-**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 ListThis 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 List236 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 List236 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 List4236 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 TechniquesBNB CombosAll damage info are estimations on Akiha
Arcueid BNB without RelaunchThis 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 5CThe 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 TechniquesArcueid BNB Wallslam ComboImportant: 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 ComboNow 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 CombosSimply 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.