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.
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Melty Blood ACT Cadenza: Red Arcueid Guide
By: ChiisaiRamen
a.k.a. Nobleman Azure(GuildWars handle), Aokaze Kouu, Koori(RO handles)
version 1.3
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Contents
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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
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MBACRA01: Introduction to Red Arcueid
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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.
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MBACRA02: Pros and Cons
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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.
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MBACRA03: Arcueid Brunestud or Red Arcueid?
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(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.
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MBACRA04: Notation and Terms
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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.
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MBACRA05: Attacks and Command Attacks
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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.
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MBACRA06: Special Command Moves
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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.
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MBACRA07: Special Moves
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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.
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MBACRA08: Combos
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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.
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MBACRA09: Tactics and Mixups
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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.
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MBACRA10: Helpful Links
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Melty Bread:
http://www.meltybread.comSign 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.
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MBACRA11: Closing FAQ
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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
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MBACRA12: Credits and Thanks
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Melty Bread wiki for moves name reference.
Sledeau for his input on several things.
Akira for reminding about 3C (missing from ver. 1)
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Version History
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01/18/08: Made the Guide
01/18/08: Made version 1.3
(Added Sledeau's Input)
(Added 3C info)
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Other stuff
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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.comhttp://www.meltybread.comAll trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
Copyright 2008
ChiisaiRamen
Aokaze Kouu
Nobleman Azure