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Atlas Academy => Melty Blood: Act Cadenza => Arcueid Brunestud => Topic started by: ChiisaiRamen on January 13, 2008, 06:02:18 PM

When's Melty on Steam?
ahaha that's no--wait, what?
Title: Arcueid Brunestud Guide (Chii Version)
Post by: ChiisaiRamen on January 13, 2008, 06:02:18 PM
I hope no one minds I make a new and slightly different guide but I found the other one to be a little outdated. If its bad, no hard feelings on this side if this thread is chosen to be deleted. Im going GameFAQs format here so here we go

============================================================
Melty Blood ACT Cadenza: Arcueid Brunestud Guide
By: ChiisaiRamen
a.k.a. Nobleman Azure(GuildWars handle), Aokaze Kouu, Koori(RO handles)
version 3.0
============================================================


------------------------------------------------------------
Contents
------------------------------------------------------------

To jump to the section you want simply type the code that preceedes the title
of the section in your find tool (Ctrl+F)

MBACAB01: Introduction to Arcueid Brunestud
MBACAB02: Pros and Cons
MBACAB03: Arcueid Brunestud or Red Arcueid?
MBACAB04: Notation and Terms
MBACAB05: Attacks and Command Attacks
MBACAB06: Special Command Moves
MBACAB07: Special Moves
MBACAB08: Combos
MBACAB09: Tactics and Mixups
MBACAB10: Helpful Links
MBACAB11: Special Move Meanings
MBACAB12: Closing FAQ
MBACAB13: Credits and Thanks



------------------------------------------------------------
MBACAB01: Introduction to Arcueid Brunestud
------------------------------------------------------------

First, I'm not gonna talk about the backstory of Arcueid, chances are you
already know her. If not, there are info about her story in wikipedia about
her. So with that being said lets get on to introduction of the
character Arcueid Brunestud in the game.

Arcueid is one of the average speed characters in the game (which is still
plenty fast since the game is fast paced) She isnt top tier but tiers
matter little in this game so there shouldn't be any worries about your
ability to score wins regularly.

Arcueid has alot of timing specific combos that require a bit of dedication
to learn, she isn't as easy to pick as other characters like say Shiki
Nanaya. But in the end what character will be easy to use will depend on
the player him/herself, that statement is just my personal opinion.


------------------------------------------------------------
MBACAB02: Pros and Cons
------------------------------------------------------------

PROS:
-Has a wide variety of useful attacks giving plenty of mixup options
-Very deadly when cornering opponents
-Has the right tools to send opponents to stage corners
-Dash can hop to the opponent's other side for a crossup
-Very Good Arc Drive

CONS:
-No projectile or any long range attacks
-Below average-Average damage potential outside of corners.
-Does not have an exceptional Bunker Cancel


------------------------------------------------------------
MBACAB03: Arcueid Brunestud or Red Arcueid?
------------------------------------------------------------

I myself am quite skilled at both, because each has its own pros and cons.
But if you have to choose between one or the other, base it on these:

        Brunestud    Red Arc
Corner    ****        **
Range     ***         ****
Speed     ***         ****
Movement  ****        *****
Mixup     ****        ***
Zoning    **          ****

Arcueid Brunestud has a good corner loop as well as many ways to send the
opponent to the corner to perform it. Red Arc has long range thanks to her
blood rings, this allows you to play keep away or hit turtling opponents.
Arcueid Brunestud also has alot more mixup options than Red Arc but when
it comes to zoning, Red Arc allows you to control alot of space because of
her blood rings as well as her j.B.

SECOND OPINION:
(Tare) As for my opinion about your statistic *** rankings for her overall
stats. She really doesn't have that much mixup options compared to most
characters. Arcueid is pretty straight forward. Her strongest high low
options is from like her 5{B} which is caught pretty easily if the
opponent watches out for it. She also has no Air Charged attacks that aid
in this whiff fakeout like Aoko and Satsuki. She has no normals that give
her complete +F advantage.
(ChiisaiRamen) The thing is its not whether the opponent can catch it while
watching it, if the opponent catches it and stands up. It is still part of
a blockstring and you can continue to harass him. You even have a second
chance in the form of 4{B} overhead or just going 2B right away for a low.
However you are right, She doesnt have the excellent additions that the
characters you mentioned have so I believe the rating needs to be bumped
down by 1 *.

(Tare) Her speed is really good too in my opinion. It won't allow you to
net easy tick throw like Nanaya/Tohno's which cover a limited space in a
very quick time, but her dashing movement increases your rushdown by a lot.
(ChiisaiRamen) Yes but Nanaya and Shiki as you described are at a different
level. They would have gotted a 5* rank as compared to Arcueid's 3*.
3* is still a good rating for speed. As compared to say 1* that I would give
White Len. But the way you described it makes me believe that I need a 6th
rank; Movement.
This, because I agree that the way her dash moves gives you a good ability
to rushdown if you so please.


------------------------------------------------------------
MBACAB04: Notation and Terms
------------------------------------------------------------

I will be using the numpad terms for directionals. They are as follows:
The directionals are based on 1P side with the character facing the right.

7 - Up-Back
8 - Up
9 - Up-Forward
4 - Back
5 - Neutral
6 - Forward
1 - Down-Back
2 - Down
3 - Down-Forward

A - Weak Attack
B - Strong Attack
C - Heavy Attack
D - Shield
Q - Quick Action (Combined with 4 or 6 it will usually be used as a grab)
X - Any Attack (A B or C)
! - Pause (Some combos require you to pause between inputs to do correctly)
~ - Roll into (The act of pressing two buttons almost consecutively)
j - Jump
{}- Charge (for example: 5{B} is a charged 5B. Hold the B button to charge)

The following are terms commonly used by the Melty Blood players. Some of
these may not be used in the guide but would serve as a reference just in
case. Some of these are abbreviations I only use for this guide.

TK    - (Tiger Knee: 2367+X or 2149+X) The act of performing an in-air
          special move very close to the ground.
IAD   - (In-Air Dash: 6956 or 4754) The act of air dashing very close to
          the ground. Allows you to perform jump attacks in a less
          predictable way.
Bara  - (Bunker cancel or Bara cancel: 214+D~X) Using your shield bunker
          (214+D) to cancel blockstun and cancelling it into a move,
          preferrably something that has invincibility frames.
OTG   - (Off-the-ground) This usually refers to combos that are done on
          opponents that are lying on the ground and still cannot get up.
EX    - (EX moves: command+C) These moves are powerful versions of their
          regular counterparts and costs magic circuit to use.
46Xup - (4-6 Crossup) Refers to a set of attacks or movements that will
          make your opponent guess if he should block it back or forward.
          Hence 4-6 for numpad notation.
41Xup - (4-1 Mixup) Like the above, its a set of attacks or movements that
          will make your opponent guess, but this time whether he should
          block it standing or crouching. Hence 4-1 for standing block
          and crouching block.
BnB   - (Bread and Butter Combo) A commonly used combo that is easy to use
          without any circumstancial exceptions.
Stuff - Stopping an opponents attack with one of your own.
Wakeup- (Some call it Okizeme) Can refer to your characters ability to
          pressure an opponent that is trying to get up from being knocked
          down or it can refer to moves done as you get up from being
          knocked down.
Chicken
Block - May refer to the act of repeatedly hitting an air blocking opponent
          with a fast attack to keep them blocking as both you and the
          opponent land.
        Technically refers to air blocking.
Bio
Hazard- (Japanese call it "Biohazaado") Nero Chaos' jC attack. Made famous
          by Sanchez =D

Below are examples of notations being used in combos and an explanation
of what it all means:

2A2A5B2B2C3B jBC jBC 6Q or 4Q
(crouching A attack twice, standing B, crouching B, crouching C
 down-forward B, jump, air B attack, air C attack, jump air B, air C
 forward grab or backward grab)

pretty straightforward notation and combo.

2A2B2C!5C~5C!BC land jBC jBC 6Q or 4Q
(Crouching A attack, Crouching B, Crouching C, pause,
 roll into another standing C, airB attack, airC attack, land, jump, air B,
 air C, jump, air B, air C, forward grab or backward grab)

Whenever combos has special movements or timing like the one above, I will
have an explanation to make it clear.


------------------------------------------------------------
MBACAB05: Attacks and Command Attacks
------------------------------------------------------------

The following attacks and command attacks will follow the format below:
[Command]:[Defense Options][Explanation]
(Defense options are what the oppnent can do to defend against the attack)

2A  :(Crouching Block, Standing and Low Shield) A low swipe, fast but has
      very short range. Regularly used as a combo starter

5A  :(Standing Block, Standing and Low Shield) Same as 2A but standing. Very
      fast and misses most crouching opponents. Primarily used as a whiff
      cancel (more on that later). Can also be used as anti air.

2B  :(Crouching Block, Crouching Shield) A low leg sweep. Used as a ranged
      low poke.

5B  :(Standing and Crouching Block, Standing Shield) A claw attack that
      swipes in an overhead-like arc.

5{B}:(Standing Block, Standing Shield) Same as above but an overhead attack
      and is used to create high low mixups since they have to block or
      shield it standing.

4B  :(Standing and Crouching Block, Standing Shield) A knee attack that hits
      twice. Primarily used on relaunch combos.

4{B}:(Standing Block, Standing Shield) Same as above but is an overhead
      attack and is another high low mixup option.

3B  :(Standing and Crouching Block, Standing Shield) An upwards claw swipe.
      Used as a launcher after 2C for a BnB Combo.

2C  :(Crouching Block, Crouching Shield) Low heavy claw swipe. Primarily
      used as a tripping move to launch an opponent for a combo.

5C  :(Standing and Crouching Block, Standing Shield) Forward claw attack.
      Misses some crouching opponents. Used in corner loop combos and
      relaunch combos.

jA  :(Standing and Crouching Block, Standing and Crouching Shield) Jumping
      quick shortranged claw swipe. Used against Chickenblocks.

jB  :(Standing Block, Standing Shield) Jumping ranged claw swipe. This
      attack swings twice one upward swing and one downward. If the attack
      is done as you descend in your jump, it will swipe aiming downwards
      right away.

j2B :(Standing and Crouching Block, Standing Shield) A falling downward
      claw swipe. Primarily used to alter your movement in the air and
      quickly descend to throw your opponent off.

jC  :(Standing Block, Standing Shield) An upwards heavy kick.

j2C :(Standing and Crouching Block, Standing Shield) Arcueid extends her
      arms and spins hitting twice. The second hit slams the opponent to
      the ground. This move is used mostly to alter your movement in the
      air and remain airborne for a second to throw your opponent off.

6Q or
4Q  :(Cannot shield or Block)Arcueids throw, the direction used (4 or 6)
      will determine the direction where Arcueid will throw the opponent.
      If opponent is thrown at the wall they will wallslam and can be
      followed up with a combo.

6Q2 or
4Q2 :(Cannot Shield or Block)Inputting 2 after Arcueids throw will make
      Arcueid slam the opponent to the ground instead of throwing them
      across the screen. This is used when you just want the extra damage
      it gives to finish the opponent off, or when you are too far from
      any walls to follow up the regular throw.


------------------------------------------------------------
MBACAB06: Special Command Moves
------------------------------------------------------------

Arcueid has two special command moves.

5C~5C:By rolling into 5C after doing a normal 5C attack (See above),
       Arcueid will perform a special air dash that travels at a wide arc
 
66   :This is Arcueids dash, if done next to an opponent or if you run
       into an opponent, she will hop to the other side allowing you to
       perform a 46Xup. Be cautious however its pretty slow and opponent
       may punish you for hopping to the other side.


------------------------------------------------------------
MBACAB07: Special Moves
------------------------------------------------------------ 

236A    :"Jyamai-yo!" A claw swipe that moves arcueid a step forward.
         Can be followed by another 236A/B and a third 236A/B for a low
         hit or a third
         214A/B for a delayed overhead hit.

236B    :Same as above, but is slightly slower and deal more damage.

236C    :"Chotto Honki Dasuwayo!" EX Claw Swipe. Swipes 3 times, with the
         third hitting low with no option of hitting overhead. Very
         punishable if opponent blocks all hits correctly.

214A    :"Se-no!" A dashing elbow attack. Very useful move in blockstrings
         because it is a frame trap. It is very hard for the opponent to
         try to do anything but block after blocking this move. This
         usually tricks opponents in letting go of block.

214B    :A dashing elbow attack with longer range, a slight delay, and a
         follow up "5C-looking" attack that makes the opponent airborne.
         Can also be used in blockstrings, if it hits, the second hit can
         be cancelled into 236C (not useful) or 214C (2nd or 3rd hit of
         this EX move will miss if this cancelling was performed too close
         to the corner)

214C    :EX dashing elbow that hits 4 times. Arcueid shouts "se-no!" and
         proceeds to juggle the opponent in the air until she does a final
         hit and shouts "Ochiru!" slamming the opponent down. Primarily used
         as a bara (not that great) or a followup after 214B to keep the
         opponent knocked down.

623A    :"Nani Yatteruno" A downwards aiming and forward moving claw attack.
         Pressing 6A/B afterwards will follow up with an upwards aiming
         swipe. This followup attack can be delayed by delaying the 6A/B
         button press.

623B    :Same as above but hits multiples. Can also be followed up with
         6A/B but it must be inputted immediately and cannot be delayed.

623C    :EX Forward Claw. Same as the above combined with their follow up
         attack. Hits multiples. The difference is the opponent is wall
         slammed after the last hit and cannot recover. This can be followed
         up into a combo afterwards.

22A     :"Urusai! (Tobe!)" An upward moving claw swipe. Can be used as anti
         air. Can also be used in the air.

22B     :Same as above but hits multiples.

22C     :EX Shoryuu Claw. Same as above but with more damage. This is the
         only EX move you can do in the air.

66A/B   :"Urusai! (Kiero!)" Only works after 22A or 22B hits. Arcueid
         thrusts her claws forward as a followup. This move can be cancelled
         into 22C making the full shoryuu combo as follows
         (22A/B 66A/B 22C).

66C     :An ex version of the above move, teh difference is that it does
         more damage and wallslams.

41236C  :"Kuusou Gugenka (Marble Phantasm)" Her Arc Drive (Requires Heat
         or Max Mode) Arcueid summons chains to bind her opponent and
         damage him/her.Very useful for bara cancel if you can perform it
         no sweat. This move also has invincibility frames and ability to
         hit the opponent anywhere in front of arcueid except for a good
         amount of height above her (Completely over her head). Makes it
         very useful for wakeups.

41236C  :"Melty Blood" Her Advanced Arc Drive (Requires Blood Heat) Arcueid
         does the same things as her Marble Phantasm but after binding the
         opponent in chains, she follows up with a powerful multi hitting
         slash.

jD      :"Sukoshi Bakari Tawamureyouka?" (air Ex shield while in Blood Heat)
         Arcueids Last Arc, the music stops and Arcueid floats back and
         summons a blast. If done on Shiki Tohno or Shiki Nanaya, instead
         of a blast, lasers will hit the opponent from multiple directions.
         Not very useful like most Last Arcs are.


------------------------------------------------------------
MBACAB08: Combos
------------------------------------------------------------

Here I will show you Arcueids Combos. Keep in mind I wont list them all.
I will only list combos that are worth doing. Some combos become hard to
pull for very little benefit; these combos arent worth mentioning since if
you are reading my guide, chances are you are looking for something
to start with as you choose Arcueid to play with.

Before we begin, If replays are your thing then download the Arcueid
Brunestud Guide Replays Pack here (You need WinRAR or 7zip):
http://home.graffiti.net/koori/Downloadables/ArcueidBGuideReps.rar

How to use the replays:
1. Make sure you back up any replays you have in your replay folder
2. Extract the the Guide Replays into the replay folder
3. Go into practice mode
4. Press F5 and select replays
5. Select whichever replay you want to see

Arcueids BnB Combo:

-2A2B2C3B jABC jABC 6Q or 4Q
The final throw, aim towards the corner, remember you have to try your best
to keep the opponent on the corner so you can perform your damaging
corner loop.
REPLAY: REP10

Extended BnB Combo:

-2A2B5B2C3B jABC jAABC 6Q or 4Q
The first difference here is the addition of 5B at the ground string.
You can charge 5B to create an overhead if they are blocking.
The second difference is the addition of a second air A attack at the
airborne string. If you do this, do it fast and link your air throw quick
or the opponent will end up too high up.
REPLAY: REP05

Corner Loop Combo:

-2A2B2C!5C 5A5B5C! 5A5B2B4B BC jBC 6Q or 4Q
This is an important combo and requires practice to do. It requires split-
second pauses to be done correctly.
Just like the BnB, you may add a 5B in the middle of the first string to
add damage or charge it for a mixup.
VIDEO: http://www.youtube.com/watch?v=YzIjWEt_Utw
REPLAY: REP08

Special Dash Combo:

-2A2B2C!5C~5C!C land 5B2B5C~5C BC jBC 6Q or 4Q
This combo is done if you are the one cornered and want to turn tides
around and corner your opponent instead. Hence this is only used if the
opponent is far from the wall they will get slammed into.
The delay after the special air dash is something that you will decide
visually. Do the Airborne C at the very end of it so you can land right
after you hit the opponent and catch them with the following 5B.
VIDEO: http://www.youtube.com/watch?v=a-WDbT7oUDM
REPLAY: REP09

Throw Combo:

-6Q or 4Q (Whichever will throw them to the wall) jBC jBC 6Q or 4Q
This combo is done as a follow up after the wallslam throw. It does not
do very good damage but its main use is to keep the opponent knocked down
and having to guess your wakeup game.
REPLAY: REP06

Throw EX Combo:

-6Q or 4Q 22A!623C2A5B2B2C4B BCjBC 6Q or 4Q
You have to input 623C the other way around 421 because you are actually
at the other side of the opponent at that point in time during the combo.
I initially did not want to include this combo here but Sabator isnt
exactly throwin out nonsense. Check out his opinion on this.
SECOND OPINION: (Sabator) The 200 extra damage can be worth it if you're in
 MAX or on the brink of killing them. It's at least something worth learning
 since IMO it's not that hard.
SECOND OPINION: (ChiisaiRamen) Its very situational so I do not agree
 completely, but I also do think what Sabator says has good worth.
 If you can do the corner loop combo, or the relaunch then this is
 something you might want to wrap your hands around to.
VIDEO: http://www.youtube.com/watch?v=gF9XDeNAOog
REPLAY: REP12

Throw EX Combo Sideswitch:
-6Q or 4Q 22A!623C2A5B5C~5C! BC jBC jBC 4Q or 6Q
You do this if you grabbed the opponent really close to the corner and
proceeded with 22A accidentally. (Remember to input the 623C the other way
aroun because you end up at the opponents back)
"Accidentally" because you shouldnt normally be trying to do this combo
since it does not do that much damage compared to the regular throw combo
yet its loads more complicated to do.
Its just something that is nice to know just in case.
VIDEO: http://www.youtube.com/watch?v=DqFU3VxFi78
REPLAY: REP11

EX Claw Corner Combo:

-2A2B5B5C 623C! (2Aor5A)5B5C! 5A5B2B4B BC jBC 6Q or 4Q
This combo uses the EX claw 623C and following it up with the corner combo
afterwards for a ton of damage. This combo is very hard to do on floaty
characters (which i call marshmallows) like Shiki Nanaya. If it is too
difficult for you, you can try the one below.
VIDEO: http://www.youtube.com/watch?v=QVnELyQbDDA
REPLAY: REP13

EX Claw Anti Marshmallow Corner Combo:

-2A2B5B5C 623C! 2C3B jABC jABC 6Q or 4Q
Instead of linking the corner combo, you link the BnB to it. Simple and
much easier against marshmallows.
VIDEO: http://www.youtube.com/watch?v=616bIatHS7U
REPLAY: REP16 (Shows why this combo is needed
REPLAY: REP17

Relaunch Combo:

-2A2B2C!4B(2hits)~dash! (B or C)land5B2B2C5C~C BC jBC 6Q or 4Q
If you arent across the screen and want to put your opponent to the corner
then this is the combo to do. This is a simplified version of the known
relaunch combo but despite that. there are a couple of complications.
1. Delay 4B after 2C or opponent will air recover mid combo
2. you have to air dash immediately after the 2nd hit of 4B
3. After you air dash you have the option of using air B or air C. Both
   works and choosing which depends on which one you are more comfortable
   with. C is more damaging but has a more complicated delay.
VIDEO: http://www.youtube.com/watch?v=__H5G-ul21M
REPLAY: REP07

Relaunch Anti Marshmallow Combo:

-2A2B2C!4B(2hits)~dash! (B or C)land5B2B5C~C BC jBC 6Q or 4Q
Again, the damned marshmallow characters will give you trouble so there is
this version. Basically the only part ommitted is the 2nd 2C after the
2nd 2B.
VIDEO: http://www.youtube.com/watch?v=fQShYGMoKiI
REPLAY: REP14 (Shows why this combo is needed)
REPLAY: REP15


------------------------------------------------------------
MBACAB09: Tactics and Mixups
------------------------------------------------------------

First of all, remember to keep sweeping the opponent to the corner, this is
your primary goal because your ability to hurt is higher on the corner
then when you're not.

-Some High Low Mixups (41Xup)

1. Charge Charge Mixup: (5{B} 4{B}) Placing two overheads consecutively is
    a good way to land a hit on your opponent. The common move after 5{B}
    is 2B so most opponents will instinctively low block after. When 4{B}
    hits you can follow it up with a combo.
2. Double Air Kick: (jC~dash jC) Same concept as above but this time using
    and air C. After an overhead kick most opponents will low block and
    could easily be caught by the second kick.
3. Air Kick to Charge: Same concept again except this time a combination
    of both. After an Air kick, you can land and charge your B for an over-
    head attack then into a damagingcombo because you bypassed the 2A
    proration (damage reduction)

-4-6 Crosup (46Xup)

1. Hop: This is your only option for a 46Xup because your jumping attacks
    aren't as good as say Satsuki for an overhead 46Xup. Use this sparingly
    on opponents that are trying to get up from being knocked down. Dash
    towards them to hop behind and catch them off guard.

-Tick Throws

1. Everyone has a tick throw. Be creative and random when doing tick throws.
    Dash in and throw right after a jumping C or in the middle of your
    blockstrings even after an a blocked charged attack. Remember that your
    throw is a pretty good thing since its comboable if close to the corner
    and the combo that follows it puts the opponent back in a knocked down
    position.
   SECOND OPINION: (ChiisaiRamen) Remember to be careful and time your grab
    right if you are trying to tick throw someone who isn't cornered. You
    might end up hopping behind them instead.

-Movement Delays

1. Falling 2B: Use 2B while in the air to quickly dive down immediately
    after a jump. This will put you below the opponent if they decide to
    react to your initial jump by jumping into the air themselves as well.

2. Floating 2C: Use 2C to create an extra hangtime in the air to save
    yourself from opponents waiting for you on the ground as you fall down.
    Using 2C after an air dash or a super jump makes you float towards
    the direction you were heading rather than a short hangtime that happens
    if you used 2C after a regular jump.

-Blockstrings and Frametraps

1. Short Elbow: 214A after a short blockstring will move you forward and
    keep the opponent blocking. If they try to retaliate they will get hit
    because this move is a huge frametrap.
   SECOND OPINION: (Tare) 214A Is Neutral on block. So... if you both start
    mashing on 2A in an idealistic reaction and their 2A is faster, you're
    going to lose out.
   SECOND OPINION: (ChiisaiRamen) In that case, if you think they are going
    to be mashing on a quick attack, You can try mashing shield to catch
    it.

2. Far Elbow: 214B if you do a longer blockstring and need a further travel
    distance for your elbow. This isnt as good as the A version but may
    catch the opponent if they let go of guard before you do this attack.
    When this hits, remember to cancel into a 214C if you arent close to the
    stage corners to perform EX elbow and put the opponent in a knocked
    down state.
   SECOND OPINION: (Tare) 214B if conneceted in the corner should follow up
    with 22C since 214C will whiff. If they don't tech, you can mash on 5A
    and then connect into an air combo.
   SECOND OPINION: (ChiisaiRamen) However if they do tech, you can guess or
    reactively jump towards the direction they tech to and grab them,
    effectively placing them to the ground again for a mix up.

3. Whiff cancel: Your whiff cancel is very good because 5A misses crouching
    opponents. This means you dont have to always cancel only after you
    end up to far or after a 2C. You can whiff cancel in the middle of
    a blocksting because generally an opponent will blow crouch guarding.
    Keep it random and you just may keep your opponent blocking in that
    corner until they cave in.


------------------------------------------------------------
MBACAB11: Special Move Meanings
------------------------------------------------------------

Jyamai Yo! - You're in the way!
Soko!  - There!
Owari!  - Finish!
Shizume!  - Sink!
Chotto honki dasu wayo - I'll get a little serious
Nani Yatteruno? - What are you doing?
Urusai! (tobe!)  - Shut up! (Fly!) <-- as in get up there
Urusai! (keiro!)  - Shut up! (Disappear)
Kuusou Gugenka  - Imaginary Phantasm or just Phantasm
Sukoshi bakari tawamureyouka?  - Shall I play around with you a little?
Doko miteru no? - Where are you looking? (this is what she says when you dodge using 2A+B or 2Q)


------------------------------------------------------------
MBACAB10: Helpful Links
------------------------------------------------------------

Melty Bread:
http://www.meltybread.com

Sign up to the forums too and have fun! They also have a wiki so there are
plenty of information as well as tournament videos to watch.



What?....Seriously everything is in that site, this section shouln't be
plural at all really.


------------------------------------------------------------
MBACAB12: Closing FAQ
------------------------------------------------------------

Q: Why are you using Arcueid? Shes not even Top Tier?
A: Well shes fun, I like her and I play to have fun, not necessarily to win.

Q: Why did you write this Guide?
A: Because I am bored.

Q: You're wrong at this part...
A: Hey, Im not perfect nor am I a pro. If you ask nicely and point out where
   my mistake is. Ill be happy to change it and credit you for it.

Q: If you aren't a pro why are you writing a Guide?
A: Because guides do not have to teach you pro material nor should it tell
   you exactly what to do. Its just what it is a "Guide". Something to help
   you step at the right direction, you still have to walk towards it
   yourself.

   Besides, I want to play pros and participate in tourneys but its pretty
   far from where I live and such and such yadda yadda.

Q: I want to ask you somethin else, how can I contact you?
A: Aokouu@gmail.com or AIM ChiisaiRamen


------------------------------------------------------------
MBACAB13: Credits and Thanks
------------------------------------------------------------

Tare for some extra information
Sabator for info about how to start the alternative combo
         used after a corner wallslam grab.
TyrantRave for romanji move names and translation.


------------------------------------------------------------
Version History
------------------------------------------------------------

01/13/08: Made the Guide (Version 1.0)
01/15/08: Made Version 2.0
         (added videos for reference)
         (added 2nd opinion sections)
         (fixed a few spelling errors)
01/15/08: Made Version 2.1
         (formatted to work on forums)
01/18/08: Made Version 2.5
         (added Sabators opinions and info)
         (fixed some errors)
01/19/08: Made Version 2.9
         (added move names and a section that has its translations)
          Made Version 3.0
         (added replay files for combo reference)


------------------------------------------------------------
Other stuff
------------------------------------------------------------


This FAQ may not be reproduced under any circumstances except for personal
or private use. This FAQ also may not be placed on any other web site
without my permission. Give credit where credit is due.

Permission granted for the following sites.
http://www.gamefaqs.com
http://www.meltybread.com
http://www.supercheats.com

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.



Copyright 2008
ChiisaiRamen
Aokaze Kouu
Nobleman Azure
Title: Re: Arcueid Brunestud Guide (Chii Version)
Post by: Dieucra_Der on January 13, 2008, 06:05:08 PM
You made a good work putting this :fap:
Title: Re: Arcueid Brunestud Guide (Chii Version)
Post by: Tare on January 13, 2008, 10:16:24 PM
Good guide, just thought I'd add my 2 cents:

214A Is Neutral on block. So... if you both start mashing on 2A in an idealistic reaction and their 2A is faster, you're going to lose out.

214B if conneceted in the corner should follow up with 22C since 214C will whiff. If they don't tech, you can mash on 5A and then connect into an air combo.

As for my opinion about your statistic *** rankings for her overall stats. She really doesn't have that much mixup options compared to most characters. Arcueid is pretty straight forward. Her strongest high low options is from like her 5[ B ]/5{B} which is caught pretty easily if the opponent watches out for it. Sure she has some j.C whiff fakeout to 2A, but so does everyone. She also has no Air Charged attacks that aid in this whiff fakeout like Aoko and Satsuki. She has no normals that give her complete +F advantage, although if the opponent aren't very precise with their punishes you can risk CH fishing off of her 236A (First swipe) and 623B in your blockstrings but keep in mind they're both -F for you. Her knockdowns don't lead to any sort of good setups that add to pressure like Akiha's flamepit, or Aoko's Orb, or Nero's summons, Len's cats, etc. etc.

About her zoning. This is really the section she shines in, in my opinion. j.C really dominates a lot of things if it's set in active frames. It's also a very good tool to use as a jumpin. Her j.A has a decent amount of priority up close in the air as well. 5B is great for running in and will also stop alot of early jump attempts or if they're too low in the air, 5B catches them. If 5B catches them you can set them into the corner with something like 2B 2C 5C follow up. 2B/2C are great for poking out in most situations in your opponents blockstrings and have fair amounts of range. They also both lead to her wallslam followups. For example, 2B will stuff out almost all of Akiha's normals except Akiha's own 2B but then Arc's 2C > Akiha's 2C. Eventually Akiha will start doing TK Ribbons to add pressure/bait your 2B, but if they do it too low then the massive hitbox that your 2C have will catch them.

Her speed is really good too in my opinion. It won't allow you to net easy tick throw like Nanaya/Tohno's which cover a limited space in a very quick time, but her dashing movement increases your rushdown by a lot. Also, corner is really important for her because all of her damaging combos come from the corner, along with all her better blockstrings.
Title: Re: Arcueid Brunestud Guide (Chii Version)
Post by: ChiisaiRamen on January 14, 2008, 01:03:28 AM
cool, Ill add a "second opinion" part on the guide on the next version

ty tare
Title: Re: Arcueid Brunestud Guide (Chii Version)
Post by: mir on January 15, 2008, 02:13:57 PM
Replays on the relaunch and cross-screen launch combos would be useful as they're the most difficult to figure out >.>
Title: Re: Arcueid Brunestud Guide (Chii Version)
Post by: ChiisaiRamen on January 16, 2008, 02:22:49 AM
Updated to v2.1
With videos to some of the combos
Title: Re: Arcueid Brunestud Guide (Chii Version)
Post by: c-nero 5[c] on January 16, 2008, 06:50:57 PM
I was hoping to use your videos as a guide to help me get my wallslam timing down but the FPS is kind of jerky. You mind want to look into other options for recording.

For followup to throw in the corner, you can do 22A (careful not to start entering the command too early or she dunks them) followed by 623C (but you cross them up so enter it backwards) followed by...whatever you want.

Also for lols I guess you can add the crazy wannabe-SII shit like 2C j.2B 22A 623C etc.
Title: Re: Arcueid Brunestud Guide (Chii Version)
Post by: mir on January 16, 2008, 06:52:59 PM
Yes, just zip and attach the replays. it helps because you can see the precise timing and inputs...something that youtube lacks.
Title: Re: Arcueid Brunestud Guide (Chii Version)
Post by: ChiisaiRamen on January 16, 2008, 08:25:18 PM
well its the same way i get to learn the combos myself (since some of them arent exactly the known kind)

Ill zip the replays for the next version if that is what you guys want.
The videos only serve as a "what does it look like" purpose.


My opinion though, dont get caught up on counting frames and looking at precise timing, from my experience that only serves to slow down the speed on which you can learn the combos Ive always learned my combos through watching with only "how the combo looks like" as a guide.
The best way to learn these combos is to repeatedly try while adjusting your timings. Because the way I time my inputs isn't the only way nor its the best way for everyone else.

For followup to throw in the corner, you can do 22A (careful not to start entering the command too early or she dunks them) followed by 623C (but you cross them up so enter it backwards) followed by...whatever you want.

Also for lols I guess you can add the crazy wannabe-SII shit like 2C j.2B 22A 623C etc.

The followup you described uses an ex for only 200 more damage. Its just its not at the spirit of the combos i listed that are "easier to do, but still retains its usefulness by alot".

While I wont add it to the guide itself, I gave it a try anyhow since its pretty creative
Ill just add it only as a forum post once Youtube gets out of maintenance and let me upload the vid

As for the wannabe SII ill leave it out because I dont want anything hard to do. I was only able to pull it off 3 out of 10 tries. The timing is incredibly strict as the opponent would be able to ground tech if you do it improperly.


EDIT**
here is the video:
http://www.youtube.com/watch?v=gF9XDeNAOog

Ill work on the replays (I deleted some of them so i have to redo) Ill have it ready in half a day or so.
Title: Re: Arcueid Brunestud Guide (Chii Version)
Post by: c-nero 5[c] on January 18, 2008, 12:03:06 AM
The 200 extra damage can be worth it if you're in MAX or on the brink of killing them. It's at least something worth learning since IMO it's not that hard.
Title: Re: Arcueid Brunestud Guide (Chii Version)
Post by: ChiisaiRamen on January 18, 2008, 04:35:55 PM
Updated to ver 2.5
added your input sabator. Thanks much.

Oh and sorry about the replays *bow* Ill try to get them done soon. Wasnt able to lately since I went out with friends.

EDIT*
Updated to 3.0
with replays and other neat stuff

its a bit late but i had to upload some video for the guide in youtube around 10 times before it finally didn't fail in processing. (For some reason youtube doesnt like videos featuring Kohakus Mech Hisui Factory/Garage)
Title: Re: Arcueid Brunestud Guide (Chii Version)
Post by: littlebro on February 11, 2008, 12:25:59 AM
Three Swipe Wall Slam Combo At least 6000 damage
Half Charged 5C 236B 236B 236B 623C (2Aor5A)5B5C! 5A5B2B(extra 2C) 4B BC jBC 6Q or 4Q

Extra attack before 5C will reduce the damage.
Difference between normal and charge 5C is 500 damage.
Third 236A/B can be canceled into EX move.
236B 236B 236B 623C will whiff on Kohaku. Change 623C to 214C/22C for 4500 damage.
One mistake, you gonna pay for it. It is possible to bail out during 3rd swipe 236A/B with 214A/B or delayed 236B.
If you are 3/4 across the map, you will have to chase them down after 623C.
Title: Re: Arcueid Brunestud Guide (Chii Version)
Post by: KiD.D on February 23, 2008, 04:19:12 PM
I'm not the best person to be asking this, but...
Why was Arcueid's 5{C} unblockable left out of the guide?

I thought this was a fairly important move...
Title: Re: Arcueid Brunestud Guide (Chii Version)
Post by: dakanya on February 23, 2008, 07:14:43 PM
I'm not the best person to be asking this, but...
Why was Arcueid's 5{C} unblockable left out of the guide?

I thought this was a fairly important move...
maybe because it doesn't give you any real momentum, doesn't give you a combo, doesn't give a knockdown, and doesn't lead into a setup
Title: Re: Arcueid Brunestud Guide (Chii Version)
Post by: Tare on February 23, 2008, 08:21:05 PM
I'm not the best person to be asking this, but...
Why was Arcueid's 5{C} unblockable left out of the guide?

I thought this was a fairly important move...
maybe because it doesn't give you any real momentum, doesn't give you a combo, doesn't give a knockdown, and doesn't lead into a setup

Combo and knockdown is possible off of CH
Title: Re: Arcueid Brunestud Guide (Chii Version)
Post by: KiD.D on February 23, 2008, 08:28:14 PM
And... it's totally unblockable for a LOT of damage for one hit.

Like, EX move-type damage.
And armor for 1 hit.

Doesn't that change the comments about her rushdown pressure?
Even if it doesnt usually give momentum... that shit hurts.
And.... it's really, really, really not blockable.

P.S. If one of you says "just shield it", I'll stab you.
Title: Re: Arcueid Brunestud Guide (Chii Version)
Post by: AkiraTheMastodon on February 23, 2008, 09:03:04 PM
SPAM 2A POKEZ on her.
lol
Title: Re: Arcueid Brunestud Guide (Chii Version)
Post by: Tare on February 24, 2008, 07:50:37 PM
And... it's totally unblockable for a LOT of damage for one hit.

Like, EX move-type damage.
And armor for 1 hit.

Doesn't that change the comments about her rushdown pressure?
Even if it doesnt usually give momentum... that shit hurts.
And.... it's really, really, really not blockable.

P.S. If one of you says "just shield it", I'll stab you.

Shielding it would be more so to humour the Arc player. You can spam the shit out of it, jump out of it, like seriously you can almost everything to get out of it. This one move doesnt add to her rushdown pressure whatsoever because you're not gonna run up to someone and randomly do 5[C] and get them scared enough. You want to be gimmicky, sure you can use 5[C] sometimes if they're really that scared of your pressure in the corner but really when it comes down to it, Arc doesn't really have any great mixup options at all and 5[C] is not that great of a move. The damage is just okay. They can air tech out of it after and you get 0 setup options if it connects.
Title: Re: Arcueid Brunestud Guide (Chii Version)
Post by: littlebro on February 28, 2008, 07:41:33 AM
5[C] can connect if it is a counter. You should look out for it. Most players fire and forget 5[C]. You can easily yield 7000 damage ++ if it counters. Simplest method is through blood heat arc drive.
Title: Re: Arcueid Brunestud Guide (Chii Version)
Post by: Frostbolt on March 10, 2008, 03:29:42 AM
Counterhit 5[C] does 6k on akiha

CH5[C] 5ABC 5ABC 5A 5B 2B 4B/3B jBC jBC
Title: Re: Arcueid Brunestud Guide (Chii Version)
Post by: North2 on March 14, 2008, 03:55:23 AM
Hello nice guide.  I've basically been learning off of replays until now.  I just wanted to ask if there's any reason to use 2a instead of 5a for the wall combo, like 2b2c5c 2a5b5c.  All the Japanese replays I've seen so far have been using 2a, on the other hand the replays are 6 months old so I dunno which is better if it even makes a difference.  From practice it seems like it's easier to hit the loli characters with 2a but it may just be me.
Title: Re: Arcueid Brunestud Guide (Chii Version)
Post by: YAT on March 14, 2008, 03:32:38 PM
I believe using 2A gives you slightly higher damage (for whatever reason)  :mystery:
Title: Re: Arcueid Brunestud Guide (Chii Version)
Post by: littlebro on March 16, 2008, 01:58:43 AM
Probably to measure the height before unleashing 2a. Otherwise you need to delay the 5a properly.2a give around 40-50 (if you replace 5a with 2a) extra damage for a normal wallslam combo. I still favor 5a due to several reasons. 5a is more forgiving while 2a helps you in delaying properly. If you wallslam slightly higher(I get pressured sometimes and mess up  :psyduck:), 5a will have a better chance to combo and you can lower it after the 2nd wallslam. In short, less strict timing.
Title: Re: Arcueid Brunestud Guide (Chii Version)
Post by: Frostbolt on March 20, 2008, 11:50:29 AM
2A > 5A but 5A works on all characters, like Ive never done 2A on Warc
Title: Re: Arcueid Brunestud Guide (Chii Version)
Post by: Frostbolt on April 04, 2008, 03:36:58 PM
Littlebro, im sorry but I dont understand any of that -_-
Title: Re: Arcueid Brunestud Guide (Chii Version)
Post by: Rowanism on April 05, 2008, 06:32:40 AM
Isn't he talking about the wall combo where you... uh, nevermind. I don't get it, too.

What the hell are you talking about, littlebro?
Title: Re: Arcueid Brunestud Guide (Chii Version)
Post by: littlebro on April 05, 2008, 09:05:18 PM
Sorry, I'm lousy at explaning things. The hitboxes are hard to explain unless I make a video. I suggest you try it yourself. Grouping them into different difficulty is much easier than trying to explain individual hitboxes effect on Arc. It is all about hitboxes and height of your combo. If you don't understand this, you will definately miss your wallslam and relaunch. Sure you don't miss on Akiha but what about V.Akiha?

Judging from the videos I saw in Youtube, some of you did not input 2C in your combos. 2C is important due to its huge untechable time. Almost all of her extended variant or advance (or SII style combos\CMV) requires the usage of 2C. There are alternative for her extended combos, 2C is way easier due to its non strict nature.

Some basic idea why 2c is important as follows:-

5B > 2B > 2C > 5C > 5A > 5B > 5C > 5A > 5B > 2B > 2C > delay 4B > j.B > j.C >  J.A > j.B > j.C > Air Throw

5B > 2B > 2C > delay 4B (2 Hits) > j.C or j.B > Land > 5B > 2B > 2C > Half Charge 5C!! > Special Air Dash > j.A > j.B > j.C > j.A > j.B > j.C > Air Throw

Those CMV videos which send you flying left to right.... some of it apparently works on Akiha and Arc(free 5C reversals). I'm still testing this. They don't yield more than 4300 damage even you manage hit up to 50 hits. They need two 623C to maintain the juggle but worth it you want to burn time. Screw proration, I want cool looking combos ><".