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Author Topic: ~ Marble Phantasm Guide: Actress Again Revival ~  (Read 42944 times)

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Offline HRGS|忍

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #50 on: 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.
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Offline Dartz

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #51 on: October 10, 2009, 06:08:54 AM »
Ok thanks, i get it now ;)

Offline noradseven

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #52 on: 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.

Offline HRGS|忍

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #53 on: 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.
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Offline WYVERN LORD

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #54 on: 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
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Offline HRGS|忍

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #55 on: 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.
Black people vs. underage looking bitches at Evo - 9-1.
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Offline WYVERN LORD

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #56 on: 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!
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Offline S-Blade

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #57 on: 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


Quote
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
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Offline WYVERN LORD

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #58 on: 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
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Offline HRGS|忍

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #59 on: 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.
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 Prototype909

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #60 on: 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?)
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Offline HRGS|忍

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #61 on: 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.
Black people vs. underage looking bitches at Evo - 9-1.
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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 WYVERN LORD

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #62 on: 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:
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Offline HRGS|忍

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #63 on: 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.
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Jaxx: "Bitch, you illegal as fuck."
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Offline WYVERN LORD

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #64 on: 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
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Offline WYVERN LORD

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #65 on: 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.
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Offline ehrik

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #66 on: 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
« Last Edit: October 21, 2010, 04:50:12 PM by ehrik »
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Offline Prototype909

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #67 on: 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.
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Offline Vecayse

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #68 on: 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.

Offline WYVERN LORD

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #69 on: 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.
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Offline Tonberry

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #70 on: 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.
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Offline Tare

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #71 on: 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.

Offline Pincher

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #72 on: 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.





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Offline DivineArc

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #73 on: 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.
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Offline Pincher

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Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« Reply #74 on: 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.  :)
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