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Atlas Academy => Melty Blood: Actress Again => Arcueid Brunestud => : Tare August 21, 2009, 04:38:58 PM

When's Melty on Steam?
ahaha that's no--wait, what?
: ~ Marble Phantasm Guide: Actress Again Revival ~
: Tare 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.



: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Dartz 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.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Tare 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.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Dartz 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? 
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Tare 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.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: HRGS|忍 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.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: LivingShadow 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?
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Dartz August 22, 2009, 05:55:58 AM
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.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: HRGS|忍 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
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Tare 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.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: LordPangTong 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.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Tare 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.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: LordPangTong 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
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: HRGS|忍 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 (http://mbaa.mizuumi.net)
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Tempered 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
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: LordPangTong 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~
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: HRGS|忍 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.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: littlebro 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
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Tare 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 (http://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.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Dragonthorn 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.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: HRGS|忍 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.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Tare 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?
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: HRGS|忍 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.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Dragonthorn 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.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: DivineArc 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.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Tare August 25, 2009, 09:15:57 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.

Try delaying a little between the 623A and 6A so the opponent doesn't float as high for 2C to connect. It's really more about getting the feel for it. Also, I always try to keep in mind that it is kind of misleading that how much you have to wait before a command special.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: DivineArc August 26, 2009, 03:57:36 AM
Yo Tare, Does 2c, 2a whiff 2a, 2c, combos work on ryogi? For some reason Im having a hard time trying to get it to connect like shes a shiki from mbac or something : /
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Tare August 26, 2009, 12:40:43 PM
Yo Tare, Does 2c, 2a whiff 2a, 2c, combos work on ryogi? For some reason Im having a hard time trying to get it to connect like shes a shiki from mbac or something : /

I will try it on Ryogi later when I have time to see what's up. I do know she has a weird hitbox so maybe requires some kind of delay somewhere in there but. If you're comboing with 2C 2a whiff 2A 2C, you're not going to get much damage in. Although I don't know if MBAA 2A proration is still the same not only will you be reverse beating throughout the match but you'll reverse beat and trade another heavy hit with 2A into the combo which will wield less damage. Although, keep in mind I'm just saying this off the top of my head, so I will actually test it myself later when I have time. Haven't been at home much this week.

Now for the actual combo itself, the delays I would try to play around first with is that initial j.B/j.C off off 214B-B. I don't know if there is a way maybe you can delay that launcher, but it's pretty important to adjust height. If not then maybe dont use 5C 214B and do 2C 4C instead to manually do it.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: HRGS|忍 August 26, 2009, 03:46:45 PM
Wanted to drop off 2 of my sets I played yesterday.

http://www.youtube.com/watch?v=9BCm3vWzGcU
http://www.youtube.com/watch?v=UwN3LcD08OY
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: sumbody August 27, 2009, 01:36:10 AM
Some C-Arc stuff.

The combo listed earlier involving 214B is pretty consistent to use in my opinion.

[2a > 5b > 2b] > 5c > 214B B > xx air dash jB xx > 5b > 2b > 2c works from anywhere on the screen.

From there on, you can end it early with a 5cc air combo to carry to the corner, a launcher of choice (3c 623b, 623a 6a) into air combo, or if you are already at the wall, go into the corner loops tare listed above.

Only issue here could be funky hitboxes on certain characters, making the 5b > 2b > 2c link hard as the 2b might miss from personal experience.

An alternative I find myself doing on reaction is 5b > 5a > 5cc, there's a reverse beat in here, but usually the main purpose for midscreen combos are carrying opponents to the corner for further rush down/pressure.

I find 4c really hard to use consistently now that the range has been reduced, outside corner loops or punisher combos, I don't really like using it that often anymore but other people might disagree.

And after a long corner combo, the damage from air combos might not be that worth doing anymore and gravity messes up the combo easily, so I suggest ending with the rekkas (236 236 214) or a plain 623a for better oki.

Good work there tare, keep the information coming.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Tare August 27, 2009, 12:37:00 PM
Some C-Arc stuff.

The combo listed earlier involving 214B is pretty consistent to use in my opinion.

[2a > 5b > 2b] > 5c > 214B B > xx air dash jB xx > 5b > 2b > 2c works from anywhere on the screen.

From there on, you can end it early with a 5cc air combo to carry to the corner, a launcher of choice (3c 623b, 623a 6a) into air combo, or if you are already at the wall, go into the corner loops tare listed above.

Only issue here could be funky hitboxes on certain characters, making the 5b > 2b > 2c link hard as the 2b might miss from personal experience.

An alternative I find myself doing on reaction is 5b > 5a > 5cc, there's a reverse beat in here, but usually the main purpose for midscreen combos are carrying opponents to the corner for further rush down/pressure.

I find 4c really hard to use consistently now that the range has been reduced, outside corner loops or punisher combos, I don't really like using it that often anymore but other people might disagree.

And after a long corner combo, the damage from air combos might not be that worth doing anymore and gravity messes up the combo easily, so I suggest ending with the rekkas (236 236 214) or a plain 623a for better oki.

Good work there tare, keep the information coming.

Thanks. Yes, you do have a point about the air combos. It really depends on what you feel comfortable with. You lose the chance to try and catch their tech and some damage, but as you mentioned, gain a better ground for oki. In cases where you think 4C is too far to reach, you can always use the 2C 5C combo I've listed if you're somewhere near the corner as well. Thanks for your input, I will try and post things as I come across them.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: sumbody August 27, 2009, 11:06:45 PM
Anyone mind pointing out the full OTG string for C-Arc? I recall seeing a really cool OTG involving 5CC but I don't know if it still works for MBAA PS2.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Tare August 27, 2009, 11:17:39 PM
Anyone mind pointing out the full OTG string for C-Arc? I recall seeing a really cool OTG involving 5CC but I don't know if it still works for MBAA PS2.

Yeah I remember seeing this too, but don't remember where. I think it Arc was just spamming 2A and 5A high enough for her to 5B 5C-C j.A j.A land and keep doing stuff. Don't remember the exact string though.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: DivineArc August 28, 2009, 06:41:31 AM
well theres a 50/50 chance that they took it out for ps2 but I do know that you can delay 4c enough to hit on otg and have enough time to mash ja until you get to the ground but thats just about it.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Dartz August 30, 2009, 06:28:26 AM
I have 2 questions regarding F-Arc:
1. the corner combo, is for character specific? i have a hard time landing the second 236b on Kouma, but maybe that's just me not geting used to it well.
2. in the midscreen combo after the serie of claw moves, how can i continue the combo with j.c?, since the last 623b doesn't seem to be posible to jump cancel.
3. i forgot one last question!. In the third combo, the one that requires a 421c, you've got to delay the 623a after the first 2c?, because for me the 623a miss ???, that's all and thanks.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: MissedFRC August 30, 2009, 01:42:12 PM
I have 2 questions regarding F-Arc:
1. the corner combo, is for character specific? i have a hard time landing the second 236b on Kouma, but maybe that's just me not geting used to it well.
2. in the midscreen combo after the serie of claw moves, how can i continue the combo with j.c?, since the last 623b doesn't seem to be posible to jump cancel.
3. i forgot one last question!. In the third combo, the one that requires a 421c, you've got to delay the 623a after the first 2c?, because for me the 623a miss ???, that's all and thanks.

I haven't even tried the combo in #3 yet. I just continue with the normal 2C 236B combo.

1. I haven't noticed much character specifics really. Just delay the 6A after 623A as long as you can. You also need to delay 236B for a few frames after connecting with 2C. You'll get a feel for the delays eventually.
2. 623B is jump cancellable as long as it hits. The only problem I can think of is that you've already jump-cancelled a move in your combo. You can only do it once per combo.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Dartz August 30, 2009, 03:15:28 PM
I haven't even tried the combo in #3 yet. I just continue with the normal 2C 236B combo.

1. I haven't noticed much character specifics really. Just delay the 6A after 623A as long as you can. You also need to delay 236B for a few frames after connecting with 2C. You'll get a feel for the delays eventually.
2. 623B is jump cancellable as long as it hits. The only problem I can think of is that you've already jump-cancelled a move in your combo. You can only do it once per combo.

Ok thanks but, it doesn't seem to work on Kouma no matter how much i delay the 6a and i tried with other characters: Shiki Tohno, Nanaya, Aoko, Warachia and the combo works 100 percent. And regarding my last question. This combo: 2A 5B 2B 5C 623B-6A x 236A x 623B j.C xx j.A j.B j.C Air Throw. You see there are a serie of special moves that chain together starting with 623b-6a 236a 623b, however it doesn't seem to be posible to jump cancel the last 623b, because it works more like a 623a. only the first 623b is jump cancelable.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Tare August 30, 2009, 04:44:17 PM
I have 2 questions regarding F-Arc:
1. the corner combo, is for character specific? i have a hard time landing the second 236b on Kouma, but maybe that's just me not geting used to it well.
2. in the midscreen combo after the serie of claw moves, how can i continue the combo with j.c?, since the last 623b doesn't seem to be posible to jump cancel.
3. i forgot one last question!. In the third combo, the one that requires a 421c, you've got to delay the 623a after the first 2c?, because for me the 623a miss ???, that's all and thanks.

1) I don't think the combo is character specific, however I have not gone through the whole cast with it. Just try responding with different lengths of delays if you really think that it's not working out.

2) I don't know, but it seems to work fine for me. 236A to 623B is a link and you should be able to jump after the 623B.

3) This combo is pretty screen distance specific, because when they bounce off, it depends on where you're at for the initial 2C and how they're falling. I try and get them as low as possible, but 623A doesn't seem to miss for me? Perhaps the delay really just depends on what height you caught them off 2C.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Dartz August 30, 2009, 06:21:07 PM
ok now i get it, thanks for clarifying my doubts 8-)
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: HRGS|忍 August 31, 2009, 04:33:44 PM
F-Arc midscreen 236B loop:
http://www.youtube.com/watch?v=J8niFJNLvFk&feature=channel
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Dartz September 01, 2009, 06:19:24 AM
i tested the corner combo to see if works against the rest of the cast. The combo works on Warachia, Ciel, Nero, Riesbife, Len, Aoko, Ryougi, Akiha, Nanaya, Tohno, Neco-Arc-Chaos, Neco-Arc and Seifuyu Akiha. But it doesn't seem to work on the other characters, if someone can confirm this, that would be very good, i am sure you can find a diferent combo setup to use against the other characters.

By the way SilentShinobi, the combo you display in the video, only works if you start with a counter?, can you do it without catching the oponent in midair?.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: HRGS|忍 September 01, 2009, 10:30:31 AM
Doing it midscreen on the ground won't work since 2C 236B OTGs unless you hit 2C that close to someone (but if you're doing it in a combo, that's an automatic no since by the time you do 2C, you'll be too far away.) The 2 ways you can pull this combo off from are a standard counter hit in the air like j.C or you can do it from shield counter (236D).
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Tare September 01, 2009, 01:22:27 PM
i tested the corner combo to see if works against the rest of the cast. The combo works on Warachia, Ciel, Nero, Riesbife, Len, Aoko, Ryougi, Akiha, Nanaya, Tohno, Neco-Arc-Chaos, Neco-Arc and Seifuyu Akiha. But it doesn't seem to work on the other characters, if someone can confirm this, that would be very good, i am sure you can find a diferent combo setup to use against the other characters.

By the way SilentShinobi, the combo you display in the video, only works if you start with a counter?, can you do it without catching the oponent in midair?.


Which combo are you using exactly? The 236B Loop? Looking at the range of characters that you've listed, unless they've changed the hitbox since MBAC, which perhaps they have but only to make it more lenient, it should work on the rest of the cast. I know it works against Arcueid herself as well.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Dartz September 01, 2009, 03:28:09 PM
Which combo are you using exactly? The 236B Loop? Looking at the range of characters that you've listed, unless they've changed the hitbox since MBAC, which perhaps they have but only to make it more lenient, it should work on the rest of the cast. I know it works against Arcueid herself as well.

yes, it's the first F-Arc corner combo: i can only do 2C 236B one time because the next 2C always miss, i even delay the 6A after the 623A a lot, but still miss, even against Archtype Earth it doesn't work. The combo works in Len but in White Len doesn't even though their hit boxes should be very similar, is strange.

I forgot to mention one thing, this combo: 2A 2B 2C 421C 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
there is a problem with it, this combo has three slams, after the three slam the character becomes invincible so its not posible to continue the combo, the last 623A should be replased with a 5A 623B or 5B and then continue with the air combo, well that is all thanks for the guide and good luck with the updates :).
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Tare September 02, 2009, 01:30:47 PM
Which combo are you using exactly? The 236B Loop? Looking at the range of characters that you've listed, unless they've changed the hitbox since MBAC, which perhaps they have but only to make it more lenient, it should work on the rest of the cast. I know it works against Arcueid herself as well.

yes, it's the first F-Arc corner combo: i can only do 2C 236B one time because the next 2C always miss, i even delay the 6A after the 623A a lot, but still miss, even against Archtype Earth it doesn't work. The combo works in Len but in White Len doesn't even though their hit boxes should be very similar, is strange.

I forgot to mention one thing, this combo: 2A 2B 2C 421C 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
there is a problem with it, this combo has three slams, after the three slam the character becomes invincible so its not posible to continue the combo, the last 623A should be replased with a 5A 623B or 5B and then continue with the air combo, well that is all thanks for the guide and good luck with the updates :).

http://www.youtube.com/watch?v=6sQf6DzCaTY&feature=channel_page#t=1m21s

That video shows it against Arcueid, although he uses a different ender.

Oh, thanks for catching that combo, I didn't even notice.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Dartz September 02, 2009, 02:04:50 PM
http://www.youtube.com/watch?v=6sQf6DzCaTY&feature=channel_page#t=1m21s

That video shows it against Arcueid, although he uses a different ender.

Oh, thanks for catching that combo, I didn't even notice.

that is indeed the combo i was talking about but, are you sure it could be done in the ps2 version against herself? because i keep trying over and over and i can't do it, but is easily done against other characters like Warachia or Miyako since i get the timing for the 623A x6A AND 2C, but in the ps2 version the second 2C in that combo misses for me no matter what. They might have changed a few hitboxes for some characters, i think.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: MissedFRC September 03, 2009, 06:17:32 PM
No, you need to delay the 236B after the first 2C so they are lower to the ground.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Dartz September 04, 2009, 01:54:43 PM
oh!, you are right i need to delay the 236B, i was a fool for not thinking about that, thanks.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: MissedFRC September 10, 2009, 08:59:04 PM
So I came up with a pretty lol combo.

Back to corner:

combo to 2C -> 421C -> run to other side 2C -> 421C -> repeat until you are out of meter

SO GOOD AS A MATCH ENDER

Also if you for some reason land a 421C and they aren't near the corner (which means you'll just lose your pressure), you can hold 2 and Arc will throw them in to the ground like her normal throw. It does around 2K unprorated IIRC.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Dartz October 09, 2009, 06:57:34 PM
well, i was finally able to learn the timing for the TK63214B to link in the combos, it took me a lot of time and effort, because i use a ps2 joystick, and i use the pad not the stick, but i am glad i finally got it, because i really wanted to learn C-Arc combos. I was going to ask one question. The combo in the video, after the first 4C(delay) jB and then 5A, sometimes when i imput the 5A i get a reverse beat, what determines that exactly? and what exactly is a reverse beat? i am sorry for that noob question, is been a long time and i still haven't asked for tht and my second question is. In the second combo video, there is a small delay beetween the 2C and 5C? just like in AC? that's all and i really hope you upload, her other combos in the future, and thanks for the guide, that helped me a lot  :D
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: HRGS|忍 October 09, 2009, 08:19:59 PM
Reverse beating is going backwards on the natural order of attack moves (A > B > C) so you do a C move then string it with an A or B move, its a reverse beat. It also works within the same attack button on different directions. For instance, 4C to 5C with C-Ciel reverse beats in AA now. There is a certain decrease in damage but it is not noticeable for real unless you used alot of them.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Dartz October 10, 2009, 06:08:54 AM
Ok thanks, i get it now ;)
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: noradseven April 04, 2010, 04:26:13 PM
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

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 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.

OTG

OTG 2A 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.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.

Shield/Air CH 2C 236B 5B 623B j.B j.C jc j.B j.C Air Throw


Hey I picked up F-Arc as a secondary for many reasons, but after fiddling around in practice mode I found these combos easy to learn for solid damage, and I would recommend anyone trying to pick up F-arc to learn these combos first.

An easier corner combo I have been using as a crutch sometimes is 5B,5C,623A-x6Ax2Cx236B...blah blah blah you know the rest.  I find it to be less character specific and more just press da buttons.

Yeah you can corner loop out of the fuzzy guard, it owns.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: HRGS|忍 April 05, 2010, 05:07:55 AM
Starting 2C 236B loop from the ground (like from 5C) makes it a little bit harder since the opponent is closer to the ground but relieved of any delay or character specifics. Also, some of those combos are too frustrating to have them trying to do first. I'm looking at you 421C otg and 3 rep 2C 236B. Everything else on that list is fine.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: WYVERN LORD April 06, 2010, 05:59:13 PM
I've got a quick question about inputting the corner loop. Do you recommend pianoing the 2C directly following the 623A 6A or just doing doing a single tap? I initially had more success getting the timing on the loop's initial 2C doing a quick double tap on it, but now I think it's throwing my subsequent inputs off and wanted to know what other people recommended.

If that doesn't make sense, let me know, I'll try to phrase it better... :V
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: HRGS|忍 April 07, 2010, 04:36:19 AM
I've got a quick question about inputting the corner loop. Do you recommend pianoing the 2C directly following the 623A 6A or just doing doing a single tap? I initially had more success getting the timing on the loop's initial 2C doing a quick double tap on it, but now I think it's throwing my subsequent inputs off and wanted to know what other people recommended.

If that doesn't make sense, let me know, I'll try to phrase it better... :V

I double tap my 2C input as well. The trick is to make sure you aren't immediately doing the 236B afterwards. While that much is character specific, go for one rep to get the timing down for your 2C.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: WYVERN LORD April 07, 2010, 06:18:47 PM
Thanks for the help. I think I'm always rushing the 236B, so I gotta watch out for that. Thanks!
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: S-Blade June 28, 2010, 11:32:06 PM
I was stuck with my laptop without internet today so I scoured through with framedisplay and wrote down notes for arcF. I actually haven't played her against anyone good yet (kinda hard up in this deserted scene) so some of the move notes won't guarantee you any results, but on the flip side this is looking at all the hitboxes and gamedata for her, and the gamedata doesn't lie, it just depends how much you trust my interpretation i guess. kind of a sloppy way to show info but well something is better than nothing and i'm not gonna just clean these up for you few arcF players ;p


BLOCKSTUN NUMBERS

lv A- 12
lv B- 15
lv C- 18


arcF
-----
5A- 4f start 4f active 5f recov => +3 on block :: will miss crouchers outside of pt_
2A- 4f start 4f active 5f recov => +3 on block :: hitbox extends on 3-12f badly
5B- 6f start 4f active 12f recov => -1 on block :: not good for lows/crouches, good for frametraps
2B- 6f start 4f active 13f recov => -2 on block :: great hitbox all around, can be used as AA for lower angles
5C- 10f start 4f active bad recov :: always cancel to wave
5[C]- 38f start 4f active 24f recov
2C- 7f start 4f active 17f recov => -3 on block :: great far hitbox
3C- best AA normal but not great, good for panic situation and high angle
6C- 26f start :: "-6"
jA- 4f start 4f active :: hitbox is average
jB- 6f start 3f active :: hitbox is better @ horizontal, v. bad for upwards
jC- 6f start 5f active :: hitbox pwns both of the above in all directions
j2B- 8f start, 25f landing recov? :: decent downward hitbox, jC is better but you get movement
j2C- 6f start 2f active :: really good directly below hitbox, your main falling atk
236a-
236b-
236c-
623a- 7f start 4f active :: hitbox goes out like 2c but hittable box is almost as big
623b- 7f start 6f active :: great for AA, but hittable extends for 2f before hit
623c- same as A
6x followup- 15f start 2f active 19f recov => -3 on block :: if cancelled 0-2f after first hit they stay locked in stun, any later is a gap/frametrap
2_2a- 5f start 2f active 1-3f invinc :: 4-8f UBI, hitbox does not hit low
2_2b- 4f start 4f active 1-2f invinc, 7-8f invinc :: hits lower @ start, 3-6f UBI, 2nd hit has huge UBI and great hitbox for AA
2_2c- 4f start 6f active 1-12f invinc :: not hittable til arm extension
214a- 16f start :: hitting box extends as low as skirt, cancel after lv1or2 for frametrap
214b- 13f start :: same as above but can only cancel off lv1 unless done late
teleports- 7f start 20f duration 10f recov
heat- 15f start 6f active 25 recov

note i don't have any notes for her waves (236x series), that's because in framedisplay they are disjointed so it's hard to tell the exact frames at which it starts, ends, recovers, etc. we do know those moves are neutral or better on block though, and after looking in framedisplay, 236a/b have a whopping 12 active frames, so there's potential for massive frame advantage there (probably her best oki is to just meaty 236b or 2a236b). being disjointed also means it'll stay out even if arc changes state (IH, CH, etc). A frame range is obviously the frames from Frame x to Frame y, obviously doesn't mean that "22c has somewhere between one and twelve frames of invincibility" lol

overall it was rewarding for me to look through, some things i never would have thought i found to be true (j.B seems to be inferior to j.C completely, j.2C hitbox is a huge surprise), others have made me doubt the credibility of other things i've read on this character (5b5b is a good frametrap? the gap inbetween there is 7f! arc can teleport out of that ffs) it's usually kind of tedious to look at frame data and hitboxes and that type thing, but think of this as a nice preview....anyway have fun kids
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: WYVERN LORD July 04, 2010, 05:54:53 PM
overall it was rewarding for me to look through, some things i never would have thought i found to be true (j.B seems to be inferior to j.C completely, j.2C hitbox is a huge surprise), others have made me doubt the credibility of other things i've read on this character (5b5b is a good frametrap? the gap inbetween there is 7f! arc can teleport out of that ffs) it's usually kind of tedious to look at frame data and hitboxes and that type thing, but think of this as a nice preview....anyway have fun kids
Thanks for the info bro, I gotta agree with you on doubting the 5B5B frame trap, it looks really scary if people respect it, but even when I feel I get the timing for them out properly I've been mashed in between it so many times. You can avoid some 2A mashing if you space it properly, but people who have seen it enough will find ways to get around it.

And yeah, j.C pretty much owns everything, to the point where I get so used to winning in the air that when I meet someone with better aerials (i.e. F Ryougi, tatari) I get hella pissed
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: HRGS|忍 July 04, 2010, 06:12:17 PM
I stress 5B-B frame traps. They must be spaced properly in order for it to be successful however (its easy to sense the spacing). Also, broken As like VSion and Ciel make the chance that super armor kicks in to be 50/50, so please use your judgement on that.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Prototype909 October 09, 2010, 11:54:22 AM
Question about the corner loops in regular AA -

On characters such as Nero, Tohno, and even Miyako my execution for the loop is near 100%.

However, on characters like V.Sion, Akiha, etc. I can't get [2C -> 236B]x2 to connect. I can get the first one, but the 2nd 2C never wants to connect. I've noted that I can just go into 5B -> air combo after the 236B, but at the loss of a ton of potential heat (But with similar damage).

Is there a change in timing, or is this just in my head? (I've read you have to delay the 236B *very* slightly?)
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: HRGS|忍 October 09, 2010, 01:39:25 PM
The comparison of characters you just mentioned is hitbox related. Cases like V.Sion/Akiha/The Lens have to be done at a lower height. Delay 6a after 623a a little bit.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: WYVERN LORD October 09, 2010, 05:43:01 PM
Anyone have tips for consistently tech punishing after FArc's j.2C in the corner?  :slowpoke:

Neutral tech is retardedly easy to beat, back tech not so bad either, but I haven't found a consistent method for punishing forward tech. Whiff an air normal, land 2B/5B has worked for me in matches, but training mode blocks it 100% so I'm pretty sure that my opponent just wasn't blocking properly and it's not a true punish. Aerial whiff land > throw has also worked for me, but that's not something I want to rely on as it seems a little gimmicky. Are there any consistent, foolproof options for this situation?

Haven't tried this in a match yet and it's easily beaten by a lot of options, but has anyone used after j2C, airdash forward, blocked j.C into high/low? The opponent has some time before the j.C hits so it seems risky, but you don't have to vary the timing depending on whether the opponent does neutral or back (as with j.2B punishes) and you get a free mixup on block, seems worth a shot, but I dunno if people've tried this and gotten raped for it or what  :mystery:
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: HRGS|忍 October 10, 2010, 08:16:50 AM
Forward techs are tricky either way, as there is no "guaranteed" punish after j.2C if the opponent forward techs. The way that you're doing is about as good as you can get it. You can airdash back after j.2C to make your fall a tad bit more ambiguous but the rest is how your opponent reacts to it. If its their first time teching forward, use the fall and airdash back to take them back to the corner.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: WYVERN LORD October 10, 2010, 08:41:50 PM
Thanks, you've confirmed my suspicions...  :emo:

but I never thought of using airdash back to keep them in the corner, reliable or not it's good to have another option, gonna throw that out once in a while
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: WYVERN LORD October 14, 2010, 07:15:27 PM
been playing around with F-Arc's 214B charge B overhead followup a bit

The move is easy as hell to react to, but on block you can go into the fuzzy mixup with jB, delayed jC, land, low/jA. The delay is pretty significant, and I think makes this setup a little more ambiguous. On some charas you can even go: jA, jB, delay jC ,since Arc is so floaty at then end of the overhead followup.

It's kinda simple so I suspect other people have played around with it already, but I think it at least makes 214B > overhead worth incorporating into pressure since you get a pretty scary mixup even on block.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: ehrik October 21, 2010, 03:47:45 PM
Anyone have tips for consistently tech punishing after FArc's j.2C in the corner?  :slowpoke:

Neutral tech is retardedly easy to beat, back tech not so bad either, but I haven't found a consistent method for punishing forward tech. Whiff an air normal, land 2B/5B has worked for me in matches, but training mode blocks it 100% so I'm pretty sure that my opponent just wasn't blocking properly and it's not a true punish. Aerial whiff land > throw has also worked for me, but that's not something I want to rely on as it seems a little gimmicky. Are there any consistent, foolproof options for this situation?

punishing forward techs:

http://www.youtube.com/watch?v=TRRpOu3Nmjo#t=2m29s

on second sdj j.bc do it asap and make sure you're below opponent when you do j.2c then land with j.b whiff instead of j.c whiff* then punish max damage with 5b, 2b works too but 5b does more dmg. I tried this in training mode and it works but its still kind of hard. A good way to time it is to make j.b whiff as low to the ground as possible then press 5b while you still see the purple shit from j.b. (basically when you press j.b press 5b asap)

Delaying j.2c a little helps a bit too, but be careful of whiffing second hit

tl;dr height dependent

I've only tried this on wara and sion atm, gonna test more

*it may look like j.c might land faster cause it looks like it hits lower, but the collision box on j.b is lower than j.c's in fact, FRAMEZ

edit: this is farc btw

edit2: punishes backtech too for some rape, neutral can still block though from what i've tried
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Prototype909 October 22, 2010, 10:46:49 AM
Little trick i've been using with F-Arc for her standard link BnB that makes it painlessly easy to pull off if you have trouble nailing the link at first. Don't know if this is common knowledge/sense or what, but I thought it was neat how it works.

2A -> 5B -> 2B -> 2C -> 236A -> 5B -> 623B -> j.C -> JC -> j.B, j.C, AT

As soon as the 236A hits wait for the opponent character to stop rising, and begin faling (The legs of the character usually start to turn upwards as they begin to fall). As soon as that stop in momentum occurs (They've stopped rising, but haven't quite started to fall yet) hit 5B. If your timing is right, you should hit them.

I used that trick until I just got the muscle memory for it.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Vecayse October 22, 2010, 06:36:22 PM
^That actually helped a bit. I can do it a few times now, but the timing is a bit funky. I mean it seems like the right time to press the button but I'm usually pressing B too fast.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: WYVERN LORD October 23, 2010, 08:23:55 PM
thanks for the info ehrik (and the rochishin vid, why aren't there more of this guy????)

took your advice to practice mode but still haven't successfully pulled off a punish (I set the dummy to crouch - status guard + forward tech), but it looks highly doable in that vid, just gotta grind it out some more but this is great shit for all the F-Arc players out there, will really help this char lock people down in the corner.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Tonberry October 23, 2010, 08:37:10 PM
thanks for the info ehrik (and the rochishin vid, why aren't there more of this guy????)

took your advice to practice mode but still haven't successfully pulled off a punish (I set the dummy to crouch - status guard + forward tech), but it looks highly doable in that vid, just gotta grind it out some more but this is great shit for all the F-Arc players out there, will really help this char lock people down in the corner.

Well ehrik says it works but you shouldn't use what it looks like in the vid as reference because they lowered recovery on F-Arc j2c.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Tare November 09, 2010, 01:19:45 PM
thanks for the info ehrik (and the rochishin vid, why aren't there more of this guy????)

took your advice to practice mode but still haven't successfully pulled off a punish (I set the dummy to crouch - status guard + forward tech), but it looks highly doable in that vid, just gotta grind it out some more but this is great shit for all the F-Arc players out there, will really help this char lock people down in the corner.

The thing with punishing tech with j.2C is you have to be well aware of how high your opponent is in the air combo when you're hitting it. I don't know if you can tell but I think the Arc player ever so slightly delays that j.2C at the end so V.Sion moves up a bit from the j.C. If they're too low during the air combo they can just tech for free.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Pincher July 24, 2011, 05:11:32 PM
In regards to C-arc's corner loop,
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 jb 5a 5b 2b 2c x 4c air-dash jb jc j63214a land jb jc double-jump jb jc air-throw
This combo gives your opponent about 240 meter and does about 5.1k on Ryougi.

I've been messing around with it to find an ender with similar damage without giving the opponent its whole meter bar, and I've come up with this... (things I changed are in bold)
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 jc 5a 5b 2b 2c 236a 236a 214a
it does 5075 damage, gives your opponent 105 meter instead of 240, and gives better knockdown than an air throw, (so a certain someone can't wake up throw... right Jimmy?) :laffo:

By the way you can replace the jb's after the air dashes in the first combo mentioned with jc's.





: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: DivineArc August 17, 2011, 09:56:15 PM
Is Arc's cut in half or something in the current version of CC :slowpoke:? Just a simple question.
: Re: ~ Marble Phantasm Guide: Actress Again Revival ~
: Pincher August 17, 2011, 10:09:47 PM
Not sure, I haven't seen any arcs use TK63214b in their combo and I "think" i heard they increased the startup on it, which would shorten the combo a good amount. I'll be able to test it a bit at summer jam since CC will be there.  :)