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Title: Current Code 1.07 C-Arc info dump


Midboss - December 25, 2011 02:02 AM (GMT)
Because I still accidentally delete my notes all the fucking time.

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Notes:
_ means to land
[x] means to use the charged (blowback edge) version of a move.
Ad means air dash.
For 5c 236[b], hit 5c low and input 236[b] when you see the wallslam effect.
Unless otherwise noted, use both hits of j.b.
"Spaced knockdown" means a knockdown with your opponent JUST outside the corner so you can cross them up.
All of these combos build at least 100 magic circuit unless otherwise noted.
When landing jumpin combos midscreen, it's best to go right from j.c to 2a or whatever.
When landing jumpin combos in the corner, always use j.63214a and do your raw TK 63214b before any wallslams.




Midscreen Combos

2c4c ad j.c _ 2c4c ad j.c j.63214a _ j.bc sdj.bc6q

2c5cc j.cb _ 5b2bc 632147b _ 5b2bc5c 236[b]
* Use when near corner.
* Spaced knockdown.

2c5cc j.bc _ (5b2bc5c 236[b] 632147b _) 5b2bc 632147b _ 5b2bc5c 236[b]
* Use when far from corner.  Leave out the part in parentheses if 5c causes a wallslam.
* Spaced knockdown.

2c5cc j.b(1) 5abc 236[b] 632147b _ (5b2bc 632147b _) 5b2bc5c 236[b]
* Fullscreen combo.
* Timing for j.b is character specific.  On some you can do it extra late to get a downward-only j.b.
* Spaced knockdown.
* 1-hit means a falling j.B that has only one hit.  Whiff means to whiff the first hit of rising j.B.
* 1-hit: Aoko, Shiki, Hime, Nanaya, Kouma, Sion, Ries, VSion, Wara, Roa, Akiha, Arc, PCiel, Warc, Mech, SAkiha,
        Nero, Hisui, Kohaku
* whiff: Miyako, Ciel, VAkiha, Sacchin, Len, WLen
* ragequit: Ryougi (whiff), Necos (impossible)
* Leave out the () if you don't land deep the corner.  May have to ALWAYS leave it out on some characters.


2c4c ad j.c _ 2c5cc j.b(1) _ 5ab2bc5c 236[b] 5ab2bc4c ad j.c j.63214a _ 5ab2bc5c 623a
* Fullscreen combo.
* Use for characters you can't hit the above combo on consistently or at all.
* Starter must be kept short, especially against necos.  4c is somewhat finnicky.
* May be able to end with 236[b].  Not really worth bothering, you can't get spaced knockdown.
* Could not get spaced knockdown off a 4c starter.  I think it applies a large amount of hitstun scaling.




Corner Combos

2c5c 236[b] 632147b _ 5b2bc 632147b _ 5b2bc5c 236[b]
* Spaced knockdown.

2c5c xx 236[b] 632147b _ 5b2bc4c ad j.c _ 5ab2bc 632147c _ (dash) 5b2bc5c 236[b]
* More damaging space knockdown.

CH 236a 236[a] 2a5b2bc5c 236[b] 632147b _ 5b2bc 632147b _ 5b2bc5c 236[b]
* Spaced knockdown.

CH 236[b] 2aa5b2bc5c 236[b] 632147b _ 5b2bc 632147b _ 5b2bc5c 236[b]
* Spaced knockdown

236a~236a~236a 623c 2a5b2bc 632147b _ 5b2bc5c 236[b]
* Works from ANYWHERE.
* From outside the corner dash in after the 623c.
* From inside the corner, walk back after 623c.




Airthrow combos

midscreen airthrow > 2bc4c ad j.c _ 2c4c ad j.c j.63214a _ j.bc dj.bc6q

midscreen airthrow > 2bc5cc j.b(1) _ 5ab2bc 632147b _ 5b2bc5c 236[b]
* Spaced knockdown.

corner airthrow > 2aab2bc 632147b _ 5b2bc5c 236[b]
* Spaced knockdown.

corner airthrow > 2aab2bc4c ad j.c _ 5ab2bc 632147c dash 5b2bc5c 236[b]
* Spaced knockdown.

corner airthrow > 2aa5b2bc 632147b _ 5b2bc5c 236[b] 632147b _ 5b2bc 214b 5ab2bc4c ad j.c j.63214a _ 5ab2bc 623a




Useless throw combo

corner throw > j7.b(1)c sdj9.b(1)c j.22b~66b j.63214c ad j.c6q




Damage Ender
2c 214b 5ab2bc4c ad j.c j.632147a _ 5ab2bc 623a
* Delay the 5a input.  A lot.  You want 5a, not a teleport.
* Replace 2c5c 236[b] at the end of most spaced knockdown combos with this for more damage.




Random CH notes
For CH 214a do your grounded combo of choice, starting at 2b.
For CH 236[a], ground combo of choice starting with 5b instead of 2aa.
For regular 236[a], use your ground combo of choice.

WintySoSolo - December 27, 2011 04:17 AM (GMT)
wtf mang i can't make them work
no serious i can't land the 2C after AD jC

Midboss - December 27, 2011 04:47 AM (GMT)
Delay the 4C by charging until they almost hit the ground. Hit the jC as low as possible. There is some wiggle room on the timing for both 4C and jC, more or less depending on the character. ALWAYS delay by charging not by hitting the button later, as Arcueid moves forward while charging 4C. Some people use jB because it's easier to time it as late as possible, but if you're playing C-Arc you might as well just deal with it, she's about as high execution as this game gets (I think only C/H-Kohaku and C/F-Sacchin are harder) even if you try to make it easier. :slowpoke:

Spudman - December 29, 2011 06:18 AM (GMT)
:psyduck:

Gamefreak - December 29, 2011 08:04 AM (GMT)
EVEN SPUD IS HERE!!!!!

Midboss - December 29, 2011 08:23 AM (GMT)
Special move recover options would be nice. I'm too lazy to test my safe jump theories without it. @x@

AthenaWyrm - December 31, 2011 08:50 PM (GMT)
The full game is amazing

Midboss - December 31, 2011 09:08 PM (GMT)
I'm not going to pirate it. I'm just going to wait for my copy of Carnival Phantasm 3rd season. Because... you know... my main is in the demo anyway.

Got it anyway to help people set it up. Bonus H-Hime stuff:

CODE
- This character is terrible.  Don't pick her.
- No really she's fucking awful.
- If you like H, pick C instead.  If you just want to play the character, pick F.
- can possibly tech punish after EX pillar, but no OTGs are possible so it's no good

Damage values are vs. Akiha


Midscreen
2ab5cba6aa2c 214b 6c sjc.c dj.bc6q
* 4236
* use this instead of the corner version if you want to burn meter on an EX pillar at the end

Corner
2ab5c6aaa2c 214b 6c sjc.a6b5b(1)c dj.b(1)c6q
* 4371
* does shit for damage with an EX ender instead of the throw, don't bother

Everywhere
2a5bca6aa 2c 214a 22d j.ac dj.c6b j.236a (wind hits) (pillar hits) j.6q
* 4355 damage
* harder than the other combos
* not worth using an EX ender (only goes up to 4400ish)
* arf arf arf arf arf arf
* only works if it carries to the corner before the j.236a, otherwise airdash into j.(c)6q

2b5ca6aa 2c 236a j.c6b dj.b(2)c6q
* 4110 damage
* reliable, works from very far ranges (5a can whiff)
* room for a longer chain to get more damage on close hits


Too lazy to figure out more, this character is awful.

Phantasmid - January 10, 2012 02:00 AM (GMT)
H-Sacchin stuff.

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Notes:
_ means to land
> means to link rather than cancel



H-Sacchin's goto ground chain is:
2A 5B 5C 6AAA ...

At extremely close range you can add a second 2A or start from 2B.
When dashing in you can add 2B before 5B.



Afterwards, there are two character specific combos:

Against Aoko, Shiki, Nanaya, Kouma, Miyako, Ciel, Wara, Akiha, PCiel, SAkiha, Len, WLen, Nero, NAC, Neco, and Kohaku, use:
... BE2C > 2C 5C ...

Against Hime, Sion, Ries, VSion, Roa, Arc, Warc, VAkiha, Mech, Sacchin, Ryougi, and Hisui, use:
... > 2C 5C ...



Then there are several enders to choose from that work on any character:

623B (> character specific OTG)
(214A) j.BC (s)dj.BC airthrow (214A does not work if you started the combo in the corner usually)
623C > 2C 5C (another ender)



OTG strings:

Against anyone:
... 22C > j.BC dj.BC airthrow
... 22C > 623B > (another OTG)

Deep in the corner:
5B 2C 623A

Against Aoko, Shiki, Nanaya, Kouma, Miyako, Ries, Roa, Arc, PCiel, Ryougi, or Nero:
... 5B 2A 623A

Against Hime, Ciel, Wara, or Sacchin:
... 5B 2C 623A




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