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Author Topic: ~ Marble Phantasm Guide: Actress Again Revival ~  (Read 43175 times)

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Offline Tare

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~ Marble Phantasm Guide: Actress Again Revival ~
« on: August 21, 2009, 04:38:58 PM »
This will be much more brief than the previous one for MBAC, but will be updated as time goes. Input and feedback is always welcome.

Crescent Style Arcueid

Some significant changes:

-2C 5C Special Air Dash no longer puts them all the way across screen.
-4B has changed into 4C, so j.B followups now cause reverse beat.
-New 63214A/B/C command. TKable. Has a large hitbox that even hits behind her. TK A version on the ground forces her to pop up in the air a little on block or hit.
-214B got Re-vamped. A followup lets her teleport, B followup makes her 4C, C followup makes her do her normal 214B MBAC version\
-Her 236 Rekkas have been buffed. All versions are chargable, and the first rekka charge causes her to vacuum pull her opponent back to her for pressure in + Frames.
-Combos are much more freestyle.

623 Flow Chart

623A -> 6A/B

623B -> 6A/B -> 623A/B or 236A/B or 623214A/B

Corner Combo

x denotes delay
* Some stable staple combos you might want to use

2A 5B 2B 2C x 4C x j.B 2C 63214A 5B 2B 2C x TK63214B 5A 5B 2B 2C 4C j.B j.C jc j.B j.C Air Throw
^ Note you want j.B to hit as high as possible, but that they don't tech so 63214A connects after 2C. Also if you do the TK643214B too late, 2B will whiff, too early, 5B will whiff.

2A 2B 2C x 5C xx 5A 5B 2B 2C xx TK63214B 5B 2B 2C xx 214B x 5A 5B 2C 4C j.B j.C jc j.B j.C Air Throw
^Note the timing from 2C delay to 214B is really important. If they float too high the 5B won't connect after 5A.

2A 2B 2C x 5C xx 5A 5B 2B 2C xx 5C xx 5B 2B 2C x TK63214B 5B 2B 2C x 4C Air Dash x j.B 5A 5B 2B 2C x 4C Air Dash j.B j.63214A 5B 2B 2C 4C j.BC j.BC j.2C
^Note The last 4C will hit twice, end with j.ABC if you want to Air Throw. Make sure the initial Air Dash j.B to 5A is slightly higher because by the time of the second rep, the enemy falls a little bit lower, causing 4C to OTG instead of launch.

2A 2B 2C x 5C xx 5A 5B 2B 2C x TK63214B 5B 2B 2C xx 5C xx 5A 5B 2B 2C x 4C Air Dash x j.B 5A 5B 2B 2C x 4C Air Dash j.B j.63214A 5B 2B 2C 4C j.BC j.BC j.2C
^Note The last 4C will hit twice, end with j.ABC if you want to Air Throw. Make sure the 2C xx 5C is there, or else 5A wont connect after

*2A 2B 2C x 5C xx 5A 5B 2B 2C x TK63214B 5B 2B 2C xx 5C xx 5A 5B 2B 2C x 4C Air Dash x j.B 5A 5B 2B 2C x 4C Air Dash j.B j.C j.63214A land J.B j.C jc j.B j.C Air Throw
^After playing around with her for a bit I decided that this may be her best consistent long string corner combo. The previous 2 had some funky issues with the gravity due to the high hit count. The timing for j.B j.63214A was incredibly tight in order for that last 5B 2B 2C 4C loop. They output the same amounts of damage. For some small hitbox characters like Len, you have to do land j.A j.B j.C jc j.A j.B j.C Air Throw as an ender to adjust height or the j.63214A has to be done rather high.
^
Combo Link: http://www.youtube.com/watch?v=Y496BAAQPOY

*Air Dash j.B j.C j.63214A 5B 2B 2C xx 5C xx 5A 5B 2B 2C x TK63214B 5B 2B 2C x 5C xx 5A 5B 2B 2C x 4C Air Dash j.B 5A 5B 2B 2C x 4C Air Dash j.B j.C j.63214A land J.B j.C jc j.B j.C Air
^Same as the string above, but just so if you happen to air to ground them, this does massive damage.

Midscreen Combo

*2A 2B 2C 5C Special Air Dash j.B j.C 5B 2B 2C x TK63214B 5B 2B 2C x 5C xx 5A 5B 2B 2C x 4C Air Dash j.B 5A 5B 2B 2C x 4C Air Dash j.B j.C j.63214A land J.B j.C jc j.B j.C Air
^Note they can only be a bit more than half way behind mid screen for it to connect to the wall. On some characters you have to delay the initial 5C after 2C so 5B will be able to connect, EX. Ryogi. Some characters you have to delay cause they float high and the 2C won't connect, EX. Warcueid.
^
Combo Link: http://www.youtube.com/watch?v=6SNzejguNmA&feature=channel_page

2A 2B 2C x 4C Air Dash x j.B 2C x 4C Air Dash x j.B 5A 5B 2B 2C x 4C Air Dash x j.B j.63214B 5B 2B 2C 4C j.BC j.BC Air Throw
^Note you want those j.B's to hit low so they don't float too high. This will usually take them from 1 end to another, so you can compensate how many relaunch loops you want before the corner end.

2A 2B 2C x 4C Air Dash x J.B land 2C x 4C Air Dash x j.B j.63214A land 5B 2B 2C x 5C 623B-6A 623B j.B jc j.B j.C Air Throw

*2A 2B 5B 5C 214B x B Air Dash x j.B/j.C land 2C x 4C Air Dash x j.B j.C j.63214A land j.A j.B j.C jc j.B j.C Air Throw
^Using 214B x B if you think you're too far from the opponent

Midscreen to Corner

2A  2B [ 2C x 4C Air dash j.B ] x N (Depending on positioning) 5A 5B 2B 2C --> If you did not previously do more than 2 reps of 4C you can corner wallslam into a corner combo finish I've listed about at your choice. Your safest bet would probably be ending it early like. 5A 5B 2B 2C x TK63214B 5B 2B 2C x 5C xx 5A 5B 2B 2C x 4C Air Dash j.B j.C j.63214A j.B j.C jc j.A j.B j.C Air Throw

Anti-Air Shield/CH Air Combo

Shield 5A CH Dash 2B [ 2C x 4C Air dash j.B ] x N (Depending on positioning) --> The ending to the wall or even just ending it midscreen with j.B j.63214A 5B 2B 2C x 5C 623B-6A 623B will really depend on how many loops you've done. Keep in mind the notes section I mentioned.

Air CH land (Depending on your position now, you can usually just run and then...) 5A 5B 2B [ 2C x 4C Air dash j.B ] x N (Depending on positioning) --> Read above

Notes

- I think it may be possible to end strings with "etc... 5B 2C xx 4C j.B j.C j.63214A land j.BC j.BC Air Throw" instead if you want to force damage
- As SilentShinobi mentioned, you can end her corner strings with rekkas as well for consistent time for oki setups.
- This seems like how it works, you can pretty much loop with your opponent almost an infinite amount of times with 4C loops. But because of the gravity system, eventually they will fall way too fast and you can't launch them into the air. With that being said, Some of the above midscreen combos that start with 2A 2B 2C x 4C Air Dash j.B 2C etc. can probably be looped from one side of the screen to the other. What you need to keep in mind is, the opponent will start getting noticeably heavier at around 10+ hits. So you if you want to improvise, you need to keep in mind that around here, you may want to consider ending your string soon.

OTG Combo

2A 5A x 5 5C Air Dash Follow J.A j.A j.B(1) j.C j63214A 2A 5A 5A 5C Air Dash Follow j.A j.A j.B(1) j.C j.63214A 2A 5A 5A 5C
^The air dash following timing is pretty tight. If you see a silhouette follow, you're probably hitting j.A too slow. It's important you're not mashing on 5C.

For any OTGs ending with 5C, a small delay 236[ B ] will punish neutral tech, and a longer delayed 236[ B ] will punish forward tech. I haven't really tried it in a match but if they back tech, you can home in on them with the air dash follow, although I'm not sure if you're at +Frames to punish back tech.

General Playstyle

Rough summary:

- Instead of Air Throw you can choose to end strings with j.2C. As you fall you can punish any sort of forward tech with j.63214, if they don't tech, you'll just OTG them.

Blockstrings

They gave her all sorts of neat things to do in this version. Pretty much her rekkas are pretty buffed up and do nice amounts of guard damage as well. Initial 236[A/B] will pull them back in to allow you to continue pressure, but watch out for pokes between the charge/shield reaction to the charge. The 214 in her 236 236 214 is also chargable now to as an overhead. TK 63214A/B is also a great way to keep the pressure on. A version will pop her upwards and allow you to air dash after they block it. So here's a few examples:

2A 2A 5B 5C 236[A] x 2A etc.
^Note, if somehow you managed to catch them with 236[A] as they were jumping, they're put into enough blockstun that you can run up and catch them with 5A into corner loops.

2A 2A 5B 5C 236A 236A 236A 64321C (Does nice guard meter damage)

2A 2A 5B 2C 5A whiff TK64321A Air Dash j.B j.C j.64321A

Jump meaty j.64321A -> etc.

Full Moon Style Arcueid

Some significant changes:

-Can't reverse beat.
-Rekkas have been completely changed.
-No air version of 22 command.
-New 421 command teleports A/B goes forward, C moves her back. TKable.
-New 3C normal.
-New 6C normal.
-5A, 2A, 5B, 2C, j.B, j.C have changed.
-2C no longer gatlings into 5C
-2B no longer gatlings into 5B
-4C Removal
-22B command now has an auto followup.

Corner Combo

2A 5B 2B 2C 236A xx 623A-x6A 2c x 236b x 2C x 236B xx 623A-x6A x 5B 623B j.C x sjc j.A j.B j.C Air Throw
^ Want to keep them low in the air as you're looping them.
Combo Link: http://www.youtube.com/watch?v=Iv4-Fhq6iIA

2A 5B 2B 2C 236A xx 623A-x6A 2C x 236B x 2C x 236B x 5B j.B j.C jc j.B j.C Air Throw
^ Complimentary of SilentShinobi
Combo Link: http://www.youtube.com/watch?v=eFDcI0buNd4&feature=channel_page

2A 2B 2C 421C 2C 623A-x6A x 2C x 236B x 2C x 236B x 5A 623B j.B j.C jc j.B j.C Air Throw
^Note that 421C reverses the opponents position, so your opponent has to be facing the wall.

236B 421C OTG 2C 623A-x6A x 2C x 236B x 2C x 236B xx 623A-x6A x 5A 623B j.B j.C jc j.B j.C Air Throw

6C 623A-x6A 2C 623A-x6A x [ 2C x 236B ] x 3 5A j.B j.2B land 22B

Midscreen Combo

2A 5B 2B 2C 236A x 5B 623B j.B j.C jc j.B j.C Air Throw

2A 5B 2B 5C 623B-6A x 236A x 623B j.C xx j.A j.B j.C Air Throw
^ The pause between 623B-6A x 236A is just so you make sure you don't hit 236 really fast that it will register as 623A instead.

2A 5B 2B 2C 3C 236A 623B j.C x jc j.B j.C Air Throw
^ Use this if you think you're too far away from the opponent for 5B link after 236A

2A 5B 2B 2C j.2B 623A xx 5A 2C 236B xx 5C Air Dash Follow j.B j.C land j.B j.C jc j.B j.C
*Character Specific*


Notes:
-Choosing to end with j.2C will allow you to fall and punish tech with j.C, but if they don't tech, j.C will still OTG.
-6C links into 623A for possible corner loop followup.

OTG

OTG 2A 5A 5B 2B 5C 623A
OTG 2A 5A x 4 5C Air Dash Follow j.A j.A j.B 5A 5A 5B 2B 5C 623A

Fuzzy Guard

Instant Air Dash Deep j.C land j.A j.2B land 623A-6A x 5A 623B j.B j.C jc j.B j.C

Haven't really tried out all her options with fuzzy guard yet, but that looks like her most basic followup. I'm sure it's very possible to corner loop.

Air Counter Hit/Shield

Shield/Air CH 2C 236B 623B j.B j.C jc j.B j.C Air Throw

Shield/Air CH 2C x 236B x 623A xx 5A 2C x 236B x 623B j.B j.C jc j.A j.B j.C
^ Complimentary of SilentShinobi
http://www.youtube.com/watch?v=J8niFJNLvFk&feature=channel

Blockstrings

Although Full Moon Arcueid's rekkas have been changed, they're still very strong, leaving her at +F on block. And because of her fuzzy guard, 6C options, this version is arguably her best when it comes to a balance of pressure and high low game. Note that both her j.2B and 6C allows her to link into a normal upon landing, making both of these moves quite safe. Here's some generic strings you may want to use.

2A 2A 2B 236A 2A etc.

2A 2A 2B 2C 6C land 236A 2A etc.

2A 2A 2B 2C 236B
^ If you want to be able to react to 236B if it hit confirms. You can't do too much off of it, but you can force some damage with 623B j.B j.C jc j.B j.C Air Throw followup. It keeps them back down and it's free damage.

2A 2B 5{C} 236B Dash 5B 3C 236A
^{ } Half Charge

2A 2B 2C j.2B land 236A etc.

If you had decided to use 6C midscreen, you can only 623A followup on it. But you can dash up and OTG after.

It's important that you learn how to hit confirm well. If you're zoning your opponent and you manage a random 2A, but you think you're too far, or you weren't expecting it, remember that 3C is still a launcher. So simple things like 2A 2B 2C 3C 623B Air Combo. Or if you're dashing up, 5B 3C Air Combo if you happen to catch them jumping. Her normals are very good.

623B is a great move for opponents that like to be floaty, and you're a little far.



« Last Edit: November 23, 2009, 06:22:27 PM by Tare »

Offline Dartz

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #1 on: August 21, 2009, 06:30:43 PM »
I have a question: is it posible after the 4c + airdash j.b 5b 2b 2c 5c after this could you follow up with a 5b?, because for me it doesn't work compared to act cadenza and  i need to add 5a before 5b and it's pretty hard. and what does mean TK, sorry about that question, that's all and thanks.
« Last Edit: August 21, 2009, 06:33:02 PM by James_marcus »

Offline Tare

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #2 on: August 21, 2009, 07:05:17 PM »
I have a question: is it posible after the 4c + airdash j.b 5b 2b 2c 5c after this could you follow up with a 5b?, because for me it doesn't work compared to act cadenza and  i need to add 5a before 5b and it's pretty hard. and what does mean TK, sorry about that question, that's all and thanks.

TK means Tiger Knee, so you're trying to do the move as low as possible in the air. The input would be like 632148B. And if you're asking about in the corner, yeah it does work. 5B should be able to connect still. There is just a shorter delay between 2C and 5C. If you delay that part too long 5B knocks them right on the ground. If you're talking about Air Dash j.B 5B, I don't think that works anymore. They hit the ground too fast for 2B to catch. Hope that helps answer your question and issue. I guess I could be more specific if you're telling me how you want to follow up, like what combo you're trying to do.

Offline Dartz

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #3 on: August 21, 2009, 08:48:40 PM »
ok thanks, this is mainly the combo i been trying to do in MBAA, since i could do it in MBAC, it doesn't seem to work in AA: -2a 2b 5b 2c 4b(delay) airdash j.b land 5b 2b 2c j.2b land 22a 623c 2c 4b(delay) airdash j.b land 5b 2b 2c 5c(delay) 5b 2b 2c 4b jbc jbc airthrow. the question is, if i finish with a normal wallslam instead of an alt.wallslam, will it work? 

Offline Tare

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #4 on: August 21, 2009, 08:54:58 PM »
ok thanks, this is mainly the combo i been trying to do in MBAA, since i could do it in MBAC, it doesn't seem to work in AA: -2a 2b 5b 2c 4b(delay) airdash j.b land 5b 2b 2c j.2b land 22a 623c 2c 4b(delay) airdash j.b land 5b 2b 2c 5c(delay) 5b 2b 2c 4b jbc jbc airthrow. the question is, if i finish with a normal wallslam instead of an alt.wallslam, will it work? 

That combo does pretty bad damage because of the 623C, but the thing is, you can't do 5B after airdash j.B anymore. They're too low on the ground. So some of her MBAC combos don't work anymore. Keep in mind they have added a gravity system on the characters. So more hits, they fall faster.

Offline HRGS|忍

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #5 on: August 21, 2009, 11:07:44 PM »
I'll be sure to work on Half moon Arc since that's the one I am trying to main. Thanks for the C info.
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Offline LivingShadow

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #6 on: August 22, 2009, 02:53:26 AM »
First of all, thanks for the info.

Second, I think I'm doomed to fail at those huge combos. I don't have the MBAC corner combo down yet.

One question: Is the timing the same for the delay after 5c in the corner combos?

Offline Dartz

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #7 on: August 22, 2009, 05:55:58 AM »
Quote
That combo does pretty bad damage because of the 623C, but the thing is, you can't do 5B after airdash j.B anymore. They're too low on the ground. So some of her MBAC combos don't work anymore. Keep in mind they have added a gravity system on the characters. So more hits, they fall faster.

Ok now it is clear, thanks a lot for answering my questions.

Offline HRGS|忍

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #8 on: August 22, 2009, 09:23:03 AM »
A good strat with those combos that Tare has listed:
You can end all of those combos on the ground with 236a-236a-214a or 623a to keep yourself grounded and start your oki sooner. After 623a, you can usually jump up and do a high/low/5b half/5b charge/throw mixup or start your air ring gimmicks.

Also, a good midscreen combo when you're far from a corner:
2a 5b 2b 2c 4c j.c 2c 4c j.c 63214a land j.a j.b j.c jc j.b j.c throw
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Offline Tare

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #9 on: August 22, 2009, 11:10:28 AM »
First of all, thanks for the info.

Second, I think I'm doomed to fail at those huge combos. I don't have the MBAC corner combo down yet.

One question: Is the timing the same for the delay after 5c in the corner combos?

For the most part yes, but you have to consider that that they have added a gravity system so the more hits your opponent takes, the faster they fall. So some links, especially if you want to do 2C 5C and catch 5B, you may have to shorten the delay here and there. It's pretty specific depending on where you are during the combo.


A good strat with those combos that Tare has listed:
You can end all of those combos on the ground with 236a-236a-214a or 623a to keep yourself grounded and start your oki sooner. After 623a, you can usually jump up and do a high/low/5b half/5b charge/throw mixup or start your air ring gimmicks.

Also, a good midscreen combo when you're far from a corner:
2a 5b 2b 2c 4c j.c 2c 4c j.c 63214a land j.a j.b j.c jc j.b j.c throw


If you use a combo like that, you're most likely really close to the screen enough that you could either just do another loop, or instead of j.ABC etc. you can do after j.63214A land 5B 2B 2C x 5C 623B 236A 623B j.B jc j.B j.C Air Throw. Does more damage and will net you same results. I forgot to mention the rekka endings, thanks for that.

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #10 on: August 22, 2009, 09:08:18 PM »
Anyone planning to post some notes on F-Arc? I'm practicing with her a little, and some analysis of her would be very helpful.
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Offline Tare

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #11 on: August 22, 2009, 09:29:02 PM »
I'll be eventually running through all her styles. Right now, I'm trying to modify all the strings so it gives the most consistency but max damage output. I'm sure JP has them figured out as well already, but I haven't really seen the vids. So far I've just been piecing parts of vids together here and there, so we'll have a bit heads start without having to wait. If you want, I was going to hit H-Arc next, but I could do F-Arc instead.

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #12 on: August 22, 2009, 10:34:42 PM »
Hey, if you want to do H-Arc, I say definitely go for it. But if you end up doing F-Arc, that'd be awesome too. I'm curious to see what you'll find in her.

I don't know anything past 5B 2B 2C 3C 623B j.BC j.BC Throw  :V
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Offline HRGS|忍

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #13 on: August 22, 2009, 11:31:45 PM »
Tare: I am interested on what you may say about F-Arc as well. I have some stuff on H-Arc already when I was going to start my thread but you beat me to it lol. Also, some of this would do well on the mbaa wiki on mizuumi. If you can, please paste some of this helpful info to the wiki there. Thank you for your contribution to the Arc threads.

Link:
mbaa.mizuumi.net
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Offline Tempered

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #14 on: August 23, 2009, 05:20:53 AM »
I dont know about midscreen but in the corner F-Arc can do 2abc 236a 623a()b 2c 236b 2c 236b 623a()b 5b 623b jbc jbc at. FYI this combo is harrrrd
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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #15 on: August 23, 2009, 07:44:45 AM »
I dont know about midscreen but in the corner F-Arc can do 2abc 236a 623a()b 2c 236b 2c 236b 623a()b 5b 623b jbc jbc at. FYI this combo is harrrrd

I stumbled onto something like this in Training mode, but I'll give it a go. The links seems extremely difficult to make. :-\

Thanks for the idea~
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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #16 on: August 23, 2009, 07:50:15 AM »
That combo is very possible, but it can be easily dropped early into the combo (first 623a-6a) since you have to delay the 6a so that the opponent is damn near touching the ground in order for the loop to work.

A good F-Arc midscreen combo is 2a 5b 2b 2c 236a 5b 623b j.c jc j.b j.c throw. 236a going into 5b is a link but its easy when you get the timing down.
Black people vs. underage looking bitches at Evo - 9-1.
Me: "Show me ya papers!"
Jaxx: "Bitch, you illegal as fuck."
...and never forget. OTG STDs.  Check Akiha's Tea Room for updates on the Donjon Network 2nd Phase live action radio show!

Offline littlebro

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #17 on: August 23, 2009, 09:44:25 AM »
For C-Arc, avoid doing wallslam in the early stage. They will net you around 4500 damage. Squeeze in 4C relaunch or TK first before doing wallslam. Plus wallslams are easier to handle during high gravity situation and some cool high gravity 5C combo. Trying to do air combo after 30 hits is insane.

Just for fun, C-Arc has a sky high combo that could rival Boss E-Aoko.
2C>3C>623B>JB>JC>22B>66B>63214C>JB>JC>22B>66B>63214C>dash>JC>22B>66B>22C

Offline Tare

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #18 on: August 23, 2009, 01:23:53 PM »
Tare: I am interested on what you may say about F-Arc as well. I have some stuff on H-Arc already when I was going to start my thread but you beat me to it lol. Also, some of this would do well on the mbaa wiki on mizuumi. If you can, please paste some of this helpful info to the wiki there. Thank you for your contribution to the Arc threads.

Link:
mbaa.mizuumi.net

Sure I'll post what I have on the Wikipedia once I have her other staples down and recorded. I'll work on F-Arc soon, maybe you can help me out with the H-Arc section.

Offline Dragonthorn

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #19 on: August 24, 2009, 03:59:40 PM »
Here's an F-Arc corner combo does about 4.4k damage on Akiha.

2aa5b2b2c 236a 623a6a (slam) 623b jb jc jb jc throw.

The tricky part is linking the 236a with the 623a as there is a slight delay required. Good to see she still has delay corner strings in this style :D.

Offline HRGS|忍

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #20 on: August 24, 2009, 04:46:51 PM »
Decided to drop this off here. This was a video I capped last night to test a new render option.

http://www.youtube.com/watch?v=eFDcI0buNd4&feature=channel_page
j.B - 2a - 5b - 2b - 2c - 236a - 623a - 6a - 2c 236b x 2 - 5b - j.b - j.c - jc - j.b - j.c - air throw

I also capped an H-Arc combo on my thread, check it out.
Black people vs. underage looking bitches at Evo - 9-1.
Me: "Show me ya papers!"
Jaxx: "Bitch, you illegal as fuck."
...and never forget. OTG STDs.  Check Akiha's Tea Room for updates on the Donjon Network 2nd Phase live action radio show!

Offline Tare

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #21 on: August 24, 2009, 10:58:17 PM »
Decided to drop this off here. This was a video I capped last night to test a new render option.

http://www.youtube.com/watch?v=eFDcI0buNd4&feature=channel_page
j.B - 2a - 5b - 2b - 2c - 236a - 623a - 6a - 2c 236b x 2 - 5b - j.b - j.c - jc - j.b - j.c - air throw

I also capped an H-Arc combo on my thread, check it out.


Thanks for that, saves me some trouble as well. Also, what did you use to get the quality like that?
« Last Edit: August 24, 2009, 11:01:20 PM by Tare »

Offline HRGS|忍

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #22 on: August 24, 2009, 11:27:02 PM »
I used my old Vegas Pro 9 to record and render the footage with necessary editing with VirtualDub. The rendering options I used was Windows Media (.wmv) under the best rendering quality. You also have to make sure your video quality is Quality CBR/VBR (one of those 2). It was a test for youtube since I'll be updating my channel with some stuff. The quality for youtube is fine, but the finished product you'll get after rendering is awesome.
Black people vs. underage looking bitches at Evo - 9-1.
Me: "Show me ya papers!"
Jaxx: "Bitch, you illegal as fuck."
...and never forget. OTG STDs.  Check Akiha's Tea Room for updates on the Donjon Network 2nd Phase live action radio show!

Offline Dragonthorn

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #23 on: August 25, 2009, 04:39:02 PM »
Any tips for the corner 623a 6a 2c link? Can't seem to get it to connect. Either the 2c comes out too late or the opp is too high for it to connect.

Offline DivineArc

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #24 on: August 25, 2009, 07:05:39 PM »
C-Arc multi purpose Bnb as in Midscreen or corner combo

SSD-Split Second Delay
IAD-Instant Air Dash

IAD jb, jc, 5b, 2b, 5c, 214b(SSD)b follow up, ID jc, 2c, 2a, SSD, 2a, 2c, 4c, IAD, jc, 5a, 5b, 2b, 2c, 4c, jb(2hits) dja, jb, jc, j2c Arcring on tech punish 5247 damage on Red Arc.
woof: like all the stuff i hear from them im like 'thats everything i had t o deal with back when i played'