1
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Here's my guesses for matchups:
Good matchups:
Miyako
Nanaya
Tohno
Kouma
Satsuki
Mostly characters with a limited range. Miyako and Kouma probably having the worst matchups.
Bad matchups:
Ciel
Mech
Aoko
Roa
Warc
Wara
Characters with good to decent air to air or ground to air projectiles. Wara and Roa would probably be the best against Archetype.
VAkiha
Her aerial mobility baits and punishes Archetype's moveset all day.
Of course, take my writing with a grain of salt. It's completely from watching vids and guessing. Feel free to tear it apart.
thanks for the info ehrik (and the rochishin vid, why aren't there more of this guy?)
took your advice to practice mode but still haven't successfully pulled off a punish (I set the dummy to crouch - status guard + forward tech), but it looks highly doable in that vid, just gotta grind it out some more but this is great shit for all the F-Arc players out there, will really help this char lock people down in the corner.
QuoteWhich combo are you using exactly? The 236B Loop? Looking at the range of characters that you've listed, unless they've changed the hitbox since MBAC, which perhaps they have but only to make it more lenient, it should work on the rest of the cast. I know it works against Arcueid herself as well.
yes, it's the first F-Arc corner combo: i can only do 2C 236B one time because the next 2C always miss, i even delay the 6A after the 623A a lot, but still miss, even against Archtype Earth it doesn't work. The combo works in Len but in White Len doesn't even though their hit boxes should be very similar, is strange.
I forgot to mention one thing, this combo: 2A 2B 2C 421C 2C 623A-x6A x 2C x 236B x 2C x 236B xx 623A-x6A x 5A 623B j.B j.C jc j.B j.C Air Throw
there is a problem with it, this combo has three slams, after the three slam the character becomes invincible so its not posible to continue the combo, the last 623A should be replased with a 5A 623B or 5B and then continue with the air combo, well that is all thanks for the guide and good luck with the updates .
i tested the corner combo to see if works against the rest of the cast. The combo works on Warachia, Ciel, Nero, Riesbife, Len, Aoko, Ryougi, Akiha, Nanaya, Tohno, Neco-Arc-Chaos, Neco-Arc and Seifuyu Akiha. But it doesn't seem to work on the other characters, if someone can confirm this, that would be very good, i am sure you can find a diferent combo setup to use against the other characters.
By the way SilentShinobi, the combo you display in the video, only works if you start with a counter?, can you do it without catching the oponent in midair?.
I have 2 questions regarding F-Arc:
1. the corner combo, is for character specific? i have a hard time landing the second 236b on Kouma, but maybe that's just me not geting used to it well.
2. in the midscreen combo after the serie of claw moves, how can i continue the combo with j.c?, since the last 623b doesn't seem to be posible to jump cancel.
3. i forgot one last question!. In the third combo, the one that requires a 421c, you've got to delay the 623a after the first 2c?, because for me the 623a miss , that's all and thanks.
Anyone mind pointing out the full OTG string for C-Arc? I recall seeing a really cool OTG involving 5CC but I don't know if it still works for MBAA PS2.
Some C-Arc stuff.
The combo listed earlier involving 214B is pretty consistent to use in my opinion.
[2a > 5b > 2b] > 5c > 214B B > xx air dash jB xx > 5b > 2b > 2c works from anywhere on the screen.
From there on, you can end it early with a 5cc air combo to carry to the corner, a launcher of choice (3c 623b, 623a 6a) into air combo, or if you are already at the wall, go into the corner loops tare listed above.
Only issue here could be funky hitboxes on certain characters, making the 5b > 2b > 2c link hard as the 2b might miss from personal experience.
An alternative I find myself doing on reaction is 5b > 5a > 5cc, there's a reverse beat in here, but usually the main purpose for midscreen combos are carrying opponents to the corner for further rush down/pressure.
I find 4c really hard to use consistently now that the range has been reduced, outside corner loops or punisher combos, I don't really like using it that often anymore but other people might disagree.
And after a long corner combo, the damage from air combos might not be that worth doing anymore and gravity messes up the combo easily, so I suggest ending with the rekkas (236 236 214) or a plain 623a for better oki.
Good work there tare, keep the information coming.
Yo Tare, Does 2c, 2a whiff 2a, 2c, combos work on ryogi? For some reason Im having a hard time trying to get it to connect like shes a shiki from mbac or something : /
Any tips for the corner 623a 6a 2c link? Can't seem to get it to connect. Either the 2c comes out too late or the opp is too high for it to connect.
Decided to drop this off here. This was a video I capped last night to test a new render option.
http://www.youtube.com/watch?v=eFDcI0buNd4&feature=channel_page
j.B - 2a - 5b - 2b - 2c - 236a - 623a - 6a - 2c 236b x 2 - 5b - j.b - j.c - jc - j.b - j.c - air throw
I also capped an H-Arc combo on my thread, check it out.
Tare: I am interested on what you may say about F-Arc as well. I have some stuff on H-Arc already when I was going to start my thread but you beat me to it lol. Also, some of this would do well on the mbaa wiki on mizuumi. If you can, please paste some of this helpful info to the wiki there. Thank you for your contribution to the Arc threads.
Link:
mbaa.mizuumi.net
First of all, thanks for the info.
Second, I think I'm doomed to fail at those huge combos. I don't have the MBAC corner combo down yet.
One question: Is the timing the same for the delay after 5c in the corner combos?
A good strat with those combos that Tare has listed:
You can end all of those combos on the ground with 236a-236a-214a or 623a to keep yourself grounded and start your oki sooner. After 623a, you can usually jump up and do a high/low/5b half/5b charge/throw mixup or start your air ring gimmicks.
Also, a good midscreen combo when you're far from a corner:
2a 5b 2b 2c 4c j.c 2c 4c j.c 63214a land j.a j.b j.c jc j.b j.c throw
ok thanks, this is mainly the combo i been trying to do in MBAA, since i could do it in MBAC, it doesn't seem to work in AA: -2a 2b 5b 2c 4b(delay) airdash j.b land 5b 2b 2c j.2b land 22a 623c 2c 4b(delay) airdash j.b land 5b 2b 2c 5c(delay) 5b 2b 2c 4b jbc jbc airthrow. the question is, if i finish with a normal wallslam instead of an alt.wallslam, will it work?
I have a question: is it posible after the 4c + airdash j.b 5b 2b 2c 5c after this could you follow up with a 5b?, because for me it doesn't work compared to act cadenza and i need to add 5a before 5b and it's pretty hard. and what does mean TK, sorry about that question, that's all and thanks.
unless theres a really nice soundtrack that the majority can agree onbrb winning a religious war
This thread is over.
I got the video, relaunch infinate requires godly 2a whiff cancel after 2c in MBAC vb2. The Re-Act infinates are removed.
You can still extend the relaunch combo by using j2b > 22a > 623c. I'm still improving these combos as they suffer too much from proration. You might want to add some strict timing combos in it. j2b stresses on height. Don't expect much if you try to combo straight from the ground with 2C cause it is too low.
(stable reversal version) No strict timing with one wallslam to spare. I'm trying to send them back but so far i'm unable to do that consistently(air tech problems).
5B > 2B > 2C > 4B (2 Hits) > IAD> j.C or j.B > Land > 5B > 2B > 2C > j2B (jump higher to connect) > land 22A > 623C > (move forward towards the wall to reverse) > 5A > 5B > 2B > 2C > half charge 5C > J.A > J.B > J.C > J.A > J.B > J.C > throw or 22B combo. Max 41 hits. 3900 Damage. :'(
Note : Doesn't work on Nayana and Aoko since you can't hit them with 2C.
Other j2B options
2nd Relaunch 2C > 4B (one hit) > j2B whiff > 22A > 623C > combo of your choice
2C > 4B (no delay) > j2B > 22A > 421C (you will have to reverse input 623C)> combo of your choice
Special air dash > J.C (to prevent wallslam, it is easier skip this but you waste one wall slam) > j2B > 22A > 623C > combo of your choice
5B > 2B > J.A > j2B > 623C > combo of your choice. It is possible to combo off 236A but it comes out slow compare to 22A or 623C.
5B > 2B > 2C > 4B (2 Hits) > IAD> j.C or j.B > Land > 5B > 2B > 2C > > 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
Tare, can you pls double check this whether this combo works on MBACvB2? I never seen this clip in MBAC before. Seems like it doesn't work anymore(doubting).
[5B > 2B > 2C slowed] > Second relaunch 4B [1 hit with no IAD]> j.A whiff > tech out before I even hit the ground.