Wave Dash Melty Blood Actress Again
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Story
Due to the effects of coming back from a "sure blow," her vampiric impulses and overwhelming desires have taken over. Driven past instinct, she arrives in a lowly human urban center. Controlled by pure emotion, her actions and words are quite dangerous, just her underlying personality remains mostly unchanged. The but big deviation is her increased selfishness and inverse attitude toward humans.
Gameplay
Red Arcueid, sometimes shortened to Warc or Scarlet Arc, is a well rounded grapheme with emphasis on mobility and neutral control. Her ring projectiles and strong air buttons control neutral, while her fast nuance and slippery teleports allow her to slip right past the opponent, keeping her condom and them off remainder. In one case she gets in, her armoured, advancing buttons (including an armoured overhead!) brand her a existent threat in pressure, and if she pushes you to the corner, her throw can deal massive harm. On the flipside, when she's on the back human foot, her Moon Skills get seriously threatening in Moon Drive. If you try to play the long game, her fireballs coupled with EX skills let her bargain big damage at any range. When the Princess of the Truthful Ancestors takes her gloves off, nowhere is truly prophylactic.
| Strengths | Weaknesses |
|---|---|
|
|
Graphic symbol Summary
Move list
- Moon Skills
- 6B+C - Alte Nagel: Anti-air/DP
- 3B+C - Weiss Katze: Teleport
- 4B+C - Alte Schule: Projectile (Air OK)
- Special Attacks
- 236A/B/C (EX OK) - Alte Nagel: Anti-air
- 623A/B/C (EX OK) - Weiss Katze: Teleport
- 214A/B/C (EX OK) - Alte Schule: Projectile
- j.214A - Alte Schule: Air projectile
- j.214B/C (EX OK) - Alte Schule: Air projectile
- > A/B/C - Additional input
- Arc Drive
- 236B+C - Erde Seele Seufzer
- Last Arc
- A+B+C+D / D in Blood Heat - Shining Body
- Unique Attacks
- 6C, 3C, 2C>2C, j.2C
- Blowback Border Moves
- five[B], v[C], j[C], 623[A], 623[B]
Stats & vitals
Nuance startup: half dozen
Nuance actionable: 9
Bound startup: 4
Bound airtime: 40
Quick combo reference
- [20] 2C 5C 6C 236A 2C 236B jc j[C] AT
- [xx] 2C five[C] IAD-jC j214A 66 2B 5BBB jB jC AT
- 214X/4BC 623C/236BC
- 3C/6BC/5D~A j2C 5A 2C 5[C] IAD jB j214A rejump(9) jB jC AT
Move Assay
Normal Moves
Continuing Normals
5A
5A
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| Harm | Guard | Cancel | Property | Toll | Attribute |
|---|---|---|---|---|---|
| 180 | LH | - | - | - | - |
| First Active | Active | Recovery | Overall | Reward | Invul |
| 5 | two | 11 | 17 | -1 | - |
- Fairly standard 5A, and Warc's fastest normal. Fairly good range for a 5f normal.
- Best selection for rebeats, as it has the everyman full duration of all her moves.
- Can exist used as an anti-air of last resort against IADs or bad bound-ins, to mash out of pressure if you're unafraid of lows, or every bit a depression-commitment check in neutral.
- Can be repeated 3 times past holding iv while pressing A, the 5A standard. If you lot don't hold 4, repeated inputs will give Rapid Shell.
- Whiff-cancellable into many other buttons, specials, EX moves or Shield. A good, prophylactic hedge against Moon Drive or clashes, peculiarly at a altitude. Whiff cancels bachelor from frame 10 onwards (frame ten is the first frame of the whiff cancelled move).
5B
5B
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Hitboxes On
| Damage | Guard | Cancel | Property | Cost | Attribute |
|---|---|---|---|---|---|
| 480 | LH | - | - | - | - |
| First Active | Agile | Recovery | Overall | Advantage | Invul |
| 9 | iv | 17 | 29 | -6 | - |
- Very express range; mostly combo and blockstring filler, not great every bit a poke.
- Advances Warc forward a bit, but it's very chubby and has a off-white scrap of recovery. Be careful about whiffing information technology.
- Information technology shares the same startup animation every bit the charged overhead version, so you can part-charge to attempt and make your opponent blanch, then catch them off-guard with 2A or 2B.
- Can only exist charged a little chip (a few frames at most) without getting 5[B], though. Notwithstanding, fifty-fifty that tin can be enough to play a trick on all but the sharpest opponents. Keep your tin-opener close to hand, use it when you need information technology near.
| Harm | Guard | Cancel | Property | Cost | Attribute |
|---|---|---|---|---|---|
| 400*two (768) | H | - | Armor | - | - |
| First Agile | Active | Recovery | Overall | Reward | Invul |
| 29 | iv | 22 | 54 | -10 | Armor 13-thirty |
- Very powerful button; an advancing, armoured overhead which is fully rebeatable on block and leads to good impairment on striking.
- Has two hits, only only one of them will hit overhead. If the first hit connects, the second volition striking mid; but if only the second striking connects, it *will* hit overhead.
- Either way, both hits are cancellable on hit or block. If they're guarding sloppily, you lot can hit them low after the first hit, but before the 2nd. Interruption their ankles!
- Can be used as a sort of janky poke or anti-air in neutral by armouring through a button or jump-in and punishing the recovery.
- The armour will lose to EX moves and throws, simply it volition armour through non-EX invincible skills just equally well every bit information technology blows through normals.
- You volition press this a lot, and your opponents will hate it. Even if they can consistently react to the overhead, the advancing property makes information technology useful in pressure anyhow, and it makes mashing depression shield very risky to kick.
- That being said, information technology's dishonourable to press this ofttimes on a bad connection, unless they really deserve it. Use your judgement.
5C
5C
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| Impairment | Guard | Abolish | Belongings | Toll | Attribute |
|---|---|---|---|---|---|
| 610 | LH | - | - | - | - |
| First Active | Agile | Recovery | Overall | Advantage | Invul |
| 10 | 4 | 23 | 36 | -10 | - |
- A solid disjointed 5C poke.
- Hits pretty far horizontally; a useful check in neutral, option to mash out of pressure, or combo pickup later far fireballs or near-corner throws.
- Particularly skilful at communicable IADs, but has a fair bit of recovery, and then can die to jumps or loftier air-dashes.
- Difficult to get a full confirm at max range, since it has the most range of all Warc'due south normals. Unremarkably, you'll accept to resort to Rapid Beats into j2C, but even that is unreliable at the accented edge.
| Damage | Baby-sit | Abolish | Belongings | Price | Attribute |
|---|---|---|---|---|---|
| 550*ii (1045) | LH | - | Armor | - | - |
| First Active | Active | Recovery | Overall | Advantage | Invul |
| 21 | four | 22 | 46 | -eight | Armor 16-21 |
- Gains some range over the uncharged version, as well as advancing Warc forward a bit.
- Information technology'due south besides armoured, similar 5[B]! It volition plow through Moon Skills and DPs or other invincible moves just the same. The armour doesn't concluding too long, though, and throws or EX moves will injure y'all.
- Very good combo tool, virtually high-harm routes will use information technology in some mode; it does a lot of damage and opens up IAD routes.
- A potent frame-trap option in pressure level; it's an armoured motility with advancing backdrop! All the same, some moves can low profile it, and can even defeat the armour with the right timing.
- Armour does start upward fairly late, and it can be hands jumped over if thrown out in neutral. So information technology'due south not your strongest poke in neutral, but it'south still pretty good.
Crouching Normals
2A
2A
+
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| Harm | Guard | Cancel | Property | Cost | Aspect |
|---|---|---|---|---|---|
| 150 | L | - | - | - | - |
| First Active | Active | Recovery | Overall | Advantage | Invul |
| six | ii | 11 | 18 | -ane | - |
- Fairly standard 2A low, though it is a little slower than average.
- Range is near the same equally 5A, but patently 2A hits lower to the ground.
- Generally your all-time selection for starting off pressure strings after dashing in, for tick throws, or equally a meaty.
- You lot can cancel 2A into itself 3 times at most before you get Rapid Trounce, and it's still whiff-cancellable into basically any other motility.
- Whiff cancels available from frame eleven onwards (frame 11 is the first frame of the whiff cancelled motion).
2B
2B
+
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Hitboxes On
| Damage | Baby-sit | Cancel | Property | Price | Aspect |
|---|---|---|---|---|---|
| 420 | L | - | - | - | - |
| First Active | Active | Recovery | Overall | Advantage | Invul |
| 7 | iv | 15 | 25 | -4 | - |
- Low kick 2B, good range and low recovery.
- Advances Warc forwards slightly, then the effective range is slightly more than it appears.
- Expert for catching people after dashing under their jump, or mashing out of pressure at certain ranges.
- Tin can low-profile some things also.
- The stagger window on cake is quite poor though.
2C
2C
+
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| Damage | Guard | Cancel | Property | Cost | Attribute |
|---|---|---|---|---|---|
| 620 | L | - | - | - | - |
| Offset Active | Agile | Recovery | Overall | Advantage | Invul |
| 8 | 5 | 24 | 36 | -12 | - |
- Large sweep.
- Not quite as big every bit the particle event indicates, the hitbox only reaches as far as the inner edge. Withal, information technology'southward still pretty big!
- Slightly bigger than 2B, but has quite a bit more recovery.
- Solid abare pick at some ranges, but very weak to IADs.
- Stiff combo filler, especially with the 2CC followup in the corner.
Jumping Normals
j.A
j.A
Aeriform
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| Harm | Guard | Cancel | Property | Cost | Attribute |
|---|---|---|---|---|---|
| 140 | H | - | - | - | - |
| First Agile | Active | Recovery | Overall | Advantage | Invul |
| v | iv | - | - | - | - |
- Standard jA poke.
- Can be repeated three times on hit/block if you lot hold 4, like 2A and 5A.
- A solid low-committal way to encompass air-space. You can whiff cancel into j214A, airdash into jB, or jump cancel and retreat, depending on the situation.
- Hits overhead apace out of IAD, but not much faster than jC.
- Rise jA is i of your more than solid "anti-air" options likewise, or at least one of your less committal ones. Welcome to Melty Blood!
j.B
j.B
Aerial
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| Damage | Guard | Cancel | Property | Cost | Attribute |
|---|---|---|---|---|---|
| 240*2 (470) | H | - | - | - | - |
| First Agile | Active | Recovery | Overall | Advantage | Invul |
| 5 | 3, three | - | - | - | - |
- Ii hits, one to a higher place Warc and one below. Equally fast as jA, just much bigger!
- Very strong air infinite command choice, but you can't human action once more until you land if information technology whiffs, and so be careful about over-committing to information technology.
- IAD jB volition usually whiff on crouchers, but it still reaches high diagonally in the air, so it'southward a good way to swat people out of the sky. IABD jB is a fairly safe way to protect the skies.
- Can exist used as a double overhead option out of j[C] spring-ins or high IADs.
j.C
j.C
Aerial
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Hitboxes On
| Harm | Guard | Cancel | Holding | Cost | Aspect |
|---|---|---|---|---|---|
| 560 | H | - | - | - | - |
| Starting time Agile | Active | Recovery | Overall | Advantage | Invul |
| 10 | five | - | - | - | - |
- It doesn't reach that far below you, only notwithstanding farther than the other air normals, and then it'southward your strongest "standard" jump-in and best mode to catch people running nether you.
- Hits really high above Warc, and so it'southward a peachy option for harassing people from beneath if they're jumping effectually a lot.
- Generally your best push to printing out of IAD in pressure; it has the highest advantage, and will occasionally catch jump-outs, letting y'all air-unblockable them with 5A.
| Impairment | Baby-sit | Abolish | Belongings | Cost | Aspect |
|---|---|---|---|---|---|
| 900 | H | - | - | - | - |
| First Agile | Active | Recovery | Overall | Reward | Invul |
| 20 | v | - | - | - | Clash sixteen-19 |
- Gains a bunch of disharmonism frames before active, like other charged j[C]s, so information technology tin power through air normals and win air exchanges every bit long as you take fourth dimension to charge it. How well information technology interacts with other graphic symbol's charged j[C]due south depends on the timing and matchup, though.
- Tin can do lots of damage in combos, but unremarkably requires specific routing, since information technology commonly won't connect after jB.
- You don't have time to do this out of IAD, and the flash comes out too late to jumpscare people with. You do have time to charge it after 623[A]/[B], just it still won't actually hit, it'll but flash.
Command Normals
3C
3C
+
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| Impairment | Guard | Abolish | Property | Cost | Attribute |
|---|---|---|---|---|---|
| 700 | LH | - | Launcher | - | - |
| First Agile | Active | Recovery | Overall | Reward | Invul |
| 12 | 3 | 26 | 40 | -12 | - |
- Third hitting of the autocombo string as a standalone button.
- Shifts your hurtbox to avert air buttons, but it often clashes or loses outright, so don't rely on it too much.
- Decent choice to beat Shield Counter B on reaction with, can piece of work against IADs in pressure as well.
- Warc does, at least, get decent damage off raw 3C thanks to j2C routing.
6C
6C
+
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Hitboxes On
| Damage | Guard | Cancel | Property | Cost | Attribute |
|---|---|---|---|---|---|
| 700 | LH | - | - | - | - |
| First Active | Agile | Recovery | Overall | Advantage | Invul |
| 23 | iii | 21 | 46 | -7 | - |
- Briefly vanishes earlier lunging forrad almost fullscreen. Warc will pass through the opponent, switching sides as long as she'due south shut plenty (on striking or block). At max range, though, she'll stay in front.
- Does non hit equally a cross-upwardly, tin exist blocked in either direction. At max range, information technology has to be blocked in the correct direction, only it won't pass through at that altitude.
- Useful combo tool, peculiarly if you want to side-swap. You can besides use it in neutral to force your mode in, or as a burst option to grab landing recovery from air normals or specials.
- On block, cancelling into 236A immediately is gapless and but -2 at a adequately prophylactic spacing; immediate 236B has a gap but will merchandise favourably with 5F normals and give you a combo, while still just being -3. If the 6C hits, though, 236A will let you catechumen, merely 236B usually will not.
2C~2C
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| Damage | Baby-sit | Abolish | Holding | Toll | Attribute |
|---|---|---|---|---|---|
| 780 | LH | - | - | - | - |
| First Agile | Active | Recovery | Overall | Advantage | Invul |
| 12 | 3 | 25 | 39 | -10 | - |
- Followup to 2C, tin can only be done on block or hit, non whiff.
- Hits mid and advances Warc frontward a scrap.
- Mostly a filler for corner combos, as information technology wallbounces and lets yous practice a ton of impairment. Or you can use it midscreen to gain a lot of corner carry.
- Information technology'south decent in pressure level, as it's an extra frametrap option and it'south only -one on 5A rebeat, but it'southward nothing special. It does advance Warc forward a chip, only information technology also has a ton of pushback, and so information technology doesn't make much departure.
- Tin can whiff subsequently 2C if it connects at maximum range. Yous might die.
j.2C
j.2C
Aerial
+
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Hitboxes On
| Damage | Guard | Abolish | Property | Toll | Aspect |
|---|---|---|---|---|---|
| 260*six (1332) | H | - | Armor | - | - |
| First Agile | Active | Recovery | Overall | Advantage | Invul |
| 5 | 8, 2, two, ii | - | - | - | 14-25 Armor |
- Armoured air normal, best used as a philharmonic extender. Does strange things to your air momentum.
- Yous tin get a adequately depression j2C with a 171C input, which can be used to punish throw attempts or as a reactionary anti-air/air counterpoke.
- The first hitbox is quite fast, but the armour doesn't kick in until subsequently, so it can even so lose in clashes and similar situations.
- Will almost e'er whiff on crouchers and is usually fairly unsafe if they block it on or nearly the ground. You have absolutely no cancel options until y'all striking the ground, also.
- Does not hard knockdown, and more often than not non a adept combo ender. Still, when it hits low to the footing, you can link 5A afterwards and go along your philharmonic that mode. This allows for much better routes off Shield Counter A, 3C, and 6BC amidst other things.
Universal Mechanics
Rapid Beat ii
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Hitboxes On
| Impairment | Baby-sit | Cancel | Property | Toll | Aspect |
|---|---|---|---|---|---|
| 400 | LH | - | - | - | - |
| Commencement Active | Active | Recovery | Overall | Advantage | Invul |
| 9 | 3 | 23 | 34 | -ten | - |
- Auto-philharmonic linker.
- Advancing normal with a decent hitbox, hits diagonally and can AA people occasionally, but it's nothing spectacular.
- Tin can't rebeat into other normals as well Rapid Shell 3, then it's not a great option in pressure. Yous can special cancel into 236A or 214X to become safe instead of punishably minus.
- Does at least have a fairly good stagger window into Rapid Beat out 3, if y'all choose to go for information technology.
Rapid Beat 3
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Hitboxes On
| Damage | Guard | Cancel | Property | Cost | Attribute |
|---|---|---|---|---|---|
| 700 | LH | - | - | - | - |
| Get-go Active | Active | Recovery | Overall | Advantage | Invul |
| 12 | 3 | 26 | 40 | -12 | - |
- Basically only 3C.
- You only actually want to do this as a hitting-ostend, not in a cake-string, but 236A or 214X tin can bail you lot out if yous get it by accident.
Basis Throw
No HKD
No HKD
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Hitboxes On
| Damage | Guard | Cancel | Property | Cost | Attribute |
|---|---|---|---|---|---|
| 300, 1000 (1300) | North/A | - | - | - | - |
| First Active | Active | Recovery | Overall | Reward | Invul |
| iv | 3 | - | - | - | - |
- Mid-screen, flings them away with no hard-knockdown. You tin can endeavor to chase their air tech, but you essentially things return to neutral most of the fourth dimension.
- In the corner, however, y'all have time to 2B or 2C before they hit the ground, netting y'all a total combo.
- If you're a little bit outside of the corner when y'all become the throw, you can occasionally pickup with 5CCC instead.
- Throw combos are super scaled, but EX moves have minimum impairment. Meter dumping subsequently a corner throw is a keen way to close out rounds
- With full (i.east. 4 bars) you can practice over 4K even with just a simple confirm into 214C > 236BC. A good way to close out rounds and make them dice.
Air Throw
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Hitboxes On
| Harm | Guard | Abolish | Property | Cost | Aspect |
|---|---|---|---|---|---|
| 1200 | - | - | - | - | - |
| Get-go Active | Active | Recovery | Overall | Reward | Invul |
| - | 3 | - | - | - | - |
- Universal air combo ender.
- Dunk-type airthrow, Warc brings them to the ground, landing next to them subsequently.
- Generally, you'll want to save your double jump in combos to jump cancel your airthrow ender after you hit the ground - due to the system mechanics, the second spring doesn't add much damage, and the knockdown is fairly weak without the jump cancel.
- You tin can set a compact j214A ring with a neutral jump or IAD dorsum, depending on positioning, but it'due south vulnerable to Shield Counter B+C and some reversals.
Special Moves
Alte Nagel
| Harm | Guard | Cancel | Property | Cost | Attribute |
|---|---|---|---|---|---|
| 640*2 (1196) | LH | - | - | - | - |
| First Agile | Active | Recovery | Overall | Advantage | Invul |
| 9 | 3 | 32 | 43 | -two | - |
- Air unblockable pillar.
- More often than not combo filler, but information technology's simply -2 and so you can utilise information technology in pressure after command normals that are normally unsafe.
- Decent anti-air, adequately fast and disjointed with good reward on counterhit.
- Very good as a punish starter.
| Damage | Guard | Cancel | Property | Toll | Attribute |
|---|---|---|---|---|---|
| 400*four (1388) | LH | - | - | - | - |
| Get-go Agile | Agile | Recovery | Overall | Advantage | Invul |
| 21 | - | - | 56 | -iii | - |
- Bigger, more active, and travels further than 236A, but it's much slower.
- Frame traps from B and C normals, trades favorably due to launching the opponent.
- Jump cancellable on hit, usually enables big impairment followups in combos.
- Upwards to +2 if spaced so that only the afterward active frames hit.
| Damage | Guard | Cancel | Property | Toll | Attribute |
|---|---|---|---|---|---|
| 400*6 (1992) | LH | - | Invincible, EX | - | - |
| First Active | Active | Recovery | Overall | Advantage | Invul |
| 11 | 13 | 47 | 70 | -34 | 1-xvi All |
- Air unblockable DP, pretty big and has invincibility from frame 1
- But gives KD on Fatal Counter and can be shielded on reaction to super-wink in some situations.
- Practiced option to force an end to disharmonism wars or beat armor.
- May crush other supers if input afterward reacting to super-flash, it has a fair bit of invulnerability.
- Can cover whiffed specials in a pinch, just vulnerable to shield if the opponent hasn't already committed to an attack.
Weiss Katze
623C
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| Damage | Baby-sit | Cancel | Property | Cost | Aspect |
|---|---|---|---|---|---|
| - | - | - | - | - | - |
| First Active | Active | Recovery | Overall | Advantage | Invul |
| - | - | - | 33 | - | - |
- Teleport fakeout. Moves up to 1/iv screen forward, but volition not cross the opponent up.
- If used while the opponent is ground teching, can occasionally create confusing situations where it's unclear which side y'all're on.
- Mostly a gimmick choice, only can sometimes bait a response from the opponent.
| Damage | Guard | Cancel | Property | Toll | Attribute |
|---|---|---|---|---|---|
| - | - | - | - | - | - |
| First Active | Active | Recovery | Overall | Advantage | Invul |
| - | - | - | 39 | - | - |
- Moves the same distance every bit 623A, but reappears in the air with frontwards momentum.
- Tin act in the air after recovering.
- 12f recovery on landing if no action taken while airborne.
| Harm | Guard | Abolish | Belongings | Cost | Aspect |
|---|---|---|---|---|---|
| - | - | - | - | - | - |
| First Active | Active | Recovery | Overall | Reward | Invul |
| - | - | - | 33 | - | - |
- Disappears and so teleports nigh three/four screen. Attempts to cantankerous behind the opponent if close enough with space behind them.
- Quite a flake of startup and no real invulnerability at any point, you lot can exist hit while traveling or on startup if y'all're not careful.
- Tin be used to close the distance after throw or EX fireball knockdown... only you tin also merely run at them.
| Harm | Guard | Cancel | Holding | Toll | Attribute |
|---|---|---|---|---|---|
| - | - | - | - | - | - |
| First Active | Active | Recovery | Overall | Reward | Invul |
| - | - | - | 39 | - | - |
- Like movement to 623B, but reappears in the air with some frontwards momentum similar to 623[A].
- Equally with 623[A], tin can human action while airborne after reappearing and incurs 12f recovery on empty landing. If they're too far away, Cherry-red Arcueid will just teleport into the air some distance away.
- Blood-red Arcueid will commonly turn around to face the opponent later re-appearing so you lot can hit them crossup, but it can exist a little unreliable about the max tracking range.
| Damage | Guard | Cancel | Holding | Cost | Attribute |
|---|---|---|---|---|---|
| 1000, 1040 (2040) | LH | No | Invincible, EX | - | - |
| First Agile | Active | Recovery | Overall | Reward | Invul |
| 8 | - | - | - | -three | - |
- Teleport striking-grab that covers well-nigh ii/3rds of the screen and switches sides on hit.
- Not a true reversal, but invincible after the wink. Meter is consumed immediately.
- Not bad for punishing projectiles, whiffs, Heats, etc, or for challenging force per unit area resets (rebeats, IADs, redashes).
- Wall-bounces for combo extensions if they attain the corner.
- Air unblockable, can exist used to guarantee a guard-break if they country onto the superlative of a 214X fireball without shielding.
- Can try to apply this post-disharmonism, but often loses or clashes again rather than winning outright similar 236C (generally) will.
- Requires Moon Drive to follow up with a full combo midscreen. Wallbounces if used from almost the corner, allowing for a meterless followup.
- Hard knockdown on hit unless used at the terminate of very prorated combos.
Alte Schule
one Onion band
2 Onion rings
3 Onion rings for the low cost of 1 bar
| Damage | Baby-sit | Cancel | Property | Cost | Attribute |
|---|---|---|---|---|---|
| grand | LH | - | - | - | - |
| Showtime Active | Active | Recovery | Overall | Advantage | Invul |
| xiii | - | - | 43 | -4 | - |
- Single fireball. Travels pretty fast, non much recovery. It's pretty decent to throw out occasionally to keep your opponent on their toes.
- Can be safe on whiff and even shield when spaced well fifty-fifty if they leap over due to the reasonably low recovery.
- Will prune IADs.
| Harm | Guard | Abolish | Property | Cost | Aspect |
|---|---|---|---|---|---|
| 700, 650 (1174) | LH | - | - | - | - |
| First Active | Agile | Recovery | Overall | Reward | Invul |
| 11 | - | - | 61 | -4 | - |
- Double fireball. Slightly faster startup than 214A.
- Second fireball is gapless on block after the first at all ranges. The second fireball goes a little bit farther than the first.
- More than committal than 214A, but more than rewarding and may catch opponents movement if they expected 214A. Can Ex cancel or Moon Drive abolish to embrace whiffs.
| Damage | Guard | Abolish | Property | Cost | Attribute |
|---|---|---|---|---|---|
| 950*iii (2089) | LH | - | - | - | - |
| First Active | Agile | Recovery | Overall | Advantage | Invul |
| xiii | - | - | - | +2 | - |
- Triple fireball!
- Lets you catechumen stray fireball hits from nearly fullscreen into decent damage and hard knockdown.
- The merely guaranteed source of positive frame advantage in your grounded kit, but not useful as a pressure reset.
Alte Schule (air)
Alte Schule (air)
Aerial
+
| Damage | Guard | Cancel | Property | Cost | Attribute |
|---|---|---|---|---|---|
| 1000 | LH | - | - | - | - |
| First Active | Active | Recovery | Overall | Advantage | Invul |
| 8 | - | - | - | - | - |
- Air onion ring fireball.
- A very solid neutral tool that covers a lot of space. Too useful for running reversal rubber pressure later on knockdowns.
- Retains air momentum.
- Unable to deed until landing, with 18f recovery on landing.
- Good combo tool on top of everything else, opens up extensions after mid-combo IADs and deals good impairment.
| Damage | Guard | Cancel | Holding | Cost | Attribute |
|---|---|---|---|---|---|
| 1000 | LH | - | - | - | - |
| Outset Active | Active | Recovery | Overall | Advantage | Invul |
| 18 | - | - | - | - | - |
- Air fireball with an optional followup.
- Covers a slightly different, shallower angle than 214A.
- Halts air momentum on startup.
- Very damaging in combos, usually after j[C] or in the corner with an IAD.
| Damage | Guard | Cancel | Property | Price | Attribute |
|---|---|---|---|---|---|
| 1000 | LH | - | - | - | - |
| Kickoff Agile | Agile | Recovery | Overall | Reward | Invul |
| - | - | - | - | - | - |
- Follow-upwards fireball that travels at a slightly more downwards angle than j214B. Can delay the input to frame trap, embrace landings, and control timing for combos.
- Causes B shield followups to whiff if input before the shield clash.
- Can be whiff cancelled into j214C.
| Damage | Guard | Abolish | Property | Cost | Aspect |
|---|---|---|---|---|---|
| 500*5 (2115) | LH | - | EX | - | - |
| Offset Active | Active | Recovery | Overall | Reward | Invul |
| - | - | - | - | - | - |
- EX fireball, very big and broad.
- Often your go-to combo ender as it does lots of impairment, is easy to route into, and gives good knockdown and corner acquit.
- Has 5 hits total, but occasionally some may miss depend on positioning. This will non bear on the knockdown.
- Can likewise add some harm and knockdown to stray j214A/j214BB hits which otherwise wouldn't have led to anything.
- As an air combo ender, gives you lot enough frame advantage to run upwardly and toss a compact ring, or do funny 623[X] safejump pranks.
Moon Skills
Alte Nagel
| Damage | Baby-sit | Cancel | Property | Price | Aspect |
|---|---|---|---|---|---|
| 520*3 (1409) | LH | Leap cancellable | - | - | - |
| First Active | Agile | Recovery | Overall | Advantage | Invul |
| vii | 13 | 35 | 54 | - | - |
- Moon Skill DP. Fast and tall for a 7f move, simply air blockable with no invulnerability.
- More than effective as a reversal in Moon Drive due to added clash frames.
- Leads to a full confirm using j2C, though difficult to confirm properly if the opponent is too high.
- Jump cancelable on hit, cake, or whiff, merely not on shield.
Weiss Katze
| Impairment | Guard | Cancel | Property | Cost | Aspect |
|---|---|---|---|---|---|
| - | - | - | - | - | - |
| First Active | Active | Recovery | Overall | Reward | Invul |
| - | - | - | 27 | - | - |
- Like to 623B, a teleport which travels about 3/4 of the screen and can sideswitch.
- Much faster and has less recovery than 623B, merely unlike other grounded Moon Skills it doesn't proceeds disharmonism frames in Moon Drive.
- No invulnerability frames.
- Tin can cantankerous nether/behind opponents to reposition or catch them off baby-sit, also as close space to confirm hits after Moon Bulldoze.
Alte Schule
Follow-up is automatic this time
| Harm | Guard | Cancel | Holding | Price | Attribute |
|---|---|---|---|---|---|
| 750*2 (1357) | LH | - | - | - | - |
| First Agile | Active | Recovery | Overall | Advantage | Invul |
| ix | - | - | 39 | -ii | - |
- Fireball that hits twice. Very quick, tin net a full confirm if you're in 2C range. If non, can confirm with 214C, 623C, or Arc Drive with sufficient meter.
- Reaches total screen unlike 214A/B. Expert fashion to whiff punish, counter zoning, or bank check fullscreen heats, and may catch opponents off baby-sit during movement due to its speed.
- Gains some disharmonism frames in Moon Drive. Can clash through force per unit area from ranges where 6BC won't reach, only it'south slower and the clash frames don't last as long. Tin disharmonism through opposing projectiles with good timing, but is unlikely to punish later.
| Damage | Guard | Cancel | Property | Price | Aspect |
|---|---|---|---|---|---|
| 1100+700 (1576) | LH | - | - | - | - |
| First Active | Active | Recovery | Overall | Reward | Invul |
| nine | - | - | - | - | - |
- Double air fireball, with each traveling at a different angle. Adds some up momentum to Red Arcueid's movement if not in Moon Drive, regardless of current trajectory.
- Doesn't gain any clash frames in Moon Drive.
- If either fireball connects with the opponent, you gain the power to spring cancel the motility. If the first fireball connects, you lot can cancel the motion before the 2d i comes out.
- Stiff pressure reset and neutral control option, especially if you tin brand certain they block the showtime fireball. The fireballs have a lot of blockstun, then y'all tin can jump-abolish the recovery if it touches them, and then airdash and continue pressure.
- Also office of Warc's strongest air ender, j4BC superjump j[C] j214BB j214C.
- Her strongest Moon Skill outside of Moon Bulldoze, and pretty good movement overall. If you accept Moon Judge to spare, or you're not sure what to do, this is rarely a bad selection.
Super Moves
Erde Seele Seufzer
Her old arc drive was cooler...
| Damage | Guard | Cancel | Property | Cost | Attribute |
|---|---|---|---|---|---|
| 3500 | - | - | - | - | - |
| First Active | Active | Recovery | Overall | Advantage | Invul |
| 12 | - | - | - | -9 | - |
Shining Body
Hitboxes Off
Hitboxes On
| Impairment | Guard | Cancel | Property | Cost | Attribute |
|---|---|---|---|---|---|
| 4800 [4800 ~ 6960 in BH] | - | - | - | - | - |
| Beginning Active | Active | Recovery | Overall | Advantage | Invul |
| - | - | - | - | -14 | - |
- Usable with 4 total Magic Circuit gauges, at any fourth dimension while in Claret Rut, or with a successful Shield while in Blood Heat.
- Damage in Blood Heat scales with amount of Heat Gauge remaining on activate.
- Removes the 4th bar on execution.
- Can be comboed into if you're feeling flashy, but generally requires Moon Bulldoze and doesn't proceeds much damage over Arc Drive.
- Information technology all returns to nothing~ ♩
- Information technology just keeps tumbling down~ ♩
- Tumbling down, tumbling down~ ♫
Reverse Beats
| Attack | Chain | Advantage |
|---|---|---|
| 5B/5[B]/2B | 5A | -3 |
| 5B/5[B]/2B | 2A | -4 |
| 5C/five[C]/2C/2CC | 5A | -1 |
| 5C/5[C]/2C/2CC | 2A | -ii |
| Assail | Chain | Frame Gap |
|---|---|---|
Customization
Palette options
Red Arcueid Wiki Roadmap
| Page | Completed | To-do | Score |
|---|---|---|---|
| Overview | 0/25 | ||
| Strategy | 0/25 | ||
| Combos | 0/25 | ||
| Matchups | 0/25 |
Source: https://wiki.gbl.gg/w/Melty_Blood/MBTL/Red_Arcueid
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