Melty Blood/MBTL/Miyako Arima
Gameplay
Miyako Arima is a returning character to Melty Blood Type Lumina and a member of the base roster. She's a high-speed rushdown character that excels at close combat.
Miyako wants nothing more than to get up close and personal with her opponent, and has a number of ways to do so. She has naturally high movement speed, and sports a variety of normal and special moves that help her cover ground in a short amount of time, such as her 5C, 2C, Elbow Strike (236X), the B version of Double Kick (623X), Arrow Fist (214X), and Thousand Year Smash (j.214X). Once she gets in, opponents have to contend with a bewildering variety of fast normals and rebeats that make up the hallmark of her pressure, in addition to threats from her special moves: Quake Stomp (22X) allows her to rebuy her turn or go for a surprise low depending on what version is used, while 236X and 214X still retain their usefulness for pressure or mixup setups (particularly 236B, if used sparingly for crossup shenanigans), and a well-spaced 623B will allow her to sneak in grounded overheads.
The main tradeoff for all of these amazing in-fighting options, though, is that Miyako's ability to contest space control is still relatively weak in spite of her movement speed. She has no projectiles, and most of her options for trying to ignore space control cost a lot of resources in order to get them going. Against characters that outrange her, Miyako has to defend well and measure the risks of certain moves in order to keep herself from getting caught out in a bad situation.
Pick if you like | Avoid if you dislike |
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Young girl training to be a bajiquan master
The eldest daughter of the Arima branch family, which took Shiki in as a child. Currently in fifth grade, she sees herself as Shiki's other sister. Her feelings are easy to see as she always wears her heart on her sleeve.
She unabashedly adores her kind, quiet older "brother",
but whenever he is near, she becomes so nervous she can barely speak.
This continued for many years until Shiki was suddenly called back to the Tohno family, Miyako did not take the news well, but a chance meeting with a mysterious being will change her fate forever.
She learned bajiquan by oberseving others in her family's dojo, though it now sits unused. Although she was nowhere near the skill level of a true martial artist, her abilities quickly flourish in the ensuing battles.
Her destructive powers make it hard to believe she is only 11 years old.
Main Weapon/Skill
Bajiquan (self-taught)
Basic Info
Height: 131cm
Weight: 35kg
Blood Type: O
Birthday: May 4th
Voiced by: Hisako Kanemoto
Character Summary
- Moon Skill
- 6B+C - Elbow Strike
- 3B+C - Double Kick
- 4B+C - Arrow Fist
- 2B+C - Quake Stomp
- j.6B+C - Five Form Fist
- j.4B+C - Thousand Year Smash
- Special Attacks
- 236A/B/C (EX OK) - Elbow Strike
- > A - Iron Palm
- > B - Divine Flash
- > C - Zen Smash
- 623A/B/C (EX OK) - Double Kick
- 214A/B/C (EX OK) - Arrow Fist
- 22A/B/C (EX OK) - Quake Stomp
- j.236A/B/C (EX OK) - Five Form Fist
- j.214A/B/C (EX OK) - Thousand Year Smash
- Arc Drive
- 236B+C - Ultimate Finisher
- Last Arc
- A+B+C+D / D in Blood Heat - Final Thunder - Smashing Fist
- Unique Attacks
- 6A+B while dashing, 3C, 2C~2C
- Blowback Edge Moves
- 214[A], 214[B], 22[C]
Health: 11,700 (Average)
Backdash:
- 1-10 Full Invul - 1-13 Strike Invul - 14-18 Projectile/Air Invul - N/A Airborne - 29 Total
Dash startup: 6
Dash actionable: 5
Jump startup: 4
Jump airtime: 36
Basic Midscreen BNB (Meterless): 5A>5B>5C>2C>214A>2C~C>236B~A>2B>3C>jB>jC>AT
Basic Midscreen BNB (Metered): 5A>5B>5C>2C>214A>2C~C>236B~A>214C>2B>3C>jB>jC>AT
Basic Corner BNB (Meterless): 5A>5B>5C>2C~C>214B>236A~A>2B>3C>jA>jB>jC>AT
Basic Corner BNB (Metered): 5A>5B>2C>214A>5C>236B~C>214C>2B>3C>jA>jB>jC>AT
Move Analysis
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
180 | LH | -SE-, -N-, -RB-, -SP-, -EX-, -AD-, -MD-, (J) | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 11 | 17 | -1 | - |
- Like all grounded A buttons, can be cancelled on whiff.
- Can be chained up to three times with 4aaa.
- Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480 | LH | N, RB, SP, EX, AD, MD, (J) | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 4 | 17 | 27 | -6 | - |
- 5b moves Miyako forward, giving it greater range than the hitbox suggests.
- Still pretty short, though.
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
610 | LH | N, RB, SP, EX, AD, MD, (J) | Wall Bounce vs Air | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 6 | 18 | 32 | -7 | - |
- The ever-popular shoulder ram.
- 5c also moves Miyako forward, giving it greater range than the hitbox suggests. Miyako's longest ranged normal.
- Though it looks big enough to do so, its unreliable as a method to catch IADs.
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
150 | L | -SE-, -N-, -RB-, -SP-, -EX-, -AD-, -MD-, (J) | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 11 | 17 | -1 | - |
- Miyako attacks the ground.
- Like all grounded A buttons, can be cancelled on whiff.
- Can be chained up to three times with 1aaa.
- Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | LH | N, RB, SP, EX, AD, MD, (J) | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 5 | 16 | 27 | -6 | - |
- A stubby uppercut.
- ...not the anti-air it looks like.
- Will whiff if opponent is in an OTG state.
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620 | L | N, RB, CH, SP, EX, AD, MD, (J) | Launch, Hard Knockdown | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 5 | 18 | 30 | -6 | - |
- Low sweep. Second-longest range of Miyako's normals.
- Can cancel into 2CC.
2C~2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
740 | LH | N, SP, EX, AD, MD, (J) | Launch | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
14 | 2 | 19 | 34 | -4 | - |
- 2c palm strike followup.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
940 | LH | N, SP, EX, AD, MD, (J) | Launch | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
26 | 2 | 19 | 46 | -2 / +2 | Clash 16-25 |
- Very slow. Does not combo from a non-counterhit 2C against a grounded opponent.
- Leaves a large gap when used in a blockstring, making it liable to get interrupted or shielded on reaction (both high and low shield work).
- The opponent recovers from blockstun in the air. The different frame advantage values are for whether the opponent performs an airborne or grounded action.
Jumping Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | HA | SE, N, TH, SP, EX, MD, J | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 4 | 11 | 19 | - | - |
- It's a melty jA normal. Short but fast.
- Can hit standing opponents while rising. You can combo into it from 5C on hit to set up some cheeky resets.
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400 | HA | N, TH, SP, EX, MD, J | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 8 | - | - | - | - |
- jB hits both sides, making it the go-to open when falling on your opponent from directly above them.
- An incredible button for airspace confrontations, as its quick speed and double-sided hitbox means that it can catch opponents at almost every angle.
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
560 | HA | N, TH, SP, EX, MD, J | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 7 | - | - | - | - |
- Double-palm strike with significant vertical reach.
- Can hit standing opponents while rising.
Command Normals
6A+B (while dashing)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 29 | - | Strike 7-22 |
- Evasive cartwheel. Has invincibility frames on startup, but dash startup prevents it from being used immediately in all situations.
- Minimum dash time is 5 frames (i.e. the first frame of the cartwheel replaces the 6th frame of dash).
- Somewhat useful for getting through projectiles without jumping, but it's too slow and obvious to use in most neutral situations.
- Can bait wakeup options with it, since it will roll clean through most moon skills, heat activation, and reversals.
- There are probably better things you can do to call out those options, though.
6B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
530 | LH | N, SP, EX, AD, MD, (J) | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 | 4 | 18 | 37 | -6 | - |
- A slower version of 5B with more forward movement.
- Unlike 5B, this command normal can be low shielded.
Universal Mechanics
Rapid Beat 1
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400 | LH | RB, SP, EX, AD, MD | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 3 | 23 | 34 | -10 | - |
- Damage calculated on 5A whiff.
3C / Rapid Beat 2
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LH | SP, EX, AD, MD | Launch | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 3 | 19 | 30 | -5 | Air 5-11 |
- Universal launcher.
- Mostly used as a combo tool: though it can hit people IADing at you, it's not otherwise reliable as an anti-air despite how it looks.
- Unusually for launchers, it's only -5 on block, making it useful as a pressure tool.
- Whiffs if opponent is in OTG state.
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | - | - | - | - | Throw |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 | 3 | 19 | 25 | +18 | - |
- Leaves standing and allows for a grounded combo afterwards, or a cheeky reset to catch the unaware: throw damage is prorated, but landing any one of Miyako's mix options leads into a more painful combo.
Air Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | - | - | Launch, Hard Knockdown | - | Throw |
First Active | Active | Recovery | Overall | Advantage | Invul |
1 | 3 | 12L | - | - | - |
- Universal air combo ender.
Special Moves
Elbow Strike
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1100 | LH | -CH-, -EX-, -AD-, -MD- | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 20 | 32 | -6 | - |
- Miyako dashes forward with an elbow strike. Travels about half of round start distance.
- Unsafe on block if not cancelled into a followup. However, the spacing is outside the range of most character's A buttons, requiring them to commit to a slower button to punish that may be vulnerable to a frame trap followup, or to being dodged entirely by the cartwheel followup.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1250 | LH | -CH-, -EX-, -AD-, -MD- | Crumple | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
23 / 26 | 3 | 22 | 47 / 50 | -8 | - |
- Similar animation to 236A, but with afterimages on it. If this move is performed close to the opponent, Miyako will sideswitch during the initial step and crossup her opponent.
- The crossup version has 3 additional frames of startup where Miyako pauses behind the opponent. These frames are skipped if the opponent is in a launch state.
- Doesn't crossup in the corner.
- If done in neutral or after a blockstring ending in an A or B button, the opponent can block this move by holding 4 relative to Miyako's original position. If done after a C normal is blocked, they have to block on the correct side.
- Mashing will defeat this move if done out of a blockstring.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2300 | LH | AD, MD | Armor Break, Launch, Hard Knockdown | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+6 | 4 | 24 | 37 | -4 | - |
- A stronger version of 236B, minus the afterimages but retaining the sideswitch property at the correct spacing. Can't do followups after this version.
- The first 5 frames of forward movement occur during the super flash and can pass through attacks and projectiles.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | LH | -EX-, -AD-, -MD- | Launch, Wall Bounce, Hard Knockdown | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 7 | 21 | 37 | -8 | - |
- A shoulder strike. Will wallslam if the opponent is near the corner. Damage calculated on 236A whiff. Can frame trap to beat mashing on blocked 236x.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 29 | -14 | Strike 7-22 |
- Miyako cartwheels forward, gaining invincibility and losing her collision box. This can clip through opponents who are mashing buttons.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 | L | -EX-, -AD-, -MD- | Launch | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 4 | 17 | 29 | -4 | - |
- A sliding low kick. Damage calculated on 236A whiff. Can frame trap to beat mashing on blocked 236x.
Elbow Strike (Moon Skill)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700*2 (1302) | LH | EX, AD, MD | Launch, Wall Bounce | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 5(7)7 | 17 | 47 | -4 | MD Clash 1-10 |
- An enhanced version of 236X that immediately goes into the A followup on hit or whiff. The first step has longer range than 236A normally does.
- Can be useful if you see a chance to whiff punish someone, since the speed and range is very good for Miyako.
- You have to spend resources or have them in the corner to confirm.
- Gets a ton of clash frames when in moon drive.
- This move beats Hisui's infamous 6BC! If both players enter moon drive simultaneously and press 6BC, this will win.
- Minus on block, but not punishable.
Double Kick
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640*2 (1196) | LH | (EX), (MD) | Launch | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 8(4)3 | 18 + 12L | 50 | -28 | 1-13 |
- Miyako does two kicks upwards.
- Invincible DP. Cancellable on hit into ex moves, but leaves Miyako wide open on whiff or block.
- Air unblockable. Aside from her Arc Drive and the C variant, this is Miyako's highest-reaching air unblockable move.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520*3 (1206) | LH, H, H | -EX-, -AD-, -MD- | Launch | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 2(2)8(4)3 | 11 + 14L | 63 | -9 | - |
- Miyako dashes towards her opponent, leaving afterimages behind her, and launches into a series of kicks.
- Similar to her dash animation, but can be differentiated by having a white flash and afterimages instead of blue sparkles.
- The first hit can be blocked and shielded low. The remaining hits must be blocked high.
- 24f overhead if the first hit whiffs. 30f overhead if the first hit is blocked due to the added hitstop.
- Can't be confirmed outside the corner without spending resources.
- Doesn't have any invincible frames.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640*3 (1676) | LH | (N), (TH), (EX), (MD), (AD), (J) | Armor Break, Launch | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+1 | 4,7(5)2 | 24 + 12L | 59 | -33 | 1-15 |
- Acts similarly to 623A with more range horizontally and vertically. You can cancel into air normals after the third hit for combo extensions.
- The super flash makes it difficult to use as a way to counter air approaches, since opponents can easily shield or maneuver out of the way on reaction.
Double Kick (Moon Skill)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
460*3 (1255) | LH | EX, MD, -J- | Launch | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4(4)4(4)5 | 13 + 12L | 53 | -17 | MD Clash 1-6 |
- An enhanced, 3-hit version of 623X with a bit more horizontal range.
- Jump cancellable on block or hit.
- Gets significant clash frames while in Moon Drive, but tends to fail against other Moon Skills with clash frames for some reason. Still very useful against other buttons, or even on block.
- On block, or if it clashes but doesn't score a hit, this move usually leaves Miyako in a favorable situation; she'll often be right above of her opponent, with all her air options remaining.
Arrow Fist
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1250 | LH | -EX-, -AD-, -MD- | Launch | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 6 | 13 | 38 | -2 | - |
- Miyako does a quick lunging punch forward. Covers almost the full length of a round-start distance. Knocks the enemy up for links from various standing buttons.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1400 | LH | -EX-, -AD-, -MD- | Launch | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
27 | 6 | 11 | 43 | 0 | Armor 16-27 |
- Similar to the uncharged version, but travels a bit farther, covering round start distance. Gains armor after the BE sound and through the movement.
- Using this in a pressure string can beat mashing, especially if your opponent is trying to mash out on your other mix options.
- However, it's unreliable because the armor doesn't kick in immediately, and opponents can still ex cancel into armor-breaking moves if they're alert.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1250 | LH | -EX-, -AD-, -MD- | Launch | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
26 | 6 | 11 | 44 | 0 | - |
- Similar to 214A with a longer startup time, making it harder to combo into. Standing normals still link afterward, but not when it's done at max range.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1400 | LH | -EX-, -AD-, -MD- | Launch | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
36 | 6 | 9 | 50 | +2 | Armor 18-36 |
- Similar to 214B, but travels a bit farther than it does. Gains armor after the BE sound and through the movement.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1350*2 (2403) | LH | AD, MD | Armor Break, Launch, Wall Bounce, Hard Knockdown | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+2 | 7(3)6 | 17 | 38 | -6 / -1 | Armor 6-16 |
- Same animation as the A/B versions, but Miyako will add a second palm strike after the first if the move makes contact. Even on block the second hit knocks the opponent extremely far away.
- This version also has armor on it, but the armor does not kick in immediately, so it can't be used as a reversal against true meaties.
- Also, the armor is defeated by other ex moves, so be careful about using this against an enemy with enough gauge to react with their own.
- The opponent recovers from blockstun in the air. The different frame advantage values are for whether the opponent performs an airborne or grounded action.
Arrow Fist (Moon Skill)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1500 | LH | EX, AD, MD | Launch | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 6 | 11 | 36 | 0 | MD Clash 1-11 |
- An enhanced version of 214X. 4B+C's range is basically similar to 214[A]'s minus the charge time.
- Clash frames in moon drive don't seem very good compared to her other options.
Quake Stomp
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | LH | -EX-, -AD-, -MD- | Launch, Hard Knockdown | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 | 5 | 18 | 38 | +2 | - |
- Miyako stomps the ground. NOT a low, despite what the animation leads you to think. Quick plus-on-block pressure reset.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | L | -EX-, -AD-, -MD- | Launch | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
27 | 5 | 11 | 42 | +9 | - |
- Longer startup than 22A but actually hits low, is a lot more plus, and has a much bigger range. Launches high enough that you can link normals after it when you're close enough.
- Can mix your opponent, in tandem with 623b and 236b.
- Slower pressure reset for when your opponent is respecting your buttons. Can set up an unblockable 22[C].
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1600 | L | AD, MD | Armor Break, Launch, Hard Knockdown | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+6 | 2 | 29 | 40 | -6 | - |
- Fullscreen low. Launches the opponent much higher than 22B if it hits. Often a really strong whiff-punishing tool and can be used to close out rounds against risky backdashes. It's reactable if your opponent isn't doing anything.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1800 | U | AD, MD | Armor Break, Launch, Hard Knockdown | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+22 | 2 | 42 | 69 | - | - |
- Increases damage slightly and also causes the hitbox to become unblockable.
- Besides knowledge-checking newbies, it can be made truly unblockable in a number of ways. Meaty 22A/B is the easiest and most common option. Meaty stomp is so plus that if they block it, the unblockable hit will hit them before they can shield. Representing this allows Miyako to force her opponent to shield on wake-up.
Quake Stomp (Moon Skill)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1100 | L | EX, AD, MD | Launch, Soft Knockdown | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 5 | 17 | 34 | +2 | MD Clash 1-11 |
- An enhanced version of 22X that mixes 22A's startup with 22B's reach. Hits low and is plus on block.
- Completely misses people who are airborne, just like the regular version.
- Using this in a blockstring can catch people trying to mash moon drive from any range, since they have to stand.
- It gains clash frames when in moon drive. Somehow, it beats Hisui's moon drive 6BC as well.
- This move does basically everything except anti air and is ignorant as hell. If your opponent likes to approach on the ground, this should show them why that's a bad idea.
Five Form Fist
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1400 | LHA | -EX-, (AD), -MD- | Launch | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 7 | 12L | - | -12 | - |
- Miyako does a brief flying kick upward.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1400 | LHA | -EX-, (AD), -MD- | Launch, Wall Bounce | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
14 | 9 | 12L | - | -18 | - |
- Similar animation to j.236A but travels farther.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2600 | LHA | (AD), MD | Armor Break, Launch, Wall Bounce, Hard Knockdown | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+3 | 9 | 12L | - | -16 | - |
- Travels farther and a bit higher than j.236A/B. Useful if you need to eke out that last bit of damage from a standard combo to clinch the round.
Five Form Fist (Moon Skill)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1500 | LHA | EX, (AD), MD, -J- | Launch, Wall Bounce | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
14 | 9 | 12L | - | -18 | - |
- An enhanced version of j.236X. It wallslams similarly to 236B/C with longer reach and a bit more damage than 236B.
- Unlike the regular variants, it is jump cancellable on whiff. The version can be used as a way to maneuver into position in relative safety, particularly against characters with strong zoning tools such as Vlov and Ciel.
- Think of it more like a super air dash than a real attack.
Thousand Year Smash
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | HA | -EX-, -MD-, J | Ground Bounce | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
18 | X | 26L | - | -14 | - |
- Miyako falls from the sky with an elbow strike.
- Hits overhead. Absurdly fast, but can't confirm into any combos.
- Miyako can jump cancel on block, allowing her to continue her pressure from the sky.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | HA | -EX-, -MD-, J | Ground Bounce | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
18 | X | 26L | - | -14 | - |
- Travels farther than j.214A. Occasionally useful to sail over projectiles.
- Otherwise the same as the A variant.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
690*3 (1807) | HA | MD, J | Armor Break, Ground Bounce, Hard Knockdown | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+4 | 3,3(4)X | 26L | - | - | - |
- Travels even farther than j.214B. Hits multiple times as well.
- Bounces the opponent much higher than j.236A/B, allowing for a followup combo.
- This version's main use is as a way to turn a 623a or A shield counter hit into real damage.
Thousand Year Smash (Moon Skill)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200, 400 (1500) | LHA | EX, AD, MD, J | Launch | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 | X(2)5 | 24 | - | -4 | - |
- An enhanced version of j.214X. It adds a second hit to the attack when Miyako hits the ground.
- It's not an overhead, unlike the regular variants.
- However, the second hit can be cancelled into ex moves or arc drive to get a confirm.
Super Moves
Ultimate Finisher
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3500 | LH | - | Armor Break, Hard Knockdown | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+7 | 25 | 22 | 54 | -15 | 1-23 |
- Miyako stomps the ground, causing a huge eruption. Limited horizontal range, but it reaches the sky.
- Air unblockable, but it can be shielded.
- Invincible frames last a relatively long time; wins against some other arc drives, e.g. Arcueid's.
- Miyako yells 'Sugoi' during the move.
Final Thunder - Smashing Fist
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
4800 [4800 ~ 6960 in BH] | LH | - | Armor Break, Hard Knockdown | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+21 | 4 | 27 | 52 | -14 | 1-25 |
- It's a Last Arc. Big damage.
- Summons a mysterious panda to help beat up your opponent in an exciting cut scene.
Reverse Beats
Attack | Chain | Advantage |
---|---|---|
5B/2B | 5A/2A | -3 |
5C/2C | 5A/2A | -1 |
Attack | Chain | Frame Gap |
---|---|---|
Customization
Palette options
Miyako Arima Wiki Roadmap
26% complete | ||
|
Page | Completed | To-do | Score |
---|---|---|---|
Basically finished, Added quick combo reference and reworked pros and cons to be more accurate to the current patch. |
Make a list of frametraps in the table and clean up info about Moon Skills |
23/25 | |
Strategy |
Normals Section and Overview completed |
Everything with a blank header on the page, and potentially more |
3/25 |
Combos |
Nothing. Basically everything on the page has incorrect damage values or is very inoptimal. No way to tell at a glance what is recent. |
Verify all the combos, update new damage values, remove combos that don't do anything useful or have bad routing. |
0/25 |
Matchups |
Nothing. |
Start with some of the easier and more common match-ups. |
0/25 |