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When's Melty on Steam?
ahaha that's no--wait, what?

Topics - Tare

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1
Arcueid Brunestud / ~ Marble Phantasm Guide: Actress Again Revival ~
« on: August 21, 2009, 04:38:58 PM »
This will be much more brief than the previous one for MBAC, but will be updated as time goes. Input and feedback is always welcome.

Crescent Style Arcueid

Some significant changes:

-2C 5C Special Air Dash no longer puts them all the way across screen.
-4B has changed into 4C, so j.B followups now cause reverse beat.
-New 63214A/B/C command. TKable. Has a large hitbox that even hits behind her. TK A version on the ground forces her to pop up in the air a little on block or hit.
-214B got Re-vamped. A followup lets her teleport, B followup makes her 4C, C followup makes her do her normal 214B MBAC version\
-Her 236 Rekkas have been buffed. All versions are chargable, and the first rekka charge causes her to vacuum pull her opponent back to her for pressure in + Frames.
-Combos are much more freestyle.

623 Flow Chart

623A -> 6A/B

623B -> 6A/B -> 623A/B or 236A/B or 623214A/B

Corner Combo

x denotes delay
* Some stable staple combos you might want to use

2A 5B 2B 2C x 4C x j.B 2C 63214A 5B 2B 2C x TK63214B 5A 5B 2B 2C 4C j.B j.C jc j.B j.C Air Throw
^ Note you want j.B to hit as high as possible, but that they don't tech so 63214A connects after 2C. Also if you do the TK643214B too late, 2B will whiff, too early, 5B will whiff.

2A 2B 2C x 5C xx 5A 5B 2B 2C xx TK63214B 5B 2B 2C xx 214B x 5A 5B 2C 4C j.B j.C jc j.B j.C Air Throw
^Note the timing from 2C delay to 214B is really important. If they float too high the 5B won't connect after 5A.

2A 2B 2C x 5C xx 5A 5B 2B 2C xx 5C xx 5B 2B 2C x TK63214B 5B 2B 2C x 4C Air Dash x j.B 5A 5B 2B 2C x 4C Air Dash j.B j.63214A 5B 2B 2C 4C j.BC j.BC j.2C
^Note The last 4C will hit twice, end with j.ABC if you want to Air Throw. Make sure the initial Air Dash j.B to 5A is slightly higher because by the time of the second rep, the enemy falls a little bit lower, causing 4C to OTG instead of launch.

2A 2B 2C x 5C xx 5A 5B 2B 2C x TK63214B 5B 2B 2C xx 5C xx 5A 5B 2B 2C x 4C Air Dash x j.B 5A 5B 2B 2C x 4C Air Dash j.B j.63214A 5B 2B 2C 4C j.BC j.BC j.2C
^Note The last 4C will hit twice, end with j.ABC if you want to Air Throw. Make sure the 2C xx 5C is there, or else 5A wont connect after

*2A 2B 2C x 5C xx 5A 5B 2B 2C x TK63214B 5B 2B 2C xx 5C xx 5A 5B 2B 2C x 4C Air Dash x j.B 5A 5B 2B 2C x 4C Air Dash j.B j.C j.63214A land J.B j.C jc j.B j.C Air Throw
^After playing around with her for a bit I decided that this may be her best consistent long string corner combo. The previous 2 had some funky issues with the gravity due to the high hit count. The timing for j.B j.63214A was incredibly tight in order for that last 5B 2B 2C 4C loop. They output the same amounts of damage. For some small hitbox characters like Len, you have to do land j.A j.B j.C jc j.A j.B j.C Air Throw as an ender to adjust height or the j.63214A has to be done rather high.
^
Combo Link: http://www.youtube.com/watch?v=Y496BAAQPOY

*Air Dash j.B j.C j.63214A 5B 2B 2C xx 5C xx 5A 5B 2B 2C x TK63214B 5B 2B 2C x 5C xx 5A 5B 2B 2C x 4C Air Dash j.B 5A 5B 2B 2C x 4C Air Dash j.B j.C j.63214A land J.B j.C jc j.B j.C Air
^Same as the string above, but just so if you happen to air to ground them, this does massive damage.

Midscreen Combo

*2A 2B 2C 5C Special Air Dash j.B j.C 5B 2B 2C x TK63214B 5B 2B 2C x 5C xx 5A 5B 2B 2C x 4C Air Dash j.B 5A 5B 2B 2C x 4C Air Dash j.B j.C j.63214A land J.B j.C jc j.B j.C Air
^Note they can only be a bit more than half way behind mid screen for it to connect to the wall. On some characters you have to delay the initial 5C after 2C so 5B will be able to connect, EX. Ryogi. Some characters you have to delay cause they float high and the 2C won't connect, EX. Warcueid.
^
Combo Link: http://www.youtube.com/watch?v=6SNzejguNmA&feature=channel_page

2A 2B 2C x 4C Air Dash x j.B 2C x 4C Air Dash x j.B 5A 5B 2B 2C x 4C Air Dash x j.B j.63214B 5B 2B 2C 4C j.BC j.BC Air Throw
^Note you want those j.B's to hit low so they don't float too high. This will usually take them from 1 end to another, so you can compensate how many relaunch loops you want before the corner end.

2A 2B 2C x 4C Air Dash x J.B land 2C x 4C Air Dash x j.B j.63214A land 5B 2B 2C x 5C 623B-6A 623B j.B jc j.B j.C Air Throw

*2A 2B 5B 5C 214B x B Air Dash x j.B/j.C land 2C x 4C Air Dash x j.B j.C j.63214A land j.A j.B j.C jc j.B j.C Air Throw
^Using 214B x B if you think you're too far from the opponent

Midscreen to Corner

2A  2B [ 2C x 4C Air dash j.B ] x N (Depending on positioning) 5A 5B 2B 2C --> If you did not previously do more than 2 reps of 4C you can corner wallslam into a corner combo finish I've listed about at your choice. Your safest bet would probably be ending it early like. 5A 5B 2B 2C x TK63214B 5B 2B 2C x 5C xx 5A 5B 2B 2C x 4C Air Dash j.B j.C j.63214A j.B j.C jc j.A j.B j.C Air Throw

Anti-Air Shield/CH Air Combo

Shield 5A CH Dash 2B [ 2C x 4C Air dash j.B ] x N (Depending on positioning) --> The ending to the wall or even just ending it midscreen with j.B j.63214A 5B 2B 2C x 5C 623B-6A 623B will really depend on how many loops you've done. Keep in mind the notes section I mentioned.

Air CH land (Depending on your position now, you can usually just run and then...) 5A 5B 2B [ 2C x 4C Air dash j.B ] x N (Depending on positioning) --> Read above

Notes

- I think it may be possible to end strings with "etc... 5B 2C xx 4C j.B j.C j.63214A land j.BC j.BC Air Throw" instead if you want to force damage
- As SilentShinobi mentioned, you can end her corner strings with rekkas as well for consistent time for oki setups.
- This seems like how it works, you can pretty much loop with your opponent almost an infinite amount of times with 4C loops. But because of the gravity system, eventually they will fall way too fast and you can't launch them into the air. With that being said, Some of the above midscreen combos that start with 2A 2B 2C x 4C Air Dash j.B 2C etc. can probably be looped from one side of the screen to the other. What you need to keep in mind is, the opponent will start getting noticeably heavier at around 10+ hits. So you if you want to improvise, you need to keep in mind that around here, you may want to consider ending your string soon.

OTG Combo

2A 5A x 5 5C Air Dash Follow J.A j.A j.B(1) j.C j63214A 2A 5A 5A 5C Air Dash Follow j.A j.A j.B(1) j.C j.63214A 2A 5A 5A 5C
^The air dash following timing is pretty tight. If you see a silhouette follow, you're probably hitting j.A too slow. It's important you're not mashing on 5C.

For any OTGs ending with 5C, a small delay 236[ B ] will punish neutral tech, and a longer delayed 236[ B ] will punish forward tech. I haven't really tried it in a match but if they back tech, you can home in on them with the air dash follow, although I'm not sure if you're at +Frames to punish back tech.

General Playstyle

Rough summary:

- Instead of Air Throw you can choose to end strings with j.2C. As you fall you can punish any sort of forward tech with j.63214, if they don't tech, you'll just OTG them.

Blockstrings

They gave her all sorts of neat things to do in this version. Pretty much her rekkas are pretty buffed up and do nice amounts of guard damage as well. Initial 236[A/B] will pull them back in to allow you to continue pressure, but watch out for pokes between the charge/shield reaction to the charge. The 214 in her 236 236 214 is also chargable now to as an overhead. TK 63214A/B is also a great way to keep the pressure on. A version will pop her upwards and allow you to air dash after they block it. So here's a few examples:

2A 2A 5B 5C 236[A] x 2A etc.
^Note, if somehow you managed to catch them with 236[A] as they were jumping, they're put into enough blockstun that you can run up and catch them with 5A into corner loops.

2A 2A 5B 5C 236A 236A 236A 64321C (Does nice guard meter damage)

2A 2A 5B 2C 5A whiff TK64321A Air Dash j.B j.C j.64321A

Jump meaty j.64321A -> etc.

Full Moon Style Arcueid

Some significant changes:

-Can't reverse beat.
-Rekkas have been completely changed.
-No air version of 22 command.
-New 421 command teleports A/B goes forward, C moves her back. TKable.
-New 3C normal.
-New 6C normal.
-5A, 2A, 5B, 2C, j.B, j.C have changed.
-2C no longer gatlings into 5C
-2B no longer gatlings into 5B
-4C Removal
-22B command now has an auto followup.

Corner Combo

2A 5B 2B 2C 236A xx 623A-x6A 2c x 236b x 2C x 236B xx 623A-x6A x 5B 623B j.C x sjc j.A j.B j.C Air Throw
^ Want to keep them low in the air as you're looping them.
Combo Link: http://www.youtube.com/watch?v=Iv4-Fhq6iIA

2A 5B 2B 2C 236A xx 623A-x6A 2C x 236B x 2C x 236B x 5B j.B j.C jc j.B j.C Air Throw
^ Complimentary of SilentShinobi
Combo Link: http://www.youtube.com/watch?v=eFDcI0buNd4&feature=channel_page

2A 2B 2C 421C 2C 623A-x6A x 2C x 236B x 2C x 236B x 5A 623B j.B j.C jc j.B j.C Air Throw
^Note that 421C reverses the opponents position, so your opponent has to be facing the wall.

236B 421C OTG 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

6C 623A-x6A 2C 623A-x6A x [ 2C x 236B ] x 3 5A j.B j.2B land 22B

Midscreen Combo

2A 5B 2B 2C 236A x 5B 623B j.B j.C jc j.B j.C Air Throw

2A 5B 2B 5C 623B-6A x 236A x 623B j.C xx j.A j.B j.C Air Throw
^ The pause between 623B-6A x 236A is just so you make sure you don't hit 236 really fast that it will register as 623A instead.

2A 5B 2B 2C 3C 236A 623B j.C x jc j.B j.C Air Throw
^ Use this if you think you're too far away from the opponent for 5B link after 236A

2A 5B 2B 2C j.2B 623A xx 5A 2C 236B xx 5C Air Dash Follow j.B j.C land j.B j.C jc j.B j.C
*Character Specific*


Notes:
-Choosing to end with j.2C will allow you to fall and punish tech with j.C, but if they don't tech, j.C will still OTG.
-6C links into 623A for possible corner loop followup.

OTG

OTG 2A 5A 5B 2B 5C 623A
OTG 2A 5A x 4 5C Air Dash Follow j.A j.A j.B 5A 5A 5B 2B 5C 623A

Fuzzy Guard

Instant Air Dash Deep j.C land j.A j.2B land 623A-6A x 5A 623B j.B j.C jc j.B j.C

Haven't really tried out all her options with fuzzy guard yet, but that looks like her most basic followup. I'm sure it's very possible to corner loop.

Air Counter Hit/Shield

Shield/Air CH 2C 236B 623B j.B j.C jc j.B j.C Air Throw

Shield/Air CH 2C x 236B x 623A xx 5A 2C x 236B x 623B j.B j.C jc j.A j.B j.C
^ Complimentary of SilentShinobi
http://www.youtube.com/watch?v=J8niFJNLvFk&feature=channel

Blockstrings

Although Full Moon Arcueid's rekkas have been changed, they're still very strong, leaving her at +F on block. And because of her fuzzy guard, 6C options, this version is arguably her best when it comes to a balance of pressure and high low game. Note that both her j.2B and 6C allows her to link into a normal upon landing, making both of these moves quite safe. Here's some generic strings you may want to use.

2A 2A 2B 236A 2A etc.

2A 2A 2B 2C 6C land 236A 2A etc.

2A 2A 2B 2C 236B
^ If you want to be able to react to 236B if it hit confirms. You can't do too much off of it, but you can force some damage with 623B j.B j.C jc j.B j.C Air Throw followup. It keeps them back down and it's free damage.

2A 2B 5{C} 236B Dash 5B 3C 236A
^{ } Half Charge

2A 2B 2C j.2B land 236A etc.

If you had decided to use 6C midscreen, you can only 623A followup on it. But you can dash up and OTG after.

It's important that you learn how to hit confirm well. If you're zoning your opponent and you manage a random 2A, but you think you're too far, or you weren't expecting it, remember that 3C is still a launcher. So simple things like 2A 2B 2C 3C 623B Air Combo. Or if you're dashing up, 5B 3C Air Combo if you happen to catch them jumping. Her normals are very good.

623B is a great move for opponents that like to be floaty, and you're a little far.




3
Arcueid Brunestud / Arcueid Glitch
« on: September 30, 2007, 11:53:31 PM »
Some funny stuff that happend while playing against Sledeau

1) Pick Arcueid and Hisui/Kohaku
2) Get Arcueid into Blood Heat Mode ( Maybe normal Arc Drive works too, didn't check )
3) Have Arcueid BH Arc Drive as Hisui or Kohaku do a tag special and make sure they're both hit by it
4) ???
5) Profit

Results courtesy of Multi: http://smackycat.com/uploads/lawl_wut.jpg

4
Arcueid Brunestud / Arcueid Fuzzy Guard Setup
« on: September 17, 2007, 07:14:15 PM »
http://www.youtube.com/watch?v=7i0xFB5PRTA

At 1:47 is where you want to look. The string is as follows:

Corner
IAD J.C > deep j.A > j.C > j.2B > land > 623C > 2C > ...

The setup after ... varies between a few hitboxes. For the following characters you would use that setup. Nanaya, Aoko, Warcueid and Kouma. Which would be:
Partly held 4B > Air Dash > j.B/j.C > optional 5A > 5B > 5C > Delay > 5A > 5B > 2B > 2C ( Only on Warcueid ) > 4B > j.BC j.BC > Air Throw

This does however also work on everyone else but is less damaging than...

For anyone else it would be:
Partly held 4B > Air Dash > j.B/j.C > 5B > 2B > 2C > Delay > 5C > Delay > 5B > 2B > 2C > 4B > j.BC > j.BC > Air Throw

You can also cut the Fuzzy Guard setup short and do something like:
IAD J.C > deep j.A > j.C > j.2B > land > 22B > 66C for knockdown as well.

So for this setup has been confirmed for Nero and Kouma.. Im not sure if it'd work on some other characters like Len or what not. If I could get someone to check that, that'd be great.

5
Regional Community / EVO 08 - Melty Cup - Canada Qualifers (?) -
« on: September 09, 2007, 01:08:44 AM »
In EVO 08, there will be a Melty Blood Act Cadenza VerB tournament hosted. Exact details can be read here:

http://www.meltybread.com/forums/index.php?topic=489.0

Pretty much it boils down to team battles with 3 players per team from different regions. I have talked to Arlieth and he gave the okay to submit Canada as a region. However, since the fee is $50 per player I personally wouldn't enter unless I gather enough players that I am confident about entering with. There is about an entire year before this event is going to take place so there is big rush. If there are enough players then I'd like to host a qualifers, and of course the team captain will be the winner, with 2nd and 3rd place as the remaining two seats. If not, then I myself will see who is interested and decide from there. So this announcement is to give all of Canada a heads up on this years EVO event. If anyone is interested, just post on the thread or contact me at:

tarejay204@hotmail.com

Qualifers if it happens will be at:

Calgary, Alberta (?)

Although this location is not set in stone, I'll leave it as it is for now.

6
Tournaments and Events / Anime Evolution ( Canada, BC )
« on: August 12, 2007, 04:29:21 AM »
There are plans for hosting a Melty Blood Act Cadenza VerB2 tournament at the convention. Check out the website here:

http://www.animeevolution.com/

The tournament will be hosted by one of the DustLoop members, Saru Kada. He will be providing his own laptop and a original copy of Melty Blood Act Cadenza VerB2. There will be a USB to PS2 adapter that is compatiable with the game available so you are free to bring your own Pad / PS2 Joystick ( HRAP or what not ). However it is not decided whether or not the tournament will be hosted in a clubroom or in the game room, so keep your eyes open and contact me if you're interested at:

tarejay204@hotmail.com

All players are welcomed. There will be a first place prize of merchandise with a $50 value for those interested and registeration as of now is free, except for the entrance fee to the convention of course. Hope to see people there.

7
Sion Eltnam Atlasia / Sion Eltnam Altasia ~ The Alchemist ~
« on: April 18, 2007, 03:23:05 PM »
-**Important**- For now on, all updates will be available at: http://marblephantasm.thesrm.net. This is a subdomain branch off of SRM. The website is still incomplete. However the basic guide will be there.

For a basic moveset go here: http://thesrm.net/forums/index.php?topic=11.0 written by Animeruko
Another basic moveset and guide here: http://www.meltybread.com/forums/index.php?topic=37.0 written by sleepy

This will be based on MBR: FT although the combos I list will still be appliable. Her damage potential went down of course but she has received a few buffs.

- Updates -

- May 23, 2007 -
- Counter Hit Section Added-
- Block String Info Added -
- New Strategies Info Added -
- New Information Info Added -

Basic Background Information on the Character (Game Play Wise):

Sion really only has 1 or 2 BNBs she can utilize. Her really damaging ones and more difficult to execute involve her 214C and 421C EXs. I'd like to say she's quite meter dependent for high damaging combos but not as bad as Satsuki. The thing about Sion is she, like Satsuki, can continously loop her EXs as long as you have the meter for it. Of course after each loop the damage prorated higher and higher so usually 2 loops max is ideal, some may just stick with one. She's not a character for people just starting the game and do not grasp the concepts of whiffing and IADs.

Note: In Final Tuned 5C ( 2 hits ) pushes too far for 3B to conenct. In AC there's less knockback on her 5C kicks.

Basic BNB

5A > 5A > 5B > 2B > 5C (1 or 2 hit depending on the range) > 3B > j.B > j.C > Jump Cancel > j.B > j.C > Sion has an option here to end airthrow or IAD > j.C > Airthrow

An IAD > j.C > Airthrow ender will obviously produce more damage but doesn't give you a better setup since you already IAD'ed during the combo. Normally if you end your combo straight off with second j.C, you can IAD after the throw which will allow you a better position for setups. Sometimes this BNB won't work if you connect the 5A too far, so you can leave out 2B if you wish. 2A can also replace 5A. 3B will whiff if 5C hits 2 and the opponent was already too far.

EX Combos

As mentioned before Sion has the ability to continously chain her EXs with the help of 3B or 5C. The beginning of her EX strings are the same as her normal BNB, as well the same rules apply. I'll specify whether the string works Mid Screen or Corner or Both. Sion does have some character specific combos but I'll list general ones that'll work on pretty much everyone. Note, If you perform 3B > 214C on Ciel or Arcueid, there's a very very subtle delay between these two inputs ( About 0.2 of a second ). This delay is important or else 214C will whiff.

1 Loop EX Combos

Mid Screen or Corner

5A > 5A > 5B > 2B > 5C (1 or 2 hit depending on the range) > 3B > 214 C > 5B > 2B > 5C (1 hit) > 3B > j.B > j.C > Jump Cancel > j.B > j.C > Sion has an option here to end airthrow or IAD > j.C > Airthrow

The 5B > 2B > 5C 1 (1 hit ) > can be replaced with 5A > 5A > 5B > 5C ( 1 hit ). What you want to watch out for in this combo is when Sion pulls the opponent back with her whip. If you hit 5B or 5A too early she won't do anything at all and the opponent gets a chance to block as the string is broken. Play around a little to get used to the timing, I'm not sure the exact frame she's free to hit but it's usually just when the opponent slides right infront of Sion. The whip will hit 3 times and there's perhaps a 0.5 second delay before you hit 5B or 5A.

Note: 2C can also instant cancel into 214C.

Corner

5A > 5A > 5B > 2B > 5C (1 or 2 hit depending on the range) > 3B > 421 C ( 3 Hits ) > j.A or B whiff > Land > 5[C] (2 hits) > 214 B > 5B > 2B > 5C (1 hit) > 3B > j.B > j.C > Jump Cancel > j.B > j.C > Sion has an option here to end airthrow or IAD > j.C > Airthrow

The 5B > 2B > 5C 1 (1 hit ) > can be replaced with 5A > 5A > 5B > 5C ( 1 hit ). If you haven't played characters that required whiffing and long periods of delay and timing then this might become quite a problem at first. There are many, many ways on how you can perform after the j.A or B whiff > Land. This is simply the one I use the most. It is possible to add 5[C] > 2A Whiff > [5C] before the 214B but if you're just starting, this will be fine. The thing you need to watch out for is when you land and hit 5[C]. If you hit it too early the opponent will float too hit and 214B will miss ( Although for some combos you need to hit it this early, for this one, you can't ). You want to cancel 5[C] into 214B on exactly the second hit or else she won't do anything. Once again watch the timing after 214B connects and you should be fine.

Multiple Loops

3B can always cancel into 214C and 412. So get creative and the possibilities are pretty much endless, you could go on and on as long as you have the Heat Bar for it.

Example:

5A > 5A > 5B > 2B > 5C (1 or 2 hit depending on the range) > 3B > [ 214 C > 5B > 2B > 5C (1 hit) > 3B ] x Repeat however > j.B > j.C > Jump Cancel > j.B > j.C > Sion has an option here to end airthrow or IAD > j.C > Airthrow

5A > 5A > 5B > 2B > 5C (1 or 2 hit depending on the range) > 3B > 214 C > Into Corner > 5B > 2B > 5C (1 hit) > 3B > 421 C ( 3 Hits ) > j.A or B whiff > Land > 5[C] (2 hits) > 214 B > 5B > 2B > 5C (1 hit) > 3B > j.B > j.C > Jump Cancel > j.B > j.C > Sion has an option here to end airthrow or IAD > j.C > Airthrow

Etc.

Misc EX Combos

Mid Screen or Corner

5A > 5A > 5B > 5C (2 hits ) > 421C (3 hits) > IAD > Land > 2B > 3B >  j.B > j.C > Jump Cancel > j.B > j.C > Sion has an option here to end airthrow or IAD > j.C > Airthrow

Not much to say about this string. You'd usually use this Mid Screen since there's much better options you can use for Corners.The hardest part is probably connecting the 2B after the IAD. This has to be done quite fast but  practice will make this seem like nothing.

Mid Screen or Corner

5A > 5A > 5B > 2B > 5C (1 or 2 hit depending on the range) > 3B > j.B > j.C > Jump Cancel > j.C > j.214C

Not much to say about this string either. You can actually use pretty much any kind of launcher to perform this, but just make sure the opponent isnt so far up that j.214C won't connect.

If your opponent whiffs a move that requires lots of animation recovery, you can j.214A punish as it comes down very quickly.

OTG EX

2A > 2B > 5C (2 hits) > 2147C

Get use to the Jump Cancel after the second 5C hit. You should be able to anticipate when you buffer the 2147 motion as you'll literally be pressing it at the sound of the hit.

2A > 5A > ( Optional 5A ) > 5B > 5C (2 hits) > 2147C

Sion Strategies / Information / Blockstrings

Strategies

Hitting j.C before landing will allow you to drop onto the ground faster and recover. This is generally used after an Air Throw or blockstring fakes. For example, say your opponent on wakeup is expecting a j.C overhead, if you jump and float low enough and hit j.C the hit will actually not come out and you'll instantly land and be able to do anything you wish. If they aren't fast enough or notice it, you can go for a 2A afterwards.

j.214 B is unblockable. So, generally if you j.A > j.C on a ground opponent and they're blocking you can jump cancel and hit in a j.214 which will catch turtlers off guard.

623C is a good wakeup EX to punish since it has priority and clash frame advantage over a lot of moves on wakeup.

If j.C is blocked and you're low enough on a ground opponent you can recontinue to pressure if you IAD and j.A or, if you're too high you can IAD and use that as a crossup. In this case, whiffing j.A right before you hit the ground I THINK will act the same way as the j.C and allow you to turn to your opponent and dash into them to catch them off guard.

If you're right under your opponent, be aware that 3B is air unblockable in AC. This attacks shoots vertically upwards and has plenty of active clash frames.

2C has lots of range and gives you superarmor. Although it has a very slow startup, it can easily be used to hit confirm or trade hits. Generally trading hits will pay off as you can link into a 214C loop when it connects. You'll usually use this to trade hits if your opponent has whipped out a move that requires a long animation recovery or to counter an EX.

Information

The reason why Sion is such a hard character to play has nothing to do with her combos. It's the issue with her zone control and setups. It's quite hard for people just starting to able to land a good hit confirm on their opponent with her. You need a good understanding on the other opponents character to utilize her blockstrings well. Her C variations if whiffed are very punishable as they have slow recovery time if not whiff cancelled. Her 2C if block is not cancelable by simple A/B/C variations. You'll have to use a 214, 412, 236 or 623 ender. Although if you decide to go 623 and you whiff, prepare to eat one.

j.214C is controllable on which direction Sion decides to slam her opponent. Example you can constantly hit 6 < > 4 and she'll slam right and left. Generally you want to slam them towards the corner in 1 direction. On wakeup you'll be set in a way that the corner will be on the back of the enemy and you on the other side.

- Heat Safe - If you end strings with 214 A. You're free to Heat without risking the chance of being punished.

Block Strings

First off, remember to not always keep a consistent rhythm with your blockstrings as sometimes you'll need the delay to be more safe against SBCs. Staggering and delaying here and there helps and will sometimes trick the opponent to unblock since they'll believe it's safe to counter / escape.

2A > 2A > 2B > 6C > 4C is a nice endling block string. Although it does have a downside. There's a small frame where the opponent is free to do anything from 2B > 6C but it's very minimal. Anyhow, why is this so nice? It leads to many types of setups, the 4C component will immediately pull the enemy back in where you can quickly dash and 2A and catch them off guard. 6B overhead, or any kind of air setup or whatever you can think of. Example: 2A > 2A > 2B > 6C > 4C > j.A > j.C > Land and so on.

2A > 2A > 2B > 5C (1 hit ) > 2A this is a very nice low, mid, low string. It'll allow you to cancel the 5C animation delay afterwards because of 2A reverse beating and hopefully catch them off guard. Not much you can follow up with though.

Generally your blockstrings will start off like:


2A > 2A > 2B > ....
2A > 2A > 5B > ....
2A > 5B > 2B > 5C ( 1 hit ) > 5A ....
5A > 5A > 5B > ....
5A > 2A > 2B > ....
5B > 2A > 2B > ....
5[ C ] ( 1 hit ) > .....
5[ C ] ( 1 hit ) > 2A > ....
5[ C ] ( 1 hit ) > 5A > ....
5[ C ] ( 1 hit ) > 2B > ....
j.A > j.C > Land > Dash > 2A > 2A ...
j.C > Land > Dash > 2A

Dash ender. Her Dash is pretty fast and will work well agaisnt hardcore turtlers as you can easily run in and tick throw or reconnect with a 2A. Keep in mind they won't be in blockstun long enough for you not to be punished.

421 A/B ender serves as a very nice fake out. Usually 421 A/B will come after a 2C ending blockstring as it'll close the gap you've created between your opponent once again. You can also use this after a 2B/5B blocked.They both have the same starting animation so its hard to tell which one you've actually thrown out against your opponent. 421 A is usually used for a tickthrow ( A quick blockstring into dash throw ) or quick 2A setup. 421 B is jump cancellable and used to throw your enemy off. Because 421 B has an ending kick animation it'll launch them in which you can procede with an air combo of choice. Downside is this, there's a long delay before you can actually do anything in both A and B variations, so if your opponent calls your move real early, you're going to get punished.

236A/B/C ender. In my opinion, C is garbage, don't use it. These are also commonly thrown out after a 2C ending blockstring. If you've been mashed 421A/B a lot and your opponent is set in the mindset you're going to use it after 2C end string then throw out a 236A/B ender to punish them back. Both will allow you to recover fast enough that you won't get punished. 236B will shoot out more bullets and push your opponent further back if you need some space.

214A/B ender. A nice finish. Although if you use it too close you'll get punished. 214B will bring them towards you and if they're close enough allow you to 5B > 5C > 3B launch. 214A will allow you to setup if it connects as you gain major frame advantage after knockdown.

6B Overhead ender. If the over head connects, hit 3B and launch as you wish. If it doesn't, too bad you just lost your pressure for the time being. All there is to it. Note that if you started off your string with 6B with nothing infront and you're exactly next to your oppponent, you can sneak in 5B > 2B before the 3B launch. Although she's not completely immunte to them Sion also receives a few invincibility frames on low attacks. Not used after a 2C.

2C ender. 2C has slight delay before the whip actually comes out, but this isn't always bad. Sometimes putting gaps into your blockstrings help with mind games. You also receive superarmor with her 2C. 2C is cancellable into virtually any special move on block or hit. If 2C hit confirms you might want to go straight into a 214C loop. If it is blocked you might want to cancel into 412/214/236 A or B. The downside is if 2C is block it'll but a very large gap between you and your opponent, you might want to close this gap with a risky 421A fakeout or keep them in hit stun with 236A/B and approach.

Counter Hit

Sion's anti-air counter hit is a little tricky. Generally, you'll land her CH's off of j.A/C's against your opponent. If you CH off of a j.A/C you'll most likely land before your opponent do. Depending on where you land, the timing is different. You'll either have to chase down 5A > 3B or wait until the opponent has dropped low enough. Usually you'll be beside your opponent. The key is patience. Don't rush the 5A > 3B or 5B > 3B as the opponent is falling and you're right beside them. You want them to float at about your chest height before you hit either or. If you 3B with them too high, you won't be able to Air Combo follow up. After a 3B launch > j.B > j.C > Jump Cancel > j.B > j.C > Air Throw.

CH Anti Air Options:

5D Shield > 5A > 3B ....
j.A/B/C CH > Land > 5A > 3B ....
j.A/B/C CH > Land > 5B > 3B ....

8
Arcueid Brunestud / ~ Marble Phantasm ~ Guide for Arcueid Players Part 2
« on: February 25, 2007, 12:27:53 PM »
-**Important**- For now on, all updates will be available at: http://marblephantasm.thesrm.net. This is a subdomain branch off of SRM. The website is still incomplete. However the basic guide will be there.

Arcueid Strategies

Useful Hints

During the animation frame of her 2C > 5C > 5C ( Special Air Dash ), when the opponent is lauched and you activate the Special Air Dash, the Special Air Dash can be cancelled into an IAD. This is quite useful if you want to instantly go into a j.B j.C j.B j.C air combo before your opponent hits the wall.

Block Strings

As adviced from Psylocke in the beginning. Learn the range of her j.B and j.C well. These can connect into very devastating combos. IAD ( Instant Air Dash ) j.C > j.B > j.A or j.B > j.C pressure can work wonders as the block stun won't allow the opponent to escape a corner and allow you to continue with any ground block string. The most common ground block string used would be

2A > 2A > 2B > 2C > From here it depends on you. You can either:

5A whiff cancel and dash for a throw if your opponent turtles a lot. 5A whiff canceling also allows you to IAD pressure if your opponent is in the corner. Although this is not recommended against a character like Nero since his 4C will outbeat your IAD pressure unless you shield it.

4124B cancel and catch your opponent offguard in which you can further connect to 4124C if the opponent is not in the corner. If they are, you can do two of the following. Throw in a 236 C, or hope they tech recover and hit in a 5A > 5A > j.B > j.C > j.B > j.C. Caution, if the opponent has a smaller hit box the second hit of the 4124B will not connect resulting in a punish. It may be safer to use 4124A sometimes as 4124 does not result in a second hit. As well, if the opponent continues to turtle after a 4124A, you can proceed to continue pressuring.

A half charged 5C will also hit mid and low. This 5C can also cancel into 4124B/A or 236B/A.

Or you can 236 B/A cancel which can connect into the EX combo written above.

Common pressure strings:

2A, 2A, tick throw

2A, 2A, j.C, j.B, Jump Cancel

2A, 2A, 2B, 2C, 5a Whiff

2A, 2A, 2B, 2C, 214 A or B

2A, 2A, 2B, 2C 236 A or B

2A, 2A, 2B, 2C 623 B

2A, 2A, 5B, 214 / 236 A or B

2A, 5B, Half Charge 5C, 214 / 236 A or B

5B, 2B, Half Charge 5C, 214 / 236 A or B

5B, 2B, tick throw

5B, 2A, 2A, tick throw

j.C, j.B, jump cancel or IAD , j.C j.B j.A

Although throwing a lot of Reverse Beats ( Going from higher damaging inputs to lower damagining ones, EX 5C > 5A ) will prorate damage. It's necessary as a trade off to keep up a high pressure game. Here are just some basic pressure strings for Arcueid. As you see she's a character with plenty of high and low mix ups. Get creative.

Get Up

If you knock your opponent down you can either charge in for a charged 5B as it will ALWAYS hit a crouching opponent which will allow you to continue into a BNB. Charged 5B also gives you one tick of armor.

A charged 5[C] also works, but takes a longer time to initiate. 5[C] gets one tick of armor and is unblockable if the opponent is standing or crouching. If they do not tech out of 5[C] a 2C can follow after into whichever.

Of course with the above two, you might want to add in a few blockstring commands before you execute them.

ie. 2A > 2A > 5[ B ]
ie. 5B > 2A > 5[C]

Her special dash that crosses over your opponent is also effective for throwing those people who love to backdash on getup as well. They'll literally either dash into you or block the wrong way. It's a very 50 / 50 situation though. Use at your own risk.

One interesting way of setuping yourself is simply jumping backwards as your opponent gets up. This gives you lots of punishable options. If they jump, IAD and throw punish. If they back dash you can IAD and hit j.C > j.B into a ground BNB string. If they simply stand and block, you can approach with j.B. Careful that if they're just standing they might be anticipating a move in and punish you with a shield that will result in a coutner hit in their favor.

If you're exactly next to your opponent on wakeup, you can 4[ B ] Charge and quickly cancel into j.B/C on wakeup for an overhead.

The hidden trickery of j.2C

j.2C gives you an extra push and a delayed second hit in the air. So, if your opponent is slightly out of your reach, you can hit in j.2C hope they fall for the first hit whiff and get punished by the second hit, hitting your opponent downwards and alllowing you to reset your play. Don't rely on this one too much though.

It's possible to also use j.2C as semi groundstring overhead on wakeup. Be aware that if blocked it will put you at a framd disadvantage.

Corner Play

As you can see, Arcueid is MOST devasting in the corner. You have plenty of high and low mix ups and her combos are most damaging in a corner. Her 2C > 5C > 5C (This activates Arcueid's special air dash) helps greatly as it will always push your opponent into a corner in which IAD pressure and 2C > 5A whiff cancel is your hero.

The wonders of 5B and 2C

5B has a fairly decent clash frame and will even outbeat some character's j.ABC knocking them downwards. It's a nice charge in technique as if it clashes sometimes it will either bite through the opponents attack entirely or you can cancel into something given the situation.

2C also has clash frames, and according to Magikarp more so than 5B on startup before it hits. After 2C connects, you know the drill.

You'll notice if 5B hits a floating opponent it'll know them straight down. This is good, why? because 5B against a floating opponent connects into 5C> 5A> or 2B > 4B > .... Wait, this looks oddly like a Wall Slam Combo =). Therefore sometimes if you 2A and the opponent is about to leave ground, quickly hit in a 5B while the opponent is stunned midair and insert your combo given the situation. Wall Slam Combo if the opponent is in the corner:

5B > 5C > 5A > 5B > 5C > 5A > 5B > 2B > 4B > j.B > j.C > j.B > j.C > Air Throw

or standard BNB

5B > 2B > 4B > j.B > j.C > j.B > j.C > Air throw

or standard Relaunch Combo

2B > 2C > Now this depends on where the opponent is, if in the corner > 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

Counter Hit

If you know your opponent is going to approach you from the air and try and hit you, you have several options. A Counter Hit in the air Melty Blood will completely disable them. They will not be able to attack, tech or move until they hit the ground.

Shield ( 5D ) > 5A is a good way to land a CH from air attacking opponents. But be wary about jump attack variations with multiple hits like Nanaya's j.B or Warcueid's j.2C that gives her super armour and multiple hits.

There are many ways to follow up after a CH anti air, mostly height dependent. I personally like to use:

5A > 5A > 5C > Special Air Dash > j.B > j.C > j.B > j.C > Air Throw when they're about mid height. This allows for you to push your opponent towards the corner and gives you Frame Recovery Advantage on wakeup.

If you CH'ed your opponent and they were in the corner you can actually start a wallslam combo. Wait until they're at the height your opponent usually is for a wallslam combo. ( Usually just at head level ). Then:

( 5A > 5B > 5C ) x 2 > 5A > 5B > 2B > (Optional 2C) > 4B > j.B > j.C > j.B > j.C > Air Throw

I see a few videos with Japanese players baiting a shield CH and using 22A > 66 C as a punish, but I personally don't think it's worth the meter. You don't really get to setup after this either since they can tech out by the time you can do anything.

Character Hitboxes

Your worst enemies will be Ciel and Satsuki. Their hitboxes are so messed up you'll want to cry. If you add 2A > 2A> at the start of your BNB 2C > 5C won't connect, 2C > 3B won't connect, and 2C > won't connect if Satsuki is even the slightlest bit further away from you. Your best bet would be to limit your 2A or 5A spamming and start combos with 5B. Or if you're lucky, sneak in a 2C combo starter. Ciel is a bit more lenient when outside of the corner compared to Satsuki. But they'll both give you a headache. Alternatively, if you start with 2A's, you can switch into her 4B relaunches which will work very will in or outside of a corner. Also, if you leave out 5C during a wallslam combo and go straight to 5A > 5B > 5C > etc. It is possible to wallslam combo this way against them.
In AC however, a lot of the hitboxes are fixed, so you won't have to hassle yourself with a lot of these alternative methods. Just combo like you usually do.

You'll also notice if you mirror match yourself against another Arcueid or Warcueid, the release on the wallslam combo when the first 2C > 5C comes around is actually quicker. If you delay too much like the other characters the 5C will connect but won't float the opponent.

There are characters that are quite interesting in which you're able to crossup with in a corner and 5C to send them flying with the use of 623C. For example against Nanaya in a corner:

2C > 623C > Dash and Cross Up Under > 5C  > Special Air Dash > etc.

This is not really practical though.

As well, against Shiki Tohno, you'll find sometimes during your ending 4B relaunch sequences in combo before an air finisher, that sometimes the 4B will actually hit both times. If this occurs you have to leave out the first j.B and just go straight into j.C.

Safe Heat Activation

Connecting a 623A after a 2C or launching your opponent away with 2C > 5C will allow you to safely Heat without the risk of being punished.

Arcueid's Throw

AC Applicable Only. Of course you want to use the wallslam variation instead of the ground slam one. If you're in the corner and you throw them, you can follow up with j.B > j.C > j.B > j.C > Airthrow or 22A > 623 C > 2C > etc. Note: It is VERY important that if you choose to use the 22A follow up, Arcueid actually crosses under the opponent when she lands, so 623 C is actually entered backwards. EX: If you're facing right, you actually input 421 C.

Getting better?

Practice makes perfect is what they say. Get used to the 2C > 5C, 2C > 4B delay is the most important thing and see the floating differences between each character in Practice Mode. As adapted from sleepy, never play your opponent TOO much that you only adapt to that playing style and use their flaws as a method of offensive strike on all your other opponents. This will limit your learning curve. Play them, beat them, learn from them but don't change your play style entirely just to counter them.
Fighting games are all about mind games and exploiting the opponents movements. Combos just make winning easier. This is all for now.

Useful Links

Of course there are many ways to play your Arcueid, and being original is important. Here's some helpful links provided by the members of SRM:

Some of these videos have been taken down. I'll post new links as I find them.

Credits go to all of SRM and Melty Bread that has provided a good environment to play and learn in.

9
Arcueid Brunestud / ~ Marble Phantasm ~ Guide for Arcueid Players Part 1
« on: February 25, 2007, 12:27:25 PM »
-**Important**- For now on, all updates will be available at: http://marblephantasm.thesrm.net. This is a subdomain branch off of SRM. The website is still incomplete. However the basic guide will be there.

This was written and based off of Arcueid Brunestud: Melty Blood ReACT Final Tuned V2.501b and Melty Blood Act Cadenza VerB

- New Updates June 2, 2007 -
- New Wall Slam Combo -

- New Updates May 23, 2007 -

- Tweaks to Wall Slam Combo Section -
- Counter Hit section Added -
- Minor info to j.2C -
- New Wake Up Info -

- New Updates May 21, 2007 -

- 2C Information During Wallslam Combo -
- New Block String Info Added -
- Throw Section Added ( Act Cadenza Only ) -
- New EX Combo -

- New Updates April 24, 2007 -

- Safe Heat Activation -
- Minor Arcueid Basic Move List Changes -
- New Get Up Info Added -
- New Character Hitbox Info Added -
- New Block String Info Added -

- New Updates March 18th, 2007 -

- Alternative method to handle the 6236 C EX Combo
- Some info about the 4B Relaunch Combo

- New Updates February 7th, 2007 -

- Alternative method to reproduce the 4B Relaunch Combo
- Alternative method to reproduce the 2C > 5C > Wallslam Combo
- Alternative method to execute the 2C > 5C beginning of wall slam combos more effeciently
- Alternative method to handle the 6236 C EX Combo
- Common Pressure Strings Added
- Hints section added
- Added more information on character hitboxes
- Added information about her Arc Drives / Last Arc

Notes: When I refer to j.B j.C j.B j.C in the air, it's actually suppose to be like j.B > j.C > jump cancel > j.B > j.C

4124 is equivalent to 412

The key to playing Arcueid is all about delaying. Delay, delay, delay her 2C into (insert whatever combo). You'll see what I mean. Trying to get good with her will result in the loss of some hair. You have been warned.

All Mid Hits can be crouched blocked unless indicated as an overhead and may miss crouching opponents. Missing depends on distance and character specifics.

Arcueid Basic Move List

This section was suggested by HarmanSmith (Who has also fixed all spelling/grammar errors). Unless indicated, attacks that hit high are still blockable low by the opponent.

5A - Hits Mid. A simple fast and forward sideways swipe. Can be used to cancel out the opponent's j.ABC and forward rush BNB combo starter. Also used as a whiff cancel on a 2C block. May whiff crouching opponents. Air unblockable.

2A - Hits Low. Quick hits on the ground that can connect into 2B or 5B. Also can be used to stun low mid-air opponents. Read The wonders of 5B and 2C for more info.

5B - Hits Mid. A swipe downwards that also moves Arcueid slightly forward. Can cancel into 2B. Read The wonders of 5B and 2C for more info.

Charged 5B - Hits High and Low. Same as above. Read Get Up for more info. Gets one tick of armor. Overhead.

2B - Hits Low: A crouched kick with a fair amount of range that can cancel into 5B or 2C.

4B - Hits Mid. Arcueid propels into the air with her knee for 2 hits. Used as a standard launcher in some cases and important for her Relaunch combo. Careful: You will fly over your opponent if they are close enough crouched. Read Arcueid 4B Relaunch Combo for more info. On given conditions, it is air techable if its not slightly charged before hand.

Charged 4B - Same as above. Not used in relaunch combo.

5C - Hits Mid. Arcueid steps slightly forward and extends out her arm. If the opponent is midair, another 5C can follow to activate Arcueid's special air dash. Can cancel into 4124 A/B, 236 A/B. May whiff crouching opponents.

Half Charged 5C - Hits mID and Low. Same as above, but can still be blocked low.

Charged 5C - Same as above. Gets one tick of armor and is unblockable. Air techable.

2C - Hits Low. A hefty swipe. Arcueid crouches and leans her upper body forward. Jump Cancelable, j.2B, 5A, 4124A/B/C, 6236 A/B/C or 236C cancel.

j.A - Arcueid gives a small claw like swipe downwards in the air. Able to connect BNB starting with 2B if a few hits connect on a standing/crouching opponent. Overhead, oppoenent must block high.

j.B - Arcueid sends out two slashes in the air. Good range. Able to connect BNB starting with 2B if a hit connects on a standing/crouching opponent. Overhead, oppoenent must block high.

j.C - Arcueid lashes out her knee and kicks upwards. Fair range. Able to connect BNB starting with 2B if a connects on a standing/crouching opponent. Overhead, oppoenent must block high.

Connecting these BNBs depend on the height Arcueid is already at compared to the ground. It is also possible to hit something like j.B > j.C before you hit the ground to start the BNB.

j.2B - Arcueid swipes and descends downwards. Causes lift if opponent is in the air. Overhead, oppoenent must block high.

j.2C - Arcueid does a 360 in the air with her arms extended and swipes twice. Second swipe is delayed slightly. Also gives an extra 'push' forward in the air. The second hit will also smash the opponent downwards to the ground. Read The hidden trickery of j.2C for more info.

Arcueid Special Move List

236 A - Hits Mid. A slash is formed in the projectory of Arcueid's claws. Is able to be performed 3 times and is able to cancel into 236 C or 6236 C. 2nd and 3rd hit blocked is punishable. 3rd hit is a low hit. Hitting 214A/B at the 3rd hit instead will result in a delayed overhead ( Thanks to Sima for this information ).

236 B - Hits Mid. Same as above, slightly slower but more damaging.

22 A - Hits Mid. A quick 360 hop into the air, Arcueid swipes upwards. Is also usuable in the air. Air untechable in AC.

22 B - Same as above, but more damaging and can be followed by 66B for an extra hit. Can execute 66 C after for an EX version of 66 B.

66 B after 22 B - Arcuied claws forward for an extra hit. Can execute 22 C after.

4214 or 412 A - Hits Mid. Arcueid dashes forward with an elbow, covering a fair amount of ground in a short time. EX Cancelable.

4214 or 412 B - Same as above, but after the elbow connects Arcueid does a 5C movement which can cancel into 236 A/B/C or 4214 C on second hit. If the elbow whiffs, then 5C will not come out.

6236 A - Hits Mid. Arcueid claws forward in a downward swipe, also moving her foward.

6236 B - Same as above, but a second hit can follow if inputted again that swipes upwards. 2 hits instead of one. The second hit will lift the opponent in the air but the opponent will be allowed to air tech out.

All of Arcueid's special moves are air techable except the 3rd hit of her 236 A / B

Arcueid EX Move List

236 C - Hits Mid on 2 first two hits. Hits Low on last hit. Same as the A / B Variation except more damaging and much more punishable if all hits are blocked.

4124 or 412 C - Hits Mid. Same as B variation except of the second hit being a 5C. Arcueid teleport slams the opponent around to the corner. The ending animation will set Arcueid in the corner and the opponent infront of her if used towards the corner. Careful: If you connected this after a 4124 B and your opponent is already in the corner, the attack may miss its second hit, invalidating the EX. Not techable.

6236 C - Like the B variation, Arcueid swipes downwards and launches forward for various hits. The last swipe knocks the opponent towards the wall and the opponent cannot air tech out of it. It is possible to follow after the hit with a super air dash j.A into air combo or with a 2C if the opponent is in the corner as well as Arcueid. Read Arcueid EX Combos for more info.

22 C - Exactly like the A/B variation except with more hits and swipes. Air techable.

66 C after a 22 B - Exactly like its B variation but sends the opponent flying towards the wall. Air techable after the opponent hits the wall.

Arcueid Arc Drive List

4236 C - Heat Mode -

Raising her hand, Arcueid glares at her opponent summong chains from the ground that home in on the opponent.

Damage: About 2600

4236 C - Blood Heat Mode -

Same as above, but Arcueid finishes with a massive sweep of her hands that send out red slashes that slams the opponent into the wall.

Damage: About 4200

Things You Should Know: Arcueid's Arc Drive will hit the opponent anywhere on the screen EXCEPT if they're at a fair height above her on the ground. Both versions can be blocked on the ground, but if the opponent is mid-air and their hitbox is about your head level, this move is an automatic hit so use it wisely. If you see your opponent recovering from a move that required a lot of frame recover, then whip it out and let them feel the pain. It also serves as a getup punish as you receive invicibility frames right on the execution with limitless range. If any version misses or is blocked, Arcueid will be left standing there with her arms stretched out. Although she will have invincibility frames at all times, she IS punishable after they are done. You will not be able to recover fast enough to block if the opponent times it right. However, this invicibility frame can be used to get out of a few Arc Drives or Last Arcs that require a lot of startup time. Example: Satsuki's Last Arc and Nanaya's Blood Heat Arc Drive.

Shield + Blood Heat Mode - Last Arc -

If used against any other character Arcueid simply lifts up into the air and sends a bright beam straight from the ground that attacks the strikes the opponent for multiple hits. Under certain conditions, it is possible to block / evade this Last Arc, but it's highly unlikely. Unfortunetly, it's not very damaging.

Damage: About 3600

If used against Shiki Tohno or Nanaya Shiki, Arcueid will transform into her Princess Form and shoot out yellow beams that cut the screen from every direction. Unblockable / Shieldable / Dodgeable. I believe it's less damaging than her standard Last Arc but it looks much cooler in her Princess outfit.

Basic Techniques

BNB Combos

All damage info are estimations on Akiha

Arcueid BNB without Relaunch

This will explain her standard launch without the use of 4B relaunch and any use of corners

5B > 2B > 2C > 3B > j.A > j.B > j.C > j.A > j.B > j.C > Air throw

Damage: About 3500

2A > 2A> or 5A > 5A> 5B > 2B > 2C > 3B > j.A > j.B > j.C > j.A > j.B > j.C > Air throw

Damage: About 3500

( Note with this change, you have to rapidly connect 2A > 5B or else it won't register as a third hit. )

Damage: About 3670


5B > 2B > 2C > 4B > j.B > j.C > j.B > j.C > Air throw

( Note if you add 2 2A's in the beginning there's a chance you will hit your opponent too far for the 4B to connect )

Combos can work without 5B in any combo string shown here.

Arcueid BNB with 2C 5C

The 2C 5C BNB all depends on the distance your opponent is away from the wall already.

If your opponent is quite close then you can input:

5B > 2B > 2C > 5C > 5C (This activates Arcueid's special air dash) > j.A > j.B > j.C > j.B > j.C > Air Throw

Damage: About 2800

If your opponent is around the middle of the screen:

5B > 2B > 2C > 5C > 5C (This activates Arcueid's special air dash) > j.B > j.C > j.B > j.C > Air Throw

Damage: About 2800

If your opponent is around the at the other side of the corner:

5B > 2B > 2C > 5C > 5C (This activates Arcueid's special air dash) > j.C > j.B > j.C > Air Throw

Damage: About 2500

Now it is also possible to connect the 2C 5C into an Wall Slam Combo IF the opponent is about mid range or already on the other side of the corner. This will be explained in the next section.

Advanced Techniques

Arcueid BNB Wallslam Combo

Important: The key to her wall slam combo is her 2C 5C. If you input 2C > 5C quickly right after each other, your opponent will float too high and the combo will fail. Instead, you want to hit 5C about 0.1 of a second later than usual. THIS IS VERY CRUCIAL. Timing is everything in this combo. Your opponent HAS to be in the corner in order for this to work. ALTERNATIVE: At the beginning of the combo, instead of letting your finger / thumb off of 2C completely and waiting for the delay, you can keep your finger already charged on 5C. So basically, it'd be 2C > 5[C] <-- 0.2 second charge, release.

5B > 2B > 2C > 5C > 5A > 5B > 5C > 5A > 5B > 2B > 4B > j.B > j.C > j.B > j.C > Air Throw

Damage: About 5000

Things to watch out for: There is a frame recovery delay after the first 5C connects, watch. Get used to when you can input 5A after this frame recovery and quickly tap in 5B > 5C after. There is ANOTHER frame delay after the second 5C, do the same but you might actually have to wait 0.1 of a second later for your opponent to float low enough. When you've reached 5A > 5B > 2B > 4B > note that this sequence has to be done VERY quickly or the 4B WILL NOT connect. 4B is also replacable with 3B in which case timing is not so much crucial for this section.

Note: During her wallslam combos, it is possible to hit in 5A > 5B > 2B > * 2C * > 4B during the process before connecting it into an air combo. The thing is you want the 2B to hit in deep so there is a 3-4 frame gap between 5B > 2B. These delays are very subtle but it does make a big difference or else the move will not connect. Of course this is much easier done on Act Cadenza since 2C comes out faster. This extra 2C input is general, but somewhat of a character specific. Apparently it does not work on Nanaya and a few others. Thanks to Zaido for this one. Adding 2C will result in about 200 more dmg.

For the 2C 5C BNB into Wall Slam Combo, it will look something like this.

If your opponent is around the middle of the screen or around the at the other side of the corner::

5B > 2B > 2C > 5C > 5C (This activates Arcueid's special air dash) > j.C > 5B > 5C > 5A > 5B > 2B > 4B > j.B > j.C > j.B > j.C > Air Throw

Damage: About 4100

Things to watch out for: Just as how the initial 2C > 5C had to be delayed in the original Wall Slam Combo, the same goes for this one but not as much. Your opponent actually has to be at about neck level when their sent launching. Watch out for the j.C > 5B > 5C connection. j.C should be inputted right BEFORE the opponent hits the wall. If you had originally launched your opponent just a little bit too low, you can raise them up a little but hitting j.C a bit earlier, but not too much. If the opponent is too low, the 5C will whiff.

Alternative Method:

5B > 2B > 2C > 5C > 5C (This activates Arcueid's special air dash) > j.2B > 5A > 5B > 2B > 4B > j.B > j.C > j.B > j.C > Air Throw

Damage: About 3900

Easier to do in my opinion since j.2B is actually pressed right BEFORE the opponent hits the wall. If it connects anywhere after, the opponent is able to tech out. Just have to watch for the frame recovery time for you to insert 5A to start the ground portion of the combo.

5B > 2B > 2C > 5C > 5A > 5B > 2B > 2C > 5C > 5B > 2B > 2C > 4B > j.B > j.C > j.B > j.C > Air Throw

Damage: About 5500

One thing to watch out for is that the second 2C > 5C is REALLY delayed. You might want to watch a video for this one. The timing is pretty strict but you get a nice 200-300 DMG bonus if you pull it off. http://www.youtube.com/watch?v=-SQ_hWkX1Lg&mode=related&search=

Arcueid 4B Relaunch Combo

Now to tie everything together. The relaunch combo is actually like a replacement for the Arcueid BNB with 2C 5C when the opponent is at mid screen. Why bother learning such a troubling technique? More damaging, and your opponent will be amazed at your hax. Delay, once again. But instead of the initial 2C > 5C delay, replace 5C with 4B. It has to deal with their floating frames. If you delay it too much, 4B will only hit once without launch. If you release it too early, the opponent can air tech out of it.

5B > 2B > 2C > 4B (2 Hits) > IAD; Air Dash Instantly After Second 4B Hit Lands > j.C or j.B > Land > 5B > 2B > 2C > Now this depends on where the opponent is, if not in range of the corner > 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

If the opponent is pushed far enough into the corner, you can leave out 5B > 2B after the land and go straight into 5B > 5C as shown below. It is possible to leave out the 2C entirely and still be able to do the combo. Alternatively, if you want the 2C to land, your initial j.B / j.C will have to be slightly delayed so the opponent is lower to the ground. Choosing to follow through with the second 4B launch will result in a small delay like the first 2C > 4B except 4B will only hit once. You want the entire 5B > 2B > 2C to be slowed down just slightly with a few frames of delay in between each input so the opponent will be low enough for you to j.A/j.B whiff > land > 5A > 5B > 5C.

You can also:

5B > 2B > 2C > 4B (2 Hits) > IAD; Air Dash Instantly After Second 4B Hit Lands > j.C or j.B > Land > 5B > 5C> 5A> 5B> 5C> 5A > 5B > 2B > 4B > j.B > j.C > j.B > j.C > Air Throw if they are pushed to the corner.

Note: It matters when you hit the j.B while you're IADing in the air. Too early will make them float too high, too late will make them float too low for 5B > 5C to hit.

There are hardly times that you'll start this combo from one end to another. If you do, the combo will be further extended but I didn't feel a need to input on something rarely used. A) The damage isn't worth all that awhile. B) It's TOO situational. If you implore on learning it from there.

http://www.youtube.com/watch?v=XPJjMlf85rk at 2:08

Alternative Relaunch Method:

5B > 2B > 2C > 4B (2 Hits) > IAD > j.C or j.B > 5B > 5C > 5C (This activates Arcueid's special air dash) > j.2B > 5A > 5B > 5C > 5A > 5B > 2B > 4B > j.B > j.C > j.B > j.C

One flashy way to do this. The thing about this, is that you can actually replace it with her standard 2C > 5C > wallslam combo since it launches into the same effect. j.2B is done in the same fashion as the alternative 2C > 5C > wallslam combo. Note: Like most of her more advanced combos, the height of the opponent is very important as you launch them around. The first 5C won't connect if the opponent was floating too low on the delayed j.C or j.B. Therefore, make sure you don't delay too much before you hit in the j.C or j.B and land to punch in 5B > 5C.

Arcueid EX Combos

Simply put it, any Air Throw can replace into:

22B > 66B > 22C

22B > 22C

22B > 66C

4214 B can connect to:

22 C in the corner

4214 C if opponent isn't in the corner

Now here are some that might come in handy. Basically 6236 C can be connected after 2C or 5C or half charge 5C, 236 B > 236 B > 236 B or 236 A > 236 A > 236 A. The thing about 6236 C is that they can't tech out of it in a corner so you can continue a combo.

If you 6236 C the opponent in a corner you can after:

2C > j.2B > 5A > 5B > 5C > 5A > 5B > 5C > 5A > 5B > 2B > 4B > j.B > j.C > j.B > j.C > Air Throw

Damage: Around 4800 If started with 2C

Damage: Around 5600 If started with half charge 5C

Note: Get used to the 2C > j.2B timing and you should be good.

2C > 4B (2 hits) > IAD > j.B / j.C > 5B > 5C > 5A > 5B > 5C > 5A > 5B > 2B > 4B > j.B > j.C > j.B > j.C > Air Throw

Note: The 2C > 4B (2 hits) > IAD > j.B / j.C > 5B > 5C input is the same as the timing for the relaunch combo.

Startup of your choice > 2C > j.2B > Land > 22A > 623C > 2C > 4B (2 hits) > IAD > j.B / j.C > 5B > 5C > 5A > 5B > 5C > 5A > 5B > 2B > 4B > j.B > j.C > j.B > j.C > Air Throw

Note: It's even possible to connect this after a 4B Relaunch combo. Note that since j.2B is faster in AC than it is in FT, you want to press it fast enough for the opponent to be hit stun long enough for you to land and 22A but not slow enough they'll tech out of 2C. The timing is quite tricky.

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