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Author Topic: ~ Marble Phantasm ~ Guide for Arcueid Players Part 1  (Read 20881 times)

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Offline Tare

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~ Marble Phantasm ~ Guide for Arcueid Players Part 1
« on: February 25, 2007, 12:27:25 PM »
-**Important**- For now on, all updates will be available at: http://marblephantasm.thesrm.net. This is a subdomain branch off of SRM. The website is still incomplete. However the basic guide will be there.

This was written and based off of Arcueid Brunestud: Melty Blood ReACT Final Tuned V2.501b and Melty Blood Act Cadenza VerB

- New Updates June 2, 2007 -
- New Wall Slam Combo -

- New Updates May 23, 2007 -

- Tweaks to Wall Slam Combo Section -
- Counter Hit section Added -
- Minor info to j.2C -
- New Wake Up Info -

- New Updates May 21, 2007 -

- 2C Information During Wallslam Combo -
- New Block String Info Added -
- Throw Section Added ( Act Cadenza Only ) -
- New EX Combo -

- New Updates April 24, 2007 -

- Safe Heat Activation -
- Minor Arcueid Basic Move List Changes -
- New Get Up Info Added -
- New Character Hitbox Info Added -
- New Block String Info Added -

- New Updates March 18th, 2007 -

- Alternative method to handle the 6236 C EX Combo
- Some info about the 4B Relaunch Combo

- New Updates February 7th, 2007 -

- Alternative method to reproduce the 4B Relaunch Combo
- Alternative method to reproduce the 2C > 5C > Wallslam Combo
- Alternative method to execute the 2C > 5C beginning of wall slam combos more effeciently
- Alternative method to handle the 6236 C EX Combo
- Common Pressure Strings Added
- Hints section added
- Added more information on character hitboxes
- Added information about her Arc Drives / Last Arc

Notes: When I refer to j.B j.C j.B j.C in the air, it's actually suppose to be like j.B > j.C > jump cancel > j.B > j.C

4124 is equivalent to 412

The key to playing Arcueid is all about delaying. Delay, delay, delay her 2C into (insert whatever combo). You'll see what I mean. Trying to get good with her will result in the loss of some hair. You have been warned.

All Mid Hits can be crouched blocked unless indicated as an overhead and may miss crouching opponents. Missing depends on distance and character specifics.

Arcueid Basic Move List

This section was suggested by HarmanSmith (Who has also fixed all spelling/grammar errors). Unless indicated, attacks that hit high are still blockable low by the opponent.

5A - Hits Mid. A simple fast and forward sideways swipe. Can be used to cancel out the opponent's j.ABC and forward rush BNB combo starter. Also used as a whiff cancel on a 2C block. May whiff crouching opponents. Air unblockable.

2A - Hits Low. Quick hits on the ground that can connect into 2B or 5B. Also can be used to stun low mid-air opponents. Read The wonders of 5B and 2C for more info.

5B - Hits Mid. A swipe downwards that also moves Arcueid slightly forward. Can cancel into 2B. Read The wonders of 5B and 2C for more info.

Charged 5B - Hits High and Low. Same as above. Read Get Up for more info. Gets one tick of armor. Overhead.

2B - Hits Low: A crouched kick with a fair amount of range that can cancel into 5B or 2C.

4B - Hits Mid. Arcueid propels into the air with her knee for 2 hits. Used as a standard launcher in some cases and important for her Relaunch combo. Careful: You will fly over your opponent if they are close enough crouched. Read Arcueid 4B Relaunch Combo for more info. On given conditions, it is air techable if its not slightly charged before hand.

Charged 4B - Same as above. Not used in relaunch combo.

5C - Hits Mid. Arcueid steps slightly forward and extends out her arm. If the opponent is midair, another 5C can follow to activate Arcueid's special air dash. Can cancel into 4124 A/B, 236 A/B. May whiff crouching opponents.

Half Charged 5C - Hits mID and Low. Same as above, but can still be blocked low.

Charged 5C - Same as above. Gets one tick of armor and is unblockable. Air techable.

2C - Hits Low. A hefty swipe. Arcueid crouches and leans her upper body forward. Jump Cancelable, j.2B, 5A, 4124A/B/C, 6236 A/B/C or 236C cancel.

j.A - Arcueid gives a small claw like swipe downwards in the air. Able to connect BNB starting with 2B if a few hits connect on a standing/crouching opponent. Overhead, oppoenent must block high.

j.B - Arcueid sends out two slashes in the air. Good range. Able to connect BNB starting with 2B if a hit connects on a standing/crouching opponent. Overhead, oppoenent must block high.

j.C - Arcueid lashes out her knee and kicks upwards. Fair range. Able to connect BNB starting with 2B if a connects on a standing/crouching opponent. Overhead, oppoenent must block high.

Connecting these BNBs depend on the height Arcueid is already at compared to the ground. It is also possible to hit something like j.B > j.C before you hit the ground to start the BNB.

j.2B - Arcueid swipes and descends downwards. Causes lift if opponent is in the air. Overhead, oppoenent must block high.

j.2C - Arcueid does a 360 in the air with her arms extended and swipes twice. Second swipe is delayed slightly. Also gives an extra 'push' forward in the air. The second hit will also smash the opponent downwards to the ground. Read The hidden trickery of j.2C for more info.

Arcueid Special Move List

236 A - Hits Mid. A slash is formed in the projectory of Arcueid's claws. Is able to be performed 3 times and is able to cancel into 236 C or 6236 C. 2nd and 3rd hit blocked is punishable. 3rd hit is a low hit. Hitting 214A/B at the 3rd hit instead will result in a delayed overhead ( Thanks to Sima for this information ).

236 B - Hits Mid. Same as above, slightly slower but more damaging.

22 A - Hits Mid. A quick 360 hop into the air, Arcueid swipes upwards. Is also usuable in the air. Air untechable in AC.

22 B - Same as above, but more damaging and can be followed by 66B for an extra hit. Can execute 66 C after for an EX version of 66 B.

66 B after 22 B - Arcuied claws forward for an extra hit. Can execute 22 C after.

4214 or 412 A - Hits Mid. Arcueid dashes forward with an elbow, covering a fair amount of ground in a short time. EX Cancelable.

4214 or 412 B - Same as above, but after the elbow connects Arcueid does a 5C movement which can cancel into 236 A/B/C or 4214 C on second hit. If the elbow whiffs, then 5C will not come out.

6236 A - Hits Mid. Arcueid claws forward in a downward swipe, also moving her foward.

6236 B - Same as above, but a second hit can follow if inputted again that swipes upwards. 2 hits instead of one. The second hit will lift the opponent in the air but the opponent will be allowed to air tech out.

All of Arcueid's special moves are air techable except the 3rd hit of her 236 A / B

Arcueid EX Move List

236 C - Hits Mid on 2 first two hits. Hits Low on last hit. Same as the A / B Variation except more damaging and much more punishable if all hits are blocked.

4124 or 412 C - Hits Mid. Same as B variation except of the second hit being a 5C. Arcueid teleport slams the opponent around to the corner. The ending animation will set Arcueid in the corner and the opponent infront of her if used towards the corner. Careful: If you connected this after a 4124 B and your opponent is already in the corner, the attack may miss its second hit, invalidating the EX. Not techable.

6236 C - Like the B variation, Arcueid swipes downwards and launches forward for various hits. The last swipe knocks the opponent towards the wall and the opponent cannot air tech out of it. It is possible to follow after the hit with a super air dash j.A into air combo or with a 2C if the opponent is in the corner as well as Arcueid. Read Arcueid EX Combos for more info.

22 C - Exactly like the A/B variation except with more hits and swipes. Air techable.

66 C after a 22 B - Exactly like its B variation but sends the opponent flying towards the wall. Air techable after the opponent hits the wall.

Arcueid Arc Drive List

4236 C - Heat Mode -

Raising her hand, Arcueid glares at her opponent summong chains from the ground that home in on the opponent.

Damage: About 2600

4236 C - Blood Heat Mode -

Same as above, but Arcueid finishes with a massive sweep of her hands that send out red slashes that slams the opponent into the wall.

Damage: About 4200

Things You Should Know: Arcueid's Arc Drive will hit the opponent anywhere on the screen EXCEPT if they're at a fair height above her on the ground. Both versions can be blocked on the ground, but if the opponent is mid-air and their hitbox is about your head level, this move is an automatic hit so use it wisely. If you see your opponent recovering from a move that required a lot of frame recover, then whip it out and let them feel the pain. It also serves as a getup punish as you receive invicibility frames right on the execution with limitless range. If any version misses or is blocked, Arcueid will be left standing there with her arms stretched out. Although she will have invincibility frames at all times, she IS punishable after they are done. You will not be able to recover fast enough to block if the opponent times it right. However, this invicibility frame can be used to get out of a few Arc Drives or Last Arcs that require a lot of startup time. Example: Satsuki's Last Arc and Nanaya's Blood Heat Arc Drive.

Shield + Blood Heat Mode - Last Arc -

If used against any other character Arcueid simply lifts up into the air and sends a bright beam straight from the ground that attacks the strikes the opponent for multiple hits. Under certain conditions, it is possible to block / evade this Last Arc, but it's highly unlikely. Unfortunetly, it's not very damaging.

Damage: About 3600

If used against Shiki Tohno or Nanaya Shiki, Arcueid will transform into her Princess Form and shoot out yellow beams that cut the screen from every direction. Unblockable / Shieldable / Dodgeable. I believe it's less damaging than her standard Last Arc but it looks much cooler in her Princess outfit.

Basic Techniques

BNB Combos

All damage info are estimations on Akiha

Arcueid BNB without Relaunch

This will explain her standard launch without the use of 4B relaunch and any use of corners

5B > 2B > 2C > 3B > j.A > j.B > j.C > j.A > j.B > j.C > Air throw

Damage: About 3500

2A > 2A> or 5A > 5A> 5B > 2B > 2C > 3B > j.A > j.B > j.C > j.A > j.B > j.C > Air throw

Damage: About 3500

( Note with this change, you have to rapidly connect 2A > 5B or else it won't register as a third hit. )

Damage: About 3670


5B > 2B > 2C > 4B > j.B > j.C > j.B > j.C > Air throw

( Note if you add 2 2A's in the beginning there's a chance you will hit your opponent too far for the 4B to connect )

Combos can work without 5B in any combo string shown here.

Arcueid BNB with 2C 5C

The 2C 5C BNB all depends on the distance your opponent is away from the wall already.

If your opponent is quite close then you can input:

5B > 2B > 2C > 5C > 5C (This activates Arcueid's special air dash) > j.A > j.B > j.C > j.B > j.C > Air Throw

Damage: About 2800

If your opponent is around the middle of the screen:

5B > 2B > 2C > 5C > 5C (This activates Arcueid's special air dash) > j.B > j.C > j.B > j.C > Air Throw

Damage: About 2800

If your opponent is around the at the other side of the corner:

5B > 2B > 2C > 5C > 5C (This activates Arcueid's special air dash) > j.C > j.B > j.C > Air Throw

Damage: About 2500

Now it is also possible to connect the 2C 5C into an Wall Slam Combo IF the opponent is about mid range or already on the other side of the corner. This will be explained in the next section.

Advanced Techniques

Arcueid BNB Wallslam Combo

Important: The key to her wall slam combo is her 2C 5C. If you input 2C > 5C quickly right after each other, your opponent will float too high and the combo will fail. Instead, you want to hit 5C about 0.1 of a second later than usual. THIS IS VERY CRUCIAL. Timing is everything in this combo. Your opponent HAS to be in the corner in order for this to work. ALTERNATIVE: At the beginning of the combo, instead of letting your finger / thumb off of 2C completely and waiting for the delay, you can keep your finger already charged on 5C. So basically, it'd be 2C > 5[C] <-- 0.2 second charge, release.

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

Damage: About 5000

Things to watch out for: There is a frame recovery delay after the first 5C connects, watch. Get used to when you can input 5A after this frame recovery and quickly tap in 5B > 5C after. There is ANOTHER frame delay after the second 5C, do the same but you might actually have to wait 0.1 of a second later for your opponent to float low enough. When you've reached 5A > 5B > 2B > 4B > note that this sequence has to be done VERY quickly or the 4B WILL NOT connect. 4B is also replacable with 3B in which case timing is not so much crucial for this section.

Note: During her wallslam combos, it is possible to hit in 5A > 5B > 2B > * 2C * > 4B during the process before connecting it into an air combo. The thing is you want the 2B to hit in deep so there is a 3-4 frame gap between 5B > 2B. These delays are very subtle but it does make a big difference or else the move will not connect. Of course this is much easier done on Act Cadenza since 2C comes out faster. This extra 2C input is general, but somewhat of a character specific. Apparently it does not work on Nanaya and a few others. Thanks to Zaido for this one. Adding 2C will result in about 200 more dmg.

For the 2C 5C BNB into Wall Slam Combo, it will look something like this.

If your opponent is around the middle of the screen or around the at the other side of the corner::

5B > 2B > 2C > 5C > 5C (This activates Arcueid's special air dash) > j.C > 5B > 5C > 5A > 5B > 2B > 4B > j.B > j.C > j.B > j.C > Air Throw

Damage: About 4100

Things to watch out for: Just as how the initial 2C > 5C had to be delayed in the original Wall Slam Combo, the same goes for this one but not as much. Your opponent actually has to be at about neck level when their sent launching. Watch out for the j.C > 5B > 5C connection. j.C should be inputted right BEFORE the opponent hits the wall. If you had originally launched your opponent just a little bit too low, you can raise them up a little but hitting j.C a bit earlier, but not too much. If the opponent is too low, the 5C will whiff.

Alternative Method:

5B > 2B > 2C > 5C > 5C (This activates Arcueid's special air dash) > j.2B > 5A > 5B > 2B > 4B > j.B > j.C > j.B > j.C > Air Throw

Damage: About 3900

Easier to do in my opinion since j.2B is actually pressed right BEFORE the opponent hits the wall. If it connects anywhere after, the opponent is able to tech out. Just have to watch for the frame recovery time for you to insert 5A to start the ground portion of the combo.

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

Damage: About 5500

One thing to watch out for is that the second 2C > 5C is REALLY delayed. You might want to watch a video for this one. The timing is pretty strict but you get a nice 200-300 DMG bonus if you pull it off. http://www.youtube.com/watch?v=-SQ_hWkX1Lg&mode=related&search=

Arcueid 4B Relaunch Combo

Now to tie everything together. The relaunch combo is actually like a replacement for the Arcueid BNB with 2C 5C when the opponent is at mid screen. Why bother learning such a troubling technique? More damaging, and your opponent will be amazed at your hax. Delay, once again. But instead of the initial 2C > 5C delay, replace 5C with 4B. It has to deal with their floating frames. If you delay it too much, 4B will only hit once without launch. If you release it too early, the opponent can air tech out of it.

5B > 2B > 2C > 4B (2 Hits) > IAD; Air Dash Instantly After Second 4B Hit Lands > j.C or j.B > Land > 5B > 2B > 2C > Now this depends on where the opponent is, if not in range of the corner > 4B > j.A or j.B whiff > 5A> 5B> 5C> 5A> 5B> 5C> 5A > 5B > 2B > 4B > j.B > j.C > j.B > j.C > Air Throw

If the opponent is pushed far enough into the corner, you can leave out 5B > 2B after the land and go straight into 5B > 5C as shown below. It is possible to leave out the 2C entirely and still be able to do the combo. Alternatively, if you want the 2C to land, your initial j.B / j.C will have to be slightly delayed so the opponent is lower to the ground. Choosing to follow through with the second 4B launch will result in a small delay like the first 2C > 4B except 4B will only hit once. You want the entire 5B > 2B > 2C to be slowed down just slightly with a few frames of delay in between each input so the opponent will be low enough for you to j.A/j.B whiff > land > 5A > 5B > 5C.

You can also:

5B > 2B > 2C > 4B (2 Hits) > IAD; Air Dash Instantly After Second 4B Hit Lands > j.C or j.B > Land > 5B > 5C> 5A> 5B> 5C> 5A > 5B > 2B > 4B > j.B > j.C > j.B > j.C > Air Throw if they are pushed to the corner.

Note: It matters when you hit the j.B while you're IADing in the air. Too early will make them float too high, too late will make them float too low for 5B > 5C to hit.

There are hardly times that you'll start this combo from one end to another. If you do, the combo will be further extended but I didn't feel a need to input on something rarely used. A) The damage isn't worth all that awhile. B) It's TOO situational. If you implore on learning it from there.

http://www.youtube.com/watch?v=XPJjMlf85rk at 2:08

Alternative Relaunch Method:

5B > 2B > 2C > 4B (2 Hits) > IAD > j.C or j.B > 5B > 5C > 5C (This activates Arcueid's special air dash) > j.2B > 5A > 5B > 5C > 5A > 5B > 2B > 4B > j.B > j.C > j.B > j.C

One flashy way to do this. The thing about this, is that you can actually replace it with her standard 2C > 5C > wallslam combo since it launches into the same effect. j.2B is done in the same fashion as the alternative 2C > 5C > wallslam combo. Note: Like most of her more advanced combos, the height of the opponent is very important as you launch them around. The first 5C won't connect if the opponent was floating too low on the delayed j.C or j.B. Therefore, make sure you don't delay too much before you hit in the j.C or j.B and land to punch in 5B > 5C.

Arcueid EX Combos

Simply put it, any Air Throw can replace into:

22B > 66B > 22C

22B > 22C

22B > 66C

4214 B can connect to:

22 C in the corner

4214 C if opponent isn't in the corner

Now here are some that might come in handy. Basically 6236 C can be connected after 2C or 5C or half charge 5C, 236 B > 236 B > 236 B or 236 A > 236 A > 236 A. The thing about 6236 C is that they can't tech out of it in a corner so you can continue a combo.

If you 6236 C the opponent in a corner you can after:

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

Damage: Around 4800 If started with 2C

Damage: Around 5600 If started with half charge 5C

Note: Get used to the 2C > j.2B timing and you should be good.

2C > 4B (2 hits) > IAD > j.B / j.C > 5B > 5C > 5A > 5B > 5C > 5A > 5B > 2B > 4B > j.B > j.C > j.B > j.C > Air Throw

Note: The 2C > 4B (2 hits) > IAD > j.B / j.C > 5B > 5C input is the same as the timing for the relaunch combo.

Startup of your choice > 2C > j.2B > Land > 22A > 623C > 2C > 4B (2 hits) > IAD > j.B / j.C > 5B > 5C > 5A > 5B > 5C > 5A > 5B > 2B > 4B > j.B > j.C > j.B > j.C > Air Throw

Note: It's even possible to connect this after a 4B Relaunch combo. Note that since j.2B is faster in AC than it is in FT, you want to press it fast enough for the opponent to be hit stun long enough for you to land and 22A but not slow enough they'll tech out of 2C. The timing is quite tricky.
« Last Edit: June 06, 2007, 03:34:53 PM by Tare »

Offline Magikarp9

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Re: ~ Marble Phantasm ~ Guide for Arcueid Players Part 1
« Reply #1 on: February 25, 2007, 03:16:20 PM »
Just a quick note, there's quite some degree of misinformation in here.
I'd like to say your understanding of Arc's combos are not complete, although the methods to accomplish them work.

Another thing is that your annotation for hits high/low is rather..ambiguous. Some moves must be blocked low/high, while others can be blocked either way. Some of your 'high' hits can be crouch-blocked by many people(5b/5c) while the overhead hits are not clearly identified (5 and 4)

Its nice to see people posting, but please try to double-check your information first!

Offline Tare

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Re: ~ Marble Phantasm ~ Guide for Arcueid Players Part 1
« Reply #2 on: February 25, 2007, 07:59:44 PM »
Whoops, could have sworn I indicated somewhere in the notes that all standing high hits could be blocked low unless indicated. Thanks for the correction. If you see them as not complete, why not help out and indicate what can be changed instead of simply saying, they're insufficient.

I understand there are many, many ways to perform her combos and that's one of the reasons why I like using her because I'm always learning something. It would take you forever if you were to list every possible scenerio so I just decided to go with the basic most easy way to utilize them.
« Last Edit: February 25, 2007, 08:08:31 PM by IchiNanaya »

Offline Kix

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Re: ~ Marble Phantasm ~ Guide for Arcueid Players Part 1
« Reply #3 on: February 25, 2007, 08:48:07 PM »
In the wallslam area in version B I am having trouble getting A to B to reslam. I can't do this for the life of me.
"This port is going to be outdated faster than you can say "Dance Romanesque and unfinished Romancia" -Dizzynecro

Offline Tare

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Re: ~ Marble Phantasm ~ Guide for Arcueid Players Part 1
« Reply #4 on: February 25, 2007, 10:58:35 PM »
If you're talking about the 5A > 5B conenction after the 2C > 5C think of it this way. After you get the delay down properly from 2C > 5C the 5A > 5B execution works like this. You'll notice after at the 5C animation Arcueid will lunge out her arm forward. When her arm comes back, she'll return back to her passive stance. RIGHT when she stands up straight properly again, hit 5ABC.

Offline meta

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Re: ~ Marble Phantasm ~ Guide for Arcueid Players Part 1
« Reply #5 on: February 26, 2007, 01:49:48 PM »
Is the BNB wallslam combo distance dependant?  like would you have to time the 5c on like 2a2a2b2c5c differently than if it were just 2c5c, assuming you start right next to the opponent both times, to get a follow up 5a5b to connect correctly?

Offline Tare

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Re: ~ Marble Phantasm ~ Guide for Arcueid Players Part 1
« Reply #6 on: February 26, 2007, 02:43:42 PM »
There's actually quite a bit of leniency with the range of where you connect the BNB. The starting 5B > 2B> 2C> BNB generally pushes the opponent back itself. I'd say you have a general width of about another "Arcueid" sprite length between you and your opponent and the combo is still do able and if you start the combo and the opponent is already about 2 "Arcueid" sprite lenghts away from the wall, it is also still do able. If you let's say started simply with 2C > 5C, I don't think timing is that much different. Just watch for when Arcueid retracts her arm and gets in her general "standing" position.
« Last Edit: February 26, 2007, 02:45:36 PM by IchiNanaya »

Offline Kix

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Re: ~ Marble Phantasm ~ Guide for Arcueid Players Part 1
« Reply #7 on: February 26, 2007, 10:56:04 PM »
So.... I am getting 5A5B but Nero is waking up with any other thing I try to do. 5C, 2C, 2B, none work.

Nevermind. I backed up a little and it is fine.
« Last Edit: February 26, 2007, 11:00:15 PM by Kix »
"This port is going to be outdated faster than you can say "Dance Romanesque and unfinished Romancia" -Dizzynecro

Offline Hintalove

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Re: ~ Marble Phantasm ~ Guide for Arcueid Players Part 1
« Reply #8 on: February 27, 2007, 04:40:46 AM »
btw, the corect terminology for hits that can be block both high and low is mid, for future referance.
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Offline relight

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Re: ~ Marble Phantasm ~ Guide for Arcueid Players Part 1
« Reply #9 on: September 10, 2007, 05:32:21 AM »
the wallslam combo is hard as hell

but thanks a lot for the guide :P
Arcueid / W.Len / Miyako player.
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Offline DivineArc

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Re: ~ Marble Phantasm ~ Guide for Arcueid Players Part 1
« Reply #10 on: January 25, 2008, 07:19:21 PM »
Im not really sure but is it me or do you have to time the 2C differently for like every other char? :psyduck: Btw Tare I dont see you on the mirc and was wondering aboutcha, Xianoir told me your the guy to talk to about Arcuied :toot:
woof: like all the stuff i hear from them im like 'thats everything i had t o deal with back when i played'

Offline liphian

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Re: ~ Marble Phantasm ~ Guide for Arcueid Players Part 1
« Reply #11 on: February 05, 2008, 09:45:30 AM »
ok, I've got a question.

In arcs wallslam combo:


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

we can replace the 4B with a 3B. Is there any reason why we would use one over the other? Because to be frank, I can function fine with 3B but I drop the combo almost 100% if I try for 4B (also 4B feels weird to air combo off of for some reason).

Offline ehrik

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Re: ~ Marble Phantasm ~ Guide for Arcueid Players Part 1
« Reply #12 on: February 05, 2008, 11:14:37 AM »
3b prorates more I believe
<Graven> When you are Ciel, don't try to win, don't even try to do anything. The more you do, the stupider and bigger faggot you become because you're using Ciel.
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Offline DivineArc

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Re: ~ Marble Phantasm ~ Guide for Arcueid Players Part 1
« Reply #13 on: February 05, 2008, 05:23:15 PM »
ok, I've got a question.

In arcs wallslam combo:


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

we can replace the 4B with a 3B. Is there any reason why we would use one over the other? Because to be frank, I can function fine with 3B but I drop the combo almost 100% if I try for 4B (also 4B feels weird to air combo off of for some reason).
I know what you mean with 3B, Its way easier to use than 4B I guess cause you get that extra jump and it just feels natural. Btw I think they both do around the same damage anyway. :slowpoke:
woof: like all the stuff i hear from them im like 'thats everything i had t o deal with back when i played'

Offline Pfhor

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Re: ~ Marble Phantasm ~ Guide for Arcueid Players Part 1
« Reply #14 on: February 05, 2008, 06:20:25 PM »
4b does around 200 more damage, gives you a bit more meter, and really you should just get used to it because you'll have to connect 5b 2b to 4b a lot in your relaunch bnb and after awhile you should get to the point where it's second nature and free damage to use 4b over 3b.

Offline DivineArc

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Re: ~ Marble Phantasm ~ Guide for Arcueid Players Part 1
« Reply #15 on: February 05, 2008, 06:48:49 PM »
Quick question, Do you practice your Arcueid Bnb? Ive been practicing mines all day and I can get it to about 70 percent of the time. When you master it can you get her wallslam everytime? :-\
woof: like all the stuff i hear from them im like 'thats everything i had t o deal with back when i played'

Offline Tare

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Re: ~ Marble Phantasm ~ Guide for Arcueid Players Part 1
« Reply #16 on: February 05, 2008, 10:10:21 PM »
Quick question, Do you practice your Arcueid Bnb? Ive been practicing mines all day and I can get it to about 70 percent of the time. When you master it can you get her wallslam everytime? :-\

I practiced most of my execution through netplay when I'm bored. I mean sure there is the whole, "delay" and "spike" factors that people always complain about, but some of her basic BNBs like 5ABC wallslam and 4B relaunch aren't too bad with a low delay and consistent FPS rate with minimal FPS drops. I can hit her 5ABC and 4B relaunches 9/10 times with a decent delay and smooth FPS. However something like her alternative wallslams, the delay really shows there. I still use it, because I know the timing for it, and sometimes it comes out smoothly, but you have to have the mindset that you'll most likely drop it on netplay and not get so frusterated with it. Eventually, it just comes in time and naturally when you play a lot of matches that you don't even really have to think about it. So get the general timing down perhaps in training mode, and then try it when you play other people. This let's you know when to apply certain combos, when it'll connect, erase bad habits, and develop tactics to land these combos. As for the whole 2C, deal in your relaunch. Sometimes you just have to delay 5B to 2B or hit j.B at a lower height.

Offline DivineArc

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Re: ~ Marble Phantasm ~ Guide for Arcueid Players Part 1
« Reply #17 on: February 06, 2008, 10:12:22 AM »
Quick question, Do you practice your Arcueid Bnb? Ive been practicing mines all day and I can get it to about 70 percent of the time. When you master it can you get her wallslam everytime? :-\

I practiced most of my execution through netplay when I'm bored. I mean sure there is the whole, "delay" and "spike" factors that people always complain about, but some of her basic BNBs like 5ABC wallslam and 4B relaunch aren't too bad with a low delay and consistent FPS rate with minimal FPS drops. I can hit her 5ABC and 4B relaunches 9/10 times with a decent delay and smooth FPS. However something like her alternative wallslams, the delay really shows there. I still use it, because I know the timing for it, and sometimes it comes out smoothly, but you have to have the mindset that you'll most likely drop it on netplay and not get so frusterated with it. Eventually, it just comes in time and naturally when you play a lot of matches that you don't even really have to think about it. So get the general timing down perhaps in training mode, and then try it when you play other people. This let's you know when to apply certain combos, when it'll connect, erase bad habits, and develop tactics to land these combos. As for the whole 2C, deal in your relaunch. Sometimes you just have to delay 5B to 2B or hit j.B at a lower height.
So much to endure!!! :slowpoke: But I'll still practice day by day until I get it. But man its kinda hard to do it in a match when im fighting a good player, I guess im worrying to much that I have to nail it to get some good damage off of them and end up dropping it entirely :slowpoke: DivineArc btw :V
« Last Edit: February 06, 2008, 10:14:02 AM by Leon Rose »
woof: like all the stuff i hear from them im like 'thats everything i had t o deal with back when i played'

Offline Tare

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Re: ~ Marble Phantasm ~ Guide for Arcueid Players Part 1
« Reply #18 on: February 06, 2008, 09:30:12 PM »
Quick question, Do you practice your Arcueid Bnb? Ive been practicing mines all day and I can get it to about 70 percent of the time. When you master it can you get her wallslam everytime? :-\

I practiced most of my execution through netplay when I'm bored. I mean sure there is the whole, "delay" and "spike" factors that people always complain about, but some of her basic BNBs like 5ABC wallslam and 4B relaunch aren't too bad with a low delay and consistent FPS rate with minimal FPS drops. I can hit her 5ABC and 4B relaunches 9/10 times with a decent delay and smooth FPS. However something like her alternative wallslams, the delay really shows there. I still use it, because I know the timing for it, and sometimes it comes out smoothly, but you have to have the mindset that you'll most likely drop it on netplay and not get so frusterated with it. Eventually, it just comes in time and naturally when you play a lot of matches that you don't even really have to think about it. So get the general timing down perhaps in training mode, and then try it when you play other people. This let's you know when to apply certain combos, when it'll connect, erase bad habits, and develop tactics to land these combos. As for the whole 2C, deal in your relaunch. Sometimes you just have to delay 5B to 2B or hit j.B at a lower height.
So much to endure!!! :slowpoke: But I'll still practice day by day until I get it. But man its kinda hard to do it in a match when im fighting a good player, I guess im worrying to much that I have to nail it to get some good damage off of them and end up dropping it entirely :slowpoke: DivineArc btw :V

Yeah, netplay is just a good way to gain matchup experience and a nice alternative training mode in my opinion. Don't get too frusterated with it. I see some great potential in you though, keep up the work !

Offline littlebro

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Re: ~ Marble Phantasm ~ Guide for Arcueid Players Part 1
« Reply #19 on: March 02, 2008, 05:33:41 AM »
5B > 2B > 2C > 4B (2 Hits) > IAD> j.C or j.B > Land > 5B > 2B > 2C > > 4B > j.A or j.B whiff > 5A> 5B> 5C> 5A> 5B> 5C> 5A > 5B > 2B > 4B > j.B > j.C > j.B > j.C > Air Throw

Tare, can you pls double check this whether this combo works on MBACvB2? I never seen this clip in MBAC before. Seems like it doesn't work anymore(doubting).

[5B > 2B > 2C slowed]  > Second relaunch 4B [1 hit with no IAD]> j.A whiff > tech out before I even hit the ground.
« Last Edit: March 02, 2008, 06:41:31 AM by littlebro »

Offline Tare

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Re: ~ Marble Phantasm ~ Guide for Arcueid Players Part 1
« Reply #20 on: March 18, 2008, 08:37:56 PM »
5B > 2B > 2C > 4B (2 Hits) > IAD> j.C or j.B > Land > 5B > 2B > 2C > > 4B > j.A or j.B whiff > 5A> 5B> 5C> 5A> 5B> 5C> 5A > 5B > 2B > 4B > j.B > j.C > j.B > j.C > Air Throw

Tare, can you pls double check this whether this combo works on MBACvB2? I never seen this clip in MBAC before. Seems like it doesn't work anymore(doubting).

[5B > 2B > 2C slowed]  > Second relaunch 4B [1 hit with no IAD]> j.A whiff > tech out before I even hit the ground.

Yes, I believe Brandon had a YouTube link at a point, and if you watch Batisters CMV, Arc's infinite revolves around this whiff concept. But really, it's not worth it, just don't bother with it.

Offline littlebro

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Re: ~ Marble Phantasm ~ Guide for Arcueid Players Part 1
« Reply #21 on: March 20, 2008, 12:00:56 AM »
I got the video, relaunch infinate requires godly 2a whiff cancel after 2c in MBAC vb2. The Re-Act infinates are removed.

You can still extend the relaunch combo by using j2b > 22a > 623c. I'm still improving these combos as they suffer too much from proration. You might want to add some strict timing combos in it. j2b stresses on height. Don't expect much if you try to combo straight from the ground with 2C cause it is too low.

(stable reversal version) No strict timing with one wallslam to spare. I'm trying to send them back but so far i'm unable to do that consistently(air tech problems).
5B > 2B > 2C > 4B (2 Hits) > IAD> j.C or j.B > Land > 5B > 2B > 2C > j2B (jump higher to connect) > land 22A > 623C > (move forward towards the wall to reverse) > 5A > 5B > 2B > 2C > half charge 5C > J.A > J.B > J.C > J.A > J.B > J.C > throw or 22B combo. Max 41 hits. 3900 Damage. :'(

Note : Doesn't work on Nayana and Aoko since you can't hit them with 2C.

Other j2B options
2nd Relaunch 2C > 4B (one hit) > j2B whiff > 22A > 623C > combo of your choice

2C > 4B (no delay) > j2B > 22A > 421C (you will have to reverse input 623C)> combo of your choice

Special air dash > J.C (to prevent wallslam, it is easier skip this but you waste one wall slam) > j2B > 22A > 623C > combo of your choice

5B > 2B > J.A > j2B > 623C > combo of your choice. It is possible to combo off 236A but it comes out slow compare to 22A or 623C.
« Last Edit: March 20, 2008, 01:06:59 AM by littlebro »

Offline Tare

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Re: ~ Marble Phantasm ~ Guide for Arcueid Players Part 1
« Reply #22 on: March 20, 2008, 02:35:05 AM »
I got the video, relaunch infinate requires godly 2a whiff cancel after 2c in MBAC vb2. The Re-Act infinates are removed.

You can still extend the relaunch combo by using j2b > 22a > 623c. I'm still improving these combos as they suffer too much from proration. You might want to add some strict timing combos in it. j2b stresses on height. Don't expect much if you try to combo straight from the ground with 2C cause it is too low.

(stable reversal version) No strict timing with one wallslam to spare. I'm trying to send them back but so far i'm unable to do that consistently(air tech problems).
5B > 2B > 2C > 4B (2 Hits) > IAD> j.C or j.B > Land > 5B > 2B > 2C > j2B (jump higher to connect) > land 22A > 623C > (move forward towards the wall to reverse) > 5A > 5B > 2B > 2C > half charge 5C > J.A > J.B > J.C > J.A > J.B > J.C > throw or 22B combo. Max 41 hits. 3900 Damage. :'(

Note : Doesn't work on Nayana and Aoko since you can't hit them with 2C.

Other j2B options
2nd Relaunch 2C > 4B (one hit) > j2B whiff > 22A > 623C > combo of your choice

2C > 4B (no delay) > j2B > 22A > 421C (you will have to reverse input 623C)> combo of your choice

Special air dash > J.C (to prevent wallslam, it is easier skip this but you waste one wall slam) > j2B > 22A > 623C > combo of your choice

5B > 2B > J.A > j2B > 623C > combo of your choice. It is possible to combo off 236A but it comes out slow compare to 22A or 623C.

Yes, I've mentioned this my updated guide awhile back. A video has been provided too. It actually didnt work in ReACT, couldn't cancel off 22A after landing.
« Last Edit: March 20, 2008, 02:36:48 AM by Tare »

Offline littlebro

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Re: ~ Marble Phantasm ~ Guide for Arcueid Players Part 1
« Reply #23 on: March 20, 2008, 03:57:45 AM »
I think you need a part III for your guide. :D Still..... whiff cancel 2a or 5a is too important. Prevent being punish for having small gaps while increasing your pressure. The faster the whiff the better.

Also, i just found out that the lower 5C hits (while in air) the more no-tech time. That explains a lot of Arc combos.
« Last Edit: March 20, 2008, 08:49:51 AM by littlebro »

Offline Tare

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Re: ~ Marble Phantasm ~ Guide for Arcueid Players Part 1
« Reply #24 on: March 20, 2008, 11:02:31 AM »
Yeah, that's the basis around her alternate wallslam combo that does more damage. I haven't really updated the guide in like forever, but whatever I have is posted on the website I linked at very top of of my first post. The only thing I guess I'd change is some of the strategy and blockstring sections. There's only really like 3-4 combos she really uses anyways, that continous link with 4B and whiffing is not very practical. But now that I look at it... some of the stuff I've posted in my guide seems really stupid, I should update sometime.
« Last Edit: March 20, 2008, 11:05:02 AM by Tare »