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 ArcueidSome 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 Chart623A -> 6A/B
623B -> 6A/B -> 623A/B or 236A/B or 623214A/B
Corner Combox 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_page2A 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 Corner2A 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 ComboShield 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 Combo2A 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 PlaystyleRough 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.
BlockstringsThey 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 Combo2A 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-Fhq6iIA2A 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_page2A 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 Combo2A 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.
OTGOTG 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 GuardInstant 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/ShieldShield/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=channelBlockstringsAlthough 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.