Red Arcueid
From Melty Blood Actress Again Wiki
Contents |
Introduction
This is version of Arcueid that has given into her blood lust and completely lost it. She is intensely sadistic and bloodthirsty. Presumably, she possesses several times more power than Arcueid due to no longer suppressing herself.
This Arcueid plays amost completly differently. Having zoning tools and a slightly different set of normals, she is fully equiped for disrupting the opponets balance and all-out rushdown. A highly technical character that takes someone willing to learn all of her angles to master.
Stage: Iron Maiden
BGM: The End of 1000 Years
Crescent Moon
Normal Moves
5A
Hits Mid
A swipe like motion with the hand at about shoulder height
Startup is fast, along with short recovery. Generally used for reverse beats to continue pressure or guard break. The hitbox's size has been lessened so characters with small crouching hitboxes can duck under it.
5B
Hits mid
Warc swipes downward while stepping forward. A very strong move, lots of hit stun and block stun, but slow recovery. Also her strongest combo starter.
Half Charge 5B
Hits mid
Larger hitbox and moves even farther forward while hitting twice. Little pushback, good for blockstrings as long as you reverse beat or chain out of it.
BE5B
Overhead
Quick overhead, moves Warc VERY far forward, has little recovery and one hit of super armor. Lifts opponent off the ground on hit, so adjust your combo accordingly. Has quite a few uses.
5C
Hits mid
Warcs steps in and thrusts her arm forward. Starts up fast. The animation is deceiving as the move only reaches to her hand, however it reaches down to her knees so it will hit crouchers. Has little pushback but not much stun.
BE5C
Unblockable
Looks the same as 5C, but has VERY slow charge time and probably won't hit anyone who is awake. Better to use this as a stagger in blockstrings.
6C
Hits mid
Warc does a side kick while moving forward. Due to the forward movement, it is extremely useful for combos and pressure. Decent for jumpouts but not useful as an anti-air. Long recovery on whiff so try not to whiff it. Whiff cancel this to continue pressure.
BE6C
Hits mid
Adds damage/guard damage/and a blowback effect on hit. Great for staggers and whiff canceling.
2A
Hits mid
A swipe to the opponents knees. Cannot be used for mixup as it is no longer a low hit.
2AA
Low
Warc swipes with her other arm. Has good stun for an A, hit confirming from here is very basic. If 2A whiffs this move will not come out.
2B
Low
A low sweep that starts up quickly. Can be used as a poke from medium ranges and whiff canceled for pressure, and also as an anti-air for characters without a low reaching air move. Lifts opponent on hit and is used in her B&Bs.
2C
Low
Warc gets low to the ground and does a large swipe with her hand. Has good blockstun and can be used as an anti-air thanks to it's large vertical hitbox. Really terrible on whiff, so don't whiff it!
3C
Low
Looks just like 2C but it has longer startup and super armor. Knocks down ground opponents and pops air opponents upwards. Completely untechable for ground opponents and ground techable for aerial opponents.
JA
Hits mid
A scratch-like move that starts up fast. The hitbox is somewhat small, can be used to set up a high/low when IADing with j.B
JB
Overhead
Warc does two long forward swipes with her arms. The startup is extremely fast, the hitbox is very large so using this as an aerial poke and an anti-air are common. However, there is a hitbox on the swipes so don't be TOO liberal with it. Don't whiff this, as you will be stuck in recovery until landing.
JC
Hits mid
In a hook shape, Warc does a large upwards swipe. On hit, the opponent is launched vertically in to the air. Has short horizontal reach but starts up fast, so using it as an anti-air for opponents above you is a decent use. Don't whiff this like j.B
J2C
Overhead only on the last hit.
Warc spins while clawing the opponent with both arms. Used to end air combos for knockdown (last hit needs to connect). Has one hit of super armor so you can use this to beat out shield counters.
Ground throw
Warc grabs the opponent and tosses them the direction you pressed. Ground techable, but this sets up a strong OTG/tech punish mixup for Warc in the corner.
Air throw
A grab that catches the opponent and slams them to the ground. The recovery is somewhat slow, so your oki will be limited to basic things.
Special Moves
Alt Nagel
236+ Attack button
Warc swipes upwards and creates a wall of blood. Air unblockable. The A, B and EX versions each have their own varying uses.
A
Start up: 11 frames Completion: 43 frames
A small blood wall that hits 2 times. Mainly used as anti-air since it has an excellent hitbox and startup but you can only follow up if the last hit is the only one that connects.
If you are spaced correctly you can also use this to potentially catch mashers but don't try too often.
B
Start up: 30 Frames Completion: 70 Frames
8 hit, large bloodwall. Has heavy proration. The startup as you can see is long but once the wall appears it will not disappear even if you are hit. This move is EX-cancellable after release so you can use this to cover a 63214C. The wall travels far forward and reaches high so it can also be used as an anti-jump out/masher.
If you are going to use this, take advantage of its excellent coverage for 63214C and the air-unblockable property.
EX
Start up: 2+4 frames Completion: 75 frames?
8 hit move blood wall with Warc rising along the wall. Very invincible and has some clash frames while rising.
Charge -> Uppercut -> Jump -> Shock wave (x 5) : is how each hit can be organized. Only the "jump" portion of the move is air unblockable.
This move has terrible recovery and does not reach behind her or reach directly above her, so only use this sparingly as it may spell the end of the round for you. Opponents can time a circuit spark and punish you for using this too. If you manage to get only the 5 hits of the wave to hit, you can follow up with a combo.
Alt Schule
214 + A, B or C
Called "Ika Ring" by some, all of the rings will disappear after traveling a certain distance aside from j.214C
j.214A/B combined with j.B are excellent air moves, giving Warc a strong aerial arsenal. It is very important as a Warc user to proficiently use these moves.
A
Start up: 18 frames Completion: 49 frames
Basic pressure finisher
Can be used as an anti air against characters with larger air moves like Riesbyfe or Kohaku. Has little proration so a follow-up counter hit combo will be strong.
B
Start up: 24 frames Completion: 76 frames
Release is slower than A, but in exchange it is EX cancelable. Can also be used to finish pressure.
If air guarded 623C or 63214C will ensure a guardbreak into a followup. This can also be used when driving the opponent into the corner to catch chicken blocks. Be wary of the startup though.
EX
Start up: 4+12 Completion: 81
Not invincible so it isn't guaranteed to come out. Releases 2 large, multi-hitting rings.
Shield-bunker bait but if they guard you have the advantage. Using this at the end of 214B to continue pressure was used a lot, however, with the introduction of 63214C, seeing this move is rare.
j.214A
Start up: 12
A blood ring that travels at a 50-55 degree angle and maintains the trajectory until it hits/disappears. Can be EX-canceled until landing.
If Warc does not EX cancel, she is in recovery until she lands and can be counter hit at anytime if the opponent passes under it, jumps over it or reads it and shields you.
Keeping track of the opponents position when using this is imperative.
j.214B
Start up: 23 Frames
A ring that travels the same direction as the A version, but Warc stop in mid-air to throw it.
EX Cancel-able until landing.
You retain all remaining air-options after throwing this out, so make use of it to cover your aerial approach. You are defenseless while throwing this out though, so be wary.
Air EX
Start up: 2 + 16
Releases a high speed ring that has a large amount of inertial push back. On hit it causes an untechable knockdown, so ending an air combo with this is your best choice, it opens up lots of oki options.
Can be used to fend off anti air efforts when your air movements have been exhausted. It is also one of the handful of moves that have mid air invincibility in this game.
Weiss Katze
623+ A, B or C
Ground A
36 Frames
EX Cancelable
The window to cancel is quick and small, so practice it if you want to make use of it.
Ground B
36 Frames
Not EX Cancelable but it moves farther in exchange.
Can be used to escape moves that are difficult to slip under like H. Akiha's j.C
Air Weiss Katze
j.623 + A, B or C
Just as it looks, an air teleport.
After appearing there is a bit of time that you cannot move. After that, you can do anything except special moves and air backdash.
A/B go forward different distances and C goes backwards.
Air A
33 Frames until you can move
Not terribly useful, but not horrible either.
Air B
33 Frames until you can move
Same as A but you go farther.
Air C
33 Frames until you can move
Teleport backwards a far distance, very useful for retreating as you can throw out a j.B while falling to cover yourself.
※The time that you can be hit for a counter during these teleports is very little
Karst Jaeger
Start up: 3+5 Frames Completion: 27
EX teleport.
A quick teleport that will grab the opponent on hit and throw them behind Warc. The teleport's duration is invincible (not the startup). The opponent cannot tech this until they bounce off the wall and hit the ground. If your back is to the wall you can pick up an unprorated, unsparkable (it counts as a grab) combo. If you are too far to combo with normals you can either do 63214C, tk.22C or safely HEAT.
Reverse Weiss Katze
421+ A, B or C
After a short startup, Warc teleports backwards. Startup and distance vary with button.
Ground A
32 Frames
A fakeout. Warc teleports and appears in the same spot. The move has some invincibility so it can go through some things (although unreliably)
Ground B
34 Frames
Same distance as 623A, but backwards. Start up is a little longer than 623A.
Ground C
Same distance as 623B, but backwards. Starts up a little longer than 623B, but much longer than 421A.
Vor Mond
j.22 + A, B or C
Called "Shinso Beam", this move is an eye beam of sorts.
A
24 Frames
Very narrow, only striking opponents around Warc's head level. Not useful.
B
??? Frames
Slow startup, but will hit the opponent if they are anywhere in the air AND doing a move. Not really all that useful.
C
1 + 13 Frames
The release is quick but the beam is narrow, can't use this to zone.
If you are further than midscreen when you 623C, you can TK this to tack on some damage.
Vorsicht Echt Schule
Start up 9+8 Frames Completion 59 Frames
THE BIG RED. Spiciness in your mouth.
Warc raises her arm and throws out a huge, fast, 7-hit ring. This costs 150% meter. Does not travel full-screen but damn near. The opponent will be flung into the wall and depending on how far from the corner you are, they can tech at different intervals. It is air blockable, but Warc recovers fast enough to get an easy guardbreak. This move has a crazy amount of uses: Guaranteeing a guard break, extending pressure, establishing pressure and a couple very strong combos. However, there is no invincibility, it can be dodged and is shield-bunker bait.
The pros for this move are great though and absolutely overcome the negatives.
Blut die Schwester
Super Flash: 27 frames Recovery: 87 Effect: 196 Frames (AAD Super Flash: 27 frames Recovery: 72 Effect: 198 Frames)
Moon Drop!
What accidentally comes out if you have terrible execution.
During the Super flash you cannot move, but you are completely invincible. When you can move, if you are not hit during the time that the moon is falling, the whole screen will be hit with an unblockable attack. Using this will give up your initiative as the recovery is ridiculously slow.
Furthermore, if you do get past that and do not pressure the opponent, the opponent could dodge or back step it. You can use this every blue moon (no pun intended) though since the stages are very large.
Combos and Strategies
Regular BnBs
(2A) 5B 2B 2C 5C Aerial
- Basic BnB.
(2A) 5B 2B 2C 5A 5C Aerial
- Use this one on the Neko's.
(2A) 5B 5C 6C 2B 2C Aerial
- Optimal, max damage starter. 5B must hit point blank for this to connect.
(2A) 5B 2B 6C 2C 5C Aerial
- Not really useful, but a decent hitconfirm nonetheless.
(2A) 5B 2B pause 2C BE6C 5C Aerial
- Optimal hitconfirm. Use if your 5B didn't hit point blank.
Aerials:
j.B(2) j.C sdj. j.B(2) j.C Ender
- Basic aerial.
j.C j.B(1) ad. j.B(1) sdj. j.B(2) j.C Ender
- Nin combo from MBAC. You'll rarely have to use this ender.
j.B(2) ad. j.B(1) sdj. j.B(2) j.C Ender
- Alternate version of the Nin combo. Used when you are too far for j.B(2) j.C to hit.
j.ABC sdj. j.ABC
- Used if they are very low or have a small hitbox.
j.B(1) ad. j.B(1) j.C land sj8. j.C j.B(1) sdj. j.B(2) j.C Ender
- Shin nin combo. The new aerial that you want to try to hit as much as possible. This version is possible off her optimal bnb, as well as her 6[C] hit confirm. However in order to hit this with the {5B 5C 6C 2B 2C} starter, 2C must not be delayed after 2B (generally a problem for people who have been playing Warc for a while. If you do 2B delay 2C, instead do. . .
j.A ad. j.B(1) j.C land sj8. j.C j.B1 sdj. j.B(2) j.C Ender
- The j.A Shin nin combo. Helps stablize hitconfirming into the combo.
j.C j.B(2) sdj. j.Ax2 j.C ad.214C
- Midscreen crossover j214C combo. Not very useful with the advent of Shin Nin combos, which gives you that doesn't crossover, but still gives good mixup. If you feel like it, the rest of these are listed here:
Crossover J214C combos:
Crossover J214C on both Akihas, Aoko, Roa, Warakia:
j.C j.B(2)sdj. j.A j.B(1) j.C ad.214C
Crossover J214C on Miyako, Kouma, both Lens, Ciel, both Sions:
j.C j.B(2) sdj. j.Ax2 j.C ad.214C
Crossover J214C on Ries, Shiki, Nero:
j.C j.B(2) sdj. j.B(1) j.C ad.214C
Crossover J214C on Satsuki:
j.C j.B(2) sdj. j.B(2) j.C ad.214C
Aerial Enders
Airthrow
- Standard ender. Be aware that in MBAA airthrows have generally been nerfed.
j.2C
- Another standard ender. Gives decent oki and does the most damage.
Airdash j.214C
- Use this after j.B j.C sdj.B j.C. Also possible after Shin nin, but it's pretty tough.
jB(1) j214A j214C
- Easier way to end Shin Nin with j214C. A good trick to inputting this is inputting it as j214A~5~C.
Combos off 623C wallslam:
2A 2C 5C Aerial
- Use this when your back is touching the wall.
2B 6[C] 5C Aerial
- Works about one to two character lengths away. If you're greedy you can do 2B 6[C] 2C 5C Aerial.
2C BE6C 5C Aerial
- Works about two character spaces away. Do the 2C as late as possible.
Dash 5C 6C Aerial
- Works from about three character lengths away to right outside of midscreen. Input 5C as 4C so you don't do 6C by accident.
63214C dash (ground normal) Aerial
- Midscreen when you aren't confident in dash 5C.
TK 22C TK 22B
- Full screen.
After EX shield:
CH 5A dash 5A 5B Aerial
CH 5A 623C followup
Off aerial counter hit:
2A/5B 5C Aerial
2A/5B 2C 5C Aerial
Off of j.C or j.214A/B counterhits:
3C 2A/5B 2C 5C Aerial
BE6C 5C 2C Aerial
3C 2C BE6C 5C Aerial
Opponent in corner, counterhit j.C or j.214A/B:
3C 5B Big Red 3C 2C BE6C 5C Aerial
Corner 236A combos
On Miyako, Satsuki, Ries, Arc, Len, Aoko, both Sions
2A 5B 5C 6C 2B 2C 236A 5B 236A Aerial
On Warakia, Ciel, both Shikis, Roa, Nero, both Akihas, both Hisuis, Kohaku, Kouma
2A 5B 5C 6C 2B 2C 236A 5B 5A 236A Aerial
On both Sions, Nero, Warakia, Akiha, Arc, Shiki
2A 5B 5C 6C 2B 2C 236A 5B 236A 5A 236A Aerial
On Ries, Miyako, both Lens, Ciel, VAkiha
2A 5B 5C 6C 2B 2C 236A 5B 236A 5C 5A 236A Aerial
Half Moon
Normal Moves
Special Moves
Combos and Strategies
Combos
Ground starters
* (2A)(5B)2B 2C 5C
Her basic combo into launcher from C-Moon. You don't really need the moves in the parentheses and there are times were you need to omit them, but you should use them as much as possible.
* (2A) 2B 5B 2C 5C
This is what max damage off a random 2B confirm would look like. You could also you this to mixup combos in order to throw off the opponents damage reduction. This is hard on Aoko and Shiki, but you can just leave out 5C for them.
* 2A 5B 2C 5C 5A(whiff)6AA {2A 5B 5C} or {2A 2C 5C}
You need to be close to do this 6A combo. 6AA gatlings to 2A so be careful when you are starting the combo without 2A. Gravity kicks in quite a bit off the second 6A so be careful there too.
* (2A) 5B 2C 5C 5A(whiff)6AA (2B) 5C 623A
You need to be close to do this 6A combo. The 2B in the parentheses is a character and needs to be eyed out every time, making this combo unreasonably hard. There is no real reason to do this combo besides looking cool but, it does add 200 more damage than the last combo. Also, the more hits you have in the less of a chance it will work at all (probably because you need less than 10 hits by JB), so watch your 2As
* 2A 5B 5C 5A 6AA(delay)2C 623A
Another 6AA combo, but unlike the above one, this one does not sideswap too often so use it when you want to maintain your position.
* (2A) 5B 2C 5C 623B(delay j8c) 22B(jc)22B {JA(whiff)(land) -> AirC} or {(dc) JC (land) HJ〜}
Max damage. After the vertical jump cancel, you will be behind the opponent but this is where the mystic eyes kick in and allow you to continue the combo. It needs to be a vertical jump because a forward or back jump would case you to turn. If you are too close to the corner, the opponent ends up too high for the second 22B and the combo become very hard or impossible. Not sure what the conditions are but if they hit the wall as soon as they wallslam, the will not be pulled back. Being near the center of the stage is important but you usually end up around there after 623B.
* (2A )5B 2C 5C 623B(delay j8C)22B(jc)22B {JA(whiff)(land) J(7)C(delay 22B)(dc) JB(1)(hjc) JA JB JC (ender)
Ikemen version of the above combo... only 200 more damage though. Not really worth the effort but might be good to mindfuck them. Known to work on VSion
Air Followups
* (JA) JB JC(hjc)(JA) JB JC {grab} or {J2C}
Basic air portion.
* JC JB(J66)JB1(hjc) JA JB JC {grab} or {J2C}
Use this when you want to move the opponent across the stage. Avoid this if you've put too many hits in or you want to avoid reverse beats.
* {JA} or {JB1}(J66)JB(delay)JC(land)(HJ)JC JB1(hjc)JB JC(ender)
This is the current normal max damage, you can go into it off a basic launch or from an air counter hit. The 6A combos does more than this or the one above so you should use that as much as possible
* JB1 JC (delay)22X {(dc) JB1(hjc)JB JC (ender)} or {(hjc) JB JC (ender)}
Thus is of a 6AA. The two different versions are for when you take your distance from the wall in consideration.
* JB JC(jc)214C
Meter burn combo, good oki but you get less damage.
* JC JB(dc) JB1(hjc) JA JB1 214A 214C
This is the meter ender to the airdash combo.
* JB JC(hjc)JB1 JC(delay)214C
Meter burn for a 6A combo.
Other
* 〜5A 6AA 22B 22C 5A JC JB(jc)JA JC 22X 22C
Mystic eyes combo
Air Counter Hit Combos
* (2A) 5B 2C 5C {air}
Basic pick up, use the 2A when you think 5B will not make it in time.
* 5B 5C 623A {max air combo}
Best meterless, regular CH pick up combo.
* 3C (2A) 5B 2C 5C {Air}
3C pick up, these usually require a counter hit off an air ring and that you relatively high off the ground as well. Use 2A when you think they are too low for raw 5B.
* 3C 5B 5C 623A {rejump combo}
Max damage ender off a high counter hit. Character specific.
Full Moon
Normal Moves
Special Moves
Combos and Strategies
BNB
2A 5B 2B 2C 236A j.BC dj.BC AT/j.214C/j.2C
2A 5B 2B 5{c} 236a 236a j.bc sdj.bc AT/j.214c/j.2c
5[b] 2b 5c 236a 236a j.c sdj.bc AT/j.214c/j.2c
Win Quotes
Colors
No. 1 Default
No. 25 Minase Akiko
No. 32 Casual-Clothes Saber


