Arc 236A/B/C are OK. Improving 236A/B will make Arc zoning good and will change its role into a pressure/mixup. 236A covers a good distant at short period of time making it ideal punisher and can be ex-cancel for extended damage. You can be easily punish if you start 236A/B too near (ending up too near) or complete the 3 hits. Third overhead 214A/B doesn't help much, especially inside jab range.
236B can act as an alternate combo for Arc. For example, 5B>2B>5C>
236B>236B>236B>EX but usually 623C>.......
Usually used to combo off 5C in a pressure string upon hit.
5C>
236B>236B>236B>623C>2C>4B>JC>5B>2B>2C>5C>5B>2B>2C>JA>JB>JC>JA>JB>JC>IAD>JB>Throw.
*You will net above 6000 if you manage to start with Half charge 5C.
236C invulnerable on the first swipe and trips on the third swipe but it need some time to startup. Can be use to punish Satsuki Arc Drive(thanks to Meruchan on this
), or dodge certain Arc Drive(Ex-Sidestep
). Can be use to escape and counter block strings for example, Warc blood rings and Akiha flame wall. Do not abuse this because you won't be laughing if it isn't timed correctly. As a combo, it sucks.
623A/B/C are okay too except for the B version.
623A as a Wall Pusher5B>2B>2C>delay 623A> or delay 6A/B> wallslam combo
5B>2B>5C>623A>6A/B> wallslam combo
623A as a Knock DownMixup upon recovery. Don't expect it to be as good as Sacchin.
5B>2B>2C>623A>Safe Heat
5B>2B>5C>623A>OTG (
2A>2A>2B>5B>5A>5A>5C or
2A>2A>2B>5B>5A>5A>5A>rush in again(invalid)>2A>2A>2B>5B>5A>5A>5C)
*Number or 2A/5A of OTG hits varies on character.
623B pushes you too deep into enemy block and jab range.
Has a lousy recovery and startup. Multi-hits doesn't help at all.
If you do manage to hit ...... (O_O)
623B(1 hit)>6A/B>wallslam combo
623B(3 hit)> 5A(strict) > Air Combo
623B(2/3 hit)>6A/B>wallslam>5A>Air Combo
623C is excellent for combo. However the most 623C combos suffer from poor proration. Can be use to extend combos, multiple superjump combo, wallthrow EX and Juggle(up to around 60 hits and please do not count in relaunch infinate). I feel that this move is too flexible. Needs to be nerf since Arc is too dependent on it for extending combos. Need new move to balance out this.