Arcueid Brunestud (Red) (MBAC): Difference between revisions

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*236+ A/B/EX: Alt Nagel  (lit: Ancient Nail)
*236+ A/B/EX: Alt Nagel  (lit: Ancient Nail)


*214+ A/B/EX: Alt Schule (lit: Ancient School?)
*214+ A/B/EX: Alt Schur (lit: Ancient Shear)


*623+ A/B: Weiss Katze (lit: White Cat, Could also be "Cat Technique")
*623+ A/B: Weiss Katze (lit: White Cat, Could also be "Cat Technique")


*623+ C: Karst Jager (Hell Hunter?)
*623+ C: Karst Jager (Hunter's Mattock)
 


=Arc Drive:=
=Arc Drive:=

Revision as of 16:38, 23 February 2006

Character Bio

(Storyline info to be Added later)


Specials:

(Her movelist is in German -- translation may not be accurate:)

  • 236+ A/B/EX: Alt Nagel (lit: Ancient Nail)
  • 214+ A/B/EX: Alt Schur (lit: Ancient Shear)
  • 623+ A/B: Weiss Katze (lit: White Cat, Could also be "Cat Technique")
  • 623+ C: Karst Jager (Hunter's Mattock)

Arc Drive:

  • 41236C - Blud: Die: Schwester (lit: Blood: of: Sister. ?)

Last Arc:

  • Gnadenstoss (Mercy Strike)


Character Strategies and Notes

Wild Arc is one of the games more enigmatic characters. Her move list is very curt, but extremely varied. She doesn't take damage very well yet has faily good survivability. She can be somewhat dependant on meter to get her out of jams yet often has just enough to heal herself when desperate. Her combo damage is average at best yet she can often overwhelm and slaughter the opponent near immediately and without meter.

Wild Arc's gameplan revolves around several of her varied normals that are superior to other characters. Air fireballs can be varied with air dashes, superjumps, or by being performed late in her jump arc to hit the opponent at varied angles, and during block often allow her to recover first in order to stake her attack. Her Jump B compliments this air game, beating many otherwise dangerous air attacks cleanly. Her Stand C has severe range (though it can be crouched by most characters from far enough away) and in some cases is so overpowering that a character's entire movelist has no true counter for it (Chaos). Her crouch B is a sweep with startup nearly as fast as a jab. Her command normals (and her stand B) have super armor at points and can punch holes through an opponent's attempts to counter, in addition to being difficult to block atacks on their own, one being overhead (with 2B as a near immediate low followup, making for a tough block string) and one at full charge being unblockable completely. Her teleports are quick and can allow her to escape or gain ground on a fleeing opponent with equal impunity. Many of these can lead into her bnb which features her Airthrow as an ender, putting her in perfect position to attack the opponent again on wakeup.

Warc's secondary game revolves around her throw, which is a feared gambit. On it's own it does a fair amount of damage, plus Warc has followup opportunities into her bnb on all 3 of the opponent's teching options. She can also tack on further damage even if the opponent does not tech provided she has an EX teleport available. This leaves the opponent in an unfavorable situation -- if she guesses the tech they take severe damage, if they do not tech they are at best in a poor wakeup situation and at worst could take the entire BNB anyway if she EX teleports them into the corner just behind her.

Warc is also fairly easy to use for a beginner, while having a few advanced techniques an expert can take advantage of.

Her tiering is in debate, however most consider her top tier or upper mid. Arcadia's recent listings have her as Top, for reference.