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« on: February 22, 2012, 07:22:39 PM »
Good stuff with the video you made Rei.
I used to play Arc in MBAC and MBAA and I gotta say C-Arc has gotten much better in this reincarnation.
Pressure
In terms of pressure, you probably covered most of the new tech already. So many resets and frame traps at your disposal this time, that includes: BE236a, double 63214a, or TK632149a off any whiff cancel or 2a/5a on block. Another thing worth mentioning is using 214a in blockstrings since its +1 like you said. That can be followed by a TK Ring again, do a 2a/2b to stuff any mashing or just plain jump/dash reset.
TK Ring can be pretty much used like Akiha/V.Akiha ribbon resets, and you can follow up with many mixup options after that so that is pretty strong.
A good string I like to start with is something like this. I would recommend going for basic staggers like 2a xx 2a xx 5b half charged xx 2b xx 5a xx 5c 214a
2a xx 2a is basic level 0 melty stagger which most characters can do.
5b half charged is a mixup in itself, but you need to kind of use some BE5b here and there to make them start blocking wrongly.
the 5a at this point should be a whiff since you are pushed far out enough, cancel the 5a into 5c to punish any jump out/poke attempts and you can confirm off the CH into 214a 623c or 236 series into 623c.
If the opponent blocked the 214a (which is +1), you are free to do 2b after that to catch pokes and jumpouts and confirm into your standard corner combo. You could also TK632149a into jC and another j63214a, which resets the whole block string for you.
Set the CPU to recover A and get the timing down for these staggers. Once you get the opponent to respect your strings, you can pretty much start to do more bold resets/tick throws.
Other good stuff to use in strings are BE236a for mad plus frames, using it off a 5c is a frametrap itself. And the vacuum effect essentially generates a reset situation for more blockstring/mixup/throw attempts. I'm not a big fan of the BE236 2nd series but it might prove to be useful once in awhile against jump happy opponents.
When IAD-ing for a reset, remember to do j63214a just for more guard damage and + frames, in the event that the IAD hitconfirms, its time for big damage since that is the optimal starter for any of her combos.
2a/5a 5b 63214a j63214a is another string with massive + frames. You can dash in 2a and still CH any of your opponent's poke attempts. Just don't over do it since people will start to bunker it.
Those are some strings off the top of my head. Just be creative with her pressure and make your opponent fear those + frames.
OTG
Her 2c is quite deceptively long ranged, so sometimes you might catch jumpouts with a 2c (whiff 2a/5a) in the corner. You can proceed to do this OTG string for good meter gain, and tech punish as well.
OTG: 2a 5aaa 5cc jaa jb jc j63214a 2aaaa 5c BE236b (90-100% MC)
Depending on how early you do the BE236b, this catches neutral tech if cancelled immediately, or a slight delay for back/forward tech punish, just confirm to your favourite combo if the opponent techs carelessly. Alternatively, ending on 5c and react to what your opponent does works as well. 2a/5a can punish forward techs and if they neutral/back tech you are free to pressure them.
Combos
Rei pretty much covered most of the standard combos. Here are a few more combos that don't really involve 2c 5cc since it prorates badly. These are midscreen combos and they have full screen carry as well. The ones involving 2c > 4c require you to be quite close or else the 4c will whiff.
5b 2b 2c 4c airdash jc land 2c 4c airdash jc j63214a 5b 2b 2c Ender
This looks a lot like a MBAC Arc combo. The delays are also similar, 2c xx 4c, deep jc, and then 63214a as low as possible to the ground for 5b 2b 2c to link. Alternatively, if you find j63214a xx 5b whiffing cause they are too high, you can opt to do aircombo right away after the ring (j63214a > land > jabc jabc airdash throw).
5b 2b 5c 214bb airdash jc 5b 2b 2c Ender
Easier combo, and quite stable since 5c 214bb works at many distances. Slightly delay the b follow up from 214b if done at max distance to make sure there are 2 hits from the knee lift.
Enders
3c 623b aircombo
623a 6a aircombo
236a 236a 214a
You can use air dash > throw if you are just short of reaching the corner.
That's it for now.