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Author Topic: Arcueid Damage Confusion  (Read 4120 times)

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Offline Darcius

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Arcueid Damage Confusion
« on: August 03, 2008, 08:58:15 PM »
Tiering and player opinion would suggest that Arcueid has quite average damage output. However, even in topend Japanese matches, I see alot of sub-par damage totals on her BnBs. 2900? 3400? For the skill level, that is nearly embarrassing.

Why is it that her damage is viewed as average while other characters seen as equally tiered have far higher BnB output when comparing equally difficult combos? Tohno? Nanaya? Maids? Nero? Same tier? What!?

Either the tiering is stupid, or its me.
Which definitely means its the latter, seeing as how I am very new to the MB scene.
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Offline dakanya

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Re: Arcueid Damage Confusion
« Reply #1 on: August 03, 2008, 09:30:24 PM »
damage alone does not decide tiers

however arcueid's damage for the amount of execution required is quite lame indeed
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Offline noradseven

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Re: Arcueid Damage Confusion
« Reply #2 on: August 03, 2008, 10:00:45 PM »
To my best knowledge when playing Arcs they excel at putting you in the corner and keeping you there, and the corner is really the only place where Arc has good BnBs, mostly because 5A,5B,5C loop in the corner is hilarious.

Arc is one of the not so common charaters that damage output greatly varies depending on weather you are in the corner or not, unless you are fighting someone who can do the 5C, knock back from 1 side of the screen do her special jump,j.5C,5A,5B,5C loop at corner into combo, which will put out more than 3400k dmg the problem is its pretty damn hard, and when someone pulls it off on me Im normally surprised.

Offline littlebro

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Re: Arcueid Damage Confusion
« Reply #3 on: August 04, 2008, 08:00:54 AM »
You will do less than 4000 most of the time unless you start with J.A/B/C for midscreen combos. Not to mention excellent reduction damage. Starting with 2A will affect her damage. It is difficult to pull off a solid mid screen Arc combo in a top tier match. Whiffing one is really a bad idea.

The most important thing for Arc is the height and distant confirmation. Most of the time, especially midscreen, you must be aware of the distance for the relaunch to work. Otherwise you will have to cut short into air combo. The most important thing is the air throw which allows followup pressure, the damage doesn't really matter much. After some whiff pressure, i'm sure the reverse beat will affect your damage output. So it's a trade off, more pressure = less damage.

However they are ways to increase midscreen combo damage (236A/B, 623A/C). Inserting an extra 2A in between 5B>2A>2B>2C helps too (distant and combo check first). You have to use meter for this reason but will put you for an extra 1500-2500 damage if you know what you are doing. (except for 623A when relaunch to wallslam won't work) For example, a good midscreen ex which has a good range. 5B>2B>5C>236B>236B>236B>623C>ground dash>3C>half charge 5C>5A>5B>2B>4B>JB>JC>JB>JC. The only thing bad about 236B combo is upon block there is no followup pressure and could be punishable.

Midscreen shielding CH attacks are weak too. Unless you manage to juggle into a proper combo which is risky and quite tricky(height,space and time very important). Arc shield to wallslam hurts even at low proration.

There are times Arc will have to cut short her combo for the sake of combo stability.

Btw, crossscreen superjump is a stable combo. (i have known several guys could pull this off easily, i just don't think it is hard) For this you need Arc alternate wallslam for stability reasons(Not sensitive to 5C height and location). However alternate version will not work on Red Arc. So, you need to 5C slightly early for the extra height, 5B>2B>2C>5C>SJ>JC>5B>5C>5A>5B>2B>4B. Note that you can only wallslam once if you start with 5B. You can wallslam twice if you start with 2C because you can prevent wallslam by JC/B before the wall. You can also prevent wallslam by doing JB>JC early to prevent wallslam and it is quite strict. Without alternative combo, there is a whiff zone between JC>5A and JC>5B.


Dealing maximum damage all the time will not help you win matches. Arc is low tier. Her real rank and theory rank is low. Formulate a winning strategy under disadvantageous conditions.
« Last Edit: August 04, 2008, 09:57:10 AM by littlebro »

Offline Kryojenix

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Re: Arcueid Damage Confusion
« Reply #4 on: August 04, 2008, 11:55:29 AM »
umm...there really is a much more simple answer.  good chance you're whiff cancelling w/ 5a so any combo you land is probably suffering from reverse beat penalty...
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Offline Pfhor

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Re: Arcueid Damage Confusion
« Reply #5 on: August 06, 2008, 12:31:38 PM »
umm...there really is a much more simple answer.  good chance you're whiff cancelling w/ 5a so any combo you land is probably suffering from reverse beat penalty...

^this

Even considering this though, Arc's combos do above average damage (I consider average to be around 3500 with no prior reverse beats and a 2a starter, arc does 4k+ in those situations). The problem is they are kinda difficult to do without practice.

Offline Frostbolt

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Re: Arcueid Damage Confusion
« Reply #6 on: September 18, 2008, 01:38:43 PM »
The thing is, is that Arc can being anyone into a corner, and do at least 4k if she cleanly hits you with 30% meter. Thats slightly above average damage. But she always brings to corner, she also has vicious (spelling?) meter building skills in my opinion

http://www.youtube.com/watch?v=GknMRMIvHXA  << =/
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