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

Messages - ChiisaiRamen

Pages: [1] 2 3
1
Melty Blood Auditorium / Re: Favorite mbac quotes
« on: December 03, 2008, 01:43:25 PM »
"Katto Katto Katto KATTO KATTOOOOO!"

hands down

2
Akiha's Tea Room / Re: IaMP - Immaterial and Missing Power
« on: February 29, 2008, 01:45:26 PM »
Im pathetic cuz I play Hong Meirin and I cant stop cuz I love her lots.

you can watch me fail in my youtube channel

4
Hmm... something interesting I just found

http://www.mpsnet.co.jp/hobbynet/productsgrid.aspx?searchouter=melty&catno=all

Chibi Melty Blood Figures ^_^
I don't know if this is old or not, but there freeken sweet!
When TM-Collection hunting, we saw those displayed and couldn't resist. I only bought one hoping for Len, and got it luckily. It sits on my external HDD, which is appropriately named Len. No, I'm not obsessed with her. ...

There's one "mystery" one not displayed there, which turned out to be Warc.

3 mystery ones

red arc
white len
akiha v

5
Haha yah, tried to order that one but always out of stock.

My friend tried to order em too but everytime he gets to find a place to order it that has it, they go cancelling his order cuz i guess apparently they just ran out.

6
i bought mine ebay, that was the last arcueid in their stock and i think there was one more aoko im not sure.

Its from UK http://myworld.ebay.com/animetoysukstore


as for you Leon Rose, another good arcueid fig is another from alter http://cgi.ebay.com/Alter-Melty-Blood-Arcueid-Brunestud-girl-dress-Figure_W0QQitemZ330184570696QQihZ014QQcategoryZ1345QQrdZ1QQssPageNameZWD1VQQtrksidZp1638.m118.l1247QQcmdZViewItem (dont order from them they always rip people off in shipping. Only for example purposes)


Alter is my fav figure company as of late.

7
Theyre damned detailed for collection figs.

I only got my favs for now cuz i didnt know how well they were made

http://img.photobucket.com/albums/v203/koorisan/01-31-08_1414.jpg
http://img.photobucket.com/albums/v203/koorisan/01-31-08_1415.jpg

8
Not at all.
Just yesterday I lost in a row against someone, I dont know his name in this boards but hes from this forums.
Given my inputs were comin out a second after i press the button cuz my connection is shitty, a loss is a loss and he was pretty good anyways.

For me its fun to have someone beat me even if its repeatedly since im after the thrill of a fight not the actual win itself. Plus it gives me something to aim for.

9
Akiha's Tea Room / Re: Is Melty Blood the only game you play hard?
« on: January 28, 2008, 11:22:24 AM »
well if its a fighting game I play it. The ones I play often are

Melty Blood: Arcueid/Red Arcueid
IaMP: Yuyuko/Patchouli/Meirin
SWR(demo): Alice
EFZ: Ikumi/Nayuki(Awake)
DoA4: Helena/Lei Fang
Samurai Shodown 5/6: Charlotte/Iroha
Arcana Hearts: Mei Fang

those are the frequents i of course play others too like SF3S GGXX and stuff.

10
Red Arcueid / Re: Red Arcueid Guide (Chii Version)
« on: January 27, 2008, 07:11:27 PM »
cool thanks, ill update it along with videos of the combos for the next version

11
Arcueid Brunestud / Re: Arc Vid Thread
« on: January 27, 2008, 06:30:58 PM »
well i always check back here but i figure there isnt much action here since a majority is probably busy practicing corner wallslam loop XD

12
Red Arcueid / Re: Warc - The ComboVideo of Choice!
« on: January 23, 2008, 12:00:35 AM »
you need a nicovideo account to see the vid, otherwise its just a page

13
Red Arcueid / Re: Red Arcueid Guide (Chii Version)
« on: January 19, 2008, 10:28:01 AM »
Alrighty updating it.
Will be present in version 3 where there will be videos.

though i probably do have to drop some of the characters used like "รค" cuz of gamefaq standards but ill try first and change it if they reject it.

(someone should update the meltywiki too i suppose its where i found the move names)

14
Red Arcueid / Re: Red Arcueid Guide (Chii Version)
« on: January 18, 2008, 10:12:05 PM »
i see *bow* gomen

Well for me i throw it after whiffs not a whole lot though and thats about the only times i use 3C.

Now that you mention it Id like to see how others use 3C too if they ever do that is.

15
Arcueid Brunestud / Re: Arcueid Brunestud Guide (Chii Version)
« on: January 18, 2008, 03:35:55 PM »
Updated to ver 2.5
added your input sabator. Thanks much.

Oh and sorry about the replays *bow* Ill try to get them done soon. Wasnt able to lately since I went out with friends.

EDIT*
Updated to 3.0
with replays and other neat stuff

its a bit late but i had to upload some video for the guide in youtube around 10 times before it finally didn't fail in processing. (For some reason youtube doesnt like videos featuring Kohakus Mech Hisui Factory/Garage)

16
Red Arcueid / Re: Red Arcueid Guide (Chii Version)
« on: January 18, 2008, 03:16:28 PM »
Updated to version 1.3
Thanks Sledeau for your input.

I forgot to add 3C since I used the Arc Brunestud as a template for format consistency.
While sarcasm isnt the best way to call mistakes into attention as it may lack details, it still serves its purpose so I still send thanks, Akira

17
Red Arcueid / Red Arcueid Guide (Chii Version)
« on: January 18, 2008, 12:08:57 PM »
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.



============================================================
Melty Blood ACT Cadenza: Red Arcueid Guide
By: ChiisaiRamen
a.k.a. Nobleman Azure(GuildWars handle), Aokaze Kouu, Koori(RO handles)
version 1.3
============================================================


------------------------------------------------------------
Contents
------------------------------------------------------------

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



------------------------------------------------------------
MBACRA01: Introduction to Red Arcueid
------------------------------------------------------------

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.


------------------------------------------------------------
MBACRA02: Pros and Cons
------------------------------------------------------------

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.


------------------------------------------------------------
MBACRA03: Arcueid Brunestud or Red Arcueid?
------------------------------------------------------------

(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.


------------------------------------------------------------
MBACRA04: Notation and Terms
------------------------------------------------------------

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.


------------------------------------------------------------
MBACRA05: Attacks and Command Attacks
------------------------------------------------------------

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.


------------------------------------------------------------
MBACRA06: Special Command Moves
------------------------------------------------------------

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.


------------------------------------------------------------
MBACRA07: Special Moves
------------------------------------------------------------ 

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.


------------------------------------------------------------
MBACRA08: Combos
------------------------------------------------------------

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.


------------------------------------------------------------
MBACRA09: Tactics and Mixups
------------------------------------------------------------

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.


------------------------------------------------------------
MBACRA10: Helpful Links
------------------------------------------------------------

Melty Bread:
http://www.meltybread.com

Sign 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.


------------------------------------------------------------
MBACRA11: Closing FAQ
------------------------------------------------------------

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


------------------------------------------------------------
MBACRA12: Credits and Thanks
------------------------------------------------------------

Melty Bread wiki for moves name reference.
Sledeau for his input on several things.
Akira for reminding about 3C (missing from ver. 1)


------------------------------------------------------------
Version History
------------------------------------------------------------

01/18/08: Made the Guide
01/18/08: Made version 1.3
         (Added Sledeau's Input)
         (Added 3C info)


------------------------------------------------------------
Other stuff
------------------------------------------------------------


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.com
http://www.meltybread.com

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.



Copyright 2008
ChiisaiRamen
Aokaze Kouu
Nobleman Azure

18
Arcueid Brunestud / Re: Arcueid Brunestud Guide (Chii Version)
« on: January 16, 2008, 07:25:18 PM »
well its the same way i get to learn the combos myself (since some of them arent exactly the known kind)

Ill zip the replays for the next version if that is what you guys want.
The videos only serve as a "what does it look like" purpose.


My opinion though, dont get caught up on counting frames and looking at precise timing, from my experience that only serves to slow down the speed on which you can learn the combos Ive always learned my combos through watching with only "how the combo looks like" as a guide.
The best way to learn these combos is to repeatedly try while adjusting your timings. Because the way I time my inputs isn't the only way nor its the best way for everyone else.

For followup to throw in the corner, you can do 22A (careful not to start entering the command too early or she dunks them) followed by 623C (but you cross them up so enter it backwards) followed by...whatever you want.

Also for lols I guess you can add the crazy wannabe-SII shit like 2C j.2B 22A 623C etc.

The followup you described uses an ex for only 200 more damage. Its just its not at the spirit of the combos i listed that are "easier to do, but still retains its usefulness by alot".

While I wont add it to the guide itself, I gave it a try anyhow since its pretty creative
Ill just add it only as a forum post once Youtube gets out of maintenance and let me upload the vid

As for the wannabe SII ill leave it out because I dont want anything hard to do. I was only able to pull it off 3 out of 10 tries. The timing is incredibly strict as the opponent would be able to ground tech if you do it improperly.


EDIT**
here is the video:
http://www.youtube.com/watch?v=gF9XDeNAOog

Ill work on the replays (I deleted some of them so i have to redo) Ill have it ready in half a day or so.

19
Kohaku's Video Room / Fun and Weird Team Combos
« on: January 16, 2008, 05:22:10 PM »
most arent practical but theyre funny as hell to watch

http://www.youtube.com/profile_videos?user=canon5311&p=r



enjoy =D

20
Arcueid Brunestud / Re: Arcueid Brunestud Guide (Chii Version)
« on: January 16, 2008, 01:22:49 AM »
Updated to v2.1
With videos to some of the combos

21
Arcueid Brunestud / Re: Arcueid Brunestud Guide (Chii Version)
« on: January 14, 2008, 12:03:28 AM »
cool, Ill add a "second opinion" part on the guide on the next version

ty tare

22
Arcueid Brunestud / Arcueid Brunestud Guide (Chii Version)
« on: January 13, 2008, 05:02:18 PM »
I hope no one minds I make a new and slightly different guide but I found the other one to be a little outdated. If its bad, no hard feelings on this side if this thread is chosen to be deleted. Im going GameFAQs format here so here we go

============================================================
Melty Blood ACT Cadenza: Arcueid Brunestud Guide
By: ChiisaiRamen
a.k.a. Nobleman Azure(GuildWars handle), Aokaze Kouu, Koori(RO handles)
version 3.0
============================================================


------------------------------------------------------------
Contents
------------------------------------------------------------

To jump to the section you want simply type the code that preceedes the title
of the section in your find tool (Ctrl+F)

MBACAB01: Introduction to Arcueid Brunestud
MBACAB02: Pros and Cons
MBACAB03: Arcueid Brunestud or Red Arcueid?
MBACAB04: Notation and Terms
MBACAB05: Attacks and Command Attacks
MBACAB06: Special Command Moves
MBACAB07: Special Moves
MBACAB08: Combos
MBACAB09: Tactics and Mixups
MBACAB10: Helpful Links
MBACAB11: Special Move Meanings
MBACAB12: Closing FAQ
MBACAB13: Credits and Thanks



------------------------------------------------------------
MBACAB01: Introduction to Arcueid Brunestud
------------------------------------------------------------

First, I'm not gonna talk about the backstory of Arcueid, chances are you
already know her. If not, there are info about her story in wikipedia about
her. So with that being said lets get on to introduction of the
character Arcueid Brunestud in the game.

Arcueid is one of the average speed characters in the game (which is still
plenty fast since the game is fast paced) She isnt top tier but tiers
matter little in this game so there shouldn't be any worries about your
ability to score wins regularly.

Arcueid has alot of timing specific combos that require a bit of dedication
to learn, she isn't as easy to pick as other characters like say Shiki
Nanaya. But in the end what character will be easy to use will depend on
the player him/herself, that statement is just my personal opinion.


------------------------------------------------------------
MBACAB02: Pros and Cons
------------------------------------------------------------

PROS:
-Has a wide variety of useful attacks giving plenty of mixup options
-Very deadly when cornering opponents
-Has the right tools to send opponents to stage corners
-Dash can hop to the opponent's other side for a crossup
-Very Good Arc Drive

CONS:
-No projectile or any long range attacks
-Below average-Average damage potential outside of corners.
-Does not have an exceptional Bunker Cancel


------------------------------------------------------------
MBACAB03: Arcueid Brunestud or Red Arcueid?
------------------------------------------------------------

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    **          ****

Arcueid Brunestud has a good corner loop as well as many ways to send the
opponent to the corner to perform it. Red Arc has long range thanks to her
blood rings, this allows you to play keep away or hit turtling opponents.
Arcueid Brunestud also has alot more mixup options than Red Arc but when
it comes to zoning, Red Arc allows you to control alot of space because of
her blood rings as well as her j.B.

SECOND OPINION:
(Tare) As for my opinion about your statistic *** rankings for her overall
stats. She really doesn't have that much mixup options compared to most
characters. Arcueid is pretty straight forward. Her strongest high low
options is from like her 5{B} which is caught pretty easily if the
opponent watches out for it. She also has no Air Charged attacks that aid
in this whiff fakeout like Aoko and Satsuki. She has no normals that give
her complete +F advantage.
(ChiisaiRamen) The thing is its not whether the opponent can catch it while
watching it, if the opponent catches it and stands up. It is still part of
a blockstring and you can continue to harass him. You even have a second
chance in the form of 4{B} overhead or just going 2B right away for a low.
However you are right, She doesnt have the excellent additions that the
characters you mentioned have so I believe the rating needs to be bumped
down by 1 *.

(Tare) Her speed is really good too in my opinion. It won't allow you to
net easy tick throw like Nanaya/Tohno's which cover a limited space in a
very quick time, but her dashing movement increases your rushdown by a lot.
(ChiisaiRamen) Yes but Nanaya and Shiki as you described are at a different
level. They would have gotted a 5* rank as compared to Arcueid's 3*.
3* is still a good rating for speed. As compared to say 1* that I would give
White Len. But the way you described it makes me believe that I need a 6th
rank; Movement.
This, because I agree that the way her dash moves gives you a good ability
to rushdown if you so please.


------------------------------------------------------------
MBACAB04: Notation and Terms
------------------------------------------------------------

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.


------------------------------------------------------------
MBACAB05: Attacks and Command Attacks
------------------------------------------------------------

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  :(Crouching Block, Standing and Low Shield) A low swipe, fast but has
      very short range. Regularly used as a combo starter

5A  :(Standing Block, Standing and 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.

2B  :(Crouching Block, Crouching Shield) A low leg sweep. Used as a ranged
      low poke.

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.

4B  :(Standing and Crouching Block, Standing Shield) A knee attack that hits
      twice. Primarily used on relaunch combos.

4{B}:(Standing Block, Standing Shield) Same as above but is an overhead
      attack and is another high low mixup option.

3B  :(Standing and Crouching Block, Standing Shield) An upwards claw swipe.
      Used as a launcher after 2C for a BnB Combo.

2C  :(Crouching Block, Crouching Shield) Low heavy claw swipe. Primarily
      used as a tripping move to launch an opponent for a combo.

5C  :(Standing and Crouching Block, Standing Shield) Forward claw attack.
      Misses some crouching opponents. Used in corner loop combos and
      relaunch combos.

jA  :(Standing and Crouching Block, Standing and Crouching Shield) Jumping
      quick shortranged claw swipe. Used against Chickenblocks.

jB  :(Standing Block, Standing Shield) Jumping ranged claw swipe. This
      attack swings twice one upward swing and one downward. If the attack
      is done as you descend in your jump, it will swipe aiming downwards
      right away.

j2B :(Standing and Crouching Block, Standing Shield) A falling downward
      claw swipe. Primarily used to alter your movement in the air and
      quickly descend to throw your opponent off.

jC  :(Standing Block, Standing Shield) An upwards heavy kick.

j2C :(Standing and Crouching Block, Standing Shield) Arcueid extends her
      arms and spins hitting twice. The second hit slams the opponent to
      the ground. This move is used mostly 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)Arcueids throw, the direction used (4 or 6)
      will determine the direction where Arcueid will throw the opponent.
      If opponent is thrown at the wall they will wallslam and can be
      followed up with a combo.

6Q2 or
4Q2 :(Cannot Shield or Block)Inputting 2 after Arcueids throw will make
      Arcueid slam the opponent to the ground instead of throwing them
      across the screen. This is used when you just want the extra damage
      it gives to finish the opponent off, or when you are too far from
      any walls to follow up the regular throw.


------------------------------------------------------------
MBACAB06: Special Command Moves
------------------------------------------------------------

Arcueid has two special command moves.

5C~5C:By rolling into 5C after doing a normal 5C attack (See above),
       Arcueid will perform a special air dash that travels at a wide arc
 
66   :This is Arcueids dash, if done next to an opponent or if you run
       into an opponent, she will hop to the other side allowing you to
       perform a 46Xup. Be cautious however its pretty slow and opponent
       may punish you for hopping to the other side.


------------------------------------------------------------
MBACAB07: Special Moves
------------------------------------------------------------ 

236A    :"Jyamai-yo!" A claw swipe that moves arcueid a step forward.
         Can be followed by another 236A/B and a third 236A/B for a low
         hit or a third
         214A/B for a delayed overhead hit.

236B    :Same as above, but is slightly slower and deal more damage.

236C    :"Chotto Honki Dasuwayo!" EX Claw Swipe. Swipes 3 times, with the
         third hitting low with no option of hitting overhead. Very
         punishable if opponent blocks all hits correctly.

214A    :"Se-no!" A dashing elbow attack. Very useful move in blockstrings
         because it is a frame trap. It is very hard for the opponent to
         try to do anything but block after blocking this move. This
         usually tricks opponents in letting go of block.

214B    :A dashing elbow attack with longer range, a slight delay, and a
         follow up "5C-looking" attack that makes the opponent airborne.
         Can also be used in blockstrings, if it hits, the second hit can
         be cancelled into 236C (not useful) or 214C (2nd or 3rd hit of
         this EX move will miss if this cancelling was performed too close
         to the corner)

214C    :EX dashing elbow that hits 4 times. Arcueid shouts "se-no!" and
         proceeds to juggle the opponent in the air until she does a final
         hit and shouts "Ochiru!" slamming the opponent down. Primarily used
         as a bara (not that great) or a followup after 214B to keep the
         opponent knocked down.

623A    :"Nani Yatteruno" A downwards aiming and forward moving claw attack.
         Pressing 6A/B afterwards will follow up with an upwards aiming
         swipe. This followup attack can be delayed by delaying the 6A/B
         button press.

623B    :Same as above but hits multiples. Can also be followed up with
         6A/B but it must be inputted immediately and cannot be delayed.

623C    :EX Forward Claw. Same as the above combined with their follow up
         attack. Hits multiples. The difference is the opponent is wall
         slammed after the last hit and cannot recover. This can be followed
         up into a combo afterwards.

22A     :"Urusai! (Tobe!)" An upward moving claw swipe. Can be used as anti
         air. Can also be used in the air.

22B     :Same as above but hits multiples.

22C     :EX Shoryuu Claw. Same as above but with more damage. This is the
         only EX move you can do in the air.

66A/B   :"Urusai! (Kiero!)" Only works after 22A or 22B hits. Arcueid
         thrusts her claws forward as a followup. This move can be cancelled
         into 22C making the full shoryuu combo as follows
         (22A/B 66A/B 22C).

66C     :An ex version of the above move, teh difference is that it does
         more damage and wallslams.

41236C  :"Kuusou Gugenka (Marble Phantasm)" Her Arc Drive (Requires Heat
         or Max Mode) Arcueid summons chains to bind her opponent and
         damage him/her.Very useful for bara cancel if you can perform it
         no sweat. This move also has invincibility frames and ability to
         hit the opponent anywhere in front of arcueid except for a good
         amount of height above her (Completely over her head). Makes it
         very useful for wakeups.

41236C  :"Melty Blood" Her Advanced Arc Drive (Requires Blood Heat) Arcueid
         does the same things as her Marble Phantasm but after binding the
         opponent in chains, she follows up with a powerful multi hitting
         slash.

jD      :"Sukoshi Bakari Tawamureyouka?" (air Ex shield while in Blood Heat)
         Arcueids Last Arc, the music stops and Arcueid floats back and
         summons a blast. If done on Shiki Tohno or Shiki Nanaya, instead
         of a blast, lasers will hit the opponent from multiple directions.
         Not very useful like most Last Arcs are.


------------------------------------------------------------
MBACAB08: Combos
------------------------------------------------------------

Here I will show you 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 Arcueid to play with.

Before we begin, If replays are your thing then download the Arcueid
Brunestud Guide Replays Pack here (You need WinRAR or 7zip):
http://home.graffiti.net/koori/Downloadables/ArcueidBGuideReps.rar

How to use the replays:
1. Make sure you back up any replays you have in your replay folder
2. Extract the the Guide Replays into the replay folder
3. Go into practice mode
4. Press F5 and select replays
5. Select whichever replay you want to see

Arcueids BnB Combo:

-2A2B2C3B jABC jABC 6Q or 4Q
The final throw, aim towards the corner, remember you have to try your best
to keep the opponent on the corner so you can perform your damaging
corner loop.
REPLAY: REP10

Extended BnB Combo:

-2A2B5B2C3B jABC jAABC 6Q or 4Q
The first difference here is the addition of 5B at the ground string.
You can charge 5B to create an overhead if they are blocking.
The second difference is the addition of a second air A attack at the
airborne string. If you do this, do it fast and link your air throw quick
or the opponent will end up too high up.
REPLAY: REP05

Corner Loop Combo:

-2A2B2C!5C 5A5B5C! 5A5B2B4B BC jBC 6Q or 4Q
This is an important combo and requires practice to do. It requires split-
second pauses to be done correctly.
Just like the BnB, you may add a 5B in the middle of the first string to
add damage or charge it for a mixup.
VIDEO: http://www.youtube.com/watch?v=YzIjWEt_Utw
REPLAY: REP08

Special Dash Combo:

-2A2B2C!5C~5C!C land 5B2B5C~5C BC jBC 6Q or 4Q
This combo is done if you are the one cornered and want to turn tides
around and corner your opponent instead. Hence this is only used if the
opponent is far from the wall they will get slammed into.
The delay after the special air dash is something that you will decide
visually. Do the Airborne C at the very end of it so you can land right
after you hit the opponent and catch them with the following 5B.
VIDEO: http://www.youtube.com/watch?v=a-WDbT7oUDM
REPLAY: REP09

Throw Combo:

-6Q or 4Q (Whichever will throw them to the wall) jBC jBC 6Q or 4Q
This combo is done as a follow up after the wallslam throw. It does not
do very good damage but its main use is to keep the opponent knocked down
and having to guess your wakeup game.
REPLAY: REP06

Throw EX Combo:

-6Q or 4Q 22A!623C2A5B2B2C4B BCjBC 6Q or 4Q
You have to input 623C the other way around 421 because you are actually
at the other side of the opponent at that point in time during the combo.
I initially did not want to include this combo here but Sabator isnt
exactly throwin out nonsense. Check out his opinion on this.
SECOND OPINION: (Sabator) The 200 extra damage can be worth it if you're in
 MAX or on the brink of killing them. It's at least something worth learning
 since IMO it's not that hard.
SECOND OPINION: (ChiisaiRamen) Its very situational so I do not agree
 completely, but I also do think what Sabator says has good worth.
 If you can do the corner loop combo, or the relaunch then this is
 something you might want to wrap your hands around to.
VIDEO: http://www.youtube.com/watch?v=gF9XDeNAOog
REPLAY: REP12

Throw EX Combo Sideswitch:
-6Q or 4Q 22A!623C2A5B5C~5C! BC jBC jBC 4Q or 6Q
You do this if you grabbed the opponent really close to the corner and
proceeded with 22A accidentally. (Remember to input the 623C the other way
aroun because you end up at the opponents back)
"Accidentally" because you shouldnt normally be trying to do this combo
since it does not do that much damage compared to the regular throw combo
yet its loads more complicated to do.
Its just something that is nice to know just in case.
VIDEO: http://www.youtube.com/watch?v=DqFU3VxFi78
REPLAY: REP11

EX Claw Corner Combo:

-2A2B5B5C 623C! (2Aor5A)5B5C! 5A5B2B4B BC jBC 6Q or 4Q
This combo uses the EX claw 623C and following it up with the corner combo
afterwards for a ton of damage. This combo is very hard to do on floaty
characters (which i call marshmallows) like Shiki Nanaya. If it is too
difficult for you, you can try the one below.
VIDEO: http://www.youtube.com/watch?v=QVnELyQbDDA
REPLAY: REP13

EX Claw Anti Marshmallow Corner Combo:

-2A2B5B5C 623C! 2C3B jABC jABC 6Q or 4Q
Instead of linking the corner combo, you link the BnB to it. Simple and
much easier against marshmallows.
VIDEO: http://www.youtube.com/watch?v=616bIatHS7U
REPLAY: REP16 (Shows why this combo is needed
REPLAY: REP17

Relaunch Combo:

-2A2B2C!4B(2hits)~dash! (B or C)land5B2B2C5C~C BC jBC 6Q or 4Q
If you arent across the screen and want to put your opponent to the corner
then this is the combo to do. This is a simplified version of the known
relaunch combo but despite that. there are a couple of complications.
1. Delay 4B after 2C or opponent will air recover mid combo
2. you have to air dash immediately after the 2nd hit of 4B
3. After you air dash you have the option of using air B or air C. Both
   works and choosing which depends on which one you are more comfortable
   with. C is more damaging but has a more complicated delay.
VIDEO: http://www.youtube.com/watch?v=__H5G-ul21M
REPLAY: REP07

Relaunch Anti Marshmallow Combo:

-2A2B2C!4B(2hits)~dash! (B or C)land5B2B5C~C BC jBC 6Q or 4Q
Again, the damned marshmallow characters will give you trouble so there is
this version. Basically the only part ommitted is the 2nd 2C after the
2nd 2B.
VIDEO: http://www.youtube.com/watch?v=fQShYGMoKiI
REPLAY: REP14 (Shows why this combo is needed)
REPLAY: REP15


------------------------------------------------------------
MBACAB09: Tactics and Mixups
------------------------------------------------------------

First of all, remember to keep sweeping the opponent to the corner, this is
your primary goal because your ability to hurt is higher on the corner
then when you're not.

-Some High Low Mixups (41Xup)

1. Charge Charge Mixup: (5{B} 4{B}) Placing two overheads consecutively is
    a good way to land a hit on your opponent. The common move after 5{B}
    is 2B so most opponents will instinctively low block after. When 4{B}
    hits you can follow it up with a combo.
2. Double Air Kick: (jC~dash jC) Same concept as above but this time using
    and air C. After an overhead kick most opponents will low block and
    could easily be caught by the second kick.
3. Air Kick to Charge: Same concept again except this time a combination
    of both. After an Air kick, you can land and charge your B for an over-
    head attack then into a damagingcombo because you bypassed the 2A
    proration (damage reduction)

-4-6 Crosup (46Xup)

1. Hop: This is your only option for a 46Xup because your jumping attacks
    aren't as good as say Satsuki for an overhead 46Xup. Use this sparingly
    on opponents that are trying to get up from being knocked down. Dash
    towards them to hop behind and catch them off guard.

-Tick Throws

1. Everyone has a tick throw. Be creative and random when doing tick throws.
    Dash in and throw right after a jumping C or in the middle of your
    blockstrings even after an a blocked charged attack. Remember that your
    throw is a pretty good thing since its comboable if close to the corner
    and the combo that follows it puts the opponent back in a knocked down
    position.
   SECOND OPINION: (ChiisaiRamen) Remember to be careful and time your grab
    right if you are trying to tick throw someone who isn't cornered. You
    might end up hopping behind them instead.

-Movement Delays

1. Falling 2B: Use 2B while in the air to quickly dive down immediately
    after a jump. This will put you below the opponent if they decide to
    react to your initial jump by jumping into the air themselves as well.

2. 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.

-Blockstrings and Frametraps

1. Short Elbow: 214A after a short blockstring will move you forward and
    keep the opponent blocking. If they try to retaliate they will get hit
    because this move is a huge frametrap.
   SECOND OPINION: (Tare) 214A Is Neutral on block. So... if you both start
    mashing on 2A in an idealistic reaction and their 2A is faster, you're
    going to lose out.
   SECOND OPINION: (ChiisaiRamen) In that case, if you think they are going
    to be mashing on a quick attack, You can try mashing shield to catch
    it.

2. Far Elbow: 214B if you do a longer blockstring and need a further travel
    distance for your elbow. This isnt as good as the A version but may
    catch the opponent if they let go of guard before you do this attack.
    When this hits, remember to cancel into a 214C if you arent close to the
    stage corners to perform EX elbow and put the opponent in a knocked
    down state.
   SECOND OPINION: (Tare) 214B if conneceted in the corner should follow up
    with 22C since 214C will whiff. If they don't tech, you can mash on 5A
    and then connect into an air combo.
   SECOND OPINION: (ChiisaiRamen) However if they do tech, you can guess or
    reactively jump towards the direction they tech to and grab them,
    effectively placing them to the ground again for a mix up.

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.
    Keep it random and you just may keep your opponent blocking in that
    corner until they cave in.


------------------------------------------------------------
MBACAB11: Special Move Meanings
------------------------------------------------------------

Jyamai Yo! - You're in the way!
Soko!  - There!
Owari!  - Finish!
Shizume!  - Sink!
Chotto honki dasu wayo - I'll get a little serious
Nani Yatteruno? - What are you doing?
Urusai! (tobe!)  - Shut up! (Fly!) <-- as in get up there
Urusai! (keiro!)  - Shut up! (Disappear)
Kuusou Gugenka  - Imaginary Phantasm or just Phantasm
Sukoshi bakari tawamureyouka?  - Shall I play around with you a little?
Doko miteru no? - Where are you looking? (this is what she says when you dodge using 2A+B or 2Q)


------------------------------------------------------------
MBACAB10: Helpful Links
------------------------------------------------------------

Melty Bread:
http://www.meltybread.com

Sign 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.



What?....Seriously everything is in that site, this section shouln't be
plural at all really.


------------------------------------------------------------
MBACAB12: Closing FAQ
------------------------------------------------------------

Q: Why are you using Arcueid? Shes not even Top Tier?
A: Well shes fun, I like her and I play to have fun, not necessarily to win.

Q: Why did you write this Guide?
A: Because I am bored.

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: I want to ask you somethin else, how can I contact you?
A: Aokouu@gmail.com or AIM ChiisaiRamen


------------------------------------------------------------
MBACAB13: Credits and Thanks
------------------------------------------------------------

Tare for some extra information
Sabator for info about how to start the alternative combo
         used after a corner wallslam grab.
TyrantRave for romanji move names and translation.


------------------------------------------------------------
Version History
------------------------------------------------------------

01/13/08: Made the Guide (Version 1.0)
01/15/08: Made Version 2.0
         (added videos for reference)
         (added 2nd opinion sections)
         (fixed a few spelling errors)
01/15/08: Made Version 2.1
         (formatted to work on forums)
01/18/08: Made Version 2.5
         (added Sabators opinions and info)
         (fixed some errors)
01/19/08: Made Version 2.9
         (added move names and a section that has its translations)
          Made Version 3.0
         (added replay files for combo reference)


------------------------------------------------------------
Other stuff
------------------------------------------------------------


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.com
http://www.meltybread.com
http://www.supercheats.com

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.



Copyright 2008
ChiisaiRamen
Aokaze Kouu
Nobleman Azure

23
Miyako Arima / Re: Miyako Vid Tutorial
« on: January 12, 2008, 10:33:51 PM »
I dont remember a vid thread but I think i can say i do remember more threads present in this section than just the combo + strats one.

24
Akiha's Tea Room / Re: On building a scene
« on: January 12, 2008, 10:32:02 PM »
I take my laptop with me and play it on the bus, anywhere. If i get someone interested I get their aim msn any info to get them in touch which this site.

25
Akiha's Tea Room / Re: Recharging one's batteries
« on: January 09, 2008, 02:10:30 AM »
Same, replace book with manga for my usual

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