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Offline ChiisaiRamen

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Red Arcueid Guide (Chii Version)
« on: January 18, 2008, 12:08:57 PM »
Theres already a guide here but Im posting it anyways since its really for GameFAQs and it feels wrong not to post it here since this IS a melty blood site.



============================================================
Melty Blood ACT Cadenza: Red Arcueid Guide
By: ChiisaiRamen
a.k.a. Nobleman Azure(GuildWars handle), Aokaze Kouu, Koori(RO handles)
version 1.3
============================================================


------------------------------------------------------------
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)

MBACRA01: Introduction to Red Arcueid
MBACRA02: Pros and Cons
MBACRA03: Arcueid Brunestud or Red Arcueid?
MBACRA04: Notation and Terms
MBACRA05: Attacks and Command Attacks
MBACRA06: Special Command Moves
MBACRA07: Special Moves
MBACRA08: Combos
MBACRA09: Tactics and Mixups
MBACRA10: Helpful Links
MBACRA11: Closing FAQ
MBACRA12: Credits and Thanks



------------------------------------------------------------
MBACRA01: Introduction to Red Arcueid
------------------------------------------------------------

Red Arcueid, Warcueid (Warc for short), Bosou Arcueid. Whatever anyone
calls her, in this guide I will call her Red Arcueid or Red Arc.
As much as I dislike red, the other names just weirds me out I guess.

Like in my previous guide, no background story. So we can get to the point.

So you maybe asking, "Hey Chii, if you are an Arcueid main, why are you
writing up a Red Arc Guide?"
My answer is because I also am partly "maining" her for several reasons.
1. When I need Red Arcs Pros that Arc Brunestud doesnt have, I can
   easily switch.
2. She IS still Arcueid, and I am an Arcueid fanboy. Hell, I might even
   end up trying to play alot of Neco Arc later on.
3. When I need a little change of setting; I cant be using Arc Brunestud
   all the time...it gets boring that way.

....oh who am I kidding I pretty much try to use anyone even if Im not
pro at em. Scratch #3 reason out and lets begin.


------------------------------------------------------------
MBACRA02: Pros and Cons
------------------------------------------------------------

PROS:
-Blood Rings (Air control)
-She is speedier than most characters.
-Has teleports that can present you an ability to be unpredictable
 on movement.
-Really good air moves (jB and j2C)
-Blood Rings (Yes, Blood rings again because they're THAT good)

CONS:
-Not as many mixup options as Arc Brunestud (HUGE disadvantage)
-Not-so-awesome Arc Drive and Adv Arc Drive (Wont matter much imo)

SECOND OPINION: (Sledeau) I wouldn't list speed of movement as a pro for
Red Arc. Her dash has decent startup time. She has good air control,
however.


------------------------------------------------------------
MBACRA03: Arcueid Brunestud or Red Arcueid?
------------------------------------------------------------

(Ripped Straight from Arcueid Brunestud Guide since it applies to both)

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    **          ****

Red Arc loses out on options of mixup. While she does retain the 5{B}
overhead, it behaves quite differently then Arc Brunestud's version.

What you do gain however is range and zoning with your excellent jB as well
as the zoning ability of blood rings. Arc Brunestud may have that nice
jC kick but your blood rings are better off in the end because of the range
it has.


------------------------------------------------------------
MBACRA04: 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.

NOTICE: The above aren't Red Arc combos. They only serve as an example.
        the combos are in a section further below.


------------------------------------------------------------
MBACRA05: 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  :(Low Block, Standing and Low Shield) A low swipe, similar to Arc
      Brunestud's low swipe. Fast but short in range.

5A  :(Standing Block, 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. It is also
      used alot in the OTG combo.

2B  :(Crouching Block, Crouchingg Shield) A low leg sweep. Used as a ranged
      low poke. This move trips/knocks down. This poses a problem with
      mixing up (more on that later)

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. If not fully charged, it wont be an overhead but
      it will hit twice.
      Both half and full charge of this attack trips/knocks down the
      opponent if it catches them crouching. This poses a problem on mixup
     (again, more on that later)

2C  :(Crouching Block, Crouching Shield) Low heavy claw swipe. Used in Red
      Arc's BnB combo as part of the launcher. This move does not trip
      despite it being a 2C. (Again, part of the whole mixup problem)

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

5[C]:(Standing Shield) Unblockable Version of the Forward Claw Attack.
      this attack wallslams and the opponent cannot air tech out of it.

3C  :(Crouching Block, Crouching Shield) This is like Red Arc's 2C except it
      has a slight delay on startup but it also knocks down. This move is
      weird because no other move cancels into it, you cant put it in the
      middle of a combo. The only way to link it in a blockstring is to
      do a 5A whiff before doing this. The way it works is that instead of
      cancelling a move into 3C, you let the recovery of 5A finish and then
      start the 3C.

jA  :(Standing and Crouching Block, Standing and Crouching Shield) Jumping
      quick shortranged claw swipe. Used on Chickenblocks.
     SECOND OPINION: (Sledeau) Also, chicken blocking is usually referred
      to jump blocking so you don't have to deal with high low mixups,
      but the j.aaaaaa thing is a nice way to mess with chicken blocking.

jB  :(Standing Block, Standing Shield) Jumping ranged claw swipe. This
      attack swings twice one upward swing and one downward. This move will
      always swing upward and downwards no matter where you currently
      are in your jump. The good thing is this move is fast and since it
      swings in two directions it covers a good deal of area. This is
      primarily used as a zoning attack.

jC  :(Standing Block, Standing Shield) An upwards claw slash. Completely
      misses crouchers so use jB if youre trying to do an overhead attack.

j2C :(Standing and Crouching Block, Standing Shield) Arcueid extends her
      arms and spins hitting multiple times. The last hit slams the opponent
      to the ground.
      The last hit cannot be shielded or crouch blocked.
      This move can also be used 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)Red Arcueid's throw, she grabs the opponent and
      lightly tosses him to the opposite direction. The opponent can tech
      after this so it is up to you to guess where he will tech to and
      punish him accordingly.

j6Q or
j4Q :(Cannot Shield or Block)This is red arc's air throw. She grabs the
      opponent and slams him to the ground from the air. After slamming,
      she ends up doing a flip over the opponents grounded body.
      Because of the last part, its tough to send opponents to corners since
      this grab places you at the other side. However red arc is pretty
      good outside corners too so it isnt too big of a bother.


------------------------------------------------------------
MBACRA06: Special Command Moves
------------------------------------------------------------

623A:"Weiss Katze" This is a quick teleporting short distanced dash. Can be
     used at the end of a blockstring instead of whiff cancels or blood
     ring. To create variety and prevent yourself from being predictable.

623B:Same as above, but red arc travels a longer distance.


------------------------------------------------------------
MBACRA07: Special Moves
------------------------------------------------------------ 

236A    :"Alt Nagel" Blood Wall. Used as some sort of counter attack since
         it is air unblockable and has good clashing ability.

236B    :Same as above, but is slightly slower but has the blood wall moving
         slowly a short distance forward.

236C    :EX Blood Wall. Red Arc laughs as she jumps up summoning a blood
         wall as she travels upward. Primarily used as a wakeup move but
         I tend to stay away from using this because the jump she does
         screams punishment coming your way.

214A    :"Alt Schur" Blood Ring. A blood ring that travels forward. If you
         are far enough, the delay that the ring takes to travel forward
         leaves enough time to give the opponent a chance to jump out.
         If they do, they get hit of course.

214B    :Same as above but red arc will throw two rings forward. If you do
         this on cornered opponents its fine because of shorter distances.
         However, outside corners makes it so opponents can safely jump out
         of its range. Its ok to throw this outside of corners at times
         if you think opponent is expecting an A version bloodring and
         remains blocking instead of jumping out.

214C    :EX blood ring. You can use this after 214B. Input this before the
         second ring finishes hitting for an EX cancel. If you do this at
         the corner you can follow up with a grab or a 2A, depending on what
         you think the opponent may do after blocking. If 214B actually hits
         then this will hit too and will lead to a combo (see combo section
         for details)

j214A   :Done in the air, red arc will throw the bloodring diagonally
         downwards and falls down with it. A good zoning tool and keepaway
         tool.

j214B   :Same as above. However instead of falling down with the ring, the
         blood ring throw will create a delay and suspend red arc and keep
         her airborned for a second. This is usually used if you want to
         air dash afterwards to throw another blood ring.

623C    :"Karst Jager" Forward Teleport that can grab. The grab that this
         move performs is blockable. Red Arc grabs the opponent and wall
         slam throws them towards the opposite direction. If  you do this
         while being cornered, red arc will then throw them to the wall
         you were next to and since you are close, you can follow up with
         a combo.
         Otherwise, you can simply run/dash afterwards and throw a 5C since
         opponent cannot airtech out of this move after the wall slam.

41236C  :"Blud Die Schwester" Meteor. Red Arc summons a meteor that slowly
         descends until it performs an unblockable attack. This move has
         a startup and is generally not a good idea to perform else you
         will get punished for it if opponent is aware.
         If you get hit while the meteor descends then the meteor will
         disappear.
         Its Blood Heat version is the same except more powerful and will
         summon Castle Brunestud for eyecandy.

D       :(Ex shield while in Blood Heat)"Gnadenstoss" As always last
         arcs aren't all that so never actually "try" to go for it. Its
         just there as a nice bonus just in case. Red arc summons chains
         around her body locking down her opponent, she then summons a wave
         of slash-looking trails at the opponent as she laughs hysterically.


------------------------------------------------------------
MBACRA08: Combos
------------------------------------------------------------

Here I will show you Red 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 Red Arcueid to play with.

Red Arcueids BnB Combo:

-2A2B2C5C jB(2hits)C jB(2hits)C 6Q or 4Q
Like Arc Brunestud, aim towards the corner for your final throw. While
cornering isnt as important to Red Arc as it is to Arc Brunestud, it is
still a generally good idea to corner opponents regardless of who you use.

Simple Style BnB Combo:

-2A2B2C5C jABC jB(2hits)C 6Q or 4Q
Why is there a simple style? Because everyone isnt a timing god. By using
jABC instead of jB(2hits)C for the first part of the air combo, you allow
yourself to have more room for timing error and still be able to
 1. Grab the opponent in the end
 2. Actually land the first hit of the aircombo (landing a jB after launch
    (is actually slightly harder)
This combo does not work on certain characters like Red Arcueid when done
outside of corners. So as much as possible try your best to learn the
non-simply style version.

Corner Combo:

-2A2B2C5C jB(2hits)C 9214C land~66 2B5AAAA5B2C5C 623C!66C
This combo uses 200% Meter but its generally a good thing to do if you can
afford it. This needs a few ponters so read carefully.
 1. Just like the simple style BnB, if "jB(2hits)C" is tough, you can use
    use jABC instead.
 2. 9214C is reverse TK. Because 214C aims downwards you need to diagonally
    jump towards the opponent before doing the move. The EX blood ring will
    slam the opponent to the ground allowing you to do an OTG.
 3. You can omit one 5A from the OTG if you want to simplify it again.
 4. DO NOT MASH 5A. If you do, you wont time the OTG correctly. Press A
    only at the same amount of 5As you need. You need to press A roughly
    half a second per attack.
 5. You need to time both the dash and the C after the 623C carefully. The
    dash of course the very moment you are available to do so and the C
    timing requires you to have some good distancing eye.

OTG Combo:

-2B5AAAA5B2C5C 623C!66C
If you ever happen to place the opponent in a state where you can OTG him
or her, this is the combo. (Basically the second half of the Corner combo)
SECOND OPINION: (Sledeau) I also don't think 623c'ing after a j.214c otg
combo is very desirable, since it doesn't add much damage for the amount of
meter it uses. I'd rather end the otg in 2a and go for tech punish/2nd otg.
(I would like to that is, my execution sucks too much to do that
consistently)
SECOND OPINION: (ChiisaiRamen) Makes sense, if you have a good sense of
guesswork on tech punishing, Sledeau's method works really well and I agree
to it.

EX Bloodring Combo:

-214B!214C jB(2hits) jB(2hits) 4Q or 6Q
This combo depend on how close you are to the opponent as you throw the
EX bloodrings. If you are close enough add more hits to the air combo by
adding air Cs after air Bs.
The timing for the 214C input is just before Red Arc finish throwing the
second bloodring from 214B.
This combo can be useful because of the delay mixup.

Invalids:

-Air Blood Ring jB(2hits)C jB(2hits)C 4Q or 6Q
This combo depends on how the blood ring hits the opponent but for safe
measure, whenever an air thrown blood ring hits an opponent you want to
follow it up with the combo above. Use your best judgement to adjust it
as you see fit (For example: if you hit an opponent with air blood ring and
he happens to be too far, ommit 1 hit out of the air Bs or perhaps ommit
the air Cs.)
Remember that the important thing is to be able to grab them in the end
so you can place them in a disadvantageous position afterwards.

I call this invalids because there isnt any guarantees. Most of the time
you will land these will be because the opponent wasnt fast enough to
air tech out.


------------------------------------------------------------
MBACRA09: Tactics and Mixups
------------------------------------------------------------

You do not have much choice, but you have speed and if you have speed.
Whiff cancels and tick throws become your best mixups.

-High Low Mixups (41Xup)

1. Charge Mixup Block Expected: (5{B} 2B) This mixup is the standard high
    followed by a low. If you think they will block the charge 5B then the
    next attack will be a low trip.
2. Charge Mixup Hit Expected: (5{B} 2C) If charged 5B actually hits you
    dont want to hit 2B afterwards, it will miss because 5{B} is a also
    a trip/knockdown itself if it hits a crouching opponent. The fact that
    you have to guess initially and choose between 2B or 2C is the problem
    red arc gets on mixup.
3. Twin jB: (jB~airdash jB) This is the mixup almost every character has.
    instead of doing a low after a jump-in air B, you dash and do another
    air B. Not as good as other characters because her jB will swing twice
    but it is still doable.

-4-6 Crosup (46Xup)

1. Teleport Crossup: (623X) Very risky to do and you have to have a good
    ability of spacing. What you are supposed to do is use 623A or 623B,
    whichever will be appropriate according to distance and end up behind
    your opponent.

-Tick Throws

1. Charge-Whiff-Throw: (5{B} 5A tick throw) Almost every character can tick
    throw but for red arc, you can take advantage of the fact that you
    really have very limited options of crossing up other than 5{B}.
    So what should you do? instead of the common high-low from 5{B} 2B,
    you should instead whiff and tick throw.

-Movement Delays

1. 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. Same as Arcueid Brunestud except
    if they happen to meet you in the air, Red Arc's 2C is far superior
    with its many clash frames.

-Blockstrings and Frametraps

1. Blood Ring: 214A after a blockstring is generally done if you are outside
    corners or if you think opponent will try to move away after your
    blockstring.

2. Double Blood Ring: 214B has longer delays so its generally only used when
    cornering opponents. Throwing this randomly outside corners is sort of
    desirable too if you think opponent wont try to move.
    Landing a hit on the rings means you can ex cancel it to 214C and
    continue with the combo as listed in the previous section

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.
    Even better than Arc Brunestud because you got speed on your side.
    After whiffing, consider doing an IAD and an air B to control the air
    space and bring back jumpers who blocked it back down.

4. Teleport: 623A. Done after a blockstring (Remember to gauge distances)
    means you dont have to do a whiff + dash. This is vulnerable to the
    same things dashing after a whiff is; if the opponent is going to try
    to do a quick attack at the end of your blockstring you can get hit.


------------------------------------------------------------
MBACRA10: 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.


------------------------------------------------------------
MBACRA11: Closing FAQ
------------------------------------------------------------

Q: Why are you using Red Arcueid? I thought you are Arcueid Main?
A: Sometimes I need range, and blood rings give me that. I like having
   something to fall onto when I need it.

Q: Why did you write this Guide?
A: Because I want to I guess.

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: This combo is more damaging and its worth it in X and Y situations.
A: The problem is if that combo is considerably harder to do that other
   alternatives while doing not a whole lot of damage for what you worked
   on to pull it, then its not worth it at all.
   Remember that this is a guide to get people started on playing a Red Arc.
   anyone who can do any complicated combos with a bit of practice
   generally do not need any sort of guide anymore since they are at the
   next phase of their "character's career" and should be good enough to
   see a combo done by other pro players and be able to replicate it with
   practice.
Q: I want to ask you somethin else, how can I contact you?
A: Aokouu@gmail.com or AIM ChiisaiRamen


------------------------------------------------------------
MBACRA12: Credits and Thanks
------------------------------------------------------------

Melty Bread wiki for moves name reference.
Sledeau for his input on several things.
Akira for reminding about 3C (missing from ver. 1)


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

01/18/08: Made the Guide
01/18/08: Made version 1.3
         (Added Sledeau's Input)
         (Added 3C info)


------------------------------------------------------------
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

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



Copyright 2008
ChiisaiRamen
Aokaze Kouu
Nobleman Azure
« Last Edit: January 18, 2008, 03:17:05 PM by ChiisaiRamen »
Arcueid Brunestud/Red Arcueid Main
----------
Eerily Devoted Arcueid Fanboy
http://www.youtube.com/ChiisaiRamen

Offline Sledeau

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Re: Red Arcueid Guide (Chii Version)
« Reply #1 on: January 18, 2008, 12:18:47 PM »
I wouldn't list speed of movement as a pro for warc. Her dash has decent startup time. She has good air control, however.

Also, chicken blocking is usually referred to jump blocking so you don't have to deal with high low mixups, but the j.aaaaaa thing is a nice way to mess with chicken blocking. I also don't think 623c'ing after a j.214c otg combo is very desirable, since it doesn't add much damage for the amount of meter it uses. I'd rather end the otg in 2a and go for tech punish/2nd otg. (I would like to that is, my execution sucks too much to do that consistently)
« Last Edit: January 18, 2008, 12:35:21 PM by Sledeau »

Offline AkiraTheMastodon

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Re: Red Arcueid Guide (Chii Version)
« Reply #2 on: January 18, 2008, 01:56:14 PM »
Is her 3C of any importance at all?
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Re: Red Arcueid Guide (Chii Version)
« Reply #3 on: January 18, 2008, 03:16:28 PM »
Updated to version 1.3
Thanks Sledeau for your input.

I forgot to add 3C since I used the Arc Brunestud as a template for format consistency.
While sarcasm isnt the best way to call mistakes into attention as it may lack details, it still serves its purpose so I still send thanks, Akira
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Offline Sledeau

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Re: Red Arcueid Guide (Chii Version)
« Reply #4 on: January 18, 2008, 03:24:16 PM »
Ugh. I worded my post wrong. Jump blocking is referred to as chicken blocking...not the other way around. I need to proofread what I write sometimes, jesus. It looks like you understood what I was trying to say, fortunately.  8)

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Re: Red Arcueid Guide (Chii Version)
« Reply #5 on: January 18, 2008, 09:02:38 PM »
Updated to version 1.3
Thanks Sledeau for your input.

I forgot to add 3C since I used the Arc Brunestud as a template for format consistency.
While sarcasm isnt the best way to call mistakes into attention as it may lack details, it still serves its purpose so I still send thanks, Akira
I'm sorry if it came out that way, didn't mean it in that manner. >.o;;
I meant it as in
Is it useful?
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Re: Red Arcueid Guide (Chii Version)
« Reply #6 on: January 18, 2008, 10:12:05 PM »
i see *bow* gomen

Well for me i throw it after whiffs not a whole lot though and thats about the only times i use 3C.

Now that you mention it Id like to see how others use 3C too if they ever do that is.
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Offline Sledeau

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Re: Red Arcueid Guide (Chii Version)
« Reply #7 on: January 19, 2008, 07:43:30 AM »
The only time I'd use 3c is in two cases.

1) Safe heat setup
-If you counterhit someone with a j.c as you're falling, they'll be launched up in a counterhit state. If you 3c them as they fall down, they'll be launched up a little more, but this time they'll hit the ground in an untechable state. If you heat as soon as possible after 3c, it'lll give you enough time to heat without being punished. If you otg them with heat, they'll be able to tech, however, and you will both be at neutrel frame advantages. If you don't otg them with heat, you should have time to meaty them after the heat.

2) Punishing Nanaya 236b/236c
-If a Nanaya approaches you with one of these moves, throw out a 3c and it should stuff it out relatively easily. a 623b would probably be better in these cases, though.

There are probably some other specific moves that this is good at stuffing out, but 3c's uses are really limited.

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Re: Red Arcueid Guide (Chii Version)
« Reply #8 on: January 19, 2008, 09:21:04 AM »
This guide is one of the best I've ever seen. Detailed and explaining. Nice job!

I just have one thing to say, as a German I cannot allow those pseudo german attack namings.


"Alt Nagel" -> "Alte Nägel" (old nails)
"Alt Schur" -> "Alte Schule" (old school)
"Karst Jager" -> "Karst Jäger" (supposed to be "Jäger-Hacke", which means hunter mattock)
"Blud Die Schwester" - "Blut der Schwester" (sister's blood)
"Gnadenstoss" -> Okay, so far. But the old way to write it is "Gnadenstoß"

Nice, though! =D

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Re: Red Arcueid Guide (Chii Version)
« Reply #9 on: January 19, 2008, 10:28:01 AM »
Alrighty updating it.
Will be present in version 3 where there will be videos.

though i probably do have to drop some of the characters used like "ä" cuz of gamefaq standards but ill try first and change it if they reject it.

(someone should update the meltywiki too i suppose its where i found the move names)
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Offline motoh

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Re: Red Arcueid Guide (Chii Version)
« Reply #10 on: January 19, 2008, 06:48:39 PM »
If I haven't updated the wiki by tonight, remind me by PM or posting on my wiki blog.

~M

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Re: Red Arcueid Guide (Chii Version)
« Reply #11 on: January 20, 2008, 11:42:45 AM »
though i probably do have to drop some of the characters used like "ä" cuz of gamefaq standards but ill try first and change it if they reject it.
Simply choose ae instead of ä, oe for ö and ue for ü then. It's legitime.

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Re: Red Arcueid Guide (Chii Version)
« Reply #12 on: January 20, 2008, 01:03:56 PM »
Wow, yet another Warc FAQ :V
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Re: Red Arcueid Guide (Chii Version)
« Reply #13 on: January 27, 2008, 02:27:24 PM »
Quote
jC  :(Standing Block, Standing Shield) An upwards claw slash. Completely
      misses crouchers so use jB if youre trying to do an overhead attack.

=X If you Sacchin mix-up, a.k.a. crossup jump>backdash>j.C, it'll hit crouchers, even Ren.

XD I love how biohazaado is included.

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Re: Red Arcueid Guide (Chii Version)
« Reply #14 on: January 27, 2008, 02:37:13 PM »
Oh, since you mentioned it, I thought I should correct you on j.c. It WILL hit crouchers. However, its NOT overhead. j.b is warc's only overhead air attack, if you don't count the last hit of j.2c.

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Re: Red Arcueid Guide (Chii Version)
« Reply #15 on: January 27, 2008, 07:11:27 PM »
cool thanks, ill update it along with videos of the combos for the next version
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Re: Red Arcueid Guide (Chii Version)
« Reply #16 on: March 03, 2008, 12:54:32 PM »
Warc mixups -

Corner stuff:

sj jb airdash jb: Basic Warc mixup.
sj jb land 2a: Low version of the above.

High AD ja jc jb: Three hit mixup, far easier on tall charcters, though possible on smaller chars. Except Len of course.

High AD ja jc land 2a: Low version.

IAD ja jb: two hit mixup.
IAD ja land 2a: low version of the above.

sj jb airdash ja jb: 3 hit sj mixup
sj ja jb airdash ja jb: 4 hit sj mixup
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Re: Red Arcueid Guide (Chii Version)
« Reply #17 on: July 21, 2008, 10:14:42 AM »
I'm having trouble pulling of Warc's BnB combo. For some reason the 5C in 2A2B2C5C never connects and I can't get that proper launch. Is there some specific timing to this? If so, can anyone explain this to me? I have an easier time just doing 2A2B2C because that usually always get a launch. I want to learn it the proper way though. Thanks.

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Re: Red Arcueid Guide (Chii Version)
« Reply #18 on: July 21, 2008, 06:17:42 PM »
This guide is terribly outdated, I'll probably make a new one.

By the way devilrain, the reason you're probably missing 5C is because youre holding it. If you just tap 5c after 2c, it should hit everytime. If you're still having problems, delay the 2c after the 2b.

Also the real BnB is 5b2b2c5c.
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