing the aircombo
well, the second hit of j.2c might miss in AC if you are too low in the air, but in AA the range is somewhat bigger, the bad thing about the air throw in AA is that you will end up cornered when doing a midscreen combo, since Arc jumps a bit forward after the airthrow
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Airthrowing sucks because the recovery is so long. For some characters you recovery after they get up, meaning you completely lose pressure.
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Here's my take on this:
Even though Arc's air throw has increased recovery in AA compared to AC, it's not totally a bad thing to use sometimes. However, she does have other options that she can use to setup an untechable knockdown. For example in the corner with C-Arc when you do her b&b wall slam loop you can end it with after 2C (delayed 4C, AD j.C, land 5A, 5B, 2B, 2C to 623A or delayed 236A, 236A, 214A). Either the 623A or 236 rekka finishers will setup nicely to any decent oki option (IAD j.C, 5[ B ], 236[A], etc) as opposed to air throw. If you land a wall slam throw near the corner, your only options of course would be air combo to air throw or j.2C for tech punish setup, but if you really want to and you have ample meter you can do 22A after throw then land and juggle with 623C to oki setup (make sure you do the reversed command 421C after 22A in the corner since the game thinks you are landing on the opposite side of the opponent).
As far as mid-screen goes the ideal option would be to combo into 2C then do 5C, homing jump to j.B, j.C land to wall slam loop, but depending the opponent's character and your positioning towards the corner you may not always be able to land this setup so most players will take the simple route and do air combo to air throw instead. The trade-off with doing air throw of course is that Arc bounces away from the opponent after she lands and with the increased recovery from air throw you pretty much barely have any time to run back towards the opponent so they can easily run away from you which ends your offensive advantage and resets the situation.
Arc really didn't need to have MORE recovery on her air throw but they decided to put it in there anyways so I guess we'll just have to deal with it. :-\
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This may be of interest to some Arc players, it's a great and pretty recent video of You OCVing a five-man team with F and C-Arc. The first few matches are with Full and the last few are crescent.
http://www.nicovideo.jp/watch/sm9166134 (http://www.nicovideo.jp/watch/sm9166134)
About the ender issue, I really wished we lived in Japan so no one would tech my j2C, alas, it was not meant to be. You can use 623A for untechable knockdown and good oki after 236B in a corner loop, but the damage loss is pretty significant...
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hi all im new to melty, and c-arc has caught my eye.... being that i now have the game, would anyone be kind enough to share her air bnb & wall slam bnb since i cant tell some of the inputs just by looking yet ;D thanks in advance
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http://www.meltybread.com/forums/arcueid-brunestud/~-marble-phantasm-guide-actress-again-revival-~/
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thanks, btw in the notation, what does tk mean?
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Tiger knee. A motion where you hit 8 right after you input the motion you want, e.g. 2368C. This makes your character perform the air version of the move.
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thanks
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http://www.youtube.com/watch?v=vQeC1AoICDI
http://www.youtube.com/watch?v=YpjqzkYF2LY
http://www.youtube.com/watch?v=3v7w8hLRd54
Amazing F-arc that everyone should watch, if you haven't already
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I'm new to MBAA and currently learning to play F-Arc I have a few questions on some of her combos/links
I'm currently attempting to learn this combo: 2A/j.C 5B 2B 2C 3C 236A x 623B j.C JC j.ABC AT
and I can't seem to to combo or link the 236A after the 3C I'm not even sure if I'm cancelling to slow or if I'm meant to time it to link. Any advice?
Edit: Nvm. I can link it while doing the combo. 236A just doesn't link after 3C outside of the combo for some reason.
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http://www.youtube.com/watch?v=0wKYNqXwz_Q
http://www.youtube.com/watch?v=HGGob7NbKKY
http://www.youtube.com/watch?v=BgERUUuXCr0
More of the awesome F-Arc
Also welcome to the forums Vecayse :>
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Thanks ehrik.
That F-Arc in those videos is too good. What's the guys name? I hear the commentator saying "Roshi arc" is his name Roshi?
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ろちしん
If you can translate that, thats his name D: I honestly dont know lol
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Yeah that says Rochishin So I guess the guy was saying "Rochi arc" and not Roshi. He is damn good though.
Do you also play F-Arc?
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Holy shiit its Vecayse, your the first guy from Neo Empire to bother coming to Mbread, +props
I think I've asked before, but what part of london you from again?
Also related to MBAA C-Arc: http://www.youtube.com/watch?v=O9NOikqDx-M <- Little tutorial video I made
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I live in Barking. And yeah I came here because NE doesn't have much about MBAA at all. So I thought it'd be better to join a forum dedicated to it.
Oh and nice tutorial. I'm definetly gonna be trying out C-Arc after I get the hang of F-Arc
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I dont know london well enough to know where barking is >.>
anyways, when are you holding sessions for MBAA then ? ;p and is Barking near the central line?
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I have no place to hold sessions >_> Do you live in London as well?
We need to convince Casino to get MBAACC but I don't think they will :/ Maybe if we show them there is enough interest? (even though there clearly isn't)
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I live in Hackney and Charles lives in BarkingSIDE - so I think you might be closeby
Im FROSTBOLT from NE so yeah like, if your up for travelling to Hackney, could get some training sessions in
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^Late reply but, I wouldn't mind having some offline sessions for the game.
Has there been any videos/information on Arc from MBAACC?
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To answer my own question.
MB YT channel have uploaded this video with some F-Arc gameplay in it.
http://www.youtube.com/watch?v=DMrX9G9WDfw&playnext=1&videos=Ay_5295Ld-A&feature=sub
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There are some F-Arc vids as you pointed out. I can't recall any info off the top of my head, but it might be on the changes thread.
*goes to check.*
Pulled:
Arc -
C-Arc:
624C - Gravity weakened
AD - Damage up
624AB - Start up increased
Dash Crossup - Recovery shortened
3C - Hitbox and cancel window stronger
BE5B - Faster Start up
214C - Movement distance increased
J2C - Recovery Shortened
6E - Stronger
F-Arc:
2C - Hitbox lengthen Horizontally
421C - Recovery Shortened
AD - Damage up
623A - EX cancellable
Dash Crossup - Recovery shortened
214C - Movement distance increased
J2C - Recovery Shortened
6E - Stronger
214A - Recovery increased
JA - Special prorate added to JA
H-Arc:
J2C - Addition of Blowback edge
421C - Recovery Shortened
AD - Damage up
3C - Hitbox and cancel window stronger
214C - Movement distance increased
6E - Stronger
5A6A - Prorate stronger
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OK so I stopped playing this game for a few months. And now I'm getting back in to it. Where I'm from doesn't really have much of a scene for this game. Well none at all really. But they've started to do Monthlies and have included this game in the lineup.
Anyway onwards to my question.
I can currently only do one basic combo with F-Arc which is her basic bnb in to her air throw. What combos and what in general should I go on to learn next? I've familiarised myself with her moveset etc but what should I go on to learn next.
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Learn 5B link from 2C 236A if you haven't already. Also, learn the basics of her 2C 236B (1-loop) in the corner. These are her 2 main combos so learn to expand on these as well.
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Cool thanks. I'm working on the 5B link at the moment. After that I'll move on to her loop
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What makes F-Arc better than C-Arc?
And can C-Arc still do her corner loop from MBAC?
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Yeah, C-Arc can do most of the combos she already had from MBAC but the gravity changes the timing a little.
I personally prefer C-Arc but F-Arc has better damage per effort.
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Hey there. After going through like the whole roster, I've settled on F-Arc for my main. She just feels right to me, lots of fun to play. Only problem is, my buddy who's similar in skill at fighting games to me is maining C-Kohaku (we're sort of learning it together) and so far he's kicking my ass.
Anybody got any tips for this particular matchup? If I can get hold of him, I can deal that sweet sweet damage, and if I'm super careful about positioning and get my timing absolutely perfect I can go, uh, 1 for 3 against him lol. The invincibility and mobility on Kohaku's molotov moves is a problem. That plus plant wakeup setups and Kohaku's sweep (and pretty much all her moves) having such great range and mashable speed compared to mine makes this a difficult matchup. So any advice would be appreciated, stuff I can try out in matches or just general tips to keep in mind. Thanks in advance~
UPDATE: Tonight I fought tooth and nail and I'm up to 1:2 against him. :D
Some things I figured out: with proper spacing, my 6C can go over C-Kohaku's sweep, and if he starts spamming the molotovs I just have to wait and he's vulnerable while falling during its recovery. Also a lot of his longer reaching moves are vulnerable to a well-timed 236B if he whiffs. He can mash me out of most of my EX moves, though, and very little of what I do is actually safe against him. If I improve my mixup, learn where the gaps are that are big enough for me to teleport out of the corner, and work on my okizeme, I think I'm on the right track. Still, anything you guys have for me would be much appreciated.
UPDATE: Last night I drew even with him, so I think I'll just figure out anything further out on my own. Thanks anyway.
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has anyone here done any work transcribing the frame data for arc? I'm currently trying to put f-arc's data together so it can be placed on the wiki, but wanted to know if anyone had done/was interested in the other moons or had done already done the legwork for full
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Anyone got any tips on doing her corner loop? I'm having trouble linking the first 2C.
Any help would be appreciated. (you know as long it's not "just practise")
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The first 2C is always the hardest. If you feel as though its not connecting, try to delay 6A after 623A a little more and press 2C as early as you can.
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Thanks for that. It actually helped. I'm hitting the 2c a lot more often now. Just gotta get used to delaying 6A more.
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Does anyone have any frame data for F-Arc?
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Does anyone have any frame data for F-Arc?
I have most of farc's data in a spreadsheet on my currently dead laptop, but if you aren't adverse to wading through a page full of tiny japanese characters this thread (http://www.meltybread.com/forums/melty-blood-auditorium/mbaa-capture-guidebook-scans-update-5/) has all the data ripped from the old guidebook. It's pretty straightforward even if you can't read japanese, just a pain in the ass, and the data is mostly applicable to the PS2 version. I cross-checked most things with frame viewer and I think only damage values were changed in a few instances.
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Thanks for that man. It's a bit difficult to figure out what the moves are exactly, but it's better than nothing.
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http://www.youtube.com/watch?v=oGmeFB38y7U&feature=related=feedu#t=10m30s (http://www.youtube.com/watch?v=oGmeFB38y7U&feature=related=feedu#t=10m30s)
lol at the extra two 5a's in the middle of the bnb there >_>
I don't really see a reason to add them... more meter? :slowpoke:
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http://www.youtube.com/watch?v=oGmeFB38y7U&feature=related=feedu#t=10m30s (http://www.youtube.com/watch?v=oGmeFB38y7U&feature=related=feedu#t=10m30s)
lol at the extra two 5a's in the middle of the bnb there >_>
I don't really see a reason to add them... more meter? :slowpoke:
Most likely height.
But considering he added in a couple extra JA's too, it might've been meter.
I always enjoy watching Okuu
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Extended H-Arc bnbs can be incredibly height sensitive and spacing sensitive, not to mention touchy on gravity, and a lot of the time the easiest way to take care of it is adding a 5A.
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In one of the new videos that was put up on the channel there's an F-Arc player that ends his combos in j.2c j.c(otg).
http://www.youtube.com/watch?v=jG6xNnTsS2g&#t=7m45s
What do you guys think?
Edit: After testing a little in practice mode. I think this is something new to MBAACC. You can manage to pull out a j.c before you hit the ground from a j.2c in MBAA(PS2) but I'm not sure you have enough horizontal control to get it to connect.
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It's possible in PS2 AA, a maneuver to catch techs. Using j.2B or j.B is just as efficient as using j.C, its more of a damage option.