https://wiki.gbl.gg/api.php?action=feedcontributions&user=EikaMikiku&feedformat=atomMizuumi Wiki - User contributions [en]2024-03-29T14:05:37ZUser contributionsMediaWiki 1.39.2https://wiki.gbl.gg/index.php?title=Under_Night_In-Birth/UNI2&diff=302235Under Night In-Birth/UNI22024-01-29T11:55:29Z<p>EikaMikiku: Added EU server</p>
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<div>{{DISPLAYTITLE:Under Night In-Birth II Sys:Celes}}<br />
{{2 Column Flex|flex1=7|flex2=3|reverse=yes<br />
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<center><div style="max-width:686px;">[[File:UNI2 Logo.png|class=flex-image|link=]]</div></center><br />
'''UNDER NIGHT IN-BIRTH II Sys:Celes''' is the sequel to [[Under Night In-Birth/UNICLR|Under Night In-Birth Exe:Late[cl-r]]] and the conclusion to the Exe:Late saga. It is being developed by French-Bread and published by Arc System Works worldwide. UNI 2 released January 25th, 2024 for Playstation 5, Playstation 4, Nintendo Switch, and PC.<br />
<br />
UNI 2 overhauls the game's systems and adds 3 new characters to the base roster: Kaguya, Tsurugi, and Kuon. 3 additional characters will be added as part of UNI 2 first season's pass.<br />
}}<br />
{{Content Box|header=Getting Started|content=<br />
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{{FP Wide Icon|image= Icon faq.png|link=/Getting Started|text=Getting Started}}<br />
{{FP Wide Icon|image= Icon faq.png|link=/FAQ|text=FAQ}}<br />
{{FP Wide Icon|image= Icon faq.png|link=/Controls|text=Controls}}<br />
{{FP Wide Icon|image= Icon faq.png|link=Under_Night_In-Birth/HUD|text=HUD & UI}}<br />
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{{Content Box|header=The Battle System|content=<br />
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{{FP Wide Icon|image= Icon faq.png|link=/Movement|text=Movement}}<br />
{{FP Wide Icon|image= Icon faq.png|link=/Offense|text=Offense}}<br />
{{FP Wide Icon|image= Icon faq.png|link=/Defense|text=Defense}}<br />
{{FP Wide Icon|image= Icon faq.png|link=/Gauges|text=Gauges}}<br />
{{FP Wide Icon|image= Icon faq.png|link=/Damage_and_Combo_System|text=Damage and Combo System}}<br />
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{{Content Box|header=Miscellaneous|content=<br />
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{{FP Wide Icon|image= Icon faq.png|link=Under_Night_In-Birth/Strategy|text=Strategy}}<br />
{{FP Wide Icon|image= Icon faq.png|link=/Frame Data|text=Frame Data and System Data}}<br />
{{FP Wide Icon|image= Icon faq.png|link=/Glossary|text=Glossary}}<br />
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|content2={{Infobox Game<br />
| gamename = Under Night In-Birth II Sys:Celes<br />
| abbreviation = UNI2<br />
| image = UNI2 Poster.jpg<br />
| version = <br />
| developer = French-Bread<br />
| developer2 = Cyclone Zero Co., Ltd. (PC)<br />
| publisher = Arc System Works<br />
| system = Playstation 5<br />
| system2 = Playstation 4<br />
| system3 = Nintendo Switch<br />
| system4 = PC<br />
| website = [https://www.arcsystemworks.jp/uni2celes/ Official Website]<br />
| netcode = Rollback Netcode<br />
| netcode2 = Ranked Matchmatching<br />
| netcode3 = Player Lobbies<br />
| resources = <br />
| community = [https://discord.com/invite/xF5MFcU UNI Player HUB (NA)]<br />
| community2 = [https://discord.gg/HtsnBJ4yat UNIxMelty LAN (North Latam)]<br />
| community3 = [https://discord.gg/qFa8uS3 UNIBrasil]<br />
| community4 = [https://discord.gg/pzyWTmV UWUst (Chile)]<br />
| community5 = [https://discord.gg/37Xe7QC UNI Argentina]<br />
| community6 = [https://discord.gg/V8YrpzF Inbirth Front (Official JP server)]<br />
| community7 = [https://discord.gg/bmqAAyt EUNI (EU)]<br />
}}}}<br />
<br />
== [[Project:Roadmap#Under_Night_In-Birth_II_Sys:Celes|UNI2 Wiki Roadmap]] ==<br />
{{#lst:Mizuumi Wiki:Roadmap|UNI2}}<br />
<br />
{{Navbox-UNI2}}<br />
<br />
[[Category:Under Night In-Birth II Sys:Celes]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Riesbyfe_Stridberg/Half_Moon&diff=294929Melty Blood/MBAACC/Riesbyfe Stridberg/Half Moon2023-12-28T13:33:05Z<p>EikaMikiku: /* 236X */ Corrected frame data and updated description to match it.</p>
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<div>{{TOC limit|3}}<br />
== Character Page Progress ==<br />
{{#lst:Melty_Blood/MBAACC:Roadmap|H-Ries}}<br />
<br />
<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=h&p1char=ries H-Riesbyfe Match Video Database]<br><br />
[https://www.youtube.com/watch?v=XXtaqXxHYak H-Riesbyfe Combo Showcase]<br><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="120"|Name!! width="101"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=ries&p1name=Mordon Mordon]|| style="text-align:center;"| <br />
[[File:MBAACC_Riesbyfe_Color28.png|Color|96px]] <br />
| Brazil || Netplay || Active || <br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=ries&p1name=obutsu%20(%E6%B1%9A%E7%89%A9) obutsu<br>(汚物)]|| style="text-align:center;"| <br />
[[File:MBAACC_Riesbyfe_Color04.png|Color|96px]] <br />
| Japan || Play Spot BIG ONE 2nd || Active || Has been sporadically active for the entirety of this game's history. Loops for days.<br />
|-<br />
|}<br />
<br />
== Overview ==<br />
{| class="wikitable" <br />
|+Strengths / Weaknesses<br />
|- <br />
|Strengths<br />
| <br />
*High meter gain, especially in the corner<br />
*Good damage off clean hits<br />
*Good poking normals, both grounded and airborne<br />
*Oppressive pressure with good frame traps, frame advantage, and multiple forward moving normals<br />
*Good corner carry on close range starters. Can carry corner to corner into hard knockdown, as well as transition into corner loops from midscreen.<br />
*Can counteract many zoning tools with guard point, armor, and projectile reflection<br />
*Overall a very cute character, just look at her<br />
|-<br />
|Weaknesses<br />
|<br />
*Poor mobility<br />
*Slow midrange normals<br />
*Struggles to convert max range hits<br />
*Very weak oki from airthrow ender<br />
*Limited options for mixup<br />
*Metered specials have limited utility, making meter management difficult if trying to avoid Heat<br />
|}<br />
<br />
== General Gameplan ==<br />
'''Half-Moon Riesbyfe''' is more or less the same as '''Crescent-Moon''' with a pinch of '''Full-Moon''' added to the mix - A ''rushdown-oriented character'' with lots of pokes that relies more on ground play than fighting in the air against their opponent, with some significant changes to the playstyle that promotes going up-close and personal, constant poking & pressure and trapping your opponent to the corner to release that sweet damage burst.<br><br />
Because of a certain change in Ries's specials however, she is much more offensive than both her moon counterparts as tradition to any other Half-Moon character and has an easier way to gain meter & okizeme as a result through her corner combos and infamous ''Seal Loop'' combo. That being said, she is still Riesbyfe, which means her framedata is going to be pretty weak in comparison to other characters - and there will be times where said framedata will betray you during matches. Many will consider H-Riesbyfe a great variation of Riesbyfe whenever speed is more necessary than power.<br />
<br />
=== Neutral ===<br />
As H-Ries, you have a few neutral tools at your disposal during footsies that will help you get in that hit to unleash some basic combo starters, to list a few examples:<br><br />
<u>'''5B'''</u>: A decent enough poke to throw out every once in a while if your opponent isn't low-profiling you due to its high hitbox, don't throw it out too often because it has a 10f startup. Proper spacing should be considered when throwing 5B in the ring.<br><br />
<u>'''2B'''</u>: Same thing as 5B. A decent enough poke to throw out every once in a while, marginally worse range than 5B but hits low as well and is also good to toss out when people are expecting to shield 5B, also has a 10f startup like 2B so spacing should also be considered when tossing this normal out.<br><br />
<u>'''2C'''</u>: Very great poking tool because it moves you forward by default and it also hard knockdowns upon hit allowing for 2C/214A into Air Combo conversion if landed.<br><br />
<u>'''236X'''</u>: Shield rush which is either air unblockable or has a hard knockdown on hit depending on which button you press. Has a few guard-points and can be held for a longer period which allows for great advances if you can read the enemy's attacks, allowing for an automatic punish/okizeme opportunity.<br><br />
<u>'''63214B'''</u>: Not a bad option to use whenever you expect the enemy to rush you down or advance with an attack due to its superarmor frames. You will immediately win neutral if you read the opponent and enter Okizeme if in midscreen or a potential corner combo.<br />
<br />
=== Pressure ===<br />
<br />
H.ries’ pressure is easily separated into two categories, midscreen, and corner. While all characters enjoy strengthened pressure in the corner h ries experiences this to a degree far beyond others as her midscreen and corner pressure are worlds apart in structure, effectiveness, and depth. <br><br />
<br />
<u>'''Midscreen'''</u>: your pressure at midscreen is limited, linear, and unthreatening, as the only reliable ways of resetting pressure and closing the distance as you push yourself out are rebeating out of 6AA, 5C and 2C all of which severely limit your confirming routes once expended to continue pressure. Other tools for resetting pressure like 6[B], 214C and 624[B] allow the opponent to easily disengage via a backdash or backjump and the only chase for a backdash at extended range for h.ries is likely to be a 5B which has no confirm without arcdrive. <br><br />
<br />
<u>'''Corner'''</u>: your pressure in the corner is extensive, varied, and profoundly dangerous with touches leading to anywhere from 4k to 8k with a near limitless metergain ceiling. This is where much of the joy of this character comes from with broad options and opportunities for expression in the structure of your pressure. The cornerstone of your corner pressure is building an ever growing wall of options for your opponent to consider, taxing at their mental stack until even slow options become difficult to react to. The reduced pushback at the wall allows h.ries to stay very close to the opponent throughout her entire pressure and with nowhere to go her wide range of pressure extenders all require precise and specific responses as without specific callouts all of your options are incredibly safe. The high guard damage of many of h.ries’s specials also put a clock on the opponent forcing half moon characters to quickly find an out or be guard broken and crescent and full moon characters are forced to split their metal focus even further to EX guard. <br><br />
<br />
<u>'''5A6A'''</u>: 5A6A moves a surprising amount forward and in many strings will leave you as close as possible, rebeating into 2A leaves you at near point blanc and if you hold forward until the first frame you move forward this puts you nearly imperceptibly into tick throw range at the proper timing with an easy option of delayed 2A to instead catch a tech or mash. Even when a rebeat into 2A is unavailable 6AA remains a threat and even played fully out as an overcommit you are merely -2 with cancel options available. <br><br />
<u>'''6[B]'''</u>: 6[B] is a +5 on block low with quite a long range, this is one of the most generic and layer 1 ways for you to extend your pressure as it can allow you to approach after pushing yourself somewhat out while also incidentally catching movement and jump outs due to being a low. When rebeating into this from 5C or 2C the gap is surprisingly small making it very difficult to interrupt with a mash. <br><br />
<u>'''5C/2C'''</u>: 5C and 2C have a significant amount of forward movement and are excellent for rebeating out of into 5A or 2A to extend pressure, however stray hits from either of these are quite difficult to get a full confirm from on reaction if the other has already been used in the string. <br><br />
<u>'''63214[B]/63214B'''</u>: As you build up your pressure and get your opponent used to frametraps and the more typical ways of resetting pressure they will become more focused on looking for the more typical pressure resets and will not be able to react quickly enough to b seal to hit early enough to reliably string in a way to beat both uncharged and charged seal. This will often result in them erring on the side of caution and blocking the charged seal giving you a way to reset both your rebeat strings and your distance letting you get back to point blanc and start your pressure all over again. Mixing in uncharged seal on occasion has fairly low risk and reinforces the opponent’s preference for conservative, defensive options, as getting hit by uncharged seal for trying to mash or escape will lead immediately to the loop. <br><br />
<u>'''214C'''</u>: All of these options together give the opponent an enormous amount of things to consider, opening them up to your very slow but very safe overhead. 214C is one of the slowest commonly used overheads in melty at 28f but despite this it has a number of things going for it that make it much better than the data suggests. The startup of this overhead is surprisingly ambiguous, the startup doesn’t have a clear animation until halfway through and even once it does many players have reported confusing the animation for b seal, 214B, or even h ries simply walking backwards forcing the opponent to spend a lot of focus confirming that the overhead is coming. On top of this the overhead is -0 on block meaning that even when successfully blocked the opponent isn’t in the clear and still needs to respect your options. Shielding is not even a reliable punish as the EX cancel options ries have can have varied timings, interrupt many shield responses and can even reliably punish half moon counter. Blocking this overhead can even be dangerous due to the enormous amount of guard damage this does on block making this an even more appealing option when the opponent is low on guard gage and forced to time EX guards to avoid a guard break as the speed of this will alter the timing and can often be what breaks guards as the opponent reacts early enough to block but not early enough to properly time the EX guard. <br><br />
<br />
<u>'''Okizeme'''</u><br />
<br />
H-Ries is filled to the brim with lots of tools to get her a chance of okizeme, because this character is all about getting that sweet knockdown/ender into the okizeme to further destroy their opponent's hopes and dreams of ever even considering mashing buttons on wakeup into even more damage output and a '''''SECONDARY Seal Loop''''' if you've managed to carry your opponent to the corner.<br> Your general okizeme paradise will either begin in a '''2C > Air Combo > AT''', '''63214A Combo Ender''', '''236B''', '''6[B]''' or through a '''Shield Counter'''. Once your opponent is down, you can either set up for a ''Corner BnB'', a ''crossup j.C'' (will not work on short characters), an ''IAD j.6C'' or another 50/50 mixup with '''214C''' since it is her only standing overhead.<br><br />
This version of Riesbyfe is the one that just screams 'Wake up for more pain' at their opponent and actually mean it whenever she gets in the position to do what her tools allow her to do.<br />
<br />
=== Defense ===<br />
That being said - let's talk about whenever you are not the one in the position to do what their tools allow them to do. Her Seal Bash, originally usable as her unique Alpha Counter whenever in blockstun has been completely removed from the scene - rendering her automatically with worse defensive options. So what CAN she do when she's in the defensive?<br><br />
<br><br />
<u>'''''Universal Half-Moon Mechanics'''''</u>: Albeit not your #1 priority when wanting to escape a blockstring - Half-Moon gives Riesbyfe better room to breathe in a way as long as she has 100% meter and above, or when attempting to hard read an opponent's incoming pressure attempt. Her ''Shield Bunker'', albeit doing no damage if done while blocking, grants '''invulnerability''' for the whole frame period from start to finish, and it comes out faster than other moons. Her '''Regular Shield''' also automatically stops any incoming attack from the opponent with a combo opener by itself.<br><br />
<u>'''''623B'''''</u>: D.P with invulnerability frames at the start and upper-body invulnerability at the second half of the move. Catches Shield Bunker, Shield and button mashing but is beat by (obviously) blocking. Also air unblockable throughout the whole move so it's also good to catch jump-ins.<br><br />
<u>'''''623C'''''</u>: Basically the same as above, but it's a super, has full invulnerability for the whole 15 frames, deals more damage, but is air blockable after the 8th active frame so you will need to time this DP right if you want to catch jump-ins.<br> <br />
<u>'''63214B'''</u>: Situational, but if the opponent is setting up some sort of a projectile trap, this may come in useful due to superamor frames and projectile reflect properties. 6B can also reflect projectiles but does not have the former armor frames.<br><br />
<u>'''63214C'''</u>: Another decent reversal super to route meter to whenever cornered, as it knocks the enemy back far and resetting into neutral... if you catch a counter-hit with this, you can convert it into a combo.<br />
<br />
=== Meter Management ===<br />
H.Ries’s incredible access to meter and the way it interacts with the meter mechanics of half moon results in two major competing styles when it comes to meter management on this character: <br><br />
<br />
<u>'''Access to EX'''</u>: The first major playstyle revolves around the standard theory of meter management on half moon characters, maintaining around 100% meter at all times in order to maximize the access to EX moves and to have the most consistent presence in the match. This has a number of difficulties with this character due to the difficulty of dumping meter, few of h.ries’s EX’s have consistent neutral application and none function as pressure extensions that can be easily used in order to prevent entering heat in an inopportune time during pressure. However maintaining this access to EX has a number of significant benefits as 624C is essential to converting off h.ries’s overhead presence, half moon bunker is by far your most reliable and versatile pressure escape and 236C can interrupt many ranged pressure sequences. When converting it can often be worth it to recognize when you can efficiently dump meter using 624C as an alternate to other wall bounces for additional damage and control of your meter total. <br><br />
<br />
<u>'''Insurance and Control'''</u>: The second major playstyle revolves around using H.ries’s incredible metergain in the corner to its fullest potential in order to have precise control of both your own, and your opponent’s meter. This playstyle is fundamentally based on the seal loop combo and taking care in recognizing the metergain potential of your starters, and when to end the loop in order to optimize the amount of time you spend in heat during pressure while minimizing your opponent’s access to their own metered tools. H.ries wants to play in heat far more than most other characters, and has a great access to it due to her massive metergain and autoheat letting her enter it unimpeded. In pressure remaining in heat allows you to push the opponent into less offensive escapes, as successful abare will simply run into the autospark and force them to make a second correct call in a row without getting hit or allow you back into heat. These less offensive escapes are also more easily punished in heat as even when you are pushing yourself out 5B presents a much greater threat for checking movement and jumps as arc drive is a reliable reaction confirm on hits from any range of 5B, the only one she has. Additionally, many of the risks in entering heat for half moon characters are minimized for h.ries as autospark is only punishable while airborne and you will typically remain grounded for much of the match. Losing the meter upon autospark is also much less painful as the post knockdown situation will lead to one of the quite long corner pressure sequences h.ries has available, building much of the meter back unless the opponent makes two consecutive risky correct calls. This playstyle is especially effective against full moon characters as they will often be forced into max and have to make the choice between a risky burst at the cost of all their meter or being reduced to 100 meter and suffering oki. <br><br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
<br />
=== Normal Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=5296<br />
|metergen=71.4<br />
|metero=30.6<br />
|link=<br />
|input=* 2AA > 5B > 6B > 5C > 5A(w)6AA > 2C > 214A > j.BC > j.BC > AT<br />
|simput=<br />
|note=Basic ground BnB. Works anywhere.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=5080<br />
|metergen=59.5<br />
|metero=25.5<br />
|link=<br />
|input=* 2AAA > 5B > 2B > 6B > 5C > 236A > j.CB > j.BC > AT<br />
|simput=<br />
|note=Long range BnB.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Counterhit 63214C starter, 100% meter<br />
|character=<br />
|damage=5006<br />
|metergen=-100 + 14.3<br />
|metero=15.5<br />
|link=<br />
|input= * CH 63214C, 5C > 3C > 8sj.BC > j.AC > AT<br />
|simput=<br />
|note= Midscreen combo off CH EX Seal.<br />
}}<br />
}}<br />
<br />
===Corner Combos===<br />
'''Seal loop info:'''<br />
* Seal loop starts with 63214B, which then allows you to loop (5A > 5C > 63214B) or (2C > 5C > 63214B) or (2C > 3C > 63214B).<br />
* (XX > 5C > 63214B) loop stops working after 20 hits, because there isn't enough untech time after 5C. After 20 hits you should either stop with 63214A, or start doing (2C > 3C > 63214B) loop until you get heat.<br />
* Even though you get all the meter in the world, AD ender is not recommended due to high proration. End with 63214A, keep the heat and go for riskier pressure instead, as half moon's safe(ish) auto burst will protect you.<br />
* Don't forget that you will also give a lot of meter to the opponent.<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|damage=5940<br />
|metergen=82.6<br />
|metero=35.4<br />
|link=<br />
|input= * 2AA > 5B > 2B > 6B > 5C > 214B > j.C > dj.C > j.6C > (land) > sj8j.BC > j.BC > AT<br />
|simput=<br />
|note= No loops. Damage though...<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|damage=4515</br>'''(1 "fake" Loop)'''<br />
|metergen=90.3<br />
|metero=38.7<br />
|link=<br />
|input= * 2AA > 5B > 6B > 5C > 5A(w)6AA > 63214B > 6[B] > 5C > 63214B > 6[B] > 5C > 63214A<br />
|simput=<br />
|note= Baby's first seal loop. Gives ok amount of meter and gives hard down. Note that with 5A6AA you can't do more than one loop anyway, so doing a "fake" version with 6[B] otg gives more dmg.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=5041</br>'''(3 Loops)'''<br />
|metergen=127.4<br />
|metero=54.6<br />
|link=<br />
|input= * 2AA > 5B > 2B > 6B > 5C > 214B > j.C > j.6C > (delay) > 63214B > '''[5A > 5C > 63214B]x3''' > 5A > 5C > 63214A<br />
|simput=<br />
|note= First real seal loop. Easy version of the corner BnB.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=5585</br>'''(3 Loops)'''<br />
|metergen=140.7<br />
|metero=60.3<br />
|link=<br />
|input= * 2AA > 5B > 2B > 6B > 5C > 214B > (delay) > j8.[C] > j.6C > 6[B] > 63214B > '''[5A > 5C > 63214B]x3''' > 5A > 5C > 63214A<br />
|simput=<br />
|note= Real seal loop. Delay jump after 214B to make opponent fall lower for 6[B] eventually to hit.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=5618</br>'''(6 Loops)'''<br />
|metergen=187.9<br />
|metero=86.8<br />
|link=<br />
|input= * 2AA > 5B > 2B > 6B > 5C > 214B > (delay) > j8.[C] > j.6C > 6[B] > 63214B > '''[5A > 5C > 63214B]x3''' > '''[2C > 3C > 63214B]x3''' > 63214A<br />
|simput=<br />
|note= Real full seal loop. Once you get heat, end with 63214A immediately. You don't want to give more meter to the opponent for free.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=3042</br>'''(many Loops)'''<br />
|metergen=241.2 - 100<br />
|metero=78.9<br />
|link=<br />
|input= * 214C > 63214C > 5B > 63214B > '''[5A > 5C > 63214B > 2C > 5C > 63214B]x2''' > 5A > 5C > 63214B > '''[2C > 3C > 63214B]x3''' > 63214A<br />
|simput=<br />
|note= Not a lot of dmg, but you get oki after this. You are allowed to let opponent drop to the ground once, this will drop the dmg (only slightly anyway), but combo is still ok to finish.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4000+</br>'''(too many Loops)'''<br />
|metergen=Heat<br />
|metero=MAX/Heat<br />
|link=<br />
|input= * 2AA > 5B > 2B > 6B > '''[2C > 3C > 63214B]x15''' > 2C > 3C > 63214A<br />
|simput=<br />
|note= They '''''will''''' shake your hand after you land this. Guaranteed heat at some point even before the 15(!) loops.<br><br />
Doesn't work on all characters. For characters that this exact combo doesn't work, you can start with couple of 5A 5C 63214B loops, then go into 2C 3C 63214B loops.<br />
}}<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=Hries_5a.png<br />
|image2=Hries_6a.png<br />
|image3=Hries_6aa.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|input=5A~6A~6A<br />
|data=<br />
{{AttackData-MB<br />
|version=5A<br />
|damage=350<br />
|reddamage=240<br />
|proration=75% (O)<br />
|circuit=2.45%<br />
|cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J)<br />
|guard=L<br />
|startup=5<br />
|active=2<br />
|recovery=9<br />
|frameAdv=1<br />
|invuln=-<br />
|description=Fast, low hitting 5A. Good frame advantage at +1 on block, and also your best rebeat option at 15f total. Not useful as an antiair due to the low hitbox.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=5A~6A<br />
|damage=600<br />
|reddamage=384<br />
|proration=80% (M)<br />
|circuit=4.2%<br />
|cancel=N, SP, -CH-, EX, (J)<br />
|guard=LH<br />
|startup=8<br />
|active=4<br />
|recovery=16<br />
|frameAdv=-5<br />
|invuln=-<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=5A~6A~6A<br />
|damage=1000<br />
|reddamage=768<br />
|proration=60% (O)<br />
|circuit=7.0%<br />
|cancel=(N), SP, EX, (J)<br />
|guard=LH<br />
|startup=11<br />
|active=4<br />
|recovery=16<br />
|frameAdv=-2<br />
|invuln=-<br />
|description=Standard H-Moon 6A chain. Ries kicks forward, then stabs with her weapon. Launches the opponent on hit.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=Hries_5b.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|data=<br />
{{AttackData-MB<br />
|damage=800<br />
|reddamage=576<br />
|proration=100%<br />
|circuit=5.6%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=10<br />
|active=2<br />
|recovery=19 <br />
|frameAdv=-6<br />
|invuln=<br />
|description=Ries steps forward and stabs straight out with Gamaliel. Has better range than 2B, but worse frame advantage and cannot confirm into a full combo from max range. Can be low profiled by some attacks. Very good for controlling space and shutting down approaches.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=Hries_5c.png<br />
|caption=<br />
|name=5C<br />
|linkname=5C<br />
|data=<br />
{{AttackData-MB<br />
|damage=1000<br />
|reddamage=480<br />
|proration=90% (O)<br />
|circuit=7.0%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=13<br />
|active=2<br />
|recovery=18<br />
|frameAdv=-2<br />
|invuln=<br />
|description=Ries slides forward and does a big swing with her weapon. One of her slowest normals at 13f first active, but the range is huge thanks to the sliding movement. Good button to catch opponents just outside B normal range and also to confirm pokes.<br />
}}<br />
}}<br />
<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=Hries_2a.png<br />
|caption=<br />
|name=2A<br />
|linkname=2A<br />
|data=<br />
{{AttackData-MB<br />
|damage=350<br />
|reddamage=240<br />
|proration=75% (O)<br />
|circuit=2.45%<br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=L<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|frameAdv=0<br />
|invuln=<br />
|description=Basic 2A, reaches slightly further than 5A. Hits low. Cannot hit airborne opponents.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=Hries_2b.png<br />
|caption=<br />
|name=2B<br />
|linkname=2B<br />
|data=<br />
{{AttackData-MB<br />
|damage=650<br />
|reddamage=384<br />
|proration=80% (O)<br />
|circuit=4.55%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=10<br />
|active=3<br />
|recovery=14<br />
|frameAdv=0<br />
|invuln=<br />
|description=Ries leans forward and does a poke with her weapon. Excellent poking and pressure tool with low recovery and a long cancel window. Also your main normal to counter stand shield.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=Hries_2c.png<br />
|caption=<br />
|name=2C<br />
|linkname=2C<br />
|data=<br />
{{AttackData-MB<br />
|damage=700<br />
|reddamage=384<br />
|proration=65% (O)<br />
|circuit=5.6%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=11<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln=<br />
|description=Low slide. Moves forward quite a bit and knocks down. Staple in combos, sometimes used in pressure as another low and for the forward movement. Does not reach as far as it appears due to the low active frames.<br />
}}<br />
}}<br />
<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=Hries_ja.png<br />
|caption=<br />
|name=j.A<br />
|linkname=j.A<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=144<br />
|proration=75% (O)<br />
|circuit=2.1%<br />
|cancel=SE, N, J<br />
|guard=LHA<br />
|startup=6<br />
|active=4<br />
|recovery=10<br />
|frameAdv=<br />
|invuln=<br />
|description=Quick forward kick that looks like Crescent's j.B. Useful as a quick air to air or when you need a fast downwards hitbox. Can act afterwards before landing.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=Hries_jb.png<br />
|caption=<br />
|name=j.B<br />
|linkname=j.B<br />
|data=<br />
{{AttackData-MB<br />
|damage=700<br />
|reddamage=480<br />
|proration=90% (O)<br />
|circuit=4.9%<br />
|cancel=N, J<br />
|guard=HA<br />
|startup=10<br />
|active=8<br />
|recovery=--<br />
|frameAdv=<br />
|invuln=<br />
|description=Long-ranged horizontal stab. Like all her other B moves this extends her hurtbox quite a bit, so space this properly. Hits higher and farther out than her other air normals besides j6C, filling an important niche in her air game. Also your button of choice from an instant air dash.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=Hries_jc.png<br />
|image2=Hries_bejc.png<br />
|caption=<br />
|name=j.C<br />
|input=j.[C]<br />
|data=<br />
{{AttackData-MB<br />
|version=j.C<br />
|damage=900<br />
|reddamage=576<br />
|proration=90% (O) / {{Tooltip | text=50% (O) | hovertext=If rising 2f before active and opponent is hit grounded}}<br />
|circuit=5.6%<br />
|cancel=N, J<br />
|guard=HA<br />
|startup=11<br />
|active=3<br />
|recovery=--<br />
|frameAdv=<br />
|invuln=<br />
|description=Huge downward swing. Slow and has very little disjoint, but covers a lot of space in front of and below her. A good jump in attack and controls a lot of air space if not preempted, but does not hit from lowest airdash height.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=j.[C]<br />
|damage=1500<br />
|reddamage=1152<br />
|proration=90% (O)<br />
|circuit=11.5%<br />
|cancel=N, J<br />
|guard=HA<br />
|startup=21<br />
|active=3<br />
|recovery=--<br />
|frameAdv=<br />
|invuln=<br />
|description=Charged version deals more damage and has much better disjoint.<br />
}}<br />
}}<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6B</span> =====<br />
{{MoveData<br />
|image=Hries_6b.png<br />
|image2=Hries_be6b.png<br />
|caption=<br />
|name=6B<br />
|linkname=6B<br />
|input=6[B]<br />
|data=<br />
{{AttackData-MB<br />
|version=6B<br />
|damage=800<br />
|reddamage=480<br />
|proration=100%<br />
|circuit=5.6%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=13<br />
|active=4 <br />
|recovery=16 <br />
|frameAdv=-2 <br />
|invuln=Reflect 9-16<br />
|description=Ries takes a swipe with Gamaliel. Moves forward slightly. Uncharged version has long startup for its range, but it can reflect most projectiles. Good combo filler if close enough.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=6[B]<br />
|damage=1200<br />
|reddamage=672<br />
|proration=100%<br />
|circuit=8.4%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=22<br />
|active=3 <br />
|recovery=10 <br />
|frameAdv=5<br />
|invuln=<br />
|description=Charged version is a +5 on block sweep and gains a larger hitbox. Does not reflect projectiles. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">3C</span> =====<br />
{{MoveData<br />
|image=Hries_3c.png<br />
|caption=<br />
|name=3C<br />
|linkname=3C<br />
|data=<br />
{{AttackData-MB<br />
|damage=700<br />
|reddamage=384<br />
|proration=70% (O)<br />
|circuit=4.9%<br />
|cancel=(N), SP, EX, (J)<br />
|guard=LH<br />
|startup=10<br />
|active=4<br />
|recovery=23<br />
|frameAdv=-9<br />
|invuln=<br />
|description=Ries steps forward into an upward strike, similar to C's 5B. Launches the opponent upwards, and has a command superjump followup on 8. Has limited use as an antiair due to the extended hurtboxes, and not very useful in pressure since it doesn't allow rebeating on block and has poor frame advantage. Used in high gravity seal loops.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.6C</span> =====<br />
{{MoveData<br />
|image=Hries_6jc.png<br />
|caption=<br />
|name=j.6C<br />
|linkname=j.6C<br />
|data=<br />
{{AttackData-MB<br />
|damage=850<br />
|reddamage=576<br />
|proration=68% (M)<br />
|circuit=7.2%<br />
|cancel=<br />
|guard=HA<br />
|startup=10<br />
|active=3<br />
|recovery=--<br />
|frameAdv=<br />
|invuln=<br />
|description=Big stab that looks kind of like j.B. Wallslams on hit. Slower than j.B, but the hitbox is significantly better. As an additional tradeoff, hits kind of high so you won't be using it for jump-in.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MBCRiesThrow.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=6/4A+D<br />
|data= <br />
{{AttackData-MB <br />
|damage=1500<br />
|reddamage=744<br />
|proration=100% <br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=<br />
|description=Riesbyfe carries her opponent to the ground using the tip of Gamaliel. Untechable knockdown.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MBCRiesThrowAir.png<br />
|caption=<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.6/4A+D<br />
|data= <br />
{{AttackData-MB <br />
|damage=1600 (1408, Raw)/1500<br />
|reddamage=844<br />
|proration=30% <br />
|circuit=0.0%<br />
|cancel=(Any if Raw)<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} <br />
|frameAdv=<br />
|invuln=<br />
|description=Riesbyfe grabs the opponent then slashes them with Gamaliel. Ground bounces the opponent if done raw, causes an untechable knockdown but leaves you at a distance as a combo ender.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Counter</span> =====<br />
{{MoveData<br />
|image=MBHRiesSC.png<br />
|image2=MBHRiesSCLow.png<br />
|image3=MBHRiesSCAir.png<br />
|caption=<br />
|name=Shield Counter<br />
|linkname=Shield Counter<br />
|input=Auto after a successful Shield (Air OK)<br />
|data= <br />
{{AttackData-MB <br />
|version=Standing<br />
|damage=500 (345)<br />
|reddamage=198<br />
|proration=50%<br />
|circuit=3.5%<br />
|cancel=(SP), (EX), (J)<br />
|guard=LHA<br />
|startup=10<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln= <br />
|description=Same animation as 214A.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Crouching<br />
|damage=1500 (1117)<br />
|reddamage=714<br />
|proration=50%<br />
|circuit=10.5%<br />
|cancel=(SP), (EX)<br />
|guard=LA<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln= <br />
|description=Same animation as 2B.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Aerial<br />
|damage=500 (345)<br />
|reddamage=198<br />
|proration=50%<br />
|circuit=3.5%<br />
|cancel=<br />
|guard=HA<br />
|startup=9<br />
|active=4<br />
|recovery=<br />
|frameAdv=<br />
|invuln= <br />
|description=Same animation as j.6C.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MBCRies214D.png<br />
|image2=MBHRies214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Neutral<br />
|damage=500<br />
|reddamage=192<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=26<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=192<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=A charging shield bunker.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Blockstun<br />
|damage=0<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=LHA<br />
|startup=19<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln= <br />
|description=H-Moon specific reversal bunker.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MBCRiesCSpark.png<br />
|image2=MBCRiesCSparkAir.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=In Heat:<br>Auto during hitstun<br>A+B+C during blockstun<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery=20<br />
|frameAdv=N/A<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=13<br />
|active=10<br />
|recovery=15<br />
|frameAdv=N/A<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
<br />
=== Special Moves ===<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=MBCRies236A.png<br />
|image2=MBCRies236B.png<br />
|image3=MBCRies236C.png<br />
|caption=<br />
|name=Wrist Pizzicato<br />
|linkname=236X<br />
|input=236A/[A]/B/[B]/C<br />
|data= <br />
{{AttackData-MB <br />
|version=A <br />
|damage=700<br />
|reddamage=384<br />
|proration=70% (O)<br />
|circuit=4.9% <br />
|cancel=-EX-, (J)<br />
|guard=LH <br />
|startup=13<br />
|active=8<br />
|recovery=27<br />
|frameAdv={{Tooltip | text=-17 ~ -10| hovertext=Safer the later the attack connects.}}<br />
|invuln=Guard point 8-11<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=[A] (Max)<br />
|damage=700<br />
|reddamage=384<br />
|proration=70% (O)<br />
|circuit=4.9% <br />
|cancel=-EX-, (J)<br />
|guard={{Tooltip | text=LHA, LH| hovertext=Becomes air unblockable after the first 2 active frames.}}<br />
|startup=23<br />
|active=8<br />
|recovery=12<br />
|frameAdv={{Tooltip | text=-2 ~ 5| hovertext=Safer the later the attack connects.}}<br />
|invuln=Guard point 8-22<br />
|description=* Shield rush. A dashing shield attack that has a guard point(acts as if Ries blocks without putting her in blockstun or stopping the animation) that varies by version. Charging extends startup and guard point duration while reducing recovery.<br />
<br />
High shield rush, has guard point against mid and highs. Launches on hit. Air unblockable, but punishable on ground block unless EX canceled. Guard point on uncharged lasts only four frames, and does not extend until active frames. When charged Ries moves further, the guardpoint lasts longer, and recovery is greatly reduced.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=700<br />
|reddamage=384<br />
|proration=70% (O)<br />
|circuit=4.9% <br />
|cancel=-EX-, (J)<br />
|guard=L<br />
|startup=14<br />
|active=8<br />
|recovery=22<br />
|frameAdv={{Tooltip | text=-12 ~ -5| hovertext=Safer the later the attack connects.}}<br />
|invuln=Guard point 9-11<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=[B] (Max)<br />
|damage=700<br />
|reddamage=384<br />
|proration=70% (O)<br />
|circuit=4.9% <br />
|cancel=-EX-, (J)<br />
|guard=L<br />
|startup=24<br />
|active=8<br />
|recovery=12<br />
|frameAdv={{Tooltip | text=-2 ~ 5| hovertext=Safer the later the attack connects.}}<br />
|invuln=Guard point 9-23<br />
|description=Charges forward with Gamaliel poised below Riesbyfe, tripping the enemy. Jump and EX cancelable. Has guard point only against air blockable attacks. Charged is the safer but slower version, and is notably air unblockable for the full duration unlike 236[A]. If either version hits the enemy high up enough you can go into an air combo. <br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=600*13 (3297)<br />
|reddamage=(2622)<br />
|proration=90%*13 (M)<br />
|circuit=-100.0% <br />
|cancel=N/A<br />
|guard=LH<br />
|startup=5+9<br />
|active={{Tooltip | text=30| hovertext=13 Hits.}}<br />
|recovery=12<br />
|frameAdv={{Tooltip | text=-8 ~ 5| hovertext=Safer the later the attack connects.}}<br />
|invuln=Clash 14-43<br />
|description=Similar to A version except multi-hitting. Not invulnerable, but has guard point during later startup frames and upper body clash during active frames. This version is even or plus on block if all hits connect, might be punishable otherwise. Final hit wallslams, so following with a (heavily prorated) combo is possible in the corner.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MBCRies623A.png<br />
|image2=MBCRies623B.png<br />
|image3=MBCRies623C.png<br />
|caption=<br />
|name=Breath Cantino <br />
|linkname=623X<br />
|input=623A/B/C<br />
|data= <br />
{{AttackData-MB <br />
|version=A<br />
|damage=1000<br />
|reddamage=480<br />
|proration=70% (O)<br />
|circuit=7.0% <br />
|cancel=<br />
|guard=LH, LHA<br />
|startup=4<br />
|active={{Tooltip | text=2 (2) 4| hovertext=Single Hit.}}<br />
|recovery=36<br />
|frameAdv=-26 (1st Hit),<br>-22 (2nd Hit)<br />
|invuln=<br />
|description=* DP-like rising slash. All versions are air unblockable so they make decent AAs in certain situations.<br />
<br />
Fastest version. No invulnerability and extends hurtboxes quite a bit, but recovers quickly enough to enable a followup combo on air CH. Still very punishable on block.<br />
}}<br />
{{AttackData-MB<br />
|header=no <br />
|version=B<br />
|damage=700*2, 300 (1543)<br />
|reddamage=(869)<br />
|proration=100%<br />
|circuit=7.0% <br />
|cancel=<br />
|guard=LH<br />
|startup=4<br />
|active={{Tooltip | text=4 (2) 6| hovertext=2, 2 (2) 6}}<br />
|recovery=46<br />
|frameAdv=-34<br />
|invuln=Full 1-5 8-9, High 6-7<br />
|description=Her meterless reversal. Starts out completely invulnerable for the first hit, then is upper-body invulnerable until the second. Functions pretty much like a conventional DP. Can pick up air CHs into combo in certain situations (late active frames, opponent high in the air).<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=600, 300*7 (2210)<br />
|reddamage=(1320)<br />
|proration=100%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard={{Tooltip | text=LH, LHA| hovertext=Becomes air blockable after the first 8 active frames.}}<br />
|startup=1+5<br />
|active={{Tooltip | text=25| hovertext=8 Hits}}<br />
|recovery=41<br />
|frameAdv=-32<br />
|invuln=Full 1-15<br />
|description=Has longer invulnerability frames than B version and does more damage, but otherwise works about the same.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MBCRies214A.png<br />
|image2=MBHRies214B.png<br />
|image3=MBHRies214C.png<br />
|caption=<br />
|name=Wrist Staccato<br />
|linkname=214X<br />
|input=214A/B/C (No EX)<br />
|data= <br />
{{AttackData-MB <br />
|version=A<br />
|damage=1000<br />
|reddamage=480<br />
|proration=80% (O)<br />
|circuit=7.0% <br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=12<br />
|active=6<br />
|recovery=15<br />
|frameAdv=-3<br />
|invuln=<br />
|description=* Ries slides forward and punches.<br />
<br />
Short-ranged uppercut. Fastest version, commonly used after 2C in combos.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=1200<br />
|reddamage=672<br />
|proration=70% (O)<br />
|circuit=8.4% <br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=13<br />
|active=2<br />
|recovery=23<br />
|frameAdv=-7<br />
|invuln=<br />
|description=Straight body blow. Wallslams on hit. Combo staple for big damage in corner. Not as safe as A version, but pushes you out a fair bit on block so you probably won't get punished per se.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=C<br />
|damage=1000<br />
|reddamage=768<br />
|proration=60% (O)<br />
|circuit=7.0% <br />
|cancel=-EX-, (J)<br />
|guard=H<br />
|startup=28<br />
|active=2 <br />
|recovery=16<br />
|frameAdv=0<br />
|invuln=<br />
|description=Overhead Ryu punch. Her only standing overhead. Comes out extremely slowly and doesn't do much by itself. Can cancel into 236C or 63214C to scoop a small combo, but reward on hit is relatively low. Links into 5B/2B on counterhit for a much better combo. Safe on block, but pushes her out of 2A range. Inflicts heavy guard bar damage.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">63214X</span> =====<br />
{{MoveData<br />
|image=MBHRies63214AB.png<br />
|image2=MBHRies63214XB.png<br />
|image3=MBHRies63214C.png<br />
|caption=A/B<br />
|name=Wrist Mordent<br />
|linkname=63214X<br />
|input=63214A/B/[B]/C<br />
|data= <br />
{{AttackData-MB <br />
|version=A<br />
|damage=1200<br />
|reddamage=768<br />
|proration=100% <br />
|circuit=8.4% <br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=5<br />
|active=6<br />
|recovery=31<br />
|frameAdv=-19<br />
|invuln=Reflect 5-20<br />
|description=* H's defining move. Ries performs a shield bash motion, creating a seal that blows the opponent back. Like 6B, it will reflect certain projectiles if they hit the seal. <br />
<br />
Fastest version (5f first active). Long recovery and unsafe on block. The opponent is sent flying on hit. Cannot continue the combo afterwards, even in the corner. Works as automatic corner carry from anywhere since it knocks back so far and has generous frame advantage on knockdown, which means you can easily run in after them from fullscreen. Also her favored corner ender.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=1200<br />
|reddamage=768<br />
|proration=50%<br />
|circuit=8.4% <br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=20<br />
|active=6<br />
|recovery=17<br />
|frameAdv=-5<br />
|invuln=Reflect 20-32<br>Super Armor 6-40<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=[B]<br />
|damage=700*3 (1566)<br />
|reddamage=(1074)<br />
|proration=65% (O)<br />
|circuit=2.1%*3 (6.3%)<br />
|cancel=-EX-<br />
|guard=LHA<br />
|startup=38<br />
|active={{Tooltip | text=X| hovertext=Projectile active frames: 4 (6) 4 (6) 4}}<br />
|recovery=22<br />
|frameAdv={{Tooltip | text=3 ~ 23| hovertext=Distance dependent.}}<br />
|invuln=Reflect 33-60<br>Super Armor 6-26<br />
|description=Longer startup, less recovery, safer on block, and gains armor. Unlike the A version, you can combo off this in the corner. The cornerstone of her seal loops.<br />
<br />
Can also be charged. Instead of knocking down, this makes three advancing seals that give decent advantage on hit or block. Move has strange property of being invul against command grabs but not regular throws, and armor frames do not last as long when charged.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=2000<br />
|reddamage=1632<br />
|proration=70% (O)<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=LH<br />
|startup=4+0<br />
|active=5<br />
|recovery=18<br />
|frameAdv=-5<br />
|invuln=Reflect 5-18<br />
|description=Basically A version with more damage. On counterhit, the opponent will be locked in stun all day, making it possible to follow up even from midscreen. Mostly safe on block and scoops big damage, so it's a good super to use as a frametrap or reversal when you have meter to burn.<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MBCRiesAD.png<br />
|caption=<br />
|name=Official Apocrypha<br />
|linkname=Arc Drive<br />
|input=41236C in Heat<br />
|data= <br />
{{AttackData-MB <br />
|damage=800*6, 2500 (3626)<br />
|reddamage=(2905)<br />
|proration=50% (O)<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LH<br />
|startup=2+10<br />
|active=21<br />
|recovery=35<br />
|frameAdv=-20<br />
|invuln=Full 1-32<br />
|description=Ries charges forward with a BUSTA WOLF. Completely invulnerable during startup and active frames. Hitbox is not as big as it looks and has some travel time to reach max range. Very unsafe on block and whiff. A decent midrange whiff punish that benefits from invulnerability, but ends Heat prematurely and does not allow for followups. Keeping Heat for autoburst is often better unless Heat is about to end anyway or no other option will work. Not very useful as a combo ender due to proration on seal loops, ending Heat, and already good knockdown from 63214A.<br />
}}<br />
}}<br />
<br />
<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Riesbyfe Stridberg]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Riesbyfe_Stridberg/Crescent_Moon&diff=294928Melty Blood/MBAACC/Riesbyfe Stridberg/Crescent Moon2023-12-28T13:31:01Z<p>EikaMikiku: /* 236X */ Corrected frame data and updated description to match it.</p>
<hr />
<div>{{TOC limit|3}}<br />
== Character Page Progress ==<br />
{{#lst:Melty_Blood/MBAACC:Roadmap|C-Ries}}<br />
<br />
<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=c&p1char=ries C-Riesbyfe Match Video Database]<br><br />
[https://docs.google.com/document/d/1jthzZm4fFn6Mru9P_TlFJ10DEWehPBhuBwWtwZFr9K0 C-Ries Combo Doc]<br><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name!! width="80"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
|-<br />
| [https://mbaacc.melty.games/?p1moon=c&p1char=ries&p1name=MoltyBleed MoltyBleed]|| style="text-align:center;"|<br />
[[File:Ries Color28.png]]<br />
| Europe || Netplay || Inactive ||<br />
|-<br />
| [https://mbaacc.melty.games/?p1moon=c&p1char=ries&p1name=Sikanto Sikanto]|| style="text-align:center;"|<br />
[[File:Ries color11.png]]<br />
| North America || Lunar Phase || Inactive ||<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=c&p1char=ries&p1n=teru%20(%E3%83%86%E3%83%AB)&netplay=1&jpage=1 teru (テル)]|| style="text-align:center;"|<br />
[[File:Ries Color22.png]]<br />
| Japan || KorewaMelty, Play Spot BIG ONE 2nd || Inactive ||<br />
|-<br />
| [https://mbaacc.melty.games/?p1moon=c&p1char=ries&p1name=toriniku+%28とりにく%29 toriniku (とりにく)]|| style="text-align:center;"|<br />
[[File:Ries Color01.png]]<br />
| Japan || A-cho, KorewaMelty || Inactive ||<br />
|}<br />
<br />
== Overview ==<br />
{| class="wikitable" <br />
|+Strengths / Weaknesses<br />
|- <br />
|Strengths<br />
| <br />
*High damage output, especially in the corner<br />
*Strong, long range pokes that can be converted without meter in most cases<br />
*Wide array of combo routes allow most hits to take her to the corner when fully mastered<br />
*Good A buttons for pressuring close range, 5A is + on block which is rare for a crescent moon character<br />
*Incredible corner pressure and solid midscreen pressure<br />
*Best throw range in the game, only tied with Nero and Hime<br />
*Wide array of unique special moves that can be useful in specific situations<br />
*Large amount of defensive options with access to C-Moon mechanics, 623B having a generous amount of invulnerable frames, and 63214B being a slow but fully invulnerable guard cancel that can be EX cancelled<br />
*2B is 0 on block, making it an incredibly safe poke when spaced and a decent pressure tool even close range<br />
*214B is a very long range air unblockable punch that leads to a mixup on hit or trade near the corner. Due to Ries stepping forward then returning to her original position, it can be incredibly hard to contest<br />
|-<br />
|Weaknesses<br />
|<br />
*2A doesn't hit air state meaning that some characters can jump out her + frames <br />
*Requires a good understanding of combo routing to get big damage from 2B and air counterhits<br />
*Struggles to confirm some counterhits, such as anti-air 623B<br />
*Needs some commitment to catch backdash<br />
*While they are disjointed, most of her buttons extend her hurtbox allowing her to be stuffed if buttons are not spaced very well. The range just outside of 2A is notably difficult for her to contest because her 2B extends her hurtbox enough that most faster buttons will win<br />
*Mostly worse air buttons for neutral then her H and F moon counterparts<br />
*Her best routes require a lot of practice, as they take into regard hitcount and character specific delays<br />
*Unremarkable movement means she requires a lot of patience in neutral vs characters with longer range or better space control then her<br />
*Weak Gold Air Throw damage<br />
|}<br />
== General Gameplan ==<br />
<br />
Crescent Moon Riesbyfe is a grounded, rushdown, and poke heavy character similar to her Full Moon variant, with a stronger focus on her special moves and reverse beat to navigate neutral and pressure her opponent.<br />
<br />
Her big damage output and corner mixup with 214B means she can end a round from any opening, and thanks to her solid neutral tools such as 2B those hits can be easy to achieve. While C-Ries is comfortable playing from a range, she uses her tools best when she's close to her opponents, because this is where her best damage and strongest pressure come from. Generally, her gameplan will revolve around using her pokes at max range to get a combo, to annoy her opponent into approaching recklessly, and to cover her approach so opponents who respect 2B or 214B don't hit her out of her dash or IAD. Using your good pokes to bully your opponent into letting you get in or comboing from them into a knockdown then closing the gap is key to getting the most out of this character.<br />
<br />
However, C-Ries struggles when she is forced to approach. Due to her subpar movement, closing the gap against characters that control space better then her can be very difficult, and she would much rather make her opponent come to her. When 2B can be outranged, the only threat she has is 214B, which is rather slow, and due to her unimpressive dash speed and long IAD startup she doesn't have many threats to represent at this range. Working hard for a single hit and never letting up all game is crucial to tackling these matchups.<br />
<br />
=== Neutral ===<br />
Finding out how good your range serves you in each matchup is vital to controlling neutral.<br />
<br />
Universally, your best tools against grounded opponents are 2B, 5C, 5B, 214B, and j.[C]. 2B is fast for its range, disjointed at the tip, and very good on block for its range at 0. Only a very well timed close range IAD or counterpoke can consistently punish you for using it often, and is usually your go to tool for most games. 5C is used when the extra range or disjoint is needed, but its a lot slower so it must be used carefully. 5B is tall enough to catch anyone jumping near you, and makes IADing Ries at 2B range a risky option. 214B is your longest poke, very unsafe vs high IAD but very little else, getting hit will often result in Ries returning to her original position in a way that makes comboing her very difficult. It is also very high, air unblockable, and gives a wallbounce into techable knockdown, meaning it can lead to combos even on trade or jumpout. Due to it being -8 you can lose a bit of pressure by overusing it but for the most part this move will save you in some of her harshest matchups. Vital vs longer range characters. Jump back j.[C] is an incredibly difficult option to contest due to the protective and disjointed hitbox. If you can protect yourself for the entire startup it becomes incredible for demanding respect whenever you're in the air.<br />
<br />
Against aerial opponents, your best tools are 5B/5[B], 236A, rising j.A and DP against airborne opponents. 5B takes practice to use well due to its slow speed and forward movement on charge, but can beat low air approaches relatively safely when well timed. If your opponent does sj9 at fullscreen for example, a well timed 5B will beat a good amount of options they have(provided they dont have a very good air-to-ground such as Warachia j.C), and should they jump or IAD, you usually have enough time to use another option once it recovers. 236A is a strange tool - it has a guardpoint for a short period of time. This guardpoint can be a bit unreliable against grounded attacks due to low attacks but will beat most air normals when timed correctly. Charging makes the move air blockable but much safer if they land and block. Rising j.A is an option avaiable for most characters that C-Ries uses when spacing a grounded anti-air is awkward such as when your opponent is directly above you. DP is usually used on reaction to a low air dash. The later frames are air blockable so using it to anti-air high opponents is a big risk for little reward.<br />
<br />
Against shorter range characters you generally aim to stopping their approaches so you can combo them or condition them to respect you so you can close the distance and push them to the corner. For the most part, you will aim to stop these characters from rushing you down rather then approaching yourself. Should you lose the lifelead, you can approach with 2B and 5B to cover some space for you to close the gap and get your pressure started.<br />
<br />
Against longer range characters whiffing 2B can be a lot more dangerous, so it must be used with caution. 214B tends to be a lot more valuable due to it preventing these characters from taking advantage of their stronger normals, but it is too slow to use reactively most of the time, so it must be used as a prediction. Once they start respecting 214B you can start approaching more aggressively with dash. Getting into 2B range is important as you can follow up a hit 2B into a combo and a blocked 2B into IAD j.B or 5[B] to start close range pressure.<br />
<br />
=== Pressure ===<br />
C-Ries doesn't have a lot of mixup outside of Okizeme, so for the most part her pressure is either strike/throw and using the forward movement of normals such as 5[B], 5{B}, 5C, and 2C to keep her opponent blocking and force them to commit to an option to escape. Notable options include 2B > 5{B} > 2C > 2A as it gains space and gives good oppurtunities to refresh strings with 2A but also mix in 5[B] at any point, 5C 5Aw as 5C can cause 5A to whiff at every spacing or not depending on how quickly you rebeat (delaying before rebeat will cause it to whiff even at point blank) and rebeat data being plus even on whiff allowing for ambiguous control of spacing, ending any string with a 6[B]/5[B] or 5{B} > 2A/5A to refresh your strings while still keeping you advantageous, and using 214B any time you predict a jumpout at mid to long range as a safe but pressure-ending read.<br />
<br />
When she has lifelead, and the burden of escaping is on the opponent, she has two primary ways of pressuring her opponent. The first is a long range focused style that uses moves such as 5C 5Aw walk up, 2B walk up 2B, 5C 5Aw 214B, etc. This method works best against short range characters as it prevents them from using normals, DPs, or shield to escape. For such characters to escape, they will likely rely on jumping out of your pressure, which can be caught with 5[B] or 214B. If 5[B] gets blocked, you can go into short range pressure, and if 214B gets blocked, you stay safe. Not as powerful as the other Ries moons' long range pressure but still powerful against short range characters. This style of pressure is used when you get pushed out as once you condition them to respect the potential 214B you can dash forwards and begin close range pressure.<br />
<br />
Examples of such strings include:<br />
* 2B > 2B > short dash > 2B > 5[B] > 2C > 2A > (short range pressure) - weak to jump in between 2Bs, strong vs most buttons when spaced, can be shielded if done predictably.<br />
* 2B > 6[B] > 5C > 5[B] > 2C > 5Aw > 2B > (more long range pressure) - better vs jump and hard to mash, but more easily shielded.<br />
* 2B > dl 5C > dl 214B - ends pressure if blocked, but makes jumping and mashing after 5C a dangerous risk, allowing you to do 5C 5Aw redash more often.<br />
* 5C > 5Aw > short dash > 2C > 5{B} > 5C > 5Aw > 2B > short dash > 2B - an example of using the threat of 214B to allow you to do run up 2C and go into close range pressure with 5{B}.<br />
* 2B > 5[B] > 5C > 2C > 5Aw > IAD j.A/B > Throw/(close range pressure) - another way of starting close range pressure from 5[B]. If you aren't confident your opponent will high block or want more frame advantage you can j.B, otherwise j.A will allow you to set up a tick throw situation.<br />
These strings are just examples and C-Ries has a lot of flexibilty in her strings, so be sure to experiment with them.<br />
<br />
The stronger way of pressuring with more options is close range pressure. This is ideally where C-Ries wants to be in pressure, but can be difficult to earn due to her air throw leaving her a very long distance away from her opponent. 5A becomes an incredible normal due to it being plus and her fastest whiff cancel. 5A walk up 5A walk up is a very simple and powerful string as it can be combined with throw to make a very fast tick throw and refreshes reverse beat strings. After they start teching or mashing the throws you can stagger into 2B, go into a combo if it hits and keep pressuring. 5{B} is notable for allowing you to stay in without needing to walk forward, being a great frametrap and can be combined with 5A to make pressure that can feel endless. 5[B] should be used sparingly as to not get shielded, but due to huge forward movement and it being -2 on block, it can be extremely scary alongside other rebeat options such as 5C to refresh strings at point blank and set up tick throws. 2B is a safe string ender that can beat high shield, 5C moves you forward, gives you time to react to a potential hit, and has a huge cancel window allowing for staggers, 2C can be staggered into to prevent jumpouts and frametrap. Note that in a string such as 2A dl 2A 2B 5{B} 5C 2C 2Aw, the 5A will usually whiff, but if the 5C is removed for a string of 2A dl 2A 2B 5{B} 5C 2C 5A, the 5A will usually hit (provided they dont EX guard). Mix both in to be unpredictable and make scary situations for your opponent at little risk to yourself. Constantly using the threat of staggers to dash or IAD to make up the distance is also vital to keeping your pressure constant and ambiguous.<br />
<br />
Examples of such strings include:<br />
* 5A > walk > 5A > Throw/dl 2B/5{B} > ... standard A button stagger, s trong on C-Ries due to her 5A being +1<br />
* 5A > dl 5A > (2B) > 5{B} > 2C > 2A > (dl) 2A(w) > 2B > 5{B} > ... - a big reason your blockstrings can go on so long, this string sets up a spacing so that 2C 2AA will hit people not EX guarding, but 2C 2A dl 2A will whiff, making a very small gap where you can 2B and refresh your strings. This gap is mashable by some characters so be sure to use 5C or 6[B] if they start mashing it.<br />
* 5A > dl 5A > (2B) > 5{B} > 2C > 5C > dl 2Aw > 2B > 5{B} > ... - variant of the above string, but by adding 5C and a delay or not depending on EX Guard, the 2A whiffs immediately, allowing you to refresh your strings slightly faster and changing the timings the defender needs to be aware of.<br />
* 5A > dl 2A > (2B) > 5{B} > 2C > 5A > ... - similar to above string but goes into 5A on block, which is closer and plus but potentially more dangerous and more predictable.<br />
* 2B > 5{B} > 5C > dl 2C > 5A > ... - hard to confirm from at first, but a very solid string for establising the big cancel window of 5C as a threat in pressure.<br />
* 2A > dl 2AA > 2C > 5C > dl 2B > 5{B} > 5Aw > ... - uses the cancel window of 5C for 2B 5{B} instead of 2C, catching less options but giving a bit of space after 5{B} and getting a lot more damage if you can convert as you can do 2B 5[B] (6B 6C) 236A air combo. Due to 2B's speed making 5C > 2B a true frametrap and not a gapless string can take some practice but can also be used to make the gap ambiguous enough to disencourage reversals.<br />
* 2A > dl 2AA > 2C > 5C > dash > 5A/2A > ... - uses the threat of a cancel after 5C to cover a redash, allowing you to get back in. The more you can make them respect 5C, the longer you can dash, allowing you to get back in from further and further away.<br />
C-Ries has even more flexibility in her close range strings so try and experiement with lots of different options. If you make a mistake such as using both A buttons and ending on 2C you can end the string with 214B, 236[A]/[B] or 6[B] as a risky final frametrap. All three have significant weaknesses but can be used sparingly as extra options to make punishing them difficult.<br />
<br />
<br />
Additionally C-Ries has a niche use in her unique ability to cancel her run at the part where she doesnt move and cant attack by releasing 6, it works by buffering 665~5A which makes her gain skid momentum instantly along with the ability to cancel into 5A only 2 frames after the start of the run. This makes her 5A redash only -1 and a powerful hard to react to reset.<br />
[https://streamable.com/syk8pb this video] shows the difference in advantge between her normal redash (665A), and the run cancel (665~5A).<br />
And [https://streamable.com/ccs39d this video] shows one of the applications it can be used in, to catch backdashes midscreen without too much commitment.<br />
<br />
Notes : this 5A run cancel is only a true frame trap on Hime, and a 1-2 frame(s) gap on everyone else .<br />
So as hard as it is to mash out of on reaction, it still can be mashed or shielded if expected.<br />
so varying the way you use it in different strings is important, such as :<br />
* 5A, redash 5A/throw : strong tick throw<br />
* 2B, Redash 5A : this redash is -2 but good to throw out instead of 5A redash 5A to keep your strings unpredictable, and is pretty strong when paired with a delayed cancel of 2B.<br />
* 5C/2C 5Aw, redash 5A : when done well is 0.<br />
* 6[B], redash 2A : at close ranges is a true frame trap on everyone.<br />
<br />
=== Okizeme ===<br />
<u>'''Air Throw'''</u><br />
<br />
Midscreen, Ries airthrow mostly returns her to neutral considering the massive distance it sends you. In the corner however there are a few options. 5C can be used to make sure the opponent doesn't use a normal, and its so disjointed that some DPs will whiff, and if it is blocked you can reverse beat into 5A. However, they have enough time to jump out. 214B can catch jumpouts and normals but will likely end your pressure if it is blocked. Dash up 5[B]/2B are best for retaining pressure while also being ambiguous to shield, but still leave you an awkward distance from the opponent. Finally, if you condition them to block it every time, you can do run up 5A and get your best pressure started.<br />
<br />
<u>'''214B > Ender'''</u><br />
<br />
Any hit that leads to 214B can be followed up with a 2C 2Aw providing you're close enough to the corner. Doing this will allow you to get a very good knockdown, and pushes the opponent slightly out of the corner, which will allow you to meaty, safejump, or perform a left/right mixup.<br />
<br />
One way of doing the mixup is dash neutral jump (66 > 8) for an ambiguous same-side mixup, and dash neutral jump forward (slight) drift (66 > 8 > 6) (tap 6) for a crossup. You can adapt this simple oki in a few ways to combat specific responses; You can do sameside into backwards airdash j.C just before they wake up to get a high option that beats heat, crossup into double jump IABD j.C/B for a crossup high option (use j.C if you are high up, j.B if you are low), land crossup then do IABD j.B to beat low shield and tap high shield, land 5B to beat low shield and mash, dashing for long enough that the gap becomes hard to see or reduce it completely for a sameside that looks exactly like crossup(making the mixup harder to see but also making it harder to get a meaty), there are many ways you can adapt it to beat specific options. <br />
<br />
Video example of above:<br />
<youtube>LUB5hIMAZbA</youtube><br />
Note that in the final example, there is no gap, so the crossup option will result in Ries being on the same side. These are just a few examples, you can adapt this setup to combat any other defensive option you may think of.<br />
<br />
<u>''' 2C~2A(w) Mixup '''</u><br />
<br />
This Left/Right mixup can only be done from a specific combo (see the Corner Combos section below) allowing Ries to be the closest possible before going for the 2C~2A(w) ender.<br />
It works because of the way 2C pushes the opponent ,and how 2A(w) can halt it; Delaying 2A(w) enough will close the gap between the opponent and the corner ,allowing you to land same side, a smaller delay will land you in the corner.<br />
<br />
Video example :<br />
<youtube>QbZK_9o2430</youtube><br />
<br />
<u>''' Fuzzy '''</u><br />
<br />
Usually done from 214B > Ender, but also works from AD and AAD. Probably one of the last things you'll learn with this character as it is very difficult, but rewarding. A short video guide on both the fuzzy and her left right mixup can be found below.<br />
<br />
Video example: <br />
<youtube>hPsFJWqpQag</youtube><br />
<br />
To perform: You must have not used your double jump, hit with j.C as close to the ground as possible, do a regular forward double jump then j.C as soon as possible, then do j.A after a very specific delay. If done correctly, you should be able to combo from it into any normal combo with 2A starter, and even if blocked you will still be slightly plus. Works on all characters apart from Necos, even when the first j.C is EX Guarded, and is notably easier against Nero. For those who don't know, a fuzzy like this is valuable because it makes every blocked low j.C used without expending a double jump a mixup; You can land and use 2A for a low option, or the fuzzy for a high option.<br />
<br />
=== Defense ===<br />
C-Ries is unique in that she was a wider array of defensive options compared to other characters. With access to Crescent Moon mechanics such as EX Shield, EX Guard, and heat, her strong meterless DP and her guard cancel in 63214X, she has many tools at her disposal. Each of these tools has a notable weakness, so using multiple different options smartly is the key to escaping pressure<br />
<br />
63214X is her most unique tool by far. It is a slow, invulnerable move that can be used in blockstun, which allows her to beat pressure that doesn't have gaps and have a threat even under projectile oki. 63214B is the most used variant due to being fully invulnerable and only slightly slower then 63214A, use it to escape pressure has very small gaps/multiple frametraps to condition slower blockstrings. 63214A is generally worse but can still be used to punish certain moves such as C-Hisui 5[C] if it is not cancelled early enough even if it was a gapless string.<br />
<br />
Despite having access to such options C-Ries' general options are a bit worse then usual. Her abare/mashing with 2A/5A is slightly worse due to them being 4f instead of 3f, and due to 5A being a bit short for a 5A she struggles to beat close range IADs in pressure without committing to a jumping j.A. Her jumping hurtbox is also slightly wider then usual, so jumping out can get you hit in awkward ways, but it is still a solid option. Finally, her backdash is relatively good, and usually puts her at a spacing she can contest, so it is another option to consider. <br />
<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
* (Compilation made by Kumiko: https://streamable.com/3ehbd. You can find notation for these combos below.)<br />
<br />
* Note: Any normals from the ground string can be omitted if need be, up until 2C. There is no downside to use 5{B} (partial charge) over 5B mid combo every time as the forward movement gives extra corner carry and makes connecting more normals easier. 6B adds a good amount of damage but pushes the opponent far, which may make the 2C whiff. You can avoid this doing 5{B} or removing 6B from the combo. All damage and meter values assume moves in () are used. Universal combo ender is air throw but can be replaced with other enders.<br />
<br />
<br />
=== Enders ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Airborne opponent<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* ...sdj9.C > j.6C<br />
|simput=<br />
|note= Wallbounce, least damage, good corner carry but forces tech situation, best used for going into heat safely, may also be good vs chars with bad air options if you are willing to omit a knockdown.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Airborne opponent, 100% meter<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* ...sdj9.BC > (j.623A >) j.623C<br />
|simput=<br />
|note= Damage ender, C-Ries 623C actually adds a lot of damage, adding the 623A subtracts some damage but gives you 10 meter which can be important for hitting max or going from 90% to 100% for 623C<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Airborne opponent, 100% meter<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* ...sdj9.BC > j.623A<br />
|simput=<br />
|note= Used when opponent is too high for AT.<br />
}}<br />
}}<br />
=== Essential Combos ===<br />
These are the must learn combos and or are the base to other variations/combos.<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=5053<br />
|metergen=93.0%<br />
|metero=27.9%<br />
|link=https://www.youtube.com/watch?v=x-lWzrKcjS4<br />
|input= * (2AAA) > 2B > 5B > (6B >) 5C > 2C > 214A > j9.BC > sdj9.BC > Air Throw (AT)<br />
|simput=<br />
|note= Universal combo. At point blank you can use 2A 3 times, at longer ranges you may only be able to use one or two. Can work from 2B starter with 5{B} if you remove the 6B but it will whiff at long range. Super double jumping is not necessary for this combo if you AT immediately but is needed for most her other routes so is worth learning.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4152<br />
|metergen=100.5%<br />
|metero=30.1%<br />
|link=<br />
|input= * (2AAA) > 2B > 5B > (6B >) 5C > (delay) 2C > 5A (slight delay) 214B > Dash (66/6A+B) 6.[B] > 5C > 214B , 2C > 2Aw<br />
|simput=<br />
|note= full corner to corner carry ,and can lead into her 2C~2Aw mixup. <br />
starter specific, refer to the image below. ommit 5C to make it work on ryougi, or slightly charge 5B and delay 2C.<br />
[[File:Cries corner to corner specifics.png|thumb|right]]<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent close to or in corner<br />
|character=<br />
|damage=4165<br />
|metergen=87.5%<br />
|metero=26.2%<br />
|link=https://www.youtube.com/watch?v=qDFvM25uAew<br />
|input= * 2AAA > 2B > 5B > (6B >) 5C > 6C > 214B, 2B > 214B, 2C > 2A(w) > ([https://wiki.gbl.gg/w/Melty_Blood/MBAACC/Riesbyfe_Stridberg/Crescent_Moon#Okizeme Okizeme])<br />
|simput=<br />
|note= Corner oki setup, used when you're willing to sacrifice damage for oki, which can be crucial in matchups where neutral is particularly hard as Ries airthrow makes it difficult to apply pressure at close range. Notably harder to land against Ryougi.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent close to or in corner<br />
|character=<br />
|damage=4569<br />
|metergen=104.0%<br />
|metero=31.2%<br />
|link=https://www.youtube.com/watch?v=d02m-7SVURs<br />
|input= * (2AAA) > 2B > 5B > (6B >) 5C > 236A > j7.C > J.6C > land > 6[B], 2B > 214B, 2C > 2A(w) > ([https://wiki.gbl.gg/w/Melty_Blood/MBAACC/Riesbyfe_Stridberg/Crescent_Moon#Okizeme Okizeme])<br />
|simput=<br />
|note= variation of the corner oki setup used for the 2C~2A(w) mixup (see in the [https://wiki.gbl.gg/w/Melty_Blood/MBAACC/Riesbyfe_Stridberg/Crescent_Moon#Okizeme Okizeme] section above) .a slightly delayed J.C after 236A is needed on: Aoko, White Len, Len, Satsuki, VAkiha ,Sion and Vsion.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent in corner<br />
|character=<br />
|damage=5355<br />
|metergen=117.5%<br />
|metero=35.2%<br />
|link=https://www.youtube.com/watch?v=_ZOJY8ncXAc<br />
|input= * (2AAA) > 2B > 5B > (6B >) 5C > 2C > 214A > j8.C > dj8 dl j.C > dl j.6C > land > sj8.BC > sdj9.BC > AT<br />
|simput=<br />
|note= Optimal universal corner rejump combo. For all Ries rejumps, you may delay the second j.C and slightly delay j.6C, or do no delay on the second j.C and add a long delay before j.6C. Be aware that delaying both too much may result in the opponent being too high.<br />
}}<br />
}}<br />
<br />
=== Other Combos/Confirms ===<br />
<br />
=== Midscreen ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4144<br />
|metergen=56.5%<br />
|metero=16.9%<br />
|link=https://www.youtube.com/watch?v=3-_kTMhKT38<br />
|input= * 2B > 5C > 236A > j9.BC > sdj9.BC > AT<br />
|simput=<br />
|note= More consistent 2B starter. Does not work at absolute max range.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=3106<br />
|metergen=58.5%<br />
|metero=17.5%<br />
|link=https://www.youtube.com/watch?v=nC10z4X3rGE<br />
|input= * (2B) > 5C > 214B > (Dash (66/6A+B) > 5C > 214B > 2C > 2Aw) <br />
|simput=<br />
|note= Works from 2B and 5C at every range. Following up after the first 214B can only be done from the middle of the screen or the corner; doing so midscreen is difficult so you can opt for a heat or techchase instead.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=6[C] starter, grounded opponent, middle of the screen<br />
|character=<br />
|damage=4192<br />
|metergen=74.5%<br />
|metero=22.3%<br />
|link=https://www.youtube.com/watch?v=Vhx0pPnH3I4<br />
|input= * 6[C] > 236[A] > j8.C > dj8 (delay) j.C > (delay) j.6C > land > sj8.BC > sdj9.BC > AT<br />
|simput=<br />
|note= Only works midscreen-near corner, but leaves you in an ok position even if the 236[A] whiffs. You can do j.BC j.BC AT instead of the rejumps for the ender. For all Ries rejumps, you may delay the second j.C and slightly delay j.6C, or do no delay on the second j.C and having a long <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, you must be in corner<br />
|character=<br />
|damage=4538<br />
|metergen=+50% > (-100%, EX) > +8.5%<br />
|metero=35.4%<br />
|link=https://www.youtube.com/watch?v=wDCutXerxeY<br />
|input= * (2AAA) > 2B > 5B > (6B >) 5C > 2C > 236C > 214B > 2C > 2A(w)<br />
|simput=<br />
|note= Corner to corner. Only works when you have your back to the corner.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=5063<br />
|metergen=99.5%<br />
|metero=29.8%<br />
|link=https://www.youtube.com/watch?v=5ZncsdrP8sw<br />
|input= * 2AAA > 2B > 5{B} > 6B > 5C > 6C > 236A > j9.C > dl j.6C > sj9 j.C > j.BC > AT<br />
|simput=<br />
|note= Tricky combo that only adds small amount of damage to bnb, but ends in corner airthrow from anywhere on the screen. Partial charge on 5{B} and inclusion of 6B is fundamental to get this route to work from fullscreen. Timing the j.C after sj9 takes some practice. You can skip the j.B rebeat for a j.A rebeat or no rebeat for less damage and easier execution.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, airborne opponent not too close to the ground<br />
|character=<br />
|damage=3092<br />
|metergen=40.0%<br />
|metero=12.0%<br />
|link=https://www.youtube.com/watch?v=wfMFssM_ZSs<br />
|input= * 236B > j.9 CB > dj8/9.BC > AT<br />
|simput=<br />
|note= Anti air combo. Works with charged or uncharged. Double jump can be forward or neutral, neutral double jump may be easier to avoid accidental super double jumps. Can work with 236A starter if you do sdj9 instead of dj8/9 (you may need to omit the first j.B depending on height). Will not work if they are too close to the ground (go for an OTG or oki).<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=623A counterhit starter<br />
|character=<br />
|damage=3326<br />
|metergen=52.9%<br />
|metero=14.8%<br />
|link=https://www.youtube.com/watch?v=4dfQ1bMXCEM<br />
|input= * 623A (CH) > 2B > j.9 BC > sdj9.BC > AT<br />
|simput=<br />
|note=623A counterhit combo. Uses 2B as 2C will often go too far and whiff. Usually seen from shield > 623A starter.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Counterhit starter, airborne opponent<br />
|character=<br />
|damage=3379 (j.A starter)<br />
|metergen=54%<br />
|metero=16.2%<br />
|link=https://www.youtube.com/watch?v=piwnBVllpLs<br />
|input= * Air CH > 2C > 214A > j9.BC > sdj9.BC > AT<br />
|simput=<br />
|note= Go-to air pickup. May take some practice due to 2C's small amount of active frames making it whiff at strange times<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Counterhit starter, airborne opponent<br />
|character=<br />
|damage=4001 (j.A starter)<br />
|metergen=58%<br />
|metero=17.4%<br />
|link=https://www.youtube.com/watch?v=hImdMWeoKjk<br />
|input= * Air CH, 6[B] > 5C > j9.BC > sdj9.(B)C > AT<br />
|simput=<br />
|note= Optimal, but won't work from all counterhits. Generally wont work from rising j.A if done early enough, and from air CH close to the ground. Difficult to do from j.A CH. Omit the second j.B if the 6[B] 5C hit them too high<br />
}}<br />
}}<br />
<br />
=== Corner ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=5915<br />
|metergen=+42.0% > (-100%, EX) > +28.9%<br />
|metero=36.1%<br />
|link=https://www.youtube.com/watch?v=ZNhRFM7XrS4<br />
|input= * (2AAA) > 2B > 5B > (6B >) 5C > 214C > 214A > j8.C > dj8 dl j.C > dl j.6C > land > sj8.BC > sdj9.BC > AT<br />
|simput=<br />
|note= Max damage practical corner combo. For all Ries rejumps, you may delay the second j.C and slightly delay j.6C, or do no delay on the second j.C and add a long delay before j.6C. Be aware that delaying both too much may result in the opponent being too high.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=5188<br />
|metergen=79.5%<br />
|metero=23.8%<br />
|link=https://www.youtube.com/watch?v=LWCoY8X08Ig<br />
|input= * 6[B] > 5C > j8.C > dj8 dl j.C > dl j.6C > land > sj8.BC > sdj9.BC > AT<br />
|simput=<br />
|note= Low trip rejump combo you can use near the end of your string. You can replace the 5C for 214A if you used your 5B or for more damage, but doing so will leave you with less options if it is blocked. For all Ries rejumps, you may delay the second j.C and slightly delay j.6C, or do no delay on the second j.C and add a long delay before j.6C. Be aware that delaying both too much may result in the opponent being too high.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4707<br />
|metergen=101.0%<br />
|metero=30.3%<br />
|link=https://www.youtube.com/watch?v=rajOeZsM33U<br />
|input= * (2AAA) > 2B > 5B > (6B >) 5C > 6C > 236A > j8.C > J.6C > land > 6[B] > 214B, 2C > 2A(w) > ([https://wiki.gbl.gg/w/Melty_Blood/MBAACC/Riesbyfe_Stridberg/Crescent_Moon#Okizeme Okizeme])<br />
|simput=<br />
|note= corner oki setup, more damaging than the route above. Unlike the rejump routes ,J.C and J.6C need to be done as quicky as possible to keep the opponent low enough for 6[B] to hit. A delay between 6[B] and 214B is needed on Aoko.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=6[C] starter, grounded opponent<br />
|character=<br />
|damage=4370<br />
|metergen=77.5%<br />
|metero=23.2%<br />
|link=https://www.youtube.com/watch?v=X_wG7uWNf7U<br />
|input= * 6[C] > 214A > j8.C > dj8 dl j.C > dl j.6C > land > sj8.BC > sdj9.BC > AT<br />
|simput=<br />
|note= Overhead corner combo. Input 214A as soon as you can, any delay can result in them being too high. You can go into a simple air combo instead of j.6C rejumps should you need. For all Ries rejumps, you may delay the second j.C and slightly delay j.6C, or do no delay on the second j.C and add a long delay before j.6C. Be aware that delaying both too much may result in the opponent being too high.<br />
}}<br />
}}<br />
<br />
=== Advanced Midscreen Combos ===<br />
* Note: The above combos will cover nearly every situation and are all you need to play C-Ries at a strong level. The below combos offer a very big increase in difficulty, with delays that vary for each character, for a relatively small increase in damage(300~700). It is recommended you only learn these combos if you have been playing this character for a very long time, you already have a strong grasp of the above combos, and/or you are willing to learn very specific combos to improve.<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=A button/jump in starter, grounded opponent<br />
|character=<br />
|damage=5393<br />
|metergen=108.0%<br />
|metero=32.4%<br />
|link=https://www.youtube.com/watch?v=mYp0SHo1pBs<br />
|input= * 2AAA > 2B > 5{B} > 6B > 5C > 2C > dl 6C > 236B > dl j9.C > dl j.B > land > j9.AC > j.BC > AT<br />
|simput=<br />
|note= Midscreen rejump combo. Max midscreen meterless damage from 2A starter, but less corner carry. You can do j.B land into j.B rejump for added difficulty, damage, and no AT ender (you must use j.623C, you can use j.623A but it does less damage then j.A rejump AT ender). You may also do dl j9.CAB, using a longer delay on j.C to remove the delay before j.B, but the added damage and meter is so minor that its personal preference. Ideally you use at least one button (preferably more; each button you add makes it easier) before 2B so 2C 6C doesn't launch high enough to make 236B whiff (doing this from 2B starter is possible on every character but Mech, however the timing is very precise). The delay between 2C and 6C is character specific, generally being shorter on characters with larger hurtboxes. The delay between 2C and 6C is character specific, generally being shorter on characters with larger hurtboxes.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4355<br />
|metergen=101%<br />
|metero=30.3%<br />
|link=https://www.youtube.com/watch?v=hRREC46iPX0<br />
|input= * (2AAA) > 2B > 5{B} > 6B > 5C > 2C > 6C > 214B > Dash (66/6A+B) > 6[B]/5C > 214B > 2C > 2Aw<br />
|simput=<br />
|note= Character specific corner-to-corner oki combo. Works on Hime, Sion, VSion, Warachia, Satsuki, Nero, Neco-Arc, and Neco-Arc-Chaos. Use 5C if you can't reach the corner in time(usually when you are in corner vs Nero/Warachia). Not as necessary as the other combos listed but is notably easier due to no delay needed between 2C and 6C, and is still rewarding to learn if you fight these characters often.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=A button/jump in starter, you are in the middle of the screen/not in the corner<br />
|character=<br />
|damage=5490<br />
|metergen=130.5%<br />
|metero=39.1%<br />
|link=https://www.youtube.com/watch?v=6FhSVYy_dYE<br />
|input= * 2AAA > 2B > 5{B} > 6B > 5C > 2C > dl 6C > 236B > dl j9.C > dl j.B > land > j9.A > j8.C > dl j.6C > land > sj8.AAC > sdj9.BC > AT<br />
|simput=<br />
|note= Midscreen to corner combo, doesn't work if you're in the corner but works from most other spacings. Very difficult but rewarding, requires lots of precise delays; This combo is probably one of the last you should learn. The delay between j.C and j.6C can be extended so that sj8 BC is possible, but doing so is character specific (doesn't work on Miyako and Warachia, probably more) and a big step up in difficulty for little damage over this universal variant. The delay between 2C and 6C is character specific, generally being shorter on characters with larger hurtboxes.<br />
}}<br />
}}<br />
=== Advanced Corner Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=A button/jump in starter, grounded opponent<br />
|character=<br />
|damage=4888<br />
|metergen=112.5%<br />
|metero=33.7%<br />
|link=https://www.youtube.com/watch?v=A4HlKNaMVTE<br />
|input= * 2AAA > 2B > 5{B} > 6B > 5C > 2C > dl 6C > 236B > dl j9.C > dl j.6C > microwalk backwards (4) > 6[B] > dl 214B > 2C > 2Aw<br />
|simput=<br />
|note= Most damaging oki combo in the corner. Arguably most difficult bnb, but also the most rewarding to learn. Note that this combo uses your jump cancel, so you cannot replace the 2C > 2Aw with 236B > jump oki like you can with the easier route. The delay between 2C and 6C is character specific, generally being shorter on characters with larger hurtboxes.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Counterhit starter, airborne opponent<br />
|character=<br />
|damage=3774 (j.A, 2C) 4523 (j.A, 6[B])<br />
|metergen=78.5%<br />
|metero=23.5%<br />
|link=https://www.youtube.com/watch?v=m_Uju1w0fm8<br />
|input= * Air CH > (2C > 214A OR 6[B] > 5C) > j8.C > dj8 dl j.C > dl j.6C > land > sj8.BC > sdj9.BC > AT<br />
|simput=<br />
|note= Rejumps from air counterhit. Can be done from 2C > 214A and 6[B] > 5C (although from some j.A counterhits you may not be able to land 6[B]). For all Ries rejumps, you may delay the second j.C and slightly delay j.6C, or do no delay on the second j.C and add a long delay before j.6C. Be aware that delaying both too much may result in the opponent being too high.<br />
}}<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=MBCRies5A.png<br />
|caption=The Knee<br />
|name=5A<br />
|linkname=5A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=196<br />
|proration=75% (O)<br />
|circuit=3.5% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J) <br />
|guard=LH <br />
|startup=5<br />
|active=3 <br />
|recovery=8 <br />
|frameAdv=1 <br />
|invuln= <br />
|description=A close ranged knee attack, weak and quick. Very good on block for a C-Moon button, frametraps into itself very easily, and stops jumpouts. Very useful in pressure if you can work with its short range. Functions nearly the same as 2A in combos, besides lacking similar range. Your preferred rebeat to whiff for frame advantage in blockstrings due to short range and 1f faster recovery over 2A. Poor vertical reach limits its antiair capabilities, but can work alongside EX shield to catch extended hurtboxes.<br />
Notable rebeat data (w means whiff):<br />
<br />
* 5B 5Aw = -1<br />
* 5[B] 5Aw = +1<br />
* 6B 5Aw = +2<br />
* 5C 5Aw = +2<br />
* 2C 5Aw = +2<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=MBCRies5B.png<br />
|image2=MBCRies5XB.png<br />
|caption=All around "Anti-Jump" tool<br />
|name=5B<br />
|linkname=5B<br />
|input=5[B]<br />
|data= <br />
{{AttackData-MB <br />
|version=5B<br />
|damage=700 <br />
|reddamage=392<br />
|proration=70% (O)<br />
|circuit=7.0% <br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=11<br />
|active=4 <br />
|recovery=17 <br />
|frameAdv=-6<br />
|invuln= <br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=5[B]<br />
|damage=1000 <br />
|reddamage=686<br />
|proration=70% (O)<br />
|circuit=10.0% <br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=23<br />
|active=4 <br />
|recovery=15 <br />
|frameAdv=-2<br />
|invuln= <br />
|description=An upward stab with Gamaliel. Damage is good, but the speed isn't that great. Solid anti-air in a lot of matchups due its good vertical range, but beware of characters with strong air-to-ground options. Charging this move greatly improves its hitbox and frame advantage, but due to the forward movement this can take some practice to use as an anti air propery. The improved frame advantage, as long as the huge forward movement and rich cancel options make this a solid reset point however as long as you aren't too predictable with it. Frametrap with 5C or 2C to condition respect, or wait for the move to recover then 2A to refresh your strings. The partial charge version also has a generous amount of forward movement, is a great frametrap, a good response to opponents trying to time a shield on the charged version if followed up with 2C, and a very important followup after 2B in combos due to the forward movement making 6B easier to put into combos. Solid all around button, and defining to good C-Ries gameplay.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=Hries_5c.png<br />
|caption=Huge forward moving slash. Go-to hitconfirming tool.<br />
|name=5C<br />
|linkname=5C<br />
|data= <br />
{{AttackData-MB <br />
|damage=1000 <br />
|reddamage=490<br />
|proration=90% (O)<br />
|circuit=10.0% <br />
|cancel=N, SP, EX, (J)<br />
|guard=LH <br />
|startup=13<br />
|active=2 <br />
|recovery=18 <br />
|frameAdv=-2 <br />
|invuln= <br />
|description=Long ranged forward slash with Gamaliel; great damage, proration, horizontal range, and good speed for what it is(although it is still slow and punishable from high IADs). It's a good move outside of combos if you can utilize its range, and it's an essential for combos. Spacing this well will be crucial for beating C-Ries' hardest matchups due to it punishing opponents for only respecting 2B's range. Also essential for hitconfirming as you can follow up (blockstring) > delay 2C > 5C with it for a combo if they jump/mash. Also has a relatively large cancel window allowing for strong stagger pressure. The glue that holds your pressure and combos together.<br />
}}<br />
}}<br />
<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=Hries_2a.png<br />
|caption=Tiny kick<br />
|name=2A<br />
|linkname=2A<br />
|data= <br />
{{AttackData-MB <br />
|damage=350 <br />
|reddamage=245<br />
|proration=75% (O)<br />
|circuit=3.5% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=L <br />
|startup=5<br />
|active=4 <br />
|recovery=8 <br />
|frameAdv=0 <br />
|invuln= <br />
|description=A low kick; weak, fast, and close-ranged. Longer range than a lot of 2As, but crucially does not hit airborne opponents whatsoever. Will lose to jump-outs if your opponent can get off the ground in time, but useful in combos as a consistent rebeat after 2C for favorable knockdown. Solid pressure tool, and commonly used after (214B > Ender) combos due to it being her fastest low.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=Hries_2b.png<br />
|caption=C-Ries' most well rounded tool, you will be pressing this a lot.<br />
|name=2B<br />
|linkname=2B<br />
|data= <br />
{{AttackData-MB <br />
|damage=650 <br />
|reddamage=392<br />
|proration=80% (O)<br />
|circuit=6.5% <br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=9<br />
|active=3 <br />
|recovery=14 <br />
|frameAdv=0<br />
|invuln= <br />
|description=Low jab with Gamaliel; good range, damage, and speed. An effective mid-range poke, and can easily start combos. Probably your favourite button, it has no big weaknesses, beats high shield, is a constant threat in strings, has a very low recovery for Ries' standards, a cancel window that lasts for the moves entire recovery, and requires hard commitments to fully beat. Your hitbox extends with the attack, though, so it can let you down if you don't use it around its max range.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=Hries_2c.png<br />
|caption=0f active<br />
|name=2C<br />
|linkname=2C<br />
|data= <br />
{{AttackData-MB <br />
|damage=700 <br />
|reddamage=392<br />
|proration=65% (O)<br />
|circuit=8.0% <br />
|cancel=N, SP, EX, (J) <br />
|guard=L <br />
|startup=11<br />
|active=3 <br />
|recovery=22 <br />
|frameAdv=-7<br />
|invuln= <br />
|description=A low sweep. Damage is good speed and range is relatively poor compared to other sweeps though. Your best option for catching enemies falling from a counter-hit, and a constant threat to opponents trying to jump out of your strings, alongside 5B. Good pressure tool due to being a forward moving low and very important combo tool, although only 3 active frames and big forward movement can make this move difficult to use in combos sometimes, most notably after close range 623A CH. Very big cancel window give it potential for frametraps but if the 2C hits and you wait to stagger into a normal you will lose a lot of damage, so 5C or 2B are usually preferred. May have niche low profile uses but is usually outclassed by 236[A].<br />
}}<br />
}}<br />
<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MBCRiesjA.png<br />
|caption="stop it"<br />
|name=j.A<br />
|linkname=j.A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=147<br />
|proration=75% (O)<br />
|circuit=3.0% <br />
|cancel=SE, N, SP, EX, J<br />
|guard=LHA<br />
|startup=5<br />
|active=4 <br />
|recovery=10<br />
|frameAdv=- <br />
|invuln= <br />
|description=A very quick, but very small, downward-angle punch. Reasonably low damage. This move is a bit better then it looks; j.As are generally only used when you're very close to your opponent, so the short range can act as more of a strength then a weakness due to the lack of a big extended hurtbox, however its range can let you down if you use it as an air-to-air instead of rising. This attack knocks the opponent back horizontally more than it does vertically, which makes it useful for extending air combos to fit in more hits. Due to its incredible speed, it can be useful for getting counterhits, and its recovery is short enough that you can do rising j.A falling j.C with some practice, which is a great pressure tool. Low hitbox also allow this to be used from a low IAD which can make for a scary tick throw setup.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MBCRiesjB.png<br />
|caption=Cross-up and IAD tool<br />
|name=j.B<br />
|linkname=j.B<br />
|data= <br />
{{AttackData-MB <br />
|damage=600 <br />
|reddamage=343 <br />
|proration=90% (O)<br />
|circuit=6.0% <br />
|cancel=N, SP, EX, J <br />
|guard=HA <br />
|startup=8<br />
|active=3 <br />
|recovery=- <br />
|frameAdv=- <br />
|invuln= <br />
|description=A reasonably tough kick with decent, kick-like range. It's usually too slow to be used very effectively outside of combos, only really being when you need a button faster then j.C but longer then j.A, and when you can take advantage of its crossup hitbox. Has use after a low IAD as your fastest and most reliable high option. Also has strong potential after a j.C as you can reverse beat into it for a double high, and allows rising j.[C] to be plus. Very important for air combos. It's also worth noting that the move hitting behind Ries allows her to beat dashunders, and is important for representing a high option from both sides for her left/right mixup (although note that this is a 3-way mixup due to crossup protection).<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=Hries_jc.png<br />
|image2=Hries_bejc.png<br />
|caption=Easily your best button for controlling space, use this smartly<br />
|name=j.C<br />
|linkname=j.C<br />
|input=j.[C]<br />
|data= <br />
{{AttackData-MB <br />
|version=j.C<br />
|damage=900 <br />
|reddamage=588<br />
|proration=90% (O) / {{Tooltip | text=50% (O) | hovertext=If rising 2f before active and opponent is hit grounded}}<br />
|circuit=8.0% <br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=11<br />
|active=3 <br />
|recovery=- <br />
|frameAdv=- <br />
|invuln= <br />
|description=A huge downward slash with Gamaliel. Riesbyfe's all-purpose heavy air attack, featuring great damage and range (however lacking upwards range), as well as appropriate speed. A good option, but generally inferior to j.[C] due to the large hurtbox extension, this move has a nasty habit of getting Ries counterhit from very long ranges if not used quickly enough. The hitbox can actually be very deceiving, as it's a smaller than the attack's visual effect; The attack has very little hitbox above you and doesn't extend as far horizontally as it looks, but it's hitbox below Ries is incredible.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=j.[C]<br />
|damage=1500 <br />
|reddamage=1176<br />
|proration=90% (O)<br />
|circuit=15.0% <br />
|cancel=N, SP, EX, J <br />
|guard=HA<br />
|startup=21<br />
|active=3 <br />
|recovery=- <br />
|frameAdv=- <br />
|invuln= <br />
|description= Charged j.C gives more damage and circuit gain, and is the most used variant. Hitbox doesn't change, but hurtbox shrinks a lot compared to the non-charged version. Arguably her best button, absurdly good space control tool, and the crux of your air neutral. When spaced propery, nearly every option used to directly contest will result in a very damaging CH in Ries' favour, and landing with it allows you to act immediately afterwards to approach, poke, or simply do it again. Its biggest weakness is its long startup, fast opponents can hit you out of it with a rising j.A or other button, and it can easily be shielded if predictable, both setting you up for a punish. Forward jump j.[C] is very risky and aggressive, but very rewarding should it work, as it will push your opponent into the air while expending their air options, or closer to the corner, but backwards jump j.[C] is the highlight; Very difficult to stop, and will beat many many approaches. This move will easily be shielded if you get too predictable, but is an incredible defensive option, and extremely important for earning oppurtunites to win.<br />
}}<br />
}}<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6B</span> =====<br />
{{MoveData<br />
|image=Hries_6b.png<br />
|image2=Hries_be6b.png<br />
|caption=The charged version has no reflect frames, don't learn the hard way...<br />
|name=6B<br />
|linkname=6B<br />
|input=6[B]<br />
|data= <br />
{{AttackData-MB <br />
|version=6B<br />
|damage=800 <br />
|reddamage=490<br />
|proration=100% <br />
|circuit=8.0% <br />
|cancel=N, SP, EX, (J)<br />
|guard=LH <br />
|startup=13<br />
|active=4 <br />
|recovery=16 <br />
|frameAdv=-2 <br />
|invuln=Reflect 9-16<br />
|description=A forward swipe with Gamaliel. Tricky to use in combos at first due to the large pushback, but big damage and 100% prorate make it absolutely worth it. The swipe can also reflect nearly every projectile in the game, though, so clever use of this can turn the tables on your opponents in some pretty hilariously effective ways.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=6[B]<br />
|damage=1200 <br />
|reddamage=686<br />
|proration=100% <br />
|circuit=12.0% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=22<br />
|active=3 <br />
|recovery=10 <br />
|frameAdv=5<br />
|invuln= <br />
|description=Charged 6B; range and damage get a significant boost, and it will cause an untechable knockdown if your opponent is low enough/the combo is not too prorated. Difficult to use in neutral but due to the incredibly low recovery and high hitbox, it has a lot of potential. The recovery is so low that this move can beat dodge if you time another button well. Most damaging way to catch opponents falling from a counter-hit (but it isn't always optimal, you'll usually opt for a simple 2C unless you know you can pull it off). Can be very nice for resetting pressure due to being plus, but note that it is very easy to shield if you are too predictable, and generally pushes you back quite far. A great option for catching jumpouts and mashing when spaced due to having a solid disjoint and being a high sweep, allowing you to link a 5A or 2B after it into a damaging air combo. Very short cancel window makes this move awkward sometimes, especially in combos, so some combos such as air ch > 6[B] > 2C > 5C are not always recommended due to it being very strict (if you are willing to take the rebeat penalty, you can get around this with 6[B] 2Aw 2C).<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MBCRies6C.png<br />
|image2=MBCRies6XC.png<br />
|caption=Overhead somehow<br />
|name=6C<br />
|linkname=6C<br />
|input=6[C]<br />
|data= <br />
{{AttackData-MB <br />
|version=6C<br />
|damage=700 <br />
|reddamage=392<br />
|proration=70% (O)<br />
|circuit=7.0% <br />
|cancel=SP, EX, (J)<br />
|guard=LH <br />
|startup=12<br />
|active=4 <br />
|recovery=15 <br />
|frameAdv=-1 <br />
|invuln= <br />
|description=Forward lunge with the rear-end of Gamaliel. Damage isn't very good, it's slow, and the range is ok for an overhead but otherwise underwhleming, it can't be jump canceled, and cant be canceled into any normal attacks. Has some uses in combos, notably can be used before 214B or (A)AD for some extra damage, and is important for some of her most damaging but difficult meterless combos. You can use 6{C} in place of 6[C] then follow up with 236B 236C for a gimmicky overhead/low mixup, but it's very expensive and unrewarding.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=6[C]<br />
|damage=1000 <br />
|reddamage=686<br />
|proration=70% (O)<br />
|circuit=10.0% <br />
|cancel=SP, EX, (J) <br />
|guard=H <br />
|startup=29<br />
|active=4 <br />
|recovery=16 <br />
|frameAdv=-8<br />
|invuln= <br />
|description=Charged version of 6C. Damage is now pretty alright, but most notably, the move is now an overhead and sends the opponent into a wallslam. Slow startup and charge means most opponents will adapt to this quickly if you overuse it, but the startup is deceptive for an overhead so it can work occasionally. Much better in the corner then midscreen due to it being easier to combo from, and 214A being a less risky followup option compared to 236[A].<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.6C</span> =====<br />
{{MoveData<br />
|image=Hries_6jc.png<br />
|caption=Key combo tool. Difficult to use in neutral. Also anti-aired by crouching!<br />
|name=j.6C<br />
|linkname=j.6C<br />
|data=<br />
{{AttackData-MB <br />
|damage=850 <br />
|reddamage=588<br />
|proration=68% (M)<br />
|circuit=8.5% <br />
|cancel=<br />
|guard=HA<br />
|startup=10<br />
|active=3 <br />
|recovery=- <br />
|frameAdv=- <br />
|invuln= <br />
|description=A big forward thrust with Gamaliel, which sends opponents into wallslam. Can't cancel into anything. Damage, range, and speed are all OK, but due to its poor cancel options, very short active frames, whiffing against most crouchers and being incredibly difficult to combo from the wall bounce if you're high up, it sees little in neutral (although it is very disjointed and can be used air to air to earn a safe heat). Essential part of Riesbyfe's corner combos and advanced midscreen combos however, a core part of your very good damage and corner carry. Small potential for double high's with j.C > j.6C, but is usually outclassed by j.C > j.B rebeat.<br />
}}<br />
}}<br />
<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MBCRiesThrow.png<br />
|caption=Longest throw range in the game, with good knockdown<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=6/4A+D<br />
|data= <br />
{{AttackData-MB <br />
|damage=1500<br />
|reddamage=759<br />
|proration=100% <br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=<br />
|description=Riesbyfe carries her opponent to the ground using the tip of Gamaliel. Untechable knockdown. You can safejump some characters with IAD jA/B after this. Best throw range in the game.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MBCRiesThrowAir.png<br />
|caption=Largest airthrow damage in the game, with bad knockdown<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.6/4A+D<br />
|data=<br />
{{AttackData-MB <br />
|damage=1600 (1408, Raw)/1500<br />
|reddamage=862<br />
|proration=30% <br />
|circuit=0.0%<br />
|cancel=(Any if Raw)<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} <br />
|frameAdv=<br />
|invuln=<br />
|description=Riesbyfe grabs the opponent then slashes them with Gamaliel. Amazing damage but poor knockdown, sends opponents much too far most of the time. Ground bounces the opponent if done raw, causes an untechable knockdown but leaves you at a distance as a combo ender.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MBCRies214D.png<br />
|caption=For some reason raw bunker costs 50 meter for C-Ries (and no other Ries). If she has less then 50 meter it costs no meter. Hmmm...<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Bunker<br />
|damage=500 <br />
|reddamage=196 <br />
|proration=50% <br />
|circuit=-50.0%<br />
|cancel=<br />
|guard=LHA <br />
|startup=26<br />
|active=4 <br />
|recovery=19<br />
|frameAdv=-5 <br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=196<br />
|proration=50%<br />
|circuit=-50.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=A charging shield bunker. One unique <s>bug</s>feature it has is that both neutral and out of blockstun versions cost meter.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Heat</span> =====<br />
{{MoveData<br />
|image=MBCRiesHeat.png<br />
|caption=Another great defensive option.<br />
|name=Heat<br />
|linkname=Heat<br />
|input=A+B+C<br />
|data= <br />
{{AttackData-MB <br />
|damage=100<br />
|reddamage=0<br />
|proration=100% <br />
|circuit=-100.0% (min)<br />
|cancel=<br />
|guard=U<br />
|startup=17<br />
|active=2<br />
|recovery=30<br />
|frameAdv=<br />
|invuln=Full 1-18<br />
|description=Good horizontal range, not as good vertical range, it doesn't hit from behind as much as other heatboxes but the forward range is worth it. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MBCRiesCSpark.png<br />
|image2=MBCRiesCSparkAir.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=A+B+C during hitstun/blockstun at MAX<br />
|caption=Not as meter reliant as other characters, so bursting is usually a decent option.<br />
|data= <br />
{{AttackData-MB<br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
<br />
=== Special Moves ===<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=MBCRies236A.png<br />
|image2=MBCRies236B.png<br />
|image3=MBCRies236C.png<br />
|caption=Very strange guard point dash. Can beat moves such as C-Aoko 214C when close.<br />
|name=Wrist Pizzicato<br />
|linkname=236X<br />
|input=236A/[A]/B/[B]/C<br />
|data= <br />
{{AttackData-MB <br />
|version=A <br />
|damage=700<br />
|reddamage=392<br />
|proration=70% (O)<br />
|circuit=7.0% <br />
|cancel=-EX-, (J)<br />
|guard=LH <br />
|startup=13<br />
|active=8<br />
|recovery=27<br />
|frameAdv={{Tooltip | text=-17 ~ -10| hovertext=Safer the later the attack connects.}}<br />
|invuln=Guard point 8-11<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=[A] (Max)<br />
|damage=700<br />
|reddamage=392 <br />
|proration=70% (O)<br />
|circuit=7.0% <br />
|cancel=-EX-, (J)<br />
|guard={{Tooltip | text=LHA, LH| hovertext=Becomes air unblockable after the first 2 active frames.}}<br />
|startup=23<br />
|active=8<br />
|recovery=12<br />
|frameAdv={{Tooltip | text=-2 ~ 5| hovertext=Safer the later the attack connects.}}<br />
|invuln=Guard point 8-22<br />
|description=* Shield rush. A dashing shield attack that has a guard point(acts as if Ries blocks without putting her in blockstun or stopping the animation) that varies by version. Charging extends startup, frame advantage, and length of guard point.<br />
<br />
Charges forward with Gamaliel poised above Riesbyfe, launching the enemy. Jump and EX cancelable. Has a guard point against high and mid attacks that lasts for 3f, but does not last until the active frames begin. Uncharged, this move is fully air unblockable, and is best used as a reactive anti-air. Also works as a longer range but less damaging alternative to 2C 214A to set up air combos. The charged version is usually the most used version of this move due to charge extending the window of the guard point, so this version will protect you the longest, and due to it being -2 on block at worst, it becomes relatively safe to throw out in neutral(although predictable use may end up getting you shielded and punished). Excellent approach against projectile zoning if you can reach the opponent by the end of the charge. Can also work as an anti-air but due to this moves strange property of being air blockable for half the active frames, and air unblockable for the other half, it should only be used when you're confident your opponent will either use an air normal or land and block.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=700<br />
|reddamage=392<br />
|proration=70% (O)<br />
|circuit=7.0% <br />
|cancel=-EX-, (J)<br />
|guard=L<br />
|startup=14<br />
|active=8<br />
|recovery=22<br />
|frameAdv={{Tooltip | text=-12 ~ -5| hovertext=Safer the later the attack connects.}}<br />
|invuln=Guard point 9-11<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=[B] (Max)<br />
|damage=700<br />
|reddamage=392 <br />
|proration=70% (O)<br />
|circuit=7.0% <br />
|cancel=-EX-, (J)<br />
|guard=L<br />
|startup=24<br />
|active=8<br />
|recovery=12<br />
|frameAdv={{Tooltip | text=-2 ~ 5| hovertext=Safer the later the attack connects.}}<br />
|invuln=Guard point 9-23<br />
|description=Charges forward with Gamaliel poised below Riesbyfe, tripping the enemy. Jump and EX cancelable. Has a guard point that strangely only works against air blockable attacks, making it surprisingly useful as an anti-air if you know you can connect the hit. Charged is the safer but slower version, and is notably air unblockable for the full duration unlike 236[A]. If either version hits the enemy high up enough you can go into an air combo.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=600*13 (3297)<br />
|reddamage=(2676)<br />
|proration=90%*13 (M)<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=LH<br />
|startup=5+10<br />
|active={{Tooltip | text=30| hovertext=13 Hits.}}<br />
|recovery=12<br />
|frameAdv={{Tooltip | text=-8 ~ 5| hovertext=Safer the later the attack connects.}}<br />
|invuln=Clash 14-43<br />
|description=Charges forward like in the A ver., but deals multiple hits, substantial damage, and sends the enemy into a wallslam. This is the most raw-damaging EX C-Ries has. Every hit will clash with other attacks. Normally risky to use in neutral, as you're completely open before the hitboxes come out, and it's easy to avoid. Unless you use it at very close range, it usually pushes your opponent out of 2A range, which is a very hard range to contest for C-Ries, and even point blank several hits can be EX Guarded with relative ease to make the move punishable. Still great for staying safe on block after some specials, but generally not super reliable for staying in after a stagger into 214A for example.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MBCRies623A.png<br />
|image2=MBCRies623B.png<br />
|image3=MBCRies623C.png<br />
|caption=Fittingly dramatic DP<br />
|name=Breath Cantino <br />
|linkname=623X<br />
|input=623A/B/C<br />
|data= <br />
{{AttackData-MB <br />
|version=A<br />
|damage=1000<br />
|reddamage=490<br />
|proration=100% <br />
|circuit=10.0% <br />
|cancel=<br />
|guard=LH, LHA<br />
|startup=4<br />
|active={{Tooltip | text=2 (2) 4| hovertext=Single Hit.}}<br />
|recovery=36<br />
|frameAdv=-26 (1st Hit),<br>-22 (2nd Hit)<br />
|invuln=<br />
|description=*Giant circle slash. Hitbox is no way near as good as it looks but is still very solid, and an all around decent DP.<br />
<br />
The fastest version, most useful for getting counter-hits. This version sets itself apart in its speed and that it doesn't thrust you into the air nearly as much. Because of this, it's much easier to follow up on any counter-hits you get with this compared to 623B. You can also use it as a counter-hit after shields for a very solid anti-air option. Extremely punishable if it doesn't hit, however, because you're defenseless until shortly after you land, so don't use this too carelessly. Usually sends you too far for 2C to connect so use 2B/5A > air combo instead unless you know you can land the 2C.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=700*2, 300 (1543)<br />
|reddamage=(886)<br />
|proration=100%<br />
|circuit=7.0% <br />
|cancel=<br />
|guard=LH<br />
|startup=4<br />
|active={{Tooltip | text=4 (2) 6| hovertext=2, 2 (2) 6}}<br />
|recovery=46<br />
|frameAdv=-34<br />
|invuln=Full 1-5 8-9, High 6-7<br />
|description= Standard DP, massive range make it awkward to follow up on air counterhits but is generally a good reversal regardless. Also deals multiple hits, but any hit after the first is air-blockable, making it risky to use as an anti-air against opponents that are too high up. Launches Riesbyfe much higher into the air on the ground compared to 623A, so working off of counter-hits is usually impossible and very difficult even if they're high up enough for it. Extremely punishable on whiff/guard for the same reasons as 623A. This DP has notably poor frame advantage on hit; opponents can recover at around the same time as you if they tech as soon as possible, so be careful in a scramble after this.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=600, 300*7 (2210)<br />
|reddamage=(1344)<br />
|proration=100%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard={{Tooltip | text=LH, LHA| hovertext=Becomes air blockable after the first 8 active frames.}}<br />
|startup=1+5<br />
|active={{Tooltip | text=25| hovertext=8 Hits}}<br />
|recovery=41<br />
|frameAdv=-32<br />
|invuln=Full 1-15<br />
|description=Identical to 623B, but deals substantially more hits and damage, and has some of the most invul of any DP in the game. It's a good reversal, with massive damage and good speed, but due to being +4f after superflash it can be shielded on reaction should they use meaty A normals. Mostly sees use as a punish to predictable meaties such as meaty overheads.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MBCRies214A.png<br />
|image2=MBCRies214B.png<br />
|image3=MBCRies214C.png<br />
|caption=HUGE punch, a signature of C-Ries and one of your most unique moves.<br />
|name=Wrist Staccato<br />
|linkname=214X<br />
|input=214A/B/C<br />
|data= <br />
{{AttackData-MB <br />
|version=A<br />
|damage=1000<br />
|reddamage=490<br />
|proration=80% (O)<br />
|circuit=10.0% <br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=12<br />
|active=6<br />
|recovery=15<br />
|frameAdv=-3<br />
|invuln=<br />
|description=* Riesbyfe's patented 2-ton punch. Great damage, but shines the most in its utility.<br />
<br />
A powerful close-ranged punch. Jump cancelable and EX cancelable. This is the go-to edge for starting your air combos after a sweep, as the damage is great and it leaves your opponent at the perfect height for followup. Huge hitstun on counterhit give it a niche use in punish scenarios such as blocked C-Ciel 236C (link to 2B > BnB), but generally underwhelming in pressure due to very limited cancel options.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=1200<br />
|reddamage=980<br />
|proration=50% (M)<br />
|circuit=12.0% <br />
|cancel=<br />
|guard=LH<br />
|startup=16<br />
|active=4<br />
|recovery=23<br />
|frameAdv=-9<br />
|invuln=<br />
|description=A big, heavy, long-ranged punch that sends the enemy into an untechable wallslam (although they can ground tech). Doesn't cancel into anything. Another one of C-Ries' most important moves and probably her signature.<br />
<br />
This move is insanely long, has a huge amount of untech time, sends them all the way to the corner, and sets up your best oki. In matchups where you can't poke with 2B freely, you will most likely be looking to use this move to bully your opponent into respecting you. Can be used preemptively to stop them covering space and setting up with circuit charge, orb sets, summons, etc., and doing so often works out because, even if you trade, it's most likely in your favour. Can be staggered into at any point during pressure for a constant way to snipe jumpouts and mashing. Usually leaves you safe when spaced even a little bit. Pushes them to the corner even if you can't quite get the ender. This move is a lifeline for C-Ries when her other tools are being shut down.<br />
<br />
However, the move has a very large amount of proration, meaning combos that use it towards the beginning usually do poor damage, making it better to put towards the end of the combo, and the reason combos with it end in a strong knockdown such as 2C 2Aw rather then an air combo. <br />
<br />
The other big weakness is its slow speed and big recovery: While it usually spaces you safely, it is still very minus, and will end your turn if it is blocked. If you are too predictable, opponents can do a low IAD, or just forward jump/super jump and punish you by making it whiff, and smart opponents can even shield into hitgrab to beat it cleanly, so it is not completely free to overuse, but for the most part this move will help you out in neutral over and over again.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=400, 700, 1100 (2109)<br />
|reddamage=(1496)<br />
|proration=100%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=LH<br />
|startup=3+11<br />
|active=2 (12) 2 (13) 2<br />
|recovery=22<br />
|frameAdv=-6<br />
|invuln=<br />
|description=Execute 3 heavy punches, wallslamming the opponent on the last hit. This is the best way to use your meter if you can get a combo going midscreen/corner, as it will more often than not get you in the perfect position for a corner combo(the forward movement is huge), tacks on a lot of damage, and is very easy to follow up on. Also has niche use as an OTG from an unconfirmed 6[B] or 2C into 236B, allowing you to get a bit more damage. Not useful otherwise, however, because you can't make use of the wallslam outside of a corner, and you're quite vulnerable for the duration of the attack. Not minus enough to punish for the most part, but still very bad on block. Please dont whiff this.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">63214X</span> =====<br />
{{MoveData<br />
|image=MBCRies63214A.png<br />
|image2=MBCRies63214BC.png<br />
|caption=If they try to get the mash give them the potato<br />
|caption2=B/EX<br />
|name=Wrist Portato<br />
|linkname=63214X<br />
|input=(During Blockstun)<br>63214A/B/C<br />
|data= <br />
{{AttackData-MB <br />
|version=A<br />
|damage=1000<br />
|reddamage=784<br />
|proration=50%<br />
|circuit=10.0% <br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=19<br />
|active=3<br />
|recovery=35<br />
|frameAdv=-20<br />
|invuln=Full 1-11<br />
|description=* C-Riesbyfe's alpha counter/guard cancel, wrist potato; while guarding, execute a shield bash that sends the opponent flying. Punish your opponent for getting a blockstring on you. Landing any of these will effectively reset pressure, as well, and counter-hits can be followed up on near corners. This edge has a ton of proration, though. Meterless versions are techable both air and ground, but can lead to techtrap/otg. All versions have very poor horizontal range so use carefully.<br />
<br />
The quicker meterless version, but has the least invincibility. EX cancelable. Breaks the opponent's magic circuit. Generally worse then the B version in most ways due to it being full invul for a move that is only barely faster and even worse on block, but may be able to punish certain moves with good timing.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=1000<br />
|reddamage=784<br />
|proration=50% <br />
|circuit=10.0% <br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=24<br />
|active=3<br />
|recovery=31<br />
|frameAdv=-16<br />
|invuln=Full 1-26<br />
|description=This version has a bit of a lengthy startup, but you're completely invulnerable until the attack comes out. This is the version you'll be using the most, since it's the safest and the easiest to use. Avoid using it as soon as you can all the time, though, because if you become too predictable and your opponent gets wise to your antics, they can block it and turn the tables on you. Think of it as a dodge that can be used in blockstun with a big hitbox at the end. Used best as a callout on staggers (If they stagger into a move with high recovery, they will get punished with no way to counter it), with some niche uses against projectile oki with good timing. Also strangely enough can be EX cancelled, even on whiff, allowing you to escape some strings in creative ways, or use 236C on a blocked hit to return to neutral safely.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=1000<br />
|reddamage=784<br />
|proration=50%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=LH<br />
|startup=6+11<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln=Full 1-19<br />
|description=The EX version has identical damage to the other versions, but it sends the opponent into wallslam and is faster. If you land a counter-hit using this your opponent will stagger, leaving them wide open for followup via 2C (if they're on the ground) or 236B (if they're in the air). If you can use this at a later point during an opponents blockstring, against a slow or charge attack, a good counter-hit will let you get good damage in just for being subjected to a blockstring (full damage including a combo is comparable to 236C). Due to the wallbounce, you can follow up on this if you have them near the corner even without counterhit. Can be used to get a full punish on moves that are otherwise difficult to contest such as blocked F-Ryougi 236C.<br />
}}<br />
}}<br />
<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.623X</span> =====<br />
{{MoveData<br />
|image=MBCRiesj623AB.png<br />
|image2=MBCRiesj623C.png<br />
|caption=Meterless versions have no invul<br />
|name=Breath Cantino (Air)<br />
|linkname=j.623X<br />
|input=j.623A/B/C<br />
|data= <br />
{{AttackData-MB <br />
|version=A<br />
|damage=1000<br />
|reddamage=490<br />
|proration=100% <br />
|circuit=10.0% <br />
|cancel=EX<br />
|guard=LHA<br />
|startup=4<br />
|active=4<br />
|recovery={{Tooltip | text=16| hovertext=Landing recovery.}}<br />
|frameAdv=-18 (TK)<br />
|invuln=<br />
|description=* Aerial versions of Riesbyfe's DP series. All versions have niche use for beating EX shield.<br />
<br />
EX cancelable in the air (though your only option is 623C). Does identical damage to 623B in the air. Can be used as a combo ender if your opponent is too high to be thrown.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=1000<br />
|reddamage=490<br />
|proration=100% <br />
|circuit=10.0% <br />
|cancel=<br />
|guard=LHA<br />
|startup=4<br />
|active=6<br />
|recovery={{Tooltip | text=16| hovertext=Landing recovery.}}<br />
|frameAdv=-30 (TK)<br />
|invuln=<br />
|description=Identical damage to 623A in the air, but it launches you forward a significant distance, theoretically making it useful for counter-hits in it's own way. Very quick but fully air blockable with zero invul make this a very risky option<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=600*5 (2544)<br />
|reddamage=(1660)<br />
|proration=100%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=LHA<br />
|startup=1+4<br />
|active={{Tooltip | text=15| hovertext=3, 3, 3, 3, 3}}<br />
|recovery={{Tooltip | text=16| hovertext=Landing recovery.}}<br />
|frameAdv=-28 (TK)<br />
|invuln=Full 1-18<br />
|description=The air version of 623C deals less hits but more damage. It's a great reversal with a huge amount of invul frames, the damage is good, and it adds a nice amount of it to combos as an ender. Most damaging ender.<br />
}}<br />
}}<br />
<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MBCRiesAD.png<br />
|caption=Good knockdown and damage but a bit unreliable on air hit.<br />
|name=Official Apocrypha<br />
|linkname=Arc Drive<br />
|input=41236C during Max/Heat<br />
|data= <br />
{{AttackData-MB <br />
|damage=800*6, 2500 (3626)<br />
|reddamage=(2965)<br />
|proration=50% (O)<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LH<br />
|startup=2+10<br />
|active=21<br />
|recovery=35<br />
|frameAdv=-20<br />
|invuln=Full 1-32<br />
|description=Thrusts Gamaliel forward in a grand display of damage and hits. You're invincible for the duration and it's air-unblockable. You'll get the most out of this by using it after a short ground BnB (although it does less damage then 214C rejump combos, it gives a better knockdown), it adds great damage and a good knockdown. Also a potential reversal, with great damage. It has big startup so don't use this instead of DP every time you're in heat, and is unsafe on block unless very well spaced, so be wary with how you use this move outside of combos.<br />
}}<br />
}}<br />
<br />
<br />
=== Another Arc Drive ===<br />
{{MoveData<br />
|image=MBCRiesAAD.png<br />
|image2=MBCRiesAAD2.png<br />
|caption=Good knockdown, great damage and works consistently on air hit.<br />
|name=Official Apocrypha<br />
|linkname=Another Arc Drive<br />
|input=41236C during Blood Heat<br />
|data= <br />
{{AttackData-MB <br />
|damage=1200, 7500 (4832)<br />
|reddamage=(3380)<br />
|proration=50% (O)<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LH<br />
|startup=3+11<br />
|active=18<br />
|recovery=36<br />
|frameAdv={{Tooltip | text=-10 ~ 8| hovertext=Safer the later the attack connects.}}<br />
|invuln=Full 1-31<br />
|description=Thrusts Gamaliel forward similar to her Arc Drive, but locks the opponent in for a single hit of big damage. Stronger than the AD and moves a bit further. Generally much more reliable due to any hit leading to full damage, and much better frame advantage meaning this can be plus surprisingly, using this as a read can be much safer then it looks (still punishable if spaced poorly), but dont whiff it because it is extremely slow otherwise.<br />
}}<br />
}}<br />
<br />
<br />
=== Last Arc ===<br />
{{MoveData<br />
|image=MBCRiesLA.png<br />
|image2=MBCRiesLA2.png<br />
|caption=Fullscreen unblockable LA<br />
|name=Official Apocrypha: Original Sin Embrace<br />
|linkname=Last Arc<br />
|input=Grounded EX Shield during Blood Heat<br />
|data= <br />
{{AttackData-MB <br />
|damage=550*19, 2000 (4000 ~ 7500)<br />
|reddamage=(3500 ~ 6500)<br />
|proration=50% + 50% * remaining BH time <br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=0<br />
|active=1+0<br />
|recovery=61<br />
|frameAdv=<br />
|invuln=<br />
|description=Works from just about anywhere and against just about anything, so long as the opponent can be grabbed. If you get the EX shield, no matter where the opponent is, they'll get caught and take a ton of damage. If there's a blue moon and all of the planets are aligned your opponent will evade the hitbox, effectively breaking the attack; but don't let that discourage you.<br />
}}<br />
}}<br />
<br />
<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Riesbyfe Stridberg]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Shiki_Ryougi/Crescent_Moon&diff=294809Melty Blood/MBAACC/Shiki Ryougi/Crescent Moon2023-12-27T15:05:59Z<p>EikaMikiku: /* Corner Combos */ Removed bad combos that only work on standing, replaced with good ones.</p>
<hr />
<div>[[image:Void Shiki.png|<br />
'''Name:''' Shiki Ryougi (両儀 式, Ryōgi Shiki)<br><br />
'''Also known as:''' Monster (Fate/EXTRA) Magus Assassin, Lady of the Void<br><br />
<br><br />
'''Voiced by:''' Maaya Sakamoto(坂本 真綾)<br><br />
'''Type:''' Human (Demon Hunter), Psychic<br><br />
'''Gender:''' Female<br><br />
<br><br />
'''Birthday:''' February 17, 1980<br><br />
'''Height:''' 160cm<br><br />
'''Weight:''' 47kg<br><br />
<br><br />
'''Eye Color:''' Grey<br><br />
'''Hair Color:''' Dark Brown<br><br />
|frame|right]]<br />
<br />
{{TOC limit|3}}<br />
<br />
== Character Page Progress ==<br />
{{#lst:Melty_Blood/MBAACC:Roadmap|C-Ryougi}}<br />
<br />
<br />
== Overview ==<br />
{{StrengthsAndWeaknesses<br />
|intro=[[File:Ryougi_Head.png|link]] '''C-Ryougi''' is a mobile character with great neutral and some annoying gimmicks on the side. <br />
|pros=<br />
*'''Great mobility''': She has decent ground mobility and a very fast half screen linear airdash. Combined with jB, her approach can be hard to predict or stop. <br />
*'''Strong neutral''': Being the only Ryougi moon with both an air actionable j.A and a proper jump in, her neutral is much more stable than the other moons.<br />
*'''Pop Quiz''': A plethora of unblockables, a jump cancellable crossup overhead, and many other moves with unusual properties can make her a frustrating opponent for those that didn't study.<br />
*'''Mystic Eyes of Robbery Perception''': Ryougi's Blood Heat state is the best in the game. AAD is a 1f high damage command grab with massive range and full invuln. She also has the best Last Arc in the game, infamously deals ''7k damage unscaled full screen''.<br />
*'''Easy safe Heats''': The wallbounce on j.236B means almost any air combo can give you time to safely pop Heat and heal.<br />
*'''Great metered routes''': Her general metered damage is already pretty decent, but her unique custom combo super allows her to easily break 6k with 150 meter on a clean hit.<br />
|cons=<br />
*'''Unreliable defense''': The only true reversal she has outside of Blood Heat is 421C, and the superflash makes it reactable. She mostly has to rely on C-Moon mechanics <br />
*'''Inconsistent damage''': Her basic combos don't hurt very much, same with stray hits. While she can explode you with Genei Jin or get good reward with rekka loops, the former needs 150 meter and a clean grounded hit while the latter is character specific. <br />
*'''Short turns''': Her pressure doesn't usually last very long. While she does have pretty above average rebeat options and a partial chargable 5C, its difficult to maintain your opponent's respect and you frequently return to neutral.<br />
*'''Long recovery normals''': Like all her moons, her stronger ground normals have substantial recovery on whiff, making her susceptible to backdash and spotdodge. <br />
*'''Low health''': Ryougi has the 5th lowest effective HP in the game. She bleeds for her mistakes.<br />
|tablewidth=80<br />
<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=Fryougurt5A.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|data= <br />
{{AttackData-MB <br />
|damage=350 <br />
|reddamage=196<br />
|proration=75% (O)<br />
|circuit=3.5% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=LH<br />
|startup=5 <br />
|active=4 <br />
|recovery=9 <br />
|frameAdv=-1 <br />
|invuln= <br />
|description=Tied with 2A for Ryougi's fastest normal. Can be used as a mediocre twitch anti-air on low flying opponents. Its range is a little stubby, but this is to your benefit in blockstrings. The difference in range between 5A and her stronger normals make it an excellent option for whiff cancels and rebeat pressure. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=HRyougi5b.png<br />
|image2=HRyougi5bb.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|input=5B~B<br />
|data= <br />
{{AttackData-MB<br />
|version=5B<br />
|damage=500<br />
|reddamage=245<br />
|proration=80% (O)<br />
|circuit=5.0%<br />
|cancel=N, SP, CH, EX, (J)<br />
|guard=LH<br />
|startup=9<br />
|active=3<br />
|recovery=18<br />
|frameAdv=-6<br />
|invuln=Clash 9-11<br />
|description=Mid-range knife swipe with excellent horizontal range and clash frames. Moves forward very slightly. Best overall standing poke. Can cancel into 5BB followup only on hit/block. Long recovery makes this a very committal tool. Said clash frames allow for for OSing heat, although setups vary due to variable heat timings. [https://youtu.be/2u9Is-sm91w Can clash with shield counters/bunkers too].<br />
}}<br />
{{AttackData-MB<br />
|version=5B~B<br />
|damage=600<br />
|reddamage=343<br />
|proration=70% (O)<br />
|circuit=6.0%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=3<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=Clash 5-7<br />
|description=A close range knife swipe follow-up to her 5B. Has higher vertical range, but lower horizontal range than 5B. Be mindful of this when confirming, as at longer ranges it will whiff. The cancel window between the two is just long enough for you to frametrap with, but keep in mind delaying between buttons gives more time for pushback to occur.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_5C.png<br />
|caption=<br />
|name=5C<br />
|linkname=5C<br />
|input=5[C]<br />
|data= <br />
{{AttackData-MB <br />
|version=5C<br />
|damage=850 <br />
|reddamage=392<br />
|proration=80% (O)<br />
|circuit=8.5% <br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=11 <br />
|active=4 <br />
|recovery=17 <br />
|frameAdv=-4 <br />
|invuln=Clash 11-14<br />
|description=A downwards knife swipe with less range than 5B. Completely unique to C-Moon. Moves Ryougi forwards a bit. The long blockstun, decent framedata, long cancel window, and ability to partial charge combined make this move very useful in blockstring pressure when augmented by rebeats. <br />
}}<br />
{{AttackData-MB <br />
|version=5[C]<br />
|damage=1500 <br />
|reddamage=2940<br />
|proration=100% <br />
|circuit=15.0% <br />
|cancel= <br />
|guard=U <br />
|startup=31 <br />
|active=4 <br />
|recovery=28 <br />
|frameAdv= <br />
|invuln=Clash 31-34<br />
|description=Becomes an unblockable when fully charged, launching the opponent into an air tech state on hit. Not as high reward as 6[C], but easier to land. Useful for removing red health to prevent healing and convincing the opponent to try to mash on partial charge 5C. Weak to shield. <br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=HRyougi2a.png<br />
|caption=<br />
|name=2A<br />
|linkname=2A<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=147<br />
|proration=75% (O)<br />
|circuit=3.0%<br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=L<br />
|startup=5<br />
|active=4<br />
|recovery=9<br />
|frameAdv=-1<br />
|invuln=<br />
|description=Close ranged crouching low kick. Tied for her fastest normal along with 5A. Has more range than 2A and is a low, so for abare and stagger pressure its the prefered option. The two are mostly interchangable beyond that for things like rebeats and whiff cancels. Can be used for OTGs.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=HRyougi2b.png<br />
|caption=2f slower startup and recovers 2f faster than H-moon's.<br />
|name=2B<br />
|linkname=2B<br />
|data= <br />
{{AttackData-MB<br />
|damage=550<br />
|reddamage=392<br />
|proration=90% (O)<br />
|circuit=5.5%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=11<br />
|active=3<br />
|recovery=15<br />
|frameAdv=-1<br />
|invuln=Clash 11-13<br />
|description=Mid-range crouching knife swipe with clash frames and low profile. Good range, but a little slow for neutral usage. Only -1 on block, excellent for stagger. Highest damage combo starter. Clash box can be used to option select DPs and heat.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=Fryougurt2C.png<br />
|caption=<br />
|name=2C<br />
|linkname=2C<br />
|data= <br />
{{AttackData-MB <br />
|damage=900 <br />
|reddamage=490<br />
|proration=55% (O)<br />
|circuit=9.0% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L <br />
|startup=14 <br />
|active=2 <br />
|recovery=28 <br />
|frameAdv=-12 <br />
|invuln= <br />
|description=Slow, long-range crouching low slash that also moves Ryougi forward. Gives an untechable knockdown and hits at a very large arc in front, behind, and a little bit above her. Very useful normal on hit or block as it propels Ryougi forward. Surprisingly huge range lets you catch people trying to backdash out of pressure as long as it can be made gapless. Very few active frames. <br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_j.A.png<br />
|caption=j.AAAAA is a privilege only granted to Crescent moon<br />
|name=j.A<br />
|linkname=j.A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=147<br />
|proration=75% (O)<br />
|circuit=3.0%<br />
|cancel=SE, N, -SP-, -EX-, (J)<br />
|guard=LHA<br />
|startup=7<br />
|active=4<br />
|recovery=10<br />
|frameAdv= <br />
|invuln= <br />
|description=A quick downwards stab, unique to C-moon. Unlike Full and Half moons' j.A, this one is air actionable on whiff and cancellable into itself. This does wonders for her ability to play neutral and confirm random air hits. It's more like a standard Melty Blood j.A, even if it's on the slower side of j.A normals at 7f startup. It also makes her much better at jailing opponents caught air blocking than the other two moons. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_j.B.png<br />
|caption=Ryougi's only jump-in button across three moons. <br />
|name=j.B<br />
|linkname=j.B<br />
|data= <br />
{{AttackData-MB <br />
|damage=550 <br />
|reddamage=294<br />
|proration=80% (O)<br />
|circuit=5.5% <br />
|cancel=N, SP, EX, (J)<br />
|guard=HA <br />
|startup=7<br />
|active=4 <br />
|recovery= <br />
|frameAdv= <br />
|invuln= <br />
|description=Downward swipe. Character defining button. Good for both air to air attempts and air to ground attacks. Cornerstone of your neutral. Can hit behind on everyone except: <b>Tohno, Sion, Satsuki, Len, WLen</b><br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_j.C.png<br />
|caption=<br />
|name=j.C<br />
|linkname=j.C<br />
|data= <br />
{{AttackData-MB <br />
|damage=850 <br />
|reddamage=392<br />
|proration=90% (O)<br />
|circuit=8.5% <br />
|cancel=N, SP, EX, (J)<br />
|guard=HA<br />
|startup=8<br />
|active=4 <br />
|recovery= <br />
|frameAdv= <br />
|invuln= <br />
|description=Upward swipe. Highest hitting angle of your air normals, filling an important niche that jA and jB don't. While not as absurdly disjointed upwards as its F and H moon cousins, its still a very good normal for swatting opponents falling on you with buttons. Just be cautious when attempting to do so versus characters with absurd downwards disjoints. <br />
<br />
}}<br />
}}<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_6C.png<br />
|image2=MB_C-Ryougi_6C_BE.png<br />
|caption=Standing low<br />
|caption2=Don't groundtech this<br />
|name=6C<br />
|input=6[C]<br>[[#6C~214C|(6C~214C)]]<br />
|linkname=6C<br />
|data= <br />
{{AttackData-MB <br />
|version=6C<br />
|damage=850 <br />
|reddamage=588<br />
|proration=85% (M)<br />
|circuit=8.5% <br />
|cancel=-N-, (CH), {{tooltip|text=SP, EX,|hovertext=On block, or on hit against an airborne opponent only}} {{Tooltip | text=(J)*| hovertext=On hit against an airborne opponent only.}}<br />
|guard=L <br />
|startup=15 <br />
|active=3 <br />
|recovery=24 <br />
|frameAdv=-9 <br />
|invuln= <br />
|description=Low slash aimed at the ankles. Sideswitches on grounded hit, and can be cancelled into a [[#6C~214C|unique EX followup with 214C]]. The sideswitch can allow for some gimmicky resets afterwards, but its usually better to just combo if you are able. This move can be late cancelled into normals on hit. Only A normals are fast enough to combo. 5A is usually too stubby (very character specific, e.g. nero), so if you started your pressure or combo with 2A its difficult to get meaningful reward out of it. On block its only special cancellable, so beyond catching fuzzy backdash its utility in pressure is limited<br><br />
}}<br />
{{AttackData-MB <br />
|version=6[C]<br />
|damage=1500 <br />
|reddamage=2940<br />
|proration=100% <br />
|circuit=15.0% <br />
|cancel= <br />
|guard=U <br />
|startup=33 <br />
|active=3 <br />
|recovery=29 <br />
|frameAdv= <br />
|invuln= <br />
|description=Unblockable version. Unlike 5[C], this one is a ground techable knockdown instead of airtechable, meaning you can tech trap afterwards. Due to the lengthy startup and telegraphed animation of 6[C] however its much more difficult to use in practice. <br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_Throw.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=6/4A+D<br />
|data= <br />
{{AttackData-MB <br />
|damage=1500<br />
|reddamage=980<br />
|proration=100% <br />
|circuit=15.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv={{Tooltip | text=13 ~ 18| hovertext=13 - Everyone else &#010;14 - Tohno, Nanaya, Warachia, Satsuki &#010;15 - P.Ciel &#010;16 - Kouma, Warc &#010;17 - Aoko, Len, W.Len, Nero &#010;18 - Riesbyfe}}<br />
|invuln=<br />
|description=Ryougi drags the opponent to the ground, stabbing them. Does not apply throw protection due to a bug. If you throw yourself into the corner you can meaty on the neutral frame, creating a true strike throw 50/50 mixup.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_Throw_Air_Raw.png<br />
|image2=MB_C-Ryougi_Throw_Air_Ender.png<br />
|caption=Raw<br />
|caption2=Combo Ender<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.6/4A+D<br />
|data= <br />
{{AttackData-MB <br />
|version=Raw /<br>Combo Ender<br />
|damage=1600 (1408)<br>1000<br />
|reddamage=(862)<br>784<br />
|proration=35%<br>100%<br />
|circuit=0.0%<br>10.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=-<br>{{Tooltip | text=4 ~ 9| hovertext=4 - Everyone else &#010;5 - Tohno, Nanaya, Warachia, Satsuki &#010;6 - P.Ciel &#010;7 - Kouma, Warc &#010;8 - Aoko, Len, W.Len, Nero &#010;9 - Riesbyfe}}<br />
|invuln=<br />
|description='''Raw:''' Ryougi throws the opponent down and slices through them. You can combo after this.<br><br />
<br />
<br />
'''Combo:''' Ryougi drops the opponent straight down then stabs them like in her ground throw. Also bugged and does not apply throw protection like her ground throw.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Bunker<br />
|damage=500 <br />
|reddamage=196 <br />
|proration=100% <br />
|circuit=0.0%<br>(-50.0% in blockstun)<br />
|cancel=<br />
|guard=LHA <br />
|startup=26<br />
|active=4 <br />
|recovery=19<br />
|frameAdv=-5 <br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=196<br />
|proration=100%<br />
|circuit=0.0%/-50.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=A standing-height slash.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Heat</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_ABC.png<br />
|caption=<br />
|name=Heat<br />
|linkname=Heat<br />
|input=A+B+C <br />
|data= <br />
{{AttackData-MB <br />
|damage=100<br />
|reddamage=0<br />
|proration=100% <br />
|circuit=-100.0% (min)<br />
|cancel=<br />
|guard=U<br />
|startup=17<br />
|active=2<br />
|recovery=29<br />
|frameAdv=<br />
|invuln=Full 1-18<br />
|description=Hitbox covers Ryougi completely.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_CSpark.png<br />
|image2=MB_C-Ryougi_CSpark_Air.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=A+B+C during hitstun/blockstun at MAX<br />
|caption=<br />
|data= <br />
{{AttackData-MB<br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
<br />
=== Special Moves ===<br />
'''Note''': C-Ryougi has two moves where she throws her knife and takes out a second knife. She must retrieve the thrown knife from the ground (with 22A/B/C) before she can throw it again.<br />
<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=mbacryougi236.png<br />
|image2=mbacryougi236236.png<br />
|image3=mbacryougi236214.png<br />
|image4=mbacryougi236a.png<br />
|image5=mbacryougi236b.png<br />
|image6=mbacryougi236c.png<br />
|image7=mbacryougilowkick.png<br />
|image8=Trasnparent.png<br />
|image9=Trasnparent.png<br />
|image10=MB_C-Ryougi_236C.png<br />
|caption=236A/B. Rekka 1<br />
|caption2=~236X. Rekka 2<br />
|caption3=~214X. Rekka 2 Overhead<br />
|caption4=~236A. Rekka 3 Knockdown ender<br />
|caption5=~236B. Rekka 3 Launcher ender<br />
|caption6=~236C. Rekka 3 EX Cancel ender<br />
|caption7=~214D/X. Rekka 2/3 Low ender<br />
|caption10=The hardest of knockdowns<br />
|name=Double Belfry<br>(EX: Double Belfry - Row of Beads)<br />
|linkname=236X<br />
|input=236A/B <br>~236X / 214X/D <br>~236X / 214X<br />
<br />
|data=<br />
{{AttackData-MB-Simple<br />
|description={{AttackData-MB-Simple<br />
|description=Ryougi's three part Rekka series, a forward moving series of slashes. Signature combo and pressure tool. <br />
}}<br />
}}<br />
{{AttackData-MB <br />
|version=A<br />
|damage=750<br />
|reddamage=539<br />
|proration=80% (O)<br />
|circuit=7.5%<br />
|cancel=-CH-<br />
|guard=LH<br />
|startup=10 <br />
|active=4<br />
|recovery=21<br />
|frameAdv=-7<br />
|invuln=<br />
}}<br />
{{AttackData-MB <br />
|version=B<br />
|damage=750<br />
|reddamage=539<br />
|proration=80% (O)<br />
|circuit=7.5%<br />
|cancel=-CH-<br />
|guard=LH<br />
|startup=16<br />
|active=3<br />
|recovery=33<br />
|frameAdv=-18<br />
|invuln=<br />
|description=Rekka 1. "Ichi"<br />
* A version has faster startup.<br />
* B version moves further but has worse framedata. <br />
A version is preferred in blockstrings due to better framedata, B version is preferred in combos as the extra forwards movement helps in longer range confirms.<br />
}}<br />
{{AttackData-MB <br />
|version=~236X<br />
|damage=900<br />
|reddamage=735<br />
|proration=80% (O)<br />
|circuit=9.0%<br />
|cancel=-CH-<br />
|guard=LH<br />
|startup=5 <br />
|active=5<br />
|recovery=19<br />
|frameAdv=-6<br />
|invuln=<br />
|description= Rekka 2. "Ni". Will knock down aerial opponents. All versions are identical. Usually safe but minus on block.<br />
}}<br />
{{AttackData-MB <br />
|version=~214X<br />
|damage=1200<br />
|reddamage=882<br />
|proration=80% (O)<br />
|circuit=12.0%<br />
|cancel=-CH-<br />
|guard=H<br />
|startup=26 ~ 27<br />
|active=3<br />
|recovery=19<br />
|frameAdv=-7<br />
|invuln=<br />
|description=Overhead Rekka Follow-up. Generally kind of bad. It can sometimes low crush and catches jumps, but the risk / reward is very bad. Used in tandem with the low kick rekka followup you can technically speaking have a high/low mixup, but the startup and animation of the overhead are so telegraphed that this move amounts to little more than a knowledge check. Only combos into ~236C on counterhit.<br />
}}<br />
{{AttackData-MB <br />
|version=~236A (Ender)<br />
|damage=700<br />
|reddamage=392<br />
|proration=50% (O)<br />
|circuit=7.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=8 ~ 9 <br />
|active=4<br />
|recovery=20<br />
|frameAdv=-6<br />
|invuln=<br />
|description=Safe Rekka 3 ender, "San". Gives hard knockdown on hit and leaves you safe (but minus) on block. Launched opponents will sometimes cross over her head midscreen after rekka 2, making ~214X kick ender come out instead of 236A. Make sure to reverse your input midscreen to get HKD (example: 2C > 236A~236X~214A). You do not need to reverse your last Rekka input on Satsuki or Necos.<br />
}}<br />
{{AttackData-MB <br />
|version=~236B (Ender)<br />
|damage=1200<br />
|reddamage=784<br />
|proration=40% (M)<br />
|circuit=12.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=12 ~ 13 <br />
|active=6<br />
|recovery=25<br />
|frameAdv=-13<br />
|invuln=<br />
|description=Launcher Rekka 3 ender. Not nearly as good as F-Ryougi's version. Beefy untechable knockdown on grounded opponents, but does not work on airborne opponents. You can link a 5B or 2B after if you get a Rekka starter, hitcount of 2 is a 2f(?) window, but from ~214X the link is much easier. Its nowhere near as safe as Rekka 236A ender on block, and to make matters worse, it whiffs in strings if you aren't point blank range. Can ''technically'' be delayed enough to frametrap, but the risk outweighs the reward and the opponent has little incentive to mash.<br />
}}<br />
{{AttackData-MB <br />
|version=236C Ender<br />
|damage=1500<br />
|reddamage=980<br />
|proration=100%<br />
|circuit=15.0%<br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=17 <br />
|active=10<br />
|recovery=20 ~ 16<br />
|frameAdv=-10<br />
|invuln=<br />
|description=EX Cancellable Rekka 3 ender. A lunging thrust that covers a ton of ground. Punishable on block without a cancel and will sideswitch outside the corner. Most commonly used as either a metered pressure reset or in high damage metered combos. Launches opponents on hit into an airtechable state, no meterless conversion normally. On counter hit the untech lasts until the opponent hits the ground, allowing high damage conversions. You can delay slightly after Rekka 2 in order to frametrap with this. <br />
}}<br />
{{AttackData-MB <br />
|version=~214X/D (Ender)<br />
|damage=450<br />
|reddamage=343<br />
|proration=50% (O)<br />
|circuit=4.5%<br />
|cancel=EX<br />
|guard=L<br />
|startup={{Tooltip | text=10 / 8| hovertext=236X~214D / ~214AX Ender}}<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln=<br />
|description= Low sweep ender. Input with either ~214D instead of Rekka 2, or as ~214X on Rekka 3. Can technically catch people stand blocking during rekka 2 trying to block the overhead, but this is really a secondary function. It's better used to EX cancel into 22C as a pressure reset. While not anywhere near as useful on C-Ryougi as it is for half moon, it does push you further out than ~236C still, a safe distance to bait immediate bunker attempts. Generally safe on block even without 22C. Ends the rekka even if used on Rekka 2.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=3000 (2640)<br />
|reddamage=2156<br />
|proration=100%<br />
|circuit=-100%<br />
|cancel=<br />
|guard=LH<br />
|startup=1+10<br />
|active=6<br />
|recovery=32 <br />
|frameAdv=-12 <br />
|invuln=Full 1-4 and 11-20 <br />
|description=Ryougi dashes forward and covers around 3/4 of the screen. Has some invuln, but it runs out before the move becomes active, not a real reversal. Very good at blowing through Nero summons or charged projectiles, but this shouldn't be relied upon and is not its primary use. What this move is mainly for is setplay, as this offers C-Ryougi the absolute longest total frame advantage HKD between the three moons. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_623AB.png<br />
|image2=MB_C-Ryougi_623C.png<br />
|caption=<br />
|name=Bamboo Fence Melody <br> (EX: Mournful Slicing Bamboo Fence)<br />
|linkname=623X<br />
|input=623A/B/C<br>(Hold OK)<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1200<br />
|reddamage=1078<br />
|proration=80% (O)<br />
|circuit=9.8%<br />
|cancel=<br />
|guard=L<br />
|startup=15<br />
|active=4<br />
|recovery=31<br />
|frameAdv={{Tooltip | text=-4 to -9 | hovertext=-4 = Very far away, hitting on last frame.&#10;-7 = Crossup miscreen.&#10;-9 = Corner.}} <br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[A]<br />
|damage=1500<br />
|reddamage=3430<br />
|proration=100%<br />
|circuit=15.0%<br />
|cancel=<br />
|guard=U<br />
|startup=38<br />
|active=5<br />
|recovery=35<br />
|frameAdv= <br />
|invuln=<br />
|description=* Ryougi runs forward then perform a low-hitting slash that cross-ups the opponent. All versions can be held to make Ryougi run farther and turn the slash into an unblockable.<br />
<br />
Hard knockdown on hit, launches upward when charged.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1200<br />
|reddamage=1078<br />
|proration=55% (O)<br />
|circuit=9.8%<br />
|cancel=<br />
|guard=L<br />
|startup=22<br />
|active=4<br />
|recovery=28<br />
|frameAdv={{Tooltip | text=-1 to -6 | hovertext=-1 = Very far away, hitting on last frame.&#10;-4 = Crossup miscreen.&#10;-6 = Corner.}} <br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[B]<br />
|damage=1500<br />
|reddamage=3430<br />
|proration=100%<br />
|circuit=15.0%<br />
|cancel=<br />
|guard=U<br />
|startup=45<br />
|active=5<br />
|recovery=35<br />
|frameAdv= <br />
|invuln=<br />
|description=Both uncharged and charged versions launches upward on hit, with the former being air techable.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1200<br />
|reddamage=1078<br />
|proration=60% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=L<br />
|startup=1+18<br />
|active=5<br />
|recovery=35<br />
|frameAdv={{Tooltip | text=-3 to -9 | hovertext=-3 = Very far away, hitting on last frame.&#10;-7 = Crossup miscreen.&#10;-9 = Corner.}}<br />
|invuln=9-23<br />
|description=Can launch on OTG, giving it niche use as an extender after a rekka.<br />
}}<br />
{{AttackData-MB<br />
|version=[EX]<br />
|damage=1900<br />
|reddamage=4410<br />
|proration=100%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=U<br />
|startup=1+39<br />
|active=5<br />
|recovery=35<br />
|frameAdv=<br />
|invuln=9-23<br />
|description=Untechable launch on hit. Super flash makes this insanely reactable. Use at own risk.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MBFRyougi214A.png<br />
|image2=MBFRyougi214B.png<br />
|image3=Trasnparent.png<br />
|image4=MBFRyougi214EX.png<br />
|caption=<br />
|caption2=Don't use this<br />
|name=Avidya Moon<br />
|linkname=214X<br />
|input=214A/B/C<br />
|data= <br />
{{AttackData-MB-Simple<br />
|description={{AttackData-MB-Simple<br />
|description=A series of airborne flip slashes, all versions are air unblockable. <br />
}}<br />
}}<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1000<br />
|reddamage=912<br />
|proration={{Tooltip | text=(90% (M))| hovertext=Hitstun-extending hitbox.}}, 85% (M)<br />
|circuit=10.0%<br />
|cancel=-EX-<br />
|guard=H<br />
|startup={{Tooltip | text=24| hovertext=Hitstun-extending hitbox active on frames 11-13.}}<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-6<br />
|invuln=<br />
|description=<br />
Horizontal flipslash. Ignore that its an overhead, it whiffs on all crouching opponents. Instead it's an important combo tool. Wallbounces on hit and pushes the launched opponent slightly away from the corner. Air unblockable, so it can be used as a very situational anti air.<br />
<br />
[https://youtu.be/VaRyL-otO9U 214A has some strange properties]. Before the wallbounce hit becomes active, there is an early active hitbox that applies enough hitstun to guarantee that it will combo from B normals on standing opponents. This enables standing-only combos and confirms that dodge nero snakes. This standing only hitbox can also be shielded and clashed (why?).<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1200<br />
|reddamage=960<br />
|proration=50% (O)<br />
|circuit=12.0%<br />
|cancel=-EX-<br />
|guard=H<br />
|startup=27<br />
|active=3<br />
|recovery=24<br />
|frameAdv=-8<br />
|invuln=<br />
|description=Overhead downward-hitting slash. Actual (kind of bad) overhead that hits crouchers... sometimes. Whiffs vs shorter characters and all Akihas inside of about half screen distance. Grants hard knockdown on hit, can be converted off of on counter hit as well as some airborne hits. Catches backdash after AT ender but there isnt really a fantastic reason to do this as it is so unsafe and is easy to block. Horrible damage scaling if you do get a combo.<br />
<br />
On C-Ryougi in particular, due to her 421X series existing, this move can be used as a really gimmicky low reward knowledge check as it will always hit sameside. Players who do not know to spotdodge on H/C moons can get mixed by this as it always hits sameside as opposed to 421X crossing up. <br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1400<br />
|reddamage=960<br />
|proration=50% (M)<br />
|circuit=-100.0%<br />
|cancel=N, SP, EX, J<br />
|guard=LH<br />
|startup=1+14<br />
|active=4<br />
|recovery=22<br />
|frameAdv=-9 <br />
16 (Jump cancel)<br />
|invuln=Full 1<br />
|description=Big horizontal flipslash. Very similar to 214A with a few notable exceptions; A much larger hitbox, jump and normal cancellable on hit and block, and it has a tiny bit of invuln. Pretty useful for knifeless metered confirms off of rekka. If your opponent accidentally blocks this high you're effectively plus. Has full invuln on frame 1 (strike invuln during superflash) but it ends quickly and is easy to stuff. The forward momentum of the flipslash however means it can sometimes be used as a last ditch option to try to escape the corner. Don't expect this to work more than once. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">421X</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_421AB.png<br />
|image2=MB_C-Ryougi_421C.png<br />
|caption=I'm over here now<br />
|caption2=EX version has a slightly different hitbox<br />
|name=Glass Moon Saka<br />
|linkname=421X<br />
|input=421A/B/C<br />
|data=<br />
{{AttackData-MB-Simple<br />
|description={{AttackData-MB-Simple<br />
|description=C-Ryougi's unique flipslash series. Refered to as "Monkey Flip" by the community, either lovingly or disparagingly. Ryougi runs forward, jumps over, and slashes the opponent from behind. All versions are air unblockable crossup overheads that can be made safe on block, and have various cancel options. Crescent and Half moons can spotdodge it on reaction and punish, Full moon has to play around it in other ways. <br />
}}<br />
}}<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1200<br />
|reddamage=980<br />
|proration=85% (M)<br />
|circuit=12.0%<br />
|cancel=SP, EX<br />
|guard=H<br />
|startup=29 ~ 30<br />
|active=2<br />
|recovery=26<br />
|frameAdv=-9<br />
|invuln=<br />
|description=The fastest and hardest to react to flipslash. By no means unreactable at all. Has the worst cancel options of the flipslashes. Even though it's not jump cancellable, you can cancel into airdodge if you have 50 meter to try to stay safe and get access to your air options. j22C can combo afterwards on hit if you really need to kill off of it, not worth the meter or your knife otherwise. <br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1200<br />
|reddamage=980<br />
|proration=85% (M)<br />
|circuit=12.0%<br />
|cancel=SP, EX, J<br />
|guard=H<br />
|startup=35 ~ 36<br />
|active=2<br />
|recovery=26<br />
|frameAdv=-9 <br>17 (Jump cancel)<br />
|invuln=<br />
|description=<br />
The slowest and easiest to react to of the two meterless flipslashes, but with much better cancel options. Notably jump cancellable, making it completely safe against shield, as well as allowing for shockingly high damage meterless conversions on hit with j8~66 jBC. Unfortunately, this move is bugged, limiting its potential. If you cancel your dash into either this or buttons before this move, the game thinks that you've already used your airdash. To avoid this you must either use this after walking, standing still, or doing something that starts a new sequence such as a 6C reset. It has some other questionably intended properties as well, the move itself seems to eat your first jump. The jump cancel is counted as your double jump, meaning you have less air options than you would think. This also means that you can make your jump cancel a super double jump. <br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1200<br />
|reddamage=980<br />
|proration=85% (M)<br />
|circuit=-100.0%<br />
|cancel=SP, EX, J<br />
|guard=H<br />
|startup=5+(21 ~ 6)<br />
|active=2<br />
|recovery=26<br />
|frameAdv=-9 <br>17 (Jump cancel)<br />
|invuln=<br />
|description=<br />
The fastest flipslash by far, but paradoxically the easiest to react to because of the superflash. Not useful for mixups, but the nature of being an EX move gives it some utility as a cancel option out of things like Rekka ~236C ender. Has gimmicky extremely questionable usage as a reversal due to the evasive properties of the move, but has limited invuln*(citation needed on how much if any), and is easy to dodge on reaction if the opponent is not already committed to an action. <br />
<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">22X</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_22A.png<br />
|image2=MB_C-Ryougi_22B.png<br />
|image3=MB_C-Ryougi_22C.png<br />
|image4=MB_C-Ryougi_22X_Pickup.png<br />
|caption=<br />
|name=Hidden Dagger<br />
|linkname=22X<br />
|input=22A/[A]/B/[B]/C<br>(~22X Near Knife)<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=950<br />
|reddamage=735<br />
|proration=60% (O)<br />
|circuit=9.5%<br />
|cancel=<br />
|guard=LA<br />
|startup=17<br />
|active={{Tooltip | text=11| hovertext=Maximum amount of frames the knife can travel.}}<br />
|recovery=24<br />
|frameAdv=-3<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[A]<br />
|damage=1000<br />
|reddamage=686<br />
|proration=100%<br />
|circuit=10.0%<br />
|cancel=<br />
|guard=LA<br />
|startup=34<br />
|active={{Tooltip | text=9| hovertext=Maximum amount of frames the knife can travel.}}<br />
|recovery=22<br />
|frameAdv=2<br />
|invuln=<br />
|description=* Ryougi throws her knife, piercing the opponent. If it hits the floor, it will stay in the ground. If it hits the edge of the screen, it will bounce off and spin to the ground.<br />
<br />
Ryougi throws the knife at the ground at a low angle, hitting the ground over halfway across the screen. Can be charged for a hard knockdown and to make it unshieldable.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=950<br />
|reddamage=735<br />
|proration=60% (O)<br />
|circuit=9.5%<br />
|cancel=<br />
|guard=LA<br />
|startup=17<br />
|active={{Tooltip | text=17| hovertext=Maximum amount of frames the knife can travel.}}<br />
|recovery=18<br />
|frameAdv=-3<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[B]<br />
|damage=1000<br />
|reddamage=686<br />
|proration=100%<br />
|circuit=10.0%<br />
|cancel=<br />
|guard=LA<br />
|startup=34<br />
|active={{Tooltip | text=15| hovertext=Maximum amount of frames the knife can travel.}}<br />
|recovery=16<br />
|frameAdv=2<br />
|invuln=<br />
|description=Ryougi throws the knife at a somewhat higher angle, reaching almost full screen. Can be charged for a hard knockdown and to make it unshieldable.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1700<br />
|reddamage=1372<br />
|proration=60% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=1+6 <br />
|active={{Tooltip | text=X| hovertext=Depends on how long the knife travels.}}<br />
|recovery=24<br />
|frameAdv=8<br />
|invuln=Full 1<br />
|description=Ryougi throws the knife in a straight line, wallslamming the opponent. Useful for extending pressure during blockstring.<br />
}}<br />
{{AttackData-MB<br />
|version=~22X<br>(Pickup)<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=17| hovertext=Full duration. &#010;Knife picked up on frame 12.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Ryougi picks her knife back up. Can be used to cancel special-cancellable moves near the knife's position.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">63214C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_63214C.png<br />
|image2=MB_C-Ryougi_63214C_5X.png<br />
|image3=Mbacryougi236214.png<br />
|image4=Mbacryougilowkick.png<br />
|image5=Mbacryougi236236.png<br />
|image6=Mbacryougi236b.png<br />
|image7=MB_C-Ryougi_63214C_D.png<br />
|caption=You're either about to do over 6k or barely 2k damage<br />
|caption2=~5X<br />
|caption3=~6X<br />
|caption4=~2X<br />
|caption5=~4X<br />
|caption6=~8X<br />
|caption7=~D<br />
|name=Selfless Knowledge - Empty Heart, Possess Truth<br />
|linkname=63214C<br />
|input=63214C<br>(~2/4/5/6/8X or D)<br />
|data=<br />
{{AttackData-MB-Simple<br />
|description={{AttackData-MB-Simple<br />
|description=C-Ryougi's unique custom combo super. Nicknamed "Genei Jin" by the community in reference to a similar Street Fighter super. Ryougi will run forward for 70 frames until you hit a button. Pressing any button + a direction gives you different moves, and each move's recovery is cancellable into another attack. Custom combo ends when either the duration runs out, Ryougi is hit, or a move is allowed to fully recover. <br />
}}<br />
}}<br />
{{AttackData-MB<br />
|version=63214C<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=-150.0%<br />
|cancel=-CH-<br />
|guard=<br />
|startup={{Tooltip | text=1+5| hovertext=Until the first attack can be performed.}}<br />
|active=X<br />
|recovery=70<br />
|frameAdv= <br />
|invuln=<br />
|description=Custom combo activation. Ryougi runs forwards with a blue afterimage trailing her. <br />
}}<br />
{{AttackData-MB<br />
|version=~5X<br />
|damage=500<br />
|reddamage=392<br />
|proration=90% (M)<br />
|circuit=0.0%<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=9<br />
|active=4<br />
|recovery=26<br />
|frameAdv=-12<br />
|invuln=<br />
|description=236A/B Rekka 1 slash.<br />
}}<br />
{{AttackData-MB<br />
|version=~6X<br />
|damage=1200<br />
|reddamage=980<br />
|proration=75% (O)<br />
|circuit=0.0%<br />
|cancel=-CH-<br />
|guard=HA<br />
|startup=24<br />
|active=3<br />
|recovery=18<br />
|frameAdv=-6<br />
|invuln=<br />
|description=236A/B~214X Rekka 2 overhead slash. Staple combo piece after ~8X<br />
}}<br />
{{AttackData-MB<br />
|version=~2X<br />
|damage=200<br />
|reddamage=98<br />
|proration=50% (O)<br />
|circuit=0.0% <br />
|cancel=-CH-<br />
|guard=LA<br />
|startup=5<br />
|active=3<br />
|recovery=30 <br />
|frameAdv=-15<br />
|invuln=<br />
|description=236A/B~214D Rekka sweep ender. Horrible proration, so it doesn't see much use<br><br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~4X<br />
|damage=400<br />
|reddamage=196<br />
|proration=90% (M)<br />
|circuit=0.0%<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=8 <br />
|active=3<br />
|recovery=17<br />
|frameAdv=-3<br />
|invuln=<br />
|description=236A/B~236X slash. Lowest recovery custom combo move, commonly whiffed to end Genei Jin and air combo afterwards<br> <br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~8X<br />
|damage=700<br />
|reddamage=392<br />
|proration=70% (O)<br />
|circuit=0.0% <br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=6<br />
|active=6<br />
|recovery=29<br />
|frameAdv=-17<br />
|invuln=<br />
|description=236B rekka ender slash. Launches the opponent. Important combo piece as it has a ton of untech time.<br><br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=D<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit= <br />
|cancel=<br />
|guard=<br />
|startup= <br />
|active=<br />
|recovery={{Tooltip | text=44| hovertext=Full duration.}} <br />
|frameAdv= <br />
|invuln=<br />
|description=H-moon's 66 6AB roll move. Disables Ryougi's collision and crosses up. Can be used for sideswitch routes / midscreen custom combo routes. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">6C~214C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_6C_214C.png<br />
|caption=I'm sorry, did you want to Heat? Too bad. <br />
|name=Culled Long-Sleeved Kimono<br />
|linkname=6C~214C<br />
|input=6C~214C<br />
|data=<br />
{{AttackData-MB <br />
|damage=2500 (2907)<br />
|reddamage=(2071)<br />
|proration=50%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=U<br />
|startup=4+2<br />
|active=3<br />
|recovery=22 <br />
|frameAdv= <br />
|invuln=<br />
|description=A special metered followup to uncharged 6C on hit, a very easily accessible meter break move with a lot of utility. Also grants a suprisingly long and advantageous hard knockdown on hit that forces a sideswitch, enough time for a potential mixup. In total (combined with 6C) it only deals roughly ~3k damage, so whether or not its worth the 5 seconds of meter break is up to the player. Does not come out on block, obviously.<br><br />
<br>Unsuprisingly for Ryougi at this point, this move is '''''very''''' buggy. No matter what 6C hits, this move is always available, and will always try to move Ryougi to the other side of the opponent. What this means in practice is that when Ryougi hits an assist character (Maids, KohaMech, NecoMech), ~214C will attempt to teleport Ryougi behind the player controlled character (example: Ryougi hits Hisui assist, teleports full screen to Kohaku who is controlled by the player) completely irregardless of distance. ''Nothin' personnel, kid.''<br />
}}<br />
}}<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=mbacryougij236a.png<br />
|image2=mbacryougij236b.png<br />
|image3=mbacryougij236c.png<br />
|caption=A version, even the hitbox is worse<br />
|caption2=B version<br />
|caption3=EX version<br />
|name=Glass Moon<br />
|linkname=j.236X<br />
|input=j.236A/B/C<br />
|data= <br />
{{AttackData-MB-Simple<br />
|description={{AttackData-MB-Simple<br />
|description=Ryougi's crescent slash series. Also referred to as "Tobei", "Baika", and "Moonslash". Her staple alternate meterless air combo enders. <br />
}}<br />
}}<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1500<br />
|reddamage=1372<br />
|proration=75% (O)<br />
|circuit=15.0%<br />
|cancel=<br />
|guard=HA<br />
|startup=18<br />
|active=2<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} <br />
|frameAdv=-17 (TK)<br />
|invuln=<br />
|description=The slowest moonslash, objectively inferior to B and EX versions outside of being a risky overhead that is unsafe on block and can't be converted off on non-counterhits. Only really useful as a gimmick for finishing rounds.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1600<br />
|reddamage=1470<br />
|proration=75% (O)<br />
|circuit=16.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=11<br />
|active=2<br />
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}} <br />
|frameAdv=-5 (TK)<br />
|invuln=<br />
|description=The ACTUAL moonslash. You'll use this move 99% of the time over the other two versions. Knocks opponents fullscreen/wallslams in the corner ending in an air techable state. Not only is it your damage aircombo ender, it's one of your best combo extenders in the corner when TK'd. Without it, the damage on her common corner routes and setups is much worse. <br />
While it's primary use is for ending air combos and extending corner combos, it has its niche usefulness in other gamestates as well. It's hitbox is massive both front and back, thus can be used to tag people in your air normal's blind spots, or get yourself out of uncomfortable scrambles (Example: [https://youtu.be/uwEI35CCOgM?t=473 as seen throughout this round]). It also stalls your air movement, so it can be used as a last ditch air option if you're being chased, or as a bootleg mid-hitting divekick. Just keep in mind its minus. <br />
<br />
On C-Ryougi it is worth noting that if you wallbounce your opponent full screen with this, you can safely Heat to heal for the next fight. <br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=2200<br />
|reddamage=1960<br />
|proration=40% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=HA<br />
|startup=1+10<br />
|active=2<br />
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}} <br />
|frameAdv=-6 (TK)<br />
|invuln=Full 1-14<br />
|description=The B version, but with higher damage and i-frames. Can be used to close out rounds if you need just a bit more damage after an air combo. Has niche usage as a reversal, but it must be TK'd to be used as one, it won't beat real meaties. Usually safe on block.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.22X</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_j.22A.png<br />
|image2=MB_C-Ryougi_j.22B.png<br />
|image3=MB_C-Ryougi_j.22C.png<br />
|caption2=<br />
|name=Hidden Knife (Air)<br />
|linkname=j.22X<br />
|input=j.22A/B/C<br />
|data= <br />
{{AttackData-MB-Simple<br />
|description={{AttackData-MB-Simple<br />
|description=Ryougi's air knife toss shared across all moons. As you are not air-actionable afterwards, you can get yourself killed using this if you're not careful in neutral. Use cautiously. <br />
}}<br />
}}<br />
{{AttackData-MB<br />
|version=A / B<br />
|damage=950<br />
|reddamage=735<br />
|proration=90% (M)<br />
|circuit=9.5%<br />
|cancel=<br />
|guard=LHA<br />
|startup=20 / 21<br />
|active=X<br />
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=<br />
|description= <br />
'''A:''' Ryougi lunges forward and throws the knife downwards. <br />
<br />
'''B:''' Ryougi hops back slightly and throws the knife downwards. <br />
<br />
<br />
Useful in some problematic matchups for when you want to stall your landing, beat grounded projectiles, catch people chasing your airdash back, or for trying to catch people doing stuff full screen. The knife can get stuck in the ground if it does not bounce off the wall, but due to how far the knife travels this will rarely happen.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=950<br />
|reddamage=735<br />
|proration=50% (M)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=1+0<br />
|active=X<br />
|recovery={{Tooltip | text=17| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Ryougi hops and throws the knife horizontally. The main purpose of this move is to get much better okizeme than possible from air throw ender. The untechable knockdown on hit this move has gives you enough time to land and link 2C.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">66/44/22X</span> =====<br />
{{MoveData<br />
|image=mbacryougitumblingcat.png<br />
|image2=mbacryougitumblingcatex.png<br />
|caption=A/B.<br />
|caption2=EX for when you really hate having meter<br />
|name=Tumbling Cat<br />
|linkname=66/44/22X<br />
|input=(During Air Tech)<br>44/66/22A/B/C <br />
|data= <br />
{{AttackData-MB-Simple<br />
|description={{AttackData-MB-Simple<br />
|description=Command air tech series unique to Ryougi, the only one of its kind in the game. Referred to by the community as necotech. The direction she hops towards is determined by the input (44/66/22). If you use any of these while your opponent is close to or in the corner, you can convert into an air combo. You are not air-actionable after all versions of neco tech, so you better have done this intentionally. You’ll want to use the 22 versions of this move most of the time, as you want to hit the ground as fast as possible after.<br />
}}<br />
}}<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1100<br />
|reddamage=735<br />
|proration=50%<br />
|circuit=11.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=21<br />
|active=2<br />
|recovery={{Tooltip | text=7| hovertext=Landing recovery.}} <br />
|frameAdv={{Tooltip | text=9| hovertext=Lowest height.}} <br />
|invuln=Full 1-3<br />
|description=<br />
This version of the move has the longest startup, however it is also the safest on block and has the least recovery of the three. At lowest height it is plus, which will allow you to start blockstrings if used close enough to the ground.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1100<br />
|reddamage=735<br />
|proration=50%<br />
|circuit=11.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=16<br />
|active=2<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} <br />
|frameAdv={{Tooltip | text=1| hovertext=Lowest height.}} <br />
|invuln=Full 1-3<br />
|description=Has faster start-up than A version, and will most likely be the one you rely on. It isn't as safe as A version, but can still give you some advantage if it's blocked low as possible. <br />
<br />
Along with C version, this can be used to [https://youtu.be/RRKSlbqiN-A punish certain reversals on hit] provided they are air-techable, [https://youtu.be/8MbGf5UQrWc challenge normal bunkers on hit], and check aggressive players chasing your airtech.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1800<br />
|reddamage=1176<br />
|proration=75%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=6+7<br />
|active=2<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} <br />
|frameAdv={{Tooltip | text=-4| hovertext=Lowest height.}} <br />
|invuln=Full 1-14<br />
|description=Extremely situational reversal. Has the fastest startup of the three versions, Full invuln, and still retains the combo potential from previous versions. As a trade-off, it isn't safe on block like the other two. In almost all cases B necotech does the job this move does.<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MB_C-Ryougi_AD.png<br />
|caption= Do you hate having meter or something? <br />
|name=Mystic Eyes of Death Perception - Five Scenic Collapse<br />
|linkname=Arc Drive<br />
|input=41236C during MAX/Heat <br />
|data=<br />
{{AttackData-MB <br />
|damage=3500 (3080)<br />
|reddamage=(4761)<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U, LHA<br />
|startup=17+4<br />
|active=2 (35) 5<br />
|recovery=45<br />
|frameAdv=-31<br />
|invuln=Full 1-2, 17-70<br />
|description=Ryougi crouches down, locks on to the opponent with her Mystic Eyes (unblockable), then dashes forward with a series of slashes (blockable). This has non-invulnerable startup before the superflash and a few frames where the opponent can move or jump out before the Eyes activate, so it can easily be jumped out on reaction. Only invulnerable after the superflash, and is hilariously unsafe on block. You have enough time to meaty after it hits, and it forces a sideswitch even in the corner. Ideally you should never use this. <br />
}}<br />
}}<br />
<br />
=== Another Arc Drive ===<br />
{{MoveData<br />
|image=MB_C-Ryougi_AAD.png<br />
|caption=Deadly command grab and incredible reversal<br />
|name=Mystic Eyes of Death Perception - Seven Scenic Demise<br />
|linkname=Another Arc Drive<br />
|input=41236C during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=5000 (4400)<br />
|reddamage=(7936)<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U, LHA<br />
|startup={{Tooltip | text=3+20*| hovertext=Unblockable hitbox active during superflash.}} <br />
|active=5<br />
|recovery=45<br />
|frameAdv=-31<br />
|invuln=Full 1-36<br />
|description=Ryougi freezes the opponent in place with her Mystic Eyes and cuts their lines of Death. Frame 1 unblockable, effectively a full invuln command grab with gigantic range. The opponent has to jump before the superflash. Once the superflash happens, there is no escape. Terrifying reversal and tick throw option with very high damage. With almost 8k red health damage, it effectively turns off your opponent's ability to heal on hit. Forces sideswitch and hard knockdown on hit. Can OTG. <br />
}}<br />
}}<br />
<br />
=== Last Arc ===<br />
{{MoveData<br />
|image=MBFRyougiLA.png<br />
|caption=The strongest Last Arc in the game<br />
|name=Pure Knowledge - Empty Boundaries<br />
|linkname=Last Arc<br />
|input=Grounded EX Shield during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=7000<br />
|reddamage=6860<br />
|proration=N/A<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=0<br />
|active=5<br />
|recovery=26 <br />
|frameAdv=<br />
|invuln=Full 1-8<br />
|description=The move is akin to a throw/uses the throw animation, so it will whiff/cancel/not activate when shielding DPs. If during BLOOD HEAT, a DP is EX shielded, the screen will flash white as if to signal the activation of the Last Arc, but the throw whiff animation will come out instead. Will activate when shielding any projectile, from Hime pillar to Aoko's Arc Drive.<br />
<br />
One of only two Last Arcs (the other being Roa) which ignore Last Arc proration (100% to 50% based on Blood Heat duration).<br />
}}<br />
}}<br />
<br />
== General Gameplan ==<br />
C Ryougi is generally considered the most standard of the 3 moons, due to all of her A normals having rapid fire properties and having a more standard jump in. That being said, she gains a few notable things over said moons: An invincible reversal in the form of Heat on demand, which also increases her survivability when able to heal red health. She also gains an actual jump in button in the form of jB, which is also an incredible button that is used very liberally. C Ryougi wants to use her fast movement and great air buttons to confirm hits and keep you on the ground.<br />
<br />
=== Neutral (to be revised) ===<br />
You should try to use her fast dash alongside her above average length normals to actively harass the opponent's space in neutral.<br />
* jA is key in her air neutral for the particular angle it covers and, like other standard jAs, it's decently safe to whiff due to the low recovery. Get used to confirming this on reaction.<br />
* jB is the most important normal for jump ins. Use the crossup hitbox to get behind the opponent and beat potential anti airs. This alongside her long airdash make her really scary to antiair.<br />
* On the ground, use your dash to get under your opponent and catch them with 5B or 5C. This is one of the main anti air maneuvers and the one you'll use the most.<br />
* 5B in general is a good move, but don't count 2B out, it can low profile some moves, it's super easy to confirm and the low recovery helps a lot.<br />
* Dash 5A can be a good way to check approaching opponents while still representing a hitbox and it helps at halting your dash momentum if you want to.<br />
* Be unpredictable! Her fast airdash and ground speed can help you go from 0 to 100 in neutral. You can play a methodical, patient neutral and suddenly dash into the opponent out of nowhere into a range where 5B is hard to contest.<br />
<br />
=== Offense (WIP) ===<br />
Outside of decently strong rebeat sequences, C-Ryougi has mediocre blockstring pressure, and usually ends up either returning to neutral or playing around the safety of her normals on block to create spacing traps.<br />
<br>Example rebeat sequence: ... > 2C/5C > 5A(w) > ...<br><br />
Cancelling into 5A/2A(w) from 5C is +1, +2 on 2C (earliest possible), -1 on 5BB.<br />
As far as mixup opportunities and resets go; frametraps utilizing her large cancel windows and partial charge 5{C}, redash 2A, IAD jB, the occasional 5[C] or 6[C] unblockable to see if they're awake, or 421X for a crossup safe on block overhead.<br />
<br />
=== Pressure (WIP, revising)===<br />
[[image: Ryougi10.png|frame|right]]<br />
(WIP) Mostly spacing traps utilizing rebeat whiff A normals, and frametraps abusing her very large cancel windows between buttons. Her normals are quite safe on block (2B being -1 is a great example), so they're also suitable for stagger pressure. <br />
*Corner gapless pressure reset example: 5BB > 2B > 2C > 5C > 6C > 236A~236A~236C/~214C > 22C. +8 on block. You have several options:<br />
<br />
*1. Follow up with 2A. Can be made gapless. Generally a decent default option and sets up strike/throw. On shield happy opponents feel free to use 5B or 2B instead. <br />
*2. Jump. If spaced out you can bait and punish bunkers this way. Succeptible to anti-airs, but versus passive opponents opens up an opportunity to present multiple overhead options. <br />
*3. Play passive, look to bait mashing / reversal options and punish. Opponents who jump will usually have to be met with air to airs.<br />
<br />
*Note1: C-Ryougi's rebeat pressure is quite good thanks to having two stubby A normals, they synergize well with her large B and C normals. Unfortunately this means that convincingly dangerous sequences will crank rebeat penalty quite high, and kill her damage output on a successful hit. Returning to neutral is sometimes more beneficial than keeping the opponent locked down and scared to mash. <br />
<br />
*Note2: Ryougi's attacks do a lot of guard bar damage, especially if the enemy's guard quality is low from whiffing shield or dodging. Keep this in mind when running offense, as opponents about to be guard broken will behave more desperately or attempt to EX Guard more. <br />
<br />
*Rekka A Ender is entirely safe on block, and the sequence as a whole can be very slightly delayed. Rekka 1 can be used as a somewhat convincing reset point once you condition opponents to not fuzzy mash with your normal's huge delayable cancel windows. Just keep in mind you're trying to reset someone on -6. <br />
<br />
==== Unblockables ====<br />
C-Ryougi has 5 unblockable moves. Generally pretty gimmicky, but they do lots of red health damage, preventing your opponent from healing up with Heat. Situationally useful. However, they are universally weak to all shield types, as well as spotdodge, backdash, and even mashing (if used in a blockstring). <br />
<br>You cannot combo from hitting an unblockable.<br />
* 5[C] is the fastest unblockable. Active on 31st frame. Lowest reward of all unblockables, as they can airtech out afterwards. This can actually be detremental to Ryougi on hit, as it presents an opportunity for the opponent to escape. <br />
* 6[C] is active on 33rd frame. Ground techable knockdown instead of airtechable like 5[C], overall superior reward on hit. Leads to techtraps. It also has more range than 5[C], and can be spaced to force shield counters to whiff. The animation is very telegraphed compared to 5[C], and the limited cancel options of 6C means you can't threaten partial charge as well as 5{C}.<br />
* 623[A] is active on 38th frame. Mostly used as a gimmicky meaty that loses to stand shield, backdash, spotdodge, and a few reversals. Another knowledge check. <br />
* 623[B] is active on 45th frame. Useless, same properties as 623[A] but slower.<br />
* 623[C] is active on 40th frame. Same properties as 623[A], with insane red health damage. This move actually sucks, and is purely a knowledge check. Opponents who've never seen it before might block thinking the superflash indicates something punishable on block. <br />
<br />
Red Health damage:<br />
* 5[C] and 6[C] do 3000 red hp dmg.<br />
* 623[A] and 623[B] do 3500 red hp dmg.<br />
* 623[C] does a whopping 4500 red hp dmg, but you'll never hit it.<br />
<br />
==== 421 series (To be revised)====<br />
C-Ryougi has a unique 421 series that crosses up and hits overhead. Commonly called "Monke flip" by the community.<br />
<br>This move pretty good as it can be cancelled from normals, and is not easy to punish.<br />
* 421A is the fast version. Active on frame 30. Big drawback is that it is not jump cancellable, making it risky vs shields. You can still special cancel it with j.236C to punish a shield counter, and it will combo into it on hit.<br />
* 421B is slower. Active on 36th frame. Can be jump cancelled. Has a weird airdash restriction, if you started combo/blockstring off of ground dash cancel e.g. dash > 2A, then you will not be allowed to airdash after this move.<br>If you fully recover the dash, then do 2A > 421B > jump cancel, then you can airdash.<br />
* 421C, active on 27th frame (there is some flash freeze, so this is very much reactable). Mainly used as an escape tool from the corner, some starting frames are hit invulnerable.<br />
<br />
==== Okizeme/Setups ====<br />
C-Ryougi has a 50/50 setup in the corner.<br />
<br>It's fairly technical because it's character specific.<br />
<br>The combo string is '''2AAA > 2B > 5BB > 5C > 2C > (delay?) 5A > 236C'''.<br />
<br />
Doesn't work on '''Aoko, Tohno, All Akihas, and Kohaku'''. Always out of the corner.<br />
<br>Always crosses up on '''Kouma, Miyako, Len, WLen.''' Can still be used as a knowledge check.<br />
<br />
Works on rest of the characters, however the delay varies to get crossup or not per character.<br />
<br>The lower the opponent(more delay) before 236C, the bigger the odds that they will be pulled out of the corner.<br />
<br />
C-Ryougi has universal okizeme options to choose from as well. As long as the opponent is airborne you can use 236A~236A~236A and you can manually time a safe jump on every character mid-screen. If they are in the corner you can manually time a super jump forward(29) to meaty them safely.<br />
<br />
Here are some of her okizeme routes from her TKj.236B routes in the corner: <br />
<br />
*'''...>2C > TKj.236B, 5BB > 214A, 2C > 5C > 236C'''<br />
<br />
This route uses meter but gives full you plenty of time to set up a 50/50 in or out of the corner. The hard part is watching the height as some characters float too high and go over Ryougi, so you need to delay your link of the TKj.236B and the 5BB. Do note that the 2C can change which side the opponent is on so be sure to watch carefully, you ''should'' be able to control it if you watch your links and their height.<br />
<br />
*'''...>2C > TKj.236B, 5BB > 214A, 2C > 2A(w) > (2A) > 236A~236A~236A'''<br />
<br />
Does not use meter nor grants a 50/50 but it is her one of her more damaging corner enders without meter. Due to ending in the 236A rekka ender she can super jump after to safe jump. Be wary of the height and timing as the second 2A can whiff sometimes. If the 2A(w) > 2A is too hard feel free to just do 2A into rekka.<br />
<br />
=== Defense ===<br />
* 421C<br />
No invincibility on start up but it gains some soon after so it can be used against certain set ups in pressure to reset back to neutral. If it is shielded it's fine, it can be canceled with jump so you can air block or air dash back to get away. Because it does cross up it does get you out of the corner which can be life saving in some match ups, also the angle it hits at makes it tough to duck under.<br />
<br />
* 214C<br />
Similar to 421C but it has invincibility on start up, but not for very long(frames 1 to 3). Even if shielded you are still able to jump cancel it adding some extra safety. The hitbox is very high and will not hit crouching characters, so if they meaty with a low, long range move you're probably getting punished as their move will recover in time. Can be used to break out similar to 421C as the invincibility on start up is always appreciated. <br />
<br />
* TK j.236C<br />
A rarer but situational reversal option. Due to being a TK input it takes 3 frames minimum before invincibility will activate, and the TK motion can be hard to squeeze out in tight blockstrings, but it is a quick option that is only about -6 with decent push back so not the worst option. It can also be used as a panic option to get someone off of you in the air if they are going to land before you, but do know that while you are strike invincible you are not throw invincible and after the flash you can be gAT out of it still.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
<br />
=== Normal Combos ===<br />
NOTE1: In most of these combos, j236B ender can (and usually should) be swapped for an airthrow to gain oki at the cost of damage. Use 236B should you feel more damage is needed to finish off an opponent.<br />
<br />
NOTE2: Starting a combo with 2B > 5B > 5C usually will improve his damage quite nicely.<br />
<br />
NOTE3: Many times they may not respect the airthrow they may jump or do something else, if you notice that go for damage or use J.22C to get okizeme<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4203<br />
|metergen=101<br />
|metero=30.3<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > 6C > j.BC > (airdash j.C) > sjc > j.BC j.236B/AT<br />
|simput=<br />
|note=Basic combo. Airdash j.C is optional, but its a free damage and is not very hard to do, although may not work on some characters, in which case you should just skip it. Airdash j.C is height specific, and grounded 2C 6C starter allows for it to be a reliable option. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4305<br />
|metergen=136.5<br />
|metero=<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > 6C > 22A/B, 2A > 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=There is a delay between 2C > 5C, this applies for all combos below. Combo gives good meter, but it's arguable if tossing a knife in this combo is worth it.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4334<br />
|metergen=152.3<br />
|metero=47.5<br />
|link=<br />
|input=*2A > 2B > 5BB > 5C > 2C > 6C > 22A/B, 2A > 2C > 623B, 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note= Advanced combo for more damage, but is impractical for the damage gained. Does not work with more than 1x 2A, because opponent lands before 623B due to gravity. Might be char specific.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=4760<br />
|metergen=94.8 - 100<br />
|metero=42.5<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 236A~236A~236C > 214C > j.A(w), land 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=The opponent has to be on the ground when you start the Rekkas, or else "236C" will not hit.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter, far from corner<br />
|character=<br />
|damage=5142<br />
|metergen=99.1 - 100<br />
|metero=45.5<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 236A~236A~236C > 22C, 214A > 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Needs to be done far away from the corner. Good damage. Delay between 22C and 214A is key for consistency. Try adding micro walk back before 2C to make it not hit behind and whiff 5C. Otherwise 2C > 5C can be changed to 2C > 2B.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 150% meter<br />
|character=<br />
|damage=6124<br />
|metergen= 55.8 - 150<br />
|metero=49.4<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 63214C~[8 > (delay > 6~8)x3 > 4(whiff)] > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Great damage. Can be used if you started combo with 120 meter. <br />
}}<br />
}}<br />
<br />
=== Advanced Corner Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=5126<br />
|metergen=109<br />
|metero=32.7<br />
|link=<br />
|input=*2AA > 2B > 5B > 5C > tk.236B > 5BB > 214A > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=New route with tk.236B hitting grounded opponent. A lot more damage than average for meterless combos.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=5694<br />
|metergen=103.3 - 100<br />
|metero=41.6<br />
|link=<br />
|input=*2AA > 2B > 5B > 5C > tk.236B > 5BB > 214A > micro step towards corner > 2C > delay > 5C > 421C > IAD back > j.C > land > j.BC j.ABC j.236B<br />
|simput=<br />
|note=New route with tk.236B hitting grounded opponent. Combo is fairly hard, but it can be done consistently. Efficiently uses 100 meter for damage (gains extra 550 damage than meterless version).<br />
}}<br />
}}<br />
<br />
=== Tigerknee Corner Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4449<br />
|metergen=111.5<br />
|metero=33.4<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > 6C > TK j.236B > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Basic version, easy to execute.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4651<br />
|metergen=115<br />
|metero=35.6<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > TK j.236B, 5BB > 214A > j.BC > j.BC > j.236B<br />
|simput=<br />
|note=Advanced version, "5BB" link is tricky.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4948<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=*2AA > 2B > 5B > 5C > TK j.236B, 5BB > 214A > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=More advanced BnB. Doesn't work with 3x 2A. Also, instead of j.BC j.ABC you can also do j.C dash j.C j.BC. It will bump damage to 5004.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=5446<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=*2AA > 2B > 5B > 5C > TK j.236B, 5C 5BB > 214A > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Optimised BnB. Second 5C is a just frame, and a difficult one at that. Difficult because 5C can also be held, increasing it's startup.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=4715<br />
|metergen=86 - 100<br />
|metero=29.1<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > TK j.236B, 5BB > 214A, 2C > 236C <br />
|simput=<br />
|note=Meter version, okizeme. Sometimes 2C will hit behind, so will need to do 214C to get 236C, it will still hit.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=2B starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=5787<br />
|metergen=80<br />
|metero=36.8<br />
|link=<br />
|input=*2B > 5B > 5C > 236A~236A~236C > 22C > 5C > TK j.236B > j.BC > j.BC > j.236B<br />
|simput=<br />
|note=Ultra optimized version with a high degree of difficulty I think, you have little time to link the 5C after having used the 22C, you also have little time to connect the JB after the TK<br />
}}<br />
}}<br />
<br />
==== J.22C Combo Pre Enders ====<br />
The J.22C is a very good pre ender to continue the pressure after a combo.<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=From air combo, Knife, 100% meter<br />
|damage=Combo dependent<br />
|metergen=<br />
|metero=<br />
|input= *Air Combo > j.22C, 2C > 236A~236A~236A<br />
|simput=<br />
|note=Rekka ender for okizeme, Be careful with different types of reversal<br />
<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=From air combo, Knife, 100% meter<br />
|damage=Combo dependent<br />
|metergen=<br />
|metero=<br />
|input= *Air Combo > j.22C, 2C > 236C<br />
|simput=<br />
|note=236C ender, great okizeme option, you will have a lot of advantage thanks to the HKD<br />
<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=From air combo, Knife, 100% meter<br />
|damage=Combo dependent<br />
|metergen=<br />
|metero=<br />
|input= *Air Combo > j.22C, 2C > 623A<br />
|simput=<br />
|note=623A Ender, Similar to 236C it will give you good Okizeme but be careful with the different types of reversal<br />
}}<br />
}}<br />
<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=c&p1char=ryougi C-Ryougi Match Video Database]<br><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="120"|Name!! width="44"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
|-<br />
| [https://mbaacc.melty.games/?p1moon=c&p1char=ryougi&p1name=ieda%20(%E3%81%84%E3%81%88%E3%81%A0) ieda<br>(いえだ)]|| style="text-align:center;"| <br />
[[File:MBAACC_Ryougi_Color10.png|Color|39px]] <br />
| Japan || KorewaMelty || Inactive || <br />
|-<br />
| [https://mbaacc.melty.games/?p1moon=c&p1char=ryougi&p1name=Rymaru Rymaru]|| style="text-align:center;"| <br />
[[File:MBAACC_Ryougi_Color01.png|Color|39px]] <br />
| Brazil || Netplay || Active || <br />
|-<br />
| [https://mbaacc.melty.games/?p1moon=c&p1char=ryougi&p1name=taico-+%28%E3%81%9F%E3%81%84%E3%81%93%29 taico-<br>(たいこ)]|| style="text-align:center;"| <br />
[[File:MBAACC_Ryougi_Color15.png|Color|39px]] <br />
| Japan || Play Spot BIG ONE 2nd || Active ||<br />
|-<br />
| [https://mbaacc.melty.games/?p1name=Riv_Lv Riv_Lv]|| style="text-align:center;"| <br />
[[File:Ryougi_Color2.png|Color|48px]] <br />
| North America || Netplay || Active || Up and coming LAN player showing rapid improvement. Very aggressive and scramble-heavy playstyle. Found in the [https://discordapp.com/invite/33cskPv main Discord]<br />
|}<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Shiki Ryougi]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Shiki_Ryougi/Crescent_Moon&diff=294808Melty Blood/MBAACC/Shiki Ryougi/Crescent Moon2023-12-27T14:23:36Z<p>EikaMikiku: /* Normal Combos */ Removed a bad combo that also only works on standing</p>
<hr />
<div>[[image:Void Shiki.png|<br />
'''Name:''' Shiki Ryougi (両儀 式, Ryōgi Shiki)<br><br />
'''Also known as:''' Monster (Fate/EXTRA) Magus Assassin, Lady of the Void<br><br />
<br><br />
'''Voiced by:''' Maaya Sakamoto(坂本 真綾)<br><br />
'''Type:''' Human (Demon Hunter), Psychic<br><br />
'''Gender:''' Female<br><br />
<br><br />
'''Birthday:''' February 17, 1980<br><br />
'''Height:''' 160cm<br><br />
'''Weight:''' 47kg<br><br />
<br><br />
'''Eye Color:''' Grey<br><br />
'''Hair Color:''' Dark Brown<br><br />
|frame|right]]<br />
<br />
{{TOC limit|3}}<br />
<br />
== Character Page Progress ==<br />
{{#lst:Melty_Blood/MBAACC:Roadmap|C-Ryougi}}<br />
<br />
<br />
== Overview ==<br />
{{StrengthsAndWeaknesses<br />
|intro=[[File:Ryougi_Head.png|link]] '''C-Ryougi''' is a mobile character with great neutral and some annoying gimmicks on the side. <br />
|pros=<br />
*'''Great mobility''': She has decent ground mobility and a very fast half screen linear airdash. Combined with jB, her approach can be hard to predict or stop. <br />
*'''Strong neutral''': Being the only Ryougi moon with both an air actionable j.A and a proper jump in, her neutral is much more stable than the other moons.<br />
*'''Pop Quiz''': A plethora of unblockables, a jump cancellable crossup overhead, and many other moves with unusual properties can make her a frustrating opponent for those that didn't study.<br />
*'''Mystic Eyes of Robbery Perception''': Ryougi's Blood Heat state is the best in the game. AAD is a 1f high damage command grab with massive range and full invuln. She also has the best Last Arc in the game, infamously deals ''7k damage unscaled full screen''.<br />
*'''Easy safe Heats''': The wallbounce on j.236B means almost any air combo can give you time to safely pop Heat and heal.<br />
*'''Great metered routes''': Her general metered damage is already pretty decent, but her unique custom combo super allows her to easily break 6k with 150 meter on a clean hit.<br />
|cons=<br />
*'''Unreliable defense''': The only true reversal she has outside of Blood Heat is 421C, and the superflash makes it reactable. She mostly has to rely on C-Moon mechanics <br />
*'''Inconsistent damage''': Her basic combos don't hurt very much, same with stray hits. While she can explode you with Genei Jin or get good reward with rekka loops, the former needs 150 meter and a clean grounded hit while the latter is character specific. <br />
*'''Short turns''': Her pressure doesn't usually last very long. While she does have pretty above average rebeat options and a partial chargable 5C, its difficult to maintain your opponent's respect and you frequently return to neutral.<br />
*'''Long recovery normals''': Like all her moons, her stronger ground normals have substantial recovery on whiff, making her susceptible to backdash and spotdodge. <br />
*'''Low health''': Ryougi has the 5th lowest effective HP in the game. She bleeds for her mistakes.<br />
|tablewidth=80<br />
<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=Fryougurt5A.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|data= <br />
{{AttackData-MB <br />
|damage=350 <br />
|reddamage=196<br />
|proration=75% (O)<br />
|circuit=3.5% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=LH<br />
|startup=5 <br />
|active=4 <br />
|recovery=9 <br />
|frameAdv=-1 <br />
|invuln= <br />
|description=Tied with 2A for Ryougi's fastest normal. Can be used as a mediocre twitch anti-air on low flying opponents. Its range is a little stubby, but this is to your benefit in blockstrings. The difference in range between 5A and her stronger normals make it an excellent option for whiff cancels and rebeat pressure. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=HRyougi5b.png<br />
|image2=HRyougi5bb.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|input=5B~B<br />
|data= <br />
{{AttackData-MB<br />
|version=5B<br />
|damage=500<br />
|reddamage=245<br />
|proration=80% (O)<br />
|circuit=5.0%<br />
|cancel=N, SP, CH, EX, (J)<br />
|guard=LH<br />
|startup=9<br />
|active=3<br />
|recovery=18<br />
|frameAdv=-6<br />
|invuln=Clash 9-11<br />
|description=Mid-range knife swipe with excellent horizontal range and clash frames. Moves forward very slightly. Best overall standing poke. Can cancel into 5BB followup only on hit/block. Long recovery makes this a very committal tool. Said clash frames allow for for OSing heat, although setups vary due to variable heat timings. [https://youtu.be/2u9Is-sm91w Can clash with shield counters/bunkers too].<br />
}}<br />
{{AttackData-MB<br />
|version=5B~B<br />
|damage=600<br />
|reddamage=343<br />
|proration=70% (O)<br />
|circuit=6.0%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=3<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=Clash 5-7<br />
|description=A close range knife swipe follow-up to her 5B. Has higher vertical range, but lower horizontal range than 5B. Be mindful of this when confirming, as at longer ranges it will whiff. The cancel window between the two is just long enough for you to frametrap with, but keep in mind delaying between buttons gives more time for pushback to occur.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_5C.png<br />
|caption=<br />
|name=5C<br />
|linkname=5C<br />
|input=5[C]<br />
|data= <br />
{{AttackData-MB <br />
|version=5C<br />
|damage=850 <br />
|reddamage=392<br />
|proration=80% (O)<br />
|circuit=8.5% <br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=11 <br />
|active=4 <br />
|recovery=17 <br />
|frameAdv=-4 <br />
|invuln=Clash 11-14<br />
|description=A downwards knife swipe with less range than 5B. Completely unique to C-Moon. Moves Ryougi forwards a bit. The long blockstun, decent framedata, long cancel window, and ability to partial charge combined make this move very useful in blockstring pressure when augmented by rebeats. <br />
}}<br />
{{AttackData-MB <br />
|version=5[C]<br />
|damage=1500 <br />
|reddamage=2940<br />
|proration=100% <br />
|circuit=15.0% <br />
|cancel= <br />
|guard=U <br />
|startup=31 <br />
|active=4 <br />
|recovery=28 <br />
|frameAdv= <br />
|invuln=Clash 31-34<br />
|description=Becomes an unblockable when fully charged, launching the opponent into an air tech state on hit. Not as high reward as 6[C], but easier to land. Useful for removing red health to prevent healing and convincing the opponent to try to mash on partial charge 5C. Weak to shield. <br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=HRyougi2a.png<br />
|caption=<br />
|name=2A<br />
|linkname=2A<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=147<br />
|proration=75% (O)<br />
|circuit=3.0%<br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=L<br />
|startup=5<br />
|active=4<br />
|recovery=9<br />
|frameAdv=-1<br />
|invuln=<br />
|description=Close ranged crouching low kick. Tied for her fastest normal along with 5A. Has more range than 2A and is a low, so for abare and stagger pressure its the prefered option. The two are mostly interchangable beyond that for things like rebeats and whiff cancels. Can be used for OTGs.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=HRyougi2b.png<br />
|caption=2f slower startup and recovers 2f faster than H-moon's.<br />
|name=2B<br />
|linkname=2B<br />
|data= <br />
{{AttackData-MB<br />
|damage=550<br />
|reddamage=392<br />
|proration=90% (O)<br />
|circuit=5.5%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=11<br />
|active=3<br />
|recovery=15<br />
|frameAdv=-1<br />
|invuln=Clash 11-13<br />
|description=Mid-range crouching knife swipe with clash frames and low profile. Good range, but a little slow for neutral usage. Only -1 on block, excellent for stagger. Highest damage combo starter. Clash box can be used to option select DPs and heat.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=Fryougurt2C.png<br />
|caption=<br />
|name=2C<br />
|linkname=2C<br />
|data= <br />
{{AttackData-MB <br />
|damage=900 <br />
|reddamage=490<br />
|proration=55% (O)<br />
|circuit=9.0% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L <br />
|startup=14 <br />
|active=2 <br />
|recovery=28 <br />
|frameAdv=-12 <br />
|invuln= <br />
|description=Slow, long-range crouching low slash that also moves Ryougi forward. Gives an untechable knockdown and hits at a very large arc in front, behind, and a little bit above her. Very useful normal on hit or block as it propels Ryougi forward. Surprisingly huge range lets you catch people trying to backdash out of pressure as long as it can be made gapless. Very few active frames. <br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_j.A.png<br />
|caption=j.AAAAA is a privilege only granted to Crescent moon<br />
|name=j.A<br />
|linkname=j.A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=147<br />
|proration=75% (O)<br />
|circuit=3.0%<br />
|cancel=SE, N, -SP-, -EX-, (J)<br />
|guard=LHA<br />
|startup=7<br />
|active=4<br />
|recovery=10<br />
|frameAdv= <br />
|invuln= <br />
|description=A quick downwards stab, unique to C-moon. Unlike Full and Half moons' j.A, this one is air actionable on whiff and cancellable into itself. This does wonders for her ability to play neutral and confirm random air hits. It's more like a standard Melty Blood j.A, even if it's on the slower side of j.A normals at 7f startup. It also makes her much better at jailing opponents caught air blocking than the other two moons. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_j.B.png<br />
|caption=Ryougi's only jump-in button across three moons. <br />
|name=j.B<br />
|linkname=j.B<br />
|data= <br />
{{AttackData-MB <br />
|damage=550 <br />
|reddamage=294<br />
|proration=80% (O)<br />
|circuit=5.5% <br />
|cancel=N, SP, EX, (J)<br />
|guard=HA <br />
|startup=7<br />
|active=4 <br />
|recovery= <br />
|frameAdv= <br />
|invuln= <br />
|description=Downward swipe. Character defining button. Good for both air to air attempts and air to ground attacks. Cornerstone of your neutral. Can hit behind on everyone except: <b>Tohno, Sion, Satsuki, Len, WLen</b><br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_j.C.png<br />
|caption=<br />
|name=j.C<br />
|linkname=j.C<br />
|data= <br />
{{AttackData-MB <br />
|damage=850 <br />
|reddamage=392<br />
|proration=90% (O)<br />
|circuit=8.5% <br />
|cancel=N, SP, EX, (J)<br />
|guard=HA<br />
|startup=8<br />
|active=4 <br />
|recovery= <br />
|frameAdv= <br />
|invuln= <br />
|description=Upward swipe. Highest hitting angle of your air normals, filling an important niche that jA and jB don't. While not as absurdly disjointed upwards as its F and H moon cousins, its still a very good normal for swatting opponents falling on you with buttons. Just be cautious when attempting to do so versus characters with absurd downwards disjoints. <br />
<br />
}}<br />
}}<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_6C.png<br />
|image2=MB_C-Ryougi_6C_BE.png<br />
|caption=Standing low<br />
|caption2=Don't groundtech this<br />
|name=6C<br />
|input=6[C]<br>[[#6C~214C|(6C~214C)]]<br />
|linkname=6C<br />
|data= <br />
{{AttackData-MB <br />
|version=6C<br />
|damage=850 <br />
|reddamage=588<br />
|proration=85% (M)<br />
|circuit=8.5% <br />
|cancel=-N-, (CH), {{tooltip|text=SP, EX,|hovertext=On block, or on hit against an airborne opponent only}} {{Tooltip | text=(J)*| hovertext=On hit against an airborne opponent only.}}<br />
|guard=L <br />
|startup=15 <br />
|active=3 <br />
|recovery=24 <br />
|frameAdv=-9 <br />
|invuln= <br />
|description=Low slash aimed at the ankles. Sideswitches on grounded hit, and can be cancelled into a [[#6C~214C|unique EX followup with 214C]]. The sideswitch can allow for some gimmicky resets afterwards, but its usually better to just combo if you are able. This move can be late cancelled into normals on hit. Only A normals are fast enough to combo. 5A is usually too stubby (very character specific, e.g. nero), so if you started your pressure or combo with 2A its difficult to get meaningful reward out of it. On block its only special cancellable, so beyond catching fuzzy backdash its utility in pressure is limited<br><br />
}}<br />
{{AttackData-MB <br />
|version=6[C]<br />
|damage=1500 <br />
|reddamage=2940<br />
|proration=100% <br />
|circuit=15.0% <br />
|cancel= <br />
|guard=U <br />
|startup=33 <br />
|active=3 <br />
|recovery=29 <br />
|frameAdv= <br />
|invuln= <br />
|description=Unblockable version. Unlike 5[C], this one is a ground techable knockdown instead of airtechable, meaning you can tech trap afterwards. Due to the lengthy startup and telegraphed animation of 6[C] however its much more difficult to use in practice. <br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_Throw.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=6/4A+D<br />
|data= <br />
{{AttackData-MB <br />
|damage=1500<br />
|reddamage=980<br />
|proration=100% <br />
|circuit=15.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv={{Tooltip | text=13 ~ 18| hovertext=13 - Everyone else &#010;14 - Tohno, Nanaya, Warachia, Satsuki &#010;15 - P.Ciel &#010;16 - Kouma, Warc &#010;17 - Aoko, Len, W.Len, Nero &#010;18 - Riesbyfe}}<br />
|invuln=<br />
|description=Ryougi drags the opponent to the ground, stabbing them. Does not apply throw protection due to a bug. If you throw yourself into the corner you can meaty on the neutral frame, creating a true strike throw 50/50 mixup.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_Throw_Air_Raw.png<br />
|image2=MB_C-Ryougi_Throw_Air_Ender.png<br />
|caption=Raw<br />
|caption2=Combo Ender<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.6/4A+D<br />
|data= <br />
{{AttackData-MB <br />
|version=Raw /<br>Combo Ender<br />
|damage=1600 (1408)<br>1000<br />
|reddamage=(862)<br>784<br />
|proration=35%<br>100%<br />
|circuit=0.0%<br>10.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=-<br>{{Tooltip | text=4 ~ 9| hovertext=4 - Everyone else &#010;5 - Tohno, Nanaya, Warachia, Satsuki &#010;6 - P.Ciel &#010;7 - Kouma, Warc &#010;8 - Aoko, Len, W.Len, Nero &#010;9 - Riesbyfe}}<br />
|invuln=<br />
|description='''Raw:''' Ryougi throws the opponent down and slices through them. You can combo after this.<br><br />
<br />
<br />
'''Combo:''' Ryougi drops the opponent straight down then stabs them like in her ground throw. Also bugged and does not apply throw protection like her ground throw.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Bunker<br />
|damage=500 <br />
|reddamage=196 <br />
|proration=100% <br />
|circuit=0.0%<br>(-50.0% in blockstun)<br />
|cancel=<br />
|guard=LHA <br />
|startup=26<br />
|active=4 <br />
|recovery=19<br />
|frameAdv=-5 <br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=196<br />
|proration=100%<br />
|circuit=0.0%/-50.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=A standing-height slash.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Heat</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_ABC.png<br />
|caption=<br />
|name=Heat<br />
|linkname=Heat<br />
|input=A+B+C <br />
|data= <br />
{{AttackData-MB <br />
|damage=100<br />
|reddamage=0<br />
|proration=100% <br />
|circuit=-100.0% (min)<br />
|cancel=<br />
|guard=U<br />
|startup=17<br />
|active=2<br />
|recovery=29<br />
|frameAdv=<br />
|invuln=Full 1-18<br />
|description=Hitbox covers Ryougi completely.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_CSpark.png<br />
|image2=MB_C-Ryougi_CSpark_Air.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=A+B+C during hitstun/blockstun at MAX<br />
|caption=<br />
|data= <br />
{{AttackData-MB<br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
<br />
=== Special Moves ===<br />
'''Note''': C-Ryougi has two moves where she throws her knife and takes out a second knife. She must retrieve the thrown knife from the ground (with 22A/B/C) before she can throw it again.<br />
<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=mbacryougi236.png<br />
|image2=mbacryougi236236.png<br />
|image3=mbacryougi236214.png<br />
|image4=mbacryougi236a.png<br />
|image5=mbacryougi236b.png<br />
|image6=mbacryougi236c.png<br />
|image7=mbacryougilowkick.png<br />
|image8=Trasnparent.png<br />
|image9=Trasnparent.png<br />
|image10=MB_C-Ryougi_236C.png<br />
|caption=236A/B. Rekka 1<br />
|caption2=~236X. Rekka 2<br />
|caption3=~214X. Rekka 2 Overhead<br />
|caption4=~236A. Rekka 3 Knockdown ender<br />
|caption5=~236B. Rekka 3 Launcher ender<br />
|caption6=~236C. Rekka 3 EX Cancel ender<br />
|caption7=~214D/X. Rekka 2/3 Low ender<br />
|caption10=The hardest of knockdowns<br />
|name=Double Belfry<br>(EX: Double Belfry - Row of Beads)<br />
|linkname=236X<br />
|input=236A/B <br>~236X / 214X/D <br>~236X / 214X<br />
<br />
|data=<br />
{{AttackData-MB-Simple<br />
|description={{AttackData-MB-Simple<br />
|description=Ryougi's three part Rekka series, a forward moving series of slashes. Signature combo and pressure tool. <br />
}}<br />
}}<br />
{{AttackData-MB <br />
|version=A<br />
|damage=750<br />
|reddamage=539<br />
|proration=80% (O)<br />
|circuit=7.5%<br />
|cancel=-CH-<br />
|guard=LH<br />
|startup=10 <br />
|active=4<br />
|recovery=21<br />
|frameAdv=-7<br />
|invuln=<br />
}}<br />
{{AttackData-MB <br />
|version=B<br />
|damage=750<br />
|reddamage=539<br />
|proration=80% (O)<br />
|circuit=7.5%<br />
|cancel=-CH-<br />
|guard=LH<br />
|startup=16<br />
|active=3<br />
|recovery=33<br />
|frameAdv=-18<br />
|invuln=<br />
|description=Rekka 1. "Ichi"<br />
* A version has faster startup.<br />
* B version moves further but has worse framedata. <br />
A version is preferred in blockstrings due to better framedata, B version is preferred in combos as the extra forwards movement helps in longer range confirms.<br />
}}<br />
{{AttackData-MB <br />
|version=~236X<br />
|damage=900<br />
|reddamage=735<br />
|proration=80% (O)<br />
|circuit=9.0%<br />
|cancel=-CH-<br />
|guard=LH<br />
|startup=5 <br />
|active=5<br />
|recovery=19<br />
|frameAdv=-6<br />
|invuln=<br />
|description= Rekka 2. "Ni". Will knock down aerial opponents. All versions are identical. Usually safe but minus on block.<br />
}}<br />
{{AttackData-MB <br />
|version=~214X<br />
|damage=1200<br />
|reddamage=882<br />
|proration=80% (O)<br />
|circuit=12.0%<br />
|cancel=-CH-<br />
|guard=H<br />
|startup=26 ~ 27<br />
|active=3<br />
|recovery=19<br />
|frameAdv=-7<br />
|invuln=<br />
|description=Overhead Rekka Follow-up. Generally kind of bad. It can sometimes low crush and catches jumps, but the risk / reward is very bad. Used in tandem with the low kick rekka followup you can technically speaking have a high/low mixup, but the startup and animation of the overhead are so telegraphed that this move amounts to little more than a knowledge check. Only combos into ~236C on counterhit.<br />
}}<br />
{{AttackData-MB <br />
|version=~236A (Ender)<br />
|damage=700<br />
|reddamage=392<br />
|proration=50% (O)<br />
|circuit=7.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=8 ~ 9 <br />
|active=4<br />
|recovery=20<br />
|frameAdv=-6<br />
|invuln=<br />
|description=Safe Rekka 3 ender, "San". Gives hard knockdown on hit and leaves you safe (but minus) on block. Launched opponents will sometimes cross over her head midscreen after rekka 2, making ~214X kick ender come out instead of 236A. Make sure to reverse your input midscreen to get HKD (example: 2C > 236A~236X~214A). You do not need to reverse your last Rekka input on Satsuki or Necos.<br />
}}<br />
{{AttackData-MB <br />
|version=~236B (Ender)<br />
|damage=1200<br />
|reddamage=784<br />
|proration=40% (M)<br />
|circuit=12.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=12 ~ 13 <br />
|active=6<br />
|recovery=25<br />
|frameAdv=-13<br />
|invuln=<br />
|description=Launcher Rekka 3 ender. Not nearly as good as F-Ryougi's version. Beefy untechable knockdown on grounded opponents, but does not work on airborne opponents. You can link a 5B or 2B after if you get a Rekka starter, hitcount of 2 is a 2f(?) window, but from ~214X the link is much easier. Its nowhere near as safe as Rekka 236A ender on block, and to make matters worse, it whiffs in strings if you aren't point blank range. Can ''technically'' be delayed enough to frametrap, but the risk outweighs the reward and the opponent has little incentive to mash.<br />
}}<br />
{{AttackData-MB <br />
|version=236C Ender<br />
|damage=1500<br />
|reddamage=980<br />
|proration=100%<br />
|circuit=15.0%<br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=17 <br />
|active=10<br />
|recovery=20 ~ 16<br />
|frameAdv=-10<br />
|invuln=<br />
|description=EX Cancellable Rekka 3 ender. A lunging thrust that covers a ton of ground. Punishable on block without a cancel and will sideswitch outside the corner. Most commonly used as either a metered pressure reset or in high damage metered combos. Launches opponents on hit into an airtechable state, no meterless conversion normally. On counter hit the untech lasts until the opponent hits the ground, allowing high damage conversions. You can delay slightly after Rekka 2 in order to frametrap with this. <br />
}}<br />
{{AttackData-MB <br />
|version=~214X/D (Ender)<br />
|damage=450<br />
|reddamage=343<br />
|proration=50% (O)<br />
|circuit=4.5%<br />
|cancel=EX<br />
|guard=L<br />
|startup={{Tooltip | text=10 / 8| hovertext=236X~214D / ~214AX Ender}}<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln=<br />
|description= Low sweep ender. Input with either ~214D instead of Rekka 2, or as ~214X on Rekka 3. Can technically catch people stand blocking during rekka 2 trying to block the overhead, but this is really a secondary function. It's better used to EX cancel into 22C as a pressure reset. While not anywhere near as useful on C-Ryougi as it is for half moon, it does push you further out than ~236C still, a safe distance to bait immediate bunker attempts. Generally safe on block even without 22C. Ends the rekka even if used on Rekka 2.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=3000 (2640)<br />
|reddamage=2156<br />
|proration=100%<br />
|circuit=-100%<br />
|cancel=<br />
|guard=LH<br />
|startup=1+10<br />
|active=6<br />
|recovery=32 <br />
|frameAdv=-12 <br />
|invuln=Full 1-4 and 11-20 <br />
|description=Ryougi dashes forward and covers around 3/4 of the screen. Has some invuln, but it runs out before the move becomes active, not a real reversal. Very good at blowing through Nero summons or charged projectiles, but this shouldn't be relied upon and is not its primary use. What this move is mainly for is setplay, as this offers C-Ryougi the absolute longest total frame advantage HKD between the three moons. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_623AB.png<br />
|image2=MB_C-Ryougi_623C.png<br />
|caption=<br />
|name=Bamboo Fence Melody <br> (EX: Mournful Slicing Bamboo Fence)<br />
|linkname=623X<br />
|input=623A/B/C<br>(Hold OK)<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1200<br />
|reddamage=1078<br />
|proration=80% (O)<br />
|circuit=9.8%<br />
|cancel=<br />
|guard=L<br />
|startup=15<br />
|active=4<br />
|recovery=31<br />
|frameAdv={{Tooltip | text=-4 to -9 | hovertext=-4 = Very far away, hitting on last frame.&#10;-7 = Crossup miscreen.&#10;-9 = Corner.}} <br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[A]<br />
|damage=1500<br />
|reddamage=3430<br />
|proration=100%<br />
|circuit=15.0%<br />
|cancel=<br />
|guard=U<br />
|startup=38<br />
|active=5<br />
|recovery=35<br />
|frameAdv= <br />
|invuln=<br />
|description=* Ryougi runs forward then perform a low-hitting slash that cross-ups the opponent. All versions can be held to make Ryougi run farther and turn the slash into an unblockable.<br />
<br />
Hard knockdown on hit, launches upward when charged.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1200<br />
|reddamage=1078<br />
|proration=55% (O)<br />
|circuit=9.8%<br />
|cancel=<br />
|guard=L<br />
|startup=22<br />
|active=4<br />
|recovery=28<br />
|frameAdv={{Tooltip | text=-1 to -6 | hovertext=-1 = Very far away, hitting on last frame.&#10;-4 = Crossup miscreen.&#10;-6 = Corner.}} <br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[B]<br />
|damage=1500<br />
|reddamage=3430<br />
|proration=100%<br />
|circuit=15.0%<br />
|cancel=<br />
|guard=U<br />
|startup=45<br />
|active=5<br />
|recovery=35<br />
|frameAdv= <br />
|invuln=<br />
|description=Both uncharged and charged versions launches upward on hit, with the former being air techable.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1200<br />
|reddamage=1078<br />
|proration=60% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=L<br />
|startup=1+18<br />
|active=5<br />
|recovery=35<br />
|frameAdv={{Tooltip | text=-3 to -9 | hovertext=-3 = Very far away, hitting on last frame.&#10;-7 = Crossup miscreen.&#10;-9 = Corner.}}<br />
|invuln=9-23<br />
|description=Can launch on OTG, giving it niche use as an extender after a rekka.<br />
}}<br />
{{AttackData-MB<br />
|version=[EX]<br />
|damage=1900<br />
|reddamage=4410<br />
|proration=100%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=U<br />
|startup=1+39<br />
|active=5<br />
|recovery=35<br />
|frameAdv=<br />
|invuln=9-23<br />
|description=Untechable launch on hit. Super flash makes this insanely reactable. Use at own risk.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MBFRyougi214A.png<br />
|image2=MBFRyougi214B.png<br />
|image3=Trasnparent.png<br />
|image4=MBFRyougi214EX.png<br />
|caption=<br />
|caption2=Don't use this<br />
|name=Avidya Moon<br />
|linkname=214X<br />
|input=214A/B/C<br />
|data= <br />
{{AttackData-MB-Simple<br />
|description={{AttackData-MB-Simple<br />
|description=A series of airborne flip slashes, all versions are air unblockable. <br />
}}<br />
}}<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1000<br />
|reddamage=912<br />
|proration={{Tooltip | text=(90% (M))| hovertext=Hitstun-extending hitbox.}}, 85% (M)<br />
|circuit=10.0%<br />
|cancel=-EX-<br />
|guard=H<br />
|startup={{Tooltip | text=24| hovertext=Hitstun-extending hitbox active on frames 11-13.}}<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-6<br />
|invuln=<br />
|description=<br />
Horizontal flipslash. Ignore that its an overhead, it whiffs on all crouching opponents. Instead it's an important combo tool. Wallbounces on hit and pushes the launched opponent slightly away from the corner. Air unblockable, so it can be used as a very situational anti air.<br />
<br />
[https://youtu.be/VaRyL-otO9U 214A has some strange properties]. Before the wallbounce hit becomes active, there is an early active hitbox that applies enough hitstun to guarantee that it will combo from B normals on standing opponents. This enables standing-only combos and confirms that dodge nero snakes. This standing only hitbox can also be shielded and clashed (why?).<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1200<br />
|reddamage=960<br />
|proration=50% (O)<br />
|circuit=12.0%<br />
|cancel=-EX-<br />
|guard=H<br />
|startup=27<br />
|active=3<br />
|recovery=24<br />
|frameAdv=-8<br />
|invuln=<br />
|description=Overhead downward-hitting slash. Actual (kind of bad) overhead that hits crouchers... sometimes. Whiffs vs shorter characters and all Akihas inside of about half screen distance. Grants hard knockdown on hit, can be converted off of on counter hit as well as some airborne hits. Catches backdash after AT ender but there isnt really a fantastic reason to do this as it is so unsafe and is easy to block. Horrible damage scaling if you do get a combo.<br />
<br />
On C-Ryougi in particular, due to her 421X series existing, this move can be used as a really gimmicky low reward knowledge check as it will always hit sameside. Players who do not know to spotdodge on H/C moons can get mixed by this as it always hits sameside as opposed to 421X crossing up. <br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1400<br />
|reddamage=960<br />
|proration=50% (M)<br />
|circuit=-100.0%<br />
|cancel=N, SP, EX, J<br />
|guard=LH<br />
|startup=1+14<br />
|active=4<br />
|recovery=22<br />
|frameAdv=-9 <br />
16 (Jump cancel)<br />
|invuln=Full 1<br />
|description=Big horizontal flipslash. Very similar to 214A with a few notable exceptions; A much larger hitbox, jump and normal cancellable on hit and block, and it has a tiny bit of invuln. Pretty useful for knifeless metered confirms off of rekka. If your opponent accidentally blocks this high you're effectively plus. Has full invuln on frame 1 (strike invuln during superflash) but it ends quickly and is easy to stuff. The forward momentum of the flipslash however means it can sometimes be used as a last ditch option to try to escape the corner. Don't expect this to work more than once. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">421X</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_421AB.png<br />
|image2=MB_C-Ryougi_421C.png<br />
|caption=I'm over here now<br />
|caption2=EX version has a slightly different hitbox<br />
|name=Glass Moon Saka<br />
|linkname=421X<br />
|input=421A/B/C<br />
|data=<br />
{{AttackData-MB-Simple<br />
|description={{AttackData-MB-Simple<br />
|description=C-Ryougi's unique flipslash series. Refered to as "Monkey Flip" by the community, either lovingly or disparagingly. Ryougi runs forward, jumps over, and slashes the opponent from behind. All versions are air unblockable crossup overheads that can be made safe on block, and have various cancel options. Crescent and Half moons can spotdodge it on reaction and punish, Full moon has to play around it in other ways. <br />
}}<br />
}}<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1200<br />
|reddamage=980<br />
|proration=85% (M)<br />
|circuit=12.0%<br />
|cancel=SP, EX<br />
|guard=H<br />
|startup=29 ~ 30<br />
|active=2<br />
|recovery=26<br />
|frameAdv=-9<br />
|invuln=<br />
|description=The fastest and hardest to react to flipslash. By no means unreactable at all. Has the worst cancel options of the flipslashes. Even though it's not jump cancellable, you can cancel into airdodge if you have 50 meter to try to stay safe and get access to your air options. j22C can combo afterwards on hit if you really need to kill off of it, not worth the meter or your knife otherwise. <br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1200<br />
|reddamage=980<br />
|proration=85% (M)<br />
|circuit=12.0%<br />
|cancel=SP, EX, J<br />
|guard=H<br />
|startup=35 ~ 36<br />
|active=2<br />
|recovery=26<br />
|frameAdv=-9 <br>17 (Jump cancel)<br />
|invuln=<br />
|description=<br />
The slowest and easiest to react to of the two meterless flipslashes, but with much better cancel options. Notably jump cancellable, making it completely safe against shield, as well as allowing for shockingly high damage meterless conversions on hit with j8~66 jBC. Unfortunately, this move is bugged, limiting its potential. If you cancel your dash into either this or buttons before this move, the game thinks that you've already used your airdash. To avoid this you must either use this after walking, standing still, or doing something that starts a new sequence such as a 6C reset. It has some other questionably intended properties as well, the move itself seems to eat your first jump. The jump cancel is counted as your double jump, meaning you have less air options than you would think. This also means that you can make your jump cancel a super double jump. <br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1200<br />
|reddamage=980<br />
|proration=85% (M)<br />
|circuit=-100.0%<br />
|cancel=SP, EX, J<br />
|guard=H<br />
|startup=5+(21 ~ 6)<br />
|active=2<br />
|recovery=26<br />
|frameAdv=-9 <br>17 (Jump cancel)<br />
|invuln=<br />
|description=<br />
The fastest flipslash by far, but paradoxically the easiest to react to because of the superflash. Not useful for mixups, but the nature of being an EX move gives it some utility as a cancel option out of things like Rekka ~236C ender. Has gimmicky extremely questionable usage as a reversal due to the evasive properties of the move, but has limited invuln*(citation needed on how much if any), and is easy to dodge on reaction if the opponent is not already committed to an action. <br />
<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">22X</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_22A.png<br />
|image2=MB_C-Ryougi_22B.png<br />
|image3=MB_C-Ryougi_22C.png<br />
|image4=MB_C-Ryougi_22X_Pickup.png<br />
|caption=<br />
|name=Hidden Dagger<br />
|linkname=22X<br />
|input=22A/[A]/B/[B]/C<br>(~22X Near Knife)<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=950<br />
|reddamage=735<br />
|proration=60% (O)<br />
|circuit=9.5%<br />
|cancel=<br />
|guard=LA<br />
|startup=17<br />
|active={{Tooltip | text=11| hovertext=Maximum amount of frames the knife can travel.}}<br />
|recovery=24<br />
|frameAdv=-3<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[A]<br />
|damage=1000<br />
|reddamage=686<br />
|proration=100%<br />
|circuit=10.0%<br />
|cancel=<br />
|guard=LA<br />
|startup=34<br />
|active={{Tooltip | text=9| hovertext=Maximum amount of frames the knife can travel.}}<br />
|recovery=22<br />
|frameAdv=2<br />
|invuln=<br />
|description=* Ryougi throws her knife, piercing the opponent. If it hits the floor, it will stay in the ground. If it hits the edge of the screen, it will bounce off and spin to the ground.<br />
<br />
Ryougi throws the knife at the ground at a low angle, hitting the ground over halfway across the screen. Can be charged for a hard knockdown and to make it unshieldable.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=950<br />
|reddamage=735<br />
|proration=60% (O)<br />
|circuit=9.5%<br />
|cancel=<br />
|guard=LA<br />
|startup=17<br />
|active={{Tooltip | text=17| hovertext=Maximum amount of frames the knife can travel.}}<br />
|recovery=18<br />
|frameAdv=-3<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[B]<br />
|damage=1000<br />
|reddamage=686<br />
|proration=100%<br />
|circuit=10.0%<br />
|cancel=<br />
|guard=LA<br />
|startup=34<br />
|active={{Tooltip | text=15| hovertext=Maximum amount of frames the knife can travel.}}<br />
|recovery=16<br />
|frameAdv=2<br />
|invuln=<br />
|description=Ryougi throws the knife at a somewhat higher angle, reaching almost full screen. Can be charged for a hard knockdown and to make it unshieldable.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1700<br />
|reddamage=1372<br />
|proration=60% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=1+6 <br />
|active={{Tooltip | text=X| hovertext=Depends on how long the knife travels.}}<br />
|recovery=24<br />
|frameAdv=8<br />
|invuln=Full 1<br />
|description=Ryougi throws the knife in a straight line, wallslamming the opponent. Useful for extending pressure during blockstring.<br />
}}<br />
{{AttackData-MB<br />
|version=~22X<br>(Pickup)<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=17| hovertext=Full duration. &#010;Knife picked up on frame 12.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Ryougi picks her knife back up. Can be used to cancel special-cancellable moves near the knife's position.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">63214C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_63214C.png<br />
|image2=MB_C-Ryougi_63214C_5X.png<br />
|image3=Mbacryougi236214.png<br />
|image4=Mbacryougilowkick.png<br />
|image5=Mbacryougi236236.png<br />
|image6=Mbacryougi236b.png<br />
|image7=MB_C-Ryougi_63214C_D.png<br />
|caption=You're either about to do over 6k or barely 2k damage<br />
|caption2=~5X<br />
|caption3=~6X<br />
|caption4=~2X<br />
|caption5=~4X<br />
|caption6=~8X<br />
|caption7=~D<br />
|name=Selfless Knowledge - Empty Heart, Possess Truth<br />
|linkname=63214C<br />
|input=63214C<br>(~2/4/5/6/8X or D)<br />
|data=<br />
{{AttackData-MB-Simple<br />
|description={{AttackData-MB-Simple<br />
|description=C-Ryougi's unique custom combo super. Nicknamed "Genei Jin" by the community in reference to a similar Street Fighter super. Ryougi will run forward for 70 frames until you hit a button. Pressing any button + a direction gives you different moves, and each move's recovery is cancellable into another attack. Custom combo ends when either the duration runs out, Ryougi is hit, or a move is allowed to fully recover. <br />
}}<br />
}}<br />
{{AttackData-MB<br />
|version=63214C<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=-150.0%<br />
|cancel=-CH-<br />
|guard=<br />
|startup={{Tooltip | text=1+5| hovertext=Until the first attack can be performed.}}<br />
|active=X<br />
|recovery=70<br />
|frameAdv= <br />
|invuln=<br />
|description=Custom combo activation. Ryougi runs forwards with a blue afterimage trailing her. <br />
}}<br />
{{AttackData-MB<br />
|version=~5X<br />
|damage=500<br />
|reddamage=392<br />
|proration=90% (M)<br />
|circuit=0.0%<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=9<br />
|active=4<br />
|recovery=26<br />
|frameAdv=-12<br />
|invuln=<br />
|description=236A/B Rekka 1 slash.<br />
}}<br />
{{AttackData-MB<br />
|version=~6X<br />
|damage=1200<br />
|reddamage=980<br />
|proration=75% (O)<br />
|circuit=0.0%<br />
|cancel=-CH-<br />
|guard=HA<br />
|startup=24<br />
|active=3<br />
|recovery=18<br />
|frameAdv=-6<br />
|invuln=<br />
|description=236A/B~214X Rekka 2 overhead slash. Staple combo piece after ~8X<br />
}}<br />
{{AttackData-MB<br />
|version=~2X<br />
|damage=200<br />
|reddamage=98<br />
|proration=50% (O)<br />
|circuit=0.0% <br />
|cancel=-CH-<br />
|guard=LA<br />
|startup=5<br />
|active=3<br />
|recovery=30 <br />
|frameAdv=-15<br />
|invuln=<br />
|description=236A/B~214D Rekka sweep ender. Horrible proration, so it doesn't see much use<br><br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~4X<br />
|damage=400<br />
|reddamage=196<br />
|proration=90% (M)<br />
|circuit=0.0%<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=8 <br />
|active=3<br />
|recovery=17<br />
|frameAdv=-3<br />
|invuln=<br />
|description=236A/B~236X slash. Lowest recovery custom combo move, commonly whiffed to end Genei Jin and air combo afterwards<br> <br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~8X<br />
|damage=700<br />
|reddamage=392<br />
|proration=70% (O)<br />
|circuit=0.0% <br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=6<br />
|active=6<br />
|recovery=29<br />
|frameAdv=-17<br />
|invuln=<br />
|description=236B rekka ender slash. Launches the opponent. Important combo piece as it has a ton of untech time.<br><br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=D<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit= <br />
|cancel=<br />
|guard=<br />
|startup= <br />
|active=<br />
|recovery={{Tooltip | text=44| hovertext=Full duration.}} <br />
|frameAdv= <br />
|invuln=<br />
|description=H-moon's 66 6AB roll move. Disables Ryougi's collision and crosses up. Can be used for sideswitch routes / midscreen custom combo routes. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">6C~214C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_6C_214C.png<br />
|caption=I'm sorry, did you want to Heat? Too bad. <br />
|name=Culled Long-Sleeved Kimono<br />
|linkname=6C~214C<br />
|input=6C~214C<br />
|data=<br />
{{AttackData-MB <br />
|damage=2500 (2907)<br />
|reddamage=(2071)<br />
|proration=50%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=U<br />
|startup=4+2<br />
|active=3<br />
|recovery=22 <br />
|frameAdv= <br />
|invuln=<br />
|description=A special metered followup to uncharged 6C on hit, a very easily accessible meter break move with a lot of utility. Also grants a suprisingly long and advantageous hard knockdown on hit that forces a sideswitch, enough time for a potential mixup. In total (combined with 6C) it only deals roughly ~3k damage, so whether or not its worth the 5 seconds of meter break is up to the player. Does not come out on block, obviously.<br><br />
<br>Unsuprisingly for Ryougi at this point, this move is '''''very''''' buggy. No matter what 6C hits, this move is always available, and will always try to move Ryougi to the other side of the opponent. What this means in practice is that when Ryougi hits an assist character (Maids, KohaMech, NecoMech), ~214C will attempt to teleport Ryougi behind the player controlled character (example: Ryougi hits Hisui assist, teleports full screen to Kohaku who is controlled by the player) completely irregardless of distance. ''Nothin' personnel, kid.''<br />
}}<br />
}}<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=mbacryougij236a.png<br />
|image2=mbacryougij236b.png<br />
|image3=mbacryougij236c.png<br />
|caption=A version, even the hitbox is worse<br />
|caption2=B version<br />
|caption3=EX version<br />
|name=Glass Moon<br />
|linkname=j.236X<br />
|input=j.236A/B/C<br />
|data= <br />
{{AttackData-MB-Simple<br />
|description={{AttackData-MB-Simple<br />
|description=Ryougi's crescent slash series. Also referred to as "Tobei", "Baika", and "Moonslash". Her staple alternate meterless air combo enders. <br />
}}<br />
}}<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1500<br />
|reddamage=1372<br />
|proration=75% (O)<br />
|circuit=15.0%<br />
|cancel=<br />
|guard=HA<br />
|startup=18<br />
|active=2<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} <br />
|frameAdv=-17 (TK)<br />
|invuln=<br />
|description=The slowest moonslash, objectively inferior to B and EX versions outside of being a risky overhead that is unsafe on block and can't be converted off on non-counterhits. Only really useful as a gimmick for finishing rounds.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1600<br />
|reddamage=1470<br />
|proration=75% (O)<br />
|circuit=16.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=11<br />
|active=2<br />
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}} <br />
|frameAdv=-5 (TK)<br />
|invuln=<br />
|description=The ACTUAL moonslash. You'll use this move 99% of the time over the other two versions. Knocks opponents fullscreen/wallslams in the corner ending in an air techable state. Not only is it your damage aircombo ender, it's one of your best combo extenders in the corner when TK'd. Without it, the damage on her common corner routes and setups is much worse. <br />
While it's primary use is for ending air combos and extending corner combos, it has its niche usefulness in other gamestates as well. It's hitbox is massive both front and back, thus can be used to tag people in your air normal's blind spots, or get yourself out of uncomfortable scrambles (Example: [https://youtu.be/uwEI35CCOgM?t=473 as seen throughout this round]). It also stalls your air movement, so it can be used as a last ditch air option if you're being chased, or as a bootleg mid-hitting divekick. Just keep in mind its minus. <br />
<br />
On C-Ryougi it is worth noting that if you wallbounce your opponent full screen with this, you can safely Heat to heal for the next fight. <br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=2200<br />
|reddamage=1960<br />
|proration=40% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=HA<br />
|startup=1+10<br />
|active=2<br />
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}} <br />
|frameAdv=-6 (TK)<br />
|invuln=Full 1-14<br />
|description=The B version, but with higher damage and i-frames. Can be used to close out rounds if you need just a bit more damage after an air combo. Has niche usage as a reversal, but it must be TK'd to be used as one, it won't beat real meaties. Usually safe on block.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.22X</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_j.22A.png<br />
|image2=MB_C-Ryougi_j.22B.png<br />
|image3=MB_C-Ryougi_j.22C.png<br />
|caption2=<br />
|name=Hidden Knife (Air)<br />
|linkname=j.22X<br />
|input=j.22A/B/C<br />
|data= <br />
{{AttackData-MB-Simple<br />
|description={{AttackData-MB-Simple<br />
|description=Ryougi's air knife toss shared across all moons. As you are not air-actionable afterwards, you can get yourself killed using this if you're not careful in neutral. Use cautiously. <br />
}}<br />
}}<br />
{{AttackData-MB<br />
|version=A / B<br />
|damage=950<br />
|reddamage=735<br />
|proration=90% (M)<br />
|circuit=9.5%<br />
|cancel=<br />
|guard=LHA<br />
|startup=20 / 21<br />
|active=X<br />
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=<br />
|description= <br />
'''A:''' Ryougi lunges forward and throws the knife downwards. <br />
<br />
'''B:''' Ryougi hops back slightly and throws the knife downwards. <br />
<br />
<br />
Useful in some problematic matchups for when you want to stall your landing, beat grounded projectiles, catch people chasing your airdash back, or for trying to catch people doing stuff full screen. The knife can get stuck in the ground if it does not bounce off the wall, but due to how far the knife travels this will rarely happen.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=950<br />
|reddamage=735<br />
|proration=50% (M)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=1+0<br />
|active=X<br />
|recovery={{Tooltip | text=17| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Ryougi hops and throws the knife horizontally. The main purpose of this move is to get much better okizeme than possible from air throw ender. The untechable knockdown on hit this move has gives you enough time to land and link 2C.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">66/44/22X</span> =====<br />
{{MoveData<br />
|image=mbacryougitumblingcat.png<br />
|image2=mbacryougitumblingcatex.png<br />
|caption=A/B.<br />
|caption2=EX for when you really hate having meter<br />
|name=Tumbling Cat<br />
|linkname=66/44/22X<br />
|input=(During Air Tech)<br>44/66/22A/B/C <br />
|data= <br />
{{AttackData-MB-Simple<br />
|description={{AttackData-MB-Simple<br />
|description=Command air tech series unique to Ryougi, the only one of its kind in the game. Referred to by the community as necotech. The direction she hops towards is determined by the input (44/66/22). If you use any of these while your opponent is close to or in the corner, you can convert into an air combo. You are not air-actionable after all versions of neco tech, so you better have done this intentionally. You’ll want to use the 22 versions of this move most of the time, as you want to hit the ground as fast as possible after.<br />
}}<br />
}}<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1100<br />
|reddamage=735<br />
|proration=50%<br />
|circuit=11.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=21<br />
|active=2<br />
|recovery={{Tooltip | text=7| hovertext=Landing recovery.}} <br />
|frameAdv={{Tooltip | text=9| hovertext=Lowest height.}} <br />
|invuln=Full 1-3<br />
|description=<br />
This version of the move has the longest startup, however it is also the safest on block and has the least recovery of the three. At lowest height it is plus, which will allow you to start blockstrings if used close enough to the ground.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1100<br />
|reddamage=735<br />
|proration=50%<br />
|circuit=11.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=16<br />
|active=2<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} <br />
|frameAdv={{Tooltip | text=1| hovertext=Lowest height.}} <br />
|invuln=Full 1-3<br />
|description=Has faster start-up than A version, and will most likely be the one you rely on. It isn't as safe as A version, but can still give you some advantage if it's blocked low as possible. <br />
<br />
Along with C version, this can be used to [https://youtu.be/RRKSlbqiN-A punish certain reversals on hit] provided they are air-techable, [https://youtu.be/8MbGf5UQrWc challenge normal bunkers on hit], and check aggressive players chasing your airtech.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1800<br />
|reddamage=1176<br />
|proration=75%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=6+7<br />
|active=2<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} <br />
|frameAdv={{Tooltip | text=-4| hovertext=Lowest height.}} <br />
|invuln=Full 1-14<br />
|description=Extremely situational reversal. Has the fastest startup of the three versions, Full invuln, and still retains the combo potential from previous versions. As a trade-off, it isn't safe on block like the other two. In almost all cases B necotech does the job this move does.<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MB_C-Ryougi_AD.png<br />
|caption= Do you hate having meter or something? <br />
|name=Mystic Eyes of Death Perception - Five Scenic Collapse<br />
|linkname=Arc Drive<br />
|input=41236C during MAX/Heat <br />
|data=<br />
{{AttackData-MB <br />
|damage=3500 (3080)<br />
|reddamage=(4761)<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U, LHA<br />
|startup=17+4<br />
|active=2 (35) 5<br />
|recovery=45<br />
|frameAdv=-31<br />
|invuln=Full 1-2, 17-70<br />
|description=Ryougi crouches down, locks on to the opponent with her Mystic Eyes (unblockable), then dashes forward with a series of slashes (blockable). This has non-invulnerable startup before the superflash and a few frames where the opponent can move or jump out before the Eyes activate, so it can easily be jumped out on reaction. Only invulnerable after the superflash, and is hilariously unsafe on block. You have enough time to meaty after it hits, and it forces a sideswitch even in the corner. Ideally you should never use this. <br />
}}<br />
}}<br />
<br />
=== Another Arc Drive ===<br />
{{MoveData<br />
|image=MB_C-Ryougi_AAD.png<br />
|caption=Deadly command grab and incredible reversal<br />
|name=Mystic Eyes of Death Perception - Seven Scenic Demise<br />
|linkname=Another Arc Drive<br />
|input=41236C during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=5000 (4400)<br />
|reddamage=(7936)<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U, LHA<br />
|startup={{Tooltip | text=3+20*| hovertext=Unblockable hitbox active during superflash.}} <br />
|active=5<br />
|recovery=45<br />
|frameAdv=-31<br />
|invuln=Full 1-36<br />
|description=Ryougi freezes the opponent in place with her Mystic Eyes and cuts their lines of Death. Frame 1 unblockable, effectively a full invuln command grab with gigantic range. The opponent has to jump before the superflash. Once the superflash happens, there is no escape. Terrifying reversal and tick throw option with very high damage. With almost 8k red health damage, it effectively turns off your opponent's ability to heal on hit. Forces sideswitch and hard knockdown on hit. Can OTG. <br />
}}<br />
}}<br />
<br />
=== Last Arc ===<br />
{{MoveData<br />
|image=MBFRyougiLA.png<br />
|caption=The strongest Last Arc in the game<br />
|name=Pure Knowledge - Empty Boundaries<br />
|linkname=Last Arc<br />
|input=Grounded EX Shield during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=7000<br />
|reddamage=6860<br />
|proration=N/A<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=0<br />
|active=5<br />
|recovery=26 <br />
|frameAdv=<br />
|invuln=Full 1-8<br />
|description=The move is akin to a throw/uses the throw animation, so it will whiff/cancel/not activate when shielding DPs. If during BLOOD HEAT, a DP is EX shielded, the screen will flash white as if to signal the activation of the Last Arc, but the throw whiff animation will come out instead. Will activate when shielding any projectile, from Hime pillar to Aoko's Arc Drive.<br />
<br />
One of only two Last Arcs (the other being Roa) which ignore Last Arc proration (100% to 50% based on Blood Heat duration).<br />
}}<br />
}}<br />
<br />
== General Gameplan ==<br />
C Ryougi is generally considered the most standard of the 3 moons, due to all of her A normals having rapid fire properties and having a more standard jump in. That being said, she gains a few notable things over said moons: An invincible reversal in the form of Heat on demand, which also increases her survivability when able to heal red health. She also gains an actual jump in button in the form of jB, which is also an incredible button that is used very liberally. C Ryougi wants to use her fast movement and great air buttons to confirm hits and keep you on the ground.<br />
<br />
=== Neutral (to be revised) ===<br />
You should try to use her fast dash alongside her above average length normals to actively harass the opponent's space in neutral.<br />
* jA is key in her air neutral for the particular angle it covers and, like other standard jAs, it's decently safe to whiff due to the low recovery. Get used to confirming this on reaction.<br />
* jB is the most important normal for jump ins. Use the crossup hitbox to get behind the opponent and beat potential anti airs. This alongside her long airdash make her really scary to antiair.<br />
* On the ground, use your dash to get under your opponent and catch them with 5B or 5C. This is one of the main anti air maneuvers and the one you'll use the most.<br />
* 5B in general is a good move, but don't count 2B out, it can low profile some moves, it's super easy to confirm and the low recovery helps a lot.<br />
* Dash 5A can be a good way to check approaching opponents while still representing a hitbox and it helps at halting your dash momentum if you want to.<br />
* Be unpredictable! Her fast airdash and ground speed can help you go from 0 to 100 in neutral. You can play a methodical, patient neutral and suddenly dash into the opponent out of nowhere into a range where 5B is hard to contest.<br />
<br />
=== Offense (WIP) ===<br />
Outside of decently strong rebeat sequences, C-Ryougi has mediocre blockstring pressure, and usually ends up either returning to neutral or playing around the safety of her normals on block to create spacing traps.<br />
<br>Example rebeat sequence: ... > 2C/5C > 5A(w) > ...<br><br />
Cancelling into 5A/2A(w) from 5C is +1, +2 on 2C (earliest possible), -1 on 5BB.<br />
As far as mixup opportunities and resets go; frametraps utilizing her large cancel windows and partial charge 5{C}, redash 2A, IAD jB, the occasional 5[C] or 6[C] unblockable to see if they're awake, or 421X for a crossup safe on block overhead.<br />
<br />
=== Pressure (WIP, revising)===<br />
[[image: Ryougi10.png|frame|right]]<br />
(WIP) Mostly spacing traps utilizing rebeat whiff A normals, and frametraps abusing her very large cancel windows between buttons. Her normals are quite safe on block (2B being -1 is a great example), so they're also suitable for stagger pressure. <br />
*Corner gapless pressure reset example: 5BB > 2B > 2C > 5C > 6C > 236A~236A~236C/~214C > 22C. +8 on block. You have several options:<br />
<br />
*1. Follow up with 2A. Can be made gapless. Generally a decent default option and sets up strike/throw. On shield happy opponents feel free to use 5B or 2B instead. <br />
*2. Jump. If spaced out you can bait and punish bunkers this way. Succeptible to anti-airs, but versus passive opponents opens up an opportunity to present multiple overhead options. <br />
*3. Play passive, look to bait mashing / reversal options and punish. Opponents who jump will usually have to be met with air to airs.<br />
<br />
*Note1: C-Ryougi's rebeat pressure is quite good thanks to having two stubby A normals, they synergize well with her large B and C normals. Unfortunately this means that convincingly dangerous sequences will crank rebeat penalty quite high, and kill her damage output on a successful hit. Returning to neutral is sometimes more beneficial than keeping the opponent locked down and scared to mash. <br />
<br />
*Note2: Ryougi's attacks do a lot of guard bar damage, especially if the enemy's guard quality is low from whiffing shield or dodging. Keep this in mind when running offense, as opponents about to be guard broken will behave more desperately or attempt to EX Guard more. <br />
<br />
*Rekka A Ender is entirely safe on block, and the sequence as a whole can be very slightly delayed. Rekka 1 can be used as a somewhat convincing reset point once you condition opponents to not fuzzy mash with your normal's huge delayable cancel windows. Just keep in mind you're trying to reset someone on -6. <br />
<br />
==== Unblockables ====<br />
C-Ryougi has 5 unblockable moves. Generally pretty gimmicky, but they do lots of red health damage, preventing your opponent from healing up with Heat. Situationally useful. However, they are universally weak to all shield types, as well as spotdodge, backdash, and even mashing (if used in a blockstring). <br />
<br>You cannot combo from hitting an unblockable.<br />
* 5[C] is the fastest unblockable. Active on 31st frame. Lowest reward of all unblockables, as they can airtech out afterwards. This can actually be detremental to Ryougi on hit, as it presents an opportunity for the opponent to escape. <br />
* 6[C] is active on 33rd frame. Ground techable knockdown instead of airtechable like 5[C], overall superior reward on hit. Leads to techtraps. It also has more range than 5[C], and can be spaced to force shield counters to whiff. The animation is very telegraphed compared to 5[C], and the limited cancel options of 6C means you can't threaten partial charge as well as 5{C}.<br />
* 623[A] is active on 38th frame. Mostly used as a gimmicky meaty that loses to stand shield, backdash, spotdodge, and a few reversals. Another knowledge check. <br />
* 623[B] is active on 45th frame. Useless, same properties as 623[A] but slower.<br />
* 623[C] is active on 40th frame. Same properties as 623[A], with insane red health damage. This move actually sucks, and is purely a knowledge check. Opponents who've never seen it before might block thinking the superflash indicates something punishable on block. <br />
<br />
Red Health damage:<br />
* 5[C] and 6[C] do 3000 red hp dmg.<br />
* 623[A] and 623[B] do 3500 red hp dmg.<br />
* 623[C] does a whopping 4500 red hp dmg, but you'll never hit it.<br />
<br />
==== 421 series (To be revised)====<br />
C-Ryougi has a unique 421 series that crosses up and hits overhead. Commonly called "Monke flip" by the community.<br />
<br>This move pretty good as it can be cancelled from normals, and is not easy to punish.<br />
* 421A is the fast version. Active on frame 30. Big drawback is that it is not jump cancellable, making it risky vs shields. You can still special cancel it with j.236C to punish a shield counter, and it will combo into it on hit.<br />
* 421B is slower. Active on 36th frame. Can be jump cancelled. Has a weird airdash restriction, if you started combo/blockstring off of ground dash cancel e.g. dash > 2A, then you will not be allowed to airdash after this move.<br>If you fully recover the dash, then do 2A > 421B > jump cancel, then you can airdash.<br />
* 421C, active on 27th frame (there is some flash freeze, so this is very much reactable). Mainly used as an escape tool from the corner, some starting frames are hit invulnerable.<br />
<br />
==== Okizeme/Setups ====<br />
C-Ryougi has a 50/50 setup in the corner.<br />
<br>It's fairly technical because it's character specific.<br />
<br>The combo string is '''2AAA > 2B > 5BB > 5C > 2C > (delay?) 5A > 236C'''.<br />
<br />
Doesn't work on '''Aoko, Tohno, All Akihas, and Kohaku'''. Always out of the corner.<br />
<br>Always crosses up on '''Kouma, Miyako, Len, WLen.''' Can still be used as a knowledge check.<br />
<br />
Works on rest of the characters, however the delay varies to get crossup or not per character.<br />
<br>The lower the opponent(more delay) before 236C, the bigger the odds that they will be pulled out of the corner.<br />
<br />
C-Ryougi has universal okizeme options to choose from as well. As long as the opponent is airborne you can use 236A~236A~236A and you can manually time a safe jump on every character mid-screen. If they are in the corner you can manually time a super jump forward(29) to meaty them safely.<br />
<br />
Here are some of her okizeme routes from her TKj.236B routes in the corner: <br />
<br />
*'''...>2C > TKj.236B, 5BB > 214A, 2C > 5C > 236C'''<br />
<br />
This route uses meter but gives full you plenty of time to set up a 50/50 in or out of the corner. The hard part is watching the height as some characters float too high and go over Ryougi, so you need to delay your link of the TKj.236B and the 5BB. Do note that the 2C can change which side the opponent is on so be sure to watch carefully, you ''should'' be able to control it if you watch your links and their height.<br />
<br />
*'''...>2C > TKj.236B, 5BB > 214A, 2C > 2A(w) > (2A) > 236A~236A~236A'''<br />
<br />
Does not use meter nor grants a 50/50 but it is her one of her more damaging corner enders without meter. Due to ending in the 236A rekka ender she can super jump after to safe jump. Be wary of the height and timing as the second 2A can whiff sometimes. If the 2A(w) > 2A is too hard feel free to just do 2A into rekka.<br />
<br />
=== Defense ===<br />
* 421C<br />
No invincibility on start up but it gains some soon after so it can be used against certain set ups in pressure to reset back to neutral. If it is shielded it's fine, it can be canceled with jump so you can air block or air dash back to get away. Because it does cross up it does get you out of the corner which can be life saving in some match ups, also the angle it hits at makes it tough to duck under.<br />
<br />
* 214C<br />
Similar to 421C but it has invincibility on start up, but not for very long(frames 1 to 3). Even if shielded you are still able to jump cancel it adding some extra safety. The hitbox is very high and will not hit crouching characters, so if they meaty with a low, long range move you're probably getting punished as their move will recover in time. Can be used to break out similar to 421C as the invincibility on start up is always appreciated. <br />
<br />
* TK j.236C<br />
A rarer but situational reversal option. Due to being a TK input it takes 3 frames minimum before invincibility will activate, and the TK motion can be hard to squeeze out in tight blockstrings, but it is a quick option that is only about -6 with decent push back so not the worst option. It can also be used as a panic option to get someone off of you in the air if they are going to land before you, but do know that while you are strike invincible you are not throw invincible and after the flash you can be gAT out of it still.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
<br />
=== Normal Combos ===<br />
NOTE1: In most of these combos, j236B ender can (and usually should) be swapped for an airthrow to gain oki at the cost of damage. Use 236B should you feel more damage is needed to finish off an opponent.<br />
<br />
NOTE2: Starting a combo with 2B > 5B > 5C usually will improve his damage quite nicely.<br />
<br />
NOTE3: Many times they may not respect the airthrow they may jump or do something else, if you notice that go for damage or use J.22C to get okizeme<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4203<br />
|metergen=101<br />
|metero=30.3<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > 6C > j.BC > (airdash j.C) > sjc > j.BC j.236B/AT<br />
|simput=<br />
|note=Basic combo. Airdash j.C is optional, but its a free damage and is not very hard to do, although may not work on some characters, in which case you should just skip it. Airdash j.C is height specific, and grounded 2C 6C starter allows for it to be a reliable option. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4305<br />
|metergen=136.5<br />
|metero=<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > 6C > 22A/B, 2A > 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=There is a delay between 2C > 5C, this applies for all combos below. Combo gives good meter, but it's arguable if tossing a knife in this combo is worth it.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4334<br />
|metergen=152.3<br />
|metero=47.5<br />
|link=<br />
|input=*2A > 2B > 5BB > 5C > 2C > 6C > 22A/B, 2A > 2C > 623B, 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note= Advanced combo for more damage, but is impractical for the damage gained. Does not work with more than 1x 2A, because opponent lands before 623B due to gravity. Might be char specific.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=4760<br />
|metergen=94.8 - 100<br />
|metero=42.5<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 236A~236A~236C > 214C > j.A(w), land 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=The opponent has to be on the ground when you start the Rekkas, or else "236C" will not hit.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter, far from corner<br />
|character=<br />
|damage=5142<br />
|metergen=99.1 - 100<br />
|metero=45.5<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 236A~236A~236C > 22C, 214A > 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Needs to be done far away from the corner. Good damage. Delay between 22C and 214A is key for consistency. Try adding micro walk back before 2C to make it not hit behind and whiff 5C. Otherwise 2C > 5C can be changed to 2C > 2B.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 150% meter<br />
|character=<br />
|damage=6124<br />
|metergen= 55.8 - 150<br />
|metero=49.4<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 63214C~[8 > (delay > 6~8)x3 > 4(whiff)] > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Great damage. Can be used if you started combo with 120 meter. <br />
}}<br />
}}<br />
<br />
=== Corner Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4577<br />
|metergen=119.5<br />
|metero=36.9<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 214A > 2A > 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Corner combo for damage. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=3962<br />
|metergen=53 - 100<br />
|metero=20.3<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 214A > 2A > 2C > 236C<br />
|simput=<br />
|note=Corner combo with meter, less damage but good okizeme. Depending on the delay between 2C and 236C you can force opponent be in the corner, or slightly out of it. So air dashing over them after 236C is a left/right mixup and then land > 2A is a left/right mixup. Might be character specific.<br />
}}<br />
}}<br />
<br />
=== Tigerknee Corner Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4449<br />
|metergen=111.5<br />
|metero=33.4<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > 6C > TK j.236B > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Basic version, easy to execute.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4651<br />
|metergen=115<br />
|metero=35.6<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > TK j.236B, 5BB > 214A > j.BC > j.BC > j.236B<br />
|simput=<br />
|note=Advanced version, "5BB" link is tricky.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4948<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=*2AA > 2B > 5B > 5C > TK j.236B, 5BB > 214A > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=More advanced BnB. Doesn't work with 3x 2A. Also, instead of j.BC j.ABC you can also do j.C dash j.C j.BC. It will bump damage to 5004.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=5446<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=*2AA > 2B > 5B > 5C > TK j.236B, 5C 5BB > 214A > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Optimised BnB. Second 5C is a just frame, and a difficult one at that. Difficult because 5C can also be held, increasing it's startup.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=4715<br />
|metergen=86 - 100<br />
|metero=29.1<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > TK j.236B, 5BB > 214A, 2C > 236C <br />
|simput=<br />
|note=Meter version, okizeme. Sometimes 2C will hit behind, so will need to do 214C to get 236C, it will still hit.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=2B starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=5787<br />
|metergen=80<br />
|metero=36.8<br />
|link=<br />
|input=*2B > 5B > 5C > 236A~236A~236C > 22C > 5C > TK j.236B > j.BC > j.BC > j.236B<br />
|simput=<br />
|note=Ultra optimized version with a high degree of difficulty I think, you have little time to link the 5C after having used the 22C, you also have little time to connect the JB after the TK<br />
}}<br />
}}<br />
<br />
==== J.22C Combo Pre Enders ====<br />
The J.22C is a very good pre ender to continue the pressure after a combo.<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=From air combo, Knife, 100% meter<br />
|damage=Combo dependent<br />
|metergen=<br />
|metero=<br />
|input= *Air Combo > j.22C, 2C > 236A~236A~236A<br />
|simput=<br />
|note=Rekka ender for okizeme, Be careful with different types of reversal<br />
<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=From air combo, Knife, 100% meter<br />
|damage=Combo dependent<br />
|metergen=<br />
|metero=<br />
|input= *Air Combo > j.22C, 2C > 236C<br />
|simput=<br />
|note=236C ender, great okizeme option, you will have a lot of advantage thanks to the HKD<br />
<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=From air combo, Knife, 100% meter<br />
|damage=Combo dependent<br />
|metergen=<br />
|metero=<br />
|input= *Air Combo > j.22C, 2C > 623A<br />
|simput=<br />
|note=623A Ender, Similar to 236C it will give you good Okizeme but be careful with the different types of reversal<br />
}}<br />
}}<br />
<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=c&p1char=ryougi C-Ryougi Match Video Database]<br><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="120"|Name!! width="44"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
|-<br />
| [https://mbaacc.melty.games/?p1moon=c&p1char=ryougi&p1name=ieda%20(%E3%81%84%E3%81%88%E3%81%A0) ieda<br>(いえだ)]|| style="text-align:center;"| <br />
[[File:MBAACC_Ryougi_Color10.png|Color|39px]] <br />
| Japan || KorewaMelty || Inactive || <br />
|-<br />
| [https://mbaacc.melty.games/?p1moon=c&p1char=ryougi&p1name=Rymaru Rymaru]|| style="text-align:center;"| <br />
[[File:MBAACC_Ryougi_Color01.png|Color|39px]] <br />
| Brazil || Netplay || Active || <br />
|-<br />
| [https://mbaacc.melty.games/?p1moon=c&p1char=ryougi&p1name=taico-+%28%E3%81%9F%E3%81%84%E3%81%93%29 taico-<br>(たいこ)]|| style="text-align:center;"| <br />
[[File:MBAACC_Ryougi_Color15.png|Color|39px]] <br />
| Japan || Play Spot BIG ONE 2nd || Active ||<br />
|-<br />
| [https://mbaacc.melty.games/?p1name=Riv_Lv Riv_Lv]|| style="text-align:center;"| <br />
[[File:Ryougi_Color2.png|Color|48px]] <br />
| North America || Netplay || Active || Up and coming LAN player showing rapid improvement. Very aggressive and scramble-heavy playstyle. Found in the [https://discordapp.com/invite/33cskPv main Discord]<br />
|}<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Shiki Ryougi]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=292011Melty Blood/MBAACC/Roa/Full Moon2023-12-06T14:37:50Z<p>EikaMikiku: /* The 214C tech trap */</p>
<hr />
<div>{{TOClimit|3}}<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=f&p1char=roa F-Roa Match Video Database]<br><br />
[https://drunkardshade.com/2015/07/28/melty-bits-f-roa-2/ Melty Bits: F-Roa]<br><br />
[https://www.youtube.com/watch?v=LPjAiGnoC64&feature=youtu.be F-Roa Basics] by TexasTim <br><br />
[https://youtu.be/93XUyyBZxUs?si=c08yIBPYLkwdw-jk F-Roa Okizeme] by TexasTim, check comments for extra notes <br><br />
[https://www.youtube.com/watch?v=1n2crRmrDtY F-Roa Sandori Okizeme] by Irysa<br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name!! width="80"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
|-<br />
| [http://mbaacc.melty.games/?page=2&p1moon=f&p1char=roa&p1name=anjin+%28%E3%81%82%E3%82%93%E3%81%98%E3%82%93%29 anjin]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color01.png|Color|75px]] <br />
| Japan || A-cho || Inactive || A player with a tendency to go for more stylish options, often going for tech trap combos.<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=f&p1char=roa&p1name=nouburu%20(%E3%83%8E%E3%83%BC%E3%83%96%E3%83%AB) nouburu]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color07.png|Color|75px]] <br />
| Japan || A-cho || Inactive || A solid F-Roa player who makes smart use of his buttons and mobility to keep the opponent locked down.<br />
|-<br />
|}<br />
<br />
== Overview ==<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
[[File:MBAACC_Roa_Face.png]] '''F-Roa''' is a basic character with a fairly balanced toolkit.<br />
|pros=<br />
*'''Agile''': His dash and airdashes are very quick, allowing you to reposition yourself the way you'd like in a flash. His dash IAD, notably, can go nearly full screen in less than a second if done right. <br />
*'''BIG Hitter''': His okizeme BNB deals a good amount of damage, and his damage BNB paired with a jump in can get very close to 6k. Using Arc Drive in his combos will lead to even more absurd damage. Two to three mixups is more than enough to get a round off a large portion of the cast.<br />
*'''Mixup Potential''': Everytime he gets a knockdown he can set up a mixup situation, either from a sandoori situation in the midscreen, or a safejump with a lot of branching mixup paths in the corner. Refer to TexasTim and Irysa's guide<br />
*'''Straightforward''': He has a simple gameplan, simple specials, simple plus frame normals, simple pressure, simple okizeme, simple execution combos, etc. Learn F-Roa's most optimal techs in 30 minutes or your money back, guaranteed.<br />
|cons=<br />
*'''Straightforward to a Fault''': Being a very simple character, it can be hard to be unpredictable or have a varied gameplan. <br />
*'''High Startup on Dash''': Although his dash is fast once it gets going, the high startup on it makes it difficult to make quick adjustments to positioning.<br />
*'''Tall airdash hurtbox''': Rare con, but it's very real. Most 5A's will hit you at heights you don't expect. F-Roa players have to be aware of their big hurtbox when air dashing around.<br />
|tablewidth=80<br />
}}<br />
<br />
== General Gameplan ==<br />
F-Roa is a basic character with basic tools. It's both a boon and a bane. It's easy for a decent player to perform well with him, but he only has so many tools to work with and can be easy to read if you're not creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent.<br />
<br />
=== Neutral ===<br />
His movement and specials are key. You can control space, namely with j.[C], 214A/B, j.236A/B and 2B. For air to air situations, you have a strong j.A, plus j.B which has nice range. F-Roa can also opt to rush down the opponent with airdashes and fast buttons; dashing forward before jumping extends his airdash momentum enough for him to traverse the entire screen with it. Otherwise, keeping the opponent jailed with 214A/B and aerial buttons is not a bad idea, but contains inherent risks if they make it past you. Basically, F-Roa has four special moves and you can try mixing up approaches and ways of playing just using those and his buttons, but he's not exactly amazing at anything.<br />
<br />
=== Pressure/Okizeme ===<br />
F-Roa's pressure is very stagger heavy, with plus buttons (2A, 5B, 2B) that have a good cancel window, 214A and 236B which are 0 on block, a 236[B] which resets your pressure if your opponent respects you, and an extremely fast redash. Use these tools in blockstrings and mix it up. You can start to use the 236[B] for better mix ups, but do so at your own risk, as mashing beats it cleanly. His j.[C] also has massive disjoint which, paired with the ability to half charge, can make a scary situation where you either do j.{C} and hit them with an overhead, or fully charge j.[C], which doesn't come out due to Roa landing, and then hit them with a low or throw. This is especially scary, considering the lack of a charge flash visual or audio cue on j.[C].<br />
<br />
F-Roa's okizeme can be scary, as you can get a mixup pretty much anywhere from your BnB. If you use meter for 236C, you can enforce a mixup between same side overhead/low, crossup overhead/low, or throw, the latter being a good option as F-Roa can combo from his throw in the corner for 3k damage.<br />
<br />
=== Defense ===<br />
F-Roa has a serviceable defensive toolkit with some unique tools at his disposal. 2A is a classic abare tool, aided by it's 3F startup. 623B is an ok DP with an ender that sets up a meaty. 623C has 2+0f startup, allowing it to beat non F moon safejumps and his 214C blows up a lot of otherwise safe okizeme, like Hime pillar oki. j.236C will also beat many things when used as a cancel. His Heat activation box is good, but on the flipside, you can't IH anything except 236A. He mostly has to stick to solid defensive fundamentals: be patient, keep EX guarding, and wait for an appropriate time to jump out or punish your opponent overcommitting.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
<br />
=== Normal Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage= 3897<br />
|metergen= 56.8%<br />
|metero= 18.9%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A, 6C > 214A<br />
|simput=<br />
|note= Basic BnB oki combo. Allows OTG followup anywhere.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage= 4333<br />
|metergen= 64.9%<br />
|metero= 21.6%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A, 6C > 623A/B/C <br />
|simput=<br />
|note= Hard knockdown combo with 623X.<br><br />
Allows for meaty B and C normals and IAD pressure to start, but no slide oki.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage= 5242<br />
|metergen= 74.8%<br />
|metero= 24.9%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A, 6C > j.BC > dj.BC > AT/j.236C<br />
|simput=<br />
|note=Your main damage BnB.<br><br />
If you use too many 2A, or hit any of the B normals at tip range, 214A might whiff.<br>In that case you can either do only one hit of 5C or use 214B instead.<br><br />
The j.236C ender adds about 200 damage. Midscreen, it lets the opponent air tech and doesn't lead to anything. In the corner, however....<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Raw Airthrow starter<br />
|character=<br />
|damage= 3097<br />
|metergen= 42.3%<br />
|metero= 14.1%<br />
|link=<br />
|input= *gAT, 2B > 6C > j.BC > dj.BC AT<br />
|simput=<br />
|note= Universal airthrow combo.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Counterhit starter, airborne opponent<br />
|character=<br />
|damage= 3865<br />
|metergen= 51.3%<br />
|metero= 17.1%<br />
|link=<br />
|input= *Any counterhit (except multihit specials and 214A/B), 2C > 6C (> j.BC > dj.BC > AT) OR (> 214A)<br />
|simput=<br />
|note= This is the most practical conversion. Allows for damage or oki. But if you want even more damage....<br><br />
Damage and meter gain calculated off a j.C counterhit with AT ender.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Counterhit starter, airborne opponent<br />
|character=<br />
|damage= 4523<br />
|metergen= 40.2%<br />
|metero= 13.4%<br />
|link=<br />
|input= *Any counterhit (except multihit specials and 214A/B), 5B > j.BC > dj.BC > AT<br />
|simput=<br />
|note= This is the most damaging conversion. The damage gain skyrockets off certain counterhits, such as j.C. If you time 5B to hit when the opponent is as close to the ground as possible, you can do j.B[C] > dj.BC > AT for a small damage boost.<br><br />
The reason why you don't do this everytime is that it can be hard to land in certain situations, and sacrifices all your possible oki for damage<br><br />
(unless you do 5B > 6C > 214A, but at that point the damage gain is miniscule and 6C needs delay on certain chars, also 214A might whiff in the corner, well you get the idea.<br><br />
Damage and meter gain calculated off a j.C counterhit.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Counterhit 214A/B starter, grounded opponent<br />
|character=<br />
|damage= 3831<br />
|metergen= 53.1%<br />
|metero= 17.7%<br />
|link=<br />
|input= *CH 214A/B, 2C > 6C (> j.BC > dj.BC > AT) OR (> 214A)<br />
|simput=<br />
|note= Same as the usual conversion, except the damage boost from 5B is 200 damage at best with j.B[C], so doing this conversion is recommended.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Counterhit 236A starter, grounded opponent<br />
|character=<br />
|damage= 5599<br />
|metergen= 53.1%<br />
|metero= 17.7%<br />
|link=<br />
|input= *CH 236A > IAD j.C > 5B > 2B > 5C > 6C > 214A(, sj9.BC > dj.BC > AT) OR (, 6C > 214A) <br />
|simput=<br />
|note= Extremely rare 236A ground counter hit, pretty difficult to pull of and even more difficult to react to a 236A counterhit midgame.<br><br />
This is here only to show that this is possible, use at your own discretion. However there is exists a relatively practical use for this, and that is shield! If you shield something punishable with a counterhit, you can do this as your shield combo!<br><br />
Still it requires not only shielding, but shielding a specific move, and then pulling off a difficult combo.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Shield counter starter<br />
|character=<br />
|damage= 2884<br />
|metergen= 53.1%<br />
|metero= 16.2%<br />
|link=<br />
|input= *5D > 236D (Air OK), 2C > 6C (> j.BC > dj.BC > AT) OR (> 214A)<br />
|simput=<br />
|note= Your universal shield counter combo. Don't even think of trying 5B on this one, it gives less damage.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Shield counter starter, Nero only<br />
|character=<br />
|damage= 3593<br />
|metergen= 99.1%<br />
|metero= 31.3%<br />
|link=<br />
|input= *5D > 236D, 2C, slight delay (2A > 2C)x4 > delay 6C > j.B[C] > dj.BC > AT<br />
|simput=<br />
|note= Nero exclusive shield counter combo. Great reward for the effort.<br> The higher the opponent was when hit by 236D, the more you need to delay the first 2C. You should aim to make it land in the later active frames, allowing you to recover and link 2A in time. If you don't delay it enough, the opponent may be too high after the first loop, and the second loop's 2C will whiff, so you'll have to adapt on the fly and delay that. It's easier than it sounds.<br> Is possible on other chars, but requires perfect 2C timing and delaying other buttons, and the reward is not worth the effort.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Counterhit 236B starter, grounded opponent<br />
|character=<br />
|damage= 5599<br />
|metergen= 53.1%<br />
|metero= 17.7%<br />
|link=<br />
|input= *CH 236B (>IAD j.C) > 5B > 2B > 5C(only one hit if IAD j.C omitted) > 6C > 214A(, sj9.BC > dj.BC > AT) OR (, 6C > 214A) <br />
|simput=<br />
|note= Virtually the same as the CH 236A combo, except you can omit the IAD j.C if it's too hard and link straight into 5B, but in that case you'll have to do only one hit of 5C or 214A will whiff.<br>236B counter hit happens a lot more than 236A, so this is practical.<br />
}}<br />
}}<br />
<br />
=== Metered Combos ===<br />
To start off, you should know that F-Roa doesn't really have any combos that can only be done with meter, except for arc drive combos. Your main tool for metered combos is 236C, which can be used after every 214 knockdown in combos to either extend an oki combo for more damage and save that oki, to corner carry from the other end of the stage, to setup mixups, you get it.<br>However, 214X > 236C makes the EX cancel proration kick in which hurts the damage more the longer your combo after 236C is. To mitigate that, do 5C(1) > 6C > 214A, dl 236C instead. This will net more damage overall and especially in AD and MAX combos. It will fail to combo if you have too many normals (up to two 2A's work/j.X > B normals work), or if you are too far.<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character= <br />
|damage= 4820<br />
|metergen= -55.8%<br />
|metero= 29.8%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A, 6C > 214A, 236C, (66) > 2C > 6C > 214A <br />
|simput=<br />
|note= This is the basic oki BnB, extended with the use of 236C.<br>Depending on the distance to the other side of stage, you may need to adjust your followup. If you are too far for 2C to hit, you may use the second hit of 5C as the dash momentum will carry it very far. If it still wouldn't reach, you can 214B, or you can 66 IAD j.C > dj.BC > AT.<br>If you are doing this in the corner, it will sideswitch. After that some characters may require a walk forward after 236C, notably Aoko. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character= <br />
|damage= 5340<br />
|metergen= -34.7%<br />
|metero= 35.8%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A, 6C > 214A, 236C, 66 > 2C > 6C > j.BC > dj.BC > AT<br />
|simput=<br />
|note= The same combo, but with the damage route. Does a little bit more damage than the meterless BnB, so only worth going into if you want to dump meter, or corner carry.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, MAX mode<br />
|character= <br />
|damage= 6119<br />
|metergen= -all<br />
|metero= 24%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > IH, 5C > 6C > 214A, 6C > 214A > AD<br />
|simput=<br />
|note= Easy IH combo.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, Blood heat<br />
|character= <br />
|damage= 7915<br />
|metergen= -265.7%<br />
|metero= 31.8%<br />
|link= <br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A > dl 236C > (66)2C > AAD, 2C > dl 6C > j.B[C] > dj.BC > AT<br />
|simput=<br />
|note= AAD Combo. Due to AAD not hitting OTG, this is the close to optimal AAD route.<br />
}}<br />
}}<br />
<br />
=== The 214C tech trap ===<br />
This tech trap requires you to have at least 100 meter.<br><br />
214C hits vertically, but it does have a limit to height. So judge yourself which setups you want to go for.<br><br />
214C is air unblockable and unshieldable, and has 54 active frames.<br><br />
214C deals around 1800 damage. Even if the opponent doesn't tech this will stack about 300 damage to your combo.<br />
<br />
There is a way for the opponent to tech in the air, and be safe (even punish the 214C). They would have to neutral air tech super close to ground. Then they will be able to land during air neutral tech iframes and block.<br><br />
However, it is hard to do. And depending on what followup F-Roa goes for, it might not matter, as either 214C will hit them while falling, or 5A will catch them before they can reach that air tech.<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=100% meter, Corner<br />
|character= <br />
|damage= 5038 + ~1800<br>Invalid 5808<br />
|metergen=92.8%<br />
|metero=30.9%<br />
|link=<br />
|input= *2AA > 5B > 2B > 5C > 6C > 214A, 6C > j.BC > slight delay > dj.C > j.236B (3 hits), land 214C<br><br />
*2AA > 5B > 2B > 5C > 6C > 214A, 6C > j.BC > slight delay > dj.C > j.236B (3 hits), land 5A 6C 623B<br />
|simput=<br />
|note=The tech catch.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=100% meter, Corner<br />
|character= <br />
|damage= 2962 + ~1800<br>4282 (105% meter!)<br />
|metergen=92.8%<br />
|metero=30.9%<br />
|link=<br />
|input= *Throw > 2A > 2C > delay > 6C > 236B > neutral jump > j.BC > land > 214C<br />
*Throw > 2A > 2C > delay > 6C > 236B > neutral jump > j.BC > land > 2C 6C 214A > dash > 2AAAAAA 5B 2B 2C<br />
|simput=<br />
|note=The tech catch from a throw. People will very likely tech there. OTG route gives 105% meter <br />
}}<br />
}}<br />
<br />
=== Corner throw combo ===<br />
After a throw in the corner, you have 1 frame to link a 2a. That's the gist of it. It's very difficult, but worth it if you really like F-Roa. Every throw in the corner gets you around 3k damage with AT ender, or less if you want to use the oki ender. You can also use EX moves to add more damage to the combo or setup oki.<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition= Corner throw<br />
|character= <br />
|damage= 3327<br />
|metergen= 38.7%<br />
|metero= 12.9%<br />
|link=<br />
|input= *Throw, 2A > (2C) > 6C (> j.BC > dj.BC > AT) OR (> 623X)<br />
|simput=<br />
|note= Universal throw combo. The 2C needs to be instant on most chars. If you want maximum damage when using 236C and AD, you should, as always, avoid 214A > 236C as it really hurts the proration, and instead do 2A > 236C or 2C > 236C. The link may or may not be easier on some chars, needs testing. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Corner throw<br />
|character= <br />
|damage= 1937<br />
|metergen= 17.1%<br />
|metero= 5.7%<br />
|link=<br />
|input= *Throw, 623X<br />
|simput=<br />
|note= The one you do when you can't do or don't want to the the combo above.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Corner throw, Nero only.<br />
|character= <br />
|damage= 4172<br />
|metergen= 92.7%<br />
|metero= 30.9%<br />
|link=<br />
|input= *Throw, 2A > 2C, slight delay (2A > slight delay 2C)x3, 2AA > 2C > 6C (> j.BC > dj.BC > AT) OR (> 623X)<br />
|simput=<br />
|note= Nero exclusive corner throw 2A 2C loops. Amazing DMG and meter gain. This may be possible on other chars (100% on neco) but very hard and you might be able to do the loop only once, making the effort not worth the reward.<br />
}}<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_5A.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=202<br />
|proration=75% (O)<br />
|circuit=2.7% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=LH<br />
|startup=5 <br />
|active=4 <br />
|recovery=5 <br />
|frameAdv=3 <br />
|invuln= <br />
|description=Standard standing jab. Does hit crouching opponents.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_5B.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|data= <br />
{{AttackData-MB <br />
|damage=670 <br />
|reddamage=545<br />
|proration=90% <br />
|circuit=6.03% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=9 <br />
|active=4 <br />
|recovery=10 <br />
|frameAdv=1 <br />
|invuln= <br />
|description=Hits low and moves Roa forward a bit. Mostly used in combos or frame traps off of 2A.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_5C.png<br />
|caption=<br />
|name=5C<br />
|linkname=5C<br />
|data= <br />
{{AttackData-MB<br />
|damage=400, 550 (825)<br />
|reddamage=575<br />
|proration=80% (O), 90% (M)<br />
|circuit=3.6%, 4.95% (8.55%)<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=9 <br />
|active=3 (10) 7 <br />
|recovery=14 <br />
|frameAdv=-16, -3 ~ 0<br />
|invuln= <br />
|description=2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing. If you space incorrectly, the 2nd hit of 5C will whiff, and you will question your life choices.<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ==== <br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_2A.png<br />
|caption=<br />
|name=2A<br />
|linkname=2A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=202<br />
|proration=75% (O)<br />
|circuit=2.7% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=L <br />
|startup=4 <br />
|active=4 <br />
|recovery=5 <br />
|frameAdv=3 <br />
|invuln= <br />
|description=Hits low. fast, but short ranged.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_2B.png<br />
|caption=<br />
|name=2B<br />
|linkname=2B<br />
|data= <br />
{{AttackData-MB <br />
|damage=600 <br />
|reddamage=505<br />
|proration=80% (O)<br />
|circuit=6.3% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L <br />
|startup=6 <br />
|active=4 <br />
|recovery=10 <br />
|frameAdv=1 <br />
|invuln= <br />
|description=A F-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_2C.png<br />
|caption=<br />
|name=2C<br />
|linkname=2C<br />
|data= <br />
{{AttackData-MB <br />
|damage=900 <br />
|reddamage=707<br />
|proration=55% (O)<br />
|circuit=8.1% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L <br />
|startup=9 <br />
|active=11 <br />
|recovery=13 <br />
|frameAdv=-6 <br />
|invuln= <br />
|description=A short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_jA.png<br />
|caption=<br />
|name=j.A<br />
|linkname=j.A<br />
|data= <br />
{{AttackData-MB <br />
|damage=250 <br />
|reddamage=151<br />
|proration=75% (O)<br />
|circuit=2.25% <br />
|cancel=SE, N, SP, EX, J<br />
|guard=HA<br />
|startup=6 <br />
|active=4 <br />
|recovery=10 <br />
|frameAdv=- <br />
|invuln= <br />
|description=Quick hand jab, fast with poor range, decent for a quick air-to-air.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_jB.png<br />
|caption=<br />
|name=j.B<br />
|linkname=j.B<br />
|data= <br />
{{AttackData-MB <br />
|damage=700 <br />
|reddamage=505<br />
|proration=90% <br />
|circuit=6.3% <br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=8 <br />
|active=4 <br />
|recovery=- <br />
|frameAdv=- <br />
|invuln= <br />
|description=Good range kick that hits slightly above Roa.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_jC.png<br />
|image2=MB_F_Roa_jC_Charged.png<br />
|caption=<br />
|name=j.C<br />
|linkname=j.C<br />
|input=j.[C]<br />
|data= <br />
{{AttackData-MB <br />
|version=j.C<br />
|damage=1000 <br />
|reddamage=808<br />
|proration=90% (O)<br />
|circuit=7.2% <br />
|cancel=SP, EX, J<br />
|guard=HA<br />
|startup=8 <br />
|active=6 <br />
|recovery=- <br />
|frameAdv=- <br />
|invuln= <br />
|description=Roa attempts Storm’s jump fierce. This is a great air normal, if a bit slow.<br />
}}<br />
{{AttackData-MB <br />
|version=j.[C]<br />
|damage=1300 <br />
|reddamage=1111 <br />
|proration=90% (O)<br />
|circuit=9.0% <br />
|cancel=SP, EX, J<br />
|guard=HA<br />
|startup=19 <br />
|active=13 <br />
|recovery=- <br />
|frameAdv=- <br />
|invuln= <br />
|description= F-Roa's signature move. Possesses amazing amounts of disjoint, letting it beat just about anything if angled right. Can hit crossup. There is no charge flash, making high/low half-charge mixups harder to react to.<br />
}}<br />
}}<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_6C.png<br />
|caption=<br />
|name=6C<br />
|linkname=6C<br />
|data= <br />
{{AttackData-MB <br />
|damage=1000 <br />
|reddamage=808<br />
|proration=65% (O)<br />
|circuit=9.0% <br />
|cancel=SP, EX, (J)<br />
|guard=LH<br />
|startup=12 <br />
|active=5 <br />
|recovery=16 <br />
|frameAdv=-3 <br />
|invuln= <br />
|description=Long arm strike, great range and moves forward.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_Throw.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=4/6A+D<br>(~2)<br />
|data=<br />
{{AttackData-MB<br />
|version=Neutral<br />
|damage=1000<br />
|reddamage=404<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=-<br />
|invuln=<br />
|description=Roa has a very solid ground throw. A strong tool to mix with occassionally and complement your high/low or plus on block moves, especially in the corner.<br />
<br />
*If they don't tech, you can otg into relaunch with 236C.<br />
*Techable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214A or B lightning.<br />
*If you throw the opponent right in the corner, you can pick up a guaranteed combo with either 623b (for decent oki) or 2a into a followup combo (for very good damage off of a throw)<br />
}}<br />
{{AttackData-MB<br />
|version=~2<br />
|damage=800<br />
|reddamage=404<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=<br />
|description=You can also press 2 during his throw to ground them right next to you for untechable knockdown.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_Airthrow.png<br />
|caption=<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.4/6A+D<br />
|data=<br />
{{AttackData-MB<br />
|damage=1600 (Raw)<br>1200 (Ender)<br />
|reddamage=606<br />
|proration=100%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=-<br />
|invuln=<br />
|description=OTG-able ground bounce when done raw, untechable knockdown as a combo ender.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Counter</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_SC.png<br />
|image2=MB_H_Roa_jSC.png<br />
|caption=<br />
|name=Shield Counter<br />
|input=236D after a successful Shield (Air OK)<br />
|linkname=Shield Counter<br />
|data=<br />
{{AttackData-MB<br />
|version=Standing<br />
|damage=500 (345)<br />
|reddamage=202<br />
|proration=45%<br />
|circuit=4.5%<br />
|cancel=(SP), (EX), (J)<br />
|guard=LHA<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=<br />
|description=Same animation as 5C(1).<br />
}}<br />
{{AttackData-MB<br />
|version=Aerial<br />
|damage=500 (345)<br />
|reddamage=202<br />
|proration=45%<br />
|circuit=4.5%<br />
|cancel=<br />
|guard=HA<br />
|startup=9<br />
|active=4<br />
|recovery=<br />
|frameAdv=16 (Max)<br />
|invuln=<br />
|description=Same animation as H-Moon j.B.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Bunker<br />
|damage=500 <br />
|reddamage=202<br />
|proration=100% <br />
|circuit=0.0%<br>(-50.0% in blockstun)<br />
|cancel=<br />
|guard=LHA <br />
|startup=26<br />
|active=4 <br />
|recovery=19<br />
|frameAdv=-5 <br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=202<br />
|proration=100%<br />
|circuit=0.0%/-50.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=Similar to 6C.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Blood Heat</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_ABC.png<br />
|caption=<br />
|name=Blood Heat<br />
|linkname=Blood Heat<br />
|input=A+B+C during MAX<br />
|data= <br />
{{AttackData-MB <br />
|damage=100<br />
|reddamage=0<br />
|proration=100% <br />
|circuit=uses all<br />
|cancel=<br />
|guard=U<br />
|startup=19<br />
|active=3<br />
|recovery=18<br />
|frameAdv=<br />
|invuln=Full 1-18<br />
|description=One of the larger heat activations out there.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_CSpark.png<br />
|image2=MB_C_Roa_CSpark_Air.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=A+B+C during hitstun/blockstun at MAX<br />
|caption=<br />
|data= <br />
{{AttackData-MB<br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
<br />
=== Special Moves ===<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_236A.png<br />
|image2=MB_F_Roa_236B.png<br />
|image3=MB_F_Roa_236B_BE.png<br />
|image4=MB_F_Roa_236C.png<br />
|caption=A<br />
|caption2=B<br />
|caption3=[B]<br />
|caption4=EX<br />
|name=Funeral Fire Grab <br>(EX: Burial Big Bite)<br />
|linkname=236X<br />
|input=236A/B/[B]/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1000<br />
|reddamage=808<br />
|proration=70% (O)<br />
|circuit=9.0% <br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=15<br />
|active=3<br />
|recovery=20<br />
|frameAdv=-5<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1000<br />
|reddamage=808<br />
|proration=70% (O)<br />
|circuit=9.0% <br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=21<br />
|active=3<br />
|recovery=15<br />
|frameAdv=0<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[B]<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=28| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=* An upward ground slash. All versions are air-unblockable. <br />
<br />
A and B versions can be canceled by any EX move or Arc Drive, and jump on hit.<br><br />
B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1000*2 (1677)<br />
|reddamage=(1355)<br />
|proration=70% (O), 80% (M)<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=LH<br />
|startup=4+6<br />
|active=2 (10) 3<br />
|recovery=23<br />
|frameAdv=-20, -8<br />
|invuln=<br />
|description=EX version hits twice, wall bounces, and can be combo’d after in the corner.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_623A.png<br />
|image2=MB_H_Roa_623B.png<br />
|image3=MB_H_Roa_623C.png<br />
|image4=MB_F_Roa_623X_Hit.png<br />
|caption4=Followup on hit<br />
|name=Crushing Rising Thunder<br />
|linkname=623X<br />
|input=623A/B/C <br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=400*2, 700 (1317)<br />
|reddamage=(1059)<br />
|proration=100%, 90% (O)<br />
|circuit=2.7%, 9.0%, 6.3% (18.0%)<br />
|cancel=<br />
|guard=LH<br />
|startup=5<br />
|active={{Tooltip | text=7| hovertext=4, 3}}<br />
|recovery=42<br />
|frameAdv=-31, -27<br />
|invuln=<br />
|description=*Dragon punch. Goes off the ground at a 45 degree angle. All versions have an automatic followup on hit which causes untechable knockdown.<br />
<br />
A version is air-unblockable with no invincibility.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=400*4, 700 (1926)<br />
|reddamage=(1516)<br />
|proration=100%, 90% (O)<br />
|circuit=2.7%*4, 6.3% (17.1%)<br />
|cancel=<br />
|guard=LH (1), LHA (2-4)<br />
|startup=4 <br />
|active={{Tooltip | text=12| hovertext=4, 4, 2, 2}}<br />
|recovery=46<br />
|frameAdv=-40, -36,<br>-32, -30<br />
|invuln=Full 1-5<br />
|description=B version is air-blockable after the first hit and has invincibility until after the first 2 active frames.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=350*7, 700 (2471)<br />
|reddamage=(2139)<br />
|proration=100%, 90% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=2+0<br />
|active={{Tooltip | text=25| hovertext=4 x5, 2, 3}}<br />
|recovery=44<br />
|frameAdv=-58 (min)<br />
|invuln=Full 1-4<br />
|description=EX version is fully air unblockable, with some invicibility during active frames like B version.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_214AB.png<br />
|image2=MB_F_Roa_214C.png<br />
|caption=<br />
|name=Secret Thunder Needle <br>(EX: Thunder Snake Ghostly Festival)<br />
|linkname=214X<br />
|input=214A/B/C <br />
|data=<br />
{{AttackData-MB<br />
|version=A / B<br />
|damage=1000<br />
|reddamage=808<br />
|proration=70% (O)<br />
|circuit=9.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=16<br />
|active=8<br />
|recovery=14 / 16<br />
|frameAdv=0 / -2<br />
|invuln=<br />
|description=* Lightning bolt strikes in a vertical column in front of Roa. Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
<br />
A version hits close, but not directly in front of Roa, B hits a little further out. Air blockable, and same damage between the two.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=300*N<br />
|reddamage=202*N<br />
|proration=95% (M)*N<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=3+7<br />
|active=54<br />
|recovery=40<br />
|frameAdv=-29 ~ -22<br />
|invuln=Full 1-81<br />
|description=EX version is air-unblockable, unshieldable, invincible, and punishable on block. It can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less than 2k damage.<br />
}}<br />
}}<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_j236A.png<br />
|image2=MB_H_Roa_j236B.png<br />
|image3=MB_H_Roa_j236C.png<br />
|caption=<br />
|name=Brilliant Impetus - Ghost Tail<br />
|linkname=j.236X<br />
|input=j.236A/B/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=800<br />
|reddamage=505<br />
|proration=75% (O)<br />
|circuit=7.2%<br />
|cancel=(EX), (J)<br />
|guard=LHA<br />
|startup=12<br />
|active=3<br />
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}}<br />
|frameAdv=3 (TK)<br />
|invuln=<br />
|description=* Electricity surrounds Roa in the air. All versions air-blockable with some utility as anti air. Safe on block and can be canceled before the hit by landing on the ground. Can hit on both sides allowing for cross ups. Has some sort of vacuum on block.<br />
<br />
A version gives advantage if TK’ed close to the ground. <br />
Combos into 5A if done as low as possible to the ground, or alternatively, 623X, if done a bit higher than 5A height. <br />
<br />
A and B versions also retain air options on hit.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=700*3 (1579)<br />
|reddamage=(910)<br />
|proration=75% (O)<br />
|circuit=6.3%*3 (18.9%)<br />
|cancel=EX, J<br />
|guard=LHA<br />
|startup=15<br />
|active=3 (3) 3 (3) 3<br />
|recovery={{Tooltip | text=9| hovertext=Landing recovery.}}<br />
|frameAdv=-1 (TK)<br />
|invuln=<br />
|description=B versions hits three times. Also retains air options on hit.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=400*6 (1591)<br />
|reddamage=(1204)<br />
|proration=75% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=3+11<br />
|active={{Tooltip | text=12| hovertext=2 x6}}<br />
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}}<br />
|frameAdv=5 (TK)<br />
|invuln=Full 1-25<br />
|description=EX version has greater range than A/B and has invicibility. Can add some damage to air combos if used instead of air throw finisher (about 200 dmg). Follows the same combo rules as 236A/B.<br />
<br />
Has some use as a reaction tool against your jump-ins getting shielded as it will beat H moon shield clean, and against other moons has to be manually shielded 6 times in a row, beats many reversals (25f of invul!!!), and can evade some Last Arcs!<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MBHRoaAD.png<br />
|caption=<br />
|name=Heavenly Crashing Thunder<br />
|linkname=Arc Drive<br />
|input=41236C during MAX/Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=7000 (3080)<br />
|reddamage=(2248)<br />
|proration=50% (O)<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LH<br />
|startup=7+6<br />
|active=2<br />
|recovery=38<br />
|frameAdv=-15<br />
|invuln=Full 7-8, 13-14<br />
|description=Quick horizontal lightning bolt crosses the screen. <br />
<br />
* Can be used to punish any tech from a ground throw.<br />
* Easily combo-able from basic strings AND hits OTG, making it even easier to combo into.<br />
* Is a hitgrab, making it air-unblockable, unshieldable AND undodgeable.<br />
* Deceptively large vertical hitbox.<br />
}}<br />
}}<br />
<br />
=== Another Arc Drive ===<br />
{{MoveData<br />
|image=MBHRoaAD.png<br />
|caption=<br />
|name=Heavenly Crashing Thunder<br />
|linkname=Another Arc Drive<br />
|input=41236C during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=8000 (3520)<br />
|reddamage=(2453)<br />
|proration=50% (O)<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LH<br />
|startup=6+6<br />
|active=2<br />
|recovery=38<br />
|frameAdv=-15<br />
|invuln=Full 6-7, 12-13<br />
|description=Quick horizontal lightning bolt crosses the screen. Does more a bit damage and has a fancier cutscene on hit.<br />
<br />
Almost identical in terms of properties to AD, except:<br />
* Does NOT hit OTG<br />
* Allows to continue the combo after with the opponent being put into juggle state.<br />
* Being a hitgrab, also resets the bounce count, which unfortunately cannot be used by this moon of Roa in a practical way.<br />
<br />
}}<br />
}}<br />
<br />
=== Last Arc ===<br />
{{MoveData<br />
|image=MB_C_Roa_LA.png<br />
|caption=<br />
|name=Hollow Course - Seventeen Reincarnations<br />
|linkname=Last Arc<br />
|input=Grounded EX Shield during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=5000<br />
|reddamage=4040<br />
|proration=N/A<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=4<br />
|active=1+1<br />
|recovery=40<br />
|frameAdv= <br />
|invuln=Full<br />
|description=Fullscreen command grab Last Arc. Notable for doing fixed damage no matter how much Blood Heat gauge Roa has left.<br />
}}<br />
}}<br />
<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Michael Roa Valdamjong]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=292010Melty Blood/MBAACC/Roa/Full Moon2023-12-06T14:08:19Z<p>EikaMikiku: /* The 214C tech trap */</p>
<hr />
<div>{{TOClimit|3}}<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=f&p1char=roa F-Roa Match Video Database]<br><br />
[https://drunkardshade.com/2015/07/28/melty-bits-f-roa-2/ Melty Bits: F-Roa]<br><br />
[https://www.youtube.com/watch?v=LPjAiGnoC64&feature=youtu.be F-Roa Basics] by TexasTim <br><br />
[https://youtu.be/93XUyyBZxUs?si=c08yIBPYLkwdw-jk F-Roa Okizeme] by TexasTim, check comments for extra notes <br><br />
[https://www.youtube.com/watch?v=1n2crRmrDtY F-Roa Sandori Okizeme] by Irysa<br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name!! width="80"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
|-<br />
| [http://mbaacc.melty.games/?page=2&p1moon=f&p1char=roa&p1name=anjin+%28%E3%81%82%E3%82%93%E3%81%98%E3%82%93%29 anjin]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color01.png|Color|75px]] <br />
| Japan || A-cho || Inactive || A player with a tendency to go for more stylish options, often going for tech trap combos.<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=f&p1char=roa&p1name=nouburu%20(%E3%83%8E%E3%83%BC%E3%83%96%E3%83%AB) nouburu]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color07.png|Color|75px]] <br />
| Japan || A-cho || Inactive || A solid F-Roa player who makes smart use of his buttons and mobility to keep the opponent locked down.<br />
|-<br />
|}<br />
<br />
== Overview ==<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
[[File:MBAACC_Roa_Face.png]] '''F-Roa''' is a basic character with a fairly balanced toolkit.<br />
|pros=<br />
*'''Agile''': His dash and airdashes are very quick, allowing you to reposition yourself the way you'd like in a flash. His dash IAD, notably, can go nearly full screen in less than a second if done right. <br />
*'''BIG Hitter''': His okizeme BNB deals a good amount of damage, and his damage BNB paired with a jump in can get very close to 6k. Using Arc Drive in his combos will lead to even more absurd damage. Two to three mixups is more than enough to get a round off a large portion of the cast.<br />
*'''Mixup Potential''': Everytime he gets a knockdown he can set up a mixup situation, either from a sandoori situation in the midscreen, or a safejump with a lot of branching mixup paths in the corner. Refer to TexasTim and Irysa's guide<br />
*'''Straightforward''': He has a simple gameplan, simple specials, simple plus frame normals, simple pressure, simple okizeme, simple execution combos, etc. Learn F-Roa's most optimal techs in 30 minutes or your money back, guaranteed.<br />
|cons=<br />
*'''Straightforward to a Fault''': Being a very simple character, it can be hard to be unpredictable or have a varied gameplan. <br />
*'''High Startup on Dash''': Although his dash is fast once it gets going, the high startup on it makes it difficult to make quick adjustments to positioning.<br />
*'''Tall airdash hurtbox''': Rare con, but it's very real. Most 5A's will hit you at heights you don't expect. F-Roa players have to be aware of their big hurtbox when air dashing around.<br />
|tablewidth=80<br />
}}<br />
<br />
== General Gameplan ==<br />
F-Roa is a basic character with basic tools. It's both a boon and a bane. It's easy for a decent player to perform well with him, but he only has so many tools to work with and can be easy to read if you're not creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent.<br />
<br />
=== Neutral ===<br />
His movement and specials are key. You can control space, namely with j.[C], 214A/B, j.236A/B and 2B. For air to air situations, you have a strong j.A, plus j.B which has nice range. F-Roa can also opt to rush down the opponent with airdashes and fast buttons; dashing forward before jumping extends his airdash momentum enough for him to traverse the entire screen with it. Otherwise, keeping the opponent jailed with 214A/B and aerial buttons is not a bad idea, but contains inherent risks if they make it past you. Basically, F-Roa has four special moves and you can try mixing up approaches and ways of playing just using those and his buttons, but he's not exactly amazing at anything.<br />
<br />
=== Pressure/Okizeme ===<br />
F-Roa's pressure is very stagger heavy, with plus buttons (2A, 5B, 2B) that have a good cancel window, 214A and 236B which are 0 on block, a 236[B] which resets your pressure if your opponent respects you, and an extremely fast redash. Use these tools in blockstrings and mix it up. You can start to use the 236[B] for better mix ups, but do so at your own risk, as mashing beats it cleanly. His j.[C] also has massive disjoint which, paired with the ability to half charge, can make a scary situation where you either do j.{C} and hit them with an overhead, or fully charge j.[C], which doesn't come out due to Roa landing, and then hit them with a low or throw. This is especially scary, considering the lack of a charge flash visual or audio cue on j.[C].<br />
<br />
F-Roa's okizeme can be scary, as you can get a mixup pretty much anywhere from your BnB. If you use meter for 236C, you can enforce a mixup between same side overhead/low, crossup overhead/low, or throw, the latter being a good option as F-Roa can combo from his throw in the corner for 3k damage.<br />
<br />
=== Defense ===<br />
F-Roa has a serviceable defensive toolkit with some unique tools at his disposal. 2A is a classic abare tool, aided by it's 3F startup. 623B is an ok DP with an ender that sets up a meaty. 623C has 2+0f startup, allowing it to beat non F moon safejumps and his 214C blows up a lot of otherwise safe okizeme, like Hime pillar oki. j.236C will also beat many things when used as a cancel. His Heat activation box is good, but on the flipside, you can't IH anything except 236A. He mostly has to stick to solid defensive fundamentals: be patient, keep EX guarding, and wait for an appropriate time to jump out or punish your opponent overcommitting.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
<br />
=== Normal Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage= 3897<br />
|metergen= 56.8%<br />
|metero= 18.9%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A, 6C > 214A<br />
|simput=<br />
|note= Basic BnB oki combo. Allows OTG followup anywhere.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage= 4333<br />
|metergen= 64.9%<br />
|metero= 21.6%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A, 6C > 623A/B/C <br />
|simput=<br />
|note= Hard knockdown combo with 623X.<br><br />
Allows for meaty B and C normals and IAD pressure to start, but no slide oki.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage= 5242<br />
|metergen= 74.8%<br />
|metero= 24.9%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A, 6C > j.BC > dj.BC > AT/j.236C<br />
|simput=<br />
|note=Your main damage BnB.<br><br />
If you use too many 2A, or hit any of the B normals at tip range, 214A might whiff.<br>In that case you can either do only one hit of 5C or use 214B instead.<br><br />
The j.236C ender adds about 200 damage. Midscreen, it lets the opponent air tech and doesn't lead to anything. In the corner, however....<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Raw Airthrow starter<br />
|character=<br />
|damage= 3097<br />
|metergen= 42.3%<br />
|metero= 14.1%<br />
|link=<br />
|input= *gAT, 2B > 6C > j.BC > dj.BC AT<br />
|simput=<br />
|note= Universal airthrow combo.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Counterhit starter, airborne opponent<br />
|character=<br />
|damage= 3865<br />
|metergen= 51.3%<br />
|metero= 17.1%<br />
|link=<br />
|input= *Any counterhit (except multihit specials and 214A/B), 2C > 6C (> j.BC > dj.BC > AT) OR (> 214A)<br />
|simput=<br />
|note= This is the most practical conversion. Allows for damage or oki. But if you want even more damage....<br><br />
Damage and meter gain calculated off a j.C counterhit with AT ender.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Counterhit starter, airborne opponent<br />
|character=<br />
|damage= 4523<br />
|metergen= 40.2%<br />
|metero= 13.4%<br />
|link=<br />
|input= *Any counterhit (except multihit specials and 214A/B), 5B > j.BC > dj.BC > AT<br />
|simput=<br />
|note= This is the most damaging conversion. The damage gain skyrockets off certain counterhits, such as j.C. If you time 5B to hit when the opponent is as close to the ground as possible, you can do j.B[C] > dj.BC > AT for a small damage boost.<br><br />
The reason why you don't do this everytime is that it can be hard to land in certain situations, and sacrifices all your possible oki for damage<br><br />
(unless you do 5B > 6C > 214A, but at that point the damage gain is miniscule and 6C needs delay on certain chars, also 214A might whiff in the corner, well you get the idea.<br><br />
Damage and meter gain calculated off a j.C counterhit.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Counterhit 214A/B starter, grounded opponent<br />
|character=<br />
|damage= 3831<br />
|metergen= 53.1%<br />
|metero= 17.7%<br />
|link=<br />
|input= *CH 214A/B, 2C > 6C (> j.BC > dj.BC > AT) OR (> 214A)<br />
|simput=<br />
|note= Same as the usual conversion, except the damage boost from 5B is 200 damage at best with j.B[C], so doing this conversion is recommended.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Counterhit 236A starter, grounded opponent<br />
|character=<br />
|damage= 5599<br />
|metergen= 53.1%<br />
|metero= 17.7%<br />
|link=<br />
|input= *CH 236A > IAD j.C > 5B > 2B > 5C > 6C > 214A(, sj9.BC > dj.BC > AT) OR (, 6C > 214A) <br />
|simput=<br />
|note= Extremely rare 236A ground counter hit, pretty difficult to pull of and even more difficult to react to a 236A counterhit midgame.<br><br />
This is here only to show that this is possible, use at your own discretion. However there is exists a relatively practical use for this, and that is shield! If you shield something punishable with a counterhit, you can do this as your shield combo!<br><br />
Still it requires not only shielding, but shielding a specific move, and then pulling off a difficult combo.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Shield counter starter<br />
|character=<br />
|damage= 2884<br />
|metergen= 53.1%<br />
|metero= 16.2%<br />
|link=<br />
|input= *5D > 236D (Air OK), 2C > 6C (> j.BC > dj.BC > AT) OR (> 214A)<br />
|simput=<br />
|note= Your universal shield counter combo. Don't even think of trying 5B on this one, it gives less damage.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Shield counter starter, Nero only<br />
|character=<br />
|damage= 3593<br />
|metergen= 99.1%<br />
|metero= 31.3%<br />
|link=<br />
|input= *5D > 236D, 2C, slight delay (2A > 2C)x4 > delay 6C > j.B[C] > dj.BC > AT<br />
|simput=<br />
|note= Nero exclusive shield counter combo. Great reward for the effort.<br> The higher the opponent was when hit by 236D, the more you need to delay the first 2C. You should aim to make it land in the later active frames, allowing you to recover and link 2A in time. If you don't delay it enough, the opponent may be too high after the first loop, and the second loop's 2C will whiff, so you'll have to adapt on the fly and delay that. It's easier than it sounds.<br> Is possible on other chars, but requires perfect 2C timing and delaying other buttons, and the reward is not worth the effort.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Counterhit 236B starter, grounded opponent<br />
|character=<br />
|damage= 5599<br />
|metergen= 53.1%<br />
|metero= 17.7%<br />
|link=<br />
|input= *CH 236B (>IAD j.C) > 5B > 2B > 5C(only one hit if IAD j.C omitted) > 6C > 214A(, sj9.BC > dj.BC > AT) OR (, 6C > 214A) <br />
|simput=<br />
|note= Virtually the same as the CH 236A combo, except you can omit the IAD j.C if it's too hard and link straight into 5B, but in that case you'll have to do only one hit of 5C or 214A will whiff.<br>236B counter hit happens a lot more than 236A, so this is practical.<br />
}}<br />
}}<br />
<br />
=== Metered Combos ===<br />
To start off, you should know that F-Roa doesn't really have any combos that can only be done with meter, except for arc drive combos. Your main tool for metered combos is 236C, which can be used after every 214 knockdown in combos to either extend an oki combo for more damage and save that oki, to corner carry from the other end of the stage, to setup mixups, you get it.<br>However, 214X > 236C makes the EX cancel proration kick in which hurts the damage more the longer your combo after 236C is. To mitigate that, do 5C(1) > 6C > 214A, dl 236C instead. This will net more damage overall and especially in AD and MAX combos. It will fail to combo if you have too many normals (up to two 2A's work/j.X > B normals work), or if you are too far.<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character= <br />
|damage= 4820<br />
|metergen= -55.8%<br />
|metero= 29.8%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A, 6C > 214A, 236C, (66) > 2C > 6C > 214A <br />
|simput=<br />
|note= This is the basic oki BnB, extended with the use of 236C.<br>Depending on the distance to the other side of stage, you may need to adjust your followup. If you are too far for 2C to hit, you may use the second hit of 5C as the dash momentum will carry it very far. If it still wouldn't reach, you can 214B, or you can 66 IAD j.C > dj.BC > AT.<br>If you are doing this in the corner, it will sideswitch. After that some characters may require a walk forward after 236C, notably Aoko. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character= <br />
|damage= 5340<br />
|metergen= -34.7%<br />
|metero= 35.8%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A, 6C > 214A, 236C, 66 > 2C > 6C > j.BC > dj.BC > AT<br />
|simput=<br />
|note= The same combo, but with the damage route. Does a little bit more damage than the meterless BnB, so only worth going into if you want to dump meter, or corner carry.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, MAX mode<br />
|character= <br />
|damage= 6119<br />
|metergen= -all<br />
|metero= 24%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > IH, 5C > 6C > 214A, 6C > 214A > AD<br />
|simput=<br />
|note= Easy IH combo.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, Blood heat<br />
|character= <br />
|damage= 7915<br />
|metergen= -265.7%<br />
|metero= 31.8%<br />
|link= <br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A > dl 236C > (66)2C > AAD, 2C > dl 6C > j.B[C] > dj.BC > AT<br />
|simput=<br />
|note= AAD Combo. Due to AAD not hitting OTG, this is the close to optimal AAD route.<br />
}}<br />
}}<br />
<br />
=== The 214C tech trap ===<br />
This tech trap requires you to have at least 100 meter.<br><br />
The lightning pattern is random so sometimes the opponent might just get out. 214C hits vertically, but it does have a limit to height.<br><br />
It is air unblockable and unshieldable, and has 54 active frames.<br><br />
It works best in the corner as the opponent won't have a lot of room to try an escape. You can attempt it midscreen, but that requires a good read on where your opponent will tech and if you miss, prepare to die.<br><br />
214C deals around 2000 damage. Even if the opponent doesn't tech this will stack about 300 damage to your combo.<br />
<br />
There is a way for the opponent to tech in the air, and be safe. You have to neutral air tech super close to ground. Then you will be able to land and block.<br><br />
However, it is hard to do. And if F-Roa goes for the 2 options listed below, it doesn't matter, as either 214C will hit them while falling, or 2A will catch them before they can reach that air tech.<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 200% meter<br />
|character= <br />
|damage= 5038 + ~1800<br />
|metergen=92.8%<br />
|metero=30.9%<br />
|link=<br />
|input= *2AA > 5B > 2B > 5C > 6C > 214A, 6C > j.BC > slight delay > dj.C > j.236B (3 hits), land 214C<br />
|simput=<br />
|note=The tech catch.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character= <br />
|damage= Invalid 5808<br />
|metergen=92.8%<br />
|metero=30.9%<br />
|link=<br />
|input= *2AA > 5B > 2B > 5C > 6C > 214A, 6C > j.BC > slight delay > dj.C > j.236B (3 hits), land, 2A 6C 623B<br />
|simput=<br />
|note=The tech catch feint giving HKD. You can still go for land 214C option.<br />
}}<br />
}}<br />
<br />
=== Corner throw combo ===<br />
After a throw in the corner, you have 1 frame to link a 2a. That's the gist of it. It's very difficult, but worth it if you really like F-Roa. Every throw in the corner gets you around 3k damage with AT ender, or less if you want to use the oki ender. You can also use EX moves to add more damage to the combo or setup oki.<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition= Corner throw<br />
|character= <br />
|damage= 3327<br />
|metergen= 38.7%<br />
|metero= 12.9%<br />
|link=<br />
|input= *Throw, 2A > (2C) > 6C (> j.BC > dj.BC > AT) OR (> 623X)<br />
|simput=<br />
|note= Universal throw combo. The 2C needs to be instant on most chars. If you want maximum damage when using 236C and AD, you should, as always, avoid 214A > 236C as it really hurts the proration, and instead do 2A > 236C or 2C > 236C. The link may or may not be easier on some chars, needs testing. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Corner throw<br />
|character= <br />
|damage= 1937<br />
|metergen= 17.1%<br />
|metero= 5.7%<br />
|link=<br />
|input= *Throw, 623X<br />
|simput=<br />
|note= The one you do when you can't do or don't want to the the combo above.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Corner throw, Nero only.<br />
|character= <br />
|damage= 4172<br />
|metergen= 92.7%<br />
|metero= 30.9%<br />
|link=<br />
|input= *Throw, 2A > 2C, slight delay (2A > slight delay 2C)x3, 2AA > 2C > 6C (> j.BC > dj.BC > AT) OR (> 623X)<br />
|simput=<br />
|note= Nero exclusive corner throw 2A 2C loops. Amazing DMG and meter gain. This may be possible on other chars (100% on neco) but very hard and you might be able to do the loop only once, making the effort not worth the reward.<br />
}}<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_5A.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=202<br />
|proration=75% (O)<br />
|circuit=2.7% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=LH<br />
|startup=5 <br />
|active=4 <br />
|recovery=5 <br />
|frameAdv=3 <br />
|invuln= <br />
|description=Standard standing jab. Does hit crouching opponents.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_5B.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|data= <br />
{{AttackData-MB <br />
|damage=670 <br />
|reddamage=545<br />
|proration=90% <br />
|circuit=6.03% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=9 <br />
|active=4 <br />
|recovery=10 <br />
|frameAdv=1 <br />
|invuln= <br />
|description=Hits low and moves Roa forward a bit. Mostly used in combos or frame traps off of 2A.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_5C.png<br />
|caption=<br />
|name=5C<br />
|linkname=5C<br />
|data= <br />
{{AttackData-MB<br />
|damage=400, 550 (825)<br />
|reddamage=575<br />
|proration=80% (O), 90% (M)<br />
|circuit=3.6%, 4.95% (8.55%)<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=9 <br />
|active=3 (10) 7 <br />
|recovery=14 <br />
|frameAdv=-16, -3 ~ 0<br />
|invuln= <br />
|description=2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing. If you space incorrectly, the 2nd hit of 5C will whiff, and you will question your life choices.<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ==== <br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_2A.png<br />
|caption=<br />
|name=2A<br />
|linkname=2A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=202<br />
|proration=75% (O)<br />
|circuit=2.7% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=L <br />
|startup=4 <br />
|active=4 <br />
|recovery=5 <br />
|frameAdv=3 <br />
|invuln= <br />
|description=Hits low. fast, but short ranged.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_2B.png<br />
|caption=<br />
|name=2B<br />
|linkname=2B<br />
|data= <br />
{{AttackData-MB <br />
|damage=600 <br />
|reddamage=505<br />
|proration=80% (O)<br />
|circuit=6.3% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L <br />
|startup=6 <br />
|active=4 <br />
|recovery=10 <br />
|frameAdv=1 <br />
|invuln= <br />
|description=A F-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_2C.png<br />
|caption=<br />
|name=2C<br />
|linkname=2C<br />
|data= <br />
{{AttackData-MB <br />
|damage=900 <br />
|reddamage=707<br />
|proration=55% (O)<br />
|circuit=8.1% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L <br />
|startup=9 <br />
|active=11 <br />
|recovery=13 <br />
|frameAdv=-6 <br />
|invuln= <br />
|description=A short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_jA.png<br />
|caption=<br />
|name=j.A<br />
|linkname=j.A<br />
|data= <br />
{{AttackData-MB <br />
|damage=250 <br />
|reddamage=151<br />
|proration=75% (O)<br />
|circuit=2.25% <br />
|cancel=SE, N, SP, EX, J<br />
|guard=HA<br />
|startup=6 <br />
|active=4 <br />
|recovery=10 <br />
|frameAdv=- <br />
|invuln= <br />
|description=Quick hand jab, fast with poor range, decent for a quick air-to-air.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_jB.png<br />
|caption=<br />
|name=j.B<br />
|linkname=j.B<br />
|data= <br />
{{AttackData-MB <br />
|damage=700 <br />
|reddamage=505<br />
|proration=90% <br />
|circuit=6.3% <br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=8 <br />
|active=4 <br />
|recovery=- <br />
|frameAdv=- <br />
|invuln= <br />
|description=Good range kick that hits slightly above Roa.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_jC.png<br />
|image2=MB_F_Roa_jC_Charged.png<br />
|caption=<br />
|name=j.C<br />
|linkname=j.C<br />
|input=j.[C]<br />
|data= <br />
{{AttackData-MB <br />
|version=j.C<br />
|damage=1000 <br />
|reddamage=808<br />
|proration=90% (O)<br />
|circuit=7.2% <br />
|cancel=SP, EX, J<br />
|guard=HA<br />
|startup=8 <br />
|active=6 <br />
|recovery=- <br />
|frameAdv=- <br />
|invuln= <br />
|description=Roa attempts Storm’s jump fierce. This is a great air normal, if a bit slow.<br />
}}<br />
{{AttackData-MB <br />
|version=j.[C]<br />
|damage=1300 <br />
|reddamage=1111 <br />
|proration=90% (O)<br />
|circuit=9.0% <br />
|cancel=SP, EX, J<br />
|guard=HA<br />
|startup=19 <br />
|active=13 <br />
|recovery=- <br />
|frameAdv=- <br />
|invuln= <br />
|description= F-Roa's signature move. Possesses amazing amounts of disjoint, letting it beat just about anything if angled right. Can hit crossup. There is no charge flash, making high/low half-charge mixups harder to react to.<br />
}}<br />
}}<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_6C.png<br />
|caption=<br />
|name=6C<br />
|linkname=6C<br />
|data= <br />
{{AttackData-MB <br />
|damage=1000 <br />
|reddamage=808<br />
|proration=65% (O)<br />
|circuit=9.0% <br />
|cancel=SP, EX, (J)<br />
|guard=LH<br />
|startup=12 <br />
|active=5 <br />
|recovery=16 <br />
|frameAdv=-3 <br />
|invuln= <br />
|description=Long arm strike, great range and moves forward.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_Throw.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=4/6A+D<br>(~2)<br />
|data=<br />
{{AttackData-MB<br />
|version=Neutral<br />
|damage=1000<br />
|reddamage=404<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=-<br />
|invuln=<br />
|description=Roa has a very solid ground throw. A strong tool to mix with occassionally and complement your high/low or plus on block moves, especially in the corner.<br />
<br />
*If they don't tech, you can otg into relaunch with 236C.<br />
*Techable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214A or B lightning.<br />
*If you throw the opponent right in the corner, you can pick up a guaranteed combo with either 623b (for decent oki) or 2a into a followup combo (for very good damage off of a throw)<br />
}}<br />
{{AttackData-MB<br />
|version=~2<br />
|damage=800<br />
|reddamage=404<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=<br />
|description=You can also press 2 during his throw to ground them right next to you for untechable knockdown.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_Airthrow.png<br />
|caption=<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.4/6A+D<br />
|data=<br />
{{AttackData-MB<br />
|damage=1600 (Raw)<br>1200 (Ender)<br />
|reddamage=606<br />
|proration=100%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=-<br />
|invuln=<br />
|description=OTG-able ground bounce when done raw, untechable knockdown as a combo ender.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Counter</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_SC.png<br />
|image2=MB_H_Roa_jSC.png<br />
|caption=<br />
|name=Shield Counter<br />
|input=236D after a successful Shield (Air OK)<br />
|linkname=Shield Counter<br />
|data=<br />
{{AttackData-MB<br />
|version=Standing<br />
|damage=500 (345)<br />
|reddamage=202<br />
|proration=45%<br />
|circuit=4.5%<br />
|cancel=(SP), (EX), (J)<br />
|guard=LHA<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=<br />
|description=Same animation as 5C(1).<br />
}}<br />
{{AttackData-MB<br />
|version=Aerial<br />
|damage=500 (345)<br />
|reddamage=202<br />
|proration=45%<br />
|circuit=4.5%<br />
|cancel=<br />
|guard=HA<br />
|startup=9<br />
|active=4<br />
|recovery=<br />
|frameAdv=16 (Max)<br />
|invuln=<br />
|description=Same animation as H-Moon j.B.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Bunker<br />
|damage=500 <br />
|reddamage=202<br />
|proration=100% <br />
|circuit=0.0%<br>(-50.0% in blockstun)<br />
|cancel=<br />
|guard=LHA <br />
|startup=26<br />
|active=4 <br />
|recovery=19<br />
|frameAdv=-5 <br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=202<br />
|proration=100%<br />
|circuit=0.0%/-50.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=Similar to 6C.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Blood Heat</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_ABC.png<br />
|caption=<br />
|name=Blood Heat<br />
|linkname=Blood Heat<br />
|input=A+B+C during MAX<br />
|data= <br />
{{AttackData-MB <br />
|damage=100<br />
|reddamage=0<br />
|proration=100% <br />
|circuit=uses all<br />
|cancel=<br />
|guard=U<br />
|startup=19<br />
|active=3<br />
|recovery=18<br />
|frameAdv=<br />
|invuln=Full 1-18<br />
|description=One of the larger heat activations out there.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_CSpark.png<br />
|image2=MB_C_Roa_CSpark_Air.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=A+B+C during hitstun/blockstun at MAX<br />
|caption=<br />
|data= <br />
{{AttackData-MB<br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
<br />
=== Special Moves ===<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_236A.png<br />
|image2=MB_F_Roa_236B.png<br />
|image3=MB_F_Roa_236B_BE.png<br />
|image4=MB_F_Roa_236C.png<br />
|caption=A<br />
|caption2=B<br />
|caption3=[B]<br />
|caption4=EX<br />
|name=Funeral Fire Grab <br>(EX: Burial Big Bite)<br />
|linkname=236X<br />
|input=236A/B/[B]/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1000<br />
|reddamage=808<br />
|proration=70% (O)<br />
|circuit=9.0% <br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=15<br />
|active=3<br />
|recovery=20<br />
|frameAdv=-5<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1000<br />
|reddamage=808<br />
|proration=70% (O)<br />
|circuit=9.0% <br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=21<br />
|active=3<br />
|recovery=15<br />
|frameAdv=0<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[B]<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=28| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=* An upward ground slash. All versions are air-unblockable. <br />
<br />
A and B versions can be canceled by any EX move or Arc Drive, and jump on hit.<br><br />
B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1000*2 (1677)<br />
|reddamage=(1355)<br />
|proration=70% (O), 80% (M)<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=LH<br />
|startup=4+6<br />
|active=2 (10) 3<br />
|recovery=23<br />
|frameAdv=-20, -8<br />
|invuln=<br />
|description=EX version hits twice, wall bounces, and can be combo’d after in the corner.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_623A.png<br />
|image2=MB_H_Roa_623B.png<br />
|image3=MB_H_Roa_623C.png<br />
|image4=MB_F_Roa_623X_Hit.png<br />
|caption4=Followup on hit<br />
|name=Crushing Rising Thunder<br />
|linkname=623X<br />
|input=623A/B/C <br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=400*2, 700 (1317)<br />
|reddamage=(1059)<br />
|proration=100%, 90% (O)<br />
|circuit=2.7%, 9.0%, 6.3% (18.0%)<br />
|cancel=<br />
|guard=LH<br />
|startup=5<br />
|active={{Tooltip | text=7| hovertext=4, 3}}<br />
|recovery=42<br />
|frameAdv=-31, -27<br />
|invuln=<br />
|description=*Dragon punch. Goes off the ground at a 45 degree angle. All versions have an automatic followup on hit which causes untechable knockdown.<br />
<br />
A version is air-unblockable with no invincibility.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=400*4, 700 (1926)<br />
|reddamage=(1516)<br />
|proration=100%, 90% (O)<br />
|circuit=2.7%*4, 6.3% (17.1%)<br />
|cancel=<br />
|guard=LH (1), LHA (2-4)<br />
|startup=4 <br />
|active={{Tooltip | text=12| hovertext=4, 4, 2, 2}}<br />
|recovery=46<br />
|frameAdv=-40, -36,<br>-32, -30<br />
|invuln=Full 1-5<br />
|description=B version is air-blockable after the first hit and has invincibility until after the first 2 active frames.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=350*7, 700 (2471)<br />
|reddamage=(2139)<br />
|proration=100%, 90% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=2+0<br />
|active={{Tooltip | text=25| hovertext=4 x5, 2, 3}}<br />
|recovery=44<br />
|frameAdv=-58 (min)<br />
|invuln=Full 1-4<br />
|description=EX version is fully air unblockable, with some invicibility during active frames like B version.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_214AB.png<br />
|image2=MB_F_Roa_214C.png<br />
|caption=<br />
|name=Secret Thunder Needle <br>(EX: Thunder Snake Ghostly Festival)<br />
|linkname=214X<br />
|input=214A/B/C <br />
|data=<br />
{{AttackData-MB<br />
|version=A / B<br />
|damage=1000<br />
|reddamage=808<br />
|proration=70% (O)<br />
|circuit=9.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=16<br />
|active=8<br />
|recovery=14 / 16<br />
|frameAdv=0 / -2<br />
|invuln=<br />
|description=* Lightning bolt strikes in a vertical column in front of Roa. Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
<br />
A version hits close, but not directly in front of Roa, B hits a little further out. Air blockable, and same damage between the two.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=300*N<br />
|reddamage=202*N<br />
|proration=95% (M)*N<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=3+7<br />
|active=54<br />
|recovery=40<br />
|frameAdv=-29 ~ -22<br />
|invuln=Full 1-81<br />
|description=EX version is air-unblockable, unshieldable, invincible, and punishable on block. It can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less than 2k damage.<br />
}}<br />
}}<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_j236A.png<br />
|image2=MB_H_Roa_j236B.png<br />
|image3=MB_H_Roa_j236C.png<br />
|caption=<br />
|name=Brilliant Impetus - Ghost Tail<br />
|linkname=j.236X<br />
|input=j.236A/B/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=800<br />
|reddamage=505<br />
|proration=75% (O)<br />
|circuit=7.2%<br />
|cancel=(EX), (J)<br />
|guard=LHA<br />
|startup=12<br />
|active=3<br />
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}}<br />
|frameAdv=3 (TK)<br />
|invuln=<br />
|description=* Electricity surrounds Roa in the air. All versions air-blockable with some utility as anti air. Safe on block and can be canceled before the hit by landing on the ground. Can hit on both sides allowing for cross ups. Has some sort of vacuum on block.<br />
<br />
A version gives advantage if TK’ed close to the ground. <br />
Combos into 5A if done as low as possible to the ground, or alternatively, 623X, if done a bit higher than 5A height. <br />
<br />
A and B versions also retain air options on hit.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=700*3 (1579)<br />
|reddamage=(910)<br />
|proration=75% (O)<br />
|circuit=6.3%*3 (18.9%)<br />
|cancel=EX, J<br />
|guard=LHA<br />
|startup=15<br />
|active=3 (3) 3 (3) 3<br />
|recovery={{Tooltip | text=9| hovertext=Landing recovery.}}<br />
|frameAdv=-1 (TK)<br />
|invuln=<br />
|description=B versions hits three times. Also retains air options on hit.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=400*6 (1591)<br />
|reddamage=(1204)<br />
|proration=75% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=3+11<br />
|active={{Tooltip | text=12| hovertext=2 x6}}<br />
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}}<br />
|frameAdv=5 (TK)<br />
|invuln=Full 1-25<br />
|description=EX version has greater range than A/B and has invicibility. Can add some damage to air combos if used instead of air throw finisher (about 200 dmg). Follows the same combo rules as 236A/B.<br />
<br />
Has some use as a reaction tool against your jump-ins getting shielded as it will beat H moon shield clean, and against other moons has to be manually shielded 6 times in a row, beats many reversals (25f of invul!!!), and can evade some Last Arcs!<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MBHRoaAD.png<br />
|caption=<br />
|name=Heavenly Crashing Thunder<br />
|linkname=Arc Drive<br />
|input=41236C during MAX/Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=7000 (3080)<br />
|reddamage=(2248)<br />
|proration=50% (O)<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LH<br />
|startup=7+6<br />
|active=2<br />
|recovery=38<br />
|frameAdv=-15<br />
|invuln=Full 7-8, 13-14<br />
|description=Quick horizontal lightning bolt crosses the screen. <br />
<br />
* Can be used to punish any tech from a ground throw.<br />
* Easily combo-able from basic strings AND hits OTG, making it even easier to combo into.<br />
* Is a hitgrab, making it air-unblockable, unshieldable AND undodgeable.<br />
* Deceptively large vertical hitbox.<br />
}}<br />
}}<br />
<br />
=== Another Arc Drive ===<br />
{{MoveData<br />
|image=MBHRoaAD.png<br />
|caption=<br />
|name=Heavenly Crashing Thunder<br />
|linkname=Another Arc Drive<br />
|input=41236C during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=8000 (3520)<br />
|reddamage=(2453)<br />
|proration=50% (O)<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LH<br />
|startup=6+6<br />
|active=2<br />
|recovery=38<br />
|frameAdv=-15<br />
|invuln=Full 6-7, 12-13<br />
|description=Quick horizontal lightning bolt crosses the screen. Does more a bit damage and has a fancier cutscene on hit.<br />
<br />
Almost identical in terms of properties to AD, except:<br />
* Does NOT hit OTG<br />
* Allows to continue the combo after with the opponent being put into juggle state.<br />
* Being a hitgrab, also resets the bounce count, which unfortunately cannot be used by this moon of Roa in a practical way.<br />
<br />
}}<br />
}}<br />
<br />
=== Last Arc ===<br />
{{MoveData<br />
|image=MB_C_Roa_LA.png<br />
|caption=<br />
|name=Hollow Course - Seventeen Reincarnations<br />
|linkname=Last Arc<br />
|input=Grounded EX Shield during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=5000<br />
|reddamage=4040<br />
|proration=N/A<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=4<br />
|active=1+1<br />
|recovery=40<br />
|frameAdv= <br />
|invuln=Full<br />
|description=Fullscreen command grab Last Arc. Notable for doing fixed damage no matter how much Blood Heat gauge Roa has left.<br />
}}<br />
}}<br />
<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Michael Roa Valdamjong]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=292009Melty Blood/MBAACC/Roa/Full Moon2023-12-06T13:57:52Z<p>EikaMikiku: /* j.C */</p>
<hr />
<div>{{TOClimit|3}}<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=f&p1char=roa F-Roa Match Video Database]<br><br />
[https://drunkardshade.com/2015/07/28/melty-bits-f-roa-2/ Melty Bits: F-Roa]<br><br />
[https://www.youtube.com/watch?v=LPjAiGnoC64&feature=youtu.be F-Roa Basics] by TexasTim <br><br />
[https://youtu.be/93XUyyBZxUs?si=c08yIBPYLkwdw-jk F-Roa Okizeme] by TexasTim, check comments for extra notes <br><br />
[https://www.youtube.com/watch?v=1n2crRmrDtY F-Roa Sandori Okizeme] by Irysa<br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name!! width="80"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
|-<br />
| [http://mbaacc.melty.games/?page=2&p1moon=f&p1char=roa&p1name=anjin+%28%E3%81%82%E3%82%93%E3%81%98%E3%82%93%29 anjin]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color01.png|Color|75px]] <br />
| Japan || A-cho || Inactive || A player with a tendency to go for more stylish options, often going for tech trap combos.<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=f&p1char=roa&p1name=nouburu%20(%E3%83%8E%E3%83%BC%E3%83%96%E3%83%AB) nouburu]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color07.png|Color|75px]] <br />
| Japan || A-cho || Inactive || A solid F-Roa player who makes smart use of his buttons and mobility to keep the opponent locked down.<br />
|-<br />
|}<br />
<br />
== Overview ==<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
[[File:MBAACC_Roa_Face.png]] '''F-Roa''' is a basic character with a fairly balanced toolkit.<br />
|pros=<br />
*'''Agile''': His dash and airdashes are very quick, allowing you to reposition yourself the way you'd like in a flash. His dash IAD, notably, can go nearly full screen in less than a second if done right. <br />
*'''BIG Hitter''': His okizeme BNB deals a good amount of damage, and his damage BNB paired with a jump in can get very close to 6k. Using Arc Drive in his combos will lead to even more absurd damage. Two to three mixups is more than enough to get a round off a large portion of the cast.<br />
*'''Mixup Potential''': Everytime he gets a knockdown he can set up a mixup situation, either from a sandoori situation in the midscreen, or a safejump with a lot of branching mixup paths in the corner. Refer to TexasTim and Irysa's guide<br />
*'''Straightforward''': He has a simple gameplan, simple specials, simple plus frame normals, simple pressure, simple okizeme, simple execution combos, etc. Learn F-Roa's most optimal techs in 30 minutes or your money back, guaranteed.<br />
|cons=<br />
*'''Straightforward to a Fault''': Being a very simple character, it can be hard to be unpredictable or have a varied gameplan. <br />
*'''High Startup on Dash''': Although his dash is fast once it gets going, the high startup on it makes it difficult to make quick adjustments to positioning.<br />
*'''Tall airdash hurtbox''': Rare con, but it's very real. Most 5A's will hit you at heights you don't expect. F-Roa players have to be aware of their big hurtbox when air dashing around.<br />
|tablewidth=80<br />
}}<br />
<br />
== General Gameplan ==<br />
F-Roa is a basic character with basic tools. It's both a boon and a bane. It's easy for a decent player to perform well with him, but he only has so many tools to work with and can be easy to read if you're not creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent.<br />
<br />
=== Neutral ===<br />
His movement and specials are key. You can control space, namely with j.[C], 214A/B, j.236A/B and 2B. For air to air situations, you have a strong j.A, plus j.B which has nice range. F-Roa can also opt to rush down the opponent with airdashes and fast buttons; dashing forward before jumping extends his airdash momentum enough for him to traverse the entire screen with it. Otherwise, keeping the opponent jailed with 214A/B and aerial buttons is not a bad idea, but contains inherent risks if they make it past you. Basically, F-Roa has four special moves and you can try mixing up approaches and ways of playing just using those and his buttons, but he's not exactly amazing at anything.<br />
<br />
=== Pressure/Okizeme ===<br />
F-Roa's pressure is very stagger heavy, with plus buttons (2A, 5B, 2B) that have a good cancel window, 214A and 236B which are 0 on block, a 236[B] which resets your pressure if your opponent respects you, and an extremely fast redash. Use these tools in blockstrings and mix it up. You can start to use the 236[B] for better mix ups, but do so at your own risk, as mashing beats it cleanly. His j.[C] also has massive disjoint which, paired with the ability to half charge, can make a scary situation where you either do j.{C} and hit them with an overhead, or fully charge j.[C], which doesn't come out due to Roa landing, and then hit them with a low or throw. This is especially scary, considering the lack of a charge flash visual or audio cue on j.[C].<br />
<br />
F-Roa's okizeme can be scary, as you can get a mixup pretty much anywhere from your BnB. If you use meter for 236C, you can enforce a mixup between same side overhead/low, crossup overhead/low, or throw, the latter being a good option as F-Roa can combo from his throw in the corner for 3k damage.<br />
<br />
=== Defense ===<br />
F-Roa has a serviceable defensive toolkit with some unique tools at his disposal. 2A is a classic abare tool, aided by it's 3F startup. 623B is an ok DP with an ender that sets up a meaty. 623C has 2+0f startup, allowing it to beat non F moon safejumps and his 214C blows up a lot of otherwise safe okizeme, like Hime pillar oki. j.236C will also beat many things when used as a cancel. His Heat activation box is good, but on the flipside, you can't IH anything except 236A. He mostly has to stick to solid defensive fundamentals: be patient, keep EX guarding, and wait for an appropriate time to jump out or punish your opponent overcommitting.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
<br />
=== Normal Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage= 3897<br />
|metergen= 56.8%<br />
|metero= 18.9%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A, 6C > 214A<br />
|simput=<br />
|note= Basic BnB oki combo. Allows OTG followup anywhere.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage= 4333<br />
|metergen= 64.9%<br />
|metero= 21.6%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A, 6C > 623A/B/C <br />
|simput=<br />
|note= Hard knockdown combo with 623X.<br><br />
Allows for meaty B and C normals and IAD pressure to start, but no slide oki.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage= 5242<br />
|metergen= 74.8%<br />
|metero= 24.9%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A, 6C > j.BC > dj.BC > AT/j.236C<br />
|simput=<br />
|note=Your main damage BnB.<br><br />
If you use too many 2A, or hit any of the B normals at tip range, 214A might whiff.<br>In that case you can either do only one hit of 5C or use 214B instead.<br><br />
The j.236C ender adds about 200 damage. Midscreen, it lets the opponent air tech and doesn't lead to anything. In the corner, however....<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Raw Airthrow starter<br />
|character=<br />
|damage= 3097<br />
|metergen= 42.3%<br />
|metero= 14.1%<br />
|link=<br />
|input= *gAT, 2B > 6C > j.BC > dj.BC AT<br />
|simput=<br />
|note= Universal airthrow combo.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Counterhit starter, airborne opponent<br />
|character=<br />
|damage= 3865<br />
|metergen= 51.3%<br />
|metero= 17.1%<br />
|link=<br />
|input= *Any counterhit (except multihit specials and 214A/B), 2C > 6C (> j.BC > dj.BC > AT) OR (> 214A)<br />
|simput=<br />
|note= This is the most practical conversion. Allows for damage or oki. But if you want even more damage....<br><br />
Damage and meter gain calculated off a j.C counterhit with AT ender.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Counterhit starter, airborne opponent<br />
|character=<br />
|damage= 4523<br />
|metergen= 40.2%<br />
|metero= 13.4%<br />
|link=<br />
|input= *Any counterhit (except multihit specials and 214A/B), 5B > j.BC > dj.BC > AT<br />
|simput=<br />
|note= This is the most damaging conversion. The damage gain skyrockets off certain counterhits, such as j.C. If you time 5B to hit when the opponent is as close to the ground as possible, you can do j.B[C] > dj.BC > AT for a small damage boost.<br><br />
The reason why you don't do this everytime is that it can be hard to land in certain situations, and sacrifices all your possible oki for damage<br><br />
(unless you do 5B > 6C > 214A, but at that point the damage gain is miniscule and 6C needs delay on certain chars, also 214A might whiff in the corner, well you get the idea.<br><br />
Damage and meter gain calculated off a j.C counterhit.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Counterhit 214A/B starter, grounded opponent<br />
|character=<br />
|damage= 3831<br />
|metergen= 53.1%<br />
|metero= 17.7%<br />
|link=<br />
|input= *CH 214A/B, 2C > 6C (> j.BC > dj.BC > AT) OR (> 214A)<br />
|simput=<br />
|note= Same as the usual conversion, except the damage boost from 5B is 200 damage at best with j.B[C], so doing this conversion is recommended.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Counterhit 236A starter, grounded opponent<br />
|character=<br />
|damage= 5599<br />
|metergen= 53.1%<br />
|metero= 17.7%<br />
|link=<br />
|input= *CH 236A > IAD j.C > 5B > 2B > 5C > 6C > 214A(, sj9.BC > dj.BC > AT) OR (, 6C > 214A) <br />
|simput=<br />
|note= Extremely rare 236A ground counter hit, pretty difficult to pull of and even more difficult to react to a 236A counterhit midgame.<br><br />
This is here only to show that this is possible, use at your own discretion. However there is exists a relatively practical use for this, and that is shield! If you shield something punishable with a counterhit, you can do this as your shield combo!<br><br />
Still it requires not only shielding, but shielding a specific move, and then pulling off a difficult combo.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Shield counter starter<br />
|character=<br />
|damage= 2884<br />
|metergen= 53.1%<br />
|metero= 16.2%<br />
|link=<br />
|input= *5D > 236D (Air OK), 2C > 6C (> j.BC > dj.BC > AT) OR (> 214A)<br />
|simput=<br />
|note= Your universal shield counter combo. Don't even think of trying 5B on this one, it gives less damage.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Shield counter starter, Nero only<br />
|character=<br />
|damage= 3593<br />
|metergen= 99.1%<br />
|metero= 31.3%<br />
|link=<br />
|input= *5D > 236D, 2C, slight delay (2A > 2C)x4 > delay 6C > j.B[C] > dj.BC > AT<br />
|simput=<br />
|note= Nero exclusive shield counter combo. Great reward for the effort.<br> The higher the opponent was when hit by 236D, the more you need to delay the first 2C. You should aim to make it land in the later active frames, allowing you to recover and link 2A in time. If you don't delay it enough, the opponent may be too high after the first loop, and the second loop's 2C will whiff, so you'll have to adapt on the fly and delay that. It's easier than it sounds.<br> Is possible on other chars, but requires perfect 2C timing and delaying other buttons, and the reward is not worth the effort.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Counterhit 236B starter, grounded opponent<br />
|character=<br />
|damage= 5599<br />
|metergen= 53.1%<br />
|metero= 17.7%<br />
|link=<br />
|input= *CH 236B (>IAD j.C) > 5B > 2B > 5C(only one hit if IAD j.C omitted) > 6C > 214A(, sj9.BC > dj.BC > AT) OR (, 6C > 214A) <br />
|simput=<br />
|note= Virtually the same as the CH 236A combo, except you can omit the IAD j.C if it's too hard and link straight into 5B, but in that case you'll have to do only one hit of 5C or 214A will whiff.<br>236B counter hit happens a lot more than 236A, so this is practical.<br />
}}<br />
}}<br />
<br />
=== Metered Combos ===<br />
To start off, you should know that F-Roa doesn't really have any combos that can only be done with meter, except for arc drive combos. Your main tool for metered combos is 236C, which can be used after every 214 knockdown in combos to either extend an oki combo for more damage and save that oki, to corner carry from the other end of the stage, to setup mixups, you get it.<br>However, 214X > 236C makes the EX cancel proration kick in which hurts the damage more the longer your combo after 236C is. To mitigate that, do 5C(1) > 6C > 214A, dl 236C instead. This will net more damage overall and especially in AD and MAX combos. It will fail to combo if you have too many normals (up to two 2A's work/j.X > B normals work), or if you are too far.<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character= <br />
|damage= 4820<br />
|metergen= -55.8%<br />
|metero= 29.8%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A, 6C > 214A, 236C, (66) > 2C > 6C > 214A <br />
|simput=<br />
|note= This is the basic oki BnB, extended with the use of 236C.<br>Depending on the distance to the other side of stage, you may need to adjust your followup. If you are too far for 2C to hit, you may use the second hit of 5C as the dash momentum will carry it very far. If it still wouldn't reach, you can 214B, or you can 66 IAD j.C > dj.BC > AT.<br>If you are doing this in the corner, it will sideswitch. After that some characters may require a walk forward after 236C, notably Aoko. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character= <br />
|damage= 5340<br />
|metergen= -34.7%<br />
|metero= 35.8%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A, 6C > 214A, 236C, 66 > 2C > 6C > j.BC > dj.BC > AT<br />
|simput=<br />
|note= The same combo, but with the damage route. Does a little bit more damage than the meterless BnB, so only worth going into if you want to dump meter, or corner carry.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, MAX mode<br />
|character= <br />
|damage= 6119<br />
|metergen= -all<br />
|metero= 24%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > IH, 5C > 6C > 214A, 6C > 214A > AD<br />
|simput=<br />
|note= Easy IH combo.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, Blood heat<br />
|character= <br />
|damage= 7915<br />
|metergen= -265.7%<br />
|metero= 31.8%<br />
|link= <br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A > dl 236C > (66)2C > AAD, 2C > dl 6C > j.B[C] > dj.BC > AT<br />
|simput=<br />
|note= AAD Combo. Due to AAD not hitting OTG, this is the close to optimal AAD route.<br />
}}<br />
}}<br />
<br />
=== The 214C tech trap ===<br />
This tech trap requires you to have at least 100 meter.<br><br />
The lightning pattern is random so sometimes the opponent might just get out. 214C hits vertically, but it does have a limit to height.<br><br />
It is air unblockable and unshieldable, and has 54 active frames.<br><br />
It works best in the corner as the opponent won't have a lot of room to try an escape. You can attempt it midscreen, but that requires a good read on where your opponent will tech and if you miss, prepare to die.<br><br />
214C deals around 2000 damage. Even if the opponent doesn't tech this will stack about 300 damage to your combo.<br />
<br />
There is a way for the opponent to tech in the air, and be safe. You have to neutral air tech super close to ground. Then you will be able to land and block.<br><br />
However, it is hard to do. And if F-Roa goes for the 2 options listed below, it doesn't matter, as either 214C will hit them while falling, or 2A will catch them before they can reach that air tech.<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 200% meter<br />
|character= <br />
|damage= 5033 + 2000<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= *2AA > 5B > 2B > 5C > 6C > 214A, 6C > j.BC > dj.BC > j.236B, land 214C<br />
|simput=<br />
|note=The tech catch.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character= <br />
|damage= Invalid 5712 <br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= *2AA > 5B > 2B > 5C > 6C > 214A, 6C > j.BC > dj.BC > j.236A, land, 2A 6C 623B<br />
|simput=<br />
|note=The tech catch feint giving HKD. You can still go for land 214C option.<br />
}}<br />
}}<br />
<br />
=== Corner throw combo ===<br />
After a throw in the corner, you have 1 frame to link a 2a. That's the gist of it. It's very difficult, but worth it if you really like F-Roa. Every throw in the corner gets you around 3k damage with AT ender, or less if you want to use the oki ender. You can also use EX moves to add more damage to the combo or setup oki.<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition= Corner throw<br />
|character= <br />
|damage= 3327<br />
|metergen= 38.7%<br />
|metero= 12.9%<br />
|link=<br />
|input= *Throw, 2A > (2C) > 6C (> j.BC > dj.BC > AT) OR (> 623X)<br />
|simput=<br />
|note= Universal throw combo. The 2C needs to be instant on most chars. If you want maximum damage when using 236C and AD, you should, as always, avoid 214A > 236C as it really hurts the proration, and instead do 2A > 236C or 2C > 236C. The link may or may not be easier on some chars, needs testing. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Corner throw<br />
|character= <br />
|damage= 1937<br />
|metergen= 17.1%<br />
|metero= 5.7%<br />
|link=<br />
|input= *Throw, 623X<br />
|simput=<br />
|note= The one you do when you can't do or don't want to the the combo above.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Corner throw, Nero only.<br />
|character= <br />
|damage= 4172<br />
|metergen= 92.7%<br />
|metero= 30.9%<br />
|link=<br />
|input= *Throw, 2A > 2C, slight delay (2A > slight delay 2C)x3, 2AA > 2C > 6C (> j.BC > dj.BC > AT) OR (> 623X)<br />
|simput=<br />
|note= Nero exclusive corner throw 2A 2C loops. Amazing DMG and meter gain. This may be possible on other chars (100% on neco) but very hard and you might be able to do the loop only once, making the effort not worth the reward.<br />
}}<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_5A.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=202<br />
|proration=75% (O)<br />
|circuit=2.7% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=LH<br />
|startup=5 <br />
|active=4 <br />
|recovery=5 <br />
|frameAdv=3 <br />
|invuln= <br />
|description=Standard standing jab. Does hit crouching opponents.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_5B.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|data= <br />
{{AttackData-MB <br />
|damage=670 <br />
|reddamage=545<br />
|proration=90% <br />
|circuit=6.03% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=9 <br />
|active=4 <br />
|recovery=10 <br />
|frameAdv=1 <br />
|invuln= <br />
|description=Hits low and moves Roa forward a bit. Mostly used in combos or frame traps off of 2A.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_5C.png<br />
|caption=<br />
|name=5C<br />
|linkname=5C<br />
|data= <br />
{{AttackData-MB<br />
|damage=400, 550 (825)<br />
|reddamage=575<br />
|proration=80% (O), 90% (M)<br />
|circuit=3.6%, 4.95% (8.55%)<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=9 <br />
|active=3 (10) 7 <br />
|recovery=14 <br />
|frameAdv=-16, -3 ~ 0<br />
|invuln= <br />
|description=2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing. If you space incorrectly, the 2nd hit of 5C will whiff, and you will question your life choices.<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ==== <br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_2A.png<br />
|caption=<br />
|name=2A<br />
|linkname=2A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=202<br />
|proration=75% (O)<br />
|circuit=2.7% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=L <br />
|startup=4 <br />
|active=4 <br />
|recovery=5 <br />
|frameAdv=3 <br />
|invuln= <br />
|description=Hits low. fast, but short ranged.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_2B.png<br />
|caption=<br />
|name=2B<br />
|linkname=2B<br />
|data= <br />
{{AttackData-MB <br />
|damage=600 <br />
|reddamage=505<br />
|proration=80% (O)<br />
|circuit=6.3% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L <br />
|startup=6 <br />
|active=4 <br />
|recovery=10 <br />
|frameAdv=1 <br />
|invuln= <br />
|description=A F-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_2C.png<br />
|caption=<br />
|name=2C<br />
|linkname=2C<br />
|data= <br />
{{AttackData-MB <br />
|damage=900 <br />
|reddamage=707<br />
|proration=55% (O)<br />
|circuit=8.1% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L <br />
|startup=9 <br />
|active=11 <br />
|recovery=13 <br />
|frameAdv=-6 <br />
|invuln= <br />
|description=A short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_jA.png<br />
|caption=<br />
|name=j.A<br />
|linkname=j.A<br />
|data= <br />
{{AttackData-MB <br />
|damage=250 <br />
|reddamage=151<br />
|proration=75% (O)<br />
|circuit=2.25% <br />
|cancel=SE, N, SP, EX, J<br />
|guard=HA<br />
|startup=6 <br />
|active=4 <br />
|recovery=10 <br />
|frameAdv=- <br />
|invuln= <br />
|description=Quick hand jab, fast with poor range, decent for a quick air-to-air.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_jB.png<br />
|caption=<br />
|name=j.B<br />
|linkname=j.B<br />
|data= <br />
{{AttackData-MB <br />
|damage=700 <br />
|reddamage=505<br />
|proration=90% <br />
|circuit=6.3% <br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=8 <br />
|active=4 <br />
|recovery=- <br />
|frameAdv=- <br />
|invuln= <br />
|description=Good range kick that hits slightly above Roa.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_jC.png<br />
|image2=MB_F_Roa_jC_Charged.png<br />
|caption=<br />
|name=j.C<br />
|linkname=j.C<br />
|input=j.[C]<br />
|data= <br />
{{AttackData-MB <br />
|version=j.C<br />
|damage=1000 <br />
|reddamage=808<br />
|proration=90% (O)<br />
|circuit=7.2% <br />
|cancel=SP, EX, J<br />
|guard=HA<br />
|startup=8 <br />
|active=6 <br />
|recovery=- <br />
|frameAdv=- <br />
|invuln= <br />
|description=Roa attempts Storm’s jump fierce. This is a great air normal, if a bit slow.<br />
}}<br />
{{AttackData-MB <br />
|version=j.[C]<br />
|damage=1300 <br />
|reddamage=1111 <br />
|proration=90% (O)<br />
|circuit=9.0% <br />
|cancel=SP, EX, J<br />
|guard=HA<br />
|startup=19 <br />
|active=13 <br />
|recovery=- <br />
|frameAdv=- <br />
|invuln= <br />
|description= F-Roa's signature move. Possesses amazing amounts of disjoint, letting it beat just about anything if angled right. Can hit crossup. There is no charge flash, making high/low half-charge mixups harder to react to.<br />
}}<br />
}}<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_6C.png<br />
|caption=<br />
|name=6C<br />
|linkname=6C<br />
|data= <br />
{{AttackData-MB <br />
|damage=1000 <br />
|reddamage=808<br />
|proration=65% (O)<br />
|circuit=9.0% <br />
|cancel=SP, EX, (J)<br />
|guard=LH<br />
|startup=12 <br />
|active=5 <br />
|recovery=16 <br />
|frameAdv=-3 <br />
|invuln= <br />
|description=Long arm strike, great range and moves forward.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_Throw.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=4/6A+D<br>(~2)<br />
|data=<br />
{{AttackData-MB<br />
|version=Neutral<br />
|damage=1000<br />
|reddamage=404<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=-<br />
|invuln=<br />
|description=Roa has a very solid ground throw. A strong tool to mix with occassionally and complement your high/low or plus on block moves, especially in the corner.<br />
<br />
*If they don't tech, you can otg into relaunch with 236C.<br />
*Techable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214A or B lightning.<br />
*If you throw the opponent right in the corner, you can pick up a guaranteed combo with either 623b (for decent oki) or 2a into a followup combo (for very good damage off of a throw)<br />
}}<br />
{{AttackData-MB<br />
|version=~2<br />
|damage=800<br />
|reddamage=404<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=<br />
|description=You can also press 2 during his throw to ground them right next to you for untechable knockdown.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_Airthrow.png<br />
|caption=<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.4/6A+D<br />
|data=<br />
{{AttackData-MB<br />
|damage=1600 (Raw)<br>1200 (Ender)<br />
|reddamage=606<br />
|proration=100%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=-<br />
|invuln=<br />
|description=OTG-able ground bounce when done raw, untechable knockdown as a combo ender.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Counter</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_SC.png<br />
|image2=MB_H_Roa_jSC.png<br />
|caption=<br />
|name=Shield Counter<br />
|input=236D after a successful Shield (Air OK)<br />
|linkname=Shield Counter<br />
|data=<br />
{{AttackData-MB<br />
|version=Standing<br />
|damage=500 (345)<br />
|reddamage=202<br />
|proration=45%<br />
|circuit=4.5%<br />
|cancel=(SP), (EX), (J)<br />
|guard=LHA<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=<br />
|description=Same animation as 5C(1).<br />
}}<br />
{{AttackData-MB<br />
|version=Aerial<br />
|damage=500 (345)<br />
|reddamage=202<br />
|proration=45%<br />
|circuit=4.5%<br />
|cancel=<br />
|guard=HA<br />
|startup=9<br />
|active=4<br />
|recovery=<br />
|frameAdv=16 (Max)<br />
|invuln=<br />
|description=Same animation as H-Moon j.B.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Bunker<br />
|damage=500 <br />
|reddamage=202<br />
|proration=100% <br />
|circuit=0.0%<br>(-50.0% in blockstun)<br />
|cancel=<br />
|guard=LHA <br />
|startup=26<br />
|active=4 <br />
|recovery=19<br />
|frameAdv=-5 <br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=202<br />
|proration=100%<br />
|circuit=0.0%/-50.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=Similar to 6C.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Blood Heat</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_ABC.png<br />
|caption=<br />
|name=Blood Heat<br />
|linkname=Blood Heat<br />
|input=A+B+C during MAX<br />
|data= <br />
{{AttackData-MB <br />
|damage=100<br />
|reddamage=0<br />
|proration=100% <br />
|circuit=uses all<br />
|cancel=<br />
|guard=U<br />
|startup=19<br />
|active=3<br />
|recovery=18<br />
|frameAdv=<br />
|invuln=Full 1-18<br />
|description=One of the larger heat activations out there.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_CSpark.png<br />
|image2=MB_C_Roa_CSpark_Air.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=A+B+C during hitstun/blockstun at MAX<br />
|caption=<br />
|data= <br />
{{AttackData-MB<br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
<br />
=== Special Moves ===<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_236A.png<br />
|image2=MB_F_Roa_236B.png<br />
|image3=MB_F_Roa_236B_BE.png<br />
|image4=MB_F_Roa_236C.png<br />
|caption=A<br />
|caption2=B<br />
|caption3=[B]<br />
|caption4=EX<br />
|name=Funeral Fire Grab <br>(EX: Burial Big Bite)<br />
|linkname=236X<br />
|input=236A/B/[B]/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1000<br />
|reddamage=808<br />
|proration=70% (O)<br />
|circuit=9.0% <br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=15<br />
|active=3<br />
|recovery=20<br />
|frameAdv=-5<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1000<br />
|reddamage=808<br />
|proration=70% (O)<br />
|circuit=9.0% <br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=21<br />
|active=3<br />
|recovery=15<br />
|frameAdv=0<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[B]<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=28| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=* An upward ground slash. All versions are air-unblockable. <br />
<br />
A and B versions can be canceled by any EX move or Arc Drive, and jump on hit.<br><br />
B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1000*2 (1677)<br />
|reddamage=(1355)<br />
|proration=70% (O), 80% (M)<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=LH<br />
|startup=4+6<br />
|active=2 (10) 3<br />
|recovery=23<br />
|frameAdv=-20, -8<br />
|invuln=<br />
|description=EX version hits twice, wall bounces, and can be combo’d after in the corner.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_623A.png<br />
|image2=MB_H_Roa_623B.png<br />
|image3=MB_H_Roa_623C.png<br />
|image4=MB_F_Roa_623X_Hit.png<br />
|caption4=Followup on hit<br />
|name=Crushing Rising Thunder<br />
|linkname=623X<br />
|input=623A/B/C <br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=400*2, 700 (1317)<br />
|reddamage=(1059)<br />
|proration=100%, 90% (O)<br />
|circuit=2.7%, 9.0%, 6.3% (18.0%)<br />
|cancel=<br />
|guard=LH<br />
|startup=5<br />
|active={{Tooltip | text=7| hovertext=4, 3}}<br />
|recovery=42<br />
|frameAdv=-31, -27<br />
|invuln=<br />
|description=*Dragon punch. Goes off the ground at a 45 degree angle. All versions have an automatic followup on hit which causes untechable knockdown.<br />
<br />
A version is air-unblockable with no invincibility.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=400*4, 700 (1926)<br />
|reddamage=(1516)<br />
|proration=100%, 90% (O)<br />
|circuit=2.7%*4, 6.3% (17.1%)<br />
|cancel=<br />
|guard=LH (1), LHA (2-4)<br />
|startup=4 <br />
|active={{Tooltip | text=12| hovertext=4, 4, 2, 2}}<br />
|recovery=46<br />
|frameAdv=-40, -36,<br>-32, -30<br />
|invuln=Full 1-5<br />
|description=B version is air-blockable after the first hit and has invincibility until after the first 2 active frames.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=350*7, 700 (2471)<br />
|reddamage=(2139)<br />
|proration=100%, 90% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=2+0<br />
|active={{Tooltip | text=25| hovertext=4 x5, 2, 3}}<br />
|recovery=44<br />
|frameAdv=-58 (min)<br />
|invuln=Full 1-4<br />
|description=EX version is fully air unblockable, with some invicibility during active frames like B version.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_214AB.png<br />
|image2=MB_F_Roa_214C.png<br />
|caption=<br />
|name=Secret Thunder Needle <br>(EX: Thunder Snake Ghostly Festival)<br />
|linkname=214X<br />
|input=214A/B/C <br />
|data=<br />
{{AttackData-MB<br />
|version=A / B<br />
|damage=1000<br />
|reddamage=808<br />
|proration=70% (O)<br />
|circuit=9.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=16<br />
|active=8<br />
|recovery=14 / 16<br />
|frameAdv=0 / -2<br />
|invuln=<br />
|description=* Lightning bolt strikes in a vertical column in front of Roa. Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
<br />
A version hits close, but not directly in front of Roa, B hits a little further out. Air blockable, and same damage between the two.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=300*N<br />
|reddamage=202*N<br />
|proration=95% (M)*N<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=3+7<br />
|active=54<br />
|recovery=40<br />
|frameAdv=-29 ~ -22<br />
|invuln=Full 1-81<br />
|description=EX version is air-unblockable, unshieldable, invincible, and punishable on block. It can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less than 2k damage.<br />
}}<br />
}}<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_j236A.png<br />
|image2=MB_H_Roa_j236B.png<br />
|image3=MB_H_Roa_j236C.png<br />
|caption=<br />
|name=Brilliant Impetus - Ghost Tail<br />
|linkname=j.236X<br />
|input=j.236A/B/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=800<br />
|reddamage=505<br />
|proration=75% (O)<br />
|circuit=7.2%<br />
|cancel=(EX), (J)<br />
|guard=LHA<br />
|startup=12<br />
|active=3<br />
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}}<br />
|frameAdv=3 (TK)<br />
|invuln=<br />
|description=* Electricity surrounds Roa in the air. All versions air-blockable with some utility as anti air. Safe on block and can be canceled before the hit by landing on the ground. Can hit on both sides allowing for cross ups. Has some sort of vacuum on block.<br />
<br />
A version gives advantage if TK’ed close to the ground. <br />
Combos into 5A if done as low as possible to the ground, or alternatively, 623X, if done a bit higher than 5A height. <br />
<br />
A and B versions also retain air options on hit.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=700*3 (1579)<br />
|reddamage=(910)<br />
|proration=75% (O)<br />
|circuit=6.3%*3 (18.9%)<br />
|cancel=EX, J<br />
|guard=LHA<br />
|startup=15<br />
|active=3 (3) 3 (3) 3<br />
|recovery={{Tooltip | text=9| hovertext=Landing recovery.}}<br />
|frameAdv=-1 (TK)<br />
|invuln=<br />
|description=B versions hits three times. Also retains air options on hit.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=400*6 (1591)<br />
|reddamage=(1204)<br />
|proration=75% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=3+11<br />
|active={{Tooltip | text=12| hovertext=2 x6}}<br />
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}}<br />
|frameAdv=5 (TK)<br />
|invuln=Full 1-25<br />
|description=EX version has greater range than A/B and has invicibility. Can add some damage to air combos if used instead of air throw finisher (about 200 dmg). Follows the same combo rules as 236A/B.<br />
<br />
Has some use as a reaction tool against your jump-ins getting shielded as it will beat H moon shield clean, and against other moons has to be manually shielded 6 times in a row, beats many reversals (25f of invul!!!), and can evade some Last Arcs!<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MBHRoaAD.png<br />
|caption=<br />
|name=Heavenly Crashing Thunder<br />
|linkname=Arc Drive<br />
|input=41236C during MAX/Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=7000 (3080)<br />
|reddamage=(2248)<br />
|proration=50% (O)<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LH<br />
|startup=7+6<br />
|active=2<br />
|recovery=38<br />
|frameAdv=-15<br />
|invuln=Full 7-8, 13-14<br />
|description=Quick horizontal lightning bolt crosses the screen. <br />
<br />
* Can be used to punish any tech from a ground throw.<br />
* Easily combo-able from basic strings AND hits OTG, making it even easier to combo into.<br />
* Is a hitgrab, making it air-unblockable, unshieldable AND undodgeable.<br />
* Deceptively large vertical hitbox.<br />
}}<br />
}}<br />
<br />
=== Another Arc Drive ===<br />
{{MoveData<br />
|image=MBHRoaAD.png<br />
|caption=<br />
|name=Heavenly Crashing Thunder<br />
|linkname=Another Arc Drive<br />
|input=41236C during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=8000 (3520)<br />
|reddamage=(2453)<br />
|proration=50% (O)<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LH<br />
|startup=6+6<br />
|active=2<br />
|recovery=38<br />
|frameAdv=-15<br />
|invuln=Full 6-7, 12-13<br />
|description=Quick horizontal lightning bolt crosses the screen. Does more a bit damage and has a fancier cutscene on hit.<br />
<br />
Almost identical in terms of properties to AD, except:<br />
* Does NOT hit OTG<br />
* Allows to continue the combo after with the opponent being put into juggle state.<br />
* Being a hitgrab, also resets the bounce count, which unfortunately cannot be used by this moon of Roa in a practical way.<br />
<br />
}}<br />
}}<br />
<br />
=== Last Arc ===<br />
{{MoveData<br />
|image=MB_C_Roa_LA.png<br />
|caption=<br />
|name=Hollow Course - Seventeen Reincarnations<br />
|linkname=Last Arc<br />
|input=Grounded EX Shield during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=5000<br />
|reddamage=4040<br />
|proration=N/A<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=4<br />
|active=1+1<br />
|recovery=40<br />
|frameAdv= <br />
|invuln=Full<br />
|description=Fullscreen command grab Last Arc. Notable for doing fixed damage no matter how much Blood Heat gauge Roa has left.<br />
}}<br />
}}<br />
<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Michael Roa Valdamjong]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=292007Melty Blood/MBAACC/Roa/Full Moon2023-12-06T13:40:40Z<p>EikaMikiku: /* Overview */ Removed "almost-duplicate" con that mostly reflects on users poor skill. Added a real con. Soon going to add stuff that would make the old con look bad anyway.</p>
<hr />
<div>{{TOClimit|3}}<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=f&p1char=roa F-Roa Match Video Database]<br><br />
[https://drunkardshade.com/2015/07/28/melty-bits-f-roa-2/ Melty Bits: F-Roa]<br><br />
[https://www.youtube.com/watch?v=LPjAiGnoC64&feature=youtu.be F-Roa Basics] by TexasTim <br><br />
[https://youtu.be/93XUyyBZxUs?si=c08yIBPYLkwdw-jk F-Roa Okizeme] by TexasTim, check comments for extra notes <br><br />
[https://www.youtube.com/watch?v=1n2crRmrDtY F-Roa Sandori Okizeme] by Irysa<br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name!! width="80"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
|-<br />
| [http://mbaacc.melty.games/?page=2&p1moon=f&p1char=roa&p1name=anjin+%28%E3%81%82%E3%82%93%E3%81%98%E3%82%93%29 anjin]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color01.png|Color|75px]] <br />
| Japan || A-cho || Inactive || A player with a tendency to go for more stylish options, often going for tech trap combos.<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=f&p1char=roa&p1name=nouburu%20(%E3%83%8E%E3%83%BC%E3%83%96%E3%83%AB) nouburu]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color07.png|Color|75px]] <br />
| Japan || A-cho || Inactive || A solid F-Roa player who makes smart use of his buttons and mobility to keep the opponent locked down.<br />
|-<br />
|}<br />
<br />
== Overview ==<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
[[File:MBAACC_Roa_Face.png]] '''F-Roa''' is a basic character with a fairly balanced toolkit.<br />
|pros=<br />
*'''Agile''': His dash and airdashes are very quick, allowing you to reposition yourself the way you'd like in a flash. His dash IAD, notably, can go nearly full screen in less than a second if done right. <br />
*'''BIG Hitter''': His okizeme BNB deals a good amount of damage, and his damage BNB paired with a jump in can get very close to 6k. Using Arc Drive in his combos will lead to even more absurd damage. Two to three mixups is more than enough to get a round off a large portion of the cast.<br />
*'''Mixup Potential''': Everytime he gets a knockdown he can set up a mixup situation, either from a sandoori situation in the midscreen, or a safejump with a lot of branching mixup paths in the corner. Refer to TexasTim and Irysa's guide<br />
*'''Straightforward''': He has a simple gameplan, simple specials, simple plus frame normals, simple pressure, simple okizeme, simple execution combos, etc. Learn F-Roa's most optimal techs in 30 minutes or your money back, guaranteed.<br />
|cons=<br />
*'''Straightforward to a Fault''': Being a very simple character, it can be hard to be unpredictable or have a varied gameplan. <br />
*'''High Startup on Dash''': Although his dash is fast once it gets going, the high startup on it makes it difficult to make quick adjustments to positioning.<br />
*'''Tall airdash hurtbox''': Rare con, but it's very real. Most 5A's will hit you at heights you don't expect. F-Roa players have to be aware of their big hurtbox when air dashing around.<br />
|tablewidth=80<br />
}}<br />
<br />
== General Gameplan ==<br />
F-Roa is a basic character with basic tools. It's both a boon and a bane. It's easy for a decent player to perform well with him, but he only has so many tools to work with and can be easy to read if you're not creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent.<br />
<br />
=== Neutral ===<br />
His movement and specials are key. You can control space, namely with j.[C], 214A/B, j.236A/B and 2B. For air to air situations, you have a strong j.A, plus j.B which has nice range. F-Roa can also opt to rush down the opponent with airdashes and fast buttons; dashing forward before jumping extends his airdash momentum enough for him to traverse the entire screen with it. Otherwise, keeping the opponent jailed with 214A/B and aerial buttons is not a bad idea, but contains inherent risks if they make it past you. Basically, F-Roa has four special moves and you can try mixing up approaches and ways of playing just using those and his buttons, but he's not exactly amazing at anything.<br />
<br />
=== Pressure/Okizeme ===<br />
F-Roa's pressure is very stagger heavy, with plus buttons (2A, 5B, 2B) that have a good cancel window, 214A and 236B which are 0 on block, a 236[B] which resets your pressure if your opponent respects you, and an extremely fast redash. Use these tools in blockstrings and mix it up. You can start to use the 236[B] for better mix ups, but do so at your own risk, as mashing beats it cleanly. His j.[C] also has massive disjoint which, paired with the ability to half charge, can make a scary situation where you either do j.{C} and hit them with an overhead, or fully charge j.[C], which doesn't come out due to Roa landing, and then hit them with a low or throw. This is especially scary, considering the lack of a charge flash visual or audio cue on j.[C].<br />
<br />
F-Roa's okizeme can be scary, as you can get a mixup pretty much anywhere from your BnB. If you use meter for 236C, you can enforce a mixup between same side overhead/low, crossup overhead/low, or throw, the latter being a good option as F-Roa can combo from his throw in the corner for 3k damage.<br />
<br />
=== Defense ===<br />
F-Roa has a serviceable defensive toolkit with some unique tools at his disposal. 2A is a classic abare tool, aided by it's 3F startup. 623B is an ok DP with an ender that sets up a meaty. 623C has 2+0f startup, allowing it to beat non F moon safejumps and his 214C blows up a lot of otherwise safe okizeme, like Hime pillar oki. j.236C will also beat many things when used as a cancel. His Heat activation box is good, but on the flipside, you can't IH anything except 236A. He mostly has to stick to solid defensive fundamentals: be patient, keep EX guarding, and wait for an appropriate time to jump out or punish your opponent overcommitting.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
<br />
=== Normal Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage= 3897<br />
|metergen= 56.8%<br />
|metero= 18.9%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A, 6C > 214A<br />
|simput=<br />
|note= Basic BnB oki combo. Allows OTG followup anywhere.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage= 4333<br />
|metergen= 64.9%<br />
|metero= 21.6%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A, 6C > 623A/B/C <br />
|simput=<br />
|note= Hard knockdown combo with 623X.<br><br />
Allows for meaty B and C normals and IAD pressure to start, but no slide oki.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage= 5242<br />
|metergen= 74.8%<br />
|metero= 24.9%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A, 6C > j.BC > dj.BC > AT/j.236C<br />
|simput=<br />
|note=Your main damage BnB.<br><br />
If you use too many 2A, or hit any of the B normals at tip range, 214A might whiff.<br>In that case you can either do only one hit of 5C or use 214B instead.<br><br />
The j.236C ender adds about 200 damage. Midscreen, it lets the opponent air tech and doesn't lead to anything. In the corner, however....<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Raw Airthrow starter<br />
|character=<br />
|damage= 3097<br />
|metergen= 42.3%<br />
|metero= 14.1%<br />
|link=<br />
|input= *gAT, 2B > 6C > j.BC > dj.BC AT<br />
|simput=<br />
|note= Universal airthrow combo.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Counterhit starter, airborne opponent<br />
|character=<br />
|damage= 3865<br />
|metergen= 51.3%<br />
|metero= 17.1%<br />
|link=<br />
|input= *Any counterhit (except multihit specials and 214A/B), 2C > 6C (> j.BC > dj.BC > AT) OR (> 214A)<br />
|simput=<br />
|note= This is the most practical conversion. Allows for damage or oki. But if you want even more damage....<br><br />
Damage and meter gain calculated off a j.C counterhit with AT ender.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Counterhit starter, airborne opponent<br />
|character=<br />
|damage= 4523<br />
|metergen= 40.2%<br />
|metero= 13.4%<br />
|link=<br />
|input= *Any counterhit (except multihit specials and 214A/B), 5B > j.BC > dj.BC > AT<br />
|simput=<br />
|note= This is the most damaging conversion. The damage gain skyrockets off certain counterhits, such as j.C. If you time 5B to hit when the opponent is as close to the ground as possible, you can do j.B[C] > dj.BC > AT for a small damage boost.<br><br />
The reason why you don't do this everytime is that it can be hard to land in certain situations, and sacrifices all your possible oki for damage<br><br />
(unless you do 5B > 6C > 214A, but at that point the damage gain is miniscule and 6C needs delay on certain chars, also 214A might whiff in the corner, well you get the idea.<br><br />
Damage and meter gain calculated off a j.C counterhit.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Counterhit 214A/B starter, grounded opponent<br />
|character=<br />
|damage= 3831<br />
|metergen= 53.1%<br />
|metero= 17.7%<br />
|link=<br />
|input= *CH 214A/B, 2C > 6C (> j.BC > dj.BC > AT) OR (> 214A)<br />
|simput=<br />
|note= Same as the usual conversion, except the damage boost from 5B is 200 damage at best with j.B[C], so doing this conversion is recommended.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Counterhit 236A starter, grounded opponent<br />
|character=<br />
|damage= 5599<br />
|metergen= 53.1%<br />
|metero= 17.7%<br />
|link=<br />
|input= *CH 236A > IAD j.C > 5B > 2B > 5C > 6C > 214A(, sj9.BC > dj.BC > AT) OR (, 6C > 214A) <br />
|simput=<br />
|note= Extremely rare 236A ground counter hit, pretty difficult to pull of and even more difficult to react to a 236A counterhit midgame.<br><br />
This is here only to show that this is possible, use at your own discretion. However there is exists a relatively practical use for this, and that is shield! If you shield something punishable with a counterhit, you can do this as your shield combo!<br><br />
Still it requires not only shielding, but shielding a specific move, and then pulling off a difficult combo.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Shield counter starter<br />
|character=<br />
|damage= 2884<br />
|metergen= 53.1%<br />
|metero= 16.2%<br />
|link=<br />
|input= *5D > 236D (Air OK), 2C > 6C (> j.BC > dj.BC > AT) OR (> 214A)<br />
|simput=<br />
|note= Your universal shield counter combo. Don't even think of trying 5B on this one, it gives less damage.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Shield counter starter, Nero only<br />
|character=<br />
|damage= 3593<br />
|metergen= 99.1%<br />
|metero= 31.3%<br />
|link=<br />
|input= *5D > 236D, 2C, slight delay (2A > 2C)x4 > delay 6C > j.B[C] > dj.BC > AT<br />
|simput=<br />
|note= Nero exclusive shield counter combo. Great reward for the effort.<br> The higher the opponent was when hit by 236D, the more you need to delay the first 2C. You should aim to make it land in the later active frames, allowing you to recover and link 2A in time. If you don't delay it enough, the opponent may be too high after the first loop, and the second loop's 2C will whiff, so you'll have to adapt on the fly and delay that. It's easier than it sounds.<br> Is possible on other chars, but requires perfect 2C timing and delaying other buttons, and the reward is not worth the effort.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Counterhit 236B starter, grounded opponent<br />
|character=<br />
|damage= 5599<br />
|metergen= 53.1%<br />
|metero= 17.7%<br />
|link=<br />
|input= *CH 236B (>IAD j.C) > 5B > 2B > 5C(only one hit if IAD j.C omitted) > 6C > 214A(, sj9.BC > dj.BC > AT) OR (, 6C > 214A) <br />
|simput=<br />
|note= Virtually the same as the CH 236A combo, except you can omit the IAD j.C if it's too hard and link straight into 5B, but in that case you'll have to do only one hit of 5C or 214A will whiff.<br>236B counter hit happens a lot more than 236A, so this is practical.<br />
}}<br />
}}<br />
<br />
=== Metered Combos ===<br />
To start off, you should know that F-Roa doesn't really have any combos that can only be done with meter, except for arc drive combos. Your main tool for metered combos is 236C, which can be used after every 214 knockdown in combos to either extend an oki combo for more damage and save that oki, to corner carry from the other end of the stage, to setup mixups, you get it.<br>However, 214X > 236C makes the EX cancel proration kick in which hurts the damage more the longer your combo after 236C is. To mitigate that, do 5C(1) > 6C > 214A, dl 236C instead. This will net more damage overall and especially in AD and MAX combos. It will fail to combo if you have too many normals (up to two 2A's work/j.X > B normals work), or if you are too far.<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character= <br />
|damage= 4820<br />
|metergen= -55.8%<br />
|metero= 29.8%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A, 6C > 214A, 236C, (66) > 2C > 6C > 214A <br />
|simput=<br />
|note= This is the basic oki BnB, extended with the use of 236C.<br>Depending on the distance to the other side of stage, you may need to adjust your followup. If you are too far for 2C to hit, you may use the second hit of 5C as the dash momentum will carry it very far. If it still wouldn't reach, you can 214B, or you can 66 IAD j.C > dj.BC > AT.<br>If you are doing this in the corner, it will sideswitch. After that some characters may require a walk forward after 236C, notably Aoko. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character= <br />
|damage= 5340<br />
|metergen= -34.7%<br />
|metero= 35.8%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A, 6C > 214A, 236C, 66 > 2C > 6C > j.BC > dj.BC > AT<br />
|simput=<br />
|note= The same combo, but with the damage route. Does a little bit more damage than the meterless BnB, so only worth going into if you want to dump meter, or corner carry.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, MAX mode<br />
|character= <br />
|damage= 6119<br />
|metergen= -all<br />
|metero= 24%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > IH, 5C > 6C > 214A, 6C > 214A > AD<br />
|simput=<br />
|note= Easy IH combo.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, Blood heat<br />
|character= <br />
|damage= 7915<br />
|metergen= -265.7%<br />
|metero= 31.8%<br />
|link= <br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A > dl 236C > (66)2C > AAD, 2C > dl 6C > j.B[C] > dj.BC > AT<br />
|simput=<br />
|note= AAD Combo. Due to AAD not hitting OTG, this is the close to optimal AAD route.<br />
}}<br />
}}<br />
<br />
=== The 214C tech trap ===<br />
This tech trap requires you to have at least 100 meter.<br><br />
The lightning pattern is random so sometimes the opponent might just get out. 214C hits vertically, but it does have a limit to height.<br><br />
It is air unblockable and unshieldable, and has 54 active frames.<br><br />
It works best in the corner as the opponent won't have a lot of room to try an escape. You can attempt it midscreen, but that requires a good read on where your opponent will tech and if you miss, prepare to die.<br><br />
214C deals around 2000 damage. Even if the opponent doesn't tech this will stack about 300 damage to your combo.<br />
<br />
There is a way for the opponent to tech in the air, and be safe. You have to neutral air tech super close to ground. Then you will be able to land and block.<br><br />
However, it is hard to do. And if F-Roa goes for the 2 options listed below, it doesn't matter, as either 214C will hit them while falling, or 2A will catch them before they can reach that air tech.<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 200% meter<br />
|character= <br />
|damage= 5033 + 2000<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= *2AA > 5B > 2B > 5C > 6C > 214A, 6C > j.BC > dj.BC > j.236B, land 214C<br />
|simput=<br />
|note=The tech catch.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character= <br />
|damage= Invalid 5712 <br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= *2AA > 5B > 2B > 5C > 6C > 214A, 6C > j.BC > dj.BC > j.236A, land, 2A 6C 623B<br />
|simput=<br />
|note=The tech catch feint giving HKD. You can still go for land 214C option.<br />
}}<br />
}}<br />
<br />
=== Corner throw combo ===<br />
After a throw in the corner, you have 1 frame to link a 2a. That's the gist of it. It's very difficult, but worth it if you really like F-Roa. Every throw in the corner gets you around 3k damage with AT ender, or less if you want to use the oki ender. You can also use EX moves to add more damage to the combo or setup oki.<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition= Corner throw<br />
|character= <br />
|damage= 3327<br />
|metergen= 38.7%<br />
|metero= 12.9%<br />
|link=<br />
|input= *Throw, 2A > (2C) > 6C (> j.BC > dj.BC > AT) OR (> 623X)<br />
|simput=<br />
|note= Universal throw combo. The 2C needs to be instant on most chars. If you want maximum damage when using 236C and AD, you should, as always, avoid 214A > 236C as it really hurts the proration, and instead do 2A > 236C or 2C > 236C. The link may or may not be easier on some chars, needs testing. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Corner throw<br />
|character= <br />
|damage= 1937<br />
|metergen= 17.1%<br />
|metero= 5.7%<br />
|link=<br />
|input= *Throw, 623X<br />
|simput=<br />
|note= The one you do when you can't do or don't want to the the combo above.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Corner throw, Nero only.<br />
|character= <br />
|damage= 4172<br />
|metergen= 92.7%<br />
|metero= 30.9%<br />
|link=<br />
|input= *Throw, 2A > 2C, slight delay (2A > slight delay 2C)x3, 2AA > 2C > 6C (> j.BC > dj.BC > AT) OR (> 623X)<br />
|simput=<br />
|note= Nero exclusive corner throw 2A 2C loops. Amazing DMG and meter gain. This may be possible on other chars (100% on neco) but very hard and you might be able to do the loop only once, making the effort not worth the reward.<br />
}}<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_5A.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=202<br />
|proration=75% (O)<br />
|circuit=2.7% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=LH<br />
|startup=5 <br />
|active=4 <br />
|recovery=5 <br />
|frameAdv=3 <br />
|invuln= <br />
|description=Standard standing jab. Does hit crouching opponents.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_5B.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|data= <br />
{{AttackData-MB <br />
|damage=670 <br />
|reddamage=545<br />
|proration=90% <br />
|circuit=6.03% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=9 <br />
|active=4 <br />
|recovery=10 <br />
|frameAdv=1 <br />
|invuln= <br />
|description=Hits low and moves Roa forward a bit. Mostly used in combos or frame traps off of 2A.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_5C.png<br />
|caption=<br />
|name=5C<br />
|linkname=5C<br />
|data= <br />
{{AttackData-MB<br />
|damage=400, 550 (825)<br />
|reddamage=575<br />
|proration=80% (O), 90% (M)<br />
|circuit=3.6%, 4.95% (8.55%)<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=9 <br />
|active=3 (10) 7 <br />
|recovery=14 <br />
|frameAdv=-16, -3 ~ 0<br />
|invuln= <br />
|description=2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing. If you space incorrectly, the 2nd hit of 5C will whiff, and you will question your life choices.<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ==== <br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_2A.png<br />
|caption=<br />
|name=2A<br />
|linkname=2A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=202<br />
|proration=75% (O)<br />
|circuit=2.7% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=L <br />
|startup=4 <br />
|active=4 <br />
|recovery=5 <br />
|frameAdv=3 <br />
|invuln= <br />
|description=Hits low. fast, but short ranged.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_2B.png<br />
|caption=<br />
|name=2B<br />
|linkname=2B<br />
|data= <br />
{{AttackData-MB <br />
|damage=600 <br />
|reddamage=505<br />
|proration=80% (O)<br />
|circuit=6.3% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L <br />
|startup=6 <br />
|active=4 <br />
|recovery=10 <br />
|frameAdv=1 <br />
|invuln= <br />
|description=A F-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_2C.png<br />
|caption=<br />
|name=2C<br />
|linkname=2C<br />
|data= <br />
{{AttackData-MB <br />
|damage=900 <br />
|reddamage=707<br />
|proration=55% (O)<br />
|circuit=8.1% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L <br />
|startup=9 <br />
|active=11 <br />
|recovery=13 <br />
|frameAdv=-6 <br />
|invuln= <br />
|description=A short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_jA.png<br />
|caption=<br />
|name=j.A<br />
|linkname=j.A<br />
|data= <br />
{{AttackData-MB <br />
|damage=250 <br />
|reddamage=151<br />
|proration=75% (O)<br />
|circuit=2.25% <br />
|cancel=SE, N, SP, EX, J<br />
|guard=HA<br />
|startup=6 <br />
|active=4 <br />
|recovery=10 <br />
|frameAdv=- <br />
|invuln= <br />
|description=Quick hand jab, fast with poor range, decent for a quick air-to-air.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_jB.png<br />
|caption=<br />
|name=j.B<br />
|linkname=j.B<br />
|data= <br />
{{AttackData-MB <br />
|damage=700 <br />
|reddamage=505<br />
|proration=90% <br />
|circuit=6.3% <br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=8 <br />
|active=4 <br />
|recovery=- <br />
|frameAdv=- <br />
|invuln= <br />
|description=Good range kick that hits slightly above Roa.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_jC.png<br />
|image2=MB_F_Roa_jC_Charged.png<br />
|caption=<br />
|name=j.C<br />
|linkname=j.C<br />
|input=j.[C]<br />
|data= <br />
{{AttackData-MB <br />
|version=j.C<br />
|damage=1000 <br />
|reddamage=808<br />
|proration=90% (O)<br />
|circuit=7.2% <br />
|cancel=SP, EX, J<br />
|guard=HA<br />
|startup=8 <br />
|active=6 <br />
|recovery=- <br />
|frameAdv=- <br />
|invuln= <br />
|description=Roa attempts Storm’s jump fierce. This is a great air normal, if a bit slow.<br />
}}<br />
{{AttackData-MB <br />
|version=j.[C]<br />
|damage=1300 <br />
|reddamage=1111 <br />
|proration=90% (O)<br />
|circuit=9.0% <br />
|cancel=SP, EX, J<br />
|guard=HA<br />
|startup=19 <br />
|active=8 <br />
|recovery=- <br />
|frameAdv=- <br />
|invuln= <br />
|description= F-Roa's signature move. Possesses amazing amounts of disjoint, letting it beat just about anything if angled right. Can hit crossup. There is no charge flash, making high/low half-charge mixups harder to react to.<br />
}}<br />
}}<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_6C.png<br />
|caption=<br />
|name=6C<br />
|linkname=6C<br />
|data= <br />
{{AttackData-MB <br />
|damage=1000 <br />
|reddamage=808<br />
|proration=65% (O)<br />
|circuit=9.0% <br />
|cancel=SP, EX, (J)<br />
|guard=LH<br />
|startup=12 <br />
|active=5 <br />
|recovery=16 <br />
|frameAdv=-3 <br />
|invuln= <br />
|description=Long arm strike, great range and moves forward.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_Throw.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=4/6A+D<br>(~2)<br />
|data=<br />
{{AttackData-MB<br />
|version=Neutral<br />
|damage=1000<br />
|reddamage=404<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=-<br />
|invuln=<br />
|description=Roa has a very solid ground throw. A strong tool to mix with occassionally and complement your high/low or plus on block moves, especially in the corner.<br />
<br />
*If they don't tech, you can otg into relaunch with 236C.<br />
*Techable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214A or B lightning.<br />
*If you throw the opponent right in the corner, you can pick up a guaranteed combo with either 623b (for decent oki) or 2a into a followup combo (for very good damage off of a throw)<br />
}}<br />
{{AttackData-MB<br />
|version=~2<br />
|damage=800<br />
|reddamage=404<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=<br />
|description=You can also press 2 during his throw to ground them right next to you for untechable knockdown.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_Airthrow.png<br />
|caption=<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.4/6A+D<br />
|data=<br />
{{AttackData-MB<br />
|damage=1600 (Raw)<br>1200 (Ender)<br />
|reddamage=606<br />
|proration=100%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=-<br />
|invuln=<br />
|description=OTG-able ground bounce when done raw, untechable knockdown as a combo ender.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Counter</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_SC.png<br />
|image2=MB_H_Roa_jSC.png<br />
|caption=<br />
|name=Shield Counter<br />
|input=236D after a successful Shield (Air OK)<br />
|linkname=Shield Counter<br />
|data=<br />
{{AttackData-MB<br />
|version=Standing<br />
|damage=500 (345)<br />
|reddamage=202<br />
|proration=45%<br />
|circuit=4.5%<br />
|cancel=(SP), (EX), (J)<br />
|guard=LHA<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=<br />
|description=Same animation as 5C(1).<br />
}}<br />
{{AttackData-MB<br />
|version=Aerial<br />
|damage=500 (345)<br />
|reddamage=202<br />
|proration=45%<br />
|circuit=4.5%<br />
|cancel=<br />
|guard=HA<br />
|startup=9<br />
|active=4<br />
|recovery=<br />
|frameAdv=16 (Max)<br />
|invuln=<br />
|description=Same animation as H-Moon j.B.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Bunker<br />
|damage=500 <br />
|reddamage=202<br />
|proration=100% <br />
|circuit=0.0%<br>(-50.0% in blockstun)<br />
|cancel=<br />
|guard=LHA <br />
|startup=26<br />
|active=4 <br />
|recovery=19<br />
|frameAdv=-5 <br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=202<br />
|proration=100%<br />
|circuit=0.0%/-50.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=Similar to 6C.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Blood Heat</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_ABC.png<br />
|caption=<br />
|name=Blood Heat<br />
|linkname=Blood Heat<br />
|input=A+B+C during MAX<br />
|data= <br />
{{AttackData-MB <br />
|damage=100<br />
|reddamage=0<br />
|proration=100% <br />
|circuit=uses all<br />
|cancel=<br />
|guard=U<br />
|startup=19<br />
|active=3<br />
|recovery=18<br />
|frameAdv=<br />
|invuln=Full 1-18<br />
|description=One of the larger heat activations out there.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_CSpark.png<br />
|image2=MB_C_Roa_CSpark_Air.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=A+B+C during hitstun/blockstun at MAX<br />
|caption=<br />
|data= <br />
{{AttackData-MB<br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
<br />
=== Special Moves ===<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_236A.png<br />
|image2=MB_F_Roa_236B.png<br />
|image3=MB_F_Roa_236B_BE.png<br />
|image4=MB_F_Roa_236C.png<br />
|caption=A<br />
|caption2=B<br />
|caption3=[B]<br />
|caption4=EX<br />
|name=Funeral Fire Grab <br>(EX: Burial Big Bite)<br />
|linkname=236X<br />
|input=236A/B/[B]/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1000<br />
|reddamage=808<br />
|proration=70% (O)<br />
|circuit=9.0% <br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=15<br />
|active=3<br />
|recovery=20<br />
|frameAdv=-5<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1000<br />
|reddamage=808<br />
|proration=70% (O)<br />
|circuit=9.0% <br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=21<br />
|active=3<br />
|recovery=15<br />
|frameAdv=0<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[B]<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=28| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=* An upward ground slash. All versions are air-unblockable. <br />
<br />
A and B versions can be canceled by any EX move or Arc Drive, and jump on hit.<br><br />
B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1000*2 (1677)<br />
|reddamage=(1355)<br />
|proration=70% (O), 80% (M)<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=LH<br />
|startup=4+6<br />
|active=2 (10) 3<br />
|recovery=23<br />
|frameAdv=-20, -8<br />
|invuln=<br />
|description=EX version hits twice, wall bounces, and can be combo’d after in the corner.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_623A.png<br />
|image2=MB_H_Roa_623B.png<br />
|image3=MB_H_Roa_623C.png<br />
|image4=MB_F_Roa_623X_Hit.png<br />
|caption4=Followup on hit<br />
|name=Crushing Rising Thunder<br />
|linkname=623X<br />
|input=623A/B/C <br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=400*2, 700 (1317)<br />
|reddamage=(1059)<br />
|proration=100%, 90% (O)<br />
|circuit=2.7%, 9.0%, 6.3% (18.0%)<br />
|cancel=<br />
|guard=LH<br />
|startup=5<br />
|active={{Tooltip | text=7| hovertext=4, 3}}<br />
|recovery=42<br />
|frameAdv=-31, -27<br />
|invuln=<br />
|description=*Dragon punch. Goes off the ground at a 45 degree angle. All versions have an automatic followup on hit which causes untechable knockdown.<br />
<br />
A version is air-unblockable with no invincibility.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=400*4, 700 (1926)<br />
|reddamage=(1516)<br />
|proration=100%, 90% (O)<br />
|circuit=2.7%*4, 6.3% (17.1%)<br />
|cancel=<br />
|guard=LH (1), LHA (2-4)<br />
|startup=4 <br />
|active={{Tooltip | text=12| hovertext=4, 4, 2, 2}}<br />
|recovery=46<br />
|frameAdv=-40, -36,<br>-32, -30<br />
|invuln=Full 1-5<br />
|description=B version is air-blockable after the first hit and has invincibility until after the first 2 active frames.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=350*7, 700 (2471)<br />
|reddamage=(2139)<br />
|proration=100%, 90% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=2+0<br />
|active={{Tooltip | text=25| hovertext=4 x5, 2, 3}}<br />
|recovery=44<br />
|frameAdv=-58 (min)<br />
|invuln=Full 1-4<br />
|description=EX version is fully air unblockable, with some invicibility during active frames like B version.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_214AB.png<br />
|image2=MB_F_Roa_214C.png<br />
|caption=<br />
|name=Secret Thunder Needle <br>(EX: Thunder Snake Ghostly Festival)<br />
|linkname=214X<br />
|input=214A/B/C <br />
|data=<br />
{{AttackData-MB<br />
|version=A / B<br />
|damage=1000<br />
|reddamage=808<br />
|proration=70% (O)<br />
|circuit=9.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=16<br />
|active=8<br />
|recovery=14 / 16<br />
|frameAdv=0 / -2<br />
|invuln=<br />
|description=* Lightning bolt strikes in a vertical column in front of Roa. Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
<br />
A version hits close, but not directly in front of Roa, B hits a little further out. Air blockable, and same damage between the two.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=300*N<br />
|reddamage=202*N<br />
|proration=95% (M)*N<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=3+7<br />
|active=54<br />
|recovery=40<br />
|frameAdv=-29 ~ -22<br />
|invuln=Full 1-81<br />
|description=EX version is air-unblockable, unshieldable, invincible, and punishable on block. It can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less than 2k damage.<br />
}}<br />
}}<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_j236A.png<br />
|image2=MB_H_Roa_j236B.png<br />
|image3=MB_H_Roa_j236C.png<br />
|caption=<br />
|name=Brilliant Impetus - Ghost Tail<br />
|linkname=j.236X<br />
|input=j.236A/B/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=800<br />
|reddamage=505<br />
|proration=75% (O)<br />
|circuit=7.2%<br />
|cancel=(EX), (J)<br />
|guard=LHA<br />
|startup=12<br />
|active=3<br />
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}}<br />
|frameAdv=3 (TK)<br />
|invuln=<br />
|description=* Electricity surrounds Roa in the air. All versions air-blockable with some utility as anti air. Safe on block and can be canceled before the hit by landing on the ground. Can hit on both sides allowing for cross ups. Has some sort of vacuum on block.<br />
<br />
A version gives advantage if TK’ed close to the ground. <br />
Combos into 5A if done as low as possible to the ground, or alternatively, 623X, if done a bit higher than 5A height. <br />
<br />
A and B versions also retain air options on hit.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=700*3 (1579)<br />
|reddamage=(910)<br />
|proration=75% (O)<br />
|circuit=6.3%*3 (18.9%)<br />
|cancel=EX, J<br />
|guard=LHA<br />
|startup=15<br />
|active=3 (3) 3 (3) 3<br />
|recovery={{Tooltip | text=9| hovertext=Landing recovery.}}<br />
|frameAdv=-1 (TK)<br />
|invuln=<br />
|description=B versions hits three times. Also retains air options on hit.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=400*6 (1591)<br />
|reddamage=(1204)<br />
|proration=75% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=3+11<br />
|active={{Tooltip | text=12| hovertext=2 x6}}<br />
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}}<br />
|frameAdv=5 (TK)<br />
|invuln=Full 1-25<br />
|description=EX version has greater range than A/B and has invicibility. Can add some damage to air combos if used instead of air throw finisher (about 200 dmg). Follows the same combo rules as 236A/B.<br />
<br />
Has some use as a reaction tool against your jump-ins getting shielded as it will beat H moon shield clean, and against other moons has to be manually shielded 6 times in a row, beats many reversals (25f of invul!!!), and can evade some Last Arcs!<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MBHRoaAD.png<br />
|caption=<br />
|name=Heavenly Crashing Thunder<br />
|linkname=Arc Drive<br />
|input=41236C during MAX/Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=7000 (3080)<br />
|reddamage=(2248)<br />
|proration=50% (O)<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LH<br />
|startup=7+6<br />
|active=2<br />
|recovery=38<br />
|frameAdv=-15<br />
|invuln=Full 7-8, 13-14<br />
|description=Quick horizontal lightning bolt crosses the screen. <br />
<br />
* Can be used to punish any tech from a ground throw.<br />
* Easily combo-able from basic strings AND hits OTG, making it even easier to combo into.<br />
* Is a hitgrab, making it air-unblockable, unshieldable AND undodgeable.<br />
* Deceptively large vertical hitbox.<br />
}}<br />
}}<br />
<br />
=== Another Arc Drive ===<br />
{{MoveData<br />
|image=MBHRoaAD.png<br />
|caption=<br />
|name=Heavenly Crashing Thunder<br />
|linkname=Another Arc Drive<br />
|input=41236C during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=8000 (3520)<br />
|reddamage=(2453)<br />
|proration=50% (O)<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LH<br />
|startup=6+6<br />
|active=2<br />
|recovery=38<br />
|frameAdv=-15<br />
|invuln=Full 6-7, 12-13<br />
|description=Quick horizontal lightning bolt crosses the screen. Does more a bit damage and has a fancier cutscene on hit.<br />
<br />
Almost identical in terms of properties to AD, except:<br />
* Does NOT hit OTG<br />
* Allows to continue the combo after with the opponent being put into juggle state.<br />
* Being a hitgrab, also resets the bounce count, which unfortunately cannot be used by this moon of Roa in a practical way.<br />
<br />
}}<br />
}}<br />
<br />
=== Last Arc ===<br />
{{MoveData<br />
|image=MB_C_Roa_LA.png<br />
|caption=<br />
|name=Hollow Course - Seventeen Reincarnations<br />
|linkname=Last Arc<br />
|input=Grounded EX Shield during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=5000<br />
|reddamage=4040<br />
|proration=N/A<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=4<br />
|active=1+1<br />
|recovery=40<br />
|frameAdv= <br />
|invuln=Full<br />
|description=Fullscreen command grab Last Arc. Notable for doing fixed damage no matter how much Blood Heat gauge Roa has left.<br />
}}<br />
}}<br />
<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Michael Roa Valdamjong]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Tier_lists&diff=287137Melty Blood/MBAACC/Tier lists2023-10-27T06:54:58Z<p>EikaMikiku: /* Eika's Tier List */</p>
<hr />
<div>{{Template:Tier List Disclaimer}}<br />
<br />
These are Melty Blood Actress Again Current Code tier lists, organized by their authors' respective regions and alphabetical order to avoid bias.<br />
<br />
'''IMPORTANT NOTE: THE ORDER OF THESE TIER LISTS IMPLIES NOTHING. THE FIRST IS NO BETTER THAN THE LAST.'''<br />
<br />
==North America==<br />
<br />
===Alps's Tier List===<br />
'''Alps''' is a top-level {{Character Label|MBAACC|Melty Blood/MBAACC|C-Nanaya}} main from North America who uses {{Character Label|MBAACC|Melty Blood/MBAACC|C-Tohno}} and {{Character Label|MBAACC|Melty Blood/MBAACC|F-Nanaya}} as secondaries, as well as having experience playing a variety of other characters.<br />
<br />
This tier list is from '''August 2023''' and ordered within tiers. According to Alps, this tier list is made specifically for PC Melty, and prioritizes matchup spread over individual character strengths while still considering both. Because reaction is vital to the practical outcome of almost every situation in the game, an opinion formed around Ringwide would end up compiling into something vastly different (i.e. H-Nanaya and C-Sion would be lower, F-Wara and H-Kouma higher, C-Koha no longer top 1, etc.)<br />
<br />
<div class="mw-collapsible mw-collapsed" style="width:350px><br />
His tiers are defined in more complexity here:<br />
<div class="mw-collapsible-content"><!-- for spacing reasons when the collapsible is expanded --><br />
<div class="toccolours"style="width:200%><br />
'''S+ Tier:''' Straight up best in the game. Broken despite their slight (but noteworthy) deficits.<br />
<br />
'''S Tier:''' Overwhelming in total, but their drawbacks almost ground them by being as bad as anyone else's.<br />
<br />
'''A+ Tier:''' Though not as outright ignorant before top tiers, their fantastic rewards and toolsets allow them to easily be of constant concern for just about any matchup.<br />
<br />
'''A Tier:''' Comparable to A+, but falls somewhat behind in terms of generating advantage, or capitalizing on it. This becomes fairly apparent against those in S+, but gradually less so the lower the tier gets.<br />
<br />
'''A- Tier:''' Solid potential, and overall matchup spread. Strong capacity to deny interaction while playing their game, but may struggle to avoid working with exploitable commitments in neutral (unlike every character above this tier). <br />
<br />
'''B+ Tier:''' The embodiment of strong but balanced. The path to their otherwise commanding win conditions aren't independent of their latent weaknesses. However, their strengths have plenty of good chances to shine more than not. Coupled with the versatility of their options, this makes them viable without question.<br />
<br />
'''B Tier:''' The weaknesses of these characters are now a leveled equal to their strengths. The most notable of which can be seen in their lack of ability to truly control the pace with options that are enforcable, well-rounded, and beneficial altogether.<br />
<br />
'''B- Tier:''' Despite their complete gameplans and standard potency for rulebreaking, the weaknesses begin to outweigh their strengths in practice. While these weaknesses are still manageable, and the difference hard to notice in the hands of proficient players, everything has to be optimized to remain a consistent threat.<br />
<br />
'''C+ Tier:''' At this point, characters have to rely almost entirely on fundamentals to succeed. Due to a near-complete lack of situations/tools to dominate neutral, and subpar offensive capacity (in a proactive, offense-favored system), your success is wholly dependent on your mastery of the game.<br />
<br />
'''C Tier:''' Same as above, but now characters lack the reliable design to execute a working gameplan. They may otherwise be subject to falling behind on damage, or even just by being Half Moon.<br />
<br />
'''C- Tier:''' All the flaws listed for C are defining issues in this tier.<br />
<br />
'''Almost Functional:''' If you want to win anything held to the barest of competitive standard, don't touch this tier.<br />
<br />
'''Not Functional:''' These characters can't do anything substantial even in theory.<br />
Not listed below due to wiki limitations (until fixed otherwise): F-Neco,C-NAC,F-NAC<br />
</div><br />
<br />
<br />
</div><br />
</div><br />
<br />
{{#invoke:Tier List|drawTierList<br />
|MBAACC<br />
|Melty_Blood/MBAACC<br />
|S+;C-Kohaku,F-Hime,C-Roa,F-VAkiha,H-Hime,C-Satsuki<br />
|S;C-Hime,C-Arcueid,C-Maids,F-Maids,C-Nero,F-Nero,F-PCiel<br />
|A+;C-Aoko,F-Aoko,C-Sion,F-Warachia,H-Kohamech<br />
|A;H-Kohaku,F-Akiha,C-Nanaya,F-Nanaya,C-Hisui,F-Len,H-Len,C-Len<br />
|A-;C-VAkiha,H-Aoko,F-Satsuki,C-Akiha,H-PCiel,F-Sion,C-Seifuku<br />
|B+;C-PCiel,F-Ciel,C-Kohamech,F-Seifuku,C-WLen,F-Kouma,F-WLen,C-Warachia<br />
|B;C-Kouma,H-Satsuki,C-Ciel,H-Arcueid,F-Arcueid,C-WArc,H-Sion,F-Kohaku,H-Roa,H-Nanaya,F-Hisui,H-Nero,F-WArc<br />
|B-;F-VSion,H-VAkiha,H-VSion,H-Seifuku,C-VSion,C-Mech,C-Necomech<br />
|C+;C-Tohno,F-Tohno,C-Ryougi,F-Ryougi,H-Akiha,H-Warachia,F-Miyako,C-Riesbyfe,F-Riesbyfe<br />
|C;F-Kohamech,H-Kouma,H-WArc,C-Miyako,F-Mech,H-Ryougi,F-Roa<br />
|C-;H-Riesbyfe,H-Tohno,H-Ciel,H-Miyako,H-WLen,F-Necomech,H-Maids,H-Hisui<br />
|Almost Functional;H-Mech,C-Neco,H-NAC,H-Neco,H-Necomech<br />
}}<br />
<br />
===Deus's Tier List===<br />
'''Deus''' is a high-level {{Character Label|MBAACC|Melty Blood/MBAACC|F-WLen}} main from North America with a pocket {{Character Label|MBAACC|Melty Blood/MBAACC|F-Neco}}.<br />
{{#invoke:Tier List|drawTierList<br />
|MBAACC<br />
|Melty_Blood/MBAACC<br />
|God;C-Arcueid,C-Roa,F-Hime,C-Kohaku<br />
|Top;F-Nero,F-VAkiha,C-Nero,C-Seifuku,H-Kohamech,C-Aoko,C-Maids,H-Arcueid,H-Hime<br />
|High;C-Warachia,F-Maids,C-Satsuki,F-Satsuki,C-Hisui,H-Kohaku,F-WLen,H-Satsuki,F-PCiel,C-Hime,F-Nanaya,C-Nanaya,F-Warachia,F-Aoko,H-Len,H-Nero,C-Sion,F-Arcueid,C-VAkiha,H-VAkiha,H-Aoko,H-PCiel<br />
|High Mid;F-Hisui,F-Akiha,H-Seifuku,H-Warachia,C-PCiel,C-Len,F-Sion,F-Miyako,C-Mech,C-Kouma,C-Ciel,F-Mech,F-Kohaku,F-Kouma,H-Roa,C-Kohamech,F-Len,H-Hisui,C-Akiha,C-Necomech,H-Sion,F-Roa,F-Ciel,F-Seifuku,H-Nanaya,F-Tohno,C-Tohno,F-Ryougi,C-WLen,H-Akiha<br />
|Low Mid;H-Maids,H-Ciel,F-WArc,C-Ryougi,H-Ryougi,C-Miyako,C-VSion,H-WLen,H-WArc,C-WArc,H-VSion,F-Riesbyfe,F-VSion,H-Tohno,F-Necomech<br />
|Low;C-Riesbyfe,H-Riesbyfe,H-Kouma,H-Miyako,F-Kohamech,H-Mech<br />
|Very Low;H-Necomech,C-Neco,C-NAC,H-NAC<br />
|Nyaa;F-Neco,H-Neco,F-NAC<br />
}}<br />
<br />
===Jbelanger's Tier List===<br />
'''Jbelanger''', also known as '''Jbel''', is a top-level North American {{Character Label|MBAACC|Melty Blood/MBAACC|F-Miyako}} main with a pocket {{Character Label|MBAACC|Melty Blood/MBAACC|F-Nero}}.<br />
<br />
This tier list is from '''June 2020''' and ordered within tiers. Some characters were left unranked due to lack of knowledge at the time, marked ''???'' on the list.<br />
Source: [https://twitter.com/JacobBelanger3/status/1269857364355710988 Twitter]<br />
<br />
{{#invoke:Tier List|drawTierList<br />
|MBAACC<br />
|Melty_Blood/MBAACC<br />
|S+;C-Roa,F-Hime<br />
|S;C-Arcueid,C-Kohaku,C-Maids,F-VAkiha,C-Seifuku,H-Hime,C-Hime,C-Nero,F-Nero,C-Satsuki,H-Kohamech<br />
|S-;C-Aoko,F-Aoko,H-Kohaku,F-PCiel,H-PCiel,F-Satsuki<br />
|A;C-Warachia,H-Len,H-Arcueid,F-Maids,C-PCiel,C-Sion,H-Sion,C-Nanaya,F-Nanaya,C-Necomech,C-Hisui,H-Roa,H-Nero,H-Aoko<br />
|B;F-Warachia,F-Sion,H-Satsuki,F-Hisui,C-Tohno,F-Tohno,F-Akiha,C-Ciel,F-Ciel,C-VAkiha,H-VAkiha,F-Roa,F-Len,C-Len,F-Arcueid,F-Kouma,C-WLen,F-Kohaku,Red Arcueid,H-Nanaya<br />
|C;F-Ryougi,H-Ryougi,H-Wara,C-Akiha,H-Akiha,H-WLen,F-WLen,F-Riesbyfe,C-Riesbyfe,H-VSion,C-Kouma,F-Seifuku,F-Miyako,C-Miyako,C-Mech,F-Mech,H-Tohno<br />
|fuck;H-Kouma,C-Ryougi,H-Riesbyfe,C-VSion,F-VSion,H-Miyako,H-Mech<br />
|???;C-Kohamech,F-Kohamech,H-Seifuku,H-Maids,H-Hisui,F-Necomech,H-Necomech,H-Ciel<br />
}}<br />
<br />
===sanae's Tier List===<br />
'''sanae''' is a high-level North American {{Character Label|MBAACC|Melty Blood/MBAACC|C-Arcueid}} player.<br />
<br />
{{#invoke:Tier List|drawTierList<br />
|MBAACC<br />
|Melty_Blood/MBAACC<br />
|S+;C-Roa,F-Hime,C-Arcueid,C-Kohaku,C-Maids,F-VAkiha,H-Hime<br />
|S;C-Seifuku,C-Nero,C-Satsuki,F-PCiel,C-Aoko,F-Nero,H-Len,C-Sion,C-Hime,H-Kohamech,H-PCiel,C-Warachia,C-Hisui,H-Satsuki,F-Satsuki,C-Kohamech,F-Aoko,F-Len,C-Len,H-Kohaku,H-Aoko,C-PCiel,F-Maids,C-Ciel<br />
|A;F-Ciel,H-Nero,F-Akiha,C-Nanaya,F-Sion,C-VAkiha,C-Kouma,F-Warachia,C-WArc,F-Nanaya,F-Arcueid,C-Tohno,H-VSion,F-Hisui,C-VSion,F-Sion,H-Arcueid,F-Ryougi,F-Miyako,C-Necomech,C-Ryougi,C-Mech,F-Kouma,C-WLen,H-Roa,F-Tohno,H-Hisui,H-Seifuku,H-Maids,C-Akiha,C-Riesbyfe,F-Necomech,H-Warachia,F-Seifuku<br />
|B;H-Nanaya,F-Riesbyfe,H-Ryougi,F-Len,F-VSion,H-Riesbyfe,H-Tohno,H-Akiha,F-Roa,H-Kouma,H-WLen,F-WArc,H-WArc,C-Miyako,H-VAkiha,H-Miyako,F-Kohaku,F-Mech,H-Ciel,C-Neco<br />
|C;H-Mech,F-Necomech,H-Necomech,H-Neco,C-NAC,F-NAC,F-Neco,H-NAC<br />
}}<br />
<br />
===ScrawtVermillion's Tier List===<br />
'''ScrawtVermillion''' is a top-level North American {{Character Label|MBAACC|Melty Blood/MBAACC|C-Sion}} and {{Character Label|MBAACC|Melty Blood/MBAACC|C-VSion}} player who has experience with a good portion of the cast. <br />
<br />
His most recent tier list, posted below, is from '''September 2021'''. A video breakdown explaining his thought process is available [https://youtu.be/IhcmaF9mvqo here]. All tiers are fully ordered.<br />
<br />
{{#invoke:Tier List|drawTierList<br />
|MBAACC<br />
|Melty_Blood/MBAACC<br />
|God Tier;C-Kohaku,C-Roa,F-Hime<br />
|Best Melty Character;C-Arcueid<br />
|Top Tier;C-Nero,F-Nero,C-Satsuki,F-VAkiha,H-Hime,C-Seifuku,F-PCiel,C-Maids,C-Aoko,H-Kohamech<br />
|High Tier;H-Arcueid,C-Hisui,C-Hime,H-Len,F-Aoko,F-Akiha,H-Kohaku,C-Wara,H-PCiel,H-Aoko,C-Sion,C-Nanaya,F-Nanaya,F-Satsuki,C-VAkiha,H-Nero,F-Arcueid,C-Akiha,H-Sion,H-Satsuki,F-Hisui,F-Maids,C-Ciel,F-Ciel<br />
|Gatekeers of High Tier; F-Wara,F-Miyako,F-Len,F-Sion,C-Len,H-Ryougi,H-Roa,C-PCiel,C-Tohno<br />
|Mid Tier;H-Hisui,H-Ciel,C-Kohamech,F-Kohaku,H-WLen,F-Kouma,H-Nanaya,F-Riesbyfe,H-Warachia,C-WArc,F-WArc,H-Akiha,F-Ryougi,F-Tohno,C-Necomech,C-Kouma,H-VSion,C-Mech,H-Seifuku,C-Ryougi,H-VAkiha,C-Riesbyfe,H-Riesbyfe,F-Seifuku,H-Kouma,F-Roa,C-WLen,F-Mech,H-WArc<br />
|Low Tier;H-Tohno,F-Necomech,F-Kohamech,H-Maids,F-WLen,C-Miyako,C-VSion,C-Neco,H-Miyako,F-VSion,C-NAC,H-Mech<br />
|Play if you want to lose;H-Necomech,F-Neco,H-Neco,H-NAC,F-NAC<br />
}}<br />
<br />
'''See also:''' [[Media:ScrawtV's_tierlist_edit.png|Scrawt's 2019 tier list]] and [https://www.youtube.com/watch?v=pcM6gZMTdPE& the accompanying video.]<br />
<hr><br />
<br />
===Sydoh's Tier List===<br />
'''Sydoh''' is a high-level {{Character Label|MBAACC|Melty Blood/MBAACC|F-Nanaya}} player from North America and the creator of the [https://docs.google.com/spreadsheets/d/1k78DjuE317mBGwC74btKVYHGYTBhpbNbkT9-Dt29LQM MBAACC frame data spreadsheet].<br />
<br />
This tier list is from '''2021''' and unordered within tiers.<br />
<br />
{{#invoke:Tier List|drawTierList<br />
|MBAACC<br />
|Melty_Blood/MBAACC<br />
|God Tier;C-Roa,F-Hime,H-Hime,C-Hime<br />
|Top Tier;C-Arcueid,C-Kohaku,C-Maids,H-Kohamech,C-Satsuki,F-VAkiha,C-Nero,F-Nero,C-Seifuku,F-PCiel<br />
|High Tier;C-Sion,H-Kohaku,F-Maids,H-Satsuki,F-Satsuki,C-VAkiha,H-Nero,F-Aoko,C-Aoko,C-PCiel,H-PCiel,F-Nanaya,C-Nanaya,H-Len<br />
|Upper Borderline Mid/High Tier;H-Arcueid,C-Hisui,H-Hisui,F-Hisui,C-Warachia,F-Warachia,F-Akiha,C-Akiha,H-Aoko<br />
|Lower Borderline Mid/High Tier;H-Roa,F-Roa,F-Kohaku,C-Kohamech,H-Warachia,H-VAkiha,F-Miyako,F-Len,H-Nanaya,C-Mech,C-Ciel<br />
|Mid Tier;F-Arcueid,C-Ryougi,F-Ryougi,H-Ryougi,C-Necomech,C-Miyako,H-Miyako,C-Len,C-WLen,F-Mech,F-Ciel,H-Ciel,H-Akiha,F-Seifuku,H-Seifuku,H-VSion,C-VSion,H-Sion,F-Sion,C-Kouma,F-Kouma,H-Kouma,C-Tohno,F-Tohno,H-Tohno,F-Riesbyfe,H-Riesbyfe,C-Riesbyfe,C-WArc<br />
|Low Tier;F-VSion,F-Necomech,H-Necomech,H-Mech,F-Kohamech,H-Maids,H-WLen,F-WLen,C-Neco,C-NAC,H-NAC,F-WArc,H-WArc<br />
|Bottom Tier;F-Neco,H-Neco,F-NAC<br />
}}<br />
<br />
==South America==<br />
<br />
===Inso's Tier List===<br />
Inso is a top-level {{Character Label|MBAACC|Melty Blood/MBAACC|C-Miyako}} player from Brazil that used to main {{Character Label|MBAACC|Melty Blood/MBAACC|H-Hime}} and {{Character Label|MBAACC|Melty Blood/MBAACC|H-WArc}}.<br />
{{#invoke:Tier List|drawTierList<br />
|MBAACC<br />
|Melty_Blood/MBAACC<br />
|S+;F-Hime,C-Roa<br />
|S;C-Satsuki,C-Arcueid,C-Nero,F-VAkiha<br />
|A+;C-Kohaku,F-PCiel,C-Aoko,C-Maids<br />
|A;C-Warachia,C-Seifuku,C-Necomech,C-Sion,H-Len,H-Kohamech<br />
|A-;F-Akiha,C-Tohno,F-Nanaya,H-Ryougi,F-Miyako,F-Kouma,C-Hisui,C-Ciel,F-Riesbyfe<br />
|B;C-WLen,C-WArc,H-VSion,C-Mech<br />
|C;C-Neco<br />
|Dead;H-NAC<br />
<br />
}}<br />
<br />
===Onemi's Tier List===<br />
Onemi is a strong and very, very knowledgeable South American player who mains {{Character Label|MBAACC|Melty Blood/MBAACC|F-Riesbyfe}} and has experience playing a wide array of other characters. This tier list is not ordered within tiers.<br />
<div class="mw-collapsible mw-collapsed" style="width:350px><br />
The tiers are described here:<br />
<div class="mw-collapsible-content"><!-- for spacing reasons when the collapsible is expanded --><br />
<div class="toccolours"style="width:200%>'''S+ Tier:''' Characters that have oppressive tools, strong setplay, strong neutral, damage, don't have to worry about meter, can confirm anything into their BnB, and their pros notably outweight their cons<br />
'''S Tier:''' Same as the above, but tools aren't as oppressive/more notable weaknesses<br />
<br />
'''S- Tier:''' Characters that are generally agreed on that there is a superior moon, but are very strong on their own (this tier isn't necessarily weaker than the one above, or stronger than the one below)(can also be common counterpicks e-g- F-Satsuki instead of C-Satsuki against Nero/Wara)<br />
<br />
'''A+ Tier:''' Mixed bag of characters with super strong tools but notable weaknesses, and characters that don't have many weaknesses but have a single/pair of tools that are noteworthy, so overall not as oppressive<br />
<br />
'''A Tier:''' Characters that even with their notable weaknesses, they still get good results in tournaments since their tools are always effective, or characters that people agree that they're good but lack the representation in tournaments (most characters in this tier have swingy matchups against others that can exploit their weaknesses e.g. F-Wara getting his movement limited against F-VAkiha, H-Sion losing important part of her 214A setplay against Hime, etc.)<br />
<br />
'''A- Tier:''' Either good neutral, good offense or good defense, but not more than one at the same time. Some "jacks of all trades, masters of none" included.<br />
<br />
'''B+ Tier:''' Unique tools that are very hard to use effectively and characters that have bad matchup spreads, but can win if they get going (highly momentum based).<br />
<br />
'''B- Tier:''' H-NecoMech is the worst non-joke character<br />
<br />
'''Z- Tier:''' Joke characters, this is the only tier that's ordered</div><br />
<br />
<br />
</div><br />
</div><br />
{{#invoke:Tier List|drawTierList<br />
|MBAACC<br />
|Melty_Blood/MBAACC<br />
|S+;F-Hime,C-Arcueid,C-Kohaku,C-Roa<br />
|S;F-VAkiha,C-Aoko,C-Maids,C-Nero,C-Seifuku,F-PCiel,F-Nero,C-Satsuki,H-PCiel,H-Kohamech<br />
|S-;C-Hime,F-Arcueid,C-PCiel,F-Satsuki,H-Hime,H-Arcueid,H-Kohaku,F-Maids,H-Nero,C-Kohamech<br />
|A+;F-Aoko,C-Warachia,C-Nanaya,H-Len,C-Hisui,H-Satsuki,F-Akiha,C-Sion,F-Nanaya<br />
|A;C-Tohno,H-Hisui,F-Riesbyfe,C-WArc,F-Warachia,C-Len,C-VAkiha,C-WLen,F-Sion,F-Len,H-Roa,H-Akiha,F-Kouma,H-Seifuku,F-Hisui,H-VAkiha,F-Miyako,H-Aoko,H-Sion,C-Necomech,F-Roa,H-Ryougi,F-Ryougi,C-Akiha,F-Kohaku,C-Ciel<br />
|A-;H-WArc,C-Mech,H-Warachia,H-VSion,C-Miyako,F-Kohamech,H-Kouma,F-WArc,F-Mech,F-Ciel,F-Tohno,C-Ryougi,H-Nanaya,C-Kouma,F-WLen,H-Ciel,H-WLen<br />
|B+;C-VSion,C-Riesbyfe,F-Seifuku,F-VSion,H-Tohno,H-Mech,H-Miyako,H-Maids,H-Riesbyfe,F-Necomech,C-Neco<br />
|B-;H-Necomech<br />
|Z-;H-NAC,C-NAC,H-Neco,F-Neco,F-NAC<br />
}}<br />
<br />
==Japan==<br />
<br />
===Alicecolor's Tier List===<br />
Alicecolor is a top-level {{Character Label|MBAACC|Melty Blood/MBAACC|F-Hime}} player from Japan that also plays {{Character Label|MBAACC|Melty Blood/MBAACC|C-Hime}} and some other characters.<br />
{{#invoke:Tier List|drawTierList<br />
|MBAACC<br />
|Melty_Blood/MBAACC<br />
|S;Arcueid,Hime,Kohaku,Nero,Roa,Satsuki,VAkiha,Warachia<br />
|A;Aoko,Maids,Kohamech,PCiel,Seifuku<br />
|B;Len,WLen,Nanaya,Ciel,Hisui,Necomech,WArc<br />
|C;Neco,Ryougi,Tohno,Sion<br />
|D;Akiha,Kouma,Mech,Miyako,NAC,Riesbyfe,VSion<br />
}}<br />
<br />
===Ragu's Tier List===<br />
<br />
Ragu is a high-level {{Character Label|MBAACC|Melty Blood/MBAACC|F-Ciel}} and {{Character Label|MBAACC|Melty Blood/MBAACC|F-Wara}} player.<br />
{{#invoke:Tier List|drawTierList<br />
|MBAACC<br />
|Melty_Blood/MBAACC<br />
|SS;Satsuki,Kohaku,Hime<br />
|S;Roa,Arcueid,Nero,PCiel<br />
|A;Aoko,Tohno,WLen,Warachia,Nanaya,Seifuku,VAkiha,Sion,Len,Hisui,Kouma,Necomech,Maids,Kohamech<br />
|B;Riesbyfe,WArc,Ciel,Neco,Seifuku,Miyako<br />
|C;VSion,Mech,Ryougi,NAC<br />
}}<br />
<br />
===Yuhi's Tier List===<br />
Yuhi is a top-level {{Character Label|MBAACC|Melty Blood/MBAACC|C-WLen}} player.<br />
{{#invoke:Tier List|drawTierList<br />
|MBAACC<br />
|Melty_Blood/MBAACC<br />
|S;Satsuki,Kohaku,Nero,Hime,PCiel,Roa,Arcueid,VAkiha<br />
|A;Warachia,WLen,Len,Aoko,Seifuku,Kohamech,Maids,Necomech,Riesbyfe,Akiha<br />
|B;Tohno,Nanaya,Kouma,Sion,WArc,Ciel,Ryougi,Mech,VSion,Miyako,Hisui<br />
|cat;NAC,Neco<br />
}}<br />
<br />
==Korea==<br />
===BuzzBob's Tier List===<br />
S+ to A+ tiers are not ordered in detail (all very strong) but the rest of the list is ordered within tiers.<br />
{{#invoke:Tier List|drawTierList<br />
|MBAACC<br />
|Melty_Blood/MBAACC<br />
|S+;C-Roa,F-Hime<br />
|S;C-Nero,C-Arcueid,C-Hime,F-Aoko<br />
|A+;F-PCiel,C-Seifuku,C-Aoko,F-Nero,C-Satsuki,C-Kohaku,F-VAkiha<br />
|A;F-Arcueid,C-Wara,C-WLen,C-Hisui,C-Necomech,C-PCiel,C-Nanaya,F-Akiha,H-Kohamech,H-Len,F-Kouma,H-Roa,F-Maids,F-Nanaya,F-Riesbyfe,H-Satsuki,C-Sion<br />
|wall; F-Wara<br />
|A-;C-Maids,H-Kohaku,F-Tohno,H-Arcueid,F-WArc,H-Nero,F-Len,H-Hime,F-Roa,H-VSion,C-Ciel,H-Aoko,H-PCiel,F-Satsuki,C-Kohamech,F-Hisui,C-Akiha,C-Riesbyfe<br />
|B;F-Sion,F-WLen,C-WArc,F-Ryougi,C-Tohno,C-Kouma,F-Kohaku,H-Nanaya,F-Ciel,H-VAkiha,C-Mech,F-VSion,H-Akiha<br />
|B-;F-Mech,H-Sion,F-Miyako,C-Ryougi,H-Ciel,H-Riesbyfe,C-Miyako<br />
|C;C-Len,F-Seifuku,H-Seifuku,H-Ryougi,H-Miyako,C-Neco,H-Mech,H-WArc,H-WLen,H-Tohno,H-Maids,H-Hisui,H-Kouma,H-Warachia,C-VAkiha,C-VSion,F-Kohamech,H-Necomech,F-Necomech<br />
|Dead;C-NAC,H-NAC,F-NAC,H-Neco,F-Neco<br />
}}<br />
<br />
==Europe==<br />
===The Burning Moon's Tier List===<br />
'''The Burning Moon''', also known as '''Web Booby Cop''' is a high-level formerly North American {{Character Label|MBAACC|Melty Blood/MBAACC|C-Nero}} main who uses {{Character Label|MBAACC|Melty Blood/MBAACC|H-Nero}} as a secondary that has also run a multitude of brackets and other events for various regions. Most tiers aren't ordered beyond the frontmost characters in a tier generally being considered better than those at the back.<br />
<br />
{{#invoke:Tier List|drawTierList<br />
|MBAACC<br />
|Melty_Blood/MBAACC<br />
|SS;C-Roa,F-VAkiha,F-Hime<br />
|SS-<br>(Ordered);C-Arcueid,C-Kohaku<br />
|S<br>(Ordered);C-Satsuki,C-Maids,C-Nero,F-Nero,F-PCiel<br />
|S-<br>(Ordered);H-Kohamech,C-Seifuku,H-Hime,C-Hime<br />
|A;F-Aoko,C-Aoko,H-Kohaku,H-Arcueid,H-Len,C-Sion,C-Hisui,F-Satsuki,H-PCiel<br />
|A-;C-Kohamech,C-Warachia,F-Arcueid,H-Satsuki,C-Nanaya,F-Nanaya,F-Maids,H-Nero<br />
|B<br>(Ordered);F-Akiha,F-Len,F-Warachia,F-Hisui,H-Aoko,C-PCiel<br />
|B-;H-Roa,C-Kouma,F-Kouma,H-Seifuku,C-Ciel,F-Ciel,C-Necomech,F-Sion,H-Akiha,C-Len<br />
|C;F-Ryougi,H-Ryougi,F-Riesbyfe,H-Ciel,H-VAkiha,C-Akiha,H-Warachia,H-Sion,H-Nanaya,C-WArc,C-Tohno<br />
|C-;C-WLen,F-Miyako,H-VSion,F-Tohno,C-Mech,C-VAkiha,C-Ryougi,F-WArc,H-Hisui,F-Roa,C-Riesbyfe<br />
|D;F-WLen,H-WLen,F-Seifuku,H-Tohno,F-Mech,H-WArc,F-Kohaku,H-Kouma,C-Miyako<br />
|D-;F-VSion,C-VSion,H-Miyako,H-Maids,F-Necomech,H-Riesbyfe<br />
|E<br>(Ordered);H-Mech,F-Kohamech,C-Neco,H-NAC<br />
|E-;H-Necomech,H-Neco<br />
|F<br>(Ordered);F-Neco,C-NAC,F-NAC<br />
}}<br />
<br />
===Eika's Tier List===<br />
<br />
{{#invoke:Tier List|drawTierList<br />
|MBAACC<br />
|Melty_Blood/MBAACC<br />
|S+<br>(ordered);F-Hime,C-Roa<br />
|S<br>(ordered);C-Arcueid,C-Hime,H-Hime,C-Nero,F-Nero,C-Kohaku<br />
|A<br>(ordered);F-VAkiha,C-Seifuku,F-Aoko,C-Satsuki,C-Aoko,H-Kohamech,H-Aoko,F-PCiel<br />
|A-;F-Maids,H-Satsuki,C-Sion,C-Akiha,F-Akiha,H-Len,C-Warachia,F-Warachia,C-Nanaya,C-WLen,C-Ciel,C-Hisui,C-Maids,H-PCiel,C-Necomech<br />
|B+;H-Arcueid,H-Roa,C-WArc,F-Nanaya,C-PCiel,F-Mech,C-Mech,H-Kohaku,F-Sion,F-Ciel,C-Tohno,C-Riesbyfe,C-Kohamech,C-Len,H-VSion,H-Sion,F-Tohno,F-Ryougi,F-Hisui,H-Ryougi,H-Nero,C-Kouma,F-Kouma,F-Arcueid,F-WArc,F-Len<br />
|B;H-Akiha,H-Hisui,F-Seifuku,F-Riesbyfe,F-Satsuki,C-Miyako,F-Miyako,C-VAkiha,H-Mech,H-Nanaya,F-Roa,F-Kohaku,F-WLen,H-WLen,H-Ciel,C-VSion,F-VSion,H-WArc,H-Seifuku,H-Kouma<br />
|C;H-Tohno,H-Warachia,C-Ryougi,H-VAkiha,H-Miyako,H-Maids,F-Necomech<br />
|D;H-Necomech,H-Riesbyfe,F-Kohamech<br />
|X;C-Neco,C-NAC,H-Neco,H-NAC,F-Neco,F-NAC<br />
}}<br />
<br />
===m's Tier List===<br />
'''m''' is a high-level European {{Character Label|MBAACC|Melty Blood/MBAACC|F-PCiel}} main with experience playing various other characters. Placements are ordered within tiers.<br />
<br />
{{#invoke:Tier List|drawTierList<br />
|MBAACC<br />
|Melty_Blood/MBAACC<br />
|Extremely<br>Overtuned;F-VAkiha,C-Roa,F-Hime<br />
|Overtuned;C-Kohaku,C-Arcueid,C-Satsuki,C-Nero,F-Nero,C-Seifuku,C-Maids,F-PCiel,H-Hime,H-Kohamech<br />
|Very<br>Strong;F-Aoko,C-Sion,C-Kohamech,C-Aoko,H-Kohaku,C-Hime,H-Len,C-Hisui,H-Arcueid,H-Satsuki,F-Satsuki,F-Arcueid,F-Len,F-Maids,H-PCiel,F-Nanaya,C-Warachia,C-Nanaya,H-Nero,C-PCiel,H-Aoko,F-Warachia<br />
|Strong;C-Kouma,C-Ciel,F-Akiha,F-Kouma,F-Ciel,F-Hisui,H-Akiha,H-Ciel,H-Roa,F-Sion,C-Len,F-Miyako,C-Necomech,C-Akiha,H-Sion,H-Warachia,C-Tohno,F-Ryougi,F-Tohno,C-WLen,C-WArc,F-Roa<br />
|Fine;H-VSion,H-Nanaya,H-Seifuku,C-Mech,F-WArc,C-Ryougi,F-Riesbyfe,H-Ryougi,H-Hisui,H-Tohno,C-Riesbyfe,C-VSion,H-Kouma,H-VAkiha,F-WLen,C-Miyako,H-WArc,F-Necomech,H-Riesbyfe,H-WLen,F-Mech,C-VAkiha,H-Miyako,F-VSion<br />
|Weak;F-Kohaku,F-Seifuku,F-Kohamech,H-Maids,H-Necomech,H-Mech<br />
|Don't<br>Care;F-Neco,H-Neco,C-Neco,F-NAC,H-NAC,C-NAC<br />
}}<br />
<br />
===paddu's Tier List===<br />
<br />
{{#invoke:Tier List|drawTierList<br />
|MBAACC<br />
|Melty_Blood/MBAACC<br />
|S+;F-Hime,C-Roa,C-Arcueid,F-VAkiha,C-Kohaku<br />
|S;C-Nero<br />
|S-;F-Nero,C-Seifuku,C-Satsuki,C-Aoko,F-Aoko,C-Maids<br />
|A+;H-Hime,H-Arcueid,F-PCiel,H-Kohamech,F-Satsuki,H-Len<br />
|A;H-PCiel,C-Warachia,H-Nero,C-Hime,F-Maids,F-Arcueid,C-Nanaya,C-Sion,H-Satsuki,F-Akiha,C-Hisui<br />
|A-;C-Necomech,F-Nanaya,H-Aoko,H-Kohaku,C-Akiha,H-Akiha,F-Warachia,F-Hisui,C-Kohamech,F-Sion<br />
|B+;C-PCiel,C-WLen,H-Sion,H-Warachia,H-VAkiha,C-Ciel,C-Mech,C-WArc<br />
|B;F-Miyako,C-VAkiha,C-Tohno,F-Len,C-Len,C-Kouma,F-Kouma,F-Ciel,H-Roa,F-Riesbyfe,H-Ryougi,F-Ryougi,H-Hisui,H-WLen,F-WLen<br />
|B-;C-Riesbyfe,H-VSion,F-Roa,H-Nanaya,F-Mech,H-Seifuku,H-Ciel,F-Tohno,F-WArc<br />
|C+;H-Riesbyfe,F-Seifuku,H-Tohno,H-WArc,F-Kohaku,C-Miyako,C-Ryougi,F-Necomech<br />
|C;H-Kouma,H-Miyako,H-Maids,F-Kohamech,C-VSion,F-VSion,H-Mech,H-Necomech<br />
|Do Not;C-Neco,C-NAC,H-NAC,F-Neco,H-Neco,F-NAC<br />
}}<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Shiki_Ryougi/Crescent_Moon&diff=285860Melty Blood/MBAACC/Shiki Ryougi/Crescent Moon2023-10-23T15:50:39Z<p>EikaMikiku: /* Overview */ Removed some attempt at a joke about wifi</p>
<hr />
<div>[[image:Void Shiki.png|<br />
'''Name:''' Shiki Ryougi (両儀 式, Ryōgi Shiki)<br><br />
'''Also known as:''' Monster (Fate/EXTRA) Magus Assassin, Lady of the Void<br><br />
<br><br />
'''Voiced by:''' Maaya Sakamoto(坂本 真綾)<br><br />
'''Type:''' Human (Demon Hunter), Psychic<br><br />
'''Gender:''' Female<br><br />
<br><br />
'''Birthday:''' February 17, 1980<br><br />
'''Height:''' 160cm<br><br />
'''Weight:''' 47kg<br><br />
<br><br />
'''Eye Color:''' Grey<br><br />
'''Hair Color:''' Dark Brown<br><br />
|frame|right]]<br />
<br />
{{TOC limit|3}}<br />
<br />
== Character Page Progress ==<br />
{{#lst:Melty_Blood/MBAACC:Roadmap|C-Ryougi}}<br />
<br />
<br />
== Overview ==<br />
{{StrengthsAndWeaknesses<br />
|intro=[[File:Ryougi_Head.png|link]] '''C-Ryougi''' is a mobile character with great neutral and some annoying gimmicks on the side. <br />
|pros=<br />
*'''Great mobility''': She has decent ground mobility and a very fast half screen linear airdash. Combined with jB, her approach can be hard to predict or stop. <br />
*'''Strong neutral''': Being the only Ryougi moon with both an air actionable j.A and a proper jump in, her neutral is much more stable than the other moons.<br />
*'''Pop Quiz''': A plethora of unblockables, a jump cancellable crossup overhead, and many other moves with unusual properties can make her a frustrating opponent for those that didn't study.<br />
*'''Mystic Eyes of Robbery Perception''': Ryougi's Blood Heat state is the best in the game. AAD is a 1f high damage command grab with massive range and full invuln. She also has the best Last Arc in the game, infamously deals ''7k damage unscaled full screen''.<br />
*'''Easy safe Heats''': The wallbounce on j.236B means almost any air combo can give you time to safely pop Heat and heal.<br />
*'''Great metered routes''': Her general metered damage is already pretty decent, but her unique custom combo super allows her to easily break 6k with 150 meter on a clean hit.<br />
|cons=<br />
*'''Unreliable defense''': The only true reversal she has outside of Blood Heat is 421C, and the superflash makes it reactable. She mostly has to rely on C-Moon mechanics <br />
*'''Inconsistent damage''': Her basic combos don't hurt very much, same with stray hits. While she can explode you with Genei Jin or get good reward with rekka loops, the former needs 150 meter and a clean grounded hit while the latter is character specific. <br />
*'''Short turns''': Her pressure doesn't usually last very long. While she does have pretty above average rebeat options and a partial chargable 5C, its difficult to maintain your opponent's respect and you frequently return to neutral.<br />
*'''Long recovery normals''': Like all her moons, her stronger ground normals have substantial recovery on whiff, making her susceptible to backdash and spotdodge. <br />
*'''Low health''': Ryougi has the 5th lowest effective HP in the game. She bleeds for her mistakes.<br />
|tablewidth=80<br />
<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=Fryougurt5A.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|data= <br />
{{AttackData-MB <br />
|damage=350 <br />
|reddamage=196<br />
|proration=75% (O)<br />
|circuit=3.5% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=LH<br />
|startup=5 <br />
|active=4 <br />
|recovery=9 <br />
|frameAdv=-1 <br />
|invuln= <br />
|description=Tied with 2A for Ryougi's fastest normal. Can be used as a mediocre twitch anti-air on low flying opponents. Its range is a little stubby, but this is to your benefit in blockstrings. The difference in range between 5A and her stronger normals make it an excellent option for whiff cancels and rebeat pressure. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=HRyougi5b.png<br />
|image2=HRyougi5bb.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|input=5B~B<br />
|data= <br />
{{AttackData-MB<br />
|version=5B<br />
|damage=500<br />
|reddamage=245<br />
|proration=80% (O)<br />
|circuit=5.0%<br />
|cancel=N, SP, CH, EX, (J)<br />
|guard=LH<br />
|startup=9<br />
|active=3<br />
|recovery=18<br />
|frameAdv=-6<br />
|invuln=Clash 9-11<br />
|description=Mid-range knife swipe with excellent horizontal range and clash frames. Moves forward very slightly. Best overall standing poke. Can cancel into 5BB followup only on hit/block. Long recovery makes this a very committal tool. Said clash frames allow for for OSing heat, although setups vary due to variable heat timings. [https://youtu.be/2u9Is-sm91w Can clash with shield counters/bunkers too].<br />
}}<br />
{{AttackData-MB<br />
|version=5B~B<br />
|damage=600<br />
|reddamage=343<br />
|proration=70% (O)<br />
|circuit=6.0%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=3<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=Clash 5-7<br />
|description=A close range knife swipe follow-up to her 5B. Has higher vertical range, but lower horizontal range than 5B. Be mindful of this when confirming, as at longer ranges it will whiff. The cancel window between the two is just long enough for you to frametrap with, but keep in mind delaying between buttons gives more time for pushback to occur.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_5C.png<br />
|caption=<br />
|name=5C<br />
|linkname=5C<br />
|input=5[C]<br />
|data= <br />
{{AttackData-MB <br />
|version=5C<br />
|damage=850 <br />
|reddamage=392<br />
|proration=80% (O)<br />
|circuit=8.5% <br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=11 <br />
|active=4 <br />
|recovery=17 <br />
|frameAdv=-4 <br />
|invuln=Clash 11-14<br />
|description=A downwards knife swipe with less range than 5B. Completely unique to C-Moon. Moves Ryougi forwards a bit. The long blockstun, decent framedata, long cancel window, and ability to partial charge combined make this move very useful in blockstring pressure when augmented by rebeats. <br />
}}<br />
{{AttackData-MB <br />
|version=5[C]<br />
|damage=1500 <br />
|reddamage=2940<br />
|proration=100% <br />
|circuit=15.0% <br />
|cancel= <br />
|guard=U <br />
|startup=31 <br />
|active=4 <br />
|recovery=28 <br />
|frameAdv= <br />
|invuln=Clash 31-34<br />
|description=Becomes an unblockable when fully charged, launching the opponent into an air tech state on hit. Not as high reward as 6[C], but easier to land. Useful for removing red health to prevent healing and convincing the opponent to try to mash on partial charge 5C. Weak to shield. <br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=HRyougi2a.png<br />
|caption=<br />
|name=2A<br />
|linkname=2A<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=147<br />
|proration=75% (O)<br />
|circuit=3.0%<br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=L<br />
|startup=5<br />
|active=4<br />
|recovery=9<br />
|frameAdv=-1<br />
|invuln=<br />
|description=Close ranged crouching low kick. Tied for her fastest normal along with 5A. Has more range than 2A and is a low, so for abare and stagger pressure its the prefered option. The two are mostly interchangable beyond that for things like rebeats and whiff cancels. Can be used for OTGs.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=HRyougi2b.png<br />
|caption=2f slower startup and recovers 2f faster than H-moon's.<br />
|name=2B<br />
|linkname=2B<br />
|data= <br />
{{AttackData-MB<br />
|damage=550<br />
|reddamage=392<br />
|proration=90% (O)<br />
|circuit=5.5%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=11<br />
|active=3<br />
|recovery=15<br />
|frameAdv=-1<br />
|invuln=Clash 11-13<br />
|description=Mid-range crouching knife swipe with clash frames and low profile. Good range, but a little slow for neutral usage. Only -1 on block, excellent for stagger. Highest damage combo starter. Clash box can be used to option select DPs and heat.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=Fryougurt2C.png<br />
|caption=<br />
|name=2C<br />
|linkname=2C<br />
|data= <br />
{{AttackData-MB <br />
|damage=900 <br />
|reddamage=490<br />
|proration=55% (O)<br />
|circuit=9.0% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L <br />
|startup=14 <br />
|active=2 <br />
|recovery=28 <br />
|frameAdv=-12 <br />
|invuln= <br />
|description=Slow, long-range crouching low slash that also moves Ryougi forward. Gives an untechable knockdown and hits at a very large arc in front, behind, and a little bit above her. Very useful normal on hit or block as it propels Ryougi forward. Surprisingly huge range lets you catch people trying to backdash out of pressure as long as it can be made gapless. Very few active frames. <br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_j.A.png<br />
|caption=j.AAAAA is a privilege only granted to Crescent moon<br />
|name=j.A<br />
|linkname=j.A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=147<br />
|proration=75% (O)<br />
|circuit=3.0%<br />
|cancel=SE, N, -SP-, -EX-, (J)<br />
|guard=LHA<br />
|startup=7<br />
|active=4<br />
|recovery=10<br />
|frameAdv= <br />
|invuln= <br />
|description=A quick downwards stab, unique to C-moon. Unlike Full and Half moons' j.A, this one is air actionable on whiff and cancellable into itself. This does wonders for her ability to play neutral and confirm random air hits. It's more like a standard Melty Blood j.A, even if it's on the slower side of j.A normals at 7f startup. It also makes her much better at jailing opponents caught air blocking than the other two moons. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_j.B.png<br />
|caption=Ryougi's only jump-in button across three moons. <br />
|name=j.B<br />
|linkname=j.B<br />
|data= <br />
{{AttackData-MB <br />
|damage=550 <br />
|reddamage=294<br />
|proration=80% (O)<br />
|circuit=5.5% <br />
|cancel=N, SP, EX, (J)<br />
|guard=HA <br />
|startup=7<br />
|active=4 <br />
|recovery= <br />
|frameAdv= <br />
|invuln= <br />
|description=Downward swipe. Character defining button. Good for both air to air attempts and air to ground attacks. Cornerstone of your neutral. Can hit behind on everyone except: <b>Tohno, Sion, Satsuki, Len, WLen</b><br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_j.C.png<br />
|caption=<br />
|name=j.C<br />
|linkname=j.C<br />
|data= <br />
{{AttackData-MB <br />
|damage=850 <br />
|reddamage=392<br />
|proration=90% (O)<br />
|circuit=8.5% <br />
|cancel=N, SP, EX, (J)<br />
|guard=HA<br />
|startup=8<br />
|active=4 <br />
|recovery= <br />
|frameAdv= <br />
|invuln= <br />
|description=Upward swipe. Highest hitting angle of your air normals, filling an important niche that jA and jB don't. While not as absurdly disjointed upwards as its F and H moon cousins, its still a very good normal for swatting opponents falling on you with buttons. Just be cautious when attempting to do so versus characters with absurd downwards disjoints. <br />
<br />
}}<br />
}}<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_6C.png<br />
|image2=MB_C-Ryougi_6C_BE.png<br />
|caption=Standing low<br />
|caption2=Don't groundtech this<br />
|name=6C<br />
|input=6[C]<br>[[#6C~214C|(6C~214C)]]<br />
|linkname=6C<br />
|data= <br />
{{AttackData-MB <br />
|version=6C<br />
|damage=850 <br />
|reddamage=588<br />
|proration=85% (M)<br />
|circuit=8.5% <br />
|cancel=N, SP, (CH), EX, {{Tooltip | text=(J)*| hovertext=On hit against an airborne opponent only.}}<br />
|guard=L <br />
|startup=15 <br />
|active=3 <br />
|recovery=24 <br />
|frameAdv=-9 <br />
|invuln= <br />
|description=Low slash aimed at the ankles. Sideswitches on grounded hit, and can be cancelled into a [[#6C~214C|unique EX followup with 214C]]. The sideswitch can allow for some gimmicky resets afterwards, but its usually better to just combo if you are able. This move can be late cancelled into normals on hit. Only A normals are fast enough to combo. 5A is usually too stubby (very character specific, e.g. nero), so if you started your pressure or combo with 2A its difficult to get meaningful reward out of it. On block its only special cancellable, so beyond catching fuzzy backdash its utility in pressure is limited<br><br />
}}<br />
{{AttackData-MB <br />
|version=6[C]<br />
|damage=1500 <br />
|reddamage=2940<br />
|proration=100% <br />
|circuit=15.0% <br />
|cancel= <br />
|guard=U <br />
|startup=33 <br />
|active=3 <br />
|recovery=29 <br />
|frameAdv= <br />
|invuln= <br />
|description=Unblockable version. Unlike 5[C], this one is a ground techable knockdown instead of airtechable, meaning you can tech trap afterwards. Due to the lengthy startup and telegraphed animation of 6[C] however its much more difficult to use in practice. <br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_Throw.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=6/4A+D<br />
|data= <br />
{{AttackData-MB <br />
|damage=1500<br />
|reddamage=980<br />
|proration=100% <br />
|circuit=15.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv={{Tooltip | text=13 ~ 18| hovertext=13 - Everyone else &#010;14 - Tohno, Nanaya, Warachia, Satsuki &#010;15 - P.Ciel &#010;16 - Kouma, Warc &#010;17 - Aoko, Len, W.Len, Nero &#010;18 - Riesbyfe}}<br />
|invuln=<br />
|description=Ryougi drags the opponent to the ground, stabbing them. Does not apply throw protection due to a bug. If you throw yourself into the corner you can meaty on the neutral frame, creating a true strike throw 50/50 mixup.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_Throw_Air_Raw.png<br />
|image2=MB_C-Ryougi_Throw_Air_Ender.png<br />
|caption=Raw<br />
|caption2=Combo Ender<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.6/4A+D<br />
|data= <br />
{{AttackData-MB <br />
|version=Raw /<br>Combo Ender<br />
|damage=1600 (1408)<br>1000<br />
|reddamage=(862)<br>784<br />
|proration=35%<br>100%<br />
|circuit=0.0%<br>10.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=-<br>{{Tooltip | text=4 ~ 9| hovertext=4 - Everyone else &#010;5 - Tohno, Nanaya, Warachia, Satsuki &#010;6 - P.Ciel &#010;7 - Kouma, Warc &#010;8 - Aoko, Len, W.Len, Nero &#010;9 - Riesbyfe}}<br />
|invuln=<br />
|description='''Raw:''' Ryougi throws the opponent down and slices through them. You can combo after this.<br><br />
<br />
<br />
'''Combo:''' Ryougi drops the opponent straight down then stabs them like in her ground throw. Also bugged and does not apply throw protection like her ground throw.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Bunker<br />
|damage=500 <br />
|reddamage=196 <br />
|proration=100% <br />
|circuit=0.0%<br>(-50.0% in blockstun)<br />
|cancel=<br />
|guard=LHA <br />
|startup=26<br />
|active=4 <br />
|recovery=19<br />
|frameAdv=-5 <br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=196<br />
|proration=100%<br />
|circuit=0.0%/-50.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=A standing-height slash.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Heat</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_ABC.png<br />
|caption=<br />
|name=Heat<br />
|linkname=Heat<br />
|input=A+B+C <br />
|data= <br />
{{AttackData-MB <br />
|damage=100<br />
|reddamage=0<br />
|proration=100% <br />
|circuit=-100.0% (min)<br />
|cancel=<br />
|guard=U<br />
|startup=17<br />
|active=2<br />
|recovery=29<br />
|frameAdv=<br />
|invuln=Full 1-18<br />
|description=Hitbox covers Ryougi completely.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_CSpark.png<br />
|image2=MB_C-Ryougi_CSpark_Air.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=A+B+C during hitstun/blockstun at MAX<br />
|caption=<br />
|data= <br />
{{AttackData-MB<br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
<br />
=== Special Moves ===<br />
'''Note''': C-Ryougi has two moves where she throws her knife and takes out a second knife. She must retrieve the thrown knife from the ground (with 22A/B/C) before she can throw it again.<br />
<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=mbacryougi236.png<br />
|image2=mbacryougi236236.png<br />
|image3=mbacryougi236214.png<br />
|image4=mbacryougi236a.png<br />
|image5=mbacryougi236b.png<br />
|image6=mbacryougi236c.png<br />
|image7=mbacryougilowkick.png<br />
|image8=Trasnparent.png<br />
|image9=Trasnparent.png<br />
|image10=MB_C-Ryougi_236C.png<br />
|caption=236A/B. Rekka 1<br />
|caption2=~236X. Rekka 2<br />
|caption3=~214X. Rekka 2 Overhead<br />
|caption4=~236A. Rekka 3 Knockdown ender<br />
|caption5=~236B. Rekka 3 Launcher ender<br />
|caption6=~236C. Rekka 3 EX Cancel ender<br />
|caption7=~214D/X. Rekka 2/3 Low ender<br />
|caption10=The hardest of knockdowns<br />
|name=Double Belfry<br>(EX: Double Belfry - Row of Beads)<br />
|linkname=236X<br />
|input=236A/B <br>~236X / 214X/D <br>~236X / 214X<br />
<br />
|data=<br />
{{AttackData-MB-Simple<br />
|description={{AttackData-MB-Simple<br />
|description=Ryougi's three part Rekka series, a forward moving series of slashes. Signature combo and pressure tool. <br />
}}<br />
}}<br />
{{AttackData-MB <br />
|version=A<br />
|damage=750<br />
|reddamage=539<br />
|proration=80% (O)<br />
|circuit=7.5%<br />
|cancel=-CH-<br />
|guard=LH<br />
|startup=10 <br />
|active=4<br />
|recovery=21<br />
|frameAdv=-7<br />
|invuln=<br />
}}<br />
{{AttackData-MB <br />
|version=B<br />
|damage=750<br />
|reddamage=539<br />
|proration=80% (O)<br />
|circuit=7.5%<br />
|cancel=-CH-<br />
|guard=LH<br />
|startup=16<br />
|active=3<br />
|recovery=33<br />
|frameAdv=-18<br />
|invuln=<br />
|description=Rekka 1. "Ichi"<br />
* A version has faster startup.<br />
* B version moves further but has worse framedata. <br />
A version is preferred in blockstrings due to better framedata, B version is preferred in combos as the extra forwards movement helps in longer range confirms.<br />
}}<br />
{{AttackData-MB <br />
|version=~236X<br />
|damage=900<br />
|reddamage=735<br />
|proration=80% (O)<br />
|circuit=9.0%<br />
|cancel=-CH-<br />
|guard=LH<br />
|startup=5 <br />
|active=5<br />
|recovery=19<br />
|frameAdv=-6<br />
|invuln=<br />
|description= Rekka 2. "Ni". Will knock down aerial opponents. All versions are identical. Usually safe but minus on block.<br />
}}<br />
{{AttackData-MB <br />
|version=~214X<br />
|damage=1200<br />
|reddamage=882<br />
|proration=80% (O)<br />
|circuit=12.0%<br />
|cancel=-CH-<br />
|guard=H<br />
|startup=26 ~ 27<br />
|active=3<br />
|recovery=19<br />
|frameAdv=-7<br />
|invuln=<br />
|description=Overhead Rekka Follow-up. Generally kind of bad. It can sometimes low crush and catches jumps, but the risk / reward is very bad. Used in tandem with the low kick rekka followup you can technically speaking have a high/low mixup, but the startup and animation of the overhead are so telegraphed that this move amounts to little more than a knowledge check. Only combos into ~236C on counterhit.<br />
}}<br />
{{AttackData-MB <br />
|version=~236A (Ender)<br />
|damage=700<br />
|reddamage=392<br />
|proration=50% (O)<br />
|circuit=7.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=8 ~ 9 <br />
|active=4<br />
|recovery=20<br />
|frameAdv=-6<br />
|invuln=<br />
|description=Safe Rekka 3 ender, "San". Gives hard knockdown on hit and leaves you safe (but minus) on block. Launched opponents will sometimes cross over her head midscreen after rekka 2, making ~214X kick ender come out instead of 236A. Make sure to reverse your input midscreen to get HKD (example: 2C > 236A~236X~214A). You do not need to reverse your last Rekka input on Satsuki or Necos.<br />
}}<br />
{{AttackData-MB <br />
|version=~236B (Ender)<br />
|damage=1200<br />
|reddamage=784<br />
|proration=40% (M)<br />
|circuit=12.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=12 ~ 13 <br />
|active=6<br />
|recovery=25<br />
|frameAdv=-13<br />
|invuln=<br />
|description=Launcher Rekka 3 ender. Not nearly as good as F-Ryougi's version. Beefy untechable knockdown on grounded opponents, but does not work on airborne opponents. You can link a 5B or 2B after if you get a Rekka starter, hitcount of 2 is a 2f(?) window, but from ~214X the link is much easier. Its nowhere near as safe as Rekka 236A ender on block, and to make matters worse, it whiffs in strings if you aren't point blank range. Can ''technically'' be delayed enough to frametrap, but the risk outweighs the reward and the opponent has little incentive to mash.<br />
}}<br />
{{AttackData-MB <br />
|version=236C Ender<br />
|damage=1500<br />
|reddamage=980<br />
|proration=100%<br />
|circuit=15.0%<br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=17 <br />
|active=10<br />
|recovery=20 ~ 16<br />
|frameAdv=-10<br />
|invuln=<br />
|description=EX Cancellable Rekka 3 ender. A lunging thrust that covers a ton of ground. Punishable on block without a cancel and will sideswitch outside the corner. Most commonly used as either a metered pressure reset or in high damage metered combos. Launches opponents on hit into an airtechable state, no meterless conversion normally. On counter hit the untech lasts until the opponent hits the ground, allowing high damage conversions. You can delay slightly after Rekka 2 in order to frametrap with this. <br />
}}<br />
{{AttackData-MB <br />
|version=~214X/D (Ender)<br />
|damage=450<br />
|reddamage=343<br />
|proration=50% (O)<br />
|circuit=4.5%<br />
|cancel=EX<br />
|guard=L<br />
|startup={{Tooltip | text=10 / 8| hovertext=236X~214D / ~214AX Ender}}<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln=<br />
|description= Low sweep ender. Input with either ~214D instead of Rekka 2, or as ~214X on Rekka 3. Can technically catch people stand blocking during rekka 2 trying to block the overhead, but this is really a secondary function. It's better used to EX cancel into 22C as a pressure reset. While not anywhere near as useful on C-Ryougi as it is for half moon, it does push you further out than ~236C still, a safe distance to bait immediate bunker attempts. Generally safe on block even without 22C. Ends the rekka even if used on Rekka 2.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=3000 (2640)<br />
|reddamage=2156<br />
|proration=100%<br />
|circuit=-100%<br />
|cancel=<br />
|guard=LH<br />
|startup=1+10<br />
|active=6<br />
|recovery=32 <br />
|frameAdv=-12 <br />
|invuln=Full 1-4 and 11-20 <br />
|description=Ryougi dashes forward and covers around 3/4 of the screen. Has some invuln, but it runs out before the move becomes active, not a real reversal. Very good at blowing through Nero summons or charged projectiles, but this shouldn't be relied upon and is not its primary use. What this move is mainly for is setplay, as this offers C-Ryougi the absolute longest total frame advantage HKD between the three moons. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_623AB.png<br />
|image2=MB_C-Ryougi_623C.png<br />
|caption=<br />
|name=Bamboo Fence Melody <br> (EX: Mournful Slicing Bamboo Fence)<br />
|linkname=623X<br />
|input=623A/B/C<br>(Hold OK)<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1200<br />
|reddamage=1078<br />
|proration=80% (O)<br />
|circuit=9.8%<br />
|cancel=<br />
|guard=L<br />
|startup=15<br />
|active=4<br />
|recovery=31<br />
|frameAdv={{Tooltip | text=-4 to -9 | hovertext=-4 = Very far away, hitting on last frame.&#10;-7 = Crossup miscreen.&#10;-9 = Corner.}} <br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[A]<br />
|damage=1500<br />
|reddamage=3430<br />
|proration=100%<br />
|circuit=15.0%<br />
|cancel=<br />
|guard=U<br />
|startup=38<br />
|active=5<br />
|recovery=35<br />
|frameAdv= <br />
|invuln=<br />
|description=* Ryougi runs forward then perform a low-hitting slash that cross-ups the opponent. All versions can be held to make Ryougi run farther and turn the slash into an unblockable.<br />
<br />
Hard knockdown on hit, launches upward when charged.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1200<br />
|reddamage=1078<br />
|proration=55% (O)<br />
|circuit=9.8%<br />
|cancel=<br />
|guard=L<br />
|startup=22<br />
|active=4<br />
|recovery=28<br />
|frameAdv={{Tooltip | text=-1 to -6 | hovertext=-1 = Very far away, hitting on last frame.&#10;-4 = Crossup miscreen.&#10;-6 = Corner.}} <br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[B]<br />
|damage=1500<br />
|reddamage=3430<br />
|proration=100%<br />
|circuit=15.0%<br />
|cancel=<br />
|guard=U<br />
|startup=45<br />
|active=5<br />
|recovery=35<br />
|frameAdv= <br />
|invuln=<br />
|description=Both uncharged and charged versions launches upward on hit, with the former being air techable.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1200<br />
|reddamage=1078<br />
|proration=60% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=L<br />
|startup=1+18<br />
|active=5<br />
|recovery=35<br />
|frameAdv={{Tooltip | text=-3 to -9 | hovertext=-3 = Very far away, hitting on last frame.&#10;-7 = Crossup miscreen.&#10;-9 = Corner.}}<br />
|invuln=9-23<br />
|description=Can launch on OTG, giving it niche use as an extender after a rekka.<br />
}}<br />
{{AttackData-MB<br />
|version=[EX]<br />
|damage=1900<br />
|reddamage=4410<br />
|proration=100%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=U<br />
|startup=1+39<br />
|active=5<br />
|recovery=35<br />
|frameAdv=<br />
|invuln=9-23<br />
|description=Untechable launch on hit. Super flash makes this insanely reactable. Use at own risk.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MBFRyougi214A.png<br />
|image2=MBFRyougi214B.png<br />
|image3=Trasnparent.png<br />
|image4=MBFRyougi214EX.png<br />
|caption=<br />
|caption2=Don't use this<br />
|name=Avidya Moon<br />
|linkname=214X<br />
|input=214A/B/C<br />
|data= <br />
{{AttackData-MB-Simple<br />
|description={{AttackData-MB-Simple<br />
|description=A series of airborne flip slashes, all versions are air unblockable. <br />
}}<br />
}}<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1000<br />
|reddamage=912<br />
|proration={{Tooltip | text=(90% (M))| hovertext=Hitstun-extending hitbox.}}, 85% (M)<br />
|circuit=10.0%<br />
|cancel=-EX-<br />
|guard=H<br />
|startup={{Tooltip | text=24| hovertext=Hitstun-extending hitbox active on frames 11-13.}}<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-6<br />
|invuln=<br />
|description=<br />
Horizontal flipslash. Ignore that its an overhead, it whiffs on all crouching opponents. Instead it's an important combo tool. Wallbounces on hit and pushes the launched opponent slightly away from the corner. Air unblockable, so it can be used as a very situational anti air.<br />
<br />
[https://youtu.be/VaRyL-otO9U 214A has some strange properties]. Before the wallbounce hit becomes active, there is an early active hitbox that applies enough hitstun to guarantee that it will combo from B normals on standing opponents. This enables standing-only combos and confirms that dodge nero snakes. This standing only hitbox can also be shielded and clashed (why?).<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1200<br />
|reddamage=960<br />
|proration=50% (O)<br />
|circuit=12.0%<br />
|cancel=-EX-<br />
|guard=H<br />
|startup=27<br />
|active=3<br />
|recovery=24<br />
|frameAdv=-8<br />
|invuln=<br />
|description=Overhead downward-hitting slash. Actual (kind of bad) overhead that hits crouchers... sometimes. Whiffs vs shorter characters and all Akihas inside of about half screen distance. Grants hard knockdown on hit, can be converted off of on counter hit as well as some airborne hits. Catches backdash after AT ender but there isnt really a fantastic reason to do this as it is so unsafe and is easy to block. Horrible damage scaling if you do get a combo.<br />
<br />
On C-Ryougi in particular, due to her 421X series existing, this move can be used as a really gimmicky low reward knowledge check as it will always hit sameside. Players who do not know to spotdodge on H/C moons can get mixed by this as it always hits sameside as opposed to 421X crossing up. <br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1400<br />
|reddamage=960<br />
|proration=50% (M)<br />
|circuit=-100.0%<br />
|cancel=N, SP, EX, J<br />
|guard=LH<br />
|startup=1+14<br />
|active=4<br />
|recovery=22<br />
|frameAdv=-9 <br />
16 (Jump cancel)<br />
|invuln=Full 1<br />
|description=Big horizontal flipslash. Very similar to 214A with a few notable exceptions; A much larger hitbox, jump and normal cancellable on hit and block, and it has a tiny bit of invuln. Pretty useful for knifeless metered confirms off of rekka. If your opponent accidentally blocks this high you're effectively plus. Has full invuln on frame 1 (strike invuln during superflash) but it ends quickly and is easy to stuff. The forward momentum of the flipslash however means it can sometimes be used as a last ditch option to try to escape the corner. Don't expect this to work more than once. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">421X</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_421AB.png<br />
|image2=MB_C-Ryougi_421C.png<br />
|caption=I'm over here now<br />
|caption2=EX version has a slightly different hitbox<br />
|name=Glass Moon Saka<br />
|linkname=421X<br />
|input=421A/B/C<br />
|data=<br />
{{AttackData-MB-Simple<br />
|description={{AttackData-MB-Simple<br />
|description=C-Ryougi's unique flipslash series. Refered to as "Monkey Flip" by the community, either lovingly or disparagingly. Ryougi runs forward, jumps over, and slashes the opponent from behind. All versions are air unblockable crossup overheads that can be made safe on block, and have various cancel options. Crescent and Half moons can spotdodge it on reaction and punish, Full moon has to play around it in other ways. <br />
}}<br />
}}<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1200<br />
|reddamage=980<br />
|proration=85% (M)<br />
|circuit=12.0%<br />
|cancel=SP, EX<br />
|guard=H<br />
|startup=29 ~ 30<br />
|active=2<br />
|recovery=26<br />
|frameAdv=-9<br />
|invuln=<br />
|description=The fastest and hardest to react to flipslash. By no means unreactable at all. Has the worst cancel options of the flipslashes. Even though it's not jump cancellable, you can cancel into airdodge if you have 50 meter to try to stay safe and get access to your air options. j22C can combo afterwards on hit if you really need to kill off of it, not worth the meter or your knife otherwise. <br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1200<br />
|reddamage=980<br />
|proration=85% (M)<br />
|circuit=12.0%<br />
|cancel=SP, EX, J<br />
|guard=H<br />
|startup=35 ~ 36<br />
|active=2<br />
|recovery=26<br />
|frameAdv=-9 <br>17 (Jump cancel)<br />
|invuln=<br />
|description=<br />
The slowest and easiest to react to of the two meterless flipslashes, but with much better cancel options. Notably jump cancellable, making it completely safe against shield, as well as allowing for shockingly high damage meterless conversions on hit with j8~66 jBC. Unfortunately, this move is bugged, limiting its potential. If you cancel your dash into either this or buttons before this move, the game thinks that you've already used your airdash. To avoid this you must either use this after walking, standing still, or doing something that starts a new sequence such as a 6C reset. It has some other questionably intended properties as well, the move itself seems to eat your first jump. The jump cancel is counted as your double jump, meaning you have less air options than you would think. This also means that you can make your jump cancel a super double jump. <br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1200<br />
|reddamage=980<br />
|proration=85% (M)<br />
|circuit=-100.0%<br />
|cancel=SP, EX, J<br />
|guard=H<br />
|startup=5+(21 ~ 6)<br />
|active=2<br />
|recovery=26<br />
|frameAdv=-9 <br>17 (Jump cancel)<br />
|invuln=<br />
|description=<br />
The fastest flipslash by far, but paradoxically the easiest to react to because of the superflash. Not useful for mixups, but the nature of being an EX move gives it some utility as a cancel option out of things like Rekka ~236C ender. Has gimmicky extremely questionable usage as a reversal due to the evasive properties of the move, but has limited invuln*(citation needed on how much if any), and is easy to dodge on reaction if the opponent is not already committed to an action. <br />
<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">22X</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_22A.png<br />
|image2=MB_C-Ryougi_22B.png<br />
|image3=MB_C-Ryougi_22C.png<br />
|image4=MB_C-Ryougi_22X_Pickup.png<br />
|caption=<br />
|name=Hidden Dagger<br />
|linkname=22X<br />
|input=22A/[A]/B/[B]/C<br>(~22X Near Knife)<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=950<br />
|reddamage=735<br />
|proration=60% (O)<br />
|circuit=9.5%<br />
|cancel=<br />
|guard=LA<br />
|startup=17<br />
|active={{Tooltip | text=11| hovertext=Maximum amount of frames the knife can travel.}}<br />
|recovery=24<br />
|frameAdv=-3<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[A]<br />
|damage=1000<br />
|reddamage=686<br />
|proration=100%<br />
|circuit=10.0%<br />
|cancel=<br />
|guard=LA<br />
|startup=34<br />
|active={{Tooltip | text=9| hovertext=Maximum amount of frames the knife can travel.}}<br />
|recovery=22<br />
|frameAdv=2<br />
|invuln=<br />
|description=* Ryougi throws her knife, piercing the opponent. If it hits the floor, it will stay in the ground. If it hits the edge of the screen, it will bounce off and spin to the ground.<br />
<br />
Ryougi throws the knife at the ground at a low angle, hitting the ground over halfway across the screen. Can be charged for a hard knockdown and to make it unshieldable.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=950<br />
|reddamage=735<br />
|proration=60% (O)<br />
|circuit=9.5%<br />
|cancel=<br />
|guard=LA<br />
|startup=17<br />
|active={{Tooltip | text=17| hovertext=Maximum amount of frames the knife can travel.}}<br />
|recovery=18<br />
|frameAdv=-3<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[B]<br />
|damage=1000<br />
|reddamage=686<br />
|proration=100%<br />
|circuit=10.0%<br />
|cancel=<br />
|guard=LA<br />
|startup=34<br />
|active={{Tooltip | text=15| hovertext=Maximum amount of frames the knife can travel.}}<br />
|recovery=16<br />
|frameAdv=2<br />
|invuln=<br />
|description=Ryougi throws the knife at a somewhat higher angle, reaching almost full screen. Can be charged for a hard knockdown and to make it unshieldable.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1700<br />
|reddamage=1372<br />
|proration=60% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=1+6 <br />
|active={{Tooltip | text=X| hovertext=Depends on how long the knife travels.}}<br />
|recovery=24<br />
|frameAdv=8<br />
|invuln=Full 1<br />
|description=Ryougi throws the knife in a straight line, wallslamming the opponent. Useful for extending pressure during blockstring.<br />
}}<br />
{{AttackData-MB<br />
|version=~22X<br>(Pickup)<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=17| hovertext=Full duration. &#010;Knife picked up on frame 12.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Ryougi picks her knife back up. Can be used to cancel special-cancellable moves near the knife's position.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">63214C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_63214C.png<br />
|image2=MB_C-Ryougi_63214C_5X.png<br />
|image3=Mbacryougi236214.png<br />
|image4=Mbacryougilowkick.png<br />
|image5=Mbacryougi236236.png<br />
|image6=Mbacryougi236b.png<br />
|image7=MB_C-Ryougi_63214C_D.png<br />
|caption=You're either about to do over 6k or barely 2k damage<br />
|caption2=~5X<br />
|caption3=~6X<br />
|caption4=~2X<br />
|caption5=~4X<br />
|caption6=~8X<br />
|caption7=~D<br />
|name=Selfless Knowledge - Empty Heart, Possess Truth<br />
|linkname=63214C<br />
|input=63214C<br>(~2/4/5/6/8X or D)<br />
|data=<br />
{{AttackData-MB-Simple<br />
|description={{AttackData-MB-Simple<br />
|description=C-Ryougi's unique custom combo super. Nicknamed "Genei Jin" by the community in reference to a similar Street Fighter super. Ryougi will run forward for 70 frames until you hit a button. Pressing any button + a direction gives you different moves, and each move's recovery is cancellable into another attack. Custom combo ends when either the duration runs out, Ryougi is hit, or a move is allowed to fully recover. <br />
}}<br />
}}<br />
{{AttackData-MB<br />
|version=63214C<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=-150.0%<br />
|cancel=-CH-<br />
|guard=<br />
|startup={{Tooltip | text=1+5| hovertext=Until the first attack can be performed.}}<br />
|active=X<br />
|recovery=70<br />
|frameAdv= <br />
|invuln=<br />
|description=Custom combo activation. Ryougi runs forwards with a blue afterimage trailing her. <br />
}}<br />
{{AttackData-MB<br />
|version=~5X<br />
|damage=500<br />
|reddamage=392<br />
|proration=90% (M)<br />
|circuit=0.0%<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=9<br />
|active=4<br />
|recovery=26<br />
|frameAdv=-12<br />
|invuln=<br />
|description=236A/B Rekka 1 slash.<br />
}}<br />
{{AttackData-MB<br />
|version=~6X<br />
|damage=1200<br />
|reddamage=980<br />
|proration=75% (O)<br />
|circuit=0.0%<br />
|cancel=-CH-<br />
|guard=HA<br />
|startup=24<br />
|active=3<br />
|recovery=18<br />
|frameAdv=-6<br />
|invuln=<br />
|description=236A/B~214X Rekka 2 overhead slash. Staple combo piece after ~8X<br />
}}<br />
{{AttackData-MB<br />
|version=~2X<br />
|damage=200<br />
|reddamage=98<br />
|proration=50% (O)<br />
|circuit=0.0% <br />
|cancel=-CH-<br />
|guard=LA<br />
|startup=5<br />
|active=3<br />
|recovery=30 <br />
|frameAdv=-15<br />
|invuln=<br />
|description=236A/B~214D Rekka sweep ender. Horrible proration, so it doesn't see much use<br><br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~4X<br />
|damage=400<br />
|reddamage=196<br />
|proration=90% (M)<br />
|circuit=0.0%<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=8 <br />
|active=3<br />
|recovery=17<br />
|frameAdv=-3<br />
|invuln=<br />
|description=236A/B~236X slash. Lowest recovery custom combo move, commonly whiffed to end Genei Jin and air combo afterwards<br> <br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~8X<br />
|damage=700<br />
|reddamage=392<br />
|proration=70% (O)<br />
|circuit=0.0% <br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=6<br />
|active=6<br />
|recovery=29<br />
|frameAdv=-17<br />
|invuln=<br />
|description=236B rekka ender slash. Launches the opponent. Important combo piece as it has a ton of untech time.<br><br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=D<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit= <br />
|cancel=<br />
|guard=<br />
|startup= <br />
|active=<br />
|recovery={{Tooltip | text=44| hovertext=Full duration.}} <br />
|frameAdv= <br />
|invuln=<br />
|description=H-moon's 66 6AB roll move. Disables Ryougi's collision and crosses up. Can be used for sideswitch routes / midscreen custom combo routes. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">6C~214C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_6C_214C.png<br />
|caption=I'm sorry, did you want to Heat? Too bad. <br />
|name=Culled Long-Sleeved Kimono<br />
|linkname=6C~214C<br />
|input=6C~214C<br />
|data=<br />
{{AttackData-MB <br />
|damage=2500 (2907)<br />
|reddamage=(2071)<br />
|proration=50%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=U<br />
|startup=4+2<br />
|active=3<br />
|recovery=22 <br />
|frameAdv= <br />
|invuln=<br />
|description=A special metered followup to uncharged 6C on hit, a very easily accessible meter break move with a lot of utility. Also grants a suprisingly long and advantageous hard knockdown on hit that forces a sideswitch, enough time for a potential mixup. In total (combined with 6C) it only deals roughly ~3k damage, so whether or not its worth the 5 seconds of meter break is up to the player. Does not come out on block, obviously.<br><br />
<br>Unsuprisingly for Ryougi at this point, this move is '''''very''''' buggy. No matter what 6C hits, this move is always available, and will always try to move Ryougi to the other side of the opponent. What this means in practice is that when Ryougi hits an assist character (Maids, KohaMech, NecoMech), ~214C will attempt to teleport Ryougi behind the player controlled character (example: Ryougi hits Hisui assist, teleports full screen to Kohaku who is controlled by the player) completely irregardless of distance. ''Nothin' personnel, kid.''<br />
}}<br />
}}<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=mbacryougij236a.png<br />
|image2=mbacryougij236b.png<br />
|image3=mbacryougij236c.png<br />
|caption=A version, even the hitbox is worse<br />
|caption2=B version<br />
|caption3=EX version<br />
|name=Glass Moon<br />
|linkname=j.236X<br />
|input=j.236A/B/C<br />
|data= <br />
{{AttackData-MB-Simple<br />
|description={{AttackData-MB-Simple<br />
|description=Ryougi's crescent slash series. Also referred to as "Tobei", "Baika", and "Moonslash". Her staple alternate meterless air combo enders. <br />
}}<br />
}}<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1500<br />
|reddamage=1372<br />
|proration=75% (O)<br />
|circuit=15.0%<br />
|cancel=<br />
|guard=HA<br />
|startup=18<br />
|active=2<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} <br />
|frameAdv=-17 (TK)<br />
|invuln=<br />
|description=The slowest moonslash, objectively inferior to B and EX versions outside of being a risky overhead that is unsafe on block and can't be converted off on non-counterhits. Only really useful as a gimmick for finishing rounds.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1600<br />
|reddamage=1470<br />
|proration=75% (O)<br />
|circuit=16.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=11<br />
|active=2<br />
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}} <br />
|frameAdv=-5 (TK)<br />
|invuln=<br />
|description=The ACTUAL moonslash. You'll use this move 99% of the time over the other two versions. Knocks opponents fullscreen/wallslams in the corner ending in an air techable state. Not only is it your damage aircombo ender, it's one of your best combo extenders in the corner when TK'd. Without it, the damage on her common corner routes and setups is much worse. <br />
While it's primary use is for ending air combos and extending corner combos, it has its niche usefulness in other gamestates as well. It's hitbox is massive both front and back, thus can be used to tag people in your air normal's blind spots, or get yourself out of uncomfortable scrambles (Example: [https://youtu.be/uwEI35CCOgM?t=473 as seen throughout this round]). It also stalls your air movement, so it can be used as a last ditch air option if you're being chased, or as a bootleg mid-hitting divekick. Just keep in mind its minus. <br />
<br />
On C-Ryougi it is worth noting that if you wallbounce your opponent full screen with this, you can safely Heat to heal for the next fight. <br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=2200<br />
|reddamage=1960<br />
|proration=40% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=HA<br />
|startup=1+10<br />
|active=2<br />
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}} <br />
|frameAdv=-6 (TK)<br />
|invuln=Full 1-14<br />
|description=The B version, but with higher damage and i-frames. Can be used to close out rounds if you need just a bit more damage after an air combo. Has niche usage as a reversal, but it must be TK'd to be used as one, it won't beat real meaties. Usually safe on block.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.22X</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_j.22A.png<br />
|image2=MB_C-Ryougi_j.22B.png<br />
|image3=MB_C-Ryougi_j.22C.png<br />
|caption2=<br />
|name=Hidden Knife (Air)<br />
|linkname=j.22X<br />
|input=j.22A/B/C<br />
|data= <br />
{{AttackData-MB-Simple<br />
|description={{AttackData-MB-Simple<br />
|description=Ryougi's air knife toss shared across all moons. As you are not air-actionable afterwards, you can get yourself killed using this if you're not careful in neutral. Use cautiously. <br />
}}<br />
}}<br />
{{AttackData-MB<br />
|version=A / B<br />
|damage=950<br />
|reddamage=735<br />
|proration=90% (M)<br />
|circuit=9.5%<br />
|cancel=<br />
|guard=LHA<br />
|startup=20 / 21<br />
|active=X<br />
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=<br />
|description= <br />
'''A:''' Ryougi lunges forward and throws the knife downwards. <br />
<br />
'''B:''' Ryougi hops back slightly and throws the knife downwards. <br />
<br />
<br />
Useful in some problematic matchups for when you want to stall your landing, beat grounded projectiles, catch people chasing your airdash back, or for trying to catch people doing stuff full screen. The knife can get stuck in the ground if it does not bounce off the wall, but due to how far the knife travels this will rarely happen.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=950<br />
|reddamage=735<br />
|proration=50% (M)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=1+0<br />
|active=X<br />
|recovery={{Tooltip | text=17| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Ryougi hops and throws the knife horizontally. The main purpose of this move is to get much better okizeme than possible from air throw ender. The untechable knockdown on hit this move has gives you enough time to land and link 2C.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">66/44/22X</span> =====<br />
{{MoveData<br />
|image=mbacryougitumblingcat.png<br />
|image2=mbacryougitumblingcatex.png<br />
|caption=A/B.<br />
|caption2=EX for when you really hate having meter<br />
|name=Tumbling Cat<br />
|linkname=66/44/22X<br />
|input=(During Air Tech)<br>44/66/22A/B/C <br />
|data= <br />
{{AttackData-MB-Simple<br />
|description={{AttackData-MB-Simple<br />
|description=Command air tech series unique to Ryougi, the only one of its kind in the game. Referred to by the community as necotech. The direction she hops towards is determined by the input (44/66/22). If you use any of these while your opponent is close to or in the corner, you can convert into an air combo. You are not air-actionable after all versions of neco tech, so you better have done this intentionally. You’ll want to use the 22 versions of this move most of the time, as you want to hit the ground as fast as possible after.<br />
}}<br />
}}<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1100<br />
|reddamage=735<br />
|proration=50%<br />
|circuit=11.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=21<br />
|active=2<br />
|recovery={{Tooltip | text=7| hovertext=Landing recovery.}} <br />
|frameAdv={{Tooltip | text=9| hovertext=Lowest height.}} <br />
|invuln=Full 1-3<br />
|description=<br />
This version of the move has the longest startup, however it is also the safest on block and has the least recovery of the three. At lowest height it is plus, which will allow you to start blockstrings if used close enough to the ground.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1100<br />
|reddamage=735<br />
|proration=50%<br />
|circuit=11.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=16<br />
|active=2<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} <br />
|frameAdv={{Tooltip | text=1| hovertext=Lowest height.}} <br />
|invuln=Full 1-3<br />
|description=Has faster start-up than A version, and will most likely be the one you rely on. It isn't as safe as A version, but can still give you some advantage if it's blocked low as possible. <br />
<br />
Along with C version, this can be used to [https://youtu.be/RRKSlbqiN-A punish certain reversals on hit] provided they are air-techable, [https://youtu.be/8MbGf5UQrWc challenge normal bunkers on hit], and check aggressive players chasing your airtech.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1800<br />
|reddamage=1176<br />
|proration=75%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=6+7<br />
|active=2<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} <br />
|frameAdv={{Tooltip | text=-4| hovertext=Lowest height.}} <br />
|invuln=Full 1-14<br />
|description=Extremely situational reversal. Has the fastest startup of the three versions, Full invuln, and still retains the combo potential from previous versions. As a trade-off, it isn't safe on block like the other two. In almost all cases B necotech does the job this move does.<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MB_C-Ryougi_AD.png<br />
|caption= Do you hate having meter or something? <br />
|name=Mystic Eyes of Death Perception - Five Scenic Collapse<br />
|linkname=Arc Drive<br />
|input=41236C during MAX/Heat <br />
|data=<br />
{{AttackData-MB <br />
|damage=3500 (3080)<br />
|reddamage=(4761)<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U, LHA<br />
|startup=17+4<br />
|active=2 (35) 5<br />
|recovery=45<br />
|frameAdv=-31<br />
|invuln=Full 1-2, 17-70<br />
|description=Ryougi crouches down, locks on to the opponent with her Mystic Eyes (unblockable), then dashes forward with a series of slashes (blockable). This has non-invulnerable startup before the superflash and a few frames where the opponent can move or jump out before the Eyes activate, so it can easily be jumped out on reaction. Only invulnerable after the superflash, and is hilariously unsafe on block. You have enough time to meaty after it hits, and it forces a sideswitch even in the corner. Ideally you should never use this. <br />
}}<br />
}}<br />
<br />
=== Another Arc Drive ===<br />
{{MoveData<br />
|image=MB_C-Ryougi_AAD.png<br />
|caption=Deadly command grab and incredible reversal<br />
|name=Mystic Eyes of Death Perception - Seven Scenic Demise<br />
|linkname=Another Arc Drive<br />
|input=41236C during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=5000 (4400)<br />
|reddamage=(7936)<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U, LHA<br />
|startup={{Tooltip | text=3+20*| hovertext=Unblockable hitbox active during superflash.}} <br />
|active=5<br />
|recovery=45<br />
|frameAdv=-31<br />
|invuln=Full 1-36<br />
|description=Ryougi freezes the opponent in place with her Mystic Eyes and cuts their lines of Death. Frame 1 unblockable, effectively a full invuln command grab with gigantic range. The opponent has to jump before the superflash. Once the superflash happens, there is no escape. Terrifying reversal and tick throw option with very high damage. With almost 8k red health damage, it effectively turns off your opponent's ability to heal on hit. Forces sideswitch and hard knockdown on hit. Can OTG. <br />
}}<br />
}}<br />
<br />
=== Last Arc ===<br />
{{MoveData<br />
|image=MBFRyougiLA.png<br />
|caption=The strongest Last Arc in the game<br />
|name=Pure Knowledge - Empty Boundaries<br />
|linkname=Last Arc<br />
|input=Grounded EX Shield during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=7000<br />
|reddamage=6860<br />
|proration=N/A<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=0<br />
|active=5<br />
|recovery=26 <br />
|frameAdv=<br />
|invuln=Full 1-8<br />
|description=The move is akin to a throw/uses the throw animation, so it will whiff/cancel/not activate when shielding DPs. If during BLOOD HEAT, a DP is EX shielded, the screen will flash white as if to signal the activation of the Last Arc, but the throw whiff animation will come out instead. Will activate when shielding any projectile, from Hime pillar to Aoko's Arc Drive.<br />
<br />
One of only two Last Arcs (the other being Roa) which ignore Last Arc proration (100% to 50% based on Blood Heat duration).<br />
}}<br />
}}<br />
<br />
== General Gameplan ==<br />
C Ryougi is generally considered the most standard of the 3 moons, due to all of her A normals having rapid fire properties and having a more standard jump in. That being said, she gains a few notable things over said moons: An invincible reversal in the form of Heat on demand, which also increases her survivability when able to heal red health. She also gains an actual jump in button in the form of jB, which is also an incredible button that is used very liberally. C Ryougi wants to use her fast movement and great air buttons to confirm hits and keep you on the ground.<br />
<br />
=== Neutral (to be revised) ===<br />
You should try to use her fast dash alongside her above average length normals to actively harass the opponent's space in neutral.<br />
* jA is key in her air neutral for the particular angle it covers and, like other standard jAs, it's decently safe to whiff due to the low recovery. Get used to confirming this on reaction.<br />
* jB is the most important normal for jump ins. Use the crossup hitbox to get behind the opponent and beat potential anti airs. This alongside her long airdash make her really scary to antiair.<br />
* On the ground, use your dash to get under your opponent and catch them with 5B or 5C. This is one of the main anti air maneuvers and the one you'll use the most.<br />
* 5B in general is a good move, but don't count 2B out, it can low profile some moves, it's super easy to confirm and the low recovery helps a lot.<br />
* Dash 5A can be a good way to check approaching opponents while still representing a hitbox and it helps at halting your dash momentum if you want to.<br />
* Be unpredictable! Her fast airdash and ground speed can help you go from 0 to 100 in neutral. You can play a methodical, patient neutral and suddenly dash into the opponent out of nowhere into a range where 5B is hard to contest.<br />
<br />
=== Offense (WIP) ===<br />
Outside of decently strong rebeat sequences, C-Ryougi has mediocre blockstring pressure, and usually ends up either returning to neutral or playing around the safety of her normals on block to create spacing traps.<br />
<br>Example rebeat sequence: ... > 2C/5C > 5A(w) > ...<br><br />
Cancelling into 5A/2A(w) from 5C is +1, +2 on 2C (earliest possible), -1 on 5BB.<br />
As far as mixup opportunities and resets go; frametraps utilizing her large cancel windows and partial charge 5{C}, redash 2A, IAD jB, the occasional 5[C] or 6[C] unblockable to see if they're awake, or 421X for a crossup safe on block overhead.<br />
<br />
=== Pressure (WIP, revising)===<br />
[[image: Ryougi10.png|frame|right]]<br />
(WIP) Mostly spacing traps utilizing rebeat whiff A normals, and frametraps abusing her very large cancel windows between buttons. Her normals are quite safe on block (2B being -1 is a great example), so they're also suitable for stagger pressure. <br />
*Corner gapless pressure reset example: 5BB > 2B > 2C > 5C > 6C > 236A~236A~236C/~214C > 22C. +8 on block. You have several options:<br />
<br />
*1. Follow up with 2A. Can be made gapless. Generally a decent default option and sets up strike/throw. On shield happy opponents feel free to use 5B or 2B instead. <br />
*2. Jump. If spaced out you can bait and punish bunkers this way. Succeptible to anti-airs, but versus passive opponents opens up an opportunity to present multiple overhead options. <br />
*3. Play passive, look to bait mashing / reversal options and punish. Opponents who jump will usually have to be met with air to airs.<br />
<br />
*Note1: C-Ryougi's rebeat pressure is quite good thanks to having two stubby A normals, they synergize well with her large B and C normals. Unfortunately this means that convincingly dangerous sequences will crank rebeat penalty quite high, and kill her damage output on a successful hit. Returning to neutral is sometimes more beneficial than keeping the opponent locked down and scared to mash. <br />
<br />
*Note2: Ryougi's attacks do a lot of guard bar damage, especially if the enemy's guard quality is low from whiffing shield or dodging. Keep this in mind when running offense, as opponents about to be guard broken will behave more desperately or attempt to EX Guard more. <br />
<br />
*Rekka A Ender is entirely safe on block, and the sequence as a whole can be very slightly delayed. Rekka 1 can be used as a somewhat convincing reset point once you condition opponents to not fuzzy mash with your normal's huge delayable cancel windows. Just keep in mind you're trying to reset someone on -6. <br />
<br />
==== Unblockables ====<br />
C-Ryougi has 5 unblockable moves. Generally pretty gimmicky, but they do lots of red health damage, preventing your opponent from healing up with Heat. Situationally useful. However, they are universally weak to all shield types, as well as spotdodge, backdash, and even mashing (if used in a blockstring). <br />
<br>You cannot combo from hitting an unblockable.<br />
* 5[C] is the fastest unblockable. Active on 31st frame. Lowest reward of all unblockables, as they can airtech out afterwards. This can actually be detremental to Ryougi on hit, as it presents an opportunity for the opponent to escape. <br />
* 6[C] is active on 33rd frame. Ground techable knockdown instead of airtechable like 5[C], overall superior reward on hit. Leads to techtraps. It also has more range than 5[C], and can be spaced to force shield counters to whiff. The animation is very telegraphed compared to 5[C], and the limited cancel options of 6C means you can't threaten partial charge as well as 5{C}.<br />
* 623[A] is active on 38th frame. Mostly used as a gimmicky meaty that loses to stand shield, backdash, spotdodge, and a few reversals. Another knowledge check. <br />
* 623[B] is active on 45th frame. Useless, same properties as 623[A] but slower.<br />
* 623[C] is active on 40th frame. Same properties as 623[A], with insane red health damage. This move actually sucks, and is purely a knowledge check. Opponents who've never seen it before might block thinking the superflash indicates something punishable on block. <br />
<br />
Red Health damage:<br />
* 5[C] and 6[C] do 3000 red hp dmg.<br />
* 623[A] and 623[B] do 3500 red hp dmg.<br />
* 623[C] does a whopping 4500 red hp dmg, but you'll never hit it.<br />
<br />
==== 421 series (To be revised)====<br />
C-Ryougi has a unique 421 series that crosses up and hits overhead. Commonly called "Monke flip" by the community.<br />
<br>This move pretty good as it can be cancelled from normals, and is not easy to punish.<br />
* 421A is the fast version. Active on frame 30. Big drawback is that it is not jump cancellable, making it risky vs shields. You can still special cancel it with j.236C to punish a shield counter, and it will combo into it on hit.<br />
* 421B is slower. Active on 36th frame. Can be jump cancelled. Has a weird airdash restriction, if you started combo/blockstring off of ground dash cancel e.g. dash > 2A, then you will not be allowed to airdash after this move.<br>If you fully recover the dash, then do 2A > 421B > jump cancel, then you can airdash.<br />
* 421C, active on 27th frame (there is some flash freeze, so this is very much reactable). Mainly used as an escape tool from the corner, some starting frames are hit invulnerable.<br />
<br />
==== Okizeme/Setups ====<br />
C-Ryougi has a 50/50 setup in the corner.<br />
<br>It's fairly technical because it's character specific.<br />
<br>The combo string is '''2AAA > 2B > 5BB > 5C > 2C > (delay?) 5A > 236C'''.<br />
<br />
Doesn't work on '''Aoko, Tohno, All Akihas, and Kohaku'''. Always out of the corner.<br />
<br>Always crosses up on '''Kouma, Miyako, Len, WLen.''' Can still be used as a knowledge check.<br />
<br />
Works on rest of the characters, however the delay varies to get crossup or not per character.<br />
<br>The lower the opponent(more delay) before 236C, the bigger the odds that they will be pulled out of the corner.<br />
<br />
C-Ryougi has universal okizeme options to choose from as well. As long as the opponent is airborne you can use 236A~236A~236A and you can manually time a safe jump on every character mid-screen. If they are in the corner you can manually time a super jump forward(29) to meaty them safely.<br />
<br />
Here are some of her okizeme routes from her TKj.236B routes in the corner: <br />
<br />
*'''...>2C > TKj.236B, 5BB > 214A, 2C > 5C > 236C'''<br />
<br />
This route uses meter but gives full you plenty of time to set up a 50/50 in or out of the corner. The hard part is watching the height as some characters float too high and go over Ryougi, so you need to delay your link of the TKj.236B and the 5BB. Do note that the 2C can change which side the opponent is on so be sure to watch carefully, you ''should'' be able to control it if you watch your links and their height.<br />
<br />
*'''...>2C > TKj.236B, 5BB > 214A, 2C > 2A(w) > (2A) > 236A~236A~236A'''<br />
<br />
Does not use meter nor grants a 50/50 but it is her one of her more damaging corner enders without meter. Due to ending in the 236A rekka ender she can super jump after to safe jump. Be wary of the height and timing as the second 2A can whiff sometimes. If the 2A(w) > 2A is too hard feel free to just do 2A into rekka.<br />
<br />
=== Defense ===<br />
* 421C<br />
No invincibility on start up but it gains some soon after so it can be used against certain set ups in pressure to reset back to neutral. If it is shielded it's fine, it can be canceled with jump so you can air block or air dash back to get away. Because it does cross up it does get you out of the corner which can be life saving in some match ups, also the angle it hits at makes it tough to duck under.<br />
<br />
* 214C<br />
Similar to 421C but it has invincibility on start up, but not for very long(frames 1 to 3). Even if shielded you are still able to jump cancel it adding some extra safety. The hitbox is very high and will not hit crouching characters, so if they meaty with a low, long range move you're probably getting punished as their move will recover in time. Can be used to break out similar to 421C as the invincibility on start up is always appreciated. <br />
<br />
* TK j.236C<br />
A rarer but situational reversal option. Due to being a TK input it takes 3 frames minimum before invincibility will activate, and the TK motion can be hard to squeeze out in tight blockstrings, but it is a quick option that is only about -6 with decent push back so not the worst option. It can also be used as a panic option to get someone off of you in the air if they are going to land before you, but do know that while you are strike invincible you are not throw invincible and after the flash you can be gAT out of it still.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
<br />
=== Normal Combos ===<br />
NOTE1: In most of these combos, j236B ender can (and usually should) be swapped for an airthrow to gain oki at the cost of damage. Use 236B should you feel more damage is needed to finish off an opponent.<br />
<br />
NOTE2: Starting a combo with 2B > 5B > 5C usually will improve his damage quite nicely.<br />
<br />
NOTE3: Many times they may not respect the airthrow they may jump or do something else, if you notice that go for damage or use J.22C to get okizeme<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4203<br />
|metergen=101<br />
|metero=30.3<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > 6C > j.BC > (airdash j.C) > sjc > j.BC j.236B/AT<br />
|simput=<br />
|note=Basic combo. Airdash j.C is optional, but its a free damage and is not very hard to do, although may not work on some characters, in which case you should just skip it. Airdash j.C is height specific, and grounded 2C 6C starter allows for it to be a reliable option. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4305<br />
|metergen=136.5<br />
|metero=<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > 6C > 22A/B, 2A > 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=There is a delay between 2C > 5C, this applies for all combos below. Combo gives good meter, but it's arguable if tossing a knife in this combo is worth it.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4334<br />
|metergen=152.3<br />
|metero=47.5<br />
|link=<br />
|input=*2A > 2B > 5BB > 5C > 2C > 6C > 22A/B, 2A > 2C > 623B, 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note= Advanced combo for more damage, but is impractical for the damage gained. Does not work with more than 1x 2A, because opponent lands before 623B due to gravity. Might be char specific.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=4760<br />
|metergen=94.8 - 100<br />
|metero=42.5<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 236A~236A~236C > 214C > j.A(w), land 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=The opponent has to be on the ground when you start the Rekkas, or else "236C" will not hit.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter, far from corner<br />
|character=<br />
|damage=5142<br />
|metergen=99.1 - 100<br />
|metero=45.5<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 236A~236A~236C > 22C, 214A > 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Needs to be done far away from the corner. Good damage. Delay between 22C and 214A is key for consistency. Try adding micro walk back before 2C to make it not hit behind and whiff 5C. Otherwise 2C > 5C can be changed to 2C > 2B.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 150% meter<br />
|character=<br />
|damage=6124<br />
|metergen= 55.8 - 150<br />
|metero=49.4<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 63214C~[8 > (delay > 6~8)x3 > 4(whiff)] > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Great damage. Can be used if you started combo with 120 meter. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, midscreen or slightly further<br />
|character=<br />
|damage=4014(4202)<br />
|metergen=90.0(???)<br />
|metero=<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 214A, 5BB(tk.236B) > j.BC > j.BC > AT/j236B<br />
|simput=<br />
|note=A slightly more damaging BnB with more corner carry and meter gain. Will not work at certain ranges. tk.236B is inconsistent, more research is needed as to who it works on.<br />
}}<br />
}}<br />
<br />
=== Corner Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4577<br />
|metergen=119.5<br />
|metero=36.9<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 214A > 2A > 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Corner combo for damage. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=3962<br />
|metergen=53 - 100<br />
|metero=20.3<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 214A > 2A > 2C > 236C<br />
|simput=<br />
|note=Corner combo with meter, less damage but good okizeme. Depending on the delay between 2C and 236C you can force opponent be in the corner, or slightly out of it. So air dashing over them after 236C is a left/right mixup and then land > 2A is a left/right mixup. Might be character specific.<br />
}}<br />
}}<br />
<br />
=== Tigerknee Corner Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4449<br />
|metergen=111.5<br />
|metero=33.4<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > 6C > TK j.236B > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Basic version, easy to execute.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4651<br />
|metergen=115<br />
|metero=35.6<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > TK j.236B, 5BB > 214A > j.BC > j.BC > j.236B<br />
|simput=<br />
|note=Advanced version, "5BB" link is tricky.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4948<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=*2AA > 2B > 5B > 5C > TK j.236B, 5BB > 214A > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=More advanced BnB. Doesn't work with 3x 2A. Also, instead of j.BC j.ABC you can also do j.C dash j.C j.BC. It will bump damage to 5004.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=5446<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=*2AA > 2B > 5B > 5C > TK j.236B, 5C 5BB > 214A > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Optimised BnB. Second 5C is a just frame, and a difficult one at that. Difficult because 5C can also be held, increasing it's startup.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=4715<br />
|metergen=86 - 100<br />
|metero=29.1<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > TK j.236B, 5BB > 214A, 2C > 236C <br />
|simput=<br />
|note=Meter version, okizeme. Sometimes 2C will hit behind, so will need to do 214C to get 236C, it will still hit.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=2B starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=5787<br />
|metergen=80<br />
|metero=36.8<br />
|link=<br />
|input=*2B > 5B > 5C > 236A~236A~236C > 22C > 5C > TK j.236B > j.BC > j.BC > j.236B<br />
|simput=<br />
|note=Ultra optimized version with a high degree of difficulty I think, you have little time to link the 5C after having used the 22C, you also have little time to connect the JB after the TK<br />
}}<br />
}}<br />
<br />
==== J.22C Combo Pre Enders ====<br />
The J.22C is a very good pre ender to continue the pressure after a combo.<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=From air combo, Knife, 100% meter<br />
|damage=Combo dependent<br />
|metergen=<br />
|metero=<br />
|input= *Air Combo > j.22C, 2C > 236A~236A~236A<br />
|simput=<br />
|note=Rekka ender for okizeme, Be careful with different types of reversal<br />
<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=From air combo, Knife, 100% meter<br />
|damage=Combo dependent<br />
|metergen=<br />
|metero=<br />
|input= *Air Combo > j.22C, 2C > 236C<br />
|simput=<br />
|note=236C ender, great okizeme option, you will have a lot of advantage thanks to the HKD<br />
<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=From air combo, Knife, 100% meter<br />
|damage=Combo dependent<br />
|metergen=<br />
|metero=<br />
|input= *Air Combo > j.22C, 2C > 623A<br />
|simput=<br />
|note=623A Ender, Similar to 236C it will give you good Okizeme but be careful with the different types of reversal<br />
}}<br />
}}<br />
<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=c&p1char=ryougi C-Ryougi Match Video Database]<br><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="120"|Name!! width="44"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
|-<br />
| [https://mbaacc.melty.games/?p1moon=c&p1char=ryougi&p1name=ieda%20(%E3%81%84%E3%81%88%E3%81%A0) ieda<br>(いえだ)]|| style="text-align:center;"| <br />
[[File:MBAACC_Ryougi_Color10.png|Color|39px]] <br />
| Japan || KorewaMelty || Inactive || <br />
|-<br />
| [https://mbaacc.melty.games/?p1moon=c&p1char=ryougi&p1name=Rymaru Rymaru]|| style="text-align:center;"| <br />
[[File:MBAACC_Ryougi_Color01.png|Color|39px]] <br />
| Brazil || Netplay || Active || <br />
|-<br />
| [https://mbaacc.melty.games/?p1moon=c&p1char=ryougi&p1name=taico-+%28%E3%81%9F%E3%81%84%E3%81%93%29 taico-<br>(たいこ)]|| style="text-align:center;"| <br />
[[File:MBAACC_Ryougi_Color15.png|Color|39px]] <br />
| Japan || Play Spot BIG ONE 2nd || Active ||<br />
|-<br />
| [https://mbaacc.melty.games/?p1name=Riv_Lv Riv_Lv]|| style="text-align:center;"| <br />
[[File:Ryougi_Color2.png|Color|48px]] <br />
| North America || Netplay || Active || Up and coming LAN player showing rapid improvement. Very aggressive and scramble-heavy playstyle. Found in the [https://discordapp.com/invite/33cskPv main Discord]<br />
|}<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Shiki Ryougi]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Aoko_Aozaki/Half_Moon&diff=282448Melty Blood/MBAACC/Aoko Aozaki/Half Moon2023-09-29T10:59:54Z<p>EikaMikiku: /* Overview */</p>
<hr />
<div>{{TOC limit|3}}<br />
== Character Page Progress ==<br />
{{#lst:Melty_Blood/MBAACC:Roadmap|H-Aoko}}<br />
<br />
== Overview ==<br />
{{StrengthsAndWeaknesses<br />
|intro=[[File:MBAAC_Aoko_OverviewIcon.png|link]] '''H-Aoko''' is the rushdown-oriented Aoko, boasting a myriad of tools that help her pressure, she can suffocate opponents with blockstrings that move her forward a lot.<br />
|pros=<br />
*'''Pressure''': HAoko's 5B and 2C move her forward a lot, which in combination with rebeating and her 5A6AA allows her to stay in for a long time. When her opponents downback, she can start using fuzzies, multiple overheads and a decent strike/throw to open them up. All of this is further enhanced by the use of NE orbs.<br />
*'''Mobility''': Similarly to C and F Aoko, she has a second airdash and a good run speed.<br />
*'''Neutral''': With an access to the infamous laser rain, air orbs, grounded NE orbs, 236X lasers and H-Moon unique ground projectiles, as well as good, disjointed normals, H-Aoko can make neutral tough for her opponents to play.<br />
|cons=<br />
*'''Poor defence''': H-Aoko lacks good reversals. Inability to exguard, and being forced into H-Moon shield counter also doesn't help.<br />
*'''Awkward "A" normals''': Both 5A and 2A do not hit low while look like they hit legs.<br />
|tablewidth=80<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=MBCAoko5A.png<br />
|image2=MBHAoko5A6A.png<br />
|image3=MBHAoko5A6AA.png<br />
|name=5A<br />
|linkname=5A<br />
|input=5A~6A~6A<br />
|caption=<br />
|data=<br />
{{AttackData-MB <br />
|version=5A<br />
|damage=350 <br />
|reddamage=192<br />
|proration=70% (O)<br />
|circuit=2.8% <br />
|cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J) <br />
|guard=LH <br />
|startup=5<br />
|active=4 <br />
|recovery=9 <br />
|frameAdv=-1 <br />
|invuln= <br />
|description=A short downward kick towards the legs.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=5A~6A<br />
|damage=600 <br />
|reddamage=384<br />
|proration=80% (M)<br />
|circuit=4.2% <br />
|cancel=N, SP, -CH-, EX, (J)<br />
|guard=LH<br />
|startup=8<br />
|active=4 <br />
|recovery=16 <br />
|frameAdv=-5 <br />
|invuln= <br />
|description=A follow-up forward kick.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=5A~6A~6A<br />
|damage=1000 <br />
|reddamage=768<br />
|proration=60% (O)<br />
|circuit=7.0% <br />
|cancel=(N), SP, EX, (J)<br />
|guard=LH<br />
|startup=10<br />
|active=4 <br />
|recovery=17 <br />
|frameAdv=-3 <br />
|invuln= <br />
|description=A third one that launches the opponent.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=MBHAoko5B.png<br />
|name=5B<br />
|linkname=5B<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|damage=700 <br />
|reddamage=480<br />
|proration=85% (O)<br />
|circuit=4.9% <br />
|cancel=N, SP, EX, (J)<br />
|guard=LH <br />
|startup=8<br />
|active=5 <br />
|recovery=15 <br />
|frameAdv=-5 <br />
|invuln= <br />
|description=A punch that moves Aoko forward.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MBCAoko5C.png<br />
|image2=MBCAoko5XC.png<br />
|image3=MBCAoko5XCLaser.png<br />
|name=5C<br />
|linkname=5C<br />
|input=5[C]<br />
|caption=<br />
|caption2=<br />
|data= <br />
{{AttackData-MB <br />
|version=5C<br />
|damage=850 <br />
|reddamage=528<br />
|proration=100%<br />
|circuit=7.0% <br />
|cancel=N, SP, EX, (J)<br />
|guard=LH <br />
|startup=11<br />
|active=7 <br />
|recovery=14 <br />
|frameAdv=-3 <br />
|invuln= <br />
|description=An upwards kick. Decent range, and can be used as a situational anti-air with proper spacing.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=5[C]<br />
|damage=1200 <br />
|reddamage=960<br />
|proration=100%<br />
|circuit=8.4% <br />
|cancel=N, SP, EX, (J) <br />
|guard=LH <br />
|startup=29<br />
|active=2 <br />
|recovery=16 <br />
|frameAdv=0 <br />
|invuln= <br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=(Laser)<br />
|damage=350*3 <br />
|reddamage=200*3 <br />
|proration=100%<br />
|circuit=3.5%*3 (10.5%) <br />
|cancel=<br />
|guard=LHA <br />
|startup=37<br />
|active={{Tooltip | text=3| hovertext=1, 1, 1}}<br />
|recovery=7 <br />
|frameAdv={{Tooltip | text=8 ~ 10| hovertext=1 hit = 8, 3 hits = 10.}}<br />
|invuln= <br />
|description=A charged version of her 5C. Aoko shoots a large beam from her foot, and while it has a very large hitbox its long charge time means that it rarely sees use.<br />
}}<br />
}}<br />
<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=MBCAoko2A.png<br />
|name=2A<br />
|linkname=2A<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=192<br />
|proration=75% (O)<br />
|circuit=2.1% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=LH <br />
|startup=4<br />
|active=3 <br />
|recovery=9 <br />
|frameAdv=0 <br />
|invuln= <br />
|description=A very short elbow poke.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=MBCAoko2B.png<br />
|name=2B<br />
|linkname=2B<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|damage=600 <br />
|reddamage=336<br />
|proration=85% (O)<br />
|circuit=5.6% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L <br />
|startup=7<br />
|active=7 <br />
|recovery=15 <br />
|frameAdv=-7 <br />
|invuln= <br />
|description=A deceptively long range low kick.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=MBCAoko2C.png<br />
|name=2C<br />
|linkname=2C<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|damage=800 <br />
|reddamage=490 <br />
|proration=65% (O)<br />
|circuit=8.4% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L <br />
|startup=9<br />
|active=5 <br />
|recovery=18 <br />
|frameAdv=-8 <br />
|invuln= <br />
|description=A long range low sweep. Moves Aoko forward, and is safe if spaced properly.<br />
}}<br />
}}<br />
<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MBCAokojA.png<br />
|name=j.A<br />
|linkname=j.A<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=144 <br />
|proration=75% (O)<br />
|circuit=2.1% <br />
|cancel=N, SP, EX, J <br />
|guard=LHA <br />
|startup=5<br />
|active=4 <br />
|recovery=10<br />
|frameAdv= <br />
|invuln= <br />
|description=A quick and slightly downward angled punch. Best used for air-to-airs.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MBHAokojB.png<br />
|name=j.B<br />
|linkname=j.B<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|damage=600 <br />
|reddamage=384<br />
|proration=90% (O)<br />
|circuit=4.2% <br />
|cancel=N, SP, EX, J<br />
|guard=HA <br />
|startup=7<br />
|active=5 <br />
|recovery=- <br />
|frameAdv=- <br />
|invuln= <br />
|description=A downward aerial kick.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MBHAokojC.png<br />
|name=j.C<br />
|linkname=j.C<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|damage=900 <br />
|reddamage=672<br />
|proration=90% (O)<br />
|circuit=6.3% <br />
|cancel=N, SP, EX, J<br />
|guard=HA <br />
|startup=10<br />
|active=5<br />
|recovery=- <br />
|frameAdv=- <br />
|invuln= <br />
|description=Another kick similar to the above.<br />
}}<br />
}}<br />
<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">3C</span> =====<br />
{{MoveData<br />
|image=MBCAoko3C.png<br />
|name=3C<br />
|linkname=3C<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|damage=800 <br />
|reddamage=480 <br />
|proration=65% (O)<br />
|circuit=6.3%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH <br />
|startup=10<br />
|active=3 <br />
|recovery=21 <br />
|frameAdv=-6 <br />
|invuln=Clash 6-12<br />
|description=Aoko's standard launcher. Has a clash hitbox.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">4C</span> =====<br />
{{MoveData<br />
|image=MBCAoko4C.png<br />
|name=4C<br />
|linkname=4C<br />
|input=4[C]<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|version=4C<br />
|damage=1000 <br />
|reddamage=720<br />
|proration=70% (O)<br />
|circuit=7.0% <br />
|cancel=SP, EX<br />
|guard=LH <br />
|startup=15<br />
|active=1 <br />
|recovery=19 <br />
|frameAdv=-5 (vs Stand.), -2 (vs. Crouch) <br />
|invuln= <br />
|description= Aoko swings her leg downward for an axe kick.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=4[C]<br />
|damage=1000 <br />
|reddamage=720 <br />
|proration=50% (O)<br />
|circuit=7.0% <br />
|cancel=SP, EX, (J)<br />
|guard=H <br />
|startup=25<br />
|active=1 <br />
|recovery=16 <br />
|frameAdv=-2 <br />
|invuln= <br />
|description= A charged version of 4C that becomes an overhead.<br />
}}<br />
}}<br />
<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MBCAokoThrow.png<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|caption=<br />
|input=4/6A+D<br />
|data= <br />
{{AttackData-MB <br />
|damage=1000 <br />
|reddamage=384 <br />
|proration=35% <br />
|circuit=0.0% <br />
|cancel= <br />
|guard=U <br />
|startup=3<br />
|active=1 <br />
|recovery=20 <br />
|frameAdv=<br />
|invuln= <br />
|description=Aoko launches the opponent in the air toward the desired direction. Ground techable, and not comboable from on most characters.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MBCAokoAirThrow.png<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|caption=<br />
|input=j.4/6A+D<br />
|data= <br />
{{AttackData-MB <br />
|damage=1600 <br />
|reddamage=576<br />
|proration=30% <br />
|circuit=0.0% <br />
|cancel=(Any if Raw)<br />
|guard=U <br />
|startup=2<br />
|active=1 <br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln= <br />
|description=Aoko smacks her opponent to the ground. Ground bounces and pulls you toward the opponent when done raw, causes an untechable knockdown and pulls you away as a combo ender, leaving you with a bit of advantage.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Counter</span> =====<br />
{{MoveData<br />
|image=MBFAokoShieldCounter.png<br />
|image2=MBCAoko2C.png<br />
|image3=MBFAokoAirShieldCounter.png<br />
|name=Shield Counter<br />
|linkname=Shield Counter<br />
|input=Auto after a successful Shield<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|version=Standing<br />
|damage=500 (345)<br />
|reddamage=198 <br />
|proration=40% <br />
|circuit=3.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LHA <br />
|startup=9<br />
|active=2 <br />
|recovery=20 <br />
|frameAdv=-4 <br />
|invuln=<br />
|description=Same animation as 3C.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Crouching<br />
|damage=1500 (1117)<br />
|reddamage=714<br />
|proration=50% <br />
|circuit=10.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LA <br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4 <br />
|invuln= <br />
|description=Same hitboxes as 2C.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=500 (303)<br />
|reddamage=174<br />
|proration=50% <br />
|circuit=3.5%<br />
|cancel=<br />
|guard=HA <br />
|startup=7<br />
|active=4 <br />
|recovery= <br />
|frameAdv=<br />
|invuln=<br />
|description=Same animation as C-Moon's j.B.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MBCAokoShieldBunker.png<br />
|image2=MBHAoko214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Neutral<br />
|damage=500<br />
|reddamage=192<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=26<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=192<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=Disjointed shield bunker punch.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Blockstun<br />
|damage=0<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=LHA<br />
|startup=19<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln= <br />
|description=H-Moon specific reversal bunker. Loses the extended hurtbox.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MBCAokoCircuitSpark.png<br />
|image2=MBCAokoAirCircuitSpark.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|caption=<br />
|input=In Heat:<br>Auto during hitstun<br>A+B+C during blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
<br />
=== Special Moves ===<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=MBCAoko236A.png<br />
|image2=MBCAoko236B.png<br />
|image3=MBCAoko236XB.png<br />
|image4=MBCAoko236C.png<br />
|name= Browning Starmine<br />
|linkname=236X<br />
|input=236A/B/[B]/C<br>(236[B]~236A~236A)<br />
|data=<br />
{{AttackData-MB <br />
|version=A<br />
|damage=1000<br />
|reddamage=588<br />
|proration=100%<br />
|circuit=5.6%<br />
|cancel=-EX-<br />
|guard=LHA<br />
|startup=17<br />
|active=4<br />
|recovery=15<br />
|frameAdv=-1<br />
|invuln=<br />
|description=Aoko shoots a beam out of her hand. This move is primarily used for sniping your opponent going for greedy IADs and badly spaced jumpins.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=500*6 (2763) <br />
|reddamage=(1593)<br />
|proration=100%<br />
|circuit=3.5%*6 (21.0%)<br />
|cancel=-EX-<br />
|guard=LHA<br />
|startup=34<br />
|active={{Tooltip | text=12| hovertext=2, 2, 2, 2, 2, 2}}<br />
|recovery=19<br />
|frameAdv=-10<br />
|invuln=<br />
|description=Aoko chills for a bit before shooting a large laser that is fullscreen. Has a first short-ranged vertical hitbox for 2 frames, followed by the fullscreen one that will generally whiff on crouching opponents.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=[B]<br />
|damage=500*5 (2342)<br />
|reddamage=(1350)<br />
|proration=100%<br />
|circuit=3.5%*5 (17.5%)<br />
|cancel=<br />
|guard=U<br />
|startup=93<br />
|active={{Tooltip | text=10| hovertext=2, 2, 2, 2, 2}}<br />
|recovery=46<br />
|frameAdv=<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=~236A<br />
|damage=500*2 (984)<br />
|reddamage=(567)<br />
|proration=100%<br />
|circuit=5.0%*2 (10.0%)<br />
|cancel= <br />
|guard= <br />
|startup= <br />
|active=<br />
|recovery= <br />
|frameAdv= <br />
|invuln=<br />
|description=Aoko spends some quality time charging before she fires a full screen laser that is unblockable. This isn't that great, since it can be dodged on reaction as it takes so damn long to come out. It's alright to do this on rare occasion to keep your opponent from feeling safe at full screen, but it's not going to hit very often. This version doesn't hit opponents right next to you, but has a wider hitbox.<br />
<br />
Inputting 236A > 236A after the charge flash makes a few more lasers come out. Always do this if you do 236[B] as it adds on some damage and looks cool (that's the important part).<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=100, 350*14 (~2800)<br />
|reddamage=(~2360)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=2+14<br />
|active=2 (16)<br>2 (2) x14<br />
|recovery=23<br />
|frameAdv={{Tooltip | text=-3| hovertext=Advantage on last hit connecting.}}<br />
|invuln=Full 1-8<br />
|description=EX lasers. Aoko opens a portal and a lot of small lasers fire out of it. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MBCAoko623A.png<br />
|image2=MBCAoko623B.png<br />
|image3=MBCAoko623C.png<br />
|name=I'll kick you over!<br />
|linkname=623X<br />
|input=623A/B/C<br />
|caption=<br />
|data=<br />
{{AttackData-MB <br />
|version=A<br />
|damage=1000, 800 (1682)<br />
|reddamage=(1059)<br />
|proration=100%, 60% (O)<br />
|circuit=5.6%*2 (11.2%)<br />
|cancel={{Tooltip | text=(N), (SP), (EX), (J)| hovertext=Cancel window starts when touching the ground.}}<br />
|guard=LHA, HA<br />
|startup=5<br />
|active=10 (8) 3<br />
|recovery=23<br />
|frameAdv=-8<br />
|invuln=High 1-6<br />
|description=A version of the wheelkick hits twice and the second hit is an overhead. This move is good as an antiair or to beat mashing. It's not fully invincible on startup but it's ok for antiairing if you use it cleanly. Caution: -8 on block. This move is used in combos to set up Kicking Ass!, leaving you a very strong tech punish setup.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=800<br />
|reddamage=624<br />
|proration=100%<br />
|circuit=8.0%<br />
|cancel=<br />
|guard=HA<br />
|startup=31<br />
|active=3<br />
|recovery=9<br />
|frameAdv=6<br />
|invuln=<br />
|description=This has some startup time (you can easily get mashed out of it) and hits overhead. +6 on block.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=1000, 800*2 (2342)<br />
|reddamage=(1573)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH, LHA<br />
|startup=1+5<br />
|active={{Tooltip | text=8 (4) 6| hovertext=8 (4) 3, 3}}<br />
|recovery=25<br />
|frameAdv=-13<br />
|invuln=Full 1-7<br />
|description= EX wheelkick. You can use this move as a reversal. It's generally better to do it on wakeup since bunker is a lot safer to go for in the middle of a blockstring. This does decent damage and takes Aoko across half the screen (unless your opponent blocks it standing) very fast. It's -13 on block so you better be prepared for some pain if your opponent baited you.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MBHAoko214AB.png<br />
|image2=MBHAoko214C.png<br />
|name= Magic Draw<br />
|linkname=214X<br />
|input=214A/B/C<br />
|caption=A/B<br />
|caption2=C<br />
|data=<br />
{{AttackData-MB <br />
|version=A<br />
|damage=1000<br />
|reddamage=768<br />
|proration=100%<br />
|circuit=7.0%<br />
|cancel=-EX-<br />
|guard=LHA<br />
|startup=13<br />
|active=X<br />
|recovery=29<br />
|frameAdv={{Tooltip | text=-4| hovertext=Point-blank advantage.}}<br />
|invuln=<br />
|description=Aoko puts her hand on the ground and shoots a shockwave of energy. You can have up to two out on the screen at a time. This version of the move travels the slowest. This move's main use is to keep your opponent from sitting on the other side of the screen when you have some held orbs up. It's -4 on block if you do it at point blank range so don't use it in a blockstring unless you pushed yourself a decent distance away. After, 3C from its max effective range with a jumpcancel/rebeat or special cancel to 214C<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=1000<br />
|reddamage=768<br />
|proration=100%<br />
|circuit=7.0%<br />
|cancel=-EX-<br />
|guard=LHA<br />
|startup=11<br />
|active=X<br />
|recovery=36<br />
|frameAdv={{Tooltip | text=-8| hovertext=Point-blank advantage.}}<br />
|invuln=<br />
|description=This travels faster than the A version. This is mainly used to peg opponents who want to sit away from you in fullscreen, and in the 4[C] combo in midscreen. Always, always cancel into 214C if you're using it after 4[C] because its -8 on block at point-blank range.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=C<br />
|damage=400*3, 1000 (2028)<br />
|reddamage=(1446)<br />
|proration= 100%*3, 50% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=5+6<br />
|active=X<br />
|recovery=32<br />
|frameAdv={{Tooltip | text=14| hovertext=Point-blank advantage, all hits.}}<br />
|invuln= <br />
|description= EX version. This causes circuit break on hit and you are very plus if all 4 hits are blocked. This move is great if you combo into it since it takes away all metered wakeup options your opponent has.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">421X</span> =====<br />
{{MoveData<br />
|image=MBCAoko421A.png<br />
|image2=MBCAoko421B.png<br />
|image3=MBHAoko421C.png<br />
|name=Floating Starmine<br />
|linkname=421X<br />
|input=421A/[A]/B/[B]/C/[C]<br>(No EX)<br>(421X~8)<br />
|caption=<br />
|data=<br />
{{AttackData-MB <br />
|version=A (Min)<br />
|damage=800<br />
|reddamage=624<br />
|proration=70% (M)<br />
|circuit=5.6%<br />
|cancel=<br />
|guard=LHA<br />
|startup={{Tooltip | text=32/40| hovertext=32 by default, 40 when holding 8.}}<br />
|active={{Tooltip | text=X| hovertext=16.&#010;Aoko recovers during active frames.}}<br />
|recovery={{Tooltip | text=17/9| hovertext=17 by default, 9 when holding 8.}}<br />
|frameAdv=8<br />
|invuln= <br />
|description=Generates an orb in front of Aoko. Its explosion can be delayed indefinitely by holding A, B or C. Up to two orbs can be there at a time. Inputting 8 while holding sends the orb ~double jump height from the ground. Very useful for controlling air space and discouraging jump-ins in certain matchups.<br />
}} <br />
{{AttackData-MB <br />
|header=no<br />
|version=B (Min)<br />
|damage=800<br />
|reddamage=624<br />
|proration=70% (M)<br />
|circuit=5.6%<br />
|cancel=<br />
|guard=LHA<br />
|startup={{Tooltip | text=42/51| hovertext=42 by default, 51 when holding 8.}}<br />
|active={{Tooltip | text=X| hovertext=16.&#010;Aoko recovers during active frames.}}<br />
|recovery={{Tooltip | text=7/None| hovertext=6 by default.&#010;Recovery finishes 2 frames before the explosion when holding 8.}}<br />
|frameAdv=18<br />
|invuln= <br />
|description=B Version has a longer animation but goes at a distance and is very plus on block.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=C (Min)<br />
|damage=800<br />
|reddamage=624<br />
|proration=70% (M)<br />
|circuit=5.6%<br />
|cancel=<br />
|guard=LHA<br />
|startup={{Tooltip | text=46/55| hovertext=46 by default, 55 when holding 8.}}<br />
|active={{Tooltip | text=X| hovertext=16.&#010;Aoko recovers during active frames.}}<br />
|recovery={{Tooltip | text=3/None| hovertext=6 by default.&#010;Recovery finishes 6 frames before the explosion when holding 8.}}<br />
|frameAdv=22<br />
|invuln= <br />
|description=C version sends an orb ~full screen distance from her. You can use the C version to punish wakeup heat/backdash after you do an aircombo in midscreen.<br />
<br />
A few warnings about this move:<br />
--If you're holding A you can't throw or airthrow.<br />
--If you're holding B you can't dodge.<br />
--If you're holding C if you input 236B you're forced to do 236[B].<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">22X</span> =====<br />
{{MoveData<br />
|image=MBCAoko22A.png<br />
|image2=MBCAoko22B.png<br />
|image3=MBCAoko22C.png<br />
|name= Blazing Starmine<br />
|linkname=22X<br />
|caption=<br />
|caption2=<br />
|caption3=<br />
|input=22A/B/C<br />
|data=<br />
{{AttackData-MB <br />
|version=A<br />
|damage=800*3 (1470)<br />
|reddamage=(882)<br />
|proration=50% (O)<br />
|circuit=2.8%*3 (8.4%)<br />
|cancel=-EX-<br />
|guard=LHA<br />
|startup=16<br />
|active={{Tooltip | text=6| hovertext=2, 2, 2}}<br />
|recovery=36<br />
|frameAdv=-2<br />
|invuln=<br />
|description=Summons a pillar directly in front of Aoko. This is a nice way to end pressure because if your opponent tries to mash or jump they'll get hit by this and you can get a small combo out of it. If your opponent blocks it, it's rock/paper/scissors after it unless you cancel into a super. 3C beats jump, 2A > 2C beats certain backdashes, 623B beats other backdashes, 623A beats mashing, crouching block beats heat or a reversal.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=800*3 (1470)<br />
|reddamage=(882)<br />
|proration=50% (O)<br />
|circuit=2.8%*3 (8.4%)<br />
|cancel=-EX-<br />
|guard=LHA<br />
|startup=24<br />
|active={{Tooltip | text=6| hovertext=2, 2, 2}}<br />
|recovery=33<br />
|frameAdv=1<br />
|invuln= <br />
|description=The pillar comes out further in front of Aoko. This is also a nice away to end pressure if you're a bit further away. It's also RPS after it unless you cancel into a super with your opponent having the same options.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=250*20 (3083)<br />
|reddamage=(2362)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=3+16<br />
|active={{Tooltip | text=28| hovertext=Shoots at irregular periods 8 overlapping pillars that last 10 frames each.}}<br />
|recovery=22<br />
|frameAdv=-13<br />
|invuln= <br />
|description=Aoko shoots multiple pillars. This move has only very limited uses. Its main use is for beating super armor (such as Kouma 22C) You can also use it after a 5[C] used as an anti air if your opponent gets hit by that. The last use is kind of limited but it beats teching away from Aoko in midscreen after a throw or a neutral tech. The only problem is you have to input 22C before your opponent actually hits the ground to cover neutral tech.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">63214X</span> =====<br />
{{MoveData<br />
|image=MBCAoko63214A.png<br />
|image2=MBCAoko63214BC.png<br />
|name=Browning Starbow<br />
|linkname=63214X<br />
|input=63214A/B/C<br />
|caption=A<br />
|caption2=B/C<br />
|data=<br />
{{AttackData-MB <br />
|version=A<br />
|damage=1000<br />
|reddamage=672<br />
|proration=100%<br />
|circuit=7.0%<br />
|cancel=-EX-<br />
|guard=LHA<br />
|startup=12<br />
|active={{Tooltip | text=2 (2) 2 (2) 2| hovertext=One hit only.}}<br />
|recovery=20<br />
|frameAdv=-9<br />
|invuln=Reflect 12-21<br />
|description=Quickly forms a circle that hits once. Reflect projectiles.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=150*8 (1065)<br />
|reddamage=(340)<br />
|proration=100%<br />
|circuit=1.05%*8 (8.4%)<br />
|cancel=<br />
|guard=LHA<br />
|startup=29<br />
|active=2 (2) x8<br />
|recovery=17<br />
|frameAdv=23<br />
|invuln=Reflect 29-58<br />
|description=The circle takes some time to come up aka you can get mashed going for this, but if your opponent blocks you get of +23. If your opponent tries to jump out after you used a normal with a good amount of blockstun and you use this move you get free guardbreak(not guardcrush.) This move is pretty good in rushdown once you get your opponent to start respecting your blockstrings.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=200*8 (1422)<br />
|reddamage=(1044)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=3+11<br />
|active=2 (2) x8<br />
|recovery=20<br />
|frameAdv=20 <br />
|invuln=Full 1-3, Reflect 14-43<br />
|description=This is a quicker version of B mirror but at the cost of 100 meter. This isn't really that great since Aoko has many better ways to use the meter and it's even 3 less +frames than B version. The only time to use it is after a blocked 22A, preferably if you're in heat.<br />
}}<br />
}}<br />
<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=MBCAokoj236A.png<br />
|image2=MBCAokoj236B.png<br />
|image3=MBCAokoj236C.png<br />
|name=Browning Starmine (Air)<br />
|linkname=j.236X<br />
|caption= <br />
|caption2= <br />
|caption3= <br />
|input=j.236A/B/C<br>j.22A/B/C<br />
|data=<br />
{{AttackData-MB <br />
|version=A<br />
|damage=1000<br />
|reddamage=672<br />
|proration=100%<br />
|circuit=7.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=17<br />
|active=12<br />
|recovery=<br />
|frameAdv=-16 (TK)<br />
|invuln= <br />
|description=A single hit laser that keeps the momentum in the air that Aoko has. This move is great in conjunction with the rest of her keepaway (IABD j.236A) to stop opponents from rushing at you recklessly.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=500*3 (1452)<br />
|reddamage=(837)<br />
|proration=100%<br />
|circuit=3.5%*3 (10.5%)<br />
|cancel=-EX-<br />
|guard=LHA<br />
|startup=24<br />
|active=12<br />
|recovery=<br />
|frameAdv=2 (TK)<br />
|invuln= <br />
|description=This is much better if your opponent manages to get closer to you than j.236A because it stops all momentum Aoko has in the air and you can cancel it into EX orb to start pressure and stay safe.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=500*5 (2342)<br />
|reddamage=(1350)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=2+10<br />
|active=12<br />
|recovery= <br />
|frameAdv=2 (TK)<br />
|invuln= <br />
|description=EX version. You can use this at the end of a standard air combo or you can cancel into this after a j.236B if that hits to get some more damage. Can be used in fuzzyguard strings to kill an opponent with low health. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.623X</span> =====<br />
{{MoveData<br />
|image=MBCAokoj623AB.png<br />
|image2=MBCAokoj623C.png<br />
|name= I'll kick you over! (Air)<br />
|linkname=j.623X<br />
|input=j.623A/B/C (No EX)<br />
|caption=A/B<br />
|caption2=<br />
|data=<br />
{{AttackData-MB <br />
|version=A<br />
|damage=800 <br />
|reddamage=480<br />
|proration=70% (O)<br />
|circuit=5.6%<br />
|cancel=<br />
|guard=LHA<br />
|startup=15<br />
|active=11<br />
|recovery= <br />
|frameAdv=12 (TK)<br />
|invuln=<br />
|description=Is NOT an overhead AND it hits only on the way down. works best as an extra movement tool for unpredictability. Combos from j.C in jumpins etc.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=800 <br />
|reddamage=480<br />
|proration=70% (O)<br />
|circuit=5.6%<br />
|cancel=<br />
|guard=HA<br />
|startup=20<br />
|active=8<br />
|recovery= <br />
|frameAdv=-2 (TK)<br />
|invuln=<br />
|description=IS an overhead. Slow, but could be used to get in an unexpected overhead. Must be initiated low to be useful.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=C<br />
|damage=800*2 (1276) <br />
|reddamage=(766)<br />
|proration=70% (O)<br />
|circuit=2.8%, 5.6% (8.4%)<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4 (8) 13<br />
|recovery=<br />
|frameAdv=-2 (TK)<br />
|invuln=<br />
|description=Not EX. Is NOT an overhead. Flies lower than j.623B but similar distance. Good for movement.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.214X</span> =====<br />
{{MoveData<br />
|image=MBCAokoj214AB.png<br />
|image2=MBCAokoj214XAB.png<br />
|image3=MBCAokoj214C.png<br />
|name=Floating Starmine (Air)<br />
|linkname=j.214X<br />
|input=j.214A/[A]/B/[B]/C<br />
|caption=<br />
|caption2=<br />
|data=<br />
{{AttackData-MB <br />
|version=A/B/[A]/[B]<br>(Default Maximum<br>Orb Duration)<br />
|damage=800<br />
|reddamage=624<br />
|proration= 70% (O)<br />
|circuit=5.6%<br />
|cancel=<br />
|guard=LHA<br />
|startup={{Tooltip | text=351/355| hovertext=Explosion trigger box active on frames 24-343 when uncharged, 28-347 when charged.}}<br />
|active={{Tooltip | text=16| hovertext=Orb explosion.}}<br />
|recovery= <br />
|frameAdv={{Tooltip | text=0/24| hovertext=Uncharged/Charged TK advantage.}}<br />
|invuln=<br />
|description='''(A or B)''' Aoko sets up an orb then falls to the ground with the momentum she had before setting up the orb. You can have one orb up for each A, B and EX version at the same time. This move is great in pressure if your opponent will respect you as it grants lots of +frames. It's also good in conjunction with held orbs in neutral to keep your opponent from reaching you.<br />
<br />
'''([A] or [B])''' Aoko sets up an orb then falls to the ground without gathered momentum. There are no different properties to the orb after charging them up but you can TK a charged orb to get faster low orb placement than you can get with IABD orb.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br>(Default Maximum<br>Orb Duration)<br />
|damage=800<br />
|reddamage=624<br />
|proration=50% (M)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup={{Tooltip | text=3+175| hovertext=Explosion trigger box active on frames 16-175.}}<br />
|active={{Tooltip | text=3| hovertext=Orb explosion.}}<br />
|recovery= <br />
|frameAdv=-7 (TK)<br />
|invuln= <br />
|description= Big EX orb. This move has a couple of uses. If you're about to run out of heat you can burn the remaining meter with EX orb to stay relatively safe behind it.<!-- --> The other great use for it is at the end of an air combo so that you can set up a held orb for oki.<br />
<br />
<!--You can also QQSE it after j.236B to keep your pressure safe or to keep your opponent from hitting you after they dashed in if you don't have anything to protect you.<br />
<br />
I couldn't find anything regarding what a QQSE is. Super secret advanced tech I guess?--><br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MBCAokoAD.png<br />
|caption=<br />
|name=Severe Break<br />
|linkname=Arc Drive<br />
|input=41236C during Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage= 500, 600*6, 500, 600*6 (3344)<br />
|reddamage=(2214)<br />
|proration=50% (O)<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LHA<br />
|startup=9+5<br />
|active=28 (39) 28<br />
|recovery=58<br />
|frameAdv=-27<br />
|invuln=Full 1-73<br />
|description=Assumes a similar stance to her 236X but instead of pointing forwards with her finger, she pulls her left arm back before she thrust forward like she would punch someone. A giant laser beam then extends out of her fist. After the first beams disappears she then repeats the same move with her right arm.<br />
}}<br />
}}<br />
== General Gameplan ==<br />
=== Neutral ===<br />
=== Pressure ===<br />
::<u>'''Blockstrings:'''</u><br />
Forward moving normals are [[#5B|5B]], [[#2C|2C]], [[#5A|6AA]]. For inspiration see here: [http://www.nicovideo.jp/watch/sm16737063 1]/[http://www.nicovideo.jp/watch/sm18955986 2] (Niconico) or [http://youtu.be/bxLGtX6GZmc 1]/[http://youtu.be/ui5iccKriWk 2] (Youtube)<br />
<br />
::<u>'''With held orbs:'''</u><br />
<br />
I put these strings under strategy/pressure as it is not advisable to use these as canned strings, but to give an idea to orb uses.<br />
<br />
::::<u>Ground strings, assuming an already held orb:</u><br />
* '''Hold [A]:''' 2B 5B 5C 214B ]A[ 66 etc<br />
::If you hold [A] orb, you can use 2AB/5AB 5E 214AB ]A[, for easier execution. Mixup between high and low with 2B or 5B first here.<br />
<br />
* '''Hold [A]:''' 2B 5B 5C 236B ]A[ Arc Drive/Any EX that will reach.<br />
::If the orb hits before 236B does, cancel 5C into 236B then release the orb after.<br>You can cancel all the hits from 236B except the last one with an EX or an Arc Drive.<br />
<br />
* '''Hold [C]:''' 66 5A6A (delay) 6A (dl) 2B (dl) 2A ]C[<br />
::Holding [C] leaves some nice stagger and reverse beat options.<br />
<br />
<br />
::::<u>Jump-in strings assuming a held orb:</u><br><br />
(these are best in the corner, but you can space stuff like this midscreen too and put teh [http://www.meltybread.com/forums/aoko-aozaki/fear-h-aoko-again/ FEARINTHEM]<br><br />
<br />
* '''Hold [A]:''' IAD jB/C (land) 2B 5B 5C 214B ]A[ etc<br />
::Can condition the opponent into blocking low after jump-ins for fuzzy fun.<br />
<br />
* '''Hold [A]:''' j.C j.236A (land) 2B 5B 5C ]A[<br />
* '''Or:''' (High) j.C 66 j.C 623A (land) 2B 5B 5C ]A[<br />
::Leads to pretty much the maximum damage H-Aoko can deliver. Followed by a low-proration combo (66 2B 5B 5C 2C 3C etc) making it damaging.<br />
<br />
* '''Hold [B]:''' j.[C] ]B[ 66 j.AB (land) ...(Any combo)<br />
::"j.C, 66 j.AB" combos for a high damage 3-hit starter, and can condition the opponent into blocking high for a few hits then low with 2B... see fuzzy combos.<br />
<br />
<br />
::<u>'''Fuzzy:'''</u><br />
<br />
The options haven't changed from PS2, see the [http://wiki.mizuumi.net/w/Melty_Blood/Aoko_Aozaki/PS2 PS2 wiki] and read the meltybread.com threads on [http://www.meltybread.com/forums/aoko-aozaki/(half-moon)-aoko-guide-mbaa-verps2-ver1-(arcade)/ Actress Again] and [http://www.meltybread.com/forums/aoko-aozaki-121/(mbaacc-1-07)-h-aoko-discussion-thread/ Current Code] .<br>Also check videos such as:<br><br />
* [http://www.youtube.com/watch?v=jIhlXbJyIe0&t=58s Tonberry's tribute to MeltyBlood].<br><br />
* [http://www.youtube.com/watch?v=5NPNPBcEKzw&t=34s Aozaki_Kyo's HAoko video thanks to #Mages-Association].<br />
<br />
<br />
* j.C 66 j.AB 9j.B j.C<br />
::Orbless, 9j.B is fuzzy.<br />
<br />
* j.C 66 j.AB 9j.B j.C 623A<br />
::Orbless, same fuzzy but 623 combos off of j.C.<br />
<br />
* '''Hold [A]:''' IAD deep j.B instant 9j.B ]A[ 66 j.B (land) ...(Any combo)<br />
::The "double j.B then orb pop" hits fuzzy on the second j.B and the orb provides hitstun till you land even without the airdash j.B.<br />
<br />
* '''Hold [B]:''' j.[C] ]B[ 66 j.AB instant 9j.B ]B[ (land) ...(Any combo)<br />
::The fourth hit, the second j.B is fuzzy here again. Extended approach from the third jump-in string above.<br />
<br />
<br />
With an orb out, cover the charge or combo out of 4[c] overhead.<br />
<br />
''Example In the corner:''<br />
* '''Hold [A]:''' IAD j.B 214[B]~]A[ (land) 4[C] ]B[ 66 ...(Continue combo)<br />
::Falling j.B, j.214[B] pops an air orb on them, but keeps the first orb held to use after 4[C].<br />
<br />
<br />
Carefully placed j.214A/B air orbs will fling the opponent upwards if you throw them into it. If you get a maximum range ground throw onto an air orb you will have enough time to superjump up and confirm them, even connect j.214C and continue on the ground. Just around or above Aoko's head height is ideal placement to work. Doesn't matter about charged orbs or not. Pretty sure all Aokos can do this.<br />
<br />
<br />
::<u>'''Okizeme'''</u><br />
<br />
=== Defense ===<br />
<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
=== Normal Combos ===<br />
The suggested way to do the "4[C] 66 XX" link is 4[C] 66~[3]~A/B 2C. For example, dash then shift to hold 3 and do a late 3A 2C instead of 2AC.<br><br />
For corner carry and meterless damage/okizeme, it's important to learn the "4[C] 66 (2A/2B/2C)" combos. They also leave you with a jump cancel for whatever shenanigans. This is stressed even more so against characters who can be hit by 4[C] 66 2B.<br />
<br />
::<u>'''Midscreen BnBs'''</u><br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|damage=2702<br />
|metergen=33.6<br />
|metero=14.4<br />
|input= *2A > 2B > 5B > 5A6AA > 4[C] > 421[A/B]<br />
|simput=<br />
|note= 4[C] gives a longer knockdown for more options.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|damage=3284<br />
|metergen=49.0<br />
|metero=21.0<br />
|input= *2A > 2B > 5B > 5A6AA > 2C > 5C > 4C > 421[A/B]<br />
|simput=<br />
|note= Orb okizeme BnB.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent <br />
|damage=4290<br />
|metergen=64.8<br />
|metero=28.2<br />
|input= *2A > 2B > 5B > 5A6AA > 4[C] > 214A > 66 j.ABC > dj.ABC > AT<br />
|simput=<br />
|note= Basic corner carry combo.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|damage=4466<br />
|metergen=69.3<br />
|metero=29.7<br />
|input= *2A > 2B > 5B > 5A6AA > 2C > 5C > 3C > j.BC > dj.BC > AT<br />
|simput=<br />
|note= Airthrow damage bnb.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|damage=4532<br />
|metergen=78.4<br />
|metero=33.6<br />
|input= *2A > 2B > 5B > 5A6AA > 4[C] > 66 2A > 2C > 5C > 3C > j.BC > j.BC > AT<br />
|simput=<br />
|note= Slightly more damaging version. Delay 2C > 5C > 3C a lot or 3C will whiff.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|damage=3790<br />
|metergen=64.4<br />
|metero=27.6<br />
|input= *2A > 2B > 5B > 5A6AA > 4[C] > 66 2A > 2C > 5C > 3C > 63214A > 421[A/B]<br />
|simput=<br />
|note= Oki orb variant of the above.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|damage=4479<br />
|metergen=57.4<br />
|metero=24.6<br />
|input= *66 2A > 2B > 5B > 5C > 2C > 3C > j.BC > dj.ABC > AT<br />
|simput=<br />
|note= Dash momentum is necessary for 2C to connect. Can't use 2AA either.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|damage=4702<br />
|metergen=55.3<br />
|metero=23.7<br />
|input= *2B > 5B > 5C > 2C > 3C > j.BC > dj.BCA > AT<br />
|simput=<br />
|note= The H-Aoko Special.<br />
}}<br />
}}<br />
<br />
::<u>'''Midscreen/Fullscreen Whiff Cancel Combos'''</u><br />
''These combos are examples of meterless, fullscreen carry with different knockdown options. Combining the dash link (4[C] 66 2A/2B/2C) with other BNBs gives aoko great opportunity to land high damage oki setups from any good starter.<br><br />
There are many variations in whiffcancelling, the ones listed here (in my opintion) seem the most stable.''<br><br />
''Note the combos don't use 5[C] before 4[C] midscreen. (Usually there is not enough gravity, but it will work in some combos with added gravity or in the corner)''<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|damage=variable<br />
|metergen=variable<br />
|metero=variable<br />
|input= *66 2AA > 2B > 5B (> 5A6AA > IAD j.B) or (5A6AA > 4[C] > j9.B) > 2C > 5A(w)6AA etc<br />
|simput=<br />
|note= This works but is difficult to time j.B and 2C against your IAD input.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, midscreen<br />
|damage=4742<br />
|metergen=103.7<br />
|metero=67.2<br />
|input= *2A > 2B > 5B > 5A6AA > 4[C] > 66 2A > 2C > 5A(w)6AA > 4[C] > 66 2C > 5C > 3C > j.BC > j.BC > AT<br />
|simput=<br />
|note= Use this from any where "mid"screen to move all the way to the corner. 66 2C, 2A > 2C or 2B > 2C works in all these combos, see the Character Specifics section.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, midscreen<br />
|damage=4291<br />
|metergen=91.0<br />
|metero=72.3<br />
|input= *2A > 2B > 5B > 5A6AA > 4[C] > 66 2A > 2C > 5A(w)6AA > 4[C] > 66 2C > 5C > 3C > 63214A<br />
|simput=<br />
|note= Meterless damage version you probably won't use.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, midscreen<br />
|damage=4109<br />
|metergen=84.0<br />
|metero=36.0<br />
|input= *66 2A > 2B > 5B > 5A6AA > 2A > 2C > 5A(w)6AA > 4[C] > 66 2A > 2C > 5A(w)6AA > 4[C]<br />
|simput=<br />
|note= Keeps the opponent juggled (high) so the dash link is easier. Requires almost point blank opener.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, midscreen<br />
|damage=4529<br />
|metergen=112.7<br />
|metero=73.8<br />
|input= *66 2A > 2B > 5B > 5A6AA > 2A > 2C > 5A(w)6AA > 4[C] > 66 2A > 2C > 5A(w)6AA > 4[C] > 2C > 5C > 3C > 63214A > 421A<br />
|simput=<br />
|note= Shield knockdown is a little more damage, but less frame advantage. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, midscreen<br />
|damage=4802<br />
|metergen=128.8<br />
|metero=93.8<br />
|input= *66 2A > 2B > 5B > 5A6AA > 2A > 2C > 5A(w)6AA > 4[C] > 66 2A > 2C > 5A(w)6AA > 4[C] > 2C > 5C > 3C > j.BC > j.ABC > AT<br />
|simput=<br />
|note= Meterless damage version.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, fullscreen<br />
|damage=4374<br />
|metergen=98.0<br />
|metero=42.0<br />
|input= *2A > 2B > 5B > 5A6AA > 4[C] > 66 2B > 2C > 5A(w)6AA > 4[C] > 66 2B > 2C > 5A(w)6AA > (5[C] >) 4[C]<br />
|simput=<br />
|note= Use this from one edge of the stage to the other. Only 5[C] if you reach the very corner.<br />
}}<br />
}}<br />
<br />
::<u>'''Airthrow followups:'''</u><br />
Aoko can 2A > 2C or 2B > 2C into her ground loops from an airthrow, however it is not possible to pickup like this post-airthrow against these characters: (see character specific section too)<br />
*[[Melty_Blood/MBAACC/Akiha_Tohno|Akiha]] / [[Melty_Blood/MBAACC/Akiha_Vermillion|V.Akiha]] / [[Melty_Blood/MBAACC/Akiha_Tohno_(Seifuku)|Seifuku]]<br />
*[[Melty_Blood/MBAACC/Hisui|Hisui]]<br />
*[[Melty_Blood/MBAACC/Len|Len]]<br />
*[[Melty_Blood/MBAACC/Red_Arcueid|Red Arcueid]]<br />
*[[Melty_Blood/MBAACC/Riesbyfe_Stridberg|Riesbyfe]]<br />
*[[Melty_Blood/MBAACC/Warachia|Warachia]]<br />
<br />
The jp video here shows ways to use the pickup and other options :<br />
http://www.nicovideo.jp/watch/sm20622328<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Airthrow starter<br />
|damage=3167<br />
|metergen=12.6<br />
|metero=<br />
|input= *land 2C > 5C > 3C > j.BC > j.BC > AT<br />
|simput=<br />
|note= BnB 1, lands anywhere.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Airthrow starter<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|input= *land 2C > 5C 63214A > 412[B]<br> Or land 2C > 4C > 421[A]<br />
|simput=<br />
|note= AT into orb for no meter.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Airthrow starter, 100% meter<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|input= *land 2C > 5C > 3C > j.BC > sj9.C > j.214C > land 5[C] > 4[C]<br />
|simput=<br />
|note= *BnB 2. Lands anywhere. You can superjump for ages to get up, dont j.C early.<br />
}}<br />
}}<br />
<br />
::<u>'''Air Counterhit Confirms:'''</u><br />
See a jp video here (player name, anyone?): [http://www.youtube.com/watch?v=z2iok8Z1SGI&t=5m56s MBAACC H青子【コンボ集】 simple to very advanced/situational options]<br />
<br />
<br />
The following basic confirms assume you already have air counterhit with a jumping normal and landed.(these work whatever happens)<br><br />
'''''note''': Air CH from a normal ([[#j.A|j.A]] etc) will not allow the falling opponent to be picked up with 2AC or 2BC.''<br><br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Counterhit normal starter, airborne opponent<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|input= *(land) 5B > 3C > j.CB > j.BC > AT<br />
|simput=<br />
|note= <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Counterhit normal starter, airborne opponent<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|input= *(land) 2C > 5C > 3C > j.BC > j.BC > AT<br />
|simput=<br />
|note=<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Counterhit normal starter, airborne opponent<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|input= *(land) 2C > 5C > 3C > 63214A<br />
|simput=<br />
|note=<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Counterhit normal starter, airborne opponent<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|input= *(land) 2C > 5C > 4C > 412[A/B]<br />
|simput=<br />
|note=<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Counterhit normal starter, airborne opponent<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|input= *(land) 2C > 22A > j.AC > j.BC > AT<br />
|simput=<br />
|note=<br />
}}<br />
}}<br><br />
<br />
The next advanced confirms assume you already have air counterhit with an orb and are grounded.<br><br />
'''''note''': Air CH from an orb (popped or placed earlier) allows all your loop/pickup options, with good spacing of course. \(^.^)|<br><br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Counterhit orb starter, airborne opponent<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|input= *2B > 2C > (5A)6AA > 4[C]<br />
|simput=<br />
|note= Close range. Goes into the loop only from point blank with 2B > 2C.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Counterhit orb starter, airborne opponent<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|input= *2B > 2C > (5A >) 2A > 2C > (5A)6AA > 4[C]<br />
|simput=<br />
|note= Close range. More gravity and swagger.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Counterhit orb starter, airborne opponent<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|input= *late 5[C] > 4[C] ...(can end in anything: 412[B] / 214B > 214C / Arc Drive / dash 2C jumpcancel)<br />
|simput=<br />
|note= Close range.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Counterhit orb starter, airborne opponent<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|input= *late 5[C] > 2C > (5A)6AA > 4[C] > 66 2B > 2C > (5A)6AA > 5[C] > 4[C] > 66 2B > 2C > 5C > 3C > j.BC > j.BC > AT<br />
|simput=<br />
|note= Close range. Past data noted as 5560dmg and +131.3% meter (damage from a released held orb and versus Aoko)<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Counterhit orb starter, airborne opponent<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|input= *2C > (5A)6AA > 4[C] > 66 2C > (5A)6AA > 4[C]<br />
|simput=<br />
|note= Goes into the loop only from mid/max range 2C.<br />
}}<br />
}}<br><br />
<br />
::<u>'''Metered Combos:'''</u><br />
H-Aoko can pretty much play without needing to use meter in combos. However, metered combos are good for setups from airthrows, awkwards long distance confirm 2B/2C's into 214C or j214C and easier air counter-hit conversion than the loop. 214C Circuit Break kills your opponents meter on hit but doesn't nearly last long enough; you'll probably be spending the elsewhere. <br />
<br />
Any airstring ending on superjC will allow you to combo to j214C, land and continue. Commonly with 5[C]4[C].<br><br />
The cancel/link between 'j.C and j.214C' is tight, learning the heights that it will whiff at just takes time. j.BC > j.BC > j214C will work with decent delays between 2C > 5C > 3C and gravity taken into consideration.<br><br />
Remember: only 3 groundbounces (4[C]'s) per combo, and only one '5A6AA 5[C]' will connect. <br />
<br />
<br />
<u>Examples of j.214C combos:</u><br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Air Counterhit, 100% meter<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|input= *66 2C > 5C > 3C > j.BC > dj8.C > j.214C > land 5[C] > 4[C]<br />
|simput=<br />
|note= This allows you to drop like F-Moon and stay on the same side. Continue the combo or set up oki. delay 2C > 5C > 3C to keep them really low or you wont make the j.C > j.214C link.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|damage=5154<br />
|metergen=-2.8<br />
|metero=<br />
|input= *66 2A > 2B > 5B > 5C > 2C > 3C > j.BC > j.BC > j.214C > delay 5[C] > 4[C] > 2A > 2C > 5A(w)6AA > 4[C] > 2A > 2C > 5C > 3C 63214A > 412[A]<br />
|simput=<br />
|note= Orb momentum will throw you forwards after j.214C. Does work if you are not in the corner but you will land and combo back towards the centre. Learn to hit 5[C] late after j.214C, get them low.<br />
}}<br />
}}<br><br />
<br />
'''Circuit break combos'''<br><br />
Note: [[#214X|214C]] OTGs and launches with [[Melty_Blood/Glossary#Circuit_Break|circuit break]], so you can empty dash after 4[C] for example, and get closer than '214B xx 214C' will allow.<br />
<br />
http://www.youtube.com/watch?v=Fjr5g1MuGng (work in progress still, will notate later)<br />
<br />
=== Corner Combos ===<br />
All of the midscreeen BnBs still work. Also: <br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, <br />
|damage=3866<br />
|metergen=67.2<br />
|metero=28.8<br />
|input= *2AA > 2B > 5B > 5A6AA > 4[C] > walkback 5A > 2C > 5C > 3C > 63214A > 421[A/B]<br />
|simput=<br />
|note= Oki orb combo.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, <br />
|damage=4088<br />
|metergen=71.4<br />
|metero=30.6<br />
|input= *2AA > 2B > 5B > 5A6AA > 4[C] > 2A > 2C > 5C > 4C > 623A<br />
|simput=<br />
|note= Leads to H-Aoko's tech punish options.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, <br />
|damage=variable<br />
|metergen=variable<br />
|metero=variable<br />
|input= *2A > 5B > 5C > 2C > (5A)6AA > 4[C] etc<br />
|simput=<br />
|note= ...Another way to setup 4[C] stuff.<br />
}}<br />
}}<br><br />
<br />
::<u>'''Corner/Near Corner Whiff Cancel Combos'''</u><br />
In the corner, '4[C] empty 5A(w)6AA' 5/4[C]' also works. This section is divided between two corner loops and one optimal meter-building loop.<br><br />
<br />
::<u>Corrner loop 1 with some possible followups, you've used two ground bounces already, 4[C] again will end the combo with untechable down:</u><br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, <br />
|damage=variable<br />
|metergen=variable<br />
|metero=variable<br />
|input= 2A > 2B > 5B > 5A6AA > 4[C] > 2A 2C > 5A(w)6AA > 5[C] > 4[C]...<br />
|simput=<br />
|note= Loop starter.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=(Followup from first combo) <br />
|damage=4498<br />
|metergen=101.5<br />
|metero=65.7<br />
|input=*...j8~4(driftback) late j.B > 2C > 5A(w)6AA > 4[C] > 421A<br />
|simput=<br />
|note= <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=(Followup from first combo) <br />
|damage=4513<br />
|metergen=101.5<br />
|metero=65.7<br />
|input= *...2A > 2C > 5C > 3C > 63214A > 421A<br />
|simput=<br />
|note=<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=(Followup from first combo) <br />
|damage=4578<br />
|metergen=110.6<br />
|metero=<br />
|input= *...walkback 5A > 2C > 2A(w), 2A > 2C > 5A(w)6AA > 4[C]<br />
|simput=<br />
|note=Must walk backwards or ensure spacing so that '2A' after '5A > 2C' whiffs.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=(Followup from first combo) <br />
|damage=4900<br />
|metergen=117.0<br />
|metero=<br />
|input= *...2A > 2C > 5C > 3C > j.BC > j.ABC > AT<br />
|simput=<br />
|note= <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=(Followup from first combo) <br />
|damage=4952<br />
|metergen=129.5<br />
|metero=<br />
|input=*...walkback 5A > 2C > 2A(w), 2A > 2C > 5C > 3C > j.BC > j.BC > AT<br />
|simput=<br />
|note= <br />
}}<br />
}}<br><br />
<br />
::<u>Corrner loop 2 with similar followups although only one ground bounce is used by this point:</u><br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, <br />
|damage=variable<br />
|metergen=variable<br />
|metero=variable<br />
|input= 2A > 2B > 5B > 5A6AA > 2A > 2C > 5A(w)6AA > 5[C] > 4[C]...<br />
|simput=<br />
|note= Loop starter.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=(Followup from first combo) <br />
|damage=4946<br />
|metergen=<br />
|metero=<br />
|input= *...2A > 2C > 5A(w)6AA > 4[C] > 2A > 2C > 5C > 3C > j.BC > j.ABC > AT<br />
|simput=<br />
|note=<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=(Followup from first combo) <br />
|damage=4740<br />
|metergen=<br />
|metero=<br />
|input= *...2A > 2C > 5A(w)6AA > 4[C] > 2A > 2C > 5C > 3C > 63214A > 421A<br />
|simput=<br />
|note=<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=(Followup from first combo) <br />
|damage=4412<br />
|metergen=101.0<br />
|metero=<br />
|input= *...j8~4(driftback) late j.B > 2C > 5A(w)6AA > 4[C] > 421A<br />
|simput=<br />
|note=<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=(Followup from first combo) <br />
|damage=4805<br />
|metergen=104.0<br />
|metero=<br />
|input= *...j8~4(driftback) late j.B > 2C > 5A(w)6AA > 4[C] > 2A > 2C > 5C > 3C > 63214A<br />
|simput=<br />
|note=<br />
}}<br />
}}<br><br />
<br />
::<u>Optimal meter-building loop (corner only):</u><br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, <br />
|damage=5210<br />
|metergen=138.0<br />
|metero=<br />
|input= *2AA > 2B > 5B > 5A6AA > 4[C] > walkback 5A > 2C > 2A(w), 2A > 2C > 5A(w)6AA > 5[C] > 4[C] > walkback 5A > 2C > 2A(w), 2A > 2C > 5C > 3C > j.ABC > j.ABC > Airthrow<br />
|simput=<br />
|note= Always walk backwards to near-max 5A range after each 4[C] to keep the loop working. Timings are very char dependent, good luck.<br />
}}<br />
}}<br />
<br />
=== Character Specifics ===<br />
<br />
For more damage, ''' '4[C] > 2B > 2C' '''works '''instead of '4[C] > 2A > 2C' '''or''' '4[C] > 2C' '''in all combos''' but 2B will only connect on half the cast.'''<br />
2b's active frames and hitbox make for much more lenient timing especially on dash combos. <br />
'2B > 2C > (5A)6AA' also ensures that 5A will always whiff, if you're too close after dash 2C, 5A will hit and ruin the 4[C] setup. '''<br />
<br />
The '''list below''' shows the character divides for '''pickups in ground combos''',(usually after a ground bounce from 4[C]) while the '''image below and right''' shows which characters can be picked up after an airthrow. The only difference is that the purple characters can not be picked up atall with either 2A or 2B '''after an airthrow'''. For example, in midscreen ground combos, Nero can be pickedup with either 2A or 2B. However after an airthrow, neither will work.<br />
<br />
[[File:haoko_pickup.png|thumb|right|upright=2.0|alt=H-Aoko airborne opponent pickup|H-Aoko pickup/juggle|H-Aoko airbourne opponent pickup|H-Aoko pickup/juggle POST AIRTHROW. Purple chars work with a 2a pickup in ground combos.]]<br />
<br />
'''2B''' pickup '''works on''' :<br />
*[[Melty_Blood/MBAACC/Aoko_Aozaki|Aoko]]<br />
*[[Melty_Blood/MBAACC/Arcueid_Brunestud|Arcueid]]<br />
*[[Melty_Blood/MBAACC/Hisui|Hisui]] / [[Melty_Blood/MBAACC/Kohaku|Kohaku]] / [[Melty_Blood/MBAACC/Mech-Hisui|Mech-Hisui]] (Teams included.)<br />
*[[Melty_Blood/MBAACC/Kouma_Kishima|Kouma]]<br />
*[[Melty_Blood/MBAACC/Miyako_Arima|Miyako]]<br />
*[[Melty_Blood/MBAACC/Neco-Arc|Neco-Arc]] / [[Melty_Blood/MBAACC/Neco-Arc_Chaos|NAC]]<br />
*[[Melty_Blood/MBAACC/Nero_Chaos|Nero]]<br />
*[[Melty_Blood/MBAACC/Shiki_Ryougi|Ryougi]]<br />
*[[Melty_Blood/MBAACC/Satsuki_Yumiduka|Satsuki]]<br />
*[[Melty_Blood/MBAACC/Sion_Eltnam_Atlasia|Sion]]<br />
*[[Melty_Blood/MBAACC/Sion_TATARI|V.Sion]]<br />
*[[Melty_Blood/MBAACC/White_Len|White Len]]<br />
<br />
'''2A or just 2C''' instead picks up :<br />
*[[Melty_Blood/MBAACC/Akiha_Tohno|Akiha]] / [[Melty_Blood/MBAACC/Akiha_Vermillion|V.Akiha]] / [[Melty_Blood/MBAACC/Akiha_Tohno_(Seifuku)|Seifuku]]<br />
*[[Melty_Blood/MBAACC/Ciel|Ciel]]<br />
*[[Melty_Blood/MBAACC/Archetype:_Earth|Hime]]<br />
*[[Melty_Blood/MBAACC/Len|Len]]<br />
*[[Melty_Blood/MBAACC/Shiki_Nanaya|Nanaya]]<br />
*[[Melty_Blood/MBAACC/Powered_Ciel|Powered Ciel]]<br />
*[[Melty_Blood/MBAACC/Red_Arcueid|Red Arcueid]]<br />
*[[Melty_Blood/MBAACC/Riesbyfe_Stridberg|Riesbyfe]]<br />
*[[Melty_Blood/MBAACC/Roa|Roa]]<br />
*[[Melty_Blood/MBAACC/Shiki_Tohno|Tohno]]<br />
*[[Melty_Blood/MBAACC/Warachia|Warachia]]<br />
<br />
'''Notes:'''<br />
* 2B > 2C pickup actually works against ALL the cast after you pop a held orb for an air CH!<br />
* Whiff cancel combos midscreen all work VS Nero, but once you reach the very corner most strings will not whiff but hit instead, amking invalids. Use the difficult 'Meter building loop' for max damage potential VS the farm.<br />
* Have some (pretty much) Nero specific combos : [http://www.youtube.com/watch?v=XyOckSzn1R8 H-Aoko - Nero Corner Specific Loops]<br />
<br />
== Additional Resources ==<br />
<br />
[http://mbaacc.melty.games/?p1moon=h&p1char=aoko H-Aoko Match Video Database]<br><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name!! width="85"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=aoko&p1name=chen%20(%E6%A9%99) chen<br>(橙))] || style="text-align:center;"| [[File:Aoko_Color_07.png|Color|55px]] <br />
| Japan || A-cho,<br>Play Spot BIG ONE 2nd || Inactive || The modern day, black shirt C-Aoko champion, and also considered one of the best JP players in MBAACC. Has a few matches as H-Aoko on melty.games. <br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=aoko&p1name=lou lou<br>] || style="text-align:center;"| [[File:Aoko_Color_10.png|Color|55px]] <br />
| Japan || KorewaMelty <br> A-cho || N/A || Aoko player from 2013, not a lot of footage can be found in melty.games but they're still worth checking out.<br />
|-<br />
|-<br />
|}<br />
<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Aoko Aozaki]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Half_Moon&diff=273986Melty Blood/MBAACC/Roa/Half Moon2023-08-19T18:12:52Z<p>EikaMikiku: /* 236X */</p>
<hr />
<div>{{TOC limit|3}}<br />
== Character Page Progress ==<br />
<br />
{{#lst:Melty_Blood/MBAACC:Roadmap|H-Roa}}<br />
<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=h&p1char=roa H-Roa Match Video Database]<br><br />
[https://drunkardshade.com/2015/08/13/melty-bits-h-roa/ Melty Bits: H-Roa]'''<br><br />
[https://www.youtube.com/watch?v=2Pj7WIS1aR8 H-Roa Tutorial] by sibladeko (tonberry)<br><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name!! width="80"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=grungrah grungrah]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color27.png|Color|75px]] <br />
| North America || Chicago Melty, Netplay || Inactive || <br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=Janson%20(J%E3%82%A2%E3%83%B3%E3%82%BD%E3%83%B3) Janson (Jアンソン)]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color27.png|Color|75px]] <br />
| Japan || A-cho || Inactive || <br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=red%20melon%20(%E8%B5%A4%E3%81%84%E3%83%A1%E3%83%AD%E3%83%B3) Red Melon (赤いメロン)]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color13.png|Color|75px]] <br />
| Japan || Play Spot BIG ONE 2nd || Active || Known mostly for C-Roa, but also proficient with a secondary H-Roa. Mostly uses H to fight Nero.<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=tamao%20(%E3%81%9F%E3%81%BE%E3%81%8A) tamao (たまお)]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color11.png|Color|75px]] <br />
| Japan || A-cho || Inactive || Uses multiple colors.<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=Tonberry TonberryMage]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color27.png|Color|75px]] <br />
| North America || || Inactive || Was one of the very best players in the NA scene while active. Not a lot of footage.<br />
|}<br />
<br />
== Overview ==<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
[[File:MBAACC_Roa_Face.png]] '''H-Roa''' is an simple but effective 'all-rounder' with excellent space control tools and well rounded offense.<br />
|pros=<br />
* '''Strong Neutral''': Aside from Roa's universally strong mobility and normals, H-Roa can control screen space with 214X, and can catch falling airborne opponents with 236A.<br />
* '''Good Offense''': Reverse Beat, strong reset options and a lot of forward-advancing normals let H-Roa stay on the offensive for a long time, should the opponent not contest.<br />
* '''Effective Meter Usage''': H-Roa has overall great uses for meter. Half Moon Bunker to escape pressure, 236C to end combos, and 214C as a multi-purpose move.<br />
* '''Stable, Consistent Gameplan''': H-Roa is easy to learn and his tools are consistent enough to reliably challenge a few top tiers, most notably Nero.<br />
|cons=<br />
* '''Linear Mix''': H-Roa lacks reliable mixup options to open up opponents. He has to rely on either risky resets with 236B and 6C or strike/throw to open up his opponents.<br />
* '''Meter Hungry''': Despite his wealth of excellent EX moves, H-Roa's combos have subpar metergain, even if you decide to forgo oki entirely.<br />
|tablewidth=80<br />
}}<br />
<br />
== General Gameplan ==<br />
H-Roa is a simple to learn, but overall strong character with the tools to deal with most situations. His neutral is strong, sporting a long ranged poke in 214B, and he can quickly catch whiffed pokes and landings with 236A. Once he gets his opponent to block, he can effortlessly keep resetting pressure thanks to his infamous 236B and on-block jump cancellable 6C as ways to stay in. He can use meter to make his already powerful offense even stronger with 214C, and it also gives him some leeway on defense thanks to having Half Moon Bunker. Unfortunately, his actual mixup game is not very strong. He relies on pressure resets in order to open up opponents unless he wants poor reward from strike/throw. A majority of his combos also don't grant a lot of meter for him, which makes managing meter important for this character.<br />
<br />
=== Neutral ===<br />
Roa's neutral is considerably good, featuring very good poking tools for space control and strong overall movement thanks to his fast dashes. His 236A sports very good startup for it's reach and usability, being able to punish many things at long range, most infamously being able to interrupt or punish Nero's summons on reaction, and his 214A/B cover good angles whilst being air-unblockable. While his ground-to-air game is decent, it requires either a 214A/B or a rising j.A. j.A is less committal, as it's quick to start and recover. The reward from a CH 214A/B is strong, but in order to use it as an anti-air it must be used pre-emptively. You'll use your aerial buttons a lot to control the ground, so get used to j.A for air to airs and j.B to protect space. 236A/B are air-unblockable, so you can catch opponents who are falling from a jump. Also, fair to note, if you get a regular 214A/B hit, you can link into 236C. Incredibly important should an opponent not get CH, but you still want the hard knockdown. 214C is also an option that can easily lockdown neutral, if not outright skip it entirely. This can lead into 2 situations: you force the opponent into a risky approach, or they respect it and you get to start your pressure.<br />
<br />
=== Pressure ===<br />
Once you get your opponent to block, it's time to go crazy. This is H-Roa's ace in the hole. Whilst he may lack any actual mixup from his pressure, he gains the ability to reset it at will thanks to 2 moves: 6C and 236B. 236B is infamous, being H-Roa's most hated move. Once you get a good knockdown with 236A, you'll more often than not time this to hit meaty and start your relentless pressure. If they just keep respecting you, your aim is then to reset them over and over to either break their guard bar, or force them to act to avoid guard break.<br />
<br />
Unfortunately, the opponent can just hold up and jump over your 236B on reaction. To condition the opponent to not do that, you can do a lot of things:<br />
* Delayed 6C and 6[C] can catch anyone trying to jump, even when pushed out a bit<br />
** A blocked 6C jump cancelled into IAD j.B can catch jumping opponents or force them to block and lead back into a pressure string, even if they hold 7 to jump after blockstun ASAP.<br />
* Delayed 214B will also do fine, but net no reward if you don't spend meter to confirm into 236C.<br />
* At times, you can try reverse beating into 5A/2A and IADing into an air throw or an air combo. <br />
Once the opponent is conditioned to not jump out, you can jump cancel 6C and IAD into a j.B or j.C to reset and continue your pressure. If this is the case, more skillful opponents will try to Shield your j.B/j.C. If they get too Shield happy, do an empty air dash to make them whiff their Shield.<br />
<br />
As a Half-Moon, meter management is important so you don't go into Heat, get hit once, and lose everything. 214C is great for that purpose. You can get ''a whole second of plus frames, should everything be spaced properly.'' Far more than enough to continue your blockstring.<br />
<br />
=== Okizeme ===<br />
<br />
His oki is sadly nothing to write home about. You can do the basic stuff; netural jump drifts, crossups, tick throws, sandooris, you name it. It's just not stuff that's exclusive to him. Most of the time, you will just time your 236B to hit meaty and call it a day, but he does have options if you want to keep your opponent guessing.<br />
<br />
=== Defense ===<br />
<br />
Defense is cut and dry if you don't have meter. Blocking is usually a good option, since you do not have to risk much whilst doing so. If you really want to get out of pressure without spending meter, 623B is a quick reversal with full invuln. If you do notice a gap in the opponent's pressure, 2A is a good, albiet stubby abare option. With meter, however, you gain access to Half Moon Bunker as arguably his best "get off me" move. It is quite expensive, costing 100% meter, but if you are really desperate to escape pressure then don't be afraid to use it. If it does land, you get a hard knockdown, which is huge because you can meaty with 236B. You can also use 623C as a reversal option, which sports faster startup (2+0, compared to 623B's first active frame at frame 4), higher damage, and a wallbounce, allowing you to return to neutral. It's risky and costs just as much as Bunker, though, so if you do use it make sure you can land it if possible.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
'''IMPORTANT NOTE ABOUT ALL COMBOS LISTED: ''' Only AT enders are listed. Any combo which ends in an airthrow can also end in j.236B or j.236C. j.236B only beats AT for damage if all three hits connect, and you must sdj to land all three. Combos can be done at any position on the stage unless otherwise specified.<br />
<br />
=== Normal Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=3534<br />
|metergen=46.5%<br />
|metero=19.9%<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A<br />
|simput=<br />
|note=Standard combo for okizeme. Allows for meaty 236B. Can be done off 2A, j.B, or j.C, but 5A can whiff if the j.B/j.C isn't close enough.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4339<br />
|metergen=52.8%<br />
|metero=22.6%<br />
|link=<br />
|input= *5B > 2B > 5C(1) > 5A6AA > 6C > j.BC > j.BC > AT <br />
|simput=<br />
|note=Standard combo without the 6[C] link.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=3213<br />
|metergen=32.2<br />
|metero=13.8<br />
|link=<br />
|input= *5B > 2B > 5C(2) > 6C > 236A<br />
|simput=<br />
|note=Use if you're too far away for 5A6AA to land, most notably if you land 5B from it's maximum range.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4722<br />
|metergen=64.7<br />
|metero=27.7<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 214A, j.BC > dj.BC > AT<br />
|simput=<br />
|note=AT => 214B isn't airtight but will force an opponent to block if they lack a good reversal (beats out several DPs, notably most Nanaya DPs). If you're struggling to land the first j.B, hold 8/9 after the 214A and input j.B as soon as you're off the ground.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=236B starter, grounded opponent<br />
|character=<br />
|damage=4410<br />
|metergen=38.1%<br />
|metero=16.3%<br />
|link=<br />
|input= *236B, 2A > 5B > j.BC > dj.BC > AT<br />
|simput=<br />
|note=236B pickup. You can replace 2A > 5B with 5B > 6C for extra damage, but it requires a sdj to work on some characters and is significantly tighter.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded/air opponent<br />
|character=<br />
|damage=3706<br />
|metergen=42.0%<br />
|metero=18.0%<br />
|link=<br />
|input= *(214A/B), (2C >) 6C > j.BC > dj.BC > AT<br />
|simput=<br />
|note=Baby CH 214A/B confirm, works from basically anywhere. 2C is optional, but makes the combo easier to land. Removing it adds 200 damage & slightly less meter.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded/air opponent<br />
|character=<br />
|damage=4571<br />
|metergen=45.5%<br />
|metero=19.5%<br />
|link=<br />
|input= *(214A/B), 6[C] > delay 214A/B, j.BC > dj.BC > AT<br />
|simput=<br />
|note=Slightly harder confirm. You can do this off aerial hits that are further away. Your range is dependent upon the range you can land 6[C] at.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded/air opponent<br />
|character=<br />
|damage=4598<br />
|metergen=47.6%<br />
|metero=20.4%<br />
|link=https://youtu.be/I3TFtQODm6I<br />
|input= *(214A/B), 6[C], 5A > 6C > j.BC > dj.BC > AT<br />
|simput=<br />
|note=6[C] > 5A is a link. You can only do this if you're within 5A range or closer (roughly the same range as 214A). Hit the 6[C] above the middle of its hitbox so the opponent pops up enough for your 5A to land. If this explanation doesn't make sense, look at the video.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded/air opponent<br />
|character=<br />
|damage=4825<br />
|metergen=50%<br />
|metero=21.4%<br />
|link=<br />
|input= *(214A/B), 236B > 5B > 6C > j.CB > dj.BC > AT<br />
|simput=<br />
|note=236B should be done quickly for 5B to work, otherwise 2A is also good.<br>j.CB dj.BC route does more dmg than j.BC j.BC.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= CH starter, grounded opponent<br />
|character=<br />
|damage=5150<br />
|metergen=39.2%<br />
|metero=16.8%<br />
|link=<br />
|input= *CH 236B, 6C > j.BC > dj.BC > AT<br />
|simput=<br />
|note=CH 236B confirm. You can add a 2A in for more stability, but you lose 500 damage. You can also do this route off an air CH 236A most of the time.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition= CH starter, grounded opponent<br />
|character=<br />
|damage=4958<br />
|metergen=38.1%<br />
|metero=16.3%<br />
|link=<br />
|input= *6[C] > IAD 9 j.C, land j.BC > dj.BC > AT<br />
|simput=<br />
|note=CH 6[C] confirm. IAD 8/9 will work, IAD 7 won't. You have to do this immediately following the 6[C] otherwise it'll drop. If you didn't get the CH, you have enough time to do a non-236B meaty anyway, so this is worth going for whenever possible.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Raw Airthrow starter, airborne opponent<br />
|character=<br />
|damage=2061<br />
|metergen=12.6%<br />
|metero=5.4%<br />
|link=<br />
|input= *gAT, land 2A > 236A<br />
|simput=<br />
|note=gAT combo for oki. 2A must happen as soon as you hit the ground, otherwise the 236A KD is techable.<br />
}}<br />
}}<br />
<br />
=== Metered Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=4671 (214A)<br> 4516 (236A)<br />
|metergen=46.5% (236A), 43% (214A) - 100.0%<br />
|metero=43.2% (236A), 41.7% (214A)<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 214A, 236C<br />
|simput=<br />
|note=Meter dump BnB. Gives the best of both worlds in terms of oki and damage. You can replace 214A with 236A for less damage, but higher metergain.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>Heat mode<br />
|character<br />
|damage=5544<br />
|metergen=-all%<br />
|metero=25.1<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A > 41236C<br />
|simput=<br />
|note=Arc Drive combo. Useful for when you are in Heat and need the extra damage to kill. Otherwise, use the route above.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=5696<br />
|metergen=-66%*<br />
|metero=29.0%<br />
|link=https://youtu.be/kG1oqOYcICs<br />
|input= *CH 214A/B, delay 6[C] > 214C, 6[C], 5A > 6C > j.BC > j.BC AT<br />
|simput=<br />
|note= Only generates 16% before superflash. Delay the first 6[C] such that they're just barely not OTG'd by the 214C. Second 6[C] should hit as close to the end of 214C as possible. If this explanation doesn't make sense, look at the video.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=4885<br />
|metergen=-68%<br />
|metero=37.4%<br />
|link=<br />
|input= *CH 214A/B, delay 6[C], 5A > 6C > 214B > 236C<br />
|simput=<br />
|note= Corner only. Same rules as usual apply to the 6[C], 5A > 6C.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=4464<br />
|metergen=-84%<br />
|metero=20.1%<br />
|link=<br />
|input= *236A > 214C, 6C > j.BC > j.BC > AT<br />
|simput=<br />
|note= OTG meter dump combo off 236A, no CH required.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=5045<br />
|metergen=-82%<br />
|metero=25.2%<br />
|link=<br />
|input= *236A > 214C, 6[C], 5A > 6C > j.BC > j.BC > AT<br />
|simput=<br />
|note= Higher damage variant of the combo above. The 6[C] timing changes based on how many hits of 214C connect.<br />
}}<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_5A.png<br />
|image2=MB_H_Roa_5A6A.png<br />
|image3=MB_H_Roa_5A6AA.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|input=5A~6A~6A<br />
|data=<br />
{{AttackData-MB<br />
|version=5A<br />
|damage=300<br />
|reddamage=192<br />
|proration=75% (O)<br />
|circuit=2.1%<br />
|cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=4<br />
|recovery=9<br />
|frameAdv=-1<br />
|invuln=<br />
|description=Standard mid-hitting kick. Unless you're using this for stagger pressure using 5A6A > 2A > 5A6A, you're much better off saving this for Reverse Beat.<br />
}}<br />
{{AttackData-MB<br />
|version=5A~6A<br />
|damage=600<br />
|reddamage=384<br />
|proration=80% (M)<br />
|circuit=4.2%<br />
|cancel=N, SP, -CH-, EX, (J)<br />
|guard=LH<br />
|startup=8<br />
|active=4<br />
|recovery=16<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Can be used in pressure by rebeating to 2A afterwards. Better hitbox than 5A, but you lose 5A(w) in case you need to cancel a poorly spaced 5C. On the upside, it is forward advancing so it keeps your pressure going.<br />
}}<br />
{{AttackData-MB<br />
|version=5A~6A~6A<br />
|damage=1000<br />
|reddamage=768<br />
|proration=60% (O)<br />
|circuit=7.0%<br />
|cancel=(N), SP, EX, (J)<br />
|guard=LH<br />
|startup=10<br />
|active=4<br />
|recovery=17<br />
|frameAdv=-3<br />
|invuln=<br />
|description=Launches on hit. Usually combo filler, but it is special cancellable, so it does not outright end your pressure.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_5B.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|data=<br />
{{AttackData-MB<br />
|damage=550<br />
|reddamage=384<br />
|proration=80% (O)<br />
|circuit=3.85%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=9<br />
|active=5<br />
|recovery=13<br />
|frameAdv=-3<br />
|invuln=<br />
|description=Solid normal with a slight disjoint. Can be used to combo after a regular 236B hit, but the window is tight.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_5C.png<br />
|linkname=5C<br />
|caption=<br />
|name=5C<br />
|data=<br />
{{AttackData-MB<br />
|damage=400, 550 (825)<br />
|reddamage=(548)<br />
|proration=80% (O), 90% (M)<br />
|circuit=2.8%, 3.85% (6.65%)<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=9<br />
|active=3 (10) 7<br />
|recovery=14<br />
|frameAdv=-16, -3 ~ 0<br />
|invuln= <br />
|description=This button looks really cool, until you realize the second hit whiffs on most crouching hitboxes unless at point blank, and then you realize it just sucks. Hitting with the later hitbox of 5C(2) is 0 on block. You should be cancelling before the second hit in nearly every situation.<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_2A.png<br />
|linkname=2A<br />
|caption=<br />
|name=2A<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=192<br />
|proration=75% (O)<br />
|circuit=2.1%<br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|frameAdv=0<br />
|invuln= <br />
|description=Stubby mid-hitting chop, but it's good for staggers and tick throws since it's 0 on block, as well as being a good abare option. Unless you plan on staggering 5A6A > 2A > 5A6AA, use this as your redash in pressure.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_2B.png<br />
|linkname=2B<br />
|caption=<br />
|name=2B<br />
|data=<br />
{{AttackData-MB<br />
|damage=550<br />
|reddamage=336<br />
|proration=80% (O)<br />
|circuit=4.2%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=8<br />
|active=6<br />
|recovery=14<br />
|frameAdv=-5<br />
|invuln= <br />
|description=A solid low poke. It's startup means you can use this out of a blocked 236B to frametrap, but obviously you have to be careful not to do this too often, as it's only airtight if your input is frame perfect, so you can get reversal'd. On the other hand, it makes for a decent frametrap & leaves both your A normals open for rebeats.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_2C.png<br />
|linkname=2C<br />
|caption=<br />
|name=2C<br />
|data=<br />
{{AttackData-MB<br />
|damage=900<br />
|reddamage=672<br />
|proration=55% (O)<br />
|circuit=6.3%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=9<br />
|active=11<br />
|recovery=13<br />
|frameAdv=-6<br />
|invuln= <br />
|description=One of H-Roa's best grounded normals. With 11 active frames, you can use this to confirm off pretty much any counterhit 214X or 6C, and you can afford to be far more lenient with your timing. Dash 2C will cover a large amount of space on the ground. 2C can be used to punish any tech in the corner on reaction, and dash 2C will cover both neutral and forward tech at midscreen.<br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_jA.png<br />
|linkname=j.A<br />
|caption=<br />
|name=j.A<br />
|data=<br />
{{AttackData-MB<br />
|damage=250<br />
|reddamage=144<br />
|proration=75% (O)<br />
|circuit=1.75%<br />
|cancel=SE, N, SP, EX, J<br />
|guard=LHA<br />
|startup=6<br />
|active=4<br />
|recovery=10<br />
|frameAdv=-<br />
|invuln= <br />
|description=Strong air-to-air poke. Use this to scout in the air, control space, and more.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_jB.png<br />
|linkname=j.B<br />
|caption=<br />
|name=j.B<br />
|data=<br />
{{AttackData-MB<br />
|damage=600<br />
|reddamage=288<br />
|proration=85%<br />
|circuit=4.2%<br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=7<br />
|active=4<br />
|recovery=-<br />
|frameAdv=-<br />
|invuln= <br />
|description=H-Roa's best air normal. You can use this in IAD Resets to force stand block & also to tag people above you as the top of the hitbox is disjointed. You'll be using this a lot both to protect space and contest air buttons. Doesn't hit below Roa.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_jC.png<br />
|linkname=j.C<br />
|caption=<br />
|name=j.C<br />
|data=<br />
{{AttackData-MB<br />
|damage=950<br />
|reddamage=672<br />
|proration=90% (O)<br />
|circuit=6.65%<br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=8<br />
|active=4<br />
|recovery=-<br />
|frameAdv=-<br />
|invuln= <br />
|description=The bottom part of Roa's leg is slightly disjointed. This is your normal of choice if your opponent is below you, and your best jump-in.<br />
}}<br />
}}<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_6C.png<br />
|image2=MB_H_Roa_6C_Charged.png<br />
|linkname=6C<br />
|caption=<br />
|name=6C<br />
|input=6[C]<br />
|data=<br />
{{AttackData-MB<br />
|version=6C<br />
|damage=1000<br />
|reddamage=678<br />
|proration=100%<br />
|circuit=7.0%<br />
|cancel=SP, EX, J<br />
|guard=LH<br />
|startup=13<br />
|active=2<br />
|recovery=17<br />
|frameAdv=-1 {{Tooltip | text=(+14)| hovertext=On jump cancel.}}<br />
|invuln=<br />
|description=+14 when jump cancelled. You can end blockstrings on this often, but be careful not to get too predictable. You can frametrap with a 214B afterwards, but if it's blocked you return to neutral.<br />
}}<br />
{{AttackData-MB<br />
|version=6[C]<br />
|damage=1400<br />
|reddamage=1152<br />
|proration=100%<br />
|circuit=9.8%<br />
|cancel=SP, EX, J<br />
|guard=LH<br />
|startup=25<br />
|active=5<br />
|recovery=14<br />
|frameAdv=-1 {{Tooltip | text=(+14)| hovertext=On jump cancel.}}<br />
|invuln=<br />
|description=As before, +14 when jump cancelled. You can use this to catch mashing, as it's mostly disjointed. It also does significantly more guard damage.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_Throw.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=4/6A+D<br>(~2)<br />
|data=<br />
{{AttackData-MB<br />
|version=Neutral<br />
|damage=1000<br />
|reddamage=384<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=-<br />
|invuln=See desc<br />
|description= Ground throw. On hit, invuln during throw animation. Techable knockdown, but you can OTG off this. Use 2C to catch techs on reaction in the corner/dash 2C to catch forward/neutral tech outside the corner.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~2<br />
|damage=800<br />
|reddamage=384<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=<br />
|description=Does less damage, but the knockdown is untechable.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_Airthrow.png<br />
|caption=<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.4/6A+D<br />
|data=<br />
{{AttackData-MB<br />
|damage=1600 (Raw)<br>1200 (Ender)<br />
|reddamage=576<br />
|proration=100%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=-<br />
|invuln=<br />
|description=Regular airthrow. Recovery is on landing. If you do not want to return to neutral after an air combo, use this. Oki out of it is pretty bad.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Counter</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_SC.png<br />
|image2=MB_F_Roa_2C.png<br />
|image3=MB_H_Roa_jSC.png<br />
|caption=<br />
|name=Shield Counter<br />
|linkname=Shield Counter<br />
|input=Auto after a successful shield (Air OK)<br>/ 5D/2D~236D<br />
|data=<br />
{{AttackData-MB <br />
|version=Standing<br />
|damage=500 (345)<br />
|reddamage=198<br />
|proration=40% <br />
|circuit=3.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LHA <br />
|startup=9<br />
|active=4 <br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln= <br />
|description=H-Roa's standing shield counter. Looks like the second hit of 5C. This applies for the other shield counters as well: "For H-Moon, shielding hits that would cause Auto Shield Counter, if the shield is successful on the first frame of the shield box, there is a 2 frame window where throw can be input after the shield." Window is 14f if it wouldn't trigger shield counter, and can also be cancelled into dash. You can manually input a shield counter with 236D on projectiles.<br />
}}<br />
{{AttackData-MB <br />
|version=Crouching<br />
|damage=1500 (1035)<br />
|reddamage=662<br />
|proration=50% <br />
|circuit=10.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LA <br />
|startup=9<br />
|active=4 <br />
|recovery=18 <br />
|frameAdv=-4 <br />
|invuln= <br />
|description=H-Roa's crouching shield counter. Looks like 2C. Same notes as above.<br />
}}<br />
{{AttackData-MB <br />
|version=Air<br />
|damage=500 (345)<br />
|reddamage=198<br />
|proration=50% <br />
|circuit=3.5%<br />
|cancel=<br />
|guard=HA <br />
|startup=9<br />
|active=4 <br />
|recovery=<br />
|frameAdv=+14<br />
|invuln= <br />
|description=Air shield counter.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_214D.png<br />
|image2=MB_H_Roa_214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Neutral<br />
|damage=500<br />
|reddamage=192<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=26<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=Clash 1-10<br />
}}<br />
{{AttackData-MB <br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=192<br />
|proration=100%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=Similar to C-Moon 6C.<br />
}}<br />
{{AttackData-MB <br />
|version=Blockstun<br />
|damage=0<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=LHA<br />
|startup=19<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln= <br />
|description=H-Moon specific reversal bunker.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_CSpark.png<br />
|image2=MB_C_Roa_CSpark_Air.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=In Heat:<br>Auto during hitstun<br>A+B+C during blockstun<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
=== Special Moves ===<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_236AB.png<br />
|image2=MB_H_Roa_236B_BE.png<br />
|image3=MB_H_Roa_236C.png<br />
|caption=<br />
|caption2=236[B]<br />
|caption3=<br />
|name=Thunder Flash<br>(EX: Seventh Heaven (Original Sin))<br />
|input=236A/B/[B]/C<br />
|linkname=236X<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1500<br />
|reddamage=1152<br />
|proration=100%<br />
|circuit=10.5%<br />
|cancel=<br />
|guard=LH<br />
|startup=12<br />
|active=5<br />
|recovery=29<br />
|frameAdv=-6 to -2<br />
|invuln=High 4-11, Full 12-27<br />
|description= 236A is mainly used to disrespect spacing and punish whiffed normals. While it can be -6 on block, there are 5 active frames with each hitbox having an individual hitstun, so hitting with the 3rd active frame or later leaves you safe on block (5th frame if ex-guard is accounted). You should only be using this when you're sure it'll hit, since your reward off this is either low damage if you have meter, OTG 2A mash in the corner for a bit more meter and maybe a tech trap, or 236B oki. However, this move is air unblockable, and therefore your go-to for sniping landings and other reads.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1500<br />
|reddamage=1152<br />
|proration=100%<br />
|circuit=10.5%<br />
|cancel=<br />
|guard=LH<br />
|startup=32*<br />
|active=5<br />
|recovery=13<br />
|frameAdv=7 to 11<br />
|invuln=High 7-31, Full 32-47<br />
|description=The infamous 236B Soko. Holding B can delay the startup to up to 42f, depending on how long B is held. H-Roa's simple, but effective pressure reset. The move that makes people hate your character. At +7 on block, this special can be used to reset, start pressure, and gives H-Roa some of his best meterless damage on a CH. This will also cross up your opponent if used near max range.<br />
}}<br />
{{AttackData-MB<br />
|version=[B]<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=20<br />
|active=X<br />
|recovery=16<br />
|frameAdv=<br />
|invuln=<br />
|description=This is the feint. You can use this in your pressure to redash, as a way to fake people out who expect 236B. You can also use this as a (gimmicky) oki setup, where you do 236[B] 2A, 236[B] throw, or 236{B}. If they start throw teching, use 236[B] 5B to call it out. You mainly use this move for mind games, as it has a decent amount of recovery.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=400, 300*20 (3043)<br />
|reddamage=(3195)<br />
|proration=50% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=5+7<br />
|active={{Tooltip | text=120| hovertext=3 (2) x19, 3 (6) 16}}<br />
|recovery=26<br />
|frameAdv=-24<br />
|invuln=High 3-11, Full 12-132<br />
|description=This move looks very similar to C/H-Ciel's 236C, but it doesn't have full invuln. Use this to punish a lot of situations where opponent uses some kind of projectile. This move is also good for catching whiffed pokes with long recovery. It can also be used as a combo ender to get the best of both worlds for oki and damage.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_623A.png<br />
|image2=MB_H_Roa_623B.png<br />
|image3=MB_H_Roa_623C.png<br />
|caption=<br />
|caption2=<br />
|caption3=<br />
|name=Rising Thunder<br>(EX: Rising Thunder Praise)<br />
|input=623A/B/C<br />
|linkname=623X<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=500, 1000 (1351)<br />
|reddamage=(1038)<br />
|proration=100%<br />
|circuit=2.1%, 7.0% (9.1%)<br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=5<br />
|active={{Tooltip | text=7| hovertext=4, 3}}<br />
|recovery=42<br />
|frameAdv=-31, -27<br />
|invuln=<br />
|description=A fast, albiet outclassed anti-air. Both of it's hits are air unblockable, but in reality you are better off with either rising j.A or 214A/B to catch an opponent in the air. As such, this move does not see a lot of use.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=500*3, 1000 (2133)<br />
|reddamage=(1639)<br />
|proration=100%<br />
|circuit=2.1%*3, 7.0% (13.3%)<br />
|cancel=<br />
|guard=LH (1), LHA (2-4)<br />
|startup=4<br />
|active={{Tooltip | text=12| hovertext=4, 4, 2, 2}}<br />
|recovery=46<br />
|frameAdv=-40, -36,<br>-32, -30<br />
|invuln=Full 1-5<br />
|description=H-Roa's meterless reversal, has full invuln. Only the first hit is air unblockable, but you can use this like you would any other DP. Goes at a decent angle. You can use this to tack on damage after your OTG ground throw if you really need the extra damage to kill.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=400*6, 1000 (2706)<br />
|reddamage=(1982)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=2+0<br />
|active={{Tooltip | text=25| hovertext=4 x5, 2, 3}}<br />
|recovery=44<br />
|frameAdv=-58 (min)<br />
|invuln=Full 1-4<br />
|description=Essentially a better version of 623B, with faster startup, higher damage and a wallslam which allows you to return to neutral, whilst being completely air unblockable and maintaining invincibility. Notably, the 2+0 startup means this cannot be safejumped by C/H-Moon characters unless their safejump outspaces it.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_214A.png<br />
|image2=MB_H_Roa_214B.png<br />
|image3=MB_H_Roa_214C.png<br />
|caption=<br />
|caption2=<br />
|caption3=<br />
|name=Thunder Needle - Moment<br>(EX: Thunder Needle - Moment Viper)<br />
|input=214A/B/C<br />
|linkname=214X<br />
|data=<br />
{{AttackData-MB<br />
|version=A/B<br />
|damage=1000<br />
|reddamage=768<br />
|proration=70% (O)<br />
|circuit=7.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=16<br />
|active={{Tooltip | text=12| hovertext=Single Hit. 4 (2) 2 (2) 2}}<br />
|recovery=14<br />
|frameAdv=-4<br />
|invuln=<br />
|description=214A will cover behind you, 214B will cover the air. This special is good and once again gives you very solid damage, particularly on air CH. Air unblockable, use 214A to preemptively anti-air and use 214B as a poke. Be aware of its significant startup and recovery, because you can be hit out of startup easily, and opponents can whiff punish you if they have particularly long-reaching normals (Satsuki dash 2C, for example). <br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=450*8 (2867)<br />
|reddamage=(2427)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=5+13<br />
|active=X {{Tooltip | text=(55)| hovertext=2 (1) 1 (3) x7, 2 (1) 1}}<br />
|recovery=16<br />
|frameAdv=12 ~ 61<br />
|invuln=<br />
|description= A multi-purpose move that can be used effectively in multiple ways. You can use it in neutral for lockdown or to force a risky approach from your opponent, you can use it in pressure as a safe meter dump and a pressure reset, and you can use it to extend combos for extra damage. It also recovers during active frames, making it hard to punish. Get used to spending your meter with this move a ton. <br />
}}<br />
}}<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_j236A.png<br />
|image2=MB_H_Roa_j236B.png<br />
|image3=MB_H_Roa_j236C.png<br />
|caption=<br />
|caption2=<br />
|caption3=<br />
|name=Brilliant Impetus - Ghost Tail<br />
|linkname=j.236X<br />
|input=j.236A/B/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=800<br />
|reddamage=480<br />
|proration=75% (O)<br />
|circuit=5.6%<br />
|cancel=(EX), (J)<br />
|guard=LHA<br />
|startup=12<br />
|active=3<br />
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}}<br />
|frameAdv=3 (TK)<br />
|invuln=<br />
|description=Slow for an air-to-air, but can be used to change your momentum to throw off landing snipes. Be careful though, because this move doesn't cover above or below you, and leaves you open to punishes if you whiff it too high. However, it's plus on TK, so you can do tk.236A in pressure and keep your turn. Also, you can link it in certain air combos with j.BC j.236a sdj j.BC AT for style points. Use this at the end of your combos to return to neutral, but be aware it's a bit more height-sensitive than j.236B. However, it has less landing recovery.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=700*3 (1579)<br />
|reddamage=(866)<br />
|proration=75% (O)<br />
|circuit=4.9%*3 (14.7%)<br />
|cancel=EX, J<br />
|guard=LHA<br />
|startup=15<br />
|active=3 (3) 3 (3) 3<br />
|recovery={{Tooltip | text=9| hovertext=Landing recovery.}}<br />
|frameAdv=-1 (TK)<br />
|invuln=<br />
|description=This move looks really bad on paper. It's slower than j.236A, has more recovery, and gives your opponent more time to react. However: it requires 3 shields AND it covers above and below you, while j.236A doesn't. You can use this to catch people trying to antiair you at weird angles since it's disjointed. Use this at the end of your combos to return to neutral, while leaving your opponent in an awkward situation.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=400*6 (1591)<br />
|reddamage=(1145)<br />
|proration=75% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=3+11<br />
|active={{Tooltip | text=12| hovertext=2 x6}}<br />
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}}<br />
|frameAdv=5 (TK)<br />
|invuln=Full 1-25<br />
|description=This is a true air reversal. With that said, it's metered on a Half Moon character with subpar meter gain. You can use this to tack on extra damage at the end of an air combo. It covers slightly more room than j.236B, and it's +5, but the pushback means that you can't really use it like you would with j.236A. It does require individual shields for any players crazy enough to go for it.<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MBHRoaAD.png<br />
|caption=<br />
|name=Heavenly Crashing Thunder<br />
|linkname=Arc Drive<br />
|input=41236C during Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=7000 (3080)<br />
|reddamage=(2137)<br />
|proration=50% (O)<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LH<br />
|startup=7+6<br />
|active=2<br />
|recovery=38<br />
|frameAdv=-15<br />
|invuln=Full 7-8, 13-14<br />
|description=Used as a high damage combo ender or as an OTG, otherwise not really notable since it's a hitgrab. If you combo someone when you are in Heat and need the extra damage to get a kill, this is what you should be going into.<br />
}}<br />
}} <br />
<br />
==Character specific notes==<br />
{| class="wikitable sortable"<br />
|-<br />
! Character !! Raw 236C follow-up midscreen<br />
|-<br />
| Aoko || 2A 2C. Can 5A6AA.<br />
|-<br />
| Tohno || 2A 2C. Can 5A6AA.<br />
|-<br />
| Hime || 2A 6C or 2A 236A.<br />
|-<br />
| Nanaya || 2A 2C. Can 5A6AA.<br />
|-<br />
| Kouma || 2A 2C. Can 5A6AA.<br />
|-<br />
| Miyako || 2A 2C. Can 5A6AA.<br />
|-<br />
| Ciel || 2A 2C. Can 5A6AA.<br />
|-<br />
| Sion || Only in the corner.<br />
|-<br />
| Ries || 2A 6C or 2A 236A.<br />
|-<br />
| VSion || Olny in the corner.<br />
|-<br />
| Wara || 2A 6C or 2A 236A.<br />
|-<br />
| Roa || 2A 2C. Can 5A6AA.<br />
|-<br />
| Akiha || 2A 6C or 2A 236A.<br />
|-<br />
| Arc || 2A 2C. Can't 5A6AA.<br />
|-<br />
| PCiel || 2A 2C. Can 5A6AA.<br />
|-<br />
| WArc || 2A 6C or 2A 236A.<br />
|-<br />
| VAkiha || 2A 6C or 2A 236A.<br />
|-<br />
| Mech || 2A 2C. Can 5A6AA.<br />
|-<br />
| Seifuku || 2A 6C or 2A 236A.<br />
|-<br />
| Satsuki || 2A 6C or 2A 236A.<br />
|-<br />
| Len || 2A 6C or 2A 236A.<br />
|-<br />
| Ryougi || 2A 2C. Can 5A6AA.<br />
|-<br />
| WLen || 2A 2C. Can 5A6AA.<br />
|-<br />
| Nero || 2A 2C 2A 2C. Can 5A6AA.<br />
|-<br />
| NAC || 2A 2C. Can 5A6AA.<br />
|-<br />
| Hisui || 2A 6C or 2A 236A.<br />
|-<br />
| Neco || 2A 2C. Can 5A6AA.<br />
|-<br />
| Kohaku || 2A 2C. Can 5A6AA.<br />
|}<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Michael Roa Valdamjong]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Shiki_Tohno/Full_Moon&diff=272587Melty Blood/MBAACC/Shiki Tohno/Full Moon2023-08-10T15:51:09Z<p>EikaMikiku: /* 2B */</p>
<hr />
<div>{{TOC limit|3}}<br />
== Character Page Progress ==<br />
{{#lst:Melty_Blood/MBAACC:Roadmap|F-Tohno}}<br />
<br />
== Additional Resources ==<br />
<br />
[http://mbaacc.melty.games/?p1moon=f&p1char=tohno F-Tohno Match Video Database]<br><br />
[https://www.youtube.com/watch?v=V7qIDYJK-ak F-Tohno Mixups: Reloaded]<br><br />
[https://www.youtube.com/watch?v=jzDeaQIonyg F-Tohno Teleport Mixups]<br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name!! width="85"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
<br />
|-<br />
| [https://mbaacc.melty.games/?p1moon=f&p1char=tohno&p1name=tomo+%28とも%29 tomo (とも)]|| style="text-align:center;"|<br />
[[File:Tohno Color01.png|Color|50px]]<br />
| Japan || A-cho,<br>KorewaMelty,<br>Play Spot BIG ONE 2nd || Active || JP's only active F-Tohno. Has a lot of footage.<br />
|}<br />
<br />
== Overview ==<br />
<br />
{{StrengthsAndWeaknesses<br />
|intro=[[File:Shiki's Head.png|link=]] '''F-Tohno''' is a very simple character based around defensive footsies.<br />
|pros=<br />
*'''Amazing Ground Mobility''': F-Tohno's ground dash isn't as strong as his other moons, but it is still good and it's a vital part of his gameplan. On top of this, he has arguably the best backdash in the game, which has a quick duration and covers massive space backwards.<br />
*'''Aerial Presence''': F-Tohno's airdash is not the best in the world, but in exchange, he has really good air normals. j.A is pretty standard, j.B is an amazing offensive tool, and j.C can be used in a multitude of ways to control air space.<br />
*'''Simple High Damage Combos''': Compared to other characters, F-Tohno's combos are some of the easiest, but most rewarding to perform. You only need to learn a few combos for most situations, but learning how to convert off of rare hits is still important if you want to truly maximize damage with this character.<br />
*'''Strong Anti-Airs''': His 623X series is air unblockable, and his strong air buttons make offensive aerial approaches a chore for the opponent.<br />
|cons=<br />
*'''Limited Mixups''': F-Tohno has to mostly rely on frametraps to open up an opponent. Whilst he can run simple strike/throw mix, in most cases it simply won't be enough unless you change up your offense.<br />
*'''Weak AT Okizeme''': F-Tohno is left at a relatively far distance after air throw, limiting his oki options afterwards.<br />
*'''Dirtier Mixups Lack Damage''': Combos from 22[A] and 22C lack in damage compared to opening up opponents with frametraps.<br />
*'''Difficult Meter Management''': Apart from reversals and Initiative Heat, F-Tohno rarely has any uses for meter to help in neutral or to increase combo damage. This means properly managing your meter is important, as entering MAX early can be a detriment in some cases.<br />
|tablewidth=80<br />
}}<br />
F-Tohno is a midrange endurance fighter with a strong defensive and interception game. His playstyle focuses around choosing the right tool for the job, whether it be spacing with his normals, intercepting bad approaches with 214X and 623X, or avoiding attacks with his backdash. He can also use his large health pool and his high base damage to trade blows and outlast his opponent. For these strengths, F-Tohno lacks reliable aggression, pressure, mixup tools, and simple meter management.<br />
<br />
== General Gameplan ==<br />
Your general gameplan will revolve around using movement (grounded or otherwise) to properly space out your normals. F-Tohno (or any Tohno in general) doesn't have the tools to bypass neutral (his special moves are designed to be linear but powerful in their niche) so his win condition is reliant on properly analyzing your opponent's patterns/preferences and adapting to their style of play.<br />
<br />
Thankfully, Tohno's varied and reliable normals will win any engagement so long as they're properly spaced.<br />
<br />
=== Neutral ===<br />
As outlined above, good usage of normals and movement is key to playing a good neutral game as F-Tohno. Proper spacing of his air normals is key in establishing space control.<br />
<br />
Adopting a defensive posture with j.C (be it neutral jump j.C, neutral jump drift (hold forward or back during a neutral jump) j.C and [[Melty_Blood/Glossary#Instant_Air_.28Back.29Dash_.28IAD.2FIABD.29|IABD]] j.C are extremely good deterrents against your opponent's offense. Your backdash also adds to your defensive spacing, giving you excellent backward movement so you can always be at optimal range.<br />
<br />
On the other hand, j.B is much better when used with offensive movement. While it lacks j.C's range (and looks a bit goofy) it's very much a powerhouse normal, sporting very fast startup for a B normal in addition to a solid amount of active frames and a deceptively good hitbox.<br />
<br />
Now let's talk about his ground dash. Whilst it is statistically weaker than his other moons, it's no less important to his gameplan. The fact that you can act as early as the 6th frame coupled with it's amazing acceleration it can (and should be) viewed as a "stance" of sorts as it adds extra functions and power to your existing moves and your jumps as well!<br />
<br />
Most notably, his 5B and 5C can be used out of his dash to catch jump-outs from a fair distance away, or simply apply pressure to a grounded opponent with dash 2C. His specials also greatly benefit from his dash, 214A can travel further and the range of your 236A and B is nearly doubled when done out of a dash (both 2366~A/B and 236AB(dash macro)~A/B are valid inputs for this technique).<br />
<br />
=== Pressure ===<br />
F-Tohno's pressure game is meant to play around his excellent throw range thanks to his dash. His 22[A] overhead is very slow and only grants him a combo if the opponent is cornered.<br />
Your main pressure tool is his low-hitting 2A, which has excellent statistics that are even further elevated by his dash. If performed at the earliest frame after his dash, his 2A into dash 2A pressure reset is an eight frame gap which forces your opponent to take risks with either shielding, pressing buttons or attempting to jump out.<br />
<br />
His staggers come into play once resets have made your opponent disrespect your pressure and they have opted to use riskier defensive tools such as shielding and jumping. His 5B/6B and 2B both serve to cover 2A's weakness as an A normal (2A can be shielded either standing or blocking) and their taller hitboxes will naturally catch people jumping out. 5C is also great as a deterrent for jumping, but it's weakness is that it's harder to confirm from since it cannot be cancelled into any other normal but it can be confirmed by itself into an air combo thanks to it's lengthy hitstun and j.B's speed.<br />
<br />
If your opponent has managed to block your B or C staggers, your pressure has lost a lot of its steam, but you still have tools to make your opponent respect in the form of 236B/22A (require standing shield) and 214B (requires crouching shield) while being safe on block. 22A and 214B are both air unblockable moves that grant you a combo on hit.<br />
<br />
F-Tohno also has a fairly unique pressure option in his 2[C]. It has the rare property of being jump cancellable even on block, and coupled with his low instant airdash and fast j.B can be very difficult to deal with.<br />
All these perks come at a cost however, because of how slow it is, it can always be low shielded if read properly.<br />
<br />
If you do manage to connect with it on block though, it becomes a risky mind game for your opponent to play. Naturally, [[Melty_Blood/Glossary#Instant_Air_.28Back.29Dash_.28IAD.2FIABD.29|IAD]] j.B loses to any standing shield, but 2[C] is cancelled into his 214B, the latter will counter hit which means both options give you a high damaging combo if your opponent shields incorrectly. 214B also catches jump outs when cancelled into. <br />
<br />
<br />
<u>'''Okizeme'''</u><br />
<br />
While F-Tohno's okizeme is by no means strong, it's up to you if you wish to occasionally go for it to throw off the opponent.<br />
<br />
<u>'''Double Overhead'''</u><br />
Using neutral jump, F-Tohno can then follow with j.B into j.C for a double-overhead. This is character specific however.<br />
<br />
This trick works on the following characters:<br />
Akiha Tohno, Akiha Vermilion, Akiha Tohno (Seifuku), Aoko, Arcueid, Hime, Hisui(?), Kohaku, Kouma, Mech-Hisui, Riesbyfe, Red Arcueid, Roa, Ryougi, Satsuki, Sion, V.Sion, Warachia.<br />
<br />
This trick does not work on the following characters:<br />
Ciel, Len, Nanaya, Neco-Arc, Neco-Arc Chaos, Powered Ciel, Tohno, White Len.<br />
<br />
=== Defense ===<br />
Outside of system mechanics, F-Tohno does not have a meterless reversal.<br />
<br />
623C is your go to reversal provided you have 100 meter to spend.<br><br />
Another EX that can serve as a reversal is his 214C. It's slightly faster than 623C however it has less raw invulnerability frames and it tends to trade a lot while also being MORE punishable.<br />
<br />
Arc Drive and Another Arc Drive can also be used as reversal, but they aren't as reliable.<br />
<br />
Outside of wake-up situations, your go to move for quickly recovering HP with [[Melty_Blood/Glossary#Initiative_Heat_.28IH.29|Initiative Heat]] is 214A due to it's evasive properties and early EX cancel frames.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
If there are any calculations in parentheses, that means they're calculations showing how much more you gain for tighter confirms (optional normals in the combo that do more damage.) If they're not listed, despite such parenthesized normals being in the transcript, it was omitted because it follows the basic pattern of either:<br />
<br />
*A starters resulting in less damage but more meter if you stack them on before B/C starters due to scaling<br />
*j.A always adding more damage and meter in air combo finishers<br />
*j.B/C always adding more damage if used as starters, on top of more meter<br />
<br />
<br />
=== Normal Combos ===<br />
::<u>'''Beginner-Only Combos'''</u><br />
<br />
If you're starting with F-Tohno, chances are someone suggested you this character in order to get the hang of Melty Blood as a complete novice. Fortunately, F-Tohno is very easy to play and fundamentally rewarding on all levels of the game. If you're only starting out, you will not need to know anything else beyond these these two combos.<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent <br />
|damage=4345 (Without 5C)<br>4769 (With 5C)<br />
|metergen=54% (Without 5C)<br>63% (With 5C)<br />
|metero=19.1% (Without 5C)<br>22.1% (With 5C)<br />
|input=*(2AxN >) 5B > 2B > 6B > (5C >) j.BC > dj.BC > AT<br />
|simput=<br />
|note=Staple beginner combo. You can add 5C for more damage and meter gain.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent <br />
|damage=4716<br />
|metergen=65.7%<br />
|metero=23%<br />
|input=*(2AxN >) 5B > 2B > 5C > 623A > j.BC > dj.BC > AT<br />
|simput=<br />
|note=For when you don't launch with 6B. Gives more meter compared to the combo above.<br />
}}<br />
}}<br />
<br />
<br />
If you feel up to more optimized conversions, check out the remainder below.<br><br />
::<u>'''Optimized Combos'''</u><br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent <br />
|damage=5936<br />
|metergen=93.6%<br />
|metero=32.3%<br />
|input=*5B > 2B > 5C > 623B > IAD j.C > land 5B > 5C > j.BC > dj.BC > AT<br />
|simput=<br />
|note=Advanced ground BnB. His best combo in that it's not only the most damaging, but also the most meter gaining whilst being meterless. If the IAD into j.C is too hard, refer to the version below.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent <br />
|damage=5620<br />
|metergen=85.0%<br />
|metero=29.4%<br />
|input=*5B > 2B > 5C > 623B, land > 2A > 5B > 5C > j.BC > dj.BC > AT<br />
|simput=<br />
|note=Simplified version of the best combo. Replaces the IAD with a 2A link.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent <br />
|damage=5333<br />
|metergen=77.4%<br />
|metero=26.9%<br />
|input=*5B > 2B > 5C > 623B > j.C > land j.BC > dj.BC > AT<br />
|simput=<br />
|note=Unoptimized version of F-Tohno's best combo, but still good if you have execution troubles with the route above.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|damage=5890 (with 5B > 5C)<br>5443 (w/o 5B > 5C)<br />
|metergen=43.2% before ex move, 64.8% total<br />
|metero=33.4%<br />
|input=*5B > 2B > 5C > 623B > IABD j.C > 623C (> 5B > 5C) > j.BC > dj.BC > AT<br />
|simput=<br />
|note=(Meter calculated with 5B > 5C added)<br><br />
A metered variant of the optimized BnB, for when you want to spend meter to avoid MAX. Still does high damage overall despite using an EX move. Does not work if you are far away from the corner. Depending on your distance from the corner when you do 623B, you will have to omit 5B > 5C resulting in less damage.<br />
}}<br />
}}<br />
<br />
::<u>'''Aerial Combos'''</u><br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=623A starter, airborne opponent <br />
|damage=2600<br />
|metergen=26.1%<br />
|metero=<br />
|input=*623A > (j.BC >) sdj.BC > AT<br />
|simput=<br />
|note= Basic conversion for 623A, since it is air unblockable. Depending on the height you may or may not be able to j.BC. Super doublejump should be done in either case.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Counterhit starter (623A, Shield Counter, j.A/B/C), airborne opponent <br />
|damage=4915<br />
|metergen=62.1%<br />
|metero=<br />
|input=*Starter, land 5B > 5C > j.BC > dj.BC AT<br />
|simput=<br />
|note=(Damage and meter gained calculated off of the j.C confirm)<br><br />
Your go-to aerial counter-hit confirm.<br><br />
In spite of being extremely simplistic to pull off granted Tohno's combo-flexible moveset, this is actually by far his highest damaging confirm off of an aerial counter-hit (yes, for all those starters in particular.) You will not net more damage doing any other route.<br />
}}<br />
}}<br />
<br />
=== Corner Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=22A/[A] starter, <br />
|damage=4960<br />
|metergen=59.4%<br />
|metero=<br />
|input=*22A/[A], 5B > 5C > j.BC > dj.BC > AT<br />
|simput=<br />
|note=Your one and only, corner-specific combo.<br><br />
Note that [A] version in favor of being overhead does less damage as a starter.<br><br />
Again, much like the aerial counter-hit confirm, your highest-damaging confirm off a particular starter into a particular chain.<br><br />
Note that in between 22A/[A], you have to delay a little for the height to be proper on the air combo conversion. If this timing is too tricky, remove the 5C from the notation. You'll only shave off about 400 damage for a much easier, second-highest damage guarantee confirm.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Corner hit, 100% meter<br />
|damage=5148<br />
|metergen=46.3% before ex move, 70.2% total<br />
|metero= 37.3<br />
|input=*2A > 5B > 2B > 5C > 623B > instant air backdash > j.C > 214C > 22D > 5B > 5C > j.ABC > j.ABC > AT<br />
|simput=<br />
|note= Better damage from A normal starters than you get from not spending meter, but slightly worse from better starters. Still valuable regardless if you want to avoid MAX.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Corner hit, 200% meter<br />
|damage=5582<br />
|metergen=46.3% before first ex, 74.1% total<br />
|metero=44.9<br />
|input=*2A > 5B > 2B > 5C > 623B > instant air backdash > j.C > 214C > 22D 2C > 214C > slight walk back> 5B > 5C > j.ABC > j.ABC > AT<br />
|simput=<br />
|note= Max damage corner routing, but expensive. Use if you need it to kill or if you have MAX.<br />
}}<br />
}}<br />
<br />
=== OTG Pick ups ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=22C/Raw airthrow starter<br />
|damage=2807<br />
|metergen=43.2%<br />
|metero=<br />
|input=*22C/Raw AT, 623A > j.BC > dj.BC > AT<br />
|simput=<br />
|note=(Damage and meter calculated from 22C Starter)<br><br />
Basic but decent conversion off of a 22C starter.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=22C/Raw airthrow starter<br />
|damage=3526<br />
|metergen=50.4%<br />
|metero=<br />
|input=*22C/Raw AT, 5B > 5C > j.BC > dj.BC > AT<br />
|simput=<br />
|note=(Damage and meter calculated from 22C Starter)<br><br />
Arguably the best conversion off of 22C for F-Tohno, perfect in-between execution viability and damage done. Timing of 5B link is tight, but consistently manageable<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=22C/Raw airthrow starter<br />
|damage=3535<br />
|metergen=63.9%<br />
|metero=<br />
|input=*22C/Raw AT, 2C > 623B > j.C, land j.BC > dj.BC > AT<br />
|simput=<br />
|note=(Damage and meter calculated from 22C Starter)<br><br />
Meterless, damage-optimized combo off of a 22C starter.<br><br />
Do this only if you're a complete maniac that cares about the 9 extra damage and 13 extra meter.<br><br />
Because 2C is no longer 7f startup on F-Tohno, linking into 2C after 22C is much harder. Not to mention the damage increase isn't that significant, considering how rarely used this starter is. Go for either of the easier routes, if you aren't an execution master, or don't care for this particular starter.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=214A/B starter<br />
|damage=3688<br />
|metergen=36.7%<br />
|metero=<br />
|input=*214A/B, 2[C] > 623B > j.C, land j.BC > dj.BC AT<br />
|simput=<br />
|note=(Damage and meter calculated from 214B Starter)<br><br />
Staple OTG combo from 214A/B.<br><br />
Yep, it's that conversion again. And it's the best in terms of damage you're gonna get, again.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Counterhit 214A/B starter<br />
|damage=4435<br />
|metergen=60.7%<br />
|metero=<br />
|input=*CH 214A/B, 2A > 5B > 5C > j.BC > dj.BC > AT<br />
|simput=<br />
|note=(Damage and meter calculated from 214B Starter)<br/<br />
>For when 214A/B counter hit on the rare occasion and you're ready to react to it.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=100 meter, 2C > 22(B~)D hits in the corner<br />
|damage=3030<br />
|metergen=-82.4% (-100%, +18.6%)<br />
|metero=<br />
|input=*2C/[C] > 22(B~)D, 214C, 22D, 5B > 5C > j.BC > dj.BC > AT<br />
|simput=<br />
|note=(Damage and meter calculated from 2C Starter)<br><br />
This is your only conversion off 2C into feint.<br />
}}<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=MBFTohno5A.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=151<br />
|proration=70% (O)<br />
|circuit=2.7% <br />
|cancel= -SE-, -N-, -SP-, -EX-, (J)<br />
|guard=LH<br />
|startup=4<br />
|active=3 <br />
|recovery=7 <br />
|frameAdv=2 <br />
|invuln= <br />
|description=Elbow hit poke, a higher-hitting jab than C/H-Moons that is plus on block. Whiffs on crouching characters.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=MBFTohno5B.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|data= <br />
{{AttackData-MB <br />
|damage=800 <br />
|reddamage=404 <br />
|proration=90% (O)<br />
|circuit=7.2% <br />
|cancel=N, SP, EX, (J)<br />
|guard=LH <br />
|startup=8<br />
|active=7 <br />
|recovery=9 <br />
|frameAdv=-1 <br />
|invuln= <br />
|description=This punch moves Tohno forward a bit. Huge cancel window makes it excellent for stagger pressure.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MBFTohno5C.png<br />
|caption=<br />
|name=5C<br />
|linkname=5C<br />
|data= <br />
{{AttackData-MB <br />
|damage=1000 <br />
|reddamage=707 <br />
|proration=80% (O)<br />
|circuit=9.0% <br />
|cancel=SP, EX, (J)<br />
|guard=LH <br />
|startup=11<br />
|active=8 <br />
|recovery=13 <br />
|frameAdv=-3 <br />
|invuln= <br />
|description=An upward kick that moves Tohno forward considerably. The large amount of active frames comes in handy when chasing down ground techs.<br />
}}<br />
}}<br />
<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=MBFTohno2A.png<br />
|caption=<br />
|name=2A<br />
|linkname=2A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=101<br />
|proration=68% (O)<br />
|circuit=3.15% <br />
|cancel= -SE-, -N-, -SP-, -EX-, (J)<br />
|guard=L <br />
|startup=4<br />
|active=4 <br />
|recovery=5 <br />
|frameAdv=3 <br />
|invuln= <br />
|description=Crouching version of 5A. Shorter ranged than the other moons, but is a fast low that is plus on block.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=MB_F_Tohno_2B.png<br />
|caption=<br />
|name=2B<br />
|linkname=2B<br />
|data= <br />
{{AttackData-MB <br />
|damage=700 <br />
|reddamage=353<br />
|proration=90% (O)<br />
|circuit=6.3%<br />
|cancel= N, SP, EX, (J)<br />
|guard=LH <br />
|startup=11 <br />
|active=7 <br />
|recovery=6 <br />
|frameAdv=2 <br />
|invuln=Clash 10-12<br />
|description=Another elbow hit that moves Tohno forward, but isn't a low. Has a small clash hitbox.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=MBCTohno2C.png<br />
|caption=<br />
|name=2C<br />
|linkname=2C<br />
|input=2[C]<br />
|data= <br />
{{AttackData-MB <br />
|version=2C<br />
|damage=1000 <br />
|reddamage=656 <br />
|proration=55% (O)<br />
|circuit=9.0% <br />
|cancel= SP, EX, (J)<br />
|guard=L <br />
|startup=6<br />
|active=6 <br />
|recovery=26 <br />
|frameAdv=-14 <br />
|invuln= <br />
|description=Extremely long range and fast low turn kick. Knocks the opponent down on hit. One of the best sweeps in the game due to its speed and range, but has very bad recovery on whiff, so you have to be careful about poking with it. Slightly weaker compared to the other moons due to the inability to Reverse Beat, but still strong nonetheless. Weak to Shield.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=2[C]<br />
|damage=1100 <br />
|reddamage=656 <br />
|proration=55% (O) <br />
|circuit=10.8% <br />
|cancel=SP, EX, J<br />
|guard=L <br />
|startup=19<br />
|active=6 <br />
|recovery=14 <br />
|frameAdv=-2 <br />
|invuln= <br />
|description=One of the very few normals in the game that's jump cancellable on block. Prime conversion tool from non-CH 214A/B because you can confirm into 623B on hit. Has a wide array of uses in pressure, but don't get too predictable with it because it can be easily Shielded, much like 2C.<br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MBFTohnojA.png<br />
|caption=<br />
|name=j.A<br />
|linkname=j.A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=151 <br />
|proration=75% (O)<br />
|circuit=2.7% <br />
|cancel=SE, N, J<br />
|guard=HA <br />
|startup=5<br />
|active=4 <br />
|recovery=10<br />
|frameAdv=- <br />
|invuln= <br />
|description=The knee. Standard full moon j.A overhead.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MBFTohnojB.png<br />
|caption=<br />
|name=j.B<br />
|linkname=j.B<br />
|data=<br />
{{AttackData-MB <br />
|damage=800 <br />
|reddamage=505 <br />
|proration=90% (O)<br />
|circuit=5.4%<br />
|cancel=N, J<br />
|guard=HA <br />
|startup=6<br />
|active=7 <br />
|recovery=- <br />
|frameAdv=- <br />
|invuln= <br />
|description=A downward slightly disjointed punch. Correct usage of this on offense can score you rewarding counter-hits that lead into your high damage combos. Definitely one of F-Tohno's most important normals, especially for offense.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MBFTohnojC.png<br />
|caption=<br />
|name=j.C<br />
|linkname=j.C<br />
|data= <br />
{{AttackData-MB <br />
|damage=1000 <br />
|reddamage=606 <br />
|proration=90% (O)<br />
|circuit=11.7% <br />
|cancel=J<br />
|guard=HA <br />
|startup=9<br />
|active=6 <br />
|recovery=- <br />
|frameAdv=- <br />
|invuln= <br />
|description=A forward knife strike. Unlike j.B, this button is best used in a defensive way. Correct usage of this can wall out the opponent at times and almost force them into grounded approaches, where normals like 5B and 2C come in handy. Without a doubt F-Tohno's best button for controlling space.<br />
}}<br />
}}<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6B</span> =====<br />
{{MoveData<br />
|image=MBFTohno6B.png<br />
|caption=<br />
|name=6B<br />
|linkname=6B<br />
|data= <br />
{{AttackData-MB <br />
|damage=700 <br />
|reddamage=404<br />
|proration=70% (O)<br />
|circuit=6.3% <br />
|cancel=N, SP, EX, (J) <br />
|guard=LH <br />
|startup=9<br />
|active=5 <br />
|recovery=15 <br />
|frameAdv=-3 <br />
|invuln= <br />
|description=Dedicated launcher button for F-Tohno. Generally unused, but it is air unblockable, so you can use it as a pseudo anti-air, even though 623A accomplishes that job much better.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MBCTohnoThrow.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=4/6A+D<br />
|data= <br />
{{AttackData-MB <br />
|damage=1400 <br />
|reddamage=489 <br />
|proration=100% <br />
|circuit=0.0% <br />
|cancel= <br />
|guard=U<br />
|startup=3<br />
|active=1 <br />
|recovery=20 <br />
|frameAdv=<br />
|invuln= <br />
|description=Tohno rolls and slams the opponent. Untechable knockdown. If your opponent is respecting your frametraps, you can use throw to break their guard.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MBCTohnoAirThrow.png<br />
|caption=<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.4/6A+D<br />
|data= <br />
{{AttackData-MB <br />
|damage=1600 (1408)<br />
|reddamage=433 <br />
|proration=30% <br />
|circuit=0.0% <br />
|cancel=(Any if Raw) <br />
|guard=U<br />
|startup=2<br />
|active=1 <br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} <br />
|frameAdv=<br />
|invuln= <br />
|description=Tohno grabs then slices the opponent. When done raw, this ground bounces the opponent and moves you forward, leading to a combo. As a combo ender, this causes an untechable knockdown and leaves you falling straight down. Despite this knockdown, the frame advantage you get afterwards isn't much.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Counter</span> =====<br />
{{MoveData<br />
|image=MBHTohnoShieldCounterStanding.png<br />
|image2=MBHTohnoShieldCounterAir.png<br />
|caption=<br />
|name=Shield Counter<br />
|linkname=Shield Counter<br />
|input=236D after a successful Shield (Air OK)<br />
|data= <br />
{{AttackData-MB <br />
|version=Standing<br />
|damage=500 (345)<br />
|reddamage=198 <br />
|proration=40% <br />
|circuit=3.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LHA <br />
|startup=9<br />
|active=2 <br />
|recovery=20 <br />
|frameAdv=-4 <br />
|invuln= <br />
|description=Same animation as C/H-Moon's 5BB.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=500 (303)<br />
|reddamage=174<br />
|proration=50% <br />
|circuit=3.5%<br />
|cancel=<br />
|guard=HA <br />
|startup=7<br />
|active=4 <br />
|recovery= <br />
|frameAdv= <br />
|invuln= <br />
|description=Same animation as C/H-Moon's j.C.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MBCTohnoShieldBunker.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Bunker<br />
|damage=500 <br />
|reddamage=202<br />
|proration=50% <br />
|circuit=0.0%<br>(-50.0% in blockstun)<br />
|cancel=<br />
|guard=LHA <br />
|startup=26<br />
|active=4 <br />
|recovery=19 <br />
|frameAdv=-5 <br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=202<br />
|proration=50%<br />
|circuit=0.0%/-50.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=An upwards slash.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Blood Heat</span> =====<br />
{{MoveData<br />
|image=MBCTohnoHeat.png<br />
|name=Blood Heat<br />
|linkname=Blood Heat<br />
|input=A+B+C during MAX<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|damage=100 <br />
|reddamage=0 <br />
|proration=100% <br />
|circuit=uses all<br />
|cancel=<br />
|guard=U<br />
|startup=16<br />
|active=6 <br />
|recovery=25 <br />
|frameAdv=<br />
|invuln=Full 1-21<br />
|description=Standard Heat activation, a bit on the faster side.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MBCTohnoCircuitSpark.png<br />
|image2=MBCTohnoAirCircuitSpark.png<br />
|caption=<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=A+B+C during hitstun/blockstun at MAX<br />
|data= <br />
{{AttackData-MB <br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
<br />
=== Special Moves ===<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=MBFTohno236.png<br />
|caption=<br />
|name=Trump Card III (Flash Sheath - Eight Flower Mirror)<br />
|linkname=236X<br />
|input=236A/B/C <br />
|data= <br />
{{AttackData-MB <br />
|version=A <br />
|damage=250*7 (1583)<br />
|reddamage=(1279)<br />
|proration=100%<br />
|circuit=1.35%*7 (9.45%)<br />
|cancel=<br />
|guard=LHA<br />
|startup=12<br />
|active={{Tooltip | text=15| hovertext=7 hits.}}<br />
|recovery=12<br />
|frameAdv=-3<br />
|invuln=<br />
|description=* Tohno moves forward and performs multiple high-speed slashes. These are useful for controlling space, but they don't have much use outside of that.<br />
<br />
Tohno does 7 slashes whilst moving forward. This version is good for controlling space as it technically has the quickest speed of all versions. Unless you want to end pressure with this to keep yourself safe and return to neutral, this will almost always be used as a way to control space whilst grounded.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=200*11 (1852)<br />
|reddamage=(1396)<br />
|proration=100%<br />
|circuit=1.35%*11 (14.85%)<br />
|cancel=EX<br />
|guard=LHA<br />
|startup=12<br />
|active={{Tooltip | text=27| hovertext=11 hits.}}<br />
|recovery=12<br />
|frameAdv=-3<br />
|invuln= <br />
|description=Same speed as 236A, but Tohno does 11 slashes. More damage but also more committal compared to 236A, but it can be EX cancelled to make yourself safe in situations where 236A can't.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX <br />
|damage=250*13 (2635)<br />
|reddamage=(2128)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8+4<br />
|active={{Tooltip | text=27| hovertext=11 hits.}}<br />
|recovery=12<br />
|frameAdv=3<br />
|invuln=<br />
|description=The EX version does 13 hits. The last one wall-bounces, enabling a follow-up in the corner. It's also the safest version of all three, being +3 on block, but you can't get anything meaningful from it due to the pushback.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MBFTohno623A.png<br />
|image2=MBFTohno623B.png<br />
|image3=MBFTohno623C.png<br />
|caption=<br />
|name=Unexpected Kick (Flash Run - Six Deer)<br />
|linkname=623X<br />
|input=623A/B/C <br />
|data= <br />
{{AttackData-MB <br />
|version=A <br />
|damage=1005<br />
|reddamage=505<br />
|proration=80% (M)<br />
|circuit=9.0%<br />
|cancel=(N), (J)<br />
|guard=LH<br />
|startup=7<br />
|active=8<br />
|recovery=31<br />
|frameAdv=-21<br />
|invuln={{Tooltip | text=High 3-6, 7-15*| hovertext=Shrunk hurtbox during frame 7-15.}}<br />
|description=* The DP series. Arguably his most important specials, as each of them have different uses.<br />
<br />
Tohno does a rising knee attack. While not going far horizontally and not having invincibility, you can use it as a traditional anti-air. This is one of F-Tohno's most important tools, as this will be one of the main ways to go into combos, especially on counter-hit. Good use of this will demand a keen eye for what the opponent does in the air.<br />
}}<br />
{{AttackData-MB <br />
|header=no <br />
|version=B<br />
|damage=1000<br />
|reddamage=505<br />
|proration=80% (M)<br />
|circuit=9.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=8<br />
|active=8<br />
|recovery=27<br />
|frameAdv=-17<br />
|invuln= <br />
|description=Tohno jumps forward whilst doing a knee. This is mainly a combo tool, due to it's massive corner carry. You can IH it to do a gapless overhead up close with j.A or land low.<br />
}}<br />
{{AttackData-MB <br />
|header=no <br />
|version=EX <br />
|damage=1700<br />
|reddamage=1212<br />
|proration=50% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=5+6<br />
|active=11<br />
|recovery=17<br />
|frameAdv=-10<br />
|invuln=Full 1-13<br />
|description=Tohno does a kick that sends the opponent flying backwards on hit. This is F-Tohno's reversal, and while not as good as most other reversals, it still holds the valuable trait of being a reversal. Goes the same distance as 623B.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MBCTohno214A.png<br />
|image2=MBFTohno214B.png<br />
|image3=MBCTohno214C.png<br />
|caption=<br />
|name=Trump Card II (Low Scoop)<br />
|linkname=214X<br />
|input=214A/B/C <br />
|data= <br />
{{AttackData-MB <br />
|version=A <br />
|damage=1000 <br />
|reddamage=808<br />
|proration=50% (O)<br />
|circuit=7.2%<br />
|cancel=-EX-<br />
|guard=L<br />
|startup=8<br />
|active=10<br />
|recovery={{Tooltip | text=16| hovertext=21 on block/hit.&#010; Goes into recovery immediatly after this attack connects instead of going through all active frames.}}<br />
|frameAdv={{Tooltip | text=-7| hovertext=Advantage is the same at any distance.}}<br />
|invuln=High 1-21<br />
|description=* Low sliding attack. Shrinks his hitbox a lot during the slide, meaning it will go under a lot of attacks, and can even be anti aired with. All versions are air unblockable and hit low.<br />
<br />
Has the fastest startup, and shrinks his hurtbox the most, but has the worst attack hitbox. On hit, you can combo off it thanks to 2[C], making it a fairly low risk poke/anti-air that can lead to solid damage. Due to it's early EX cancel window, it's the preferred method to activate Initiative Heat without having to come in contact with the opponent. Always -7 on block, regardless of range.<br />
}}<br />
{{AttackData-MB <br />
|version=B<br />
|damage=1000<br />
|reddamage=808<br />
|proration=100%<br />
|circuit=7.2%<br />
|cancel=-EX-<br />
|guard=L<br />
|startup=18<br />
|active=10<br />
|recovery={{Tooltip | text=13| hovertext=18 on block/hit.&#010; Goes into recovery immediatly after this attack connects instead of going through all active frames.}}<br />
|frameAdv={{Tooltip | text=-4| hovertext=Advantage is the same at any distance.}}<br />
|invuln=Clash 18-27<br />
|description=Has longer startup, but travels a greater distance. Has the least hurtbox shrink, but has a solid chunky hitbox along with a small clash box at the tip of the heel. Always -4 on block, regardless of range. Due to the long startup and vulnerability to people just plain jumping out of your blockstring, this move does not see a lot of use.<br />
}}<br />
{{AttackData-MB <br />
|header=no <br />
|version=EX (Hit)<br />
|damage=500, 1000 (1351)<br />
|reddamage=(904)<br />
|proration=100%, 50% (O)<br />
|circuit=-100.0%<br />
|cancel=(N), (SP), (EX), (J)<br />
|guard=L, LHA<br />
|startup=3+6<br />
|active=10 (16) 4<br />
|recovery=30<br />
|frameAdv={{Tooltip | text=-36, -16| hovertext=Opponent can act between the two hits.}}<br />
|invuln=Full 1-8, High 9-12<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no <br />
|version=(Whiff Data)<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=<br />
|startup=3+6<br />
|active=10 <br />
|recovery=18<br />
|frameAdv=<br />
|invuln=Full 1-8, High 9-12<br />
|description=Has startup invincibility until the first active frame. Combines the speed of the A version and the distance of the B version. If the slide connects on hit or block, he will automatically preform a followup similar to Shield Counter except that it wallslams. The first attack has a very good hitbox that is likely to stuff most other attacks despite not being completely invulnerable. This move is unsafe on block but can be annoying to punish properly at specific distances.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">22X</span> =====<br />
{{MoveData<br />
|image=MBCTohno22A.png<br />
|image2=MBCTohno22B.png<br />
|image3=MBCTohno22C.png<br />
|image4=MBCTohno22C2.png<br />
|image5=MBCTohno22D.png<br />
|name=Serious Stance (Flash Run: Harvest Moon)<br />
|linkname=22X<br />
|input=22A/[A]/B/[B]/C/D (No EX)<br>(22B~D) <br />
|caption=A<br />
|caption2=B<br />
|caption4=C<br />
|caption5=D<br />
|data= <br />
{{AttackData-MB <br />
|version=A<br />
|damage=1000<br />
|reddamage=505<br />
|proration=85% (O)<br />
|circuit=9.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=21<br />
|active=8<br />
|recovery=16<br />
|frameAdv=-6<br />
|invuln= <br />
|description=* Tohno goes into a crouching stance before executing one of 4 different attacks. All 4 have the same initial startup animation and are useful for messing with the opponent in blockstrings.<br />
<br />
Lunging forward, Tohno donkey kicks the opponent in the groin (ouch). This move wallslams on hit, making it possible to combo off of it in the corner, and it's relatively safe on block if spaced correctly, making it a very useful tool for ending corner blockstrings with. Air unblockable, hits mid.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=[A]<br />
|damage=1000<br />
|reddamage=505<br />
|proration=60% (O)<br />
|circuit=9.0%<br />
|cancel=<br />
|guard=H<br />
|startup=30<br />
|active=8<br />
|recovery=17<br />
|frameAdv=-7<br />
|invuln= <br />
|description=Can be charged to become an overhead. Worse proration, but can still be used as a way to open up opponents respecting your pressure too much in the corner.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B/[B]<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=-CH-<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=46| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=Full 21-32 <br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=~D<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=12| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln= <br />
|description=Tohno teleports forward. The teleport goes pretty far, but can be canceled at any point by pressing D, where he will instantly reappear again. It's a handy tool for continuing pressure on people respecting your 22A, and lets you punish people trying to Shield, Dodge, or reversal it if you cancel the teleport quickly. If done on a knocked down opponent midscreen, you can use it to create a left/right mixup.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=C<br />
|damage=1200 (1162)<br />
|reddamage=284<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=N/A<br />
|guard=U<br />
|startup=23<br />
|active=8<br />
|recovery=29<br />
|frameAdv=<br />
|invuln= <br />
|description=Tohno teleports forward, attempting to appear behind the opponent, whereupon he will command throw them into a ground-bounce situation that can be combo'd off from anywhere (except midscreen on Kouma). Since this move requires you to get behind the opponent, it has a pretty annoying range requirement, and it will not work on a fully cornered enemy. This move is so difficult to use properly that it is very rarely used.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=D<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel= <br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=30| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Tohno poses, but does nothing. This move is a feint that allows him to stay safe and recover VS nearly anything an opponent could do on reaction to the intial pose. Whilst this move is not very useful by itself, combined with his other versions it can be used to force respect via cancelling into it, leading to a potential redash.<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MBCTohnoAD.png<br />
|image2=MBCTohnoAD2.png<br />
|caption=<br />
|name=Mystic Eyes of Death Perception<br />
|linkname=Arc Drive<br />
|input=41236C during MAX/Heat<br />
|data= <br />
{{AttackData-MB <br />
|damage=3200<br />
|reddamage=2881<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard={{Tooltip | text=U, LHA| hovertext=Unblockable on the first active frame.}}<br />
|startup=2+22<br />
|active=30<br />
|recovery=16<br />
|frameAdv=-18 ~ 10<br />
|invuln=Full 1-47<br />
|description=After the superflash, the entire game is slowed down whilst Tohno leaps forward at the opponent. If he connects, he teleports through the opponent and entire screen is cut up whilst they take a lot of damage. The initial part of the attack before he leaves the ground is unblockable, whilst the later parts are blockable. This super has complete invulnerability, but has recovery during the slowmo part at the end if it whiffs. Not very useful overall, because the opponent can always just reaction jump it, unless they were in the middle of an attack. The only real use is as a reversal, and it is not worth comboing into because of the bad damage.<br />
}}<br />
}}<br />
<br />
<br />
=== Another Arc Drive ===<br />
{{MoveData<br />
|image=MBCTohnoAAD.png<br />
|image2=MBCTohnoAAD2.png<br />
|caption=<br />
|name=17 Dissection<br />
|linkname=Another Arc Drive<br />
|input=41236C during Blood Heat<br />
|data= <br />
{{AttackData-MB <br />
|damage=700*17 (4177)<br />
|reddamage=(3592)<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard={{Tooltip | text=U, LHA| hovertext=Unblockable on the first 2 active frames.}}<br />
|startup=2+11<br />
|active=12<br />
|recovery=31<br />
|frameAdv=-14 ~ -5<br />
|invuln=Full 1-79<br />
|description=Has pretty much all the same properties as the regular Arc Drive, except that it starts up faster, travels a shorter distance, does more damage, and instead of 1 hit, it does 17 hits. Ironically, this super is named after the infamous situation where Tohno dismembered Arcueid into 17 pieces in Tsukihime, but by cutting 17 times in Melty Blood, Tohno will have cut his opponent into at least 18 pieces. Is slightly more practical for comboing into, but any real combo involving meter would net in more damage. As a result, it is again, mostly useless except as a possible reversal.<br />
}}<br />
}}<br />
<br />
=== Last Arc ===<br />
{{MoveData<br />
|image=MBCTohnoLA.png<br />
|image2=MBCTohnoLA2.png<br />
|caption=<br />
|name=Mystic Eyes of Death Perception - One-Hit Kill<br />
|linkname=Last Arc<br />
|input=Grounded EX Shield during Blood Heat<br />
|data= <br />
{{AttackData-MB <br />
|damage=3500 ~ 7000<br />
|reddamage=<br />
|proration=50% + 50% * remaining BH time <br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=3+0<br />
|active=3<br />
|recovery=48<br />
|frameAdv=<br />
|invuln=Full<br />
|description=Tohno leaps forward and teleports across the screen, cutting through everything in his wake. Circuit Breaks the opponent on hit. Fullscreen, unblockable and instant. Damage dealt depends on how much time you have left in Blood Heat. There is no way to avoid this once he has successfully shielded you, unless you were already invulnerable during your attack. During this attack, Tohno spouts his famous one liner from the end of Arc's route in Tsukihime. <br />
<br />
<i>Kore ga, mono wo korosu to iu koto da. - This is, what it means to kill something.</i><br />
}}<br />
}}<br />
<br />
<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Shiki Tohno]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Sion_TATARI/Half_Moon&diff=272237Melty Blood/MBAACC/Sion TATARI/Half Moon2023-08-05T08:13:08Z<p>EikaMikiku: /* j.2B */</p>
<hr />
<div>{{TOC limit|3}}<br />
== Character Page Progress ==<br />
{{#lst:Melty_Blood/MBAACC:Roadmap|H-VSion}}<br />
==Guides==<br />
Made by the mysterious mage himself. A occasional visitor in the actor's room that makes the best of plays. Take a page out of the mage's book and you too can work magic <br />
*[https://docs.google.com/document/d/1PCaCvpIGslE2JMYYSHyeJqnLoS66mwhQpgi1GCh7osM/edit Bizzy's Full hvsion guide]<br />
<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=h&p1char=vsion H-V.Sion Match Video Database]<br />
<br />
[https://drunkardshade.com/2015/09/16/melty-bits-h-v-sion/ Melty Bits: H-V.Sion]<br />
<br />
[https://docs.google.com/document/d/1PCaCvpIGslE2JMYYSHyeJqnLoS66mwhQpgi1GCh7osM/edit Full hvsion guide]<br />
<br />
[http://www.meltybread.com/forums/index.php ps2 directory with discussion]<br />
<br />
[http://www.meltybread.com/forums/mbac-specific-71/ MBAC directory with in depth discussion]<br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name!! width="90"|Color<br />
!width="126"|Region !! Common Venues !! Status !! Details<br />
|- <br />
|[http://mbaacc.melty.games/?p1moon=h&p1char=vsion&p1name=norainu%20(%E9%87%8E%E8%89%AF%E7%8A%AC) Norainu<br>]|| style="text-align:center;"|<br />
<br />
[[File:VSion Color07.png|66px]]<br />
| Japan || A-cho || Active || Understands the character at her core. Incredibly strong player who has stuck with her since older versions. Strongest 1.07 H-VSion. <br />
|-<br />
|[http://mbaacc.melty.games/?p1moon=h&p1char=vsion&p1name=BAB BAB ]|| style="text-align:center;"| <br />
<br />
[[File:VSion Color13.png|66px]]<br />
| Japan || A-cho || Active || Wild style, does not commit to more optimal routing but keeps true to the character’s aggressive nature. Watch them to understand H-VSion’s common scramble situations and turn stealers. <br />
|-<br />
|[http://mbaacc.melty.games/?p1moon=h&p1char=vsion&p1name=ASURA Asura ]|| style="text-align:center;"| <br />
<br />
[[File:VSion Color18.png|66px]]<br />
| Japan || KorewaMelty || Inactive || Another solid H-VSion but unfortunately scarce amount of sets exist on YT. Recommended to pursue through niconico or wait for the videos to be reposted to YT.<br />
|-<br />
|[http://mbaacc.melty.games/?p1moon=h&p1char=vsion&p1name=Sp00ky Sp00ky ]|| style="text-align:center;"| <br />
<br />
[[File:VSion Color23.png|66px]]<br />
| North America || || Inactive || Ahead of his time in Melty Bread AC and AA threads, an aggressive H-VSion who presents mixtures of both the school of Wagu and THER. One of the best H-VSions.<br />
<br />
|-<br />
|[http://mbaacc.melty.games/?p1moon=h&p1char=vsion&p1name=Bizzy Bizzy ]|| style="text-align:center;"| <br />
<br />
[[File:VSion Color17.png|66px]]<br />
| North America || Netplay || Inactive || Very solid H-VSion player in NA. Also the one who created the guide for this character. Feel free to ask them any questions in the main server.<br />
|-<br />
|[http://mbaacc.melty.games/?p1moon=h&p1char=vsion&p1name=klinsytatari Klinsytatari<br>(klinsytatari#8040) ]|| style="text-align:center;"| <br />
<br />
[[File:VSion Color14.png|66px]]<br />
| North America || Netplay || Active || Found in community server. Always willing to help out H-VSion players with advice.<br />
|-<br />
|[https://mbaacc.melty.games/?p1moon=h&p1char=vsion&p1name=gonzaguinha gonzaguinha ]|| style="text-align:center;"| <br />
<br />
[[File:VSion Color20G.png|66px]]<br />
| Brazil || Netplay || Active || Solid H-VSion. Found in MeltyBrasil and MeltySud servers.<br />
|}<br />
<br />
== Overview ==<br />
{| class="wikitable" <br />
|+Strengths / Weaknesses<br />
|- <br />
|Strengths<br />
| <br />
*One of the few characters with fast speed and ridiculous momentum. Threatening ability to close the gap and take spaces that some characters with her speed wish they could.<br />
*Fast normals that reinforce her pressure game, allowing her to remain a threat despite the frame data. <br />
*Dangerous okizeme game and reward, able to access grimy tick throw game through summons, a legit left/right setup, and other gimmicks that lead into solid reward provided that the H-VSion knows how to convert their hits.<br />
*All supers have certain purposes and benefits, allowing H-VSion to gauge her meter and have comfort in dumping the resource whenever she needs to, provided that she can combo into it, hitconfirm it, or use the super safely in neutral or pressure. <br />
*Comboable throw. Always a pleasure. <br />
|-<br />
|Weaknesses<br />
|<br />
*The first 4 frames of dash are an acceleration period from 700 to 2060 at frame 5, which can lead to awkward pressure interactions and abare dashblock scenarios. <br />
*Stubby neutral tools.<br />
*Poor defensive game<br />
|}<br />
<br />
Sion gives into her vampiric impulses and becomes VSion, taking from her original moveset and morphing it to resemble a more aggressive version of Sion. H-VSion is a basic, yet solid character with surprising depth in her kit emphasised by her mobility, pressure, and okizeme. Her ability to close the gap against any character and threaten them through both her ground dash and the air momentum she receives from it, her decent reward on hit, numerous ways to spend meter, and potent mixups is testament to her remaining dominance despite changes to her kit from Console/PS2 to 1.07. This character will make you feel the wind in your hair as you continually learn and develop.<br />
<br />
== General Gameplan ==<br />
H-VSion isn’t really bound by anything and can be played in numerous ways despite her buttons and movement appearing to suggest a more in-your-face playstyle where you’re consistently bulldogging your opponent, daresay engaging in a “gorilla” playstyle. While her optimal position is to be in-your-face, there are multiple routes for H-VSion to get there. <br />
Understanding how to control her movement in tandem with options that allow her to claim space, such as dash5A/2A and use of 7/8/9 j.A/6A, are essential to operating her gameplan. H-VSion wants to hit you and lock you into the corner while still maintaining an advantage over you, be it in how she structures her okizeme, pressure, or her ability to concede and reestablish neutral dominance, which Sp00ky highlights exceptionally [http://www.meltybread.com/forums/mbac-specific-71/damage-maximization-vs-strength-of-okizeme-(school-of-ther-vs-school-of-wagu)/ well in their article about the two schools of VSion: THER and Wagu.]<br />
<br />
=== Neutral ===<br />
H-VSion has a tool for every situation and understanding how these tools can operate in a match is essential. However, before getting into the usage of buttons in neutral, it is important to once again consider H-VSion’s unique movement.<br />
<br />
Ground Movement<br />
Mentioned in the Strengths/Weaknesses section, H-VSion’s dash has an acceleration period where her movement begins slower, but rapidly spikes until it is capped at 700-2060. For frame of reference, C-Sion’s acceleration minorly spikes from 1600-1700. While this can make pressure more awkward for closing the gap on tools such as redashes, the acceleration to 2060 allows for H-VSion to achieve insane momentum and dash potential, granting her access to options such as dashing under people, intercepting air movement, and allowing for the establishment of her aerial mobility through dash momentum. <br />
<br />
Jump/Air movement<br />
H-VSion has access to 7/8/9, super jump forward (29), and air super double jump forward (j.29). The premise of these options imitate other Melty characters despite her unique speed. 7, Upback, allows for movement backwards, which can open up opportunities to protect H-VSion’s space with j.A/C. 8, neutral jump, in tandem with the ability to drift by holding [6] or [4], allows for H-VSion to contest and protect space. 9, forward jump, presents a more aggressive approach to taking and intercepting opponents. Both superjumps allow you to claim increasingly more space at the cost of accidental overcommitment. Additionally they can also be used to maneuver around certain neutral options, such as Ciel’s Black Keys/214X series. However, a more tantalizing suggestion would be the utilization of dash momentum alongside 8/9 rather than only committing to super jumps for claiming space. This combination of neutral/forward jump and dash momentum can lead to some insane movement interactions by using dash momentum to influence neutral jump’s drift, making 8[4] move H-VSion forward slightly until the momentum halts, and 8[6] acting as a faster-paced forward jump. Furthermore, the dash momentum influences her air dash greatly, causing Airdash Back (j.44/j.4A+B) to move her back slightly compared to normal ABD and her Airdash forward (j.66/j.6A+B) <br />
<br />
<i>Pressing the Buttons</i><br />
<br />
'''<u>The A Series</u>'''<br />
<br />
5A/2A: Your main tools for controlling ground space and pressing advantages. While they are stubby in nature your movement will carry them to victory. However, one of the greater weaknesses is occasional inconsistency at beating opponents who wish to jump forward/iad in reaction to H-VSion tools. Alternatively there may be times where they are already approaching the apex of their jump while you’re dashing at them. This is where the most groaned about tool comes into play.<br />
<br />
6A: Potent tool to lock down opponents once 5A/2A connect with fantastic cancel frames. Beefier active frames and hitbox open up other opportunities such as the ability to snipe/intercept upbacking/7 usage, anti-air, and straight up stuff some neutral tools.<br />
<br />
6AA: The movement forward and hitbox allow for 6AA to kill some backdash attempts, while also hitconfirming into H-VSion’s potent 6C corner carry combo. <br />
<br />
j.A/j.6A: Destroyer of worlds. Dash 9j.A and 8j.A are fantastic tools at intercepting opponents trying to rise or caught scouting in the air. j.7A also provides potent space control against opponents who commit to aggressive air options. j.6A complements this usage by sacrificing the powerful low-vertical hitbox of j.A for MBAC levels of frame data that cover a higher vertical space than j.A while also being able to immediately cancel. This tool is very underrated. Another thing to mention about j.A: This is arguably H-VSion’s best Air-to-Ground hitbox. While some players may argue for j.B/C’s prowess it is clear that both buttons require specific spacing/timings to actually function as AtG while also nabbing confirms, while j.A does not need a specific situation outside of your opponent being below you. Make use of this in tandem with j.AC to lock your opponent down. <br />
<br />
'''<u>The B/Cs:</u>'''<br />
<br />
5B: A bold anti-air, the truest backhand. While it isn't a marvel like C-VSion’s 4B, it makes up for it in speed and how it complements H-VSion’s speed. This tool can dominate ground interactions where opponents are trying to jump in reaction against your dashin attempts. On Air Counter hit, it is possible to confirm into big damage and decimate the opponent’s momentum while enabling H-VSion’s gameplan. Furthermore it provides an excellent pressure starter. <br />
<br />
6[C]: The charged/Blowback Edge version of 6C that sacrifices frames for a ridiculous vertical disjointed hitbox. On block H-VSion is advantageous, but where it truly shines is its massive groundbounce and potential to stuff Air to Ground tools and opponents who like to remain at the double-jump height. The Dopamine from hitting this tool is something else. <br />
<br />
6[B]: How can we not consider this absolute unit? 6[B], while not giving as much reward and conversion power as FMoon’s because of H-VSion’s supers, this remains a potent tool in H-VSion’s arsenal for feinting space control and presenting the opponent with a beefy hitbox that can stop some character specific approaches and most importantly prevent low-AD control. However, as it does not have a clash frame anymore, be mindful of its ability to get stuffed by certain movement and neutral tools. Do not let its weaknesses of startup and nerf get to you, experiment with numerous applications like dashunder 6[B] and also watch out for characters who are forced to block it crouching, as it can nab you easy frame advantage. <br />
<br />
j.B: Shallow hitbox makes this tool limited in its ability to contest Air to Ground space outside of its designated function, which is to guard the space behind H-VSion while she’s in the air. Can catch players off guard attempting to do greedy dashunders. <br />
<br />
j.C: Solid at defending H-VSion’s vectors with its honest hitbox. Can also be used as a twitch Air-to-Air i.e 9j.C should you sniff out an opponent’s option and wish to intercept or control that vector. Note that if you want the style, 9j.C>j.2B can allow for easy conversions off of air counterhit into solid damage or, if your wits are about you, 6C combos. Delicious. IABD j.C is also a method of safely disengaging, however this option should be used in tandem with j.A/6A and the potential threat of neutral jump/forward jump to catch opponents off guard. <br />
j.2B: Fundamental part of H-VSion’s neutral game as it can act not only as a fastfall to play mindgames with your opponent, but can snipe some grounded buttons in tandem with movement such as IAD/66 or IABD/44. Something to note: this tool has incredible air untech on hit, meaning you can hit someone with it while they're in midair and, in most situations, be able to link 5B or rejump j.A/6A to confirm. <br />
<br />
'''<u>The Specials:</u>'''<br />
<br />
236A: Can be used as a tool to snipe greedy ground approaches, but has horrible recovery on whiff. Experiment with it and know its risks.<br />
<br />
623A: Defacto Anti-Air with upper body invulnerability until midway through active frames. Solid at stopping committal options and nets decent reward. Also another option to experiment with in neutral, maybe use the 623A to low profile some character’s pokes and punish. <br />
<br />
214A/B/C: Summons! Despite their prominence in pressure and setplay these tools have their purpose in neutral. 214A, while having high recovery and being Air Blockable, still has the potential to snipe some preemptive air approaches and intercept opponents. It’s unique attribute is its obscene untech time on hit, you can react an eon late and 9j.C will still probably connect. 214B can be established as a tool to control a certain space of the screen, making it potent as a zoning tool to lock down the ground game. 214C allows for H-VSion to establish her advance safely. However, all of these summons require full attention by the H-VSion to establish them, understanding how their opponent can circumvent dealing with the summon, how they can snipe the startup, how they can still contest your approach, move around you, and more.<br />
<br />
=== Pressure ===<br />
The Pressure and Blockstring concepts were initially brought about in very old MBAC VSion threads, mainly [http://www.meltybread.com/forums/mbac-specific-71/blockstring-yomi-and-how-to-improve-your-hitconfirm-ratio/ Sp00ky’s Blockstring Yomi] and [http://www.meltybread.com/forums/mbac-specific-71/secret-weapons-and-tactics-how-to-be-random/ Art of Random thread]. While it could be argued that these pressure concepts were in a realm where Bara canceling existed therefore being inapplicable to 1.07, H-VSion’s pressure still revolves around the exact same concepts discussed in Sp00ky’s threads. <br />
<br />
Your goal in pressure will vary between character and especially opponent but will always come down to “how do I open up my opponent” at the ranges that VSion can operate, which tend to be at close or mid range (think of your 5C’s coverage). Refer to the movelist below for frame data, which will likely assist in making sense of H-VSion’s pressure game, revolving around tools such as 5/2A, 5/2B, 5C, 6A/AA, j.2B, iad, etc.<br />
<br />
Establishing the ability to mix in new options to open up your opponent is an absolute necessity as the opponent starts to respect your pressure more and more. However, initially establishing this respect, your level 0-1 pressure concepts, will open the door for you to experiment with the character.<br />
<br />
'''<u>Level 0 H-VSion Pressure Strings</u>'''<br />
<br />
2AAA/5AAA: Ol’ Reliable. Dash5/2As incredible speed allow this to be a consistent threat regardless of level. Most importantly it keeps you point blank and opens up numerous options to go into. <br />
<br />
5A6A: Another Ol’ Reliable, you can go into numerous options/pressure possibilities through its incredibly long active frames. Something to keep in mind: 2A restores your ability to 5A6A, therefore chains such as 5A6A 2A 5A6A are possible and can open up other routes to fake out your opponent’s pattern recognition. <br />
X > 5C5A6A is also valid for being a blockstring ender, provided you have the means to commit and confirm your frame trap through 6AA/B2C etc. <br />
<br />
5C 236B: Want a pressure reset? This can work. Players may tend to try and ex guard your 5C to push you out, so you can insert this option to catch downbacking and achieve easy +4 which can install fear in your opponent for respect.<br />
<br />
'''<u>Level 1 H-VSion Pressure Strings</u>'''<br />
<br />
966/96A+B j.A j.C: Basic airdash string that goes into grounded blockstrings with good advantage. You can mix in iad j.A/ delay j.C or even iad j.A land2A to catch people off guard. <br />
5B ~ 2B / 2B ~ 5B: Basic B normal stagger pressure. Both normals have good cancel frames and 2B is +-0 which opens up the opportunity to fake resets and establish further respect.<br />
2B 2B: At certain spaces can stuff mashout/abare. <br />
5/2AA/5B/2B > j.2B: Method of beating out stronger ground abare tools, can also be used to feint tick throw game and blow up mashing/option selects. <br />
<br />
Cool so we’ve established Level 0-1. Remember, when you’re doing cool stuff in pressure like iad j.6A into 6C, or dash backdash etc., you will have to eventually reset to level 0 to influence your opponent’s preparation for new decisions and options. Doing Level2+ Pressure concepts is fine and good until your opponent starts beating you with the simplest of tools that, with conditioning of Level0-1 tech, would put consideration into the opponent’s actions. Remember though: when they’ve begun to respect these options: throw. them. off. Dash iabd j.AC, dash backdash, iad j.6A etc., open them up and release the box of tricks to achieve her win condition: setups and damage. <br />
<br />
Don’t be afraid to experiment with various resets and string enders. Even if it’s minus, you gotta try this: 5B or 5C dashin/iad, 5AA summon, etc. Try new things and experiment with opening them up. <br />
<br />
<u>'''Okizeme'''</u><br />
<br />
'''The Summons:'''<br />
<br />
Varies between 214C and 214B. When beginning as H-VSion, 214C is the easiest to grasp and will assist in understanding Satsuki’s application. <br />
214C: Acts as insurance. There are 3 areas of interaction with 214C. I have <br />
listed a few concepts to apply in these areas<br />
<br />
'''<u>Before Akiha Kicks</u>'''<br />
*2AAA vs. 2A throw vs. 2A6C vs. 2A~2A~2A<br />
<br />
*2A iad j.AC vs. 2A iad j.A vs. 2A iad j.6A. <br />
<br />
'''<u>Blockstun of Akiha Kick</u>'''<br />
<br />
*6C<br />
<br />
*Iad j.AC vs iad j.A vs iad j.6A (whiff) j.C vs iad j.6A (whiff) land2A<br />
<br />
'''<u>Post-Kick</u>'''<br />
*2AAA vs. 2A throw vs. 2A6C vs 2A~2A~2A<br />
*Iad j.AC vs iad j.A vs iad j.6A (whiff) j.C vs iad j.6A (whiff) land2A<br />
-As your opponent begins to respect the most basic of establishment (through 2AAA), you will unlock different ways to blend your opponent. However, you may notice that Akiha can sometimes let you down in certain areas, such as reward post kick or midscreen. <br />
<br />
This is where 214B shines.<br />
<br />
214B: You can apply the same concepts to the three periods of 214C, except <br />
this time the threat of Satsuki’s longer windup can act as additional insurance, <br />
especially with the reward that you can get off of hitting them with Satsuki (See <br />
Satsuki routing). Furthermore, in the midscreen, the potential area it covers and <br />
Pushback from blocked summon allows the H-VSion to extend her reach and <br />
push the opponent to the corner. <br />
Note: Once they begin to respect the initial setups from Akiha/Satsuki, you can start mixing in interesting gimmicks that abuse their respect. Here’s a few to get you started and get your mind experimenting:<br />
<br />
*Midscreen 6C 6C Akiha, dash 6C (Crosses up) > Akiha kicks > Spot Dodge (swaps to original side) 2A. <br />
<br />
*Midscreen 2C/623C Akiha, dash 9 airdodge j.2B (Crosses up, baits dps, relies on opponent crouching)<br />
<br />
*Midscreen 2C Satsuki, iad j.B (crossup) 9j.2B (original side) > Satsuki Hits > 6C.<br />
<br />
Which Ways and You: 623C and Corner Vacuum: 623C has the unique property of vacuuming the opponent into a certain spot because it is a canned animation. Therefore, it is possible to space H-VSion at certain distances where the opponent will be pushed out. This allows H-VSion to setup interesting Left/Rights / Which-Ways off of simply 623C. <br />
<br />
Example: 2C5C5AA6B (1hit) 623C.<br />
<br />
From here, H-VSion can mix how she decides where to go, be it by microdashing to push or pretend to push the opponent or divekicking at certain heights.<br />
<br />
But what if we can set this up and decide which way H-VSion WILL go? This is where 2C tk j.2B routing shines.<br />
<br />
*Example A: 5A6AA 6C 6[C] j.2[B] 2C tk j.2B 2C5C 5AA5B 623C<br />
*Example B: 5A6AA 6C 6[C] j.2[B] 2C tk j.2B 2C5C 5AA5B ~ 623C<br />
<br />
By alternating the cancel window of 5B 623C, we can decide if the combo WILL pull the opponent out, or if it won’t. Without delay, VSion dummy will be pulled in this example, but with delay, the VSion dummy will not be pulled and will still be in the corner. Some characters will unfortunately have bigger hitboxes, resulting in this setup not working. However, with other delays (hint: 2C5C~5AA5B) you can still establish a spacing where the opponent WILL be vacuumed out of the corner. <br />
<br />
<br />
=== Defense ===<br />
<br />
A normals: These are the lifeblood of your abare. Having a 4F 2A and an ease of access to confirms from 2A5A6A, 2A5A2C, or fuzzy 5A5B can make H-VSion’s abare quite strong. Additionally, use of 9j.A can stop players with poor dashA/B normals who primarily reset through dashins, allowing H-VSion to force blockstun and pressure the opponent or, alternatively, escape the corner and reset to neutral. Another use of A normals is in combination with VSion’s dash, dashA being a good way to close space should the opponents look to space themselves in the corner against you and potentially granting you an element of surprise. Be mindful of your distance for confirms and map accordingly, as well as checking how the opponent interacts with your disrespect and gauge your risk/reward. <br />
<br />
<br />
236C/623C uses: Both can serve as reversals. 236C, similar to C/H Wara’s 236C, has a decent amount of vulnerability prior to the claw coming out (around 12f), allowing it to stuff out some frametraps and enable a hitconfirm into decent air throw damage. If the opponent is unable to interact with the situation and chooses to block, the H-VSion is granted frame advantage and can use this to either pressure the opponent or escape the corner. It’s weakness being moves that can snipe the invulnerability before the claw comes out, such as sliding sweeps (C/H Nanaya 2C) or normals that have tons of active frames (C-Hisui 2B), which is where 623C can come in.It is invulnerable until its short active frame passes, unlike 236C and acts as a basic shoryuken. However, 623C is slower than other reversals, allowing it to be shielded on super flash if the opponent plays a character that can cancel an A normal’s recovery frames into shield. Should the opponent block it, H-VSion will eat B starter damage, but if timed correctly during frame traps/staggers, it can nab VSion an easy 2k into summon/left right setplay. <br />
<br />
Divekick/IAD/719: Divekick can serve as a potential abare against characters who have lower 2A/2Bs and rely on these dashins, alternatively sweeps that move them forward (think Nanaya). You need to have your wits about you if you decide to use this tool. IAD j.A can also work against opponents who have spaced themselves our reasonably and can be used in tandem with dashA to check opponents on their pressure spacing. 719 can also work with the plethora of defensive aerial options that allow VSion to change air trajectory/stall in the air such as j.236X, Dodge, and j.2B. However, be mindful of opponent spacing, as recklessly using 719 to escape the corner while opponents space themselves correctly can blow frames and result in resuming opponent pressure.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
* Note that all aerial enders can either be finished with the normal Air Throw or j.236C. Air Throw enders can also be followed up with j.2B. For the rest of this combo guide we'll simply use AT as the notation.<br />
*These are just some of the basic combos. Please refer to this guide [https://docs.google.com/document/d/1PCaCvpIGslE2JMYYSHyeJqnLoS66mwhQpgi1GCh7osM/edit here]<br />
<br />
=== Starter ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=text<br />
|metergen=text<br />
|metero=text<br />
|link=<br />
|input=*2A(A) 5B(2B)2C5C<br />
|simput=<br />
|note=Usual basic BNB starter midscreen and corner. Can alternate the route into 5C2C for OTG looping or 3C if you do not have meter and distance for 5A6AA<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=text<br />
|metergen=text<br />
|metero=text<br />
|link=<br />
|input=*2A/5A(A) 5B(2B)5C<br />
|simput=<br />
|note=Usual Basic BNB starter into 5A6A from midscreen or corner. If 5A was already used, rebeat 2A>5A6A for easy confirm into 6C BNB midscreen. <br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=text<br />
|metergen=text<br />
|metero=text<br />
|link=<br />
|input=*5A(A)6A<br />
|simput=<br />
|note=For when you’ve done dash 5A and snipe a confirm. Starter can branch into anti-air routing or 6C routing depending on if the opponent was hit in the air or on the ground. <br />
<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=text<br />
|metergen=text<br />
|metero=text<br />
|link=<br />
|input=*(5A)5B<br />
|simput=<br />
|note=Anti-air ground conversion. Will most likely go into normal jump chain/ender unless 5B counterhits an aerial opponent. If they do get hit on the ground can easily go into 5C2C or 5C5A6A<br />
<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=text<br />
|metergen=text<br />
|metero=text<br />
|link=<br />
|input=*6C (A)5B2B5C<br />
|simput=<br />
|note=For when players get opened up by the overhead. Note: Can link 5B on standing and crouching opponents. <br />
<br />
}}<br />
<br />
}}<br />
<br />
=== Enders ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=text<br />
|metergen=text<br />
|metero=text<br />
|link=<br />
|input=*2C,(summon)<br />
|simput=<br />
|note= Simply do 2C and put up a summon (214B/C, not 214A!). <br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=text<br />
|metergen=text<br />
|metero=text<br />
|link=<br />
|input=*623C (summon)<br />
|simput=<br />
|note=Same as the above.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=text<br />
|metergen=text<br />
|metero=text<br />
|link=<br />
|input=*Air Throw<br />
|simput=<br />
|note= End your combo with air throw, resulting in a tech chase situation. H-VSion can punish forward tech by simply landing and using j.A for better frame advantage while falling, while back techs/neutral techs can be punished with j.2B. important to HOLD THE DIRECTION WHEN YOU AIR THROW OR ELSE YOUR OPPONENT MAY BE THROWN IN THE OPPOSITE DIRECTION, IT’S A BUG (?).<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=text<br />
|metergen=text<br />
|metero=text<br />
|link=<br />
|input=*j.236A/B<br />
|simput=<br />
|note=Ending in j.236A/B. Usually you’ll do this for positional advantage (say you don’t want to AT them at midscreen and would rather deal with the opponent’s tech decisions) or require the meter to enter heat and regenerate life. Simply replace AT with j.236A/B. <br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=text<br />
|metergen=text<br />
|metero=text<br />
|link=<br />
|input=*j.236C<br />
|simput=<br />
|note=Ending in j.236C for damage and meter dump. j.236C will also enable a tech chase in the corner. However, for this you must replace above combo routing dj9 j.ABC/BC/C with 7j.C j.236C, this is to allow for H-VSion to land 5C and tech chase ALL techs, while also nabbing OTG damage should they not tech and begin meter generation. Note: You will need to have not exceeded 2 ground bounces for this to work. <br />
<br />
}}<br />
}}<br />
<br />
=== OTG Pick ups ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=text<br />
|metergen=text<br />
|metero=text<br />
|link=<br />
|input=*5C5AA5B2B<br />
|simput=<br />
|note=Simple OTG string from dash 5C or land 5C, depending on how it is implemented. Depending on hitcount it is possible to pickup with 623C. Corner only. <br />
Examples of OTG Pickup:<br />
<br />
j.236C 5C5AA5B2B<br />
2C, dash5C5AA5B2B<br />
<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=text<br />
|metergen=text<br />
|metero=text<br />
|link=<br />
|input=*j.2B<br />
|simput=<br />
|note=causes relaunch on OTG, allowing for some interesting combos into setplay or 623B. Examples of OTG j.2B loop:<br />
<br />
2C j.2[B] 2C 2A (whiff) 9j.2B 2C (ground ender) 5C 623B…<br />
2D 9j.2B 2C 9j.2[B] 2C (ground ender) 5C 623B… <br />
j.236C falling j.2[B] 2C (ground ender) 5C 623B… <br />
<br />
Details: Need specific height (superjump 3C height). Alternatively, if they <br />
hard respect it, j.236C land 9j.2B works as well. Note: You will need to <br />
have not exceeded 2 ground bounces for this to work. <br />
<br />
j.236C 5C5AA5B2B<br />
2C, dash5C5AA5B2B<br />
<br />
}}<br />
<br />
}}<br />
<br />
=== Normal Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4228<br />
|metergen=75.6%<br />
|metero=32.4%<br />
|link=https://youtu.be/SmeRPCSLRSI<br />
|input= * 5A6AA > 6C, 66 > 6C, 66 > 2C > 5C > 3C > sj8.BC > j.66 > j.C > sdj.BC > AT<br />
|simput=<br />
|note= Staple H-Vsion combo, works on everyone. Opts for damage ender.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=Everyone except Red Arcueid<br />
|damage=4410<br />
|metergen=76.3%<br />
|metero=32.7%<br />
|link=<br />
|input= * 5A6AA > 6C, 5A6A(w)A > 6C, 66 > 2C > 5C > 3C > sj8.BC > dj.BC > AT<br />
|simput=<br />
|note= Optimized version of the above.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent <br />
|character=<br />
|damage=3117<br />
|metergen=46.9%<br />
|metero=20.1%<br />
|link=https://youtu.be/9F2qHAZA7GA<br />
|input= * 5A6AA > 6C, 66 > 6C, 66 > 2C > j.2B, 2C > Summon<br />
|simput=<br />
|note= Same as the above except now you're opting for okizeme. VSion can do her j.2B about halfway before the apex of her jump, but try to do the divekick about 3/4 through the initial jump, 1/4 before the apex, so that the enemy won't airtech out if hit too quickly, and so they'll be guaranteed to hit the ground.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=Everyone except Red Arcueid<br />
|damage=3447<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= * 5A6AA > 6C, 5A6A(w)A > 6C, 66 > 2C > j.2B, 2C > Summon<br />
|simput=<br />
|note= Optimized but harder version of the above.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=(See Notes)<br />
|damage=4805<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= * 5A6AA > 6C, 6[C], 66 > 2C > 5C > 3C > j.BC > j.66 > j.C > sdj.BC > AT<br />
|simput=<br />
|note= Character specific midscreen combo. No need to use the above combos if you fight the following:<br />
<br />
Archetype: Earth, Arcueid, Ciel, Kouma, Nero, Riesbyfe, Roa, Sion, Sion TATARI, Warachia<br />
}}<br />
}}<br />
<br />
=== Corner Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=Everyone<br />
|damage=5078<br />
|metergen=87.5%<br />
|metero=37.5%<br />
|link=https://youtu.be/V-iMiKEgfHA<br />
|input= * 5A6AA > 6C, 6[C], j.2[B] > land 2C > 5C > 3C > j.BC > j.66 > j.C > sdj.BC > AT<br />
|simput=<br />
|note= Staple H-Vsion corner combo. Replaces the dash with a j.2[B]. Damage variant. Same rules regarding j.2B timing for j.2[B].<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=3870<br />
|metergen=<br />
|metero=<br />
|link=https://youtu.be/oyw0fAWUjMg<br />
|input= * 5A6AA > 6C, 6[C], j.2[B] > land 2C > j.2B > land 2C > Summon<br />
|simput=<br />
|note= Okizeme variant of the above.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=3324<br />
|metergen=<br />
|metero=<br />
|link=https://youtu.be/lmP8THzOL7s<br />
|input= * Throw > 2C > 9j.2B > 2C > 5C > 623B > j.BC > dj.BC > 66 > j.C AT<br />
|simput=<br />
|note= this is the highest damaging throw no meter combo <br />
}}<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=MBHVSion5A.png<br />
|image2=MBAACC Vsion 5A6A.png<br />
|image3=MBAACC Vsion 5A6AA.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|input=5A~6A~6A<br />
|data= <br />
{{AttackData-MB <br />
|version=5A<br />
|damage=350 <br />
|reddamage=144<br />
|proration=78% (O)<br />
|circuit=2.1% <br />
|cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J)<br />
|guard=LH <br />
|startup=5<br />
|active=4 <br />
|recovery=9 <br />
|frameAdv=-1 <br />
|invuln= <br />
|description=Quick jab. Long hitbox makes it an excellent string starter as well as a method to tag jumpouts. <br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=5A~6A<br />
|damage=600 <br />
|reddamage=384<br />
|proration=80% (M)<br />
|circuit=4.2% <br />
|cancel=N, SP, -CH-, EX, (J)<br />
|guard=LH<br />
|startup=8<br />
|active=4 <br />
|recovery=16 <br />
|frameAdv=-5 <br />
|invuln= <br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=5A~6A~6A<br />
|damage=1000 <br />
|reddamage=768 <br />
|proration=60% (O)<br />
|circuit=7.0% <br />
|cancel=(N), SP, EX, (J)<br />
|guard=LH<br />
|startup=10<br />
|active=4 <br />
|recovery=17 <br />
|frameAdv=-3 <br />
|invuln= <br />
|description=Generic H-moon 5A followup. Extremely useful due to the range on her 5A. Second hit can be canceled into anything, third cancels into anything on hit but only specials, EX moves, and arc drives on block. On hit, cancel the final attack into 6C to continue into her optimal combo options. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=MBHVSion5B.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|data= <br />
{{AttackData-MB <br />
|damage=600 <br />
|reddamage=384<br />
|proration=80% (O)<br />
|circuit=4.2% <br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=7<br />
|active=2 <br />
|recovery=19 <br />
|frameAdv=-6 <br />
|invuln=Clash 7-8<br />
|description=An upward swipe that moves V.Sion forward a bit. Excellent for pressure & comboing due to the forward movement. Very effective anti-air when spaced properly. Often clashes with poorly placed opponent normals. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MBCVSion5C.png<br />
|caption=<br />
|name=5C<br />
|linkname=5C<br />
|data= <br />
{{AttackData-MB <br />
|damage=400, 900 (1009)<br />
|reddamage=(647)<br />
|proration=70% (O)<br />
|circuit=2.8%, 6.3% (9.1%)<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH, LHA<br />
|startup={{Tooltip | text=13| hovertext=A first hitbox shows up on frame 11 which does nothing.}}<br />
|active={{Tooltip | text=5| hovertext=2, 3}}<br />
|recovery=15 <br />
|frameAdv=-3 <br />
|invuln= <br />
|description= A 2-hit swipe. Integral to her BnB combo and has a sizable active window which making it useful for meaties and tech punishing. <br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=MBAACC_Vsion_2A.png<br />
|caption=<br />
|name=2A<br />
|linkname=2A<br />
|data= <br />
{{AttackData-MB <br />
|damage=350 <br />
|reddamage=115<br />
|proration=75% (O)<br />
|circuit=1.4% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=L <br />
|startup=4<br />
|active=4 <br />
|recovery=9 <br />
|frameAdv=-1 <br />
|invuln= <br />
|description=Quick low kick, fast but short range. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=MBHVSion2B.png<br />
|caption=<br />
|name=2B<br />
|linkname=2B<br />
|data= <br />
{{AttackData-MB <br />
|damage=500 <br />
|reddamage=384<br />
|proration=80% (O)<br />
|circuit=3.5% <br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=8<br />
|active=4 <br />
|recovery=11 <br />
|frameAdv=0 <br />
|invuln= <br />
|description=A crouching poke that hits mid, has mediocre range but it moves her forward very slightly. Notable for being +0 on block which makes it great for ending a blockstring or starting chain resets. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=MBCVSion2C.png<br />
|caption=<br />
|name=2C<br />
|linkname=2C<br />
|data= <br />
{{AttackData-MB <br />
|damage=1200 <br />
|reddamage=768<br />
|proration=55% (O)<br />
|circuit=8.4% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L <br />
|startup=10<br />
|active=3 <br />
|recovery=20 <br />
|frameAdv=-8 <br />
|invuln= <br />
|description=A low sweep with good range that gives an untechable knockdown on hit. <br />
}}<br />
}}<br />
<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MBCVSionjA.png<br />
|caption=<br />
|name=j.A<br />
|linkname=j.A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=172<br />
|proration=75% (O)<br />
|circuit=2.1% <br />
|cancel=SE, N, SP, EX, J<br />
|guard=LHA <br />
|startup=6<br />
|active=4 <br />
|recovery=10<br />
|frameAdv=- <br />
|invuln= <br />
|description=Kick that has a downward attack angle. Does not hit overhead. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MBHVSionjB.png<br />
|caption=<br />
|name=j.B<br />
|linkname=j.B<br />
|data= <br />
{{AttackData-MB <br />
|damage=750 <br />
|reddamage=432<br />
|proration=80%<br />
|circuit=4.9% <br />
|cancel=N, SP, EX, J<br />
|guard=HA <br />
|startup=8<br />
|active=6 <br />
|recovery=- <br />
|frameAdv=- <br />
|invuln= <br />
|description=Jumping kick that covers a wide area underneath her. Crosses up very nicely for a big combo on hit. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MBCVSionjC.png<br />
|caption=<br />
|name=j.C<br />
|linkname=j.C<br />
|data= <br />
{{AttackData-MB <br />
|damage=900 <br />
|reddamage=432<br />
|proration=90% (M)<br />
|circuit=6.3% <br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=6<br />
|active=3 <br />
|recovery=- <br />
|frameAdv=- <br />
|invuln= <br />
|description=Flipping kick with a large attack arc that covers about 180 degrees in front of her. Comes out relatively quick and has solid priority with a decent amount of stun on both hit and block, making it a very solid air-to-air move. <br />
}}<br />
}}<br />
<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6B</span> =====<br />
{{MoveData<br />
|image=MBHVSion6B.png<br />
|image2=MBHVSion6XB.png<br />
|caption=<br />
|name=6B<br />
|linkname=6B<br />
|input=6[B]<br />
|data= <br />
{{AttackData-MB <br />
|version=6B<br />
|damage=300*3 (871)<br />
|reddamage=(499)<br />
|proration=100% <br />
|circuit=2.1%*3 (6.3%)<br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=13<br />
|active={{Tooltip | text=10| hovertext=4, 4, 2}}<br />
|recovery=12 <br />
|frameAdv=4 <br />
|invuln= <br />
|description=V.Sion shoots a spiraling web from her hand that can be ducked but is air unblockable.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=6[B]<br />
|damage=700*3 (2034)<br />
|reddamage=(1395)<br />
|proration=100% <br />
|circuit=4.9%*3 (14.7%)<br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=27<br />
|active={{Tooltip | text=12| hovertext=2, 2, 8}}<br />
|recovery=9 <br />
|frameAdv=1 <br />
|invuln= <br />
|description=The charged version has significantly increased range & damage, making it an obscenely good anti-air when placed carefully. This version also cannot be ducked by anyone when used at close range, and hits Tohno, Nanaya, Hime, Wara, and Nero crouching even at max range<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">3C</span> =====<br />
{{MoveData<br />
|image=MB_H_VSion_3C.png<br />
|caption=<br />
|name=3C<br />
|linkname=3C<br />
|data= <br />
{{AttackData-MB <br />
|damage=700 <br />
|reddamage=384<br />
|proration=80% (O)<br />
|circuit=4.9% <br />
|cancel=(SP), (EX), (J)<br />
|guard=LH<br />
|startup=10<br />
|active=4 <br />
|recovery=19 <br />
|frameAdv=-5 <br />
|invuln= <br />
|description=A volleyball serve type of attack that launches the opponent in the air. Pressing 8 after it hits causes you to superjump straight up for an aerial followup. Air unblockable, but disadvantageous on ground block. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MBCVSion6C.png<br />
|image3=MBCVSion6XC.png<br />
|caption=<br />
|name=6C<br />
|linkname=6C<br />
|input=6[C]<br />
|data= <br />
{{AttackData-MB <br />
|version=6C<br />
|damage=800 <br />
|reddamage=480<br />
|proration=65% (O)<br />
|circuit=5.6% <br />
|cancel=<br />
|guard=H <br />
|startup=27<br />
|active=5 <br />
|recovery=12 <br />
|frameAdv=-2 <br />
|invuln= <br />
|description=A somersaulting kick that hits overhead. Can link into a combo off of it on standing/crouching hit. Causes an untechable ground bounce on air hit. At disadvantage but safe on block.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=6[C]<br />
|damage=1500 <br />
|reddamage=960<br />
|proration=65% (O)<br />
|circuit=10.5% <br />
|cancel= <br />
|guard=H <br />
|startup=34<br />
|active=9 <br />
|recovery=8 <br />
|frameAdv={{Tooltip | text=1 ~ 8| hovertext=Distance dependent.}}<br />
|invuln= <br />
|description=The charged version has significantly more range, does more damage, and is advantageous on block. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.6A</span> =====<br />
{{MoveData<br />
|image=MB_H_VSion_j6A.png<br />
|caption=<br />
|name=j.6A<br />
|linkname=j.6A<br />
|data= <br />
{{AttackData-MB <br />
|damage=320 <br />
|reddamage=182<br />
|proration=76% (O)<br />
|circuit=2.66% <br />
|cancel=SE, N, J<br />
|guard=LHA<br />
|startup=5<br />
|active=4 <br />
|recovery=- <br />
|frameAdv=- <br />
|invuln= <br />
|description=Upward punch. It has the special ability to cancel into actions such as movements options and other aerials during its active frames.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.2B</span> =====<br />
{{MoveData<br />
|image=MBCVSionj2B.png<br />
|caption=<br />
|name=j.2B<br />
|linkname=j.2B<br />
|input=j.2[B]<br />
|data= <br />
{{AttackData-MB-Simple <br />
|description=A divekick. Causes her to quickly move at a downward angle. Does not hit overhead. <br><br />
It's very useful but can be unsafe when used improperly since it has noticeable landing recovery. <br><br />
When spaced so it hits your opponent as low as possible it is at advantage on block and can be linked into a 2A on hit.<br />
<br />
On CH it nets you a significantly longer stun which can easily be comboed off of. <br />
}}<br />
{{AttackData-MB <br />
|version=j.2B<br />
|damage=800 <br />
|reddamage=576<br />
|proration=60% (O)<br>35% (O, OTG)<br />
|circuit=5.6% <br />
|cancel=<br />
|guard=LHA<br />
|startup=11<br />
|active={{Tooltip | text=X| hovertext=Active until landing.}}<br />
|recovery={{Tooltip | text=9| hovertext=Landing recovery.}}<br />
|frameAdv=1 ~ -7<br />
|invuln= <br />
|description=-7 frame advantage is an edge case against tall characters when you hit at their highest point. It's around -4 versus characters with an average height.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=j.2[B]<br />
|damage=1000<br />
|reddamage=672<br />
|proration=60% (O)<br>35% (O, OTG)<br />
|circuit=7.0% <br />
|cancel=<br />
|guard=LHA<br />
|startup=19<br />
|active={{Tooltip | text=X| hovertext=Active until landing.}}<br />
|recovery={{Tooltip | text=8| hovertext=Landing recovery.}}<br />
|frameAdv=2 ~ -4<br />
|invuln= <br />
|description=Charged version is faster, so it's always going to be safer than non-charged version. <br><br />
-4 frame advantage is an edge case against tall characters when you hit at their highest point. It's around -1 versus characters with an average height.<br />
<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MBCVSionThrow.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=6/4A+D<br />
|data= <br />
{{AttackData-MB <br />
|damage=1000<br />
|reddamage=384<br />
|proration=35% <br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=<br />
|description=V. Sion grabs the opponent and launches them. Ground techable but you can combo from it in the corner.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MBCVSionThrowAir.png<br />
|caption=<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.6/4A+D<br />
|data= <br />
{{AttackData-MB <br />
|damage=1600 (Raw)/1200<br />
|reddamage=480<br />
|proration=30% <br />
|circuit=0.0%<br />
|cancel=(Any if Raw)<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} <br />
|frameAdv=<br />
|invuln=<br />
|description=Works about the same as Sion's airthrow. Ground bounces the opponent if done raw, ground techable if done as a combo ender.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Counter</span> =====<br />
{{MoveData<br />
|image=MBHVSionSC.png<br />
|image2=MBCVSion2C.png<br />
|image3=MBHVSionSCAir.png<br />
|caption=<br />
|name=Shield Counter<br />
|linkname=Shield Counter<br />
|input=Auto after a successful Shield (Air OK)<br />
|data= <br />
{{AttackData-MB <br />
|version=Standing<br />
|damage=500 (345)<br />
|reddamage=198<br />
|proration=50%<br />
|circuit=3.5%<br />
|cancel=(SP), (EX), (J)<br />
|guard=LHA<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln= <br />
|description=Same animation as her 623 series.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Crouching<br />
|damage=1500 (1117)<br />
|reddamage=714<br />
|proration=50%<br />
|circuit=10.5%<br />
|cancel=(SP), (EX)<br />
|guard=LA<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln= <br />
|description=Same animation and hitbox as 2C.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Aerial<br />
|damage=500 (345)<br />
|reddamage=198<br />
|proration=50%<br />
|circuit=3.5%<br />
|cancel=<br />
|guard=HA<br />
|startup=9<br />
|active=4<br />
|recovery=<br />
|frameAdv=<br />
|invuln= <br />
|description=Same animation as her j.236 series.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MBCVSion214D.png<br />
|image2=MBHVSion214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Neutral<br />
|damage=500<br />
|reddamage=192<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=26<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=192<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=A fancier-looking 3C.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Blockstun<br />
|damage=0<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=LHA<br />
|startup=19<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln= <br />
|description=H-Moon specific reversal bunker, with larger hit and hurt boxes, faster startup but deals no damage.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MBCVSionCSpark.png<br />
|image2=MBCVSionCSparkAir.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=In Heat:<br>Auto during hitstun<br>A+B+C during blockstun<br />
|caption=<br />
|data= <br />
{{AttackData-MB<br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
<br />
=== Special Moves ===<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=MBCVSion236A.png<br />
|image2=MBCVSion236B.png<br />
|image3=MB_H_VSion_236BCharged.png<br />
|image4=MB_H_VSion_236C.png<br />
|name=Terror News (Lie)<br />
|linkname=236X<br />
|input=236A/B/[B]/C<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|version=A<br />
|damage=900<br />
|reddamage=432<br />
|proration=100%<br />
|circuit=3.5%<br />
|cancel=-EX-<br />
|guard=LH<br />
|startup={{Tooltip | text=13| hovertext=A first hitbox shows up on frame 13 which does nothing.}}<br />
|active=2<br />
|recovery=30<br />
|frameAdv=-8<br />
|invuln=<br />
|description=Forward claw swipe. Fast but disadvantaged on block, the primary use is for ending blockstrings when you do not have whiff cancel options. It launches the opponent on hit. <br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=600*3 (1743)<br />
|reddamage=(837)<br />
|proration=100%<br />
|circuit=4.2%*3 (12.6%)<br />
|cancel=-EX-<br />
|guard=LHA<br />
|startup=23<br />
|active={{Tooltip | text=3| hovertext=1, 1, 1}}<br />
|recovery=30<br />
|frameAdv=5<br />
|invuln=Clash 6-15<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=[B]<br />
|damage=600*3 (1743)<br />
|reddamage=(837)<br />
|proration=100%<br />
|circuit=4.2%*3 (12.6%)<br />
|cancel=-EX-<br />
|guard=LHA<br />
|startup=37<br />
|active={{Tooltip | text=4| hovertext=Three Hits}}<br />
|recovery=24<br />
|frameAdv=10<br />
|invuln=Clash 6-29<br />
|description=Slower than 236A, hits 3 times, and is advantageous on block. <br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=850*3 (2124)<br />
|reddamage=(1680)<br />
|proration=93%*3 (M)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=5+12<br />
|active={{Tooltip | text=3| hovertext=1, 1, 1}}<br />
|recovery=30<br />
|frameAdv=5<br />
|invuln=Full 1-12<br />
|description=Similar to 236B but much faster startup and launches on hit, allowing for a followup combo. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MBCVSion623A.png<br />
|image2=MBCVSion623B.png<br />
|image3=MBCVSion623C.png<br />
|name=Terror News (Malice)<br />
|linkname=623X<br />
|input=623A/B/C<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|version=A<br />
|damage=1200<br />
|reddamage=864<br />
|proration=70% (O)<br />
|circuit=9.1%<br />
|cancel=<br />
|guard=LH<br />
|startup=11<br />
|active=2<br />
|recovery=29<br />
|frameAdv=-7<br />
|invuln=High 1-10<br />
|description=Upwards claw swipe. Hits once and has upper body invincibility, making it an anti-air in some matchups. <br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=800*2 (1379)<br />
|reddamage=(843)<br />
|proration=85%*2 (M)<br />
|circuit=5.6%*2 (11.2%)<br />
|cancel=<br />
|guard=LHA<br />
|startup=11<br />
|active={{Tooltip | text=2| hovertext=1, 1}}<br />
|recovery=32<br />
|frameAdv=-3<br />
|invuln=<br />
|description=Hits twice and launches, allowing a followup which makes it relevant in some obscure combos. <br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=300, 500*6 (2969)<br />
|reddamage=(2216)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=6+4<br />
|active=2<br />
|recovery=41<br />
|frameAdv=-25<br />
|invuln=Full 1-13<br />
|description=Closest thing V.Sion has to a shoryuken. Invincible on startup, air unblockable, and is a hitgrab into untechable knockdown which allows for strong okizeme options afterwards. Not as useful of a wakeup shoryu but still very strong as a combo ender. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MB_H_VSion_214A.png<br />
|image2=MB_H_VSion_214B.png<br />
|image3=MBCVSion214C.png<br />
|name=Replicant Conductor (Osiris)<br />
|linkname=214X<br />
|input=214A/B/C (No EX)<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|version=A<br />
|damage=400*4 (1353)<br />
|reddamage=(811)<br />
|proration=94%*4 (M)<br />
|circuit=2.1%*4 (8.4%)<br />
|cancel=<br />
|guard=LHA<br />
|startup=36<br />
|active={{Tooltip | text=2 (2) 2 (2) 2| hovertext=1, 1 (2) 2 (2) 2}}<br />
|recovery=19<br />
|frameAdv=18 (vs. Stand)<br>8 ~ -4 (vs. Crouch)<br />
|invuln=<br />
|description=Summons Arcueid, who performs her upward swipe. Advantageous on block if it hits fully. It can be used as antiair, but will dissipate if you are hit. Air blockable. Relaunches. <br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=43| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=(Satsuki)<br />
|damage=1000<br />
|reddamage=672<br />
|proration=50% (O)<br />
|circuit=7.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=123<br />
|active=2<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Summons Satsuki, who winds up and does her rush punch. It is persistent and launches on hit. Note that Satsuki doesn't have a collision box, so it's possible to freely pass through her. <br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=C<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=45| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=(Akiha)<br />
|damage=1500<br />
|reddamage=1078<br />
|proration=80% (M)<br />
|circuit=10.0%<br />
|cancel=<br />
|guard=LH<br />
|startup={{Tooltip | text=96| hovertext=Collision box starts being active at frame 25.}}<br />
|active=2<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Summons Akiha, who walks forward and does her 6C . Wallslams on hit. Has a collision box that will prevent the opponent from dashing through it. It will also destroy or dissipate anything that depends on a character stepping near it, such as Hisui bentos and Aoko proximity orbs. <br />
}}<br />
}}<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=MBHVSionj236AB.png<br />
|image2=MBHVSionj236C.png<br />
|name=Busy Bug<br />
|linkname=j.236X<br />
|input=j.236A/B/C<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|version=A<br />
|damage=1000<br />
|reddamage=768<br />
|proration=70% (O)<br />
|circuit=7.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=10<br />
|active=4<br />
|recovery={{Tooltip | text=10| hovertext=Landing recovery.}}<br />
|frameAdv=-4 (TK)<br />
|invuln=<br />
|description= Air claw swipe. Has limited use, but is notable for stopping your air momentum and beating some problem normals. Drops straight down afterwards. <br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=1000<br />
|reddamage=768<br />
|proration=70% (O)<br />
|circuit=7.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=12<br />
|active=4<br />
|recovery={{Tooltip | text=10| hovertext=Landing recovery.}}<br />
|frameAdv=-1 (TK)<br />
|invuln=<br />
|description=Same as above except when falling during the recovery she moves backwards a bit. This momentum makes it an useful aerial combo ender in certain matchups. <br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=700*2, 1500 (2158)<br />
|reddamage=(1561)<br />
|proration=70% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=2+6<br />
|active={{Tooltip | text=7| hovertext=2, 2, 3}}<br />
|recovery={{Tooltip | text=4| hovertext=Landing recovery.}}<br />
|frameAdv=13 (TK)<br />
|invuln=Full 1-7<br />
|description=Has some invincibility and forces a ground-techable knockdown. Useful as an aerial combo ender during Heat as it does more damage than airthrow or j.236B and leads to an extremely advantageous position near the corner. <br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MBCVSionAD.png<br />
|caption=<br />
|name=Cruel Blood<br />
|linkname=Arc Drive<br />
|input=41236C during Heat<br />
|data= <br />
{{AttackData-MB <br />
|damage=3000<br />
|reddamage=2137<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br>(Whiffs vs Air.)<br />
|startup=13+0<br />
|active=2<br />
|recovery=39<br />
|frameAdv=<br />
|invuln=Full 1-15<br />
|description=BITE! Command throw with invincibility. Good damage, refills some red life, and leads to a good wakeup situation. <br />
}}<br />
}}<br />
<br />
<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Sion TATARI]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Hisui/Full_Moon&diff=270728Melty Blood/MBAACC/Hisui/Full Moon2023-07-26T19:40:10Z<p>EikaMikiku: /* 214X */</p>
<hr />
<div>{{TOClimit|3}}<br />
== Character Page Progress ==<br />
{{#lst:Melty_Blood/MBAACC:Roadmap|F-Hisui}}<br />
<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=f&p1char=hisui F-Hisui Match Video Database]<br><br />
[https://youtu.be/BJr2Tn1yhLY F hisui video guide]<br><br />
[https://www.youtube.com/watch?v=d01xy42nRiQ Bunker/ shield counter os] ''(The inputs for the os is 2A 6E 5[B]/5[C])''<br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name!! width="85"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=f&p1char=hisui&p1name=aware%20(%E3%81%82%E3%82%8F%E3%82%8C) aware<br>(あわれ)] || style="text-align:center;"|<br />
[[File:Hisui Color14.png]]<br />
| Japan || A-cho, KorewaMelty, Play Spot BIG ONE 2nd || Active ||<br />
|-<br />
| [https://mbaacc.melty.games/?p1moon=f&p1char=hisui&p1name=Enkido Enkido] || style="text-align:center;"|<br />
[[File:Hisui Color13.png]]<br />
| North America || Netplay || Active || Tonberry's Prodigal son but doesn't like to be asked for tips, still has several matches to watch from him.<br />
|}<br />
<br />
== Overview ==<br />
{| class="wikitable" <br />
|+Strengths Weaknesses<br />
|- <br />
|Strengths<br />
| <br />
*Low 2A<br />
*Chair prevents a lot of mashing<br />
*consistent hard knockdown<br />
*j.A overhead allows for more offensive iad pressure<br />
*Better neutral tools such as 5B, j.C and j.[C] etc.<br />
*623B and 623A being good anti airs for different purposes<br />
*Better frame advantage on her normals thanks to being f moon<br />
*good air and ground control thanks to chair and 214B,[1]<br />
|-<br />
|Weaknesses<br />
|<br />
*Not as versatile as C, partly due to mechanic differences<br />
*her pressure while oppressive isn't flexible as some of the other moons<br />
*Chair and how it works can be a bit difficult to understand at first.<br />
*outside of shield, bunker, heat(must be in max) and arc drive, her defensive capabilities are limited<br />
*can be really awkward to do her knockdown routes especially if you caught a jump out attempt<br />
|}<br />
<br />
== General Gameplan ==<br />
F-hisui is a character that focuses on neutral control via pot toss and chair. She is really mobile and offers quite a lot of things to cover her retreat or approach. the main selling point to this character is that she has 623A, 623B for anti airing purposes and 22A, chair which is a big clash box set down. This chair soaks up exactly one hit and can mess up combos for many characters and possibly allow hisui to punish the opponent for clashing with the chair. Another thing that this character is known for is actually having access to Knockdown consistently thanks to j.[C] and many of her combo routes will end in it to ensure she's at her best position in the game. In the corner once she sets down chair there's not much to be done against defending her except for jumping out at the right moment to minimize her reward in the worst scenario case. Since chair absorbs heat, shield counter, bunker, Abare. It allows Hisui to run her strike/throw game really well. she also has 6[c] which also is an overhead that can go to a kd route. F hisui is a character that rewards players for controlling the pace and she can do all of that with j.6b, 214B,[1] 623A and 623B for the air. and 2B, 214B,[1] j.c, j.[c] for the ground approaches.<br />
<br />
=== Neutral ===<br />
In neutral its important to focus on controlling the pace as F-Hisui since any hit from you will most likely allow you to go a kd situation with her. While you're in neutral you would want to try tossing 214B[1] in many match ups where they are fullscreen and are trying to approach you. In some other match ups you may want to forget about using this special as much and attempt to play the air game with characters that like to zone in that spot like say c-seifuku or characters that generally don't care about pot toss like say hime, nero. If you find a spot to do so while the opponent is being hesitant you can set down 22A and continue throwing pots. Throwing pots allows you to monitor how people respond to them and in a lot of cases if they are trying to jump back to avoid it you can run behind the honey pot that is falling towards them. you can do this if they are mid range and trap them with 2A as honeypot is falling on them. When in the air you use j.[c] when you neutral jump or jump back to deny people trying to approach you from either the ground or the air. if you think someone will commit to something on the ground you can also do air dash j.c but make sure you time it decently, otherwise it can either whiff the active frames or opponents can low profile it. In cases where someone might try to cross under you, you want to use j.[B] since it does hit behind her and also allows you a combo if you land it. j.A is simply a quick tool that you use in the air whether its because you're close air to air or you did it rising. One thing you can do is use 623B to anti air people in neutral. a common thing you can do is either input 623B the moment they airdash forward since its AUB and you can even do something like 22A, 623A or 623B depending on the situation.<br />
<br />
<br />
Whenever you need to gain space you can airdash j.6B and that will act as wall for people that are dashing at you. If you don't want to give up ground you can neutral jump late j.6B so that the dust is at ground level and discourages rushing people down from the ground. if you think they will try to dash at you with buttons you can also intercept them with dash preemptive 5B/ 2B as its very active. if it lands you also get a combo on a grounded opponent. by using pot toss, and using your air movement with j.6B you can control the space and eventually force the opponent to move into places you want them to and take advantage from there.<br />
<br />
=== Pressure ===<br />
Her pressure is going to be a lot of strike/throw game generally. Its usually strongest when in the corner, but midscreen its fairly similar with some changes. Typically you will do a lot of 2A staggers and dash 2A since its +2. so typically its going to look like this for your pressure.<br />
<br />
*2A stagger 2A dash 2A stagger 2A<br />
*2A stagger 2A dash throw<br />
*2A 2A stagger 5B, 2A dash 2A<br />
*2A 2A stagger 5B stagger 2B<br />
*2A 2A 5B 2B, 2B<br />
*2A dash throw<br />
*2A 5[B] dash throw/2A<br />
*2A 2A 5B stagger 5[C]<br />
*2A 2A stagger 2B stagger 5[C] 214A(6)<br />
<br />
since 2B is 0, 5B is -1 and 5[b] is +2. you want to cycle through some of the strings depending on the character and the player you are facing. if the opponent is good at teching hisui's throws, what you want to do is baiting it by either doing instant j2C, iad, or delaying your attack a bit after your dash or even doing dash instant j2C to see if they are stand teching or using 1A+D OS. in midscreen, players may want to backdash her pressure, you can counter this by doing 2A 5[C] and that chases backdashes really well and also leads into a combo! If you watch aware videos or in the Hisui video guide you can see the applications more clearly, this is just to start you off.<br />
<br />
<u>'''Okizeme'''</u><br />
<br />
Your oki comes from either airthrow ender(will be explained more in detail and from j.[C] enders. The easiest to understand is the j.[C] ender so lets start with that.<br />
<br />
With j.[C] ender you typically want to follow up with 6C 22A if you carried them to the corner which sets down chair and from there you can run your oki game whether is 2A pressure into throw or another strike mix up. or you want to do more than just that, you can do iad j.6B 2A or iad j.6B throw. Again, because of chair trying to 2A mash usually means that your own 2A mash will beat them out. if they try to heat, if you set the chair next to them it will only hit the chair and that's a fully unscaled punish for you, this also includes shield counters excluding fwara's, bunkers as well so you are free to do a lot of things and have no regard for the opponent's options other than their jump out attempts. since players may look to try to tech hisui's throw you can counter that with instant j2C. if you want to keep the pressure tighter you can do things like<br />
<br />
*2A 2A tk236A <br />
*2A 2A tk236A tk 236A<br />
*2A 2A tk tk236A tk236A j.236C<br />
*2A 2A iad j.A j.A<br />
*2A 2A 6[C] <br />
*6[C] (usually after a chair set)<br />
<br />
you can also include things from the pressure section above and it works much better in the corner. After you land a throw you can neutral jump drift back (8, [4]) j.6B and that's a safe meaty dust. after that you can then either iad j.6B, or do 6[C] or run up throw. There's plenty more showcased in the video in "additional resources" so be sure to check out that part<br />
<br />
As for air throw ender, its techable, but fortunately Hisui can punish those techs!<br />
<br />
''''For neutral and forward tech '''''<br />
you just do wait 2B and that will punish those techs<br />
<br />
''''for back tech''''<br />
You do dash 2B for that specific tech. if they happen to neutral tech, they will end up having to correct their block as you cross under them as they neutral teched.<br />
<br />
These lead to the same combos listed below. if they don't tech you are still at advantage, now if you think they won't tech you have a good bit of options to go from. Here are some below<br />
<br />
*throw, 22A<br />
*throw, jump, late j.6B(safe jump)<br />
*throw, dash w2A instant j.2C(left/right midscreen)<br />
*throw, neutral jump j.236B(also a left/right midscreen can be more ambiguous with instant head)<br />
<br />
If you land a ground throw you also have these options to choose from<br />
<br />
*throw, neutral jump, late j.6B, iad j.6B throw<br />
*throw, neutral jump drift back (8 [4]) j.6B, 6[C]<br />
*throw, neutral jump drift back (8 [4]) j.6B iad j.6B, 2AAAA<br />
*throw, neutral jump drift back (8 [4]) j.6B iad j.AA<br />
<br />
While 6[C] is an overhead it is encourage not to crutch on it but instead establish a strong strike/ throw game and then from there you can incorporate 6[C] from time to time. <br />
<br />
=== Defense ===<br />
In neutral you have plenty of defensive measures such as jump back j.[C] or neutral jump j.[C]. 623A and 623B and even j.6B. Now when you're blocking you really don't have much other than realistically jumping out. 623C is invuln but it loses to hitboxes that go below the ladder so be careful about using it on wake up. There is of course f moon's shield but use it sparingly. If you can ex guard enough to make space for the opponent to redash you can do 2B in retaliation and fight back. If you happen to have max and are in a bind you may want to use arc drive which is a fully invuln and plus on block option. Leads to knockdown if it lands. Other than that she doesn't really possess anything in her kit that would aid her on defense.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
=== Starters ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=2523<br />
|metergen=38.7<br />
|metero=12.9<br />
|link=<br />
|input=*2AA > (5B >) 2B > 2C/5C > 3CC (> 623B)<br />
|simput=<br />
|note= This is one of the typical routes to use on a grounded opponent, on a air counter hit, you just do 2C 3CC (623B) or 5B into air sequence. the parts in parenthesis are optional the 5B specifically because it may make the other parts of the starter whiff. the 623B is more optimal for damage, but there may be other reasons to not do 623B and that will be covered in the ender section. Damage listed does not include optional moves.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=2396<br />
|metergen=13.3<br />
|metero=4.4<br />
|link=<br />
|input=*236B~B<br />
|simput=<br />
|note= Not a likely starter but it can catch people off guard during pressure and it does lead to her KD route. Damage listed is for all hits of 236B.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=<br />
|metergen=9<br />
|metero=3<br />
|link=<br />
|input=*623B<br />
|simput=<br />
|note= Since 623B is jump cancellable and is active for very long and tall it has plenty of use in neutral and in the corner as well.<br />
}}<br />
}}<br />
<br />
=== Enders ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Air Ender<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=*dj9/8/7.[C] (land 6C > 22A / dash 6C > 22A)<br />
|simput=<br />
|note= Normally your combos want to end in this combo as much as possible. it grants knockdown. depending on your distance is whether is good to either do 6C 22A or dash 6C 22A. The reason you do dash 6C is to place the chair closer to them. you usually include the 6C 22A if they are right in the corner. If they are midscreen you can either use the otg pick up tool, 236C or if you are starved for meter you can dash the knockdown body to move them closer to the corner. Also for this ender depending on where you're at. to set up the chair for the right spacing generally you want to do dj forward. but if you're close to the corner you may want to do neutral double jump. if you're in the corner you want to do double jump back before doing j.[C]<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Air Ender<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* AT<br />
|simput=<br />
|note= if you can end your combos with j.C, you do have the option to end in airthrow. its techable so please look up in the okizeme section to understand how to punish techs!<br />
}}<br />
}}<br />
<br />
=== OTG Pick ups ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=OTG starter, 100% meter<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=*236C<br />
|simput=<br />
|note= Use this if you want to keep meter management but also place them in the corner to set up chair.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=OTG starter, MAX mode<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* (IH >) AD<br />
|simput=<br />
|note= Character specific but if you have max and do IH you can net more damage with it <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=OTG starter, Corner<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=*2AAA > 5B (> 2A > 2B/22A/236C)<br />
|simput=<br />
|note= This is a corner otg pick up. 2AAA 5B, 2A 2B punishes all tech in the corner. if they don't tech it allows you to set up 22A chair. If you just wanted the meter gain but need to keep from going to max you can do 236C<br />
}}<br />
}}<br />
<br />
=== Normal Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4127<br />
|metergen=71.1<br />
|metero=23.7<br />
|link=<br />
|input= *2AA > (5B) > 2B > 2C/5C > 3CC > j.BC > dj.BC > AT<br />
|simput=<br />
|note= Simple combo to start with. 5B is optional and may whiff depending on spacing. 4417 damage with 5B included.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent <br />
|character=<br />
|damage=4274<br />
|metergen=77.4<br />
|metero=25.8<br />
|link=<br />
|input= *2AA > (5B) > 2B > 2C/5C > 3CC > 623B > j.C > sdj.ABC > AT<br />
|simput=<br />
|note= More optimized version of the basic combo with 623B. 5B is optional and may whiff depending on spacing. 4581 damage with 5B included.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= *2AA > (5B) > 2B > 2C/5C > 3CC > j.A[B] > dj.[C] (land 6C > 22A/dash 6C > 22A)<br />
|simput=<br />
|note= This is the more favored combo route that F-Hisui player should learn as it maximizes potency as a character overall. the parts in parenthesis are for setting the chair next to the opponent sometimes you may need to do dash 6C 22A and other times you just need to do 6C 22A. look at the distance from you to the opponent and judge which one to use. Also, as with most routes using j.A[B] dj.[C] or j.[B] dj.[C] the presence / absence of j.A and required doublejump angle may change under various conditions.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= *2AA > (5B) > 2B > 2C/5C > 3CC > 623B > j.[B] > dj/sdj.[C] (land 6C >22A)<br />
|simput=<br />
|note= This is the more optimal route than the one previously written above. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= *2AA > (5B) > 2B > 2C/5C > 3CC > 623B > j.[B] > dj/sdj.[C] > 236C > j.A[B] > dj.[C], land 6C > 22A<br />
|simput=<br />
|note= This combo is used for when you need to corner carry and also to keep your meter management from going into max. If the extension after 236C is a bit difficult link wise, you can walk back 2C 22A as well. you can also instant heat after the first j.[C] and otg with 236C to regain health while corner carrying. Also, note that 623A and 623B are generally interchangeable in combos since 3CC already guarantees a lower proration value than 623A. Using 623A instead may be easier for you.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, MAX mode<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= *2AA > (5B) > 2B > 2C/5C > 3CC > 623B > j.[B] > dj/sdj j.[C] > IH AD > j.A[B] > dj.[C], land 6C > 22A<br />
|simput=<br />
|note= This combo is an IH route that is character specific. does more damage than IH into 236C.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=6[C] starter, grounded opponent<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= *6[C] > 236A~B > j.A[B] > dj.[C] (land 6C > 22A/dash 6C > 22A)<br />
|simput=<br />
|note= a combo from 6[C] that leads to knockdown.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=236A/B starter, grounded opponent<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= *236A/B~B > j.A[B] > dj.[C] (land 6C > 22A/dash 6C > 22A)<br />
|simput=<br />
|note= a combo from 236A/B that leads to knockdown<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Raw Airthrow starter<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= *Raw AT, land 2A > 5B > j.BC > dj.BC > AT<br />
|simput=<br />
|note= basic airthrow combo<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Raw Airthrow starter<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= *Raw AT, land 2A > 5B > j.A[B] > dj/sdj.[C] (land 6C > 22A/ dash 6C > 22A)<br />
|simput=<br />
|note= Knockdown route from air throw starter<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Raw Airthrow starter<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= *Raw AT > dj.6B, land 5B > 623B > j.[B] > sdj.[C] <br />
|simput=<br />
|note= Optimal version of the combo previously written above.<br />
}}<br />
}}<br />
<br />
=== Corner Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= *2AA > (5B) > 2B > 2C/5C > 3CC > 623C > j.[B] > dj7.[C] (land 6C >22A)<br />
|simput=<br />
|note= the famed ladder combo that leads to hard knockdown<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 200% meter<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= *2AA > (5B) > 2B > 2C/5C > 3CC > 623C, 623C > jump > dj.B > AT<br />
|simput=<br />
|note= the double ladder combo, can also be IH'D when in max.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, Max mode<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= *2AA > (5B) > 2B > 2C/5C > 3CC > 623C > j.[C] > IH j.B > land 5B > 623C > j.A[B] > dj.[C]<br />
|simput=<br />
|note= an ih route that leads to KD route with good damage on top of that<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=6[C] starter, grounded opponent<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= *6[C], 2A > 5B > j.A[B] > dj.[C] (land 6C > 22A/dash 6C > 22A)<br />
|simput=<br />
|note= a combo from 6[C] that leads to knockdown.<br />
}}<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=Fhisui5A.png<br />
|caption=<br />
|name=5A<br />
|input=<br />
|linkname=5A<br />
|data=<br />
{{AttackData-MB <br />
|damage=300<br />
|reddamage=202<br />
|proration=78% (O)<br />
|circuit=2.7%<br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=3<br />
|recovery=6<br />
|frameAdv=3<br />
|invuln=<br />
|description=A short poke. +3 on block.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=Fhisui5b.png<br />
|caption=<br />
|name=5B<br />
|input=5[B]<br />
|linkname=5B<br />
|data=<br />
{{AttackData-MB <br />
|version=5B<br />
|damage=700<br />
|reddamage=606<br />
|proration=80% (O)<br />
|circuit=6.3%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=9<br />
|active=4<br />
|recovery=12<br />
|frameAdv=-1<br />
|invuln=<br />
|description=A far ladle strike.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=5[B]<br />
|damage=1200<br />
|reddamage=808<br />
|proration=80% (O)<br />
|circuit=10.8%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=22<br />
|active=4<br />
|recovery=11<br />
|frameAdv=2<br />
|invuln=<br />
|description=Charged version wallslams on hit.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=Fhisui5c.png<br />
|image2=Fhisui5cBE.png<br />
|caption=<br />
|name=5C<br />
|input=5{C}/[C]<br />
|linkname=5C<br />
|data=<br />
{{AttackData-MB<br />
|version=5C<br />
|damage=400, 700 (1078)<br />
|reddamage=(893)<br />
|proration=100%<br />
|circuit=6.3%, 7.2% (13.5%)<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=13<br />
|active={{Tooltip | text=6| hovertext=2, 4}}<br />
|recovery=14<br />
|frameAdv=0<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=5{C}<br />
|damage=400*2, 700 (1443)<br />
|reddamage=(1167)<br />
|proration=100%<br />
|circuit=3.6%, 6.3%, 7.2% (17.1%)<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=15<br />
|active={{Tooltip | text=7~18| hovertext=1~12, 2, 4}}<br />
|recovery=14<br />
|frameAdv=0<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=5[C]<br />
|damage=400, 600, 800 (1731)<br />
|reddamage=(974)<br />
|proration=100%<br />
|circuit=3.6%, 6.3%, 7.2% (17.1%)<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=15<br />
|active={{Tooltip | text=18| hovertext=12, 2, 4}}<br />
|recovery=21<br />
|frameAdv=-7<br />
|invuln=<br />
|description=Hisui rushes in with a chair. Can be charged/half-charged to go further. Neutral on block unless fully charged.<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=Fhisui2a.png<br />
|caption=<br />
|name=2A<br />
|input=<br />
|linkname=2A<br />
|data=<br />
{{AttackData-MB <br />
|damage=300<br />
|reddamage=161<br />
|proration=75% (O)<br />
|circuit=2.7%<br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=L<br />
|startup=4<br />
|active=2<br />
|recovery=8<br />
|frameAdv=2<br />
|invuln=<br />
|description=Ladle poke. Hits low unlike other moons' 2A.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=Fhisui2b.png<br />
|caption=<br />
|name=2B<br />
|input=<br />
|linkname=2B<br />
|data=<br />
{{AttackData-MB <br />
|damage=600<br />
|reddamage=303<br />
|proration=80% (O)<br />
|circuit=5.4% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=7<br />
|active=6<br />
|recovery=9<br />
|frameAdv=0<br />
|invuln=<br />
|description=Double palm strike.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=Fhisui2c.png<br />
|caption=<br />
|name=2C<br />
|input=<br />
|linkname=2C<br />
|data=<br />
{{AttackData-MB <br />
|damage=1000<br />
|reddamage=656<br />
|proration=60% (O)<br />
|circuit=9.9% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=9<br />
|active=3<br />
|recovery=23<br />
|frameAdv=-8<br />
|invuln=<br />
|description=A sweep.<br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=Fhisui_ja.png<br />
|caption=<br />
|name=j.A<br />
|input=<br />
|linkname=j.A<br />
|data=<br />
{{AttackData-MB <br />
|damage=300<br />
|reddamage=151<br />
|proration=75% (O)<br />
|circuit=3.6%<br />
|cancel=SE, N, SP, EX, J<br />
|guard=HA<br />
|startup=5<br />
|active=4<br />
|recovery=10<br />
|frameAdv=<br />
|invuln=<br />
|description=Standard F-Moon j.A overhead.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=Fhisui_jb.png<br />
|image2=Fhisui_jbBE.png<br />
|caption=<br />
|name=j.B<br />
|input=j.[B]<br />
|linkname=j.B<br />
|data=<br />
{{AttackData-MB <br />
|version=j.B<br />
|damage=700<br />
|reddamage=404<br />
|proration=90% (O)<br />
|circuit=6.3%<br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=8<br />
|active=5<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Small water splash j.B<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=j.[B]<br />
|damage=700<br />
|reddamage=404<br />
|proration=85% (O)<br />
|circuit=6.3%<br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=16<br />
|active=6<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Charged version has much bigger hitboxes.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=Fhisui_jc.png<br />
|image2=Fhisui_jcBE.png<br />
|caption=<br />
|name=j.C<br />
|input=j.[C]<br />
|linkname=j.C<br />
|data=<br />
{{AttackData-MB <br />
|version=j.C<br />
|damage=1000<br />
|reddamage=454<br />
|proration=90% (M)<br />
|circuit=9.9%<br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=10<br />
|active=4<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Hisui pulls out a lamp from nowhere.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=j.[C]<br />
|damage=1100<br />
|reddamage=606<br />
|proration=95% (O)<br />
|circuit=9.0%<br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=23<br />
|active=4<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Charged version knocks down airborne opponents.<br />
}}<br />
}}<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">4B</span> =====<br />
{{MoveData<br />
|image=Fhisui4b.png<br />
|caption=<br />
|name=4B<br />
|input=4[B]<br />
|linkname=4B<br />
|data=<br />
{{AttackData-MB <br />
|version=4B<br />
|damage=100<br />
|reddamage=101<br />
|proration=100%<br />
|circuit=5.4%, 4.5% (9.9%)<br />
|cancel=<br />
|guard=U<br>(Whiffs vs Crouch.)<br />
|startup=16<br />
|active={{Tooltip | text=4| hovertext=1, 3. The box that triggers meter drain is active for 3 frames after this attack's actual hit.}}<br />
|recovery=17<br />
|frameAdv= <br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=4[B] (Max)<br />
|damage=100<br />
|reddamage=101<br />
|proration=100%<br />
|circuit=5.4%, 4.5%*5 (27.9%)<br />
|cancel=<br />
|guard=U<br>(Whiffs vs Crouch.)<br />
|startup=16 <br />
|active=4 (13) 3 (13) 3 (13) 3 (13) 3<br />
|recovery=17<br />
|frameAdv= <br />
|invuln=<br />
|description=The watering can. Has a massive deadzone in front of Hisui. It only hits where the water hits the ground. On contact, the opponent will lose around 12% meter. Holding this attack will make the meter drain effect happen up to 5 times. Inflicts untechable knockdown unless the opponent is crouching.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">3C</span> =====<br />
{{MoveData<br />
|image=Fhisui3c.png<br />
|image2=Fhisui3c2.png<br />
|caption=3C<br />
|caption2=3CC<br />
|name=3C<br />
|input=3C~3C<br />
|linkname=3C<br />
|data=<br />
{{AttackData-MB <br />
|version=3C<br />
|damage=1000<br />
|reddamage=707<br />
|proration=65% (O)<br />
|circuit=9.0%<br />
|cancel=SP, -CH-, EX, (J)<br />
|guard=LH<br />
|startup=15<br />
|active=5<br />
|recovery=16<br />
|frameAdv=-3<br />
|invuln=Clash 15-19<br />
|description=An upward ladle strike with a clash box on top.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=3C~3C<br />
|damage=1000<br />
|reddamage=707<br />
|proration=70% (O)<br />
|circuit=9.0%<br />
|cancel=SP, -EX-, (J)<br />
|guard=LH<br />
|startup=10<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Followup strike.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=Fhisui6c.png<br />
|caption=<br />
|name=6C<br />
|input=6[C]<br />
|linkname=6C<br />
|data=<br />
{{AttackData-MB<br />
|version=6C <br />
|damage=1200<br />
|reddamage=808<br />
|proration=80% (O)<br />
|circuit=9.0%<br />
|cancel=SP, EX<br />
|guard=LH<br />
|startup=19<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Downward pan strike. Untechable knockdown on hit.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=6[C]<br />
|damage=1000<br />
|reddamage=505<br />
|proration=45% (O)<br />
|circuit=9.0%<br />
|cancel=<br />
|guard=H<br />
|startup=28<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-9<br />
|invuln=<br />
|description=Charged version is an overhead and ground bounces on hit.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.6B</span> =====<br />
{{MoveData<br />
|image=Fhisui_j6b.png<br />
|caption=<br />
|name=j.6B<br />
|input=<br />
|linkname=j.6B<br />
|data=<br />
{{AttackData-MB <br />
|damage=750<br />
|reddamage=404<br />
|proration=70% (O) <br />
|circuit=6.75%<br />
|cancel=<br />
|guard=LHA<br />
|startup=25<br />
|active=6<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Hisui creates a small cloud of dust that takes some time before becoming active. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.2C</span> =====<br />
{{MoveData<br />
|image=Fhisui_j2c.png<br />
|caption=<br />
|name=j.2C<br />
|input=<br />
|linkname=j.2C<br />
|data=<br />
{{AttackData-MB <br />
|damage=600<br />
|reddamage=303<br />
|proration=100%<br />
|circuit=4.5%<br />
|cancel=<br />
|guard=LHA<br />
|startup=15<br />
|active={{Tooltip | text=X| hovertext=Until landing.}}<br />
|recovery={{Tooltip | text=4| hovertext=Landing recovery.}}<br />
|frameAdv=8 (TK)<br />
|invuln=<br />
|description=Hisui dives in. Hits mid.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MBCHisuiThrow.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=6/4A+D<br />
|data= <br />
{{AttackData-MB <br />
|damage=1000<br />
|reddamage=505<br />
|proration=100% <br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=<br />
|description=Hisui grabs and headbutts the opponent. Untechable knockdown.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MBCHisuiThrowAir.png<br />
|caption=<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.6/4A+D<br />
|data= <br />
{{AttackData-MB <br />
|damage=1600 (Raw)/1200<br />
|reddamage=489<br />
|proration=30% <br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Hisui takes the opponent to the ground with her. Results in a sideswitch. Ground techable if done as a combo ender.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Counter</span> =====<br />
{{MoveData<br />
|image=MBHHisuiSC.png<br />
|image2=MBHHisuiSCAir.png<br />
|caption=<br />
|name=Shield Counter<br />
|linkname=Shield Counter<br />
|input=236D after a successful Shield (Air OK)<br />
|data= <br />
{{AttackData-MB <br />
|version=Ground<br />
|damage=500 (345)<br />
|reddamage=202<br />
|proration=50%<br />
|circuit=4.5%<br />
|cancel=(SP), (EX), (J)<br />
|guard=LHA<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=<br />
|description=Same animation as 3C.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=500 (345)<br />
|reddamage=202<br />
|proration=50%<br />
|circuit=4.5%<br />
|cancel=<br />
|guard=HA<br />
|startup=9<br />
|active=4<br />
|recovery=<br />
|frameAdv=<br />
|invuln= <br />
|description=Same animation as C-Moon j.B.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MBCHisui214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Bunker<br />
|damage=500 <br />
|reddamage=202 <br />
|proration=50% <br />
|circuit=0.0%<br>(-50.0% in blockstun)<br />
|cancel=<br />
|guard=LHA <br />
|startup=26<br />
|active=4 <br />
|recovery=19<br />
|frameAdv=-5 <br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=202<br />
|proration=50%<br />
|circuit=0.0%/-50.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=Performs her C/H-Moon 5B as a shield bunker.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Blood Heat</span> =====<br />
{{MoveData<br />
|image=MBCHisuiHeat.png<br />
|caption=<br />
|name=Blood Heat<br />
|linkname=Blood Heat<br />
|input=A+B+C during MAX<br />
|data= <br />
{{AttackData-MB <br />
|damage=100<br />
|reddamage=0<br />
|proration=100% <br />
|circuit=uses all<br />
|cancel=<br />
|guard=U<br />
|startup=16<br />
|active=7<br />
|recovery=25<br />
|frameAdv=<br />
|invuln=Full 1-22<br />
|description=Hisui leans back and activates Blood Heat.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MBCHisuiCSpark.png<br />
|image2=MBCHisuiCSparkAir.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=A+B+C during hitstun/blockstun at MAX<br />
|caption=<br />
|data= <br />
{{AttackData-MB<br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
=== Special Moves ===<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=Fhisui236AB.png<br />
|image2=Fhisui236AB~A.png<br />
|image3=Fhisui236AB~B.png<br />
|image4=MBCHisui236C.png<br />
|caption=A/B<br />
|caption2=~236A<br />
|caption3=~236B/C<br />
|caption4=EX<br />
|name=This ladle is solid.<br />
|input=236A/B/C<br>(236A/B~236A/B/C)<br />
|linkname=236X<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=320*6 (1770)<br />
|reddamage=(556)<br />
|proration=100%<br />
|circuit=1.8%*6 (10.8%)<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=9<br />
|active={{Tooltip | text=22| hovertext=6 hits.}}<br />
|recovery=10<br />
|frameAdv=-2<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=250*9 (1965)<br />
|reddamage=(791)<br />
|proration=100%<br />
|circuit=1.08%*9 (9.72%)<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=13<br />
|active={{Tooltip | text=33| hovertext=9 hits.}}<br />
|recovery=4<br />
|frameAdv=4<br />
|invuln=<br />
|description=*Ora ora with ladles. Stuff Fu!<br />
<u>'''A:'''</u> Hits 6 times. <br><br />
<u>'''B:'''</u> Hits 9 times.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~236A<br />
|damage=600<br />
|reddamage=40<br />
|proration=100%<br />
|circuit=3.6%<br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=9<br />
|active=3<br />
|recovery=19<br />
|frameAdv=-4<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~236B/C<br />
|damage=600<br />
|reddamage=404<br />
|proration=50% (O)<br />
|circuit=3.6%<br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=7<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-8<br />
|invuln=<br />
|description=*Follow-ups to her 236X series. Only works from the grounded version.<br />
<u>'''A:'''</u> Knocks down.<br><br />
<u>'''B/C:'''</u> Launches with a spatula. Jump cancelable. If input with C, this is what you get.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=200*12, 600 (2358)<br />
|reddamage=(1747)<br />
|proration=100%, 75% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=2+6<br />
|active={{Tooltip | text=44| hovertext=12 hits.}} (7) 4<br />
|recovery=24<br />
|frameAdv=-16<br />
|invuln=Full 1-5<br />
|description=Hits 12 times, and then ends with an uppercut that is fully untechable.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=Fhisui623a.png<br />
|image2=Fhisui623b.png<br />
|image3=Fhisui623c.png<br />
|caption=<br />
|name=It is dangerous on the ceiling.<br />
|input=623A/B/C<br />
|linkname=623X<br />
|data=<br />
{{AttackData-MB <br />
|version=A<br />
|damage=1000<br />
|reddamage=808<br />
|proration=70% (O)<br />
|circuit=9.0%<br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=8<br />
|active=7<br />
|recovery=17<br />
|frameAdv=-6<br />
|invuln=High 1-7<br />
|description=An anti-air pan strike with upper body invincibility during startup. Jump cancelable.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=1000<br />
|reddamage=808<br />
|proration=75% (O)<br />
|circuit=9.0%<br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=11<br />
|active=16<br />
|recovery=9<br />
|frameAdv=-7<br />
|invuln=<br />
|description=Hisui uses a broom instead. No upper body invuln.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=2500<br />
|reddamage=2020<br />
|proration=75% (O)<br />
|circuit=-100.0%<br />
|cancel=(J)<br />
|guard=LH<br />
|startup=4+4<br />
|active=8<br />
|recovery=15<br />
|frameAdv=-5<br />
|invuln=Strike 1-7<br />
|description=The ladder. Wallslams on hit.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=Fhisui214x.png<br />
|caption=<br />
|name=That is dangerous.<br />
|input=214A/B/C<br>(214A/B~1/2/3/6)<br />
|linkname=214X<br />
|data=<br />
{{AttackData-MB <br />
|version=A<br />
|damage={{Tooltip | text=500 ~ 1000*| hovertext=Book: 500 &#010;Tray: 700 &#010;Hanger: 800&#010;Lamp: 900 &#010;Pot/Vase: 1000}}<br />
|reddamage={{Tooltip | text=202 ~ 606*| hovertext=Hanger: 202 &#010;Book: 252 &#010;Pot: 303 &#010;Lamp: 404&#010;Tray: 555 &#010;Vase: 606}}<br />
|proration={{Tooltip | text=80% ~ 100%*| hovertext=Pot/Vase: 80% &#010;Lamp: 90% &#010;Tray/Hanger/Book: 100%}} (O)<br />
|circuit=2.52%<br />
|cancel=<br />
|guard=LHA<br />
|startup=14<br />
|active=X<br />
|recovery=33<br />
|frameAdv={{Tooltip | text=-8 ~ -12*| hovertext=Book/Tray: -8 &#010;Hanger/Lamp/Vase: -10 &#010;Pot: -12}}<br />
|invuln=<br />
|description=* Hisui randomly throws stuff at her opponent. The player can control which projectile is thrown by immediately holding the corresponding direction after the initial input. If this counter-hits in the air, run in and follow up with your favorite combo.<br />
** 0 - Random<br />
** 1 - A very slow lamp that flies straight.<br />
** 2 - A pot that that arcs upwards at a high angle. Good for counter-hits against air.<br />
** 3 - A vase that flies upwards slightly, but hits the floor about midscreen.<br />
** 6 - A book that goes about five feet before hitting the floor.<br />
** You can also get a coat hanger or a tray on random.<br />
** Tray is her fastest horizontal projectile. Half-moon Hisui gets tray only from her 214A.<br />
** Coat hanger moves slower than the tray but faster then the lamp.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage={{Tooltip | text=Random*| hovertext=Book: 500 &#010;Tray: 700 &#010;Hanger: 800&#010;Lamp: 900 &#010;Pot/Vase: 1000}}<br />
|reddamage={{Tooltip | text=Random*| hovertext=Hanger: 202 &#010;Book: 252 &#010;Pot: 303 &#010;Lamp: 404&#010;Tray: 555 &#010;Vase: 606}}<br />
|proration={{Tooltip | text=Random*| hovertext=Pot/Vase: 80% &#010;Lamp: 90% &#010;Tray/Hanger/Book: 100%}} (O)<br />
|circuit=2.52%*N<br />
|cancel=<br />
|guard=LHA<br />
|startup=23<br />
|active=X<br />
|recovery=32<br />
|frameAdv=Random<br />
|invuln=<br />
|description=* Hisui throws 1-2 of the same projectiles as the A version at the cost of a longer start-up time. Can be used at the end of blockstrings if you're lazy. Causes a ton of stun if two of the projectiles hit at the same time.<br />
** 0 - Random<br />
** 1 - Pot & Book<br />
** 2 - Vase & Lamp<br />
** 3 - Vase & Hanger<br />
** 6 - Tray & Book<br />
** Sometimes on random you'll just get book.<br />
}}<br />
{{AttackData-MB <br />
|header=EX<br />
|version=EX<br />
|damage={{Tooltip | text=Random*| hovertext=Book: 500 &#010;Tray: 700 &#010;Hanger: 800&#010;Lamp: 900 &#010;Pot/Vase: 1000}}<br />
|reddamage={{Tooltip | text=Random*| hovertext=Hanger: 202 &#010;Book: 252 &#010;Pot: 303 &#010;Lamp: 404&#010;Tray: 555 &#010;Vase: 606}}<br />
|proration={{Tooltip | text=Random*| hovertext=Pot/Vase: 80% &#010;Lamp: 90% &#010;Tray/Hanger/Book: 100%}} (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8+8<br />
|active=X<br />
|recovery=33<br />
|frameAdv=Random<br />
|invuln=Full 1-3, Low 4-15<br />
|description=Hisui will throw random projectiles. it is low invuln.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">22X</span> =====<br />
{{MoveData<br />
|image=Fhisui22a.png<br />
|image2=Fhisui22b.png<br />
|image3=Fhisui22c.png<br />
|caption=<br />
|name=Please sit down.<br>(EX: For Akiha-sama's use.)<br />
|input=22A/B/C<br />
|linkname=22X<br />
|data=<br />
{{AttackData-MB <br />
|version=A<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit={{Tooltip | text=1.8%| hovertext=On Clash.}}<br />
|cancel=<br />
|guard=<br />
|startup=35<br />
|active={{Tooltip | text=360| hovertext=Clash box's active frames.}}<br />
|recovery={{Tooltip | text=41| hovertext=Full animation.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=* Hisui pulls out a chair that acts as a lingering clash box. All chairs have a collision box, meaning the opponent can't go through them like with H-Hisui 22C. Only one chair can be up at a time.<br />
<br />
Places a wooden chair. Clashes once then breaks.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit={{Tooltip | text=1.8%| hovertext=On Clash.}}<br />
|cancel=<br />
|guard=<br />
|startup=42<br />
|active={{Tooltip | text=243| hovertext=Clash box's active frames.}}<br />
|recovery={{Tooltip | text=50| hovertext=Full animation.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Small, foward-moving wheeled chair. On clash, this will be reflected and will clash with Hisui's own attacks once before breaking.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=<br />
|startup=17+41<br />
|active={{Tooltip | text=400| hovertext=Clash box's active frames.}}<br />
|recovery={{Tooltip | text=17+47| hovertext=Full animation.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=The throne. Clashes twice before breaking.<br />
}}<br />
}}<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=Fhisui_j236AB.png<br />
|image2=Fhisui_j236c.png<br />
|caption=<br />
|name=This ladle is solid. (Air)<br />
|input=j.236A/B/C<br />
|linkname=j.236X<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=250*8 (1778)<br />
|reddamage=(859)<br />
|proration=100%<br />
|circuit=1.35%*8 (10.8%)<br />
|cancel=EX<br />
|guard=LHA<br />
|startup=9<br />
|active={{Tooltip | text=16| hovertext=8 hits. 2 x8}}<br />
|recovery={{Tooltip | text=0| hovertext=Instantly recovers on landing.}}<br />
|frameAdv=10 (TK)<br />
|invuln=<br />
|description=*Air ladle jabs. These don't have follow-ups like the ground version.<br />
Hits 8 times.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=250*12 (2479)<br />
|reddamage=(1197)<br />
|proration=100%<br />
|circuit=1.35%*12 (16.2%)<br />
|cancel=EX<br />
|guard=LHA<br />
|startup=13<br />
|active={{Tooltip | text=24| hovertext=12 hits. 2 x12}}<br />
|recovery={{Tooltip | text=0| hovertext=Instantly recovers on landing.}}<br />
|frameAdv=10 (TK)<br />
|invuln=<br />
|description=Hits 12 times.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=250*N<br />
|reddamage=181*N<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=3+4<br />
|active=X<br />
|recovery={{Tooltip | text=0| hovertext=Instantly recovers on landing.}}<br />
|frameAdv=10 (TK)<br />
|invuln=Full 1-6<br />
|description=Keeps hitting until it reaches the ground.<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=Fhisuiad.png<br />
|image2=Fhisuiaad.png<br />
|caption=Uncharged<br />
|caption2=Fully Charged<br />
|name=Dark Jade Fist<br />
|linkname=Arc Drive<br />
|input=41236C/[C] during MAX/Heat<br />
|data=<br />
{{AttackData-MB <br />
|version=(Min. Charge)<br />
|damage=1000*3 (2629)<br />
|reddamage=(2656)<br />
|proration=90% (M)*3<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LH<br />
|startup=3+1+2<br />
|active=X<br />
|recovery=25<br />
|frameAdv=27<br />
|invuln=Full 1-24<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=(Max. Charge)<br />
|damage=800*8 (4668)<br />
|reddamage=(3498)<br />
|proration=95% (M)*8<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LH<br />
|startup=3+378+379<br />
|active=X<br />
|recovery=25<br />
|frameAdv=92<br />
|invuln=Full 1-3, 375-398<br />
|description=Hisui charges up and delivers a dashing blow through the opponent. Leaves standing if done close, but launches if it hits at round start distance.<br />
}}<br />
}}<br />
<br />
=== Another Arc Drive ===<br />
{{MoveData<br />
|image=Fhisuiaad.png<br />
|caption=<br />
|name=Great Dark Jade Fist<br />
|linkname=Another Arc Drive<br />
|input=41236C during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=800*8 (4668)<br />
|reddamage=(3496)<br />
|proration=95% (M)*8<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LH<br />
|startup=2+1+2<br />
|active=X<br />
|recovery=22<br />
|frameAdv=95<br />
|invuln=Full 1-25<br />
|description=Same as above, except it's automatically fully charged, has an extended hitbox, and cannot be delayed or turned around.<br />
}}<br />
}}<br />
<br />
=== Last Arc ===<br />
{{MoveData<br />
|image=MBCHisuiLA.png<br />
|caption=<br />
|name=Fake Reality Marble - Round and Round Hisui World<br />
|linkname=Last Arc<br />
|input=Grounded EX Shield during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=3000 (1500 ~ 3000)<br />
|reddamage=(1262 ~ 2323)<br />
|proration=50% + 50% * remaining BH time <br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=4+2<br />
|active=2<br />
|recovery=54<br />
|frameAdv=<br />
|invuln=Full 1-52<br />
|description=Brainwasher Detective Hisui. It does somewhat low damage, but reverses the controls of the opponent for ten seconds and causes break for a staggering twenty seconds. The lower Hisui's meter, the worse the proration is.<br />
}}<br />
}}<br />
<br />
<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Hisui]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=269708Melty Blood/MBAACC/Roa/Full Moon2023-07-22T08:59:54Z<p>EikaMikiku: /* Last Arc */</p>
<hr />
<div>{{TOClimit|3}}<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=f&p1char=roa F-Roa Match Video Database]<br><br />
[https://drunkardshade.com/2015/07/28/melty-bits-f-roa-2/ Melty Bits: F-Roa]<br><br />
[https://www.youtube.com/watch?v=LPjAiGnoC64&feature=youtu.be F-Roa Basics] by TexasTim <br><br />
[https://www.youtube.com/watch?v=1n2crRmrDtY F-Roa Sandori Okizeme] by Irysa<br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name!! width="80"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
|-<br />
| [http://mbaacc.melty.games/?page=2&p1moon=f&p1char=roa&p1name=anjin+%28%E3%81%82%E3%82%93%E3%81%98%E3%82%93%29 anjin]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color01.png|Color|75px]] <br />
| Japan || A-cho || Inactive || A player with a tendency to go for more stylish options, often going for tech trap combos.<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=f&p1char=roa&p1name=nouburu%20(%E3%83%8E%E3%83%BC%E3%83%96%E3%83%AB) nouburu]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color07.png|Color|75px]] <br />
| Japan || A-cho || Inactive || A solid F-Roa player who makes smart use of his buttons and mobility to keep the opponent locked down.<br />
|-<br />
|}<br />
<br />
== Overview ==<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
[[File:MBAACC_Roa_Face.png]] '''F-Roa''' is a basic character with a fairly balanced toolkit.<br />
|pros=<br />
*'''Agile''': His dash and airdashes are very quick, allowing you to reposition yourself the way you'd like in a flash. His dash IAD, notably, can go nearly full screen in less than a second if done right. <br />
*'''BIG Hitter''': His okizeme BNB deals a good amount of damage, and his damage BNB paired with a jump in can get very close to 6k. Using Arc Drive in his combos will lead to even more absurd damage. Two to three mixups is more than enough to get a round off a large portion of the cast.<br />
*'''Mixup Potential''': Everytime he gets a knockdown he can set up a mixup situation, either from a sandoori situation in the midscreen, or a safejump with a lot of branching mixup paths in the corner. Refer to TexasTim and Irysa's guide<br />
*'''Straightforward''': He has a simple gameplan, simple specials, simple plus frame normals, simple pressure, simple okizeme, simple execution combos, etc. Learn F-Roa's most optimal techs in 30 minutes or your money back, guaranteed.<br />
|cons=<br />
*'''Linear Pressure''': You're gonna be struggling a little bit to open up an enemy if they respect you. F-Roa lacks the ways to mixup an opponent that is blocking low, as he lacks a grounded overhead or a jump cancellable on block normal. Get used to throwing if your frametraps and staggers aren't opening them up. <br />
*'''Straightforward to a Fault''': Being a very simple character, it can be hard to be unpredictable or have a varied gameplan. <br />
*'''High Startup on Dash''': Although his dash is fast once it gets going, the high startup on it makes it difficult to make quick adjustments to positioning.<br />
|tablewidth=80<br />
}}<br />
<br />
== General Gameplan ==<br />
F-Roa is a basic character with basic tools. It's both a boon and a bane. It's easy for a decent player to perform well with him, but he only has so many tools to work with and can be easy to read if you're not creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent.<br />
<br />
=== Neutral ===<br />
His movement and specials are key. You can control space, namely with j.[C], 214A/B, j.236A/B and 2B. For air to air situations, you have a strong j.A, plus j.B which has nice range. F-Roa can also opt to rush down the opponent with airdashes and fast buttons; dashing forward before jumping extends his airdash momentum enough for him to traverse the entire screen with it. Otherwise, keeping the opponent jailed with 214A/B and aerial buttons is not a bad idea, but contains inherent risks if they make it past you. Basically, F-Roa has four special moves and you can try mixing up approaches and ways of playing just using those and his buttons, but he's not exactly amazing at anything.<br />
<br />
=== Pressure/Okizeme ===<br />
F-Roa's pressure is very stagger heavy, with plus buttons (2A, 5B, 2B) that have a good cancel window, 214A and 236B which are 0 on block, a 236[B] which resets your pressure if your opponent respects you, and an extremely fast redash. Use these tools in blockstrings and mix it up. You can start to use the 236[B] for better mix ups, but do so at your own risk, as mashing beats it cleanly. His j.[C] also has massive disjoint which, paired with the ability to half charge, can make a scary situation where you either do j.{C} and hit them with an overhead, or fully charge j.[C], which doesn't come out due to Roa landing, and then hit them with a low or throw. This is especially scary, considering the lack of a charge flash visual or audio cue on j.[C].<br />
<br />
F-Roa's okizeme can be scary, as you can get a mixup pretty much anywhere from your BnB. If you use meter for 236C, you can enforce a mixup between same side overhead/low, crossup overhead/low, or throw, the latter being a good option as F-Roa can combo from his throw in the corner for 3k damage.<br />
<br />
=== Defense ===<br />
F-Roa has a serviceable defensive toolkit with some unique tools at his disposal. 2A is a classic abare tool, aided by it's 3F startup. 623B is an ok DP with an ender that sets up a meaty. 623C has 2+0f startup, allowing it to beat non F moon safejumps and his 214C blows up a lot of otherwise safe okizeme, like Hime pillar oki. j.236C will also beat many things when used as a cancel. His Heat activation box is good, but on the flipside, you can't IH anything except 236A. He mostly has to stick to solid defensive fundamentals: be patient, keep EX guarding, and wait for an appropriate time to jump out or punish your opponent overcommitting.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
<br />
=== Normal Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage= 3897<br />
|metergen= 56.8%<br />
|metero= 18.9%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A, 6C > 214A<br />
|simput=<br />
|note= Basic BnB oki combo. Allows OTG followup anywhere.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage= 4333<br />
|metergen= 64.9%<br />
|metero= 21.6%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A, 6C > 623A/B/C <br />
|simput=<br />
|note= Hard knockdown combo with 623X.<br><br />
Allows for meaty B and C normals and IAD pressure to start, but no slide oki.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage= 5242<br />
|metergen= 74.8%<br />
|metero= 24.9%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A, 6C > j.BC > dj.BC > AT/j.236C<br />
|simput=<br />
|note=Your main damage BnB.<br><br />
If you use too many 2A, or hit any of the B normals at tip range, 214A might whiff.<br>In that case you can either do only one hit of 5C or use 214B instead.<br><br />
The j.236C ender adds about 200 damage. Midscreen, it lets the opponent air tech and doesn't lead to anything. In the corner, however....<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Raw Airthrow starter<br />
|character=<br />
|damage= 3097<br />
|metergen= 42.3%<br />
|metero= 14.1%<br />
|link=<br />
|input= *gAT, 2B > 6C > j.BC > dj.BC AT<br />
|simput=<br />
|note= Universal airthrow combo.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Counterhit starter, airborne opponent<br />
|character=<br />
|damage= 3865<br />
|metergen= 51.3%<br />
|metero= 17.1%<br />
|link=<br />
|input= *Any counterhit (except multihit specials and 214A/B), 2C > 6C (> j.BC > dj.BC > AT) OR (> 214A)<br />
|simput=<br />
|note= This is the most practical conversion. Allows for damage or oki. But if you want even more damage....<br><br />
Damage and meter gain calculated off a j.C counterhit with AT ender.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Counterhit starter, airborne opponent<br />
|character=<br />
|damage= 4523<br />
|metergen= 40.2%<br />
|metero= 13.4%<br />
|link=<br />
|input= *Any counterhit (except multihit specials and 214A/B), 5B > j.BC > dj.BC > AT<br />
|simput=<br />
|note= This is the most damaging conversion. The damage gain skyrockets off certain counterhits, such as j.C. If you time 5B to hit when the opponent is as close to the ground as possible, you can do j.B[C] > dj.BC > AT for a small damage boost.<br><br />
The reason why you don't do this everytime is that it can be hard to land in certain situations, and sacrifices all your possible oki for damage<br><br />
(unless you do 5B > 6C > 214A, but at that point the damage gain is miniscule and 6C needs delay on certain chars, also 214A might whiff in the corner, well you get the idea.<br><br />
Damage and meter gain calculated off a j.C counterhit.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Counterhit 214A/B starter, grounded opponent<br />
|character=<br />
|damage= 3831<br />
|metergen= 53.1%<br />
|metero= 17.7%<br />
|link=<br />
|input= *CH 214A/B, 2C > 6C (> j.BC > dj.BC > AT) OR (> 214A)<br />
|simput=<br />
|note= Same as the usual conversion, except the damage boost from 5B is 200 damage at best with j.B[C], so doing this conversion is recommended.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Counterhit 236A starter, grounded opponent<br />
|character=<br />
|damage= 5599<br />
|metergen= 53.1%<br />
|metero= 17.7%<br />
|link=<br />
|input= *CH 236A > IAD j.C > 5B > 2B > 5C > 6C > 214A(, sj9.BC > dj.BC > AT) OR (, 6C > 214A) <br />
|simput=<br />
|note= Extremely rare 236A ground counter hit, pretty difficult to pull of and even more difficult to react to a 236A counterhit midgame.<br><br />
This is here only to show that this is possible, use at your own discretion. However there is exists a relatively practical use for this, and that is shield! If you shield something punishable with a counterhit, you can do this as your shield combo!<br><br />
Still it requires not only shielding, but shielding a specific move, and then pulling off a difficult combo.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Shield counter starter<br />
|character=<br />
|damage= 2884<br />
|metergen= 53.1%<br />
|metero= 16.2%<br />
|link=<br />
|input= *5D > 236D (Air OK), 2C > 6C (> j.BC > dj.BC > AT) OR (> 214A)<br />
|simput=<br />
|note= Your universal shield counter combo. Don't even think of trying 5B on this one, it gives less damage.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Shield counter starter, Nero only<br />
|character=<br />
|damage= 3593<br />
|metergen= 99.1%<br />
|metero= 31.3%<br />
|link=<br />
|input= *5D > 236D, 2C, slight delay (2A > 2C)x4 > delay 6C > j.B[C] > dj.BC > AT<br />
|simput=<br />
|note= Nero exclusive shield counter combo. Great reward for the effort.<br> The higher the opponent was when hit by 236D, the more you need to delay the first 2C. You should aim to make it land in the later active frames, allowing you to recover and link 2A in time. If you don't delay it enough, the opponent may be too high after the first loop, and the second loop's 2C will whiff, so you'll have to adapt on the fly and delay that. It's easier than it sounds.<br> Is possible on other chars, but requires perfect 2C timing and delaying other buttons, and the reward is not worth the effort.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Counterhit 236B starter, grounded opponent<br />
|character=<br />
|damage= 5599<br />
|metergen= 53.1%<br />
|metero= 17.7%<br />
|link=<br />
|input= *CH 236B (>IAD j.C) > 5B > 2B > 5C(only one hit if IAD j.C omitted) > 6C > 214A(, sj9.BC > dj.BC > AT) OR (, 6C > 214A) <br />
|simput=<br />
|note= Virtually the same as the CH 236A combo, except you can omit the IAD j.C if it's too hard and link straight into 5B, but in that case you'll have to do only one hit of 5C or 214A will whiff.<br>236B counter hit happens a lot more than 236A, so this is practical.<br />
}}<br />
}}<br />
<br />
=== Metered Combos ===<br />
To start off, you should know that F-Roa doesn't really have any combos that can only be done with meter, except for arc drive combos. Your main tool for metered combos is 236C, which can be used after every 214 knockdown in combos to either extend an oki combo for more damage and save that oki, to corner carry from the other end of the stage, to setup mixups, you get it.<br>However, 214X > 236C makes the EX cancel proration kick in which hurts the damage more the longer your combo after 236C is. To mitigate that, do 5C(1) > 6C > 214A, dl 236C instead. This will net more damage overall and especially in AD and MAX combos. It will fail to combo if you have too many normals (up to two 2A's work/j.X > B normals work), or if you are too far.<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character= <br />
|damage= 4820<br />
|metergen= -55.8%<br />
|metero= 29.8%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A, 6C > 214A, 236C, (66) > 2C > 6C > 214A <br />
|simput=<br />
|note= This is the basic oki BnB, extended with the use of 236C.<br>Depending on the distance to the other side of stage, you may need to adjust your followup. If you are too far for 2C to hit, you may use the second hit of 5C as the dash momentum will carry it very far. If it still wouldn't reach, you can 214B, or you can 66 IAD j.C > dj.BC > AT.<br>If you are doing this in the corner, it will sideswitch. After that some characters may require a walk forward after 236C, notably Aoko. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character= <br />
|damage= 5340<br />
|metergen= -34.7%<br />
|metero= 35.8%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A, 6C > 214A, 236C, 66 > 2C > 6C > j.BC > dj.BC > AT<br />
|simput=<br />
|note= The same combo, but with the damage route. Does a little bit more damage than the meterless BnB, so only worth going into if you want to dump meter, or corner carry.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, MAX mode<br />
|character= <br />
|damage= 6119<br />
|metergen= -all<br />
|metero= 24%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > IH, 5C > 6C > 214A, 6C > 214A > AD<br />
|simput=<br />
|note= Easy IH combo.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, Blood heat<br />
|character= <br />
|damage= 7915<br />
|metergen= -265.7%<br />
|metero= 31.8%<br />
|link= <br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A > dl 236C > (66)2C > AAD, 2C > dl 6C > j.B[C] > dj.BC > AT<br />
|simput=<br />
|note= AAD Combo. Due to AAD not hitting OTG, this is the close to optimal AAD route.<br />
}}<br />
}}<br />
<br />
=== The 214C tech trap ===<br />
This tech trap requires you to have at least 100 meter.<br><br />
The lightning pattern is random so sometimes the opponent might just get out. 214C hits vertically, but it does have a limit to height.<br><br />
It is air unblockable and unshieldable, and has 54 active frames.<br><br />
It works best in the corner as the opponent won't have a lot of room to try an escape. You can attempt it midscreen, but that requires a good read on where your opponent will tech and if you miss, prepare to die.<br><br />
214C deals around 2000 damage. Even if the opponent doesn't tech this will stack about 300 damage to your combo.<br />
<br />
There is a way for the opponent to tech in the air, and be safe. You have to neutral air tech super close to ground. Then you will be able to land and block.<br><br />
However, it is hard to do. And if F-Roa goes for the 2 options listed below, it doesn't matter, as either 214C will hit them while falling, or 2A will catch them before they can reach that air tech.<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 200% meter<br />
|character= <br />
|damage= 5033 + 2000<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= *2AA > 5B > 2B > 5C > 6C > 214A, 6C > j.BC > dj.BC > j.236B, land 214C<br />
|simput=<br />
|note=The tech catch.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character= <br />
|damage= Invalid 5712 <br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= *2AA > 5B > 2B > 5C > 6C > 214A, 6C > j.BC > dj.BC > j.236A, land, 2A 6C 623B<br />
|simput=<br />
|note=The tech catch feint giving HKD. You can still go for land 214C option.<br />
}}<br />
}}<br />
<br />
=== Corner throw combo ===<br />
After a throw in the corner, you have 1 frame to link a 2a. That's the gist of it. It's very difficult, but worth it if you really like F-Roa. Every throw in the corner gets you around 3k damage with AT ender, or less if you want to use the oki ender. You can also use EX moves to add more damage to the combo or setup oki.<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition= Corner throw<br />
|character= <br />
|damage= 3327<br />
|metergen= 38.7%<br />
|metero= 12.9%<br />
|link=<br />
|input= *Throw, 2A > (2C) > 6C (> j.BC > dj.BC > AT) OR (> 623X)<br />
|simput=<br />
|note= Universal throw combo. The 2C needs to be instant on most chars. If you want maximum damage when using 236C and AD, you should, as always, avoid 214A > 236C as it really hurts the proration, and instead do 2A > 236C or 2C > 236C. The link may or may not be easier on some chars, needs testing. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Corner throw<br />
|character= <br />
|damage= 1937<br />
|metergen= 17.1%<br />
|metero= 5.7%<br />
|link=<br />
|input= *Throw, 623X<br />
|simput=<br />
|note= The one you do when you can't do or don't want to the the combo above.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Corner throw, Nero only.<br />
|character= <br />
|damage= 4172<br />
|metergen= 92.7%<br />
|metero= 30.9%<br />
|link=<br />
|input= *Throw, 2A > 2C, slight delay (2A > slight delay 2C)x3, 2AA > 2C > 6C (> j.BC > dj.BC > AT) OR (> 623X)<br />
|simput=<br />
|note= Nero exclusive corner throw 2A 2C loops. Amazing DMG and meter gain. This may be possible on other chars (100% on neco) but very hard and you might be able to do the loop only once, making the effort not worth the reward.<br />
}}<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_5A.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=202<br />
|proration=75% (O)<br />
|circuit=2.7% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=LH<br />
|startup=5 <br />
|active=4 <br />
|recovery=5 <br />
|frameAdv=3 <br />
|invuln= <br />
|description=Standard standing jab. Does hit crouching opponents.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_5B.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|data= <br />
{{AttackData-MB <br />
|damage=670 <br />
|reddamage=545<br />
|proration=90% <br />
|circuit=6.03% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=9 <br />
|active=4 <br />
|recovery=10 <br />
|frameAdv=1 <br />
|invuln= <br />
|description=Hits low and moves Roa forward a bit. Mostly used in combos or frame traps off of 2A.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_5C.png<br />
|caption=<br />
|name=5C<br />
|linkname=5C<br />
|data= <br />
{{AttackData-MB<br />
|damage=400, 550 (825)<br />
|reddamage=575<br />
|proration=80% (O), 90% (M)<br />
|circuit=3.6%, 4.95% (8.55%)<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=9 <br />
|active=3 (10) 7 <br />
|recovery=14 <br />
|frameAdv=-16, -3 ~ 0<br />
|invuln= <br />
|description=2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing. If you space incorrectly, the 2nd hit of 5C will whiff, and you will question your life choices.<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ==== <br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_2A.png<br />
|caption=<br />
|name=2A<br />
|linkname=2A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=202<br />
|proration=75% (O)<br />
|circuit=2.7% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=L <br />
|startup=4 <br />
|active=4 <br />
|recovery=5 <br />
|frameAdv=3 <br />
|invuln= <br />
|description=Hits low. fast, but short ranged.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_2B.png<br />
|caption=<br />
|name=2B<br />
|linkname=2B<br />
|data= <br />
{{AttackData-MB <br />
|damage=600 <br />
|reddamage=505<br />
|proration=80% (O)<br />
|circuit=6.3% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L <br />
|startup=6 <br />
|active=4 <br />
|recovery=10 <br />
|frameAdv=1 <br />
|invuln= <br />
|description=A F-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_2C.png<br />
|caption=<br />
|name=2C<br />
|linkname=2C<br />
|data= <br />
{{AttackData-MB <br />
|damage=900 <br />
|reddamage=707<br />
|proration=55% (O)<br />
|circuit=8.1% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L <br />
|startup=9 <br />
|active=11 <br />
|recovery=13 <br />
|frameAdv=-6 <br />
|invuln= <br />
|description=A short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_jA.png<br />
|caption=<br />
|name=j.A<br />
|linkname=j.A<br />
|data= <br />
{{AttackData-MB <br />
|damage=250 <br />
|reddamage=151<br />
|proration=75% (O)<br />
|circuit=2.25% <br />
|cancel=SE, N, SP, EX, J<br />
|guard=HA<br />
|startup=6 <br />
|active=4 <br />
|recovery=10 <br />
|frameAdv=- <br />
|invuln= <br />
|description=Quick hand jab, fast with poor range, decent for a quick air-to-air.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_jB.png<br />
|caption=<br />
|name=j.B<br />
|linkname=j.B<br />
|data= <br />
{{AttackData-MB <br />
|damage=700 <br />
|reddamage=505<br />
|proration=90% <br />
|circuit=6.3% <br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=8 <br />
|active=4 <br />
|recovery=- <br />
|frameAdv=- <br />
|invuln= <br />
|description=Good range kick that hits slightly above Roa.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_jC.png<br />
|image2=MB_F_Roa_jC_Charged.png<br />
|caption=<br />
|name=j.C<br />
|linkname=j.C<br />
|input=j.[C]<br />
|data= <br />
{{AttackData-MB <br />
|version=j.C<br />
|damage=1000 <br />
|reddamage=808<br />
|proration=90% (O)<br />
|circuit=7.2% <br />
|cancel=SP, EX, J<br />
|guard=HA<br />
|startup=8 <br />
|active=6 <br />
|recovery=- <br />
|frameAdv=- <br />
|invuln= <br />
|description=Roa attempts Storm’s jump fierce. This is a great air normal, if a bit slow.<br />
}}<br />
{{AttackData-MB <br />
|version=j.[C]<br />
|damage=1300 <br />
|reddamage=1111 <br />
|proration=90% (O)<br />
|circuit=9.0% <br />
|cancel=SP, EX, J<br />
|guard=HA<br />
|startup=19 <br />
|active=8 <br />
|recovery=- <br />
|frameAdv=- <br />
|invuln= <br />
|description= F-Roa's signature move. Possesses amazing amounts of disjoint, letting it beat just about anything if angled right. Can hit crossup. There is no charge flash, making high/low half-charge mixups harder to react to.<br />
}}<br />
}}<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_6C.png<br />
|caption=<br />
|name=6C<br />
|linkname=6C<br />
|data= <br />
{{AttackData-MB <br />
|damage=1000 <br />
|reddamage=808<br />
|proration=65% (O)<br />
|circuit=9.0% <br />
|cancel=SP, EX, (J)<br />
|guard=LH<br />
|startup=12 <br />
|active=5 <br />
|recovery=16 <br />
|frameAdv=-3 <br />
|invuln= <br />
|description=Long arm strike, great range and moves forward.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_Throw.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=4/6A+D<br>(~2)<br />
|data=<br />
{{AttackData-MB<br />
|version=Neutral<br />
|damage=1000<br />
|reddamage=404<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=-<br />
|invuln=<br />
|description=Roa has a very solid ground throw. A strong tool to mix with occassionally and complement your high/low or plus on block moves, especially in the corner.<br />
<br />
*If they don't tech, you can otg into relaunch with 236C.<br />
*Techable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214A or B lightning.<br />
*If you throw the opponent right in the corner, you can pick up a guaranteed combo with either 623b (for decent oki) or 2a into a followup combo (for very good damage off of a throw)<br />
}}<br />
{{AttackData-MB<br />
|version=~2<br />
|damage=800<br />
|reddamage=404<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=<br />
|description=You can also press 2 during his throw to ground them right next to you for untechable knockdown.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_Airthrow.png<br />
|caption=<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.4/6A+D<br />
|data=<br />
{{AttackData-MB<br />
|damage=1600 (Raw)<br>1200 (Ender)<br />
|reddamage=606<br />
|proration=100%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=-<br />
|invuln=<br />
|description=OTG-able ground bounce when done raw, untechable knockdown as a combo ender.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Counter</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_SC.png<br />
|image2=MB_H_Roa_jSC.png<br />
|caption=<br />
|name=Shield Counter<br />
|input=236D after a successful Shield (Air OK)<br />
|linkname=Shield Counter<br />
|data=<br />
{{AttackData-MB<br />
|version=Standing<br />
|damage=500 (345)<br />
|reddamage=202<br />
|proration=45%<br />
|circuit=4.5%<br />
|cancel=(SP), (EX), (J)<br />
|guard=LHA<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=<br />
|description=Same animation as 5C(1).<br />
}}<br />
{{AttackData-MB<br />
|version=Aerial<br />
|damage=500 (345)<br />
|reddamage=202<br />
|proration=45%<br />
|circuit=4.5%<br />
|cancel=<br />
|guard=HA<br />
|startup=9<br />
|active=4<br />
|recovery=<br />
|frameAdv=16 (Max)<br />
|invuln=<br />
|description=Same animation as H-Moon j.B.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Bunker<br />
|damage=500 <br />
|reddamage=202<br />
|proration=100% <br />
|circuit=0.0%<br>(-50.0% in blockstun)<br />
|cancel=<br />
|guard=LHA <br />
|startup=26<br />
|active=4 <br />
|recovery=19<br />
|frameAdv=-5 <br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=202<br />
|proration=100%<br />
|circuit=0.0%/-50.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=Similar to 6C.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Blood Heat</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_ABC.png<br />
|caption=<br />
|name=Blood Heat<br />
|linkname=Blood Heat<br />
|input=A+B+C during MAX<br />
|data= <br />
{{AttackData-MB <br />
|damage=100<br />
|reddamage=0<br />
|proration=100% <br />
|circuit=uses all<br />
|cancel=<br />
|guard=U<br />
|startup=19<br />
|active=3<br />
|recovery=18<br />
|frameAdv=<br />
|invuln=Full 1-18<br />
|description=One of the larger heat activations out there.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_CSpark.png<br />
|image2=MB_C_Roa_CSpark_Air.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=A+B+C during hitstun/blockstun at MAX<br />
|caption=<br />
|data= <br />
{{AttackData-MB<br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
<br />
=== Special Moves ===<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_236A.png<br />
|image2=MB_F_Roa_236B.png<br />
|image3=MB_F_Roa_236B_BE.png<br />
|image4=MB_F_Roa_236C.png<br />
|caption=A<br />
|caption2=B<br />
|caption3=[B]<br />
|caption4=EX<br />
|name=Funeral Fire Grab <br>(EX: Burial Big Bite)<br />
|linkname=236X<br />
|input=236A/B/[B]/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1000<br />
|reddamage=808<br />
|proration=70% (O)<br />
|circuit=9.0% <br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=15<br />
|active=3<br />
|recovery=20<br />
|frameAdv=-5<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1000<br />
|reddamage=808<br />
|proration=70% (O)<br />
|circuit=9.0% <br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=21<br />
|active=3<br />
|recovery=15<br />
|frameAdv=0<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[B]<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=28| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=* An upward ground slash. All versions are air-unblockable. <br />
<br />
A and B versions can be canceled by any EX move or Arc Drive, and jump on hit.<br><br />
B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1000*2 (1677)<br />
|reddamage=(1355)<br />
|proration=70% (O), 80% (M)<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=LH<br />
|startup=4+6<br />
|active=2 (10) 3<br />
|recovery=23<br />
|frameAdv=-20, -8<br />
|invuln=<br />
|description=EX version hits twice, wall bounces, and can be combo’d after in the corner.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_623A.png<br />
|image2=MB_H_Roa_623B.png<br />
|image3=MB_H_Roa_623C.png<br />
|image4=MB_F_Roa_623X_Hit.png<br />
|caption4=Followup on hit<br />
|name=Crushing Rising Thunder<br />
|linkname=623X<br />
|input=623A/B/C <br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=400*2, 700 (1317)<br />
|reddamage=(1059)<br />
|proration=100%, 90% (O)<br />
|circuit=2.7%, 9.0%, 6.3% (18.0%)<br />
|cancel=<br />
|guard=LH<br />
|startup=5<br />
|active={{Tooltip | text=7| hovertext=4, 3}}<br />
|recovery=42<br />
|frameAdv=-31, -27<br />
|invuln=<br />
|description=*Dragon punch. Goes off the ground at a 45 degree angle. All versions have an automatic followup on hit which causes untechable knockdown.<br />
<br />
A version is air-unblockable with no invincibility.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=400*4, 700 (1926)<br />
|reddamage=(1516)<br />
|proration=100%, 90% (O)<br />
|circuit=2.7%*4, 6.3% (17.1%)<br />
|cancel=<br />
|guard=LH (1), LHA (2-4)<br />
|startup=4 <br />
|active={{Tooltip | text=12| hovertext=4, 4, 2, 2}}<br />
|recovery=46<br />
|frameAdv=-40, -36,<br>-32, -30<br />
|invuln=Full 1-5<br />
|description=B version is air-blockable after the first hit and has invincibility until after the first 2 active frames.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=350*7, 700 (2471)<br />
|reddamage=(2139)<br />
|proration=100%, 90% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=2+0<br />
|active={{Tooltip | text=25| hovertext=4 x5, 2, 3}}<br />
|recovery=44<br />
|frameAdv=-58 (min)<br />
|invuln=Full 1-4<br />
|description=EX version is fully air unblockable, with some invicibility during active frames like B version.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_214AB.png<br />
|image2=MB_F_Roa_214C.png<br />
|caption=<br />
|name=Secret Thunder Needle <br>(EX: Thunder Snake Ghostly Festival)<br />
|linkname=214X<br />
|input=214A/B/C <br />
|data=<br />
{{AttackData-MB<br />
|version=A / B<br />
|damage=1000<br />
|reddamage=808<br />
|proration=70% (O)<br />
|circuit=9.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=16<br />
|active=8<br />
|recovery=14 / 16<br />
|frameAdv=0 / -2<br />
|invuln=<br />
|description=* Lightning bolt strikes in a vertical column in front of Roa. Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
<br />
A version hits close, but not directly in front of Roa, B hits a little further out. Air blockable, and same damage between the two.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=300*N<br />
|reddamage=202*N<br />
|proration=95% (M)*N<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=3+7<br />
|active=54<br />
|recovery=40<br />
|frameAdv=-29 ~ -22<br />
|invuln=Full 1-81<br />
|description=EX version is air-unblockable, unshieldable, invincible, and punishable on block. It can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less than 2k damage.<br />
}}<br />
}}<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_j236A.png<br />
|image2=MB_H_Roa_j236B.png<br />
|image3=MB_H_Roa_j236C.png<br />
|caption=<br />
|name=Brilliant Impetus - Ghost Tail<br />
|linkname=j.236X<br />
|input=j.236A/B/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=800<br />
|reddamage=505<br />
|proration=75% (O)<br />
|circuit=7.2%<br />
|cancel=(EX), (J)<br />
|guard=LHA<br />
|startup=12<br />
|active=3<br />
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}}<br />
|frameAdv=3 (TK)<br />
|invuln=<br />
|description=* Electricity surrounds Roa in the air. All versions air-blockable with some utility as anti air. Safe on block and can be canceled before the hit by landing on the ground. Can hit on both sides allowing for cross ups. Has some sort of vacuum on block.<br />
<br />
A version gives advantage if TK’ed close to the ground. <br />
Combos into 5A if done as low as possible to the ground, or alternatively, 623X, if done a bit higher than 5A height. <br />
<br />
A and B versions also retain air options on hit.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=700*3 (1579)<br />
|reddamage=(910)<br />
|proration=75% (O)<br />
|circuit=6.3%*3 (18.9%)<br />
|cancel=EX, J<br />
|guard=LHA<br />
|startup=15<br />
|active=3 (3) 3 (3) 3<br />
|recovery={{Tooltip | text=9| hovertext=Landing recovery.}}<br />
|frameAdv=-1 (TK)<br />
|invuln=<br />
|description=B versions hits three times. Also retains air options on hit.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=400*6 (1591)<br />
|reddamage=(1204)<br />
|proration=75% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=3+11<br />
|active={{Tooltip | text=12| hovertext=2 x6}}<br />
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}}<br />
|frameAdv=5 (TK)<br />
|invuln=Full 1-25<br />
|description=EX version has greater range than A/B and has invicibility. Can add some damage to air combos if used instead of air throw finisher (about 200 dmg). Follows the same combo rules as 236A/B.<br />
<br />
Has some use as a reaction tool against your jump-ins getting shielded as it will beat H moon shield clean, and against other moons has to be manually shielded 6 times in a row, beats many reversals (25f of invul!!!), and can evade some Last Arcs!<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MBHRoaAD.png<br />
|caption=<br />
|name=Heavenly Crashing Thunder<br />
|linkname=Arc Drive<br />
|input=41236C during MAX/Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=7000 (3080)<br />
|reddamage=(2248)<br />
|proration=50% (O)<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LH<br />
|startup=7+6<br />
|active=2<br />
|recovery=38<br />
|frameAdv=-15<br />
|invuln=Full 7-8, 13-14<br />
|description=Quick horizontal lightning bolt crosses the screen. <br />
<br />
* Can be used to punish any tech from a ground throw.<br />
* Easily combo-able from basic strings AND hits OTG, making it even easier to combo into.<br />
* Is a hitgrab, making it air-unblockable, unshieldable AND undodgeable.<br />
* Deceptively large vertical hitbox.<br />
}}<br />
}}<br />
<br />
=== Another Arc Drive ===<br />
{{MoveData<br />
|image=MBHRoaAD.png<br />
|caption=<br />
|name=Heavenly Crashing Thunder<br />
|linkname=Another Arc Drive<br />
|input=41236C during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=8000 (3520)<br />
|reddamage=(2453)<br />
|proration=50% (O)<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LH<br />
|startup=6+6<br />
|active=2<br />
|recovery=38<br />
|frameAdv=-15<br />
|invuln=Full 6-7, 12-13<br />
|description=Quick horizontal lightning bolt crosses the screen. Does more a bit damage and has a fancier cutscene on hit.<br />
<br />
Almost identical in terms of properties to AD, except:<br />
* Does NOT hit OTG<br />
* Allows to continue the combo after with the opponent being put into juggle state.<br />
* Being a hitgrab, also resets the bounce count, which unfortunately cannot be used by this moon of Roa in a practical way.<br />
<br />
}}<br />
}}<br />
<br />
=== Last Arc ===<br />
{{MoveData<br />
|image=MB_C_Roa_LA.png<br />
|caption=<br />
|name=Hollow Course - Seventeen Reincarnations<br />
|linkname=Last Arc<br />
|input=Grounded EX Shield during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=5000<br />
|reddamage=4040<br />
|proration=N/A<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=4<br />
|active=1+1<br />
|recovery=40<br />
|frameAdv= <br />
|invuln=Full<br />
|description=Fullscreen command grab Last Arc. Notable for doing fixed damage no matter how much Blood Heat gauge Roa has left.<br />
}}<br />
}}<br />
<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Michael Roa Valdamjong]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=269706Melty Blood/MBAACC/Roa/Full Moon2023-07-22T08:58:31Z<p>EikaMikiku: /* Arc Drive */ Move isnt fast at all, and its range isnt full screen.</p>
<hr />
<div>{{TOClimit|3}}<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=f&p1char=roa F-Roa Match Video Database]<br><br />
[https://drunkardshade.com/2015/07/28/melty-bits-f-roa-2/ Melty Bits: F-Roa]<br><br />
[https://www.youtube.com/watch?v=LPjAiGnoC64&feature=youtu.be F-Roa Basics] by TexasTim <br><br />
[https://www.youtube.com/watch?v=1n2crRmrDtY F-Roa Sandori Okizeme] by Irysa<br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name!! width="80"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
|-<br />
| [http://mbaacc.melty.games/?page=2&p1moon=f&p1char=roa&p1name=anjin+%28%E3%81%82%E3%82%93%E3%81%98%E3%82%93%29 anjin]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color01.png|Color|75px]] <br />
| Japan || A-cho || Inactive || A player with a tendency to go for more stylish options, often going for tech trap combos.<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=f&p1char=roa&p1name=nouburu%20(%E3%83%8E%E3%83%BC%E3%83%96%E3%83%AB) nouburu]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color07.png|Color|75px]] <br />
| Japan || A-cho || Inactive || A solid F-Roa player who makes smart use of his buttons and mobility to keep the opponent locked down.<br />
|-<br />
|}<br />
<br />
== Overview ==<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
[[File:MBAACC_Roa_Face.png]] '''F-Roa''' is a basic character with a fairly balanced toolkit.<br />
|pros=<br />
*'''Agile''': His dash and airdashes are very quick, allowing you to reposition yourself the way you'd like in a flash. His dash IAD, notably, can go nearly full screen in less than a second if done right. <br />
*'''BIG Hitter''': His okizeme BNB deals a good amount of damage, and his damage BNB paired with a jump in can get very close to 6k. Using Arc Drive in his combos will lead to even more absurd damage. Two to three mixups is more than enough to get a round off a large portion of the cast.<br />
*'''Mixup Potential''': Everytime he gets a knockdown he can set up a mixup situation, either from a sandoori situation in the midscreen, or a safejump with a lot of branching mixup paths in the corner. Refer to TexasTim and Irysa's guide<br />
*'''Straightforward''': He has a simple gameplan, simple specials, simple plus frame normals, simple pressure, simple okizeme, simple execution combos, etc. Learn F-Roa's most optimal techs in 30 minutes or your money back, guaranteed.<br />
|cons=<br />
*'''Linear Pressure''': You're gonna be struggling a little bit to open up an enemy if they respect you. F-Roa lacks the ways to mixup an opponent that is blocking low, as he lacks a grounded overhead or a jump cancellable on block normal. Get used to throwing if your frametraps and staggers aren't opening them up. <br />
*'''Straightforward to a Fault''': Being a very simple character, it can be hard to be unpredictable or have a varied gameplan. <br />
*'''High Startup on Dash''': Although his dash is fast once it gets going, the high startup on it makes it difficult to make quick adjustments to positioning.<br />
|tablewidth=80<br />
}}<br />
<br />
== General Gameplan ==<br />
F-Roa is a basic character with basic tools. It's both a boon and a bane. It's easy for a decent player to perform well with him, but he only has so many tools to work with and can be easy to read if you're not creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent.<br />
<br />
=== Neutral ===<br />
His movement and specials are key. You can control space, namely with j.[C], 214A/B, j.236A/B and 2B. For air to air situations, you have a strong j.A, plus j.B which has nice range. F-Roa can also opt to rush down the opponent with airdashes and fast buttons; dashing forward before jumping extends his airdash momentum enough for him to traverse the entire screen with it. Otherwise, keeping the opponent jailed with 214A/B and aerial buttons is not a bad idea, but contains inherent risks if they make it past you. Basically, F-Roa has four special moves and you can try mixing up approaches and ways of playing just using those and his buttons, but he's not exactly amazing at anything.<br />
<br />
=== Pressure/Okizeme ===<br />
F-Roa's pressure is very stagger heavy, with plus buttons (2A, 5B, 2B) that have a good cancel window, 214A and 236B which are 0 on block, a 236[B] which resets your pressure if your opponent respects you, and an extremely fast redash. Use these tools in blockstrings and mix it up. You can start to use the 236[B] for better mix ups, but do so at your own risk, as mashing beats it cleanly. His j.[C] also has massive disjoint which, paired with the ability to half charge, can make a scary situation where you either do j.{C} and hit them with an overhead, or fully charge j.[C], which doesn't come out due to Roa landing, and then hit them with a low or throw. This is especially scary, considering the lack of a charge flash visual or audio cue on j.[C].<br />
<br />
F-Roa's okizeme can be scary, as you can get a mixup pretty much anywhere from your BnB. If you use meter for 236C, you can enforce a mixup between same side overhead/low, crossup overhead/low, or throw, the latter being a good option as F-Roa can combo from his throw in the corner for 3k damage.<br />
<br />
=== Defense ===<br />
F-Roa has a serviceable defensive toolkit with some unique tools at his disposal. 2A is a classic abare tool, aided by it's 3F startup. 623B is an ok DP with an ender that sets up a meaty. 623C has 2+0f startup, allowing it to beat non F moon safejumps and his 214C blows up a lot of otherwise safe okizeme, like Hime pillar oki. j.236C will also beat many things when used as a cancel. His Heat activation box is good, but on the flipside, you can't IH anything except 236A. He mostly has to stick to solid defensive fundamentals: be patient, keep EX guarding, and wait for an appropriate time to jump out or punish your opponent overcommitting.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
<br />
=== Normal Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage= 3897<br />
|metergen= 56.8%<br />
|metero= 18.9%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A, 6C > 214A<br />
|simput=<br />
|note= Basic BnB oki combo. Allows OTG followup anywhere.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage= 4333<br />
|metergen= 64.9%<br />
|metero= 21.6%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A, 6C > 623A/B/C <br />
|simput=<br />
|note= Hard knockdown combo with 623X.<br><br />
Allows for meaty B and C normals and IAD pressure to start, but no slide oki.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage= 5242<br />
|metergen= 74.8%<br />
|metero= 24.9%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A, 6C > j.BC > dj.BC > AT/j.236C<br />
|simput=<br />
|note=Your main damage BnB.<br><br />
If you use too many 2A, or hit any of the B normals at tip range, 214A might whiff.<br>In that case you can either do only one hit of 5C or use 214B instead.<br><br />
The j.236C ender adds about 200 damage. Midscreen, it lets the opponent air tech and doesn't lead to anything. In the corner, however....<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Raw Airthrow starter<br />
|character=<br />
|damage= 3097<br />
|metergen= 42.3%<br />
|metero= 14.1%<br />
|link=<br />
|input= *gAT, 2B > 6C > j.BC > dj.BC AT<br />
|simput=<br />
|note= Universal airthrow combo.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Counterhit starter, airborne opponent<br />
|character=<br />
|damage= 3865<br />
|metergen= 51.3%<br />
|metero= 17.1%<br />
|link=<br />
|input= *Any counterhit (except multihit specials and 214A/B), 2C > 6C (> j.BC > dj.BC > AT) OR (> 214A)<br />
|simput=<br />
|note= This is the most practical conversion. Allows for damage or oki. But if you want even more damage....<br><br />
Damage and meter gain calculated off a j.C counterhit with AT ender.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Counterhit starter, airborne opponent<br />
|character=<br />
|damage= 4523<br />
|metergen= 40.2%<br />
|metero= 13.4%<br />
|link=<br />
|input= *Any counterhit (except multihit specials and 214A/B), 5B > j.BC > dj.BC > AT<br />
|simput=<br />
|note= This is the most damaging conversion. The damage gain skyrockets off certain counterhits, such as j.C. If you time 5B to hit when the opponent is as close to the ground as possible, you can do j.B[C] > dj.BC > AT for a small damage boost.<br><br />
The reason why you don't do this everytime is that it can be hard to land in certain situations, and sacrifices all your possible oki for damage<br><br />
(unless you do 5B > 6C > 214A, but at that point the damage gain is miniscule and 6C needs delay on certain chars, also 214A might whiff in the corner, well you get the idea.<br><br />
Damage and meter gain calculated off a j.C counterhit.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Counterhit 214A/B starter, grounded opponent<br />
|character=<br />
|damage= 3831<br />
|metergen= 53.1%<br />
|metero= 17.7%<br />
|link=<br />
|input= *CH 214A/B, 2C > 6C (> j.BC > dj.BC > AT) OR (> 214A)<br />
|simput=<br />
|note= Same as the usual conversion, except the damage boost from 5B is 200 damage at best with j.B[C], so doing this conversion is recommended.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Counterhit 236A starter, grounded opponent<br />
|character=<br />
|damage= 5599<br />
|metergen= 53.1%<br />
|metero= 17.7%<br />
|link=<br />
|input= *CH 236A > IAD j.C > 5B > 2B > 5C > 6C > 214A(, sj9.BC > dj.BC > AT) OR (, 6C > 214A) <br />
|simput=<br />
|note= Extremely rare 236A ground counter hit, pretty difficult to pull of and even more difficult to react to a 236A counterhit midgame.<br><br />
This is here only to show that this is possible, use at your own discretion. However there is exists a relatively practical use for this, and that is shield! If you shield something punishable with a counterhit, you can do this as your shield combo!<br><br />
Still it requires not only shielding, but shielding a specific move, and then pulling off a difficult combo.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Shield counter starter<br />
|character=<br />
|damage= 2884<br />
|metergen= 53.1%<br />
|metero= 16.2%<br />
|link=<br />
|input= *5D > 236D (Air OK), 2C > 6C (> j.BC > dj.BC > AT) OR (> 214A)<br />
|simput=<br />
|note= Your universal shield counter combo. Don't even think of trying 5B on this one, it gives less damage.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Shield counter starter, Nero only<br />
|character=<br />
|damage= 3593<br />
|metergen= 99.1%<br />
|metero= 31.3%<br />
|link=<br />
|input= *5D > 236D, 2C, slight delay (2A > 2C)x4 > delay 6C > j.B[C] > dj.BC > AT<br />
|simput=<br />
|note= Nero exclusive shield counter combo. Great reward for the effort.<br> The higher the opponent was when hit by 236D, the more you need to delay the first 2C. You should aim to make it land in the later active frames, allowing you to recover and link 2A in time. If you don't delay it enough, the opponent may be too high after the first loop, and the second loop's 2C will whiff, so you'll have to adapt on the fly and delay that. It's easier than it sounds.<br> Is possible on other chars, but requires perfect 2C timing and delaying other buttons, and the reward is not worth the effort.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Counterhit 236B starter, grounded opponent<br />
|character=<br />
|damage= 5599<br />
|metergen= 53.1%<br />
|metero= 17.7%<br />
|link=<br />
|input= *CH 236B (>IAD j.C) > 5B > 2B > 5C(only one hit if IAD j.C omitted) > 6C > 214A(, sj9.BC > dj.BC > AT) OR (, 6C > 214A) <br />
|simput=<br />
|note= Virtually the same as the CH 236A combo, except you can omit the IAD j.C if it's too hard and link straight into 5B, but in that case you'll have to do only one hit of 5C or 214A will whiff.<br>236B counter hit happens a lot more than 236A, so this is practical.<br />
}}<br />
}}<br />
<br />
=== Metered Combos ===<br />
To start off, you should know that F-Roa doesn't really have any combos that can only be done with meter, except for arc drive combos. Your main tool for metered combos is 236C, which can be used after every 214 knockdown in combos to either extend an oki combo for more damage and save that oki, to corner carry from the other end of the stage, to setup mixups, you get it.<br>However, 214X > 236C makes the EX cancel proration kick in which hurts the damage more the longer your combo after 236C is. To mitigate that, do 5C(1) > 6C > 214A, dl 236C instead. This will net more damage overall and especially in AD and MAX combos. It will fail to combo if you have too many normals (up to two 2A's work/j.X > B normals work), or if you are too far.<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character= <br />
|damage= 4820<br />
|metergen= -55.8%<br />
|metero= 29.8%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A, 6C > 214A, 236C, (66) > 2C > 6C > 214A <br />
|simput=<br />
|note= This is the basic oki BnB, extended with the use of 236C.<br>Depending on the distance to the other side of stage, you may need to adjust your followup. If you are too far for 2C to hit, you may use the second hit of 5C as the dash momentum will carry it very far. If it still wouldn't reach, you can 214B, or you can 66 IAD j.C > dj.BC > AT.<br>If you are doing this in the corner, it will sideswitch. After that some characters may require a walk forward after 236C, notably Aoko. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character= <br />
|damage= 5340<br />
|metergen= -34.7%<br />
|metero= 35.8%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A, 6C > 214A, 236C, 66 > 2C > 6C > j.BC > dj.BC > AT<br />
|simput=<br />
|note= The same combo, but with the damage route. Does a little bit more damage than the meterless BnB, so only worth going into if you want to dump meter, or corner carry.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, MAX mode<br />
|character= <br />
|damage= 6119<br />
|metergen= -all<br />
|metero= 24%<br />
|link=<br />
|input= *(2A >) 5B > 2B > 5C > IH, 5C > 6C > 214A, 6C > 214A > AD<br />
|simput=<br />
|note= Easy IH combo.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, Blood heat<br />
|character= <br />
|damage= 7915<br />
|metergen= -265.7%<br />
|metero= 31.8%<br />
|link= <br />
|input= *(2A >) 5B > 2B > 5C > 6C > 214A > dl 236C > (66)2C > AAD, 2C > dl 6C > j.B[C] > dj.BC > AT<br />
|simput=<br />
|note= AAD Combo. Due to AAD not hitting OTG, this is the close to optimal AAD route.<br />
}}<br />
}}<br />
<br />
=== The 214C tech trap ===<br />
This tech trap requires you to have at least 100 meter.<br><br />
The lightning pattern is random so sometimes the opponent might just get out. 214C hits vertically, but it does have a limit to height.<br><br />
It is air unblockable and unshieldable, and has 54 active frames.<br><br />
It works best in the corner as the opponent won't have a lot of room to try an escape. You can attempt it midscreen, but that requires a good read on where your opponent will tech and if you miss, prepare to die.<br><br />
214C deals around 2000 damage. Even if the opponent doesn't tech this will stack about 300 damage to your combo.<br />
<br />
There is a way for the opponent to tech in the air, and be safe. You have to neutral air tech super close to ground. Then you will be able to land and block.<br><br />
However, it is hard to do. And if F-Roa goes for the 2 options listed below, it doesn't matter, as either 214C will hit them while falling, or 2A will catch them before they can reach that air tech.<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 200% meter<br />
|character= <br />
|damage= 5033 + 2000<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= *2AA > 5B > 2B > 5C > 6C > 214A, 6C > j.BC > dj.BC > j.236B, land 214C<br />
|simput=<br />
|note=The tech catch.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character= <br />
|damage= Invalid 5712 <br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= *2AA > 5B > 2B > 5C > 6C > 214A, 6C > j.BC > dj.BC > j.236A, land, 2A 6C 623B<br />
|simput=<br />
|note=The tech catch feint giving HKD. You can still go for land 214C option.<br />
}}<br />
}}<br />
<br />
=== Corner throw combo ===<br />
After a throw in the corner, you have 1 frame to link a 2a. That's the gist of it. It's very difficult, but worth it if you really like F-Roa. Every throw in the corner gets you around 3k damage with AT ender, or less if you want to use the oki ender. You can also use EX moves to add more damage to the combo or setup oki.<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition= Corner throw<br />
|character= <br />
|damage= 3327<br />
|metergen= 38.7%<br />
|metero= 12.9%<br />
|link=<br />
|input= *Throw, 2A > (2C) > 6C (> j.BC > dj.BC > AT) OR (> 623X)<br />
|simput=<br />
|note= Universal throw combo. The 2C needs to be instant on most chars. If you want maximum damage when using 236C and AD, you should, as always, avoid 214A > 236C as it really hurts the proration, and instead do 2A > 236C or 2C > 236C. The link may or may not be easier on some chars, needs testing. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Corner throw<br />
|character= <br />
|damage= 1937<br />
|metergen= 17.1%<br />
|metero= 5.7%<br />
|link=<br />
|input= *Throw, 623X<br />
|simput=<br />
|note= The one you do when you can't do or don't want to the the combo above.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Corner throw, Nero only.<br />
|character= <br />
|damage= 4172<br />
|metergen= 92.7%<br />
|metero= 30.9%<br />
|link=<br />
|input= *Throw, 2A > 2C, slight delay (2A > slight delay 2C)x3, 2AA > 2C > 6C (> j.BC > dj.BC > AT) OR (> 623X)<br />
|simput=<br />
|note= Nero exclusive corner throw 2A 2C loops. Amazing DMG and meter gain. This may be possible on other chars (100% on neco) but very hard and you might be able to do the loop only once, making the effort not worth the reward.<br />
}}<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_5A.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=202<br />
|proration=75% (O)<br />
|circuit=2.7% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=LH<br />
|startup=5 <br />
|active=4 <br />
|recovery=5 <br />
|frameAdv=3 <br />
|invuln= <br />
|description=Standard standing jab. Does hit crouching opponents.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_5B.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|data= <br />
{{AttackData-MB <br />
|damage=670 <br />
|reddamage=545<br />
|proration=90% <br />
|circuit=6.03% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=9 <br />
|active=4 <br />
|recovery=10 <br />
|frameAdv=1 <br />
|invuln= <br />
|description=Hits low and moves Roa forward a bit. Mostly used in combos or frame traps off of 2A.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_5C.png<br />
|caption=<br />
|name=5C<br />
|linkname=5C<br />
|data= <br />
{{AttackData-MB<br />
|damage=400, 550 (825)<br />
|reddamage=575<br />
|proration=80% (O), 90% (M)<br />
|circuit=3.6%, 4.95% (8.55%)<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=9 <br />
|active=3 (10) 7 <br />
|recovery=14 <br />
|frameAdv=-16, -3 ~ 0<br />
|invuln= <br />
|description=2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing. If you space incorrectly, the 2nd hit of 5C will whiff, and you will question your life choices.<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ==== <br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_2A.png<br />
|caption=<br />
|name=2A<br />
|linkname=2A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=202<br />
|proration=75% (O)<br />
|circuit=2.7% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=L <br />
|startup=4 <br />
|active=4 <br />
|recovery=5 <br />
|frameAdv=3 <br />
|invuln= <br />
|description=Hits low. fast, but short ranged.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_2B.png<br />
|caption=<br />
|name=2B<br />
|linkname=2B<br />
|data= <br />
{{AttackData-MB <br />
|damage=600 <br />
|reddamage=505<br />
|proration=80% (O)<br />
|circuit=6.3% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L <br />
|startup=6 <br />
|active=4 <br />
|recovery=10 <br />
|frameAdv=1 <br />
|invuln= <br />
|description=A F-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_2C.png<br />
|caption=<br />
|name=2C<br />
|linkname=2C<br />
|data= <br />
{{AttackData-MB <br />
|damage=900 <br />
|reddamage=707<br />
|proration=55% (O)<br />
|circuit=8.1% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L <br />
|startup=9 <br />
|active=11 <br />
|recovery=13 <br />
|frameAdv=-6 <br />
|invuln= <br />
|description=A short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_jA.png<br />
|caption=<br />
|name=j.A<br />
|linkname=j.A<br />
|data= <br />
{{AttackData-MB <br />
|damage=250 <br />
|reddamage=151<br />
|proration=75% (O)<br />
|circuit=2.25% <br />
|cancel=SE, N, SP, EX, J<br />
|guard=HA<br />
|startup=6 <br />
|active=4 <br />
|recovery=10 <br />
|frameAdv=- <br />
|invuln= <br />
|description=Quick hand jab, fast with poor range, decent for a quick air-to-air.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_jB.png<br />
|caption=<br />
|name=j.B<br />
|linkname=j.B<br />
|data= <br />
{{AttackData-MB <br />
|damage=700 <br />
|reddamage=505<br />
|proration=90% <br />
|circuit=6.3% <br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=8 <br />
|active=4 <br />
|recovery=- <br />
|frameAdv=- <br />
|invuln= <br />
|description=Good range kick that hits slightly above Roa.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_jC.png<br />
|image2=MB_F_Roa_jC_Charged.png<br />
|caption=<br />
|name=j.C<br />
|linkname=j.C<br />
|input=j.[C]<br />
|data= <br />
{{AttackData-MB <br />
|version=j.C<br />
|damage=1000 <br />
|reddamage=808<br />
|proration=90% (O)<br />
|circuit=7.2% <br />
|cancel=SP, EX, J<br />
|guard=HA<br />
|startup=8 <br />
|active=6 <br />
|recovery=- <br />
|frameAdv=- <br />
|invuln= <br />
|description=Roa attempts Storm’s jump fierce. This is a great air normal, if a bit slow.<br />
}}<br />
{{AttackData-MB <br />
|version=j.[C]<br />
|damage=1300 <br />
|reddamage=1111 <br />
|proration=90% (O)<br />
|circuit=9.0% <br />
|cancel=SP, EX, J<br />
|guard=HA<br />
|startup=19 <br />
|active=8 <br />
|recovery=- <br />
|frameAdv=- <br />
|invuln= <br />
|description= F-Roa's signature move. Possesses amazing amounts of disjoint, letting it beat just about anything if angled right. Can hit crossup. There is no charge flash, making high/low half-charge mixups harder to react to.<br />
}}<br />
}}<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_6C.png<br />
|caption=<br />
|name=6C<br />
|linkname=6C<br />
|data= <br />
{{AttackData-MB <br />
|damage=1000 <br />
|reddamage=808<br />
|proration=65% (O)<br />
|circuit=9.0% <br />
|cancel=SP, EX, (J)<br />
|guard=LH<br />
|startup=12 <br />
|active=5 <br />
|recovery=16 <br />
|frameAdv=-3 <br />
|invuln= <br />
|description=Long arm strike, great range and moves forward.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_Throw.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=4/6A+D<br>(~2)<br />
|data=<br />
{{AttackData-MB<br />
|version=Neutral<br />
|damage=1000<br />
|reddamage=404<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=-<br />
|invuln=<br />
|description=Roa has a very solid ground throw. A strong tool to mix with occassionally and complement your high/low or plus on block moves, especially in the corner.<br />
<br />
*If they don't tech, you can otg into relaunch with 236C.<br />
*Techable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214A or B lightning.<br />
*If you throw the opponent right in the corner, you can pick up a guaranteed combo with either 623b (for decent oki) or 2a into a followup combo (for very good damage off of a throw)<br />
}}<br />
{{AttackData-MB<br />
|version=~2<br />
|damage=800<br />
|reddamage=404<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=<br />
|description=You can also press 2 during his throw to ground them right next to you for untechable knockdown.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_Airthrow.png<br />
|caption=<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.4/6A+D<br />
|data=<br />
{{AttackData-MB<br />
|damage=1600 (Raw)<br>1200 (Ender)<br />
|reddamage=606<br />
|proration=100%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=-<br />
|invuln=<br />
|description=OTG-able ground bounce when done raw, untechable knockdown as a combo ender.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Counter</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_SC.png<br />
|image2=MB_H_Roa_jSC.png<br />
|caption=<br />
|name=Shield Counter<br />
|input=236D after a successful Shield (Air OK)<br />
|linkname=Shield Counter<br />
|data=<br />
{{AttackData-MB<br />
|version=Standing<br />
|damage=500 (345)<br />
|reddamage=202<br />
|proration=45%<br />
|circuit=4.5%<br />
|cancel=(SP), (EX), (J)<br />
|guard=LHA<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=<br />
|description=Same animation as 5C(1).<br />
}}<br />
{{AttackData-MB<br />
|version=Aerial<br />
|damage=500 (345)<br />
|reddamage=202<br />
|proration=45%<br />
|circuit=4.5%<br />
|cancel=<br />
|guard=HA<br />
|startup=9<br />
|active=4<br />
|recovery=<br />
|frameAdv=16 (Max)<br />
|invuln=<br />
|description=Same animation as H-Moon j.B.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Bunker<br />
|damage=500 <br />
|reddamage=202<br />
|proration=100% <br />
|circuit=0.0%<br>(-50.0% in blockstun)<br />
|cancel=<br />
|guard=LHA <br />
|startup=26<br />
|active=4 <br />
|recovery=19<br />
|frameAdv=-5 <br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=202<br />
|proration=100%<br />
|circuit=0.0%/-50.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=Similar to 6C.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Blood Heat</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_ABC.png<br />
|caption=<br />
|name=Blood Heat<br />
|linkname=Blood Heat<br />
|input=A+B+C during MAX<br />
|data= <br />
{{AttackData-MB <br />
|damage=100<br />
|reddamage=0<br />
|proration=100% <br />
|circuit=uses all<br />
|cancel=<br />
|guard=U<br />
|startup=19<br />
|active=3<br />
|recovery=18<br />
|frameAdv=<br />
|invuln=Full 1-18<br />
|description=One of the larger heat activations out there.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_CSpark.png<br />
|image2=MB_C_Roa_CSpark_Air.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=A+B+C during hitstun/blockstun at MAX<br />
|caption=<br />
|data= <br />
{{AttackData-MB<br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
<br />
=== Special Moves ===<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_236A.png<br />
|image2=MB_F_Roa_236B.png<br />
|image3=MB_F_Roa_236B_BE.png<br />
|image4=MB_F_Roa_236C.png<br />
|caption=A<br />
|caption2=B<br />
|caption3=[B]<br />
|caption4=EX<br />
|name=Funeral Fire Grab <br>(EX: Burial Big Bite)<br />
|linkname=236X<br />
|input=236A/B/[B]/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1000<br />
|reddamage=808<br />
|proration=70% (O)<br />
|circuit=9.0% <br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=15<br />
|active=3<br />
|recovery=20<br />
|frameAdv=-5<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1000<br />
|reddamage=808<br />
|proration=70% (O)<br />
|circuit=9.0% <br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=21<br />
|active=3<br />
|recovery=15<br />
|frameAdv=0<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[B]<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=28| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=* An upward ground slash. All versions are air-unblockable. <br />
<br />
A and B versions can be canceled by any EX move or Arc Drive, and jump on hit.<br><br />
B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1000*2 (1677)<br />
|reddamage=(1355)<br />
|proration=70% (O), 80% (M)<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=LH<br />
|startup=4+6<br />
|active=2 (10) 3<br />
|recovery=23<br />
|frameAdv=-20, -8<br />
|invuln=<br />
|description=EX version hits twice, wall bounces, and can be combo’d after in the corner.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_623A.png<br />
|image2=MB_H_Roa_623B.png<br />
|image3=MB_H_Roa_623C.png<br />
|image4=MB_F_Roa_623X_Hit.png<br />
|caption4=Followup on hit<br />
|name=Crushing Rising Thunder<br />
|linkname=623X<br />
|input=623A/B/C <br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=400*2, 700 (1317)<br />
|reddamage=(1059)<br />
|proration=100%, 90% (O)<br />
|circuit=2.7%, 9.0%, 6.3% (18.0%)<br />
|cancel=<br />
|guard=LH<br />
|startup=5<br />
|active={{Tooltip | text=7| hovertext=4, 3}}<br />
|recovery=42<br />
|frameAdv=-31, -27<br />
|invuln=<br />
|description=*Dragon punch. Goes off the ground at a 45 degree angle. All versions have an automatic followup on hit which causes untechable knockdown.<br />
<br />
A version is air-unblockable with no invincibility.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=400*4, 700 (1926)<br />
|reddamage=(1516)<br />
|proration=100%, 90% (O)<br />
|circuit=2.7%*4, 6.3% (17.1%)<br />
|cancel=<br />
|guard=LH (1), LHA (2-4)<br />
|startup=4 <br />
|active={{Tooltip | text=12| hovertext=4, 4, 2, 2}}<br />
|recovery=46<br />
|frameAdv=-40, -36,<br>-32, -30<br />
|invuln=Full 1-5<br />
|description=B version is air-blockable after the first hit and has invincibility until after the first 2 active frames.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=350*7, 700 (2471)<br />
|reddamage=(2139)<br />
|proration=100%, 90% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=2+0<br />
|active={{Tooltip | text=25| hovertext=4 x5, 2, 3}}<br />
|recovery=44<br />
|frameAdv=-58 (min)<br />
|invuln=Full 1-4<br />
|description=EX version is fully air unblockable, with some invicibility during active frames like B version.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_214AB.png<br />
|image2=MB_F_Roa_214C.png<br />
|caption=<br />
|name=Secret Thunder Needle <br>(EX: Thunder Snake Ghostly Festival)<br />
|linkname=214X<br />
|input=214A/B/C <br />
|data=<br />
{{AttackData-MB<br />
|version=A / B<br />
|damage=1000<br />
|reddamage=808<br />
|proration=70% (O)<br />
|circuit=9.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=16<br />
|active=8<br />
|recovery=14 / 16<br />
|frameAdv=0 / -2<br />
|invuln=<br />
|description=* Lightning bolt strikes in a vertical column in front of Roa. Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
<br />
A version hits close, but not directly in front of Roa, B hits a little further out. Air blockable, and same damage between the two.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=300*N<br />
|reddamage=202*N<br />
|proration=95% (M)*N<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=3+7<br />
|active=54<br />
|recovery=40<br />
|frameAdv=-29 ~ -22<br />
|invuln=Full 1-81<br />
|description=EX version is air-unblockable, unshieldable, invincible, and punishable on block. It can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less than 2k damage.<br />
}}<br />
}}<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_j236A.png<br />
|image2=MB_H_Roa_j236B.png<br />
|image3=MB_H_Roa_j236C.png<br />
|caption=<br />
|name=Brilliant Impetus - Ghost Tail<br />
|linkname=j.236X<br />
|input=j.236A/B/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=800<br />
|reddamage=505<br />
|proration=75% (O)<br />
|circuit=7.2%<br />
|cancel=(EX), (J)<br />
|guard=LHA<br />
|startup=12<br />
|active=3<br />
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}}<br />
|frameAdv=3 (TK)<br />
|invuln=<br />
|description=* Electricity surrounds Roa in the air. All versions air-blockable with some utility as anti air. Safe on block and can be canceled before the hit by landing on the ground. Can hit on both sides allowing for cross ups. Has some sort of vacuum on block.<br />
<br />
A version gives advantage if TK’ed close to the ground. <br />
Combos into 5A if done as low as possible to the ground, or alternatively, 623X, if done a bit higher than 5A height. <br />
<br />
A and B versions also retain air options on hit.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=700*3 (1579)<br />
|reddamage=(910)<br />
|proration=75% (O)<br />
|circuit=6.3%*3 (18.9%)<br />
|cancel=EX, J<br />
|guard=LHA<br />
|startup=15<br />
|active=3 (3) 3 (3) 3<br />
|recovery={{Tooltip | text=9| hovertext=Landing recovery.}}<br />
|frameAdv=-1 (TK)<br />
|invuln=<br />
|description=B versions hits three times. Also retains air options on hit.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=400*6 (1591)<br />
|reddamage=(1204)<br />
|proration=75% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=3+11<br />
|active={{Tooltip | text=12| hovertext=2 x6}}<br />
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}}<br />
|frameAdv=5 (TK)<br />
|invuln=Full 1-25<br />
|description=EX version has greater range than A/B and has invicibility. Can add some damage to air combos if used instead of air throw finisher (about 200 dmg). Follows the same combo rules as 236A/B.<br />
<br />
Has some use as a reaction tool against your jump-ins getting shielded as it will beat H moon shield clean, and against other moons has to be manually shielded 6 times in a row, beats many reversals (25f of invul!!!), and can evade some Last Arcs!<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MBHRoaAD.png<br />
|caption=<br />
|name=Heavenly Crashing Thunder<br />
|linkname=Arc Drive<br />
|input=41236C during MAX/Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=7000 (3080)<br />
|reddamage=(2248)<br />
|proration=50% (O)<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LH<br />
|startup=7+6<br />
|active=2<br />
|recovery=38<br />
|frameAdv=-15<br />
|invuln=Full 7-8, 13-14<br />
|description=Quick horizontal lightning bolt crosses the screen. <br />
<br />
* Can be used to punish any tech from a ground throw.<br />
* Easily combo-able from basic strings AND hits OTG, making it even easier to combo into.<br />
* Is a hitgrab, making it air-unblockable, unshieldable AND undodgeable.<br />
* Deceptively large vertical hitbox.<br />
}}<br />
}}<br />
<br />
=== Another Arc Drive ===<br />
{{MoveData<br />
|image=MBHRoaAD.png<br />
|caption=<br />
|name=Heavenly Crashing Thunder<br />
|linkname=Another Arc Drive<br />
|input=41236C during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=8000 (3520)<br />
|reddamage=(2453)<br />
|proration=50% (O)<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LH<br />
|startup=6+6<br />
|active=2<br />
|recovery=38<br />
|frameAdv=-15<br />
|invuln=Full 6-7, 12-13<br />
|description=Quick horizontal lightning bolt crosses the screen. Does more a bit damage and has a fancier cutscene on hit.<br />
<br />
Almost identical in terms of properties to AD, except:<br />
* Does NOT hit OTG<br />
* Allows to continue the combo after with the opponent being put into juggle state.<br />
* Being a hitgrab, also resets the bounce count, which unfortunately cannot be used by this moon of Roa in a practical way.<br />
<br />
}}<br />
}}<br />
<br />
=== Last Arc ===<br />
{{MoveData<br />
|image=MB_C_Roa_LA.png<br />
|caption=<br />
|name=Hollow Course - Seventeen Reincarnations<br />
|linkname=Last Arc<br />
|input=Grounded EX Shield during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=5000<br />
|reddamage=4040<br />
|proration=N/A<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=4<br />
|active=1+1<br />
|recovery=40<br />
|frameAdv= <br />
|invuln=Full<br />
|description=Fullscreen command grab Last Arc. Long boring animation that has nothing to do with lighting. Notable for doing fixed damage no matter how much Blood Heat gauge Roa has left.<br />
}}<br />
}}<br />
<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Michael Roa Valdamjong]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Half_Moon&diff=268717Melty Blood/MBAACC/Roa/Half Moon2023-07-13T13:40:53Z<p>EikaMikiku: /* Normal Combos */ Added one CH 214 combo</p>
<hr />
<div>{{TOC limit|3}}<br />
== Character Page Progress ==<br />
<br />
{{#lst:Melty_Blood/MBAACC:Roadmap|H-Roa}}<br />
<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=h&p1char=roa H-Roa Match Video Database]<br><br />
[https://drunkardshade.com/2015/08/13/melty-bits-h-roa/ Melty Bits: H-Roa]'''<br><br />
[https://www.youtube.com/watch?v=2Pj7WIS1aR8 H-Roa Tutorial] by sibladeko (tonberry)<br><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name!! width="80"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=grungrah grungrah]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color27.png|Color|75px]] <br />
| North America || Chicago Melty, Netplay || Inactive || <br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=Janson%20(J%E3%82%A2%E3%83%B3%E3%82%BD%E3%83%B3) Janson (Jアンソン)]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color27.png|Color|75px]] <br />
| Japan || A-cho || Inactive || <br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=red%20melon%20(%E8%B5%A4%E3%81%84%E3%83%A1%E3%83%AD%E3%83%B3) Red Melon (赤いメロン)]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color13.png|Color|75px]] <br />
| Japan || Play Spot BIG ONE 2nd || Active || Known mostly for C-Roa, but also proficient with a secondary H-Roa. Mostly uses H to fight Nero.<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=tamao%20(%E3%81%9F%E3%81%BE%E3%81%8A) tamao (たまお)]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color11.png|Color|75px]] <br />
| Japan || A-cho || Inactive || Uses multiple colors.<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=Tonberry TonberryMage]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color27.png|Color|75px]] <br />
| North America || || Inactive || Was one of the very best players in the NA scene while active. Not a lot of footage.<br />
|}<br />
<br />
== Overview ==<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
[[File:MBAACC_Roa_Face.png]] '''H-Roa''' is an simple but effective 'all-rounder' with excellent space control tools and well rounded offense.<br />
|pros=<br />
* '''Strong Neutral''': Aside from Roa's universally strong mobility and normals, H-Roa can control screen space with 214X, and can catch falling airborne opponents with 236A.<br />
* '''Good Offense''': Reverse Beat, strong reset options and a lot of forward-advancing normals let H-Roa stay on the offensive for a long time, should the opponent not contest.<br />
* '''Effective Meter Usage''': H-Roa has overall great uses for meter. Half Moon Bunker to escape pressure, 236C to end combos, and 214C as a multi-purpose move.<br />
* '''Stable, Consistent Gameplan''': H-Roa is easy to learn and his tools are consistent enough to reliably challenge a few top tiers, most notably Nero.<br />
|cons=<br />
* '''Linear Mix''': H-Roa lacks reliable mixup options to open up opponents. He has to rely on either risky resets with 236B and 6C or strike/throw to open up his opponents.<br />
* '''Meter Hungry''': Despite his wealth of excellent EX moves, H-Roa's combos have subpar metergain, even if you decide to forgo oki entirely.<br />
|tablewidth=80<br />
}}<br />
<br />
== General Gameplan ==<br />
H-Roa is a simple to learn, but overall strong character with the tools to deal with most situations. His neutral is strong, sporting a long ranged poke in 214B, and he can quickly catch whiffed pokes and landings with 236A. Once he gets his opponent to block, he can effortlessly keep resetting pressure thanks to his infamous 236B and on-block jump cancellable 6C as ways to stay in. He can use meter to make his already powerful offense even stronger with 214C, and it also gives him some leeway on defense thanks to having Half Moon Bunker. Unfortunately, his actual mixup game is not very strong. He relies on pressure resets in order to open up opponents unless he wants poor reward from strike/throw. A majority of his combos also don't grant a lot of meter for him, which makes managing meter important for this character.<br />
<br />
=== Neutral ===<br />
Roa's neutral is considerably good, featuring very good poking tools for space control and strong overall movement thanks to his fast dashes. His 236A sports very good startup for it's reach and usability, being able to punish many things at long range, most infamously being able to interrupt or punish Nero's summons on reaction, and his 214A/B cover good angles whilst being air-unblockable. While his ground-to-air game is decent, it requires either a 214A/B or a rising j.A. j.A is less committal, as it's quick to start and recover. The reward from a CH 214A/B is strong, but in order to use it as an anti-air it must be used pre-emptively. You'll use your aerial buttons a lot to control the ground, so get used to j.A for air to airs and j.B to protect space. 236A/B are air-unblockable, so you can catch opponents who are falling from a jump. Also, fair to note, if you get a regular 214A/B hit, you can link into 236C. Incredibly important should an opponent not get CH, but you still want the hard knockdown. 214C is also an option that can easily lockdown neutral, if not outright skip it entirely. This can lead into 2 situations: you force the opponent into a risky approach, or they respect it and you get to start your pressure.<br />
<br />
=== Pressure ===<br />
Once you get your opponent to block, it's time to go crazy. This is H-Roa's ace in the hole. Whilst he may lack any actual mixup from his pressure, he gains the ability to reset it at will thanks to 2 moves: 6C and 236B. 236B is infamous, being H-Roa's most hated move. Once you get a good knockdown with 236A, you'll more often than not time this to hit meaty and start your relentless pressure. If they just keep respecting you, your aim is then to reset them over and over to either break their guard bar, or force them to act to avoid guard break.<br />
<br />
Unfortunately, the opponent can just hold up and jump over your 236B on reaction. To condition the opponent to not do that, you can do a lot of things:<br />
* Delayed 6C and 6[C] can catch anyone trying to jump, even when pushed out a bit<br />
** A blocked 6C jump cancelled into IAD j.B can catch jumping opponents or force them to block and lead back into a pressure string, even if they hold 7 to jump after blockstun ASAP.<br />
* Delayed 214B will also do fine, but net no reward if you don't spend meter to confirm into 236C.<br />
* At times, you can try reverse beating into 5A/2A and IADing into an air throw or an air combo. <br />
Once the opponent is conditioned to not jump out, you can jump cancel 6C and IAD into a j.B or j.C to reset and continue your pressure. If this is the case, more skillful opponents will try to Shield your j.B/j.C. If they get too Shield happy, do an empty air dash to make them whiff their Shield.<br />
<br />
As a Half-Moon, meter management is important so you don't go into Heat, get hit once, and lose everything. 214C is great for that purpose. You can get ''a whole second of plus frames, should everything be spaced properly.'' Far more than enough to continue your blockstring.<br />
<br />
=== Okizeme ===<br />
<br />
His oki is sadly nothing to write home about. You can do the basic stuff; netural jump drifts, crossups, tick throws, sandooris, you name it. It's just not stuff that's exclusive to him. Most of the time, you will just time your 236B to hit meaty and call it a day, but he does have options if you want to keep your opponent guessing.<br />
<br />
=== Defense ===<br />
<br />
Defense is cut and dry if you don't have meter. Blocking is usually a good option, since you do not have to risk much whilst doing so. If you really want to get out of pressure without spending meter, 623B is a quick reversal with full invuln. If you do notice a gap in the opponent's pressure, 2A is a good, albiet stubby abare option. With meter, however, you gain access to Half Moon Bunker as arguably his best "get off me" move. It is quite expensive, costing 100% meter, but if you are really desperate to escape pressure then don't be afraid to use it. If it does land, you get a hard knockdown, which is huge because you can meaty with 236B. You can also use 623C as a reversal option, which sports faster startup (2+0, compared to 623B's first active frame at frame 4), higher damage, and a wallbounce, allowing you to return to neutral. It's risky and costs just as much as Bunker, though, so if you do use it make sure you can land it if possible.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
'''IMPORTANT NOTE ABOUT ALL COMBOS LISTED: ''' Only AT enders are listed. Any combo which ends in an airthrow can also end in j.236B or j.236C. j.236B only beats AT for damage if all three hits connect, and you must sdj to land all three. Combos can be done at any position on the stage unless otherwise specified.<br />
<br />
=== Normal Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=3534<br />
|metergen=46.5%<br />
|metero=19.9%<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A<br />
|simput=<br />
|note=Standard combo for okizeme. Allows for meaty 236B. Can be done off 2A, j.B, or j.C, but 5A can whiff if the j.B/j.C isn't close enough.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4339<br />
|metergen=52.8%<br />
|metero=22.6%<br />
|link=<br />
|input= *5B > 2B > 5C(1) > 5A6AA > 6C > j.BC > j.BC > AT <br />
|simput=<br />
|note=Standard combo without the 6[C] link.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=3213<br />
|metergen=32.2<br />
|metero=13.8<br />
|link=<br />
|input= *5B > 2B > 5C(2) > 6C > 236A<br />
|simput=<br />
|note=Use if you're too far away for 5A6AA to land, most notably if you land 5B from it's maximum range.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4722<br />
|metergen=64.7<br />
|metero=27.7<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 214A, j.BC > dj.BC > AT<br />
|simput=<br />
|note=AT => 214B isn't airtight but will force an opponent to block if they lack a good reversal (beats out several DPs, notably most Nanaya DPs). If you're struggling to land the first j.B, hold 8/9 after the 214A and input j.B as soon as you're off the ground.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=236B starter, grounded opponent<br />
|character=<br />
|damage=4410<br />
|metergen=38.1%<br />
|metero=16.3%<br />
|link=<br />
|input= *236B, 2A > 5B > j.BC > dj.BC > AT<br />
|simput=<br />
|note=236B pickup. You can replace 2A > 5B with 5B > 6C for extra damage, but it requires a sdj to work on some characters and is significantly tighter.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded/air opponent<br />
|character=<br />
|damage=3706<br />
|metergen=42.0%<br />
|metero=18.0%<br />
|link=<br />
|input= *(214A/B), (2C >) 6C > j.BC > dj.BC > AT<br />
|simput=<br />
|note=Baby CH 214A/B confirm, works from basically anywhere. 2C is optional, but makes the combo easier to land. Removing it adds 200 damage & slightly less meter.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded/air opponent<br />
|character=<br />
|damage=4571<br />
|metergen=45.5%<br />
|metero=19.5%<br />
|link=<br />
|input= *(214A/B), 6[C] > delay 214A/B, j.BC > dj.BC > AT<br />
|simput=<br />
|note=Slightly harder confirm. You can do this off aerial hits that are further away. Your range is dependent upon the range you can land 6[C] at.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded/air opponent<br />
|character=<br />
|damage=4598<br />
|metergen=47.6%<br />
|metero=20.4%<br />
|link=https://youtu.be/I3TFtQODm6I<br />
|input= *(214A/B), 6[C], 5A > 6C > j.BC > dj.BC > AT<br />
|simput=<br />
|note=6[C] > 5A is a link. You can only do this if you're within 5A range or closer (roughly the same range as 214A). Hit the 6[C] above the middle of its hitbox so the opponent pops up enough for your 5A to land. If this explanation doesn't make sense, look at the video.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded/air opponent<br />
|character=<br />
|damage=4825<br />
|metergen=50%<br />
|metero=21.4%<br />
|link=<br />
|input= *(214A/B), 236B > 5B > 6C > j.CB > dj.BC > AT<br />
|simput=<br />
|note=236B should be done quickly for 5B to work, otherwise 2A is also good.<br>j.CB dj.BC route does more dmg than j.BC j.BC.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= CH starter, grounded opponent<br />
|character=<br />
|damage=5150<br />
|metergen=39.2%<br />
|metero=16.8%<br />
|link=<br />
|input= *CH 236B, 6C > j.BC > dj.BC > AT<br />
|simput=<br />
|note=CH 236B confirm. You can add a 2A in for more stability, but you lose 500 damage. You can also do this route off an air CH 236A most of the time.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition= CH starter, grounded opponent<br />
|character=<br />
|damage=4958<br />
|metergen=38.1%<br />
|metero=16.3%<br />
|link=<br />
|input= *6[C] > IAD 9 j.C, land j.BC > dj.BC > AT<br />
|simput=<br />
|note=CH 6[C] confirm. IAD 8/9 will work, IAD 7 won't. You have to do this immediately following the 6[C] otherwise it'll drop. If you didn't get the CH, you have enough time to do a non-236B meaty anyway, so this is worth going for whenever possible.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Raw Airthrow starter, airborne opponent<br />
|character=<br />
|damage=2061<br />
|metergen=12.6%<br />
|metero=5.4%<br />
|link=<br />
|input= *gAT, land 2A > 236A<br />
|simput=<br />
|note=gAT combo for oki. 2A must happen as soon as you hit the ground, otherwise the 236A KD is techable.<br />
}}<br />
}}<br />
<br />
=== Metered Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=4671 (214A)<br> 4516 (236A)<br />
|metergen=46.5% (236A), 43% (214A) - 100.0%<br />
|metero=43.2% (236A), 41.7% (214A)<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 214A, 236C<br />
|simput=<br />
|note=Meter dump BnB. Gives the best of both worlds in terms of oki and damage. You can replace 214A with 236A for less damage, but higher metergain.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>Heat mode<br />
|character<br />
|damage=5544<br />
|metergen=-all%<br />
|metero=25.1<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A > 41236C<br />
|simput=<br />
|note=Arc Drive combo. Useful for when you are in Heat and need the extra damage to kill. Otherwise, use the route above.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=5696<br />
|metergen=-66%*<br />
|metero=29.0%<br />
|link=https://youtu.be/kG1oqOYcICs<br />
|input= *CH 214A/B, delay 6[C] > 214C, 6[C], 5A > 6C > j.BC > j.BC AT<br />
|simput=<br />
|note= Only generates 16% before superflash. Delay the first 6[C] such that they're just barely not OTG'd by the 214C. Second 6[C] should hit as close to the end of 214C as possible. If this explanation doesn't make sense, look at the video.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=4885<br />
|metergen=-68%<br />
|metero=37.4%<br />
|link=<br />
|input= *CH 214A/B, delay 6[C], 5A > 6C > 214B > 236C<br />
|simput=<br />
|note= Corner only. Same rules as usual apply to the 6[C], 5A > 6C.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=4464<br />
|metergen=-84%<br />
|metero=20.1%<br />
|link=<br />
|input= *236A > 214C, 6C > j.BC > j.BC > AT<br />
|simput=<br />
|note= OTG meter dump combo off 236A, no CH required.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=5045<br />
|metergen=-82%<br />
|metero=25.2%<br />
|link=<br />
|input= *236A > 214C, 6[C], 5A > 6C > j.BC > j.BC > AT<br />
|simput=<br />
|note= Higher damage variant of the combo above. The 6[C] timing changes based on how many hits of 214C connect.<br />
}}<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_5A.png<br />
|image2=MB_H_Roa_5A6A.png<br />
|image3=MB_H_Roa_5A6AA.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|input=5A~6A~6A<br />
|data=<br />
{{AttackData-MB<br />
|version=5A<br />
|damage=300<br />
|reddamage=192<br />
|proration=75% (O)<br />
|circuit=2.1%<br />
|cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=4<br />
|recovery=9<br />
|frameAdv=-1<br />
|invuln=<br />
|description=Standard mid-hitting kick. Unless you're using this for stagger pressure using 5A6A > 2A > 5A6A, you're much better off saving this for Reverse Beat.<br />
}}<br />
{{AttackData-MB<br />
|version=5A~6A<br />
|damage=600<br />
|reddamage=384<br />
|proration=80% (M)<br />
|circuit=4.2%<br />
|cancel=N, SP, -CH-, EX, (J)<br />
|guard=LH<br />
|startup=8<br />
|active=4<br />
|recovery=16<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Can be used in pressure by rebeating to 2A afterwards. Better hitbox than 5A, but you lose 5A(w) in case you need to cancel a poorly spaced 5C. On the upside, it is forward advancing so it keeps your pressure going.<br />
}}<br />
{{AttackData-MB<br />
|version=5A~6A~6A<br />
|damage=1000<br />
|reddamage=768<br />
|proration=60% (O)<br />
|circuit=7.0%<br />
|cancel=(N), SP, EX, (J)<br />
|guard=LH<br />
|startup=10<br />
|active=4<br />
|recovery=17<br />
|frameAdv=-3<br />
|invuln=<br />
|description=Launches on hit. Usually combo filler, but it is special cancellable, so it does not outright end your pressure.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_5B.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|data=<br />
{{AttackData-MB<br />
|damage=550<br />
|reddamage=384<br />
|proration=80% (O)<br />
|circuit=3.85%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=9<br />
|active=5<br />
|recovery=13<br />
|frameAdv=-3<br />
|invuln=<br />
|description=Solid normal with a slight disjoint. Can be used to combo after a regular 236B hit, but the window is tight.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_5C.png<br />
|linkname=5C<br />
|caption=<br />
|name=5C<br />
|data=<br />
{{AttackData-MB<br />
|damage=400, 550 (825)<br />
|reddamage=(548)<br />
|proration=80% (O), 90% (M)<br />
|circuit=2.8%, 3.85% (6.65%)<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=9<br />
|active=3 (10) 7<br />
|recovery=14<br />
|frameAdv=-16, -3 ~ 0<br />
|invuln= <br />
|description=This button looks really cool, until you realize the second hit whiffs on most crouching hitboxes unless at point blank, and then you realize it just sucks. Hitting with the later hitbox of 5C(2) is 0 on block. You should be cancelling before the second hit in nearly every situation.<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_2A.png<br />
|linkname=2A<br />
|caption=<br />
|name=2A<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=192<br />
|proration=75% (O)<br />
|circuit=2.1%<br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|frameAdv=0<br />
|invuln= <br />
|description=Stubby mid-hitting chop, but it's good for staggers and tick throws since it's 0 on block, as well as being a good abare option. Unless you plan on staggering 5A6A > 2A > 5A6AA, use this as your redash in pressure.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_2B.png<br />
|linkname=2B<br />
|caption=<br />
|name=2B<br />
|data=<br />
{{AttackData-MB<br />
|damage=550<br />
|reddamage=336<br />
|proration=80% (O)<br />
|circuit=4.2%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=8<br />
|active=6<br />
|recovery=14<br />
|frameAdv=-5<br />
|invuln= <br />
|description=A solid low poke. It's startup means you can use this out of a blocked 236B to frametrap, but obviously you have to be careful not to do this too often, as it's only airtight if your input is frame perfect, so you can get reversal'd. On the other hand, it makes for a decent frametrap & leaves both your A normals open for rebeats.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_2C.png<br />
|linkname=2C<br />
|caption=<br />
|name=2C<br />
|data=<br />
{{AttackData-MB<br />
|damage=900<br />
|reddamage=672<br />
|proration=55% (O)<br />
|circuit=6.3%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=9<br />
|active=11<br />
|recovery=13<br />
|frameAdv=-6<br />
|invuln= <br />
|description=One of H-Roa's best grounded normals. With 11 active frames, you can use this to confirm off pretty much any counterhit 214X or 6C, and you can afford to be far more lenient with your timing. Dash 2C will cover a large amount of space on the ground. 2C can be used to punish any tech in the corner on reaction, and dash 2C will cover both neutral and forward tech at midscreen.<br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_jA.png<br />
|linkname=j.A<br />
|caption=<br />
|name=j.A<br />
|data=<br />
{{AttackData-MB<br />
|damage=250<br />
|reddamage=144<br />
|proration=75% (O)<br />
|circuit=1.75%<br />
|cancel=SE, N, SP, EX, J<br />
|guard=LHA<br />
|startup=6<br />
|active=4<br />
|recovery=10<br />
|frameAdv=-<br />
|invuln= <br />
|description=Strong air-to-air poke. Use this to scout in the air, control space, and more.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_jB.png<br />
|linkname=j.B<br />
|caption=<br />
|name=j.B<br />
|data=<br />
{{AttackData-MB<br />
|damage=600<br />
|reddamage=288<br />
|proration=85%<br />
|circuit=4.2%<br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=7<br />
|active=4<br />
|recovery=-<br />
|frameAdv=-<br />
|invuln= <br />
|description=H-Roa's best air normal. You can use this in IAD Resets to force stand block & also to tag people above you as the top of the hitbox is disjointed. You'll be using this a lot both to protect space and contest air buttons. Doesn't hit below Roa.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_jC.png<br />
|linkname=j.C<br />
|caption=<br />
|name=j.C<br />
|data=<br />
{{AttackData-MB<br />
|damage=950<br />
|reddamage=672<br />
|proration=90% (O)<br />
|circuit=6.65%<br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=8<br />
|active=4<br />
|recovery=-<br />
|frameAdv=-<br />
|invuln= <br />
|description=The bottom part of Roa's leg is slightly disjointed. This is your normal of choice if your opponent is below you, and your best jump-in.<br />
}}<br />
}}<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_6C.png<br />
|image2=MB_H_Roa_6C_Charged.png<br />
|linkname=6C<br />
|caption=<br />
|name=6C<br />
|input=6[C]<br />
|data=<br />
{{AttackData-MB<br />
|version=6C<br />
|damage=1000<br />
|reddamage=678<br />
|proration=100%<br />
|circuit=7.0%<br />
|cancel=SP, EX, J<br />
|guard=LH<br />
|startup=13<br />
|active=2<br />
|recovery=17<br />
|frameAdv=-1 {{Tooltip | text=(+14)| hovertext=On jump cancel.}}<br />
|invuln=<br />
|description=+14 when jump cancelled. You can end blockstrings on this often, but be careful not to get too predictable. You can frametrap with a 214B afterwards, but if it's blocked you return to neutral.<br />
}}<br />
{{AttackData-MB<br />
|version=6[C]<br />
|damage=1400<br />
|reddamage=1152<br />
|proration=100%<br />
|circuit=9.8%<br />
|cancel=SP, EX, J<br />
|guard=LH<br />
|startup=25<br />
|active=5<br />
|recovery=14<br />
|frameAdv=-1 {{Tooltip | text=(+14)| hovertext=On jump cancel.}}<br />
|invuln=<br />
|description=As before, +14 when jump cancelled. You can use this to catch mashing, as it's mostly disjointed. It also does significantly more guard damage.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_Throw.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=4/6A+D<br>(~2)<br />
|data=<br />
{{AttackData-MB<br />
|version=Neutral<br />
|damage=1000<br />
|reddamage=384<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=-<br />
|invuln=See desc<br />
|description= Ground throw. On hit, invuln during throw animation. Techable knockdown, but you can OTG off this. Use 2C to catch techs on reaction in the corner/dash 2C to catch forward/neutral tech outside the corner.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~2<br />
|damage=800<br />
|reddamage=384<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=<br />
|description=Does less damage, but the knockdown is untechable.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_Airthrow.png<br />
|caption=<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.4/6A+D<br />
|data=<br />
{{AttackData-MB<br />
|damage=1600 (Raw)<br>1200 (Ender)<br />
|reddamage=576<br />
|proration=100%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=-<br />
|invuln=<br />
|description=Regular airthrow. Recovery is on landing. If you do not want to return to neutral after an air combo, use this. Oki out of it is pretty bad.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Counter</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_SC.png<br />
|image2=MB_F_Roa_2C.png<br />
|image3=MB_H_Roa_jSC.png<br />
|caption=<br />
|name=Shield Counter<br />
|linkname=Shield Counter<br />
|input=Auto after a successful shield (Air OK)<br>/ 5D/2D~236D<br />
|data=<br />
{{AttackData-MB <br />
|version=Standing<br />
|damage=500 (345)<br />
|reddamage=198<br />
|proration=40% <br />
|circuit=3.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LHA <br />
|startup=9<br />
|active=4 <br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln= <br />
|description=H-Roa's standing shield counter. Looks like the second hit of 5C. This applies for the other shield counters as well: "For H-Moon, shielding hits that would cause Auto Shield Counter, if the shield is successful on the first frame of the shield box, there is a 2 frame window where throw can be input after the shield." Window is 14f if it wouldn't trigger shield counter, and can also be cancelled into dash. You can manually input a shield counter with 236D on projectiles.<br />
}}<br />
{{AttackData-MB <br />
|version=Crouching<br />
|damage=1500 (1035)<br />
|reddamage=662<br />
|proration=50% <br />
|circuit=10.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LA <br />
|startup=9<br />
|active=4 <br />
|recovery=18 <br />
|frameAdv=-4 <br />
|invuln= <br />
|description=H-Roa's crouching shield counter. Looks like 2C. Same notes as above.<br />
}}<br />
{{AttackData-MB <br />
|version=Air<br />
|damage=500 (345)<br />
|reddamage=198<br />
|proration=50% <br />
|circuit=3.5%<br />
|cancel=<br />
|guard=HA <br />
|startup=9<br />
|active=4 <br />
|recovery=<br />
|frameAdv=+14<br />
|invuln= <br />
|description=Air shield counter.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_214D.png<br />
|image2=MB_H_Roa_214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Neutral<br />
|damage=500<br />
|reddamage=192<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=26<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=Clash 1-10<br />
}}<br />
{{AttackData-MB <br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=192<br />
|proration=100%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=Similar to C-Moon 6C.<br />
}}<br />
{{AttackData-MB <br />
|version=Blockstun<br />
|damage=0<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=LHA<br />
|startup=19<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln= <br />
|description=H-Moon specific reversal bunker.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_CSpark.png<br />
|image2=MB_C_Roa_CSpark_Air.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=In Heat:<br>Auto during hitstun<br>A+B+C during blockstun<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
=== Special Moves ===<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_236AB.png<br />
|image2=MB_H_Roa_236B_BE.png<br />
|image3=MB_H_Roa_236C.png<br />
|caption=<br />
|caption2=236[B]<br />
|caption3=<br />
|name=Thunder Flash<br>(EX: Seventh Heaven (Original Sin))<br />
|input=236A/B/[B]/C<br />
|linkname=236X<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1500<br />
|reddamage=1152<br />
|proration=100%<br />
|circuit=10.5%<br />
|cancel=<br />
|guard=LH<br />
|startup=12<br />
|active=5<br />
|recovery=29<br />
|frameAdv=-6 to -2<br />
|invuln=High 4-11, Full 12-27<br />
|description= 236A is mainly used to disrespect spacing and punish whiffed normals. While it can be -6 on block, there are 5 active frames with each hitbox having an individual hitstun, so hitting with the 3rd active frame or later leaves you safe on block (5th frame if ex-guard is accounted). You should only be using this when you're sure it'll hit, since your reward off this is either low damage if you have meter, OTG 2A mash in the corner for a bit more meter and maybe a tech trap, or 236B oki. However, this move is air unblockable, and therefore your go-to for sniping landings and other reads.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1500<br />
|reddamage=1152<br />
|proration=100%<br />
|circuit=10.5%<br />
|cancel=<br />
|guard=LH<br />
|startup=32*<br />
|active=5<br />
|recovery=13<br />
|frameAdv=7 to 11<br />
|invuln=High 7-31, Full 32-47<br />
|description=The infamous 236B Soko. Holding B can delay the startup to up to 42f, depending on how long B is held. H-Roa's simple, but effective pressure reset. The move that makes people hate your character. At +7 on block, this special can be used to reset, start pressure, and gives H-Roa some of his best meterless damage on a CH. This will also cross up your opponent if used near max range.<br />
}}<br />
{{AttackData-MB<br />
|version=[B]<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=20<br />
|active=X<br />
|recovery=16<br />
|frameAdv=<br />
|invuln=<br />
|description=This is the feint. You can use this in your pressure to redash, as a way to fake people out who expect 236B. You can also use this as a (gimmicky) oki setup, where you do 236[B] 2A, 236[B] throw, or 236{B}. If they start throw teching, use 236[B] 5B to call it out. You mainly use this move for mind games, as it has a decent amount of recovery.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=400, 300*20 (3043)<br />
|reddamage=(3195)<br />
|proration=50% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=5+7<br />
|active={{Tooltip | text=120| hovertext=3 (2) x19, 3 (6) 16}}<br />
|recovery=26<br />
|frameAdv=-24<br />
|invuln=High 3-11, Full 12-132<br />
|description=This move looks very similar to C/H-Ciel's 236C, but it doesn't have full invuln. However, it has projectile invulnerability. Use this to punish a lot of situations where opponent uses some kind of projectile. This move is also good for catching whiffed pokes with long recovery. It can also be used as a combo ender to get the best of both worlds for oki and damage.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_623A.png<br />
|image2=MB_H_Roa_623B.png<br />
|image3=MB_H_Roa_623C.png<br />
|caption=<br />
|caption2=<br />
|caption3=<br />
|name=Rising Thunder<br>(EX: Rising Thunder Praise)<br />
|input=623A/B/C<br />
|linkname=623X<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=500, 1000 (1351)<br />
|reddamage=(1038)<br />
|proration=100%<br />
|circuit=2.1%, 7.0% (9.1%)<br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=5<br />
|active={{Tooltip | text=7| hovertext=4, 3}}<br />
|recovery=42<br />
|frameAdv=-31, -27<br />
|invuln=<br />
|description=A fast, albiet outclassed anti-air. Both of it's hits are air unblockable, but in reality you are better off with either rising j.A or 214A/B to catch an opponent in the air. As such, this move does not see a lot of use.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=500*3, 1000 (2133)<br />
|reddamage=(1639)<br />
|proration=100%<br />
|circuit=2.1%*3, 7.0% (13.3%)<br />
|cancel=<br />
|guard=LH (1), LHA (2-4)<br />
|startup=4<br />
|active={{Tooltip | text=12| hovertext=4, 4, 2, 2}}<br />
|recovery=46<br />
|frameAdv=-40, -36,<br>-32, -30<br />
|invuln=Full 1-5<br />
|description=H-Roa's meterless reversal, has full invuln. Only the first hit is air unblockable, but you can use this like you would any other DP. Goes at a decent angle. You can use this to tack on damage after your OTG ground throw if you really need the extra damage to kill.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=400*6, 1000 (2706)<br />
|reddamage=(1982)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=2+0<br />
|active={{Tooltip | text=25| hovertext=4 x5, 2, 3}}<br />
|recovery=44<br />
|frameAdv=-58 (min)<br />
|invuln=Full 1-4<br />
|description=Essentially a better version of 623B, with faster startup, higher damage and a wallslam which allows you to return to neutral, whilst being completely air unblockable and maintaining invincibility. Notably, the 2+0 startup means this cannot be safejumped by C/H-Moon characters unless their safejump outspaces it.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_214A.png<br />
|image2=MB_H_Roa_214B.png<br />
|image3=MB_H_Roa_214C.png<br />
|caption=<br />
|caption2=<br />
|caption3=<br />
|name=Thunder Needle - Moment<br>(EX: Thunder Needle - Moment Viper)<br />
|input=214A/B/C<br />
|linkname=214X<br />
|data=<br />
{{AttackData-MB<br />
|version=A/B<br />
|damage=1000<br />
|reddamage=768<br />
|proration=70% (O)<br />
|circuit=7.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=16<br />
|active={{Tooltip | text=12| hovertext=Single Hit. 4 (2) 2 (2) 2}}<br />
|recovery=14<br />
|frameAdv=-4<br />
|invuln=<br />
|description=214A will cover behind you, 214B will cover the air. This special is good and once again gives you very solid damage, particularly on air CH. Air unblockable, use 214A to preemptively anti-air and use 214B as a poke. Be aware of its significant startup and recovery, because you can be hit out of startup easily, and opponents can whiff punish you if they have particularly long-reaching normals (Satsuki dash 2C, for example). <br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=450*8 (2867)<br />
|reddamage=(2427)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=5+13<br />
|active=X {{Tooltip | text=(55)| hovertext=2 (1) 1 (3) x7, 2 (1) 1}}<br />
|recovery=16<br />
|frameAdv=12 ~ 61<br />
|invuln=<br />
|description= A multi-purpose move that can be used effectively in multiple ways. You can use it in neutral for lockdown or to force a risky approach from your opponent, you can use it in pressure as a safe meter dump and a pressure reset, and you can use it to extend combos for extra damage. It also recovers during active frames, making it hard to punish. Get used to spending your meter with this move a ton. <br />
}}<br />
}}<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_j236A.png<br />
|image2=MB_H_Roa_j236B.png<br />
|image3=MB_H_Roa_j236C.png<br />
|caption=<br />
|caption2=<br />
|caption3=<br />
|name=Brilliant Impetus - Ghost Tail<br />
|linkname=j.236X<br />
|input=j.236A/B/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=800<br />
|reddamage=480<br />
|proration=75% (O)<br />
|circuit=5.6%<br />
|cancel=(EX), (J)<br />
|guard=LHA<br />
|startup=12<br />
|active=3<br />
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}}<br />
|frameAdv=3 (TK)<br />
|invuln=<br />
|description=Slow for an air-to-air, but can be used to change your momentum to throw off landing snipes. Be careful though, because this move doesn't cover above or below you, and leaves you open to punishes if you whiff it too high. However, it's plus on TK, so you can do tk.236A in pressure and keep your turn. Also, you can link it in certain air combos with j.BC j.236a sdj j.BC AT for style points. Use this at the end of your combos to return to neutral, but be aware it's a bit more height-sensitive than j.236B. However, it has less landing recovery.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=700*3 (1579)<br />
|reddamage=(866)<br />
|proration=75% (O)<br />
|circuit=4.9%*3 (14.7%)<br />
|cancel=EX, J<br />
|guard=LHA<br />
|startup=15<br />
|active=3 (3) 3 (3) 3<br />
|recovery={{Tooltip | text=9| hovertext=Landing recovery.}}<br />
|frameAdv=-1 (TK)<br />
|invuln=<br />
|description=This move looks really bad on paper. It's slower than j.236A, has more recovery, and gives your opponent more time to react. However: it requires 3 shields AND it covers above and below you, while j.236A doesn't. You can use this to catch people trying to antiair you at weird angles since it's disjointed. Use this at the end of your combos to return to neutral, while leaving your opponent in an awkward situation.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=400*6 (1591)<br />
|reddamage=(1145)<br />
|proration=75% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=3+11<br />
|active={{Tooltip | text=12| hovertext=2 x6}}<br />
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}}<br />
|frameAdv=5 (TK)<br />
|invuln=Full 1-25<br />
|description=This is a true air reversal. With that said, it's metered on a Half Moon character with subpar meter gain. You can use this to tack on extra damage at the end of an air combo. It covers slightly more room than j.236B, and it's +5, but the pushback means that you can't really use it like you would with j.236A. It does require individual shields for any players crazy enough to go for it.<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MBHRoaAD.png<br />
|caption=<br />
|name=Heavenly Crashing Thunder<br />
|linkname=Arc Drive<br />
|input=41236C during Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=7000 (3080)<br />
|reddamage=(2137)<br />
|proration=50% (O)<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LH<br />
|startup=7+6<br />
|active=2<br />
|recovery=38<br />
|frameAdv=-15<br />
|invuln=Full 7-8, 13-14<br />
|description=Used as a high damage combo ender or as an OTG, otherwise not really notable since it's a hitgrab. If you combo someone when you are in Heat and need the extra damage to get a kill, this is what you should be going into.<br />
}}<br />
}} <br />
<br />
==Character specific notes==<br />
{| class="wikitable sortable"<br />
|-<br />
! Character !! Raw 236C follow-up midscreen<br />
|-<br />
| Aoko || 2A 2C. Can 5A6AA.<br />
|-<br />
| Tohno || 2A 2C. Can 5A6AA.<br />
|-<br />
| Hime || 2A 6C or 2A 236A.<br />
|-<br />
| Nanaya || 2A 2C. Can 5A6AA.<br />
|-<br />
| Kouma || 2A 2C. Can 5A6AA.<br />
|-<br />
| Miyako || 2A 2C. Can 5A6AA.<br />
|-<br />
| Ciel || 2A 2C. Can 5A6AA.<br />
|-<br />
| Sion || Only in the corner.<br />
|-<br />
| Ries || 2A 6C or 2A 236A.<br />
|-<br />
| VSion || Olny in the corner.<br />
|-<br />
| Wara || 2A 6C or 2A 236A.<br />
|-<br />
| Roa || 2A 2C. Can 5A6AA.<br />
|-<br />
| Akiha || 2A 6C or 2A 236A.<br />
|-<br />
| Arc || 2A 2C. Can't 5A6AA.<br />
|-<br />
| PCiel || 2A 2C. Can 5A6AA.<br />
|-<br />
| WArc || 2A 6C or 2A 236A.<br />
|-<br />
| VAkiha || 2A 6C or 2A 236A.<br />
|-<br />
| Mech || 2A 2C. Can 5A6AA.<br />
|-<br />
| Seifuku || 2A 6C or 2A 236A.<br />
|-<br />
| Satsuki || 2A 6C or 2A 236A.<br />
|-<br />
| Len || 2A 6C or 2A 236A.<br />
|-<br />
| Ryougi || 2A 2C. Can 5A6AA.<br />
|-<br />
| WLen || 2A 2C. Can 5A6AA.<br />
|-<br />
| Nero || 2A 2C 2A 2C. Can 5A6AA.<br />
|-<br />
| NAC || 2A 2C. Can 5A6AA.<br />
|-<br />
| Hisui || 2A 6C or 2A 236A.<br />
|-<br />
| Neco || 2A 2C. Can 5A6AA.<br />
|-<br />
| Kohaku || 2A 2C. Can 5A6AA.<br />
|}<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Michael Roa Valdamjong]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Half_Moon&diff=267851Melty Blood/MBAACC/Roa/Half Moon2023-07-07T16:05:33Z<p>EikaMikiku: Added char specific notes section</p>
<hr />
<div>{{TOC limit|3}}<br />
== Character Page Progress ==<br />
<br />
{{#lst:Melty_Blood/MBAACC:Roadmap|H-Roa}}<br />
<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=h&p1char=roa H-Roa Match Video Database]<br><br />
[https://drunkardshade.com/2015/08/13/melty-bits-h-roa/ Melty Bits: H-Roa]'''<br><br />
[https://www.youtube.com/watch?v=2Pj7WIS1aR8 H-Roa Tutorial] by sibladeko (tonberry)<br><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name!! width="80"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=grungrah grungrah]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color27.png|Color|75px]] <br />
| North America || Chicago Melty, Netplay || Inactive || <br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=Janson%20(J%E3%82%A2%E3%83%B3%E3%82%BD%E3%83%B3) Janson (Jアンソン)]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color27.png|Color|75px]] <br />
| Japan || A-cho || Inactive || <br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=red%20melon%20(%E8%B5%A4%E3%81%84%E3%83%A1%E3%83%AD%E3%83%B3) Red Melon (赤いメロン)]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color13.png|Color|75px]] <br />
| Japan || Play Spot BIG ONE 2nd || Active || Known mostly for C-Roa, but also proficient with a secondary H-Roa. Mostly uses H to fight Nero.<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=tamao%20(%E3%81%9F%E3%81%BE%E3%81%8A) tamao (たまお)]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color11.png|Color|75px]] <br />
| Japan || A-cho || Inactive || Uses multiple colors.<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=Tonberry TonberryMage]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color27.png|Color|75px]] <br />
| North America || || Inactive || Was one of the very best players in the NA scene while active. Not a lot of footage.<br />
|}<br />
<br />
== Overview ==<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
[[File:MBAACC_Roa_Face.png]] '''H-Roa''' is an simple but effective 'all-rounder' with excellent space control tools and well rounded offense.<br />
|pros=<br />
* '''Strong Neutral''': Aside from Roa's universally strong mobility and normals, H-Roa can control screen space with 214X, and can catch falling airborne opponents with 236A.<br />
* '''Good Offense''': Reverse Beat, strong reset options and a lot of forward-advancing normals let H-Roa stay on the offensive for a long time, should the opponent not contest.<br />
* '''Effective Meter Usage''': H-Roa has overall great uses for meter. Half Moon Bunker to escape pressure, 236C to end combos, and 214C as a multi-purpose move.<br />
* '''Stable, Consistent Gameplan''': H-Roa is easy to learn and his tools are consistent enough to reliably challenge a few top tiers, most notably Nero.<br />
|cons=<br />
* '''Linear Mix''': H-Roa lacks reliable mixup options to open up opponents. He has to rely on either risky resets with 236B and 6C or strike/throw to open up his opponents.<br />
* '''Meter Hungry''': Despite his wealth of excellent EX moves, H-Roa's combos have subpar metergain, even if you decide to forgo oki entirely.<br />
|tablewidth=80<br />
}}<br />
<br />
== General Gameplan ==<br />
H-Roa is a simple to learn, but overall strong character with the tools to deal with most situations. His neutral is strong, sporting a long ranged poke in 214B, and he can quickly catch whiffed pokes and landings with 236A. Once he gets his opponent to block, he can effortlessly keep resetting pressure thanks to his infamous 236B and on-block jump cancellable 6C as ways to stay in. He can use meter to make his already powerful offense even stronger with 214C, and it also gives him some leeway on defense thanks to having Half Moon Bunker. Unfortunately, his actual mixup game is not very strong. He relies on pressure resets in order to open up opponents unless he wants poor reward from strike/throw. A majority of his combos also don't grant a lot of meter for him, which makes managing meter important for this character.<br />
<br />
=== Neutral ===<br />
Roa's neutral is considerably good, featuring very good poking tools for space control and strong overall movement thanks to his fast dashes. His 236A sports very good startup for it's reach and usability, being able to punish many things at long range, most infamously being able to interrupt or punish Nero's summons on reaction, and his 214A/B cover good angles whilst being air-unblockable. While his ground-to-air game is decent, it requires either a 214A/B or a rising j.A. j.A is less committal, as it's quick to start and recover. The reward from a CH 214A/B is strong, but in order to use it as an anti-air it must be used pre-emptively. You'll use your aerial buttons a lot to control the ground, so get used to j.A for air to airs and j.B to protect space. 236A/B are air-unblockable, so you can catch opponents who are falling from a jump. Also, fair to note, if you get a regular 214A/B hit, you can link into 236C. Incredibly important should an opponent not get CH, but you still want the hard knockdown. 214C is also an option that can easily lockdown neutral, if not outright skip it entirely. This can lead into 2 situations: you force the opponent into a risky approach, or they respect it and you get to start your pressure.<br />
<br />
=== Pressure ===<br />
Once you get your opponent to block, it's time to go crazy. This is H-Roa's ace in the hole. Whilst he may lack any actual mixup from his pressure, he gains the ability to reset it at will thanks to 2 moves: 6C and 236B. 236B is infamous, being H-Roa's most hated move. Once you get a good knockdown with 236A, you'll more often than not time this to hit meaty and start your relentless pressure. If they just keep respecting you, your aim is then to reset them over and over to either break their guard bar, or force them to act to avoid guard break.<br />
<br />
Unfortunately, the opponent can just hold up and jump over your 236B on reaction. To condition the opponent to not do that, you can do a lot of things:<br />
* Delayed 6C and 6[C] can catch anyone trying to jump, even when pushed out a bit<br />
** A blocked 6C jump cancelled into IAD j.B can catch jumping opponents or force them to block and lead back into a pressure string, even if they hold 7 to jump after blockstun ASAP.<br />
* Delayed 214B will also do fine, but net no reward if you don't spend meter to confirm into 236C.<br />
* At times, you can try reverse beating into 5A/2A and IADing into an air throw or an air combo. <br />
Once the opponent is conditioned to not jump out, you can jump cancel 6C and IAD into a j.B or j.C to reset and continue your pressure. If this is the case, more skillful opponents will try to Shield your j.B/j.C. If they get too Shield happy, do an empty air dash to make them whiff their Shield.<br />
<br />
As a Half-Moon, meter management is important so you don't go into Heat, get hit once, and lose everything. 214C is great for that purpose. You can get ''a whole second of plus frames, should everything be spaced properly.'' Far more than enough to continue your blockstring.<br />
<br />
=== Okizeme ===<br />
<br />
His oki is sadly nothing to write home about. You can do the basic stuff; netural jump drifts, crossups, tick throws, sandooris, you name it. It's just not stuff that's exclusive to him. Most of the time, you will just time your 236B to hit meaty and call it a day, but he does have options if you want to keep your opponent guessing.<br />
<br />
=== Defense ===<br />
<br />
Defense is cut and dry if you don't have meter. Blocking is usually a good option, since you do not have to risk much whilst doing so. If you really want to get out of pressure without spending meter, 623B is a quick reversal with full invuln. If you do notice a gap in the opponent's pressure, 2A is a good, albiet stubby abare option. With meter, however, you gain access to Half Moon Bunker as arguably his best "get off me" move. It is quite expensive, costing 100% meter, but if you are really desperate to escape pressure then don't be afraid to use it. If it does land, you get a hard knockdown, which is huge because you can meaty with 236B. You can also use 623C as a reversal option, which sports faster startup (2+0, compared to 623B's first active frame at frame 4), higher damage, and a wallbounce, allowing you to return to neutral. It's risky and costs just as much as Bunker, though, so if you do use it make sure you can land it if possible.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
'''IMPORTANT NOTE ABOUT ALL COMBOS LISTED: ''' Only AT enders are listed. Any combo which ends in an airthrow can also end in j.236B or j.236C. j.236B only beats AT for damage if all three hits connect, and you must sdj to land all three. Combos can be done at any position on the stage unless otherwise specified.<br />
<br />
=== Normal Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=3534<br />
|metergen=46.5%<br />
|metero=19.9%<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A<br />
|simput=<br />
|note=Standard combo for okizeme. Allows for meaty 236B. Can be done off 2A, j.B, or j.C, but 5A can whiff if the j.B/j.C isn't close enough.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4339<br />
|metergen=52.8%<br />
|metero=22.6%<br />
|link=<br />
|input= *5B > 2B > 5C(1) > 5A6AA > 6C > j.BC > j.BC > AT <br />
|simput=<br />
|note=Standard combo without the 6[C] link.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=3213<br />
|metergen=32.2<br />
|metero=13.8<br />
|link=<br />
|input= *5B > 2B > 5C(2) > 6C > 236A<br />
|simput=<br />
|note=Use if you're too far away for 5A6AA to land, most notably if you land 5B from it's maximum range.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4722<br />
|metergen=64.7<br />
|metero=27.7<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 214A, j.BC > dj.BC > AT<br />
|simput=<br />
|note=AT => 214B isn't airtight but will force an opponent to block if they lack a good reversal (beats out several DPs, notably most Nanaya DPs). If you're struggling to land the first j.B, hold 8/9 after the 214A and input j.B as soon as you're off the ground.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=236B starter, grounded opponent<br />
|character=<br />
|damage=4410<br />
|metergen=38.1%<br />
|metero=16.3%<br />
|link=<br />
|input= *236B, 2A > 5B > j.BC > dj.BC > AT<br />
|simput=<br />
|note=236B pickup. You can replace 2A > 5B with 5B > 6C for extra damage, but it requires a sdj to work on some characters and is significantly tighter.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded/air opponent<br />
|character=<br />
|damage=3706<br />
|metergen=42.0%<br />
|metero=18.0%<br />
|link=<br />
|input= *(214A/B), (2C >) 6C > j.BC > dj.BC > AT<br />
|simput=<br />
|note=Baby CH 214A/B confirm, works from basically anywhere. 2C is optional, but makes the combo easier to land. Removing it adds 200 damage & slightly less meter.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded/air opponent<br />
|character=<br />
|damage=4571<br />
|metergen=45.5%<br />
|metero=19.5%<br />
|link=<br />
|input= *(214A/B), 6[C] > delay 214A/B, j.BC > dj.BC > AT<br />
|simput=<br />
|note=Slightly harder confirm. You can do this off aerial hits that are further away. Your range is dependent upon the range you can land 6[C] at.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded/air opponent<br />
|character=<br />
|damage=4598<br />
|metergen=47.6%<br />
|metero=20.4%<br />
|link=https://youtu.be/I3TFtQODm6I<br />
|input= *(214A/B), 6[C], 5A > 6C > j.BC > dj.BC > AT<br />
|simput=<br />
|note=6[C] > 5A is a link. You can only do this if you're within 5A range or closer (roughly the same range as 214A). Hit the 6[C] above the middle of its hitbox so the opponent pops up enough for your 5A to land. If this explanation doesn't make sense, look at the video.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= CH starter, grounded opponent<br />
|character=<br />
|damage=5150<br />
|metergen=39.2%<br />
|metero=16.8%<br />
|link=<br />
|input= *CH 236B, 6C > j.BC > dj.BC > AT<br />
|simput=<br />
|note=CH 236B confirm. You can add a 2A in for more stability, but you lose 500 damage. You can also do this route off an air CH 236A most of the time.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition= CH starter, grounded opponent<br />
|character=<br />
|damage=4958<br />
|metergen=38.1%<br />
|metero=16.3%<br />
|link=<br />
|input= *6[C] > IAD 9 j.C, land j.BC > dj.BC > AT<br />
|simput=<br />
|note=CH 6[C] confirm. IAD 8/9 will work, IAD 7 won't. You have to do this immediately following the 6[C] otherwise it'll drop. If you didn't get the CH, you have enough time to do a non-236B meaty anyway, so this is worth going for whenever possible.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Raw Airthrow starter, airborne opponent<br />
|character=<br />
|damage=2061<br />
|metergen=12.6%<br />
|metero=5.4%<br />
|link=<br />
|input= *gAT, land 2A > 236A<br />
|simput=<br />
|note=gAT combo for oki. 2A must happen as soon as you hit the ground, otherwise the 236A KD is techable.<br />
}}<br />
}}<br />
<br />
=== Metered Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=4671 (214A)<br> 4516 (236A)<br />
|metergen=46.5% (236A), 43% (214A) - 100.0%<br />
|metero=43.2% (236A), 41.7% (214A)<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 214A, 236C<br />
|simput=<br />
|note=Meter dump BnB. Gives the best of both worlds in terms of oki and damage. You can replace 214A with 236A for less damage, but higher metergain.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>Heat mode<br />
|character<br />
|damage=5544<br />
|metergen=-all%<br />
|metero=25.1<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A > 41236C<br />
|simput=<br />
|note=Arc Drive combo. Useful for when you are in Heat and need the extra damage to kill. Otherwise, use the route above.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=5696<br />
|metergen=-66%*<br />
|metero=29.0%<br />
|link=https://youtu.be/kG1oqOYcICs<br />
|input= *CH 214A/B, delay 6[C] > 214C, 6[C], 5A > 6C > j.BC > j.BC AT<br />
|simput=<br />
|note= Only generates 16% before superflash. Delay the first 6[C] such that they're just barely not OTG'd by the 214C. Second 6[C] should hit as close to the end of 214C as possible. If this explanation doesn't make sense, look at the video.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=4885<br />
|metergen=-68%<br />
|metero=37.4%<br />
|link=<br />
|input= *CH 214A/B, delay 6[C], 5A > 6C > 214B > 236C<br />
|simput=<br />
|note= Corner only. Same rules as usual apply to the 6[C], 5A > 6C.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=4464<br />
|metergen=-84%<br />
|metero=20.1%<br />
|link=<br />
|input= *236A > 214C, 6C > j.BC > j.BC > AT<br />
|simput=<br />
|note= OTG meter dump combo off 236A, no CH required.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=5045<br />
|metergen=-82%<br />
|metero=25.2%<br />
|link=<br />
|input= *236A > 214C, 6[C], 5A > 6C > j.BC > j.BC > AT<br />
|simput=<br />
|note= Higher damage variant of the combo above. The 6[C] timing changes based on how many hits of 214C connect.<br />
}}<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_5A.png<br />
|image2=MB_H_Roa_5A6A.png<br />
|image3=MB_H_Roa_5A6AA.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|input=5A~6A~6A<br />
|data=<br />
{{AttackData-MB<br />
|version=5A<br />
|damage=300<br />
|reddamage=192<br />
|proration=75% (O)<br />
|circuit=2.1%<br />
|cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=4<br />
|recovery=9<br />
|frameAdv=-1<br />
|invuln=<br />
|description=Standard mid-hitting kick. Unless you're using this for stagger pressure using 5A6A > 2A > 5A6A, you're much better off saving this for Reverse Beat.<br />
}}<br />
{{AttackData-MB<br />
|version=5A~6A<br />
|damage=600<br />
|reddamage=384<br />
|proration=80% (M)<br />
|circuit=4.2%<br />
|cancel=N, SP, -CH-, EX, (J)<br />
|guard=LH<br />
|startup=8<br />
|active=4<br />
|recovery=16<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Can be used in pressure by rebeating to 2A afterwards. Better hitbox than 5A, but you lose 5A(w) in case you need to cancel a poorly spaced 5C. On the upside, it is forward advancing so it keeps your pressure going.<br />
}}<br />
{{AttackData-MB<br />
|version=5A~6A~6A<br />
|damage=1000<br />
|reddamage=768<br />
|proration=60% (O)<br />
|circuit=7.0%<br />
|cancel=(N), SP, EX, (J)<br />
|guard=LH<br />
|startup=10<br />
|active=4<br />
|recovery=17<br />
|frameAdv=-3<br />
|invuln=<br />
|description=Launches on hit. Usually combo filler, but it is special cancellable, so it does not outright end your pressure.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_5B.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|data=<br />
{{AttackData-MB<br />
|damage=550<br />
|reddamage=384<br />
|proration=80% (O)<br />
|circuit=3.85%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=9<br />
|active=5<br />
|recovery=13<br />
|frameAdv=-3<br />
|invuln=<br />
|description=Solid normal with a slight disjoint. Can be used to combo after a regular 236B hit, but the window is tight.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_5C.png<br />
|linkname=5C<br />
|caption=<br />
|name=5C<br />
|data=<br />
{{AttackData-MB<br />
|damage=400, 550 (825)<br />
|reddamage=(548)<br />
|proration=80% (O), 90% (M)<br />
|circuit=2.8%, 3.85% (6.65%)<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=9<br />
|active=3 (10) 7<br />
|recovery=14<br />
|frameAdv=-16, -3 ~ 0<br />
|invuln= <br />
|description=This button looks really cool, until you realize the second hit whiffs on most crouching hitboxes unless at point blank, and then you realize it just sucks. Hitting with the later hitbox of 5C(2) is 0 on block. You should be cancelling before the second hit in nearly every situation.<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_2A.png<br />
|linkname=2A<br />
|caption=<br />
|name=2A<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=192<br />
|proration=75% (O)<br />
|circuit=2.1%<br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|frameAdv=0<br />
|invuln= <br />
|description=Stubby mid-hitting chop, but it's good for staggers and tick throws since it's 0 on block, as well as being a good abare option. Unless you plan on staggering 5A6A > 2A > 5A6AA, use this as your redash in pressure.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_2B.png<br />
|linkname=2B<br />
|caption=<br />
|name=2B<br />
|data=<br />
{{AttackData-MB<br />
|damage=550<br />
|reddamage=336<br />
|proration=80% (O)<br />
|circuit=4.2%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=8<br />
|active=6<br />
|recovery=14<br />
|frameAdv=-5<br />
|invuln= <br />
|description=A solid low poke. It's startup means you can use this out of a blocked 236B to frametrap, but obviously you have to be careful not to do this too often, as it's only airtight if your input is frame perfect, so you can get reversal'd. On the other hand, it makes for a decent frametrap & leaves both your A normals open for rebeats.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_2C.png<br />
|linkname=2C<br />
|caption=<br />
|name=2C<br />
|data=<br />
{{AttackData-MB<br />
|damage=900<br />
|reddamage=672<br />
|proration=55% (O)<br />
|circuit=6.3%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=9<br />
|active=11<br />
|recovery=13<br />
|frameAdv=-6<br />
|invuln= <br />
|description=One of H-Roa's best grounded normals. With 11 active frames, you can use this to confirm off pretty much any counterhit 214X or 6C, and you can afford to be far more lenient with your timing. Dash 2C will cover a large amount of space on the ground. 2C can be used to punish any tech in the corner on reaction, and dash 2C will cover both neutral and forward tech at midscreen.<br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_jA.png<br />
|linkname=j.A<br />
|caption=<br />
|name=j.A<br />
|data=<br />
{{AttackData-MB<br />
|damage=250<br />
|reddamage=144<br />
|proration=75% (O)<br />
|circuit=1.75%<br />
|cancel=SE, N, SP, EX, J<br />
|guard=LHA<br />
|startup=6<br />
|active=4<br />
|recovery=10<br />
|frameAdv=-<br />
|invuln= <br />
|description=Strong air-to-air poke. Use this to scout in the air, control space, and more.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_jB.png<br />
|linkname=j.B<br />
|caption=<br />
|name=j.B<br />
|data=<br />
{{AttackData-MB<br />
|damage=600<br />
|reddamage=288<br />
|proration=85%<br />
|circuit=4.2%<br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=7<br />
|active=4<br />
|recovery=-<br />
|frameAdv=-<br />
|invuln= <br />
|description=H-Roa's best air normal. You can use this in IAD Resets to force stand block & also to tag people above you as the top of the hitbox is disjointed. You'll be using this a lot both to protect space and contest air buttons. Doesn't hit below Roa.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_jC.png<br />
|linkname=j.C<br />
|caption=<br />
|name=j.C<br />
|data=<br />
{{AttackData-MB<br />
|damage=950<br />
|reddamage=672<br />
|proration=90% (O)<br />
|circuit=6.65%<br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=8<br />
|active=4<br />
|recovery=-<br />
|frameAdv=-<br />
|invuln= <br />
|description=The bottom part of Roa's leg is slightly disjointed. This is your normal of choice if your opponent is below you, and your best jump-in.<br />
}}<br />
}}<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_6C.png<br />
|image2=MB_H_Roa_6C_Charged.png<br />
|linkname=6C<br />
|caption=<br />
|name=6C<br />
|input=6[C]<br />
|data=<br />
{{AttackData-MB<br />
|version=6C<br />
|damage=1000<br />
|reddamage=678<br />
|proration=100%<br />
|circuit=7.0%<br />
|cancel=SP, EX, J<br />
|guard=LH<br />
|startup=13<br />
|active=2<br />
|recovery=17<br />
|frameAdv=-1 {{Tooltip | text=(+14)| hovertext=On jump cancel.}}<br />
|invuln=<br />
|description=+14 when jump cancelled. You can end blockstrings on this often, but be careful not to get too predictable. You can frametrap with a 214B afterwards, but if it's blocked you return to neutral.<br />
}}<br />
{{AttackData-MB<br />
|version=6[C]<br />
|damage=1400<br />
|reddamage=1152<br />
|proration=100%<br />
|circuit=9.8%<br />
|cancel=SP, EX, J<br />
|guard=LH<br />
|startup=25<br />
|active=5<br />
|recovery=14<br />
|frameAdv=-1 {{Tooltip | text=(+14)| hovertext=On jump cancel.}}<br />
|invuln=<br />
|description=As before, +14 when jump cancelled. You can use this to catch mashing, as it's mostly disjointed. It also does significantly more guard damage.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_Throw.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=4/6A+D<br>(~2)<br />
|data=<br />
{{AttackData-MB<br />
|version=Neutral<br />
|damage=1000<br />
|reddamage=384<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=-<br />
|invuln=See desc<br />
|description= Ground throw. On hit, invuln during throw animation. Techable knockdown, but you can OTG off this. Use 2C to catch techs on reaction in the corner/dash 2C to catch forward/neutral tech outside the corner.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~2<br />
|damage=800<br />
|reddamage=384<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=<br />
|description=Does less damage, but the knockdown is untechable.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_Airthrow.png<br />
|caption=<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.4/6A+D<br />
|data=<br />
{{AttackData-MB<br />
|damage=1600 (Raw)<br>1200 (Ender)<br />
|reddamage=576<br />
|proration=100%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=-<br />
|invuln=<br />
|description=Regular airthrow. Recovery is on landing. If you do not want to return to neutral after an air combo, use this. Oki out of it is pretty bad.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Counter</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_SC.png<br />
|image2=MB_F_Roa_2C.png<br />
|image3=MB_H_Roa_jSC.png<br />
|caption=<br />
|name=Shield Counter<br />
|linkname=Shield Counter<br />
|input=Auto after a successful shield (Air OK)<br>/ 5D/2D~236D<br />
|data=<br />
{{AttackData-MB <br />
|version=Standing<br />
|damage=500 (345)<br />
|reddamage=198<br />
|proration=40% <br />
|circuit=3.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LHA <br />
|startup=9<br />
|active=4 <br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln= <br />
|description=H-Roa's standing shield counter. Looks like the second hit of 5C. This applies for the other shield counters as well: "For H-Moon, shielding hits that would cause Auto Shield Counter, if the shield is successful on the first frame of the shield box, there is a 2 frame window where throw can be input after the shield." Window is 14f if it wouldn't trigger shield counter, and can also be cancelled into dash. You can manually input a shield counter with 236D on projectiles.<br />
}}<br />
{{AttackData-MB <br />
|version=Crouching<br />
|damage=1500 (1035)<br />
|reddamage=662<br />
|proration=50% <br />
|circuit=10.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LA <br />
|startup=9<br />
|active=4 <br />
|recovery=18 <br />
|frameAdv=-4 <br />
|invuln= <br />
|description=H-Roa's crouching shield counter. Looks like 2C. Same notes as above.<br />
}}<br />
{{AttackData-MB <br />
|version=Air<br />
|damage=500 (345)<br />
|reddamage=198<br />
|proration=50% <br />
|circuit=3.5%<br />
|cancel=<br />
|guard=HA <br />
|startup=9<br />
|active=4 <br />
|recovery=<br />
|frameAdv=+14<br />
|invuln= <br />
|description=Air shield counter.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_214D.png<br />
|image2=MB_H_Roa_214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Neutral<br />
|damage=500<br />
|reddamage=192<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=26<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=Clash 1-10<br />
}}<br />
{{AttackData-MB <br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=192<br />
|proration=100%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=Similar to C-Moon 6C.<br />
}}<br />
{{AttackData-MB <br />
|version=Blockstun<br />
|damage=0<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=LHA<br />
|startup=19<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln= <br />
|description=H-Moon specific reversal bunker.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_CSpark.png<br />
|image2=MB_C_Roa_CSpark_Air.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=In Heat:<br>Auto during hitstun<br>A+B+C during blockstun<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
=== Special Moves ===<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_236AB.png<br />
|image2=MB_H_Roa_236B_BE.png<br />
|image3=MB_H_Roa_236C.png<br />
|caption=<br />
|caption2=236[B]<br />
|caption3=<br />
|name=Thunder Flash<br>(EX: Seventh Heaven (Original Sin))<br />
|input=236A/B/[B]/C<br />
|linkname=236X<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1500<br />
|reddamage=1152<br />
|proration=100%<br />
|circuit=10.5%<br />
|cancel=<br />
|guard=LH<br />
|startup=12<br />
|active=5<br />
|recovery=29<br />
|frameAdv=-6 to -2<br />
|invuln=High 4-11, Full 12-27<br />
|description= 236A is mainly used to disrespect spacing and punish whiffed normals. While it can be -6 on block, there are 5 active frames with each hitbox having an individual hitstun, so hitting with the 3rd active frame or later leaves you safe on block (5th frame if ex-guard is accounted). You should only be using this when you're sure it'll hit, since your reward off this is either low damage if you have meter, OTG 2A mash in the corner for a bit more meter and maybe a tech trap, or 236B oki. However, this move is air unblockable, and therefore your go-to for sniping landings and other reads.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1500<br />
|reddamage=1152<br />
|proration=100%<br />
|circuit=10.5%<br />
|cancel=<br />
|guard=LH<br />
|startup=32*<br />
|active=5<br />
|recovery=13<br />
|frameAdv=7 to 11<br />
|invuln=High 7-31, Full 32-47<br />
|description=The infamous 236B Soko. Holding B can delay the startup to up to 42f, depending on how long B is held. H-Roa's simple, but effective pressure reset. The move that makes people hate your character. At +7 on block, this special can be used to reset, start pressure, and gives H-Roa some of his best meterless damage on a CH. This will also cross up your opponent if used near max range.<br />
}}<br />
{{AttackData-MB<br />
|version=[B]<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=20<br />
|active=X<br />
|recovery=16<br />
|frameAdv=<br />
|invuln=<br />
|description=This is the feint. You can use this in your pressure to redash, as a way to fake people out who expect 236B. You can also use this as a (gimmicky) oki setup, where you do 236[B] 2A, 236[B] throw, or 236{B}. If they start throw teching, use 236[B] 5B to call it out. You mainly use this move for mind games, as it has a decent amount of recovery.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=400, 300*20 (3043)<br />
|reddamage=(3195)<br />
|proration=50% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=5+7<br />
|active={{Tooltip | text=120| hovertext=3 (2) x19, 3 (6) 16}}<br />
|recovery=26<br />
|frameAdv=-24<br />
|invuln=High 3-11, Full 12-132<br />
|description=This move looks very similar to C/H-Ciel's 236C, but it doesn't have full invuln. However, it has projectile invulnerability. Use this to punish a lot of situations where opponent uses some kind of projectile. This move is also good for catching whiffed pokes with long recovery. It can also be used as a combo ender to get the best of both worlds for oki and damage.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_623A.png<br />
|image2=MB_H_Roa_623B.png<br />
|image3=MB_H_Roa_623C.png<br />
|caption=<br />
|caption2=<br />
|caption3=<br />
|name=Rising Thunder<br>(EX: Rising Thunder Praise)<br />
|input=623A/B/C<br />
|linkname=623X<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=500, 1000 (1351)<br />
|reddamage=(1038)<br />
|proration=100%<br />
|circuit=2.1%, 7.0% (9.1%)<br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=5<br />
|active={{Tooltip | text=7| hovertext=4, 3}}<br />
|recovery=42<br />
|frameAdv=-31, -27<br />
|invuln=<br />
|description=A fast, albiet outclassed anti-air. Both of it's hits are air unblockable, but in reality you are better off with either rising j.A or 214A/B to catch an opponent in the air. As such, this move does not see a lot of use.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=500*3, 1000 (2133)<br />
|reddamage=(1639)<br />
|proration=100%<br />
|circuit=2.1%*3, 7.0% (13.3%)<br />
|cancel=<br />
|guard=LH (1), LHA (2-4)<br />
|startup=4<br />
|active={{Tooltip | text=12| hovertext=4, 4, 2, 2}}<br />
|recovery=46<br />
|frameAdv=-40, -36,<br>-32, -30<br />
|invuln=Full 1-5<br />
|description=H-Roa's meterless reversal, has full invuln. Only the first hit is air unblockable, but you can use this like you would any other DP. Goes at a decent angle. You can use this to tack on damage after your OTG ground throw if you really need the extra damage to kill.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=400*6, 1000 (2706)<br />
|reddamage=(1982)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=2+0<br />
|active={{Tooltip | text=25| hovertext=4 x5, 2, 3}}<br />
|recovery=44<br />
|frameAdv=-58 (min)<br />
|invuln=Full 1-4<br />
|description=Essentially a better version of 623B, with faster startup, higher damage and a wallslam which allows you to return to neutral, whilst being completely air unblockable and maintaining invincibility. Notably, the 2+0 startup means this cannot be safejumped by C/H-Moon characters unless their safejump outspaces it.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_214A.png<br />
|image2=MB_H_Roa_214B.png<br />
|image3=MB_H_Roa_214C.png<br />
|caption=<br />
|caption2=<br />
|caption3=<br />
|name=Thunder Needle - Moment<br>(EX: Thunder Needle - Moment Viper)<br />
|input=214A/B/C<br />
|linkname=214X<br />
|data=<br />
{{AttackData-MB<br />
|version=A/B<br />
|damage=1000<br />
|reddamage=768<br />
|proration=70% (O)<br />
|circuit=7.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=16<br />
|active={{Tooltip | text=12| hovertext=Single Hit. 4 (2) 2 (2) 2}}<br />
|recovery=14<br />
|frameAdv=-4<br />
|invuln=<br />
|description=214A will cover behind you, 214B will cover the air. This special is good and once again gives you very solid damage, particularly on air CH. Air unblockable, use 214A to preemptively anti-air and use 214B as a poke. Be aware of its significant startup and recovery, because you can be hit out of startup easily, and opponents can whiff punish you if they have particularly long-reaching normals (Satsuki dash 2C, for example). <br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=450*8 (2867)<br />
|reddamage=(2427)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=5+13<br />
|active=X {{Tooltip | text=(55)| hovertext=2 (1) 1 (3) x7, 2 (1) 1}}<br />
|recovery=16<br />
|frameAdv=12 ~ 61<br />
|invuln=<br />
|description= A multi-purpose move that can be used effectively in multiple ways. You can use it in neutral for lockdown or to force a risky approach from your opponent, you can use it in pressure as a safe meter dump and a pressure reset, and you can use it to extend combos for extra damage. It also recovers during active frames, making it hard to punish. Get used to spending your meter with this move a ton. <br />
}}<br />
}}<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_j236A.png<br />
|image2=MB_H_Roa_j236B.png<br />
|image3=MB_H_Roa_j236C.png<br />
|caption=<br />
|caption2=<br />
|caption3=<br />
|name=Brilliant Impetus - Ghost Tail<br />
|linkname=j.236X<br />
|input=j.236A/B/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=800<br />
|reddamage=480<br />
|proration=75% (O)<br />
|circuit=5.6%<br />
|cancel=(EX), (J)<br />
|guard=LHA<br />
|startup=12<br />
|active=3<br />
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}}<br />
|frameAdv=3 (TK)<br />
|invuln=<br />
|description=Slow for an air-to-air, but can be used to change your momentum to throw off landing snipes. Be careful though, because this move doesn't cover above or below you, and leaves you open to punishes if you whiff it too high. However, it's plus on TK, so you can do tk.236A in pressure and keep your turn. Also, you can link it in certain air combos with j.BC j.236a sdj j.BC AT for style points. Use this at the end of your combos to return to neutral, but be aware it's a bit more height-sensitive than j.236B. However, it has less landing recovery.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=700*3 (1579)<br />
|reddamage=(866)<br />
|proration=75% (O)<br />
|circuit=4.9%*3 (14.7%)<br />
|cancel=EX, J<br />
|guard=LHA<br />
|startup=15<br />
|active=3 (3) 3 (3) 3<br />
|recovery={{Tooltip | text=9| hovertext=Landing recovery.}}<br />
|frameAdv=-1 (TK)<br />
|invuln=<br />
|description=This move looks really bad on paper. It's slower than j.236A, has more recovery, and gives your opponent more time to react. However: it requires 3 shields AND it covers above and below you, while j.236A doesn't. You can use this to catch people trying to antiair you at weird angles since it's disjointed. Use this at the end of your combos to return to neutral, while leaving your opponent in an awkward situation.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=400*6 (1591)<br />
|reddamage=(1145)<br />
|proration=75% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=3+11<br />
|active={{Tooltip | text=12| hovertext=2 x6}}<br />
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}}<br />
|frameAdv=5 (TK)<br />
|invuln=Full 1-25<br />
|description=This is a true air reversal. With that said, it's metered on a Half Moon character with subpar meter gain. You can use this to tack on extra damage at the end of an air combo. It covers slightly more room than j.236B, and it's +5, but the pushback means that you can't really use it like you would with j.236A. It does require individual shields for any players crazy enough to go for it.<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MBHRoaAD.png<br />
|caption=<br />
|name=Heavenly Crashing Thunder<br />
|linkname=Arc Drive<br />
|input=41236C during Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=7000 (3080)<br />
|reddamage=(2137)<br />
|proration=50% (O)<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LH<br />
|startup=7+6<br />
|active=2<br />
|recovery=38<br />
|frameAdv=-15<br />
|invuln=Full 7-8, 13-14<br />
|description=Used as a high damage combo ender or as an OTG, otherwise not really notable since it's a hitgrab. If you combo someone when you are in Heat and need the extra damage to get a kill, this is what you should be going into.<br />
}}<br />
}} <br />
<br />
==Character specific notes==<br />
{| class="wikitable sortable"<br />
|-<br />
! Character !! Raw 236C follow-up midscreen<br />
|-<br />
| Aoko || 2A 2C. Can 5A6AA.<br />
|-<br />
| Tohno || 2A 2C. Can 5A6AA.<br />
|-<br />
| Hime || 2A 6C or 2A 236A.<br />
|-<br />
| Nanaya || 2A 2C. Can 5A6AA.<br />
|-<br />
| Kouma || 2A 2C. Can 5A6AA.<br />
|-<br />
| Miyako || 2A 2C. Can 5A6AA.<br />
|-<br />
| Ciel || 2A 2C. Can 5A6AA.<br />
|-<br />
| Sion || Only in the corner.<br />
|-<br />
| Ries || 2A 6C or 2A 236A.<br />
|-<br />
| VSion || Olny in the corner.<br />
|-<br />
| Wara || 2A 6C or 2A 236A.<br />
|-<br />
| Roa || 2A 2C. Can 5A6AA.<br />
|-<br />
| Akiha || 2A 6C or 2A 236A.<br />
|-<br />
| Arc || 2A 2C. Can't 5A6AA.<br />
|-<br />
| PCiel || 2A 2C. Can 5A6AA.<br />
|-<br />
| WArc || 2A 6C or 2A 236A.<br />
|-<br />
| VAkiha || 2A 6C or 2A 236A.<br />
|-<br />
| Mech || 2A 2C. Can 5A6AA.<br />
|-<br />
| Seifuku || 2A 6C or 2A 236A.<br />
|-<br />
| Satsuki || 2A 6C or 2A 236A.<br />
|-<br />
| Len || 2A 6C or 2A 236A.<br />
|-<br />
| Ryougi || 2A 2C. Can 5A6AA.<br />
|-<br />
| WLen || 2A 2C. Can 5A6AA.<br />
|-<br />
| Nero || 2A 2C 2A 2C. Can 5A6AA.<br />
|-<br />
| NAC || 2A 2C. Can 5A6AA.<br />
|-<br />
| Hisui || 2A 6C or 2A 236A.<br />
|-<br />
| Neco || 2A 2C. Can 5A6AA.<br />
|-<br />
| Kohaku || 2A 2C. Can 5A6AA.<br />
|}<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Michael Roa Valdamjong]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Kouma_Kishima/Half_Moon&diff=267161Melty Blood/MBAACC/Kouma Kishima/Half Moon2023-07-02T17:22:22Z<p>EikaMikiku: /* Meterless */ Better OTG</p>
<hr />
<div>{{TOC limit|3}}<br />
== Character Page Progress ==<br />
{{#lst:Melty_Blood/MBAACC:Roadmap|H-Kouma}}<br />
<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=h&p1char=kouma H-Kouma Match Video Database]<br><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name!! width="85"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=kouma&p1name=Aces_High Aces_High/Aodhan<br>]|| style="text-align:center;"|<br />
[[File:Kouma Color01.png|Color|50px]]<br />
| North America || Netplay || Active || The most active H-Kouma player. Uses multiple colors.<br />
<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=kouma&p1name=JIN JIN<br>(JIN#7090)]|| style="text-align:center;"|<br />
[[File:Kouma Color29.png|Color|50px]]<br />
| Japan || A-cho,<br>Nihonbashi Athena || Inactive || Mostly plays C-Kouma, but used to also play H-Kouma. Footage is old and might be outdated.<br />
|}<br />
<br />
== Overview ==<br />
<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
[[File:Kouma's head .png|link=]] '''H-Kouma''' is a pressure-oriented rushdown character who can make even the most defensive opponents scared to block.<br />
|pros=<br />
*'''Large Health Pool''': Has the 5th highest health in the game, which allows him take some more hits than most other characters.<br />
*'''Amazing Pressure''': While he cannot charge anything for stagger purposes, he has many options to keep the enemy in place whilst also keeping himself safe, especially in the corner. He still has access to the command grab as well, which means his pressure can be very scary to go up against.<br />
*'''Unique Movement''': H-Kouma has access to a unique j.22B that is angled upwards, a 5A6AA that moves him forward a lot, and is generally the most mobile of all the Kouma moons.<br />
*'''Good Mixups After Command Grab''': H-Kouma gets good setups off of his command grab.<br />
|cons=<br />
*'''Poor Air Confirms''': Due to H-Kouma's combo rules, he cannot get good damage off of an air hits unless he gets a counter hit, hurting his air presence a bit. His air moves can be buffered into j.236B.<br />
*'''Bad Meter Management''': H-Kouma's meter gain is pretty lackluster, short combos and Half Moon mechanics mean he frequently ends up below the 100 meter mark. <br />
|tablewidth=80<br />
}}<br />
<br />
== General Gameplan ==<br />
Half Moon Kouma has less options than Crescent and Full, since he can't charge any normals, and loses his overhead. So what makes H-Kouma so special? In short, Half has slightly better aerial movement, and gains some tweaks to Crescent’s moveset, in exchange for lower damage output. So now, his normals have better priority; mix that up with some buffed aerial movement, the ability to Reverse Beat, some command grabs, and you have yourself a mixed bag character that can easily make ''anybody'' scared to block against him.<br />
<br />
=== Neutral ===<br />
Probably the hardest part of Kouma's playstyle that you have to master. The fact that he has little to no zoning capabilities hurts his overall neutral game. '''However''', his normals have gained several important buffs from Crescent Moon in order to make his horizontal approach much easier. He retains the spammy 5A in order to force people to block, and his [[#2B|2B]] and [[#5C|5C]] have improved reach and priority. 2B is your most reliable anti-air in your arsenal, so use it wisely. He has the best air game potential due to his altered [[#j.22X|j.22B]], which gives some additional vertical hang time. His airdash was somewhat nerfed in terms of speed, so 66 > AT will not be as subtle as C or F-Moon. When Kouma is under pressure, he has very little reliable options; [[#214X|214C]] is a gamble more than anything. Either they eat 3k or you eat 3k, possibly more. [[#5A|5A]] would be your best bet to do anything to poke out of pressure, otherwise you have 2E (dodge) for the slower side of your enemy's normals and Shield for everything else.<br />
<br />
=== Pressure ===<br />
Tick throws, tick throws everywhere. Kouma is definitely strong in the pressure department, and while H-Kouma can't charge anything for a stagger, he still has a variety of options in order to keep the enemy in place, particularly in the corner. You can Reverse Beat to make yourself safe and make the blockstrings feel nearly endless, especially since you have a command grab. His main mindgame is making the enemy have the opposite mindset of what they think you will do next. Simply put, be unpredictable with your pressure choices.<br />
<br />
<u>'''Okizeme'''</u><br />
<br />
=== 214A ===<br />
Kouma has access to sandoori and drift mixups after these knockdowns. The former consists of a super jump forward and an airdash back coupled with a falling j.C. The j.C can hit (same side, high) or whiff, allowing Kouma to instead use 2A for a fast low or 214A for a command grab. The drift mixup simply involves dashing forward, neutral jumping, and holding back, allowing Kouma to come down on either side of his opponent for a meaty 2A. For both mixups, 5C, 2B, and 214A are useful against opponents who like to shield. You're able to use 22C following a 214A knockdown as well to gain armor and have time to meaty. This armor will allow you to armor through wakeup options such as heat and various other reversals (e.g. Nanaya 623x) and be able to punish.<br />
<br />
=== Defense ===<br />
Blocking is the name of the game for H-Kouma, your best bet for surviving on defense is to block it out and look for openings in your opponent's pressure. Use 5A and 5C to catch redashes or to call out minus on block moves. 236A/B have their uses for catching your opponent running predictable offense, but they only give you 1 hit of armor so using them defensively requires confidence and if you're wrong you will eat a full counterhit combo and be put right back on defense. It is important to note that if you land a counterhit 236A you will have time to land a full combo. You also have access to H-moon bunker which is a costly but very strong option since it allows H-Kouma to run a sandoori mixup if it lands, just make sure you aren't predictable with your bunker attempts because strong opponents will either OS it with something like 5A6EEE or jump over it and punish.<br />
=== Metered Defensive Options ===<br />
236C: Very high risk, very little invincibility. More often than not, this will trade and you will lose 100 meter for nothing. If it lands you'll more than likely get a full combo and have your opponent in the corner.<br />
<br />
214C: Extremely high risk, full invincibility but terrible recovery. Best used during your opponent's blockstrings to punish a gap in their pressure since 214C can grab outstretched hitboxes. Use this sparingly on wakeup as an aware opponent can easily avoid it and land a heavy punish.<br />
<br />
22C: Relatively low risk, most characters cannot punish this if blocked except for those with excellent forward dashes like Tohno who gets a guaranteed throw punish. Best used on wakeup to avoid L/R mixups. No need to guess when you can mash 22C, even so unless this counter hits Kouma is going right back to neutral and on block this move is -10 allowing most of the cast to hit him repeatedly until the armor wears off essentially negating the armor. When using 22C on wakeup its best to try and return to neutral once you have the armor. Alternatively, you can risk a 5A/2A mash but these are never guaranteed. Also keep in mind that opponents who meaty with 5A/2A can whiff cancel those normals into throw and throw you out of 22C before it becomes active.<br />
<br />
623C: High risk, your standard metered DP, hits for a decent chunk of damage and has full invincibility. Can be easily punished on block and puts the opponent in the air above Kouma on hit.<br />
<br />
TK j.236C: Low risk, basically 623C but better. You're plus on block and on hit you get a confirm into a hard knockdown. Meter is hard to come by on H-Kouma, but out of all your reversals, this is arguably the best to spend your meter on. Getting the TK on wakeup can be tricky so be sure to practice this before you start busting it out in real matches.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
<br />
Instead of ending combos with '''j.C > j.22B > AT''', you can also do '''j.C > j.236B~236B'''.<br />
<br>You will lose oki, but you will gain a little extra damage and an additional 11.9% meter.<br />
<br>It is debatable which one is better.<br />
<br />
About '''2C > delay 236B'''. The delay is dependent on gravity and character. Gravity can be controlled with 5A/2A amount.<br />
<br>For example, Arc with 3x A button starter doesn't even need delay.<br />
<br>VSion doesn't need delay with 4x A button starter. Check [[#Character_specific_notes|Character specific notes]] for more info.<br />
<br />
5C 2B 5B chain is better than 5B 2B 5C. Even when you rebeat into it. This is true for multiple reasons:<br />
# 5C 2B 5B is ordered by "damage first". This is better, since combo hit count impacts the damage. For example 5A 5B 2B 5C does 1933, while 5A 5C 2B 5B does 1945. (Instead of 5A, other starters will give even more benefit due to proration).<br />
# 5C has the highest(or = to highest) prorate value of any starter. Also, any consecutive button has prorate value less than 77.5%, highest being 2A with 75%. Because rebeat only adds 22.5% to the proration in the first rebeat instance, a rebeat can be included in the combo without downsides.<br />
The only small problem with 5C 2B 5B is range, it falls of a bit quicker than 5B 2B 5C.<br />
<br>5C 5B 2B is also good. Almost identical in damage to 5C 2B 5B but easier to do (less direction changes).<br />
<br />
=== Combos ===<br />
<br />
==== Meterless ====<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br />
|damage=3944<br />
|metergen= 51.1%<br />
|metero=21.9%<br />
|input=*2AAA > 5B > 5C > 5A6AA > delay 2C > 6C > j.C > 22B > AT<br />
|simput=<br />
|note=Easy, but not optimal. Only go for it if it's the only one you can land.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br />
|damage=4756<br />
|metergen=60.2%<br />
|metero=25.8%<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5AA > 5C > 2B > j.C > j.22B > AT<br />
|simput=<br />
|note=H-Kouma's best meterless BNB.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Raw Airthrow starter<br />
|damage=2702<br />
|metergen=23.1%<br />
|metero=9.9%<br />
|input=*5AA > 5C > 2B > j.C > j.22B > AT<br />
|simput=<br />
|note=You can omit one 5A if you can't time opponent dropping lower.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Corner OTG<br />
|damage=2164<br />
|metergen=43.4%<br />
|metero=18.6%<br />
|input=*2C > 5C > 5AAA6A > 2A > 5A6A > 5B > 2B<br />
|simput=<br />
|note=You can catch forward tech (out of the corner) if you jump backwards delay j.C after it.<br />
}}<br />
}}<br />
<br />
==== Metered ====<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>Midscreen or closer to corner<br />
|damage=5253<br />
|metergen=-46.8%<br />
|metero=34.2%<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5A > 236C, 5A > 5C > 2B > j.C > j.236B~236B<br />
|simput=<br />
|note=Meter dump variant of the optimized BNB.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>Midscreen or closer to corner<br />
|damage=5407<br />
|metergen=<br />
|metero=<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5A > 236C > (tiny walk back) > 2C > 2B > 5C > j.C > j.236B~236B<br />
|simput=<br />
|note=More finnicky version. 2C timing is weird and sometimes it turns you around, walk back prevents that. This combo is probably character specific too.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>Corner to corner<br />
|damage=5407<br />
|metergen=<br />
|metero=<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5A > 236C > dash > 2C > 2B > 5C > j.C > j.236B~236B<br />
|simput=<br />
|note=This combo is same as above, but with a dash after 236C.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>Corner to corner<br />
|damage=5196<br />
|metergen=<br />
|metero=<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5A > 2C > 236C > dash > 2C > 2B > 5C > j.C > j.236B~236B<br />
|simput=<br />
|characters=Arc at least<br />
|note=5A > 2C link is easier on some characters than others. Works on Arc for example, gives 5196. Probably works on fat characters.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>OTG<br />
|damage=3904<br />
|metergen=<br />
|metero=<br />
|input=*Throw > No tech > Dash > 5B > 5C > 5AAA > 2B > 236C > 5B > 5C > 2B > j.C > j.236B~236B<br />
|simput=<br />
|characters=<br />
|note=Damaging combo off of no tech. Note that throw into dash 5B would also catch all techs anyway. So this basically means if H-Kouma has 100% meter when throwing close to corner, he gets 3.9k or more.<br />
}}<br />
}}<br />
<br />
=== Character specific notes ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! Character !! Minimum hit count to not have to delay 236B <br> The hit count includes 2C. <abbr title="7 hitcount: 5AAA 5C 5B 2B 2C">(Example)</abbr> !! Can do 5A/2A into 2C extension? !! Can do 2C after doing <abbr title="5AAA 5C 5B 2B 2C 236B 5A 236C">...236B 5A 236C</abbr> <br> in the corner without microwalk? <abbr title="5B 5C 2B works on all characters. With backwards microwalk, 2C can work on some chars, but its benefit isn't worth the difficulty, so they are in the 'No'.">(Note)</abbr><br />
|-<br />
| Aoko || 1 (just 2C) || Yes || No. But can do 5A/2A 2C.<br />
|-<br />
| Tohno || 1 (just 2C) || Yes || No. But can do 5A/2A 2C (hard).<br />
|-<br />
| Hime || 5 || No || Yes.<br />
|-<br />
| Nanaya || 3 || No || No. But can do 5A/2A 2C (hard).<br />
|-<br />
| Kouma || 4 || No || Yes.<br />
|-<br />
| Miyako || 2 || Yes, with at least 7 hit count before 236B || No. Can do 5A/2A 2C (hard).<br />
|-<br />
| Ciel || 4 || No || Yes.<br />
|-<br />
| Sion || 10 <abbr title="For example: Dash 5AAA6A 2A 5A6A 5B 5C 2C. This is not practical, as you get no damage.">(Note)</abbr> || No || Yes.<br />
|-<br />
| Ries || 8 || No || No. Use universal 5B 5C 2B.<br />
|-<br />
| VSion || 8 || Yes, but need delay after 5A/2A || Yes.<br />
|-<br />
| Wara || 7 || No || Yes, weird timing (delay).<br />
|-<br />
| Roa || 4 || No || Yes.<br />
|-<br />
| Maids || Check single maid || Check single maid || Check single maid<br />
|-<br />
| Akiha || 8 || No || Yes.<br />
|-<br />
| Arc || 1 (just 2C) || Yes || No. But can do 5A/2A 2C.<br />
|-<br />
| PCiel || 1 (just 2C) || Yes || No. But can do 5A/2A 2C.<br />
|-<br />
| WArc || 6 || No || No. Use universal 5B 5C 2B.<br />
|-<br />
| VAkiha || 6 || No || Yes.<br />
|-<br />
| Mech || 5 || No || Yes.<br />
|-<br />
| Seifuku || 8 || No || Yes.<br />
|-<br />
| Satsuki || 7 || No || Yes.<br />
|-<br />
| Len || 9 <abbr title="For example: Dash 5AAAA6A 5B 5B 5C 2C. This is not practical, as you get no damage.">(Note)</abbr> || No || No. Use universal 5B 5C 2B.<br />
|-<br />
| Ryougi || 3 || No || No. But can do 5A/2A 2C.<br />
|-<br />
| WLen || 1 (just 2C) || Yes|| No. But can do 5A/2A 2C (hard).<br />
|-<br />
| Nero || 7 || No || Yes. <abbr title="2C hits on the same side, so Nero will be in the corner. You can go into left/right if you do microwalk back 2C, which will leave a gap. Just 2C = no gap.">(Corner gap mix)</abbr><br />
|-<br />
| NAC || 1 (just 2C) || Yes || Yes. <abbr title="2C hits on the same side, so NAC will be in the corner. You can go into left/right if you do walk back 2C, which will leave a gap. Just 2C = no gap.">(Corner gap mix)</abbr><br />
|-<br />
| KohaMech || 1 (just 2C) || Yes || Yes.<br />
|-<br />
| Hisui || 6 || No || Yes.<br />
|-<br />
| Neco || 1 (just 2C) || Yes || Yes. <abbr title="2C hits on the same side, so Neco will be in the corner. You can go into left/right if you do walk back 2C, which will leave a gap. Just 2C = no gap.">(Corner gap mix)</abbr><br />
|-<br />
| Kohaku || 1 (just 2C) || Yes || Yes.<br />
|-<br />
| NecoMech || 5 || No || Yes.<br />
|}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=MBHKouma5A.png<br />
|image2=MBHKouma5A6A.png<br />
|image3=MBHKouma5A6AA.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|input=5A~6A~6A<br />
|data=<br />
{{AttackData-MB<br />
|version=5A<br />
|damage=300<br />
|reddamage=192<br />
|proration=70% (O)<br />
|circuit=2.1%<br />
|cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|frameAdv=0<br />
|invuln=<br />
|description=Nerfed version of C-Kouma's 5A, does 100 less damage. Comes out on frame 5, your fastest normal. This will be your main tool to catch people jumping out of your frame traps.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=5A~6A<br />
|damage=600<br />
|reddamage=384<br />
|proration=80% (M)<br />
|circuit=4.2%<br />
|cancel=N, SP, -CH-, EX, (J)<br />
|guard=LH<br />
|startup=8<br />
|active=4<br />
|recovery=16<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Elbow poke. Short range, has a great hitbox for catching opponents at IAD height making it a strong albeit difficult to use on reaction anti air. The forward momentum on this button makes it great for tick throws, especially 5A>6A>214A, which can be a very potent tool especially when combined with 5A>6A>2A and 5A>6A>5C, allowing you to keep your opponent guessing.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=5A~6A~6A<br />
|damage=1000<br />
|reddamage=768<br />
|proration=60% (O)<br />
|circuit=7.0%<br />
|cancel=(N), SP, EX, (J)<br />
|guard=LH<br />
|startup=11<br />
|active=4<br />
|recovery=16<br />
|frameAdv=-2<br />
|invuln=<br />
|description=Arm side-swipe. This knocks the opponent off their feet, so you can’t do much afterwards except 2C into his standard aerial finisher. This button also has great anti-air potential although most anti-air's with this are not intentional. It is also important to note that this is only '' -2 '' and special cancelable making canceling 6AA into 623A a very strong frametrap that will punish mash and catch jump outs. 5A, 22A, and 236A are all also strong options to represent after 6AA once your opponent is respecting 6AA>623A, all these options will lose to stand shield so be sure to mix in a 2C here and there once you have conditioned your opponent to be too afraid to challenge it.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=MBCKouma5B.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=700<br />
|reddamage=432<br />
|proration=70% (O)<br />
|circuit=4.9%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=10<br />
|active=8<br />
|recovery=12<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Long range poke. Catches back techs and most backdashes. Eight active frames. Best used to preemptively catch approaches, setup ambiguous delay cancels during pressure and punish ground techs.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MBHKouma5C.png<br />
|caption=<br />
|name=5C<br />
|linkname=5C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=1000<br />
|reddamage=672<br />
|proration=90% (O)<br />
|circuit=7.0%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=7<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Palm thrust. Comes out on frame 7. Moves you a little bit forward. Fast for a C normal. <br>Great option to catch delayed mashing and will often trade in Kouma's favor, so keep this button in mind when looking to mash out or catch an antsy opponent after 236A (236A CH can combo into 5C).<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=MBCKouma2A.png<br />
|caption=<br />
|name=2A<br />
|linkname=2A<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=192<br />
|proration=75% (O)<br />
|circuit=2.45%<br />
|cancel=SE-, -N-, -SP-, -EX-, (J)<br />
|guard=L<br />
|startup=6<br />
|active=4<br />
|recovery=8<br />
|frameAdv=0<br />
|invuln=<br />
|description=Comes out on frame 6. Your main low poking tool for poorly timed gaps in blockstrings. 75% proration, but that may not be all too bad. Considering 5B and 2B have 70% prorate, you can do two or three of these, and end up doing more damage than if you started with 5B. Doing 2A > 5B isn’t as easy as other characters with Kouma, so practice them hitconfirms, or opt for 2A>5C if you're not confident in 2A>5B.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=MBHKouma2B.png<br />
|caption=<br />
|name=2B<br />
|linkname=2B<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=800<br />
|reddamage=432<br />
|proration=70% (O)<br />
|circuit=5.6%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=7<br />
|active=3<br />
|recovery=20<br />
|frameAdv=-8<br />
|invuln=<br />
|description=Nerfed F-Kouma 2B. Has an extra hurtbox, but the hitboxes are the same, so it's still good. Comes out on frame 7. On the ground, this induces little hitstun, so you have to be quick on pressing 5B/2C/whatever afterwards. If you hit your enemy in the air, chances are you got a CH, so just wait until they’re close to the ground and 2C into a finisher. Another thing to note about 2B is that it acts a solid tick throw meaty. 66>2B>214A is a potent tick throw that will catch many opponents off guard, but be careful going for it because if the opponent ex guards or you do not dash before the meaty 2B, the 214A will whiff. Once establishing this tick throw, 2B>Delay Cancel 5C is a very strong option to catch opponents attempting to jump or mash out of the potential 214A.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=MBCKouma2C.png<br />
|caption=<br />
|name=2C<br />
|linkname=2C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=800<br />
|reddamage=432<br />
|proration=65% (O)<br />
|circuit=6.65%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=10<br />
|active=3<br />
|recovery=14<br />
|frameAdv=1<br />
|invuln=<br />
|description=Comes out on frame 10, hits low. Don’t be stupid and try to punish something unsafe with this move since it’s very slow. Used for 2B anti-air CH confirms. Makes for a good stagger, too.<br />
<br>Note that this is +1 on block. Meaning after recovery, H-Kouma's 5A will win or trade at worst. You can use 5A to go into 5A6A, into some command throw mind games.<br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MBHKoumajA.png<br />
|caption=<br />
|name=j.A<br />
|linkname=j.A<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=144<br />
|proration=75% (O)<br />
|circuit=6.65%<br />
|cancel=-SP-, -EX-<br />
|guard=LHA<br />
|startup=5<br />
|active=3<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Frame 5 aerial chop. Probably used best when you’re rising up in a jump arc. Doesn’t really reach that far, although it is useful for a “I want to hit this guy RIGHT NOW” button.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MBHKoumajB.png<br />
|caption=<br />
|name=j.B<br />
|linkname=j.B<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=800<br />
|reddamage=576<br />
|proration=90% (O)<br />
|circuit=5.6%<br />
|cancel=SP, EX<br />
|guard=HA<br />
|startup=6<br />
|active=3<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Comes out frame 6, has a bit more reach than j.A. Also best used while rising in a jump, so if you get a CH, you get an easy confirm on the way down. The slight disjoint this button has makes it very useful as an air to air option especially when combined with his backwards airdash.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MBHKoumajC.png<br />
|caption=<br />
|name=j.C<br />
|linkname=j.C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=900<br />
|reddamage=576<br />
|proration=90% (O)<br />
|circuit=6.3%<br />
|cancel=SP, EX<br />
|guard=HA<br />
|startup=11<br />
|active=5<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Your only jump-in normal, coming in at 11 frames. That being said, do be careful when pressing this button, because if you whiff this, you are in great danger of being hit. Also your only good meaty for oki after a 214A/B grab.<br />
}}<br />
}}<br />
<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MBHKouma6C.png<br />
|caption=<br />
|name=6C<br />
|linkname=6C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=700<br />
|reddamage=480<br />
|proration=50% (O)<br />
|circuit=5.6%<br />
|cancel=SP, EX, (J)<br />
|guard=LH<br />
|startup=15<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Your slowest normal coming out at frame 15. '''Never''' end your blockstrings in this; always cancel this into a safe special like 236A. Launches the opponent in the air, so this is your lead-in for an aerial finisher. You can also use this after a raw airthrow. The hitbox is perfect for an anti-air, but the startup and forward movement really screws you over for it to be used that way.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MBCKoumaThrow.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=6/4A+D<br />
|data=<br />
{{AttackData-MB<br />
|damage=1300<br />
|reddamage=768<br />
|proration=70%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=<br />
|description=Pretty average for a grab, but it's still important. Ground techable, but you can catch all techs with dash 2C afterwards.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MBCKoumaThrowAir.png<br />
|caption=<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.6/4A+D<br />
|data=<br />
{{AttackData-MB<br />
|damage=1600<br />
|reddamage=576<br />
|proration=30%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Standard ground slam air throw. Ground bounces the opponent when done raw, causes an untechable knockdown as a combo ender.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Counter</span> =====<br />
{{MoveData<br />
|image=MBCKoumaShieldCounter.png<br />
|image2=MBCKouma2C.png<br />
|image3=MBHKoumaShieldCounterAir.png<br />
|caption=<br />
|name=Shield Counter<br />
|linkname=Shield Counter<br />
|input=Auto after a succesful Shield (Air OK)<br />
|data=<br />
{{AttackData-MB<br />
|version=Standing<br />
|damage=500 (345)<br />
|reddamage=300 (198)<br />
|proration=40%<br />
|circuit=3.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LHA<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=<br />
|description=Same animation as 6C.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=Crouching<br />
|damage=1500 (1117)<br />
|reddamage=1000 (714)<br />
|proration=50%<br />
|circuit=11.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LA<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=<br />
|description=Same hitboxes as 2C.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=Air<br />
|damage=500 (303)<br />
|reddamage=300 (174)<br />
|proration=50%<br />
|circuit=3.5%<br />
|cancel=<br />
|guard=HA<br />
|startup=9<br />
|active=4<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Same animation as j.B.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MBCKoumaShieldBunker.png<br />
|image2=MBHKouma214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data=<br />
{{AttackData-MB<br />
|version=Neutral<br />
|damage=500<br />
|reddamage=192<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=26<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=192<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=A fairly standard shield bunker.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=Blockstun<br />
|damage=0<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=19<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln=<br />
|description=H-Moon specific reversal bunker. Can be OS'd so don't get too predictable with this against good players.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MBCKoumaCircuitSpark.png<br />
|image2=MBCKoumaCircuitSparkAir.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=In Heat:<br>Auto during hitstun<br>A+B+C during blockstun<br />
|caption=<br />
|data=<br />
{{AttackData-MB<br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
<br />
=== Special Moves ===<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=MBHKouma236A.png<br />
|image2=MBHKouma236B.png<br />
|image3=MBHKouma236C.png<br />
|name=Triple Samadhi Prajna<br>(EX: Unicorn - Skull City)<br />
|linkname=236X<br />
|input=236A/B/C<br />
|caption=<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=550<br />
|reddamage=384<br />
|proration=100%<br />
|circuit=2.45%<br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=11<br />
|active=2<br />
|recovery=14<br />
|frameAdv=-1<br />
|invuln=Super Armor 2-9<br />
|description=* An automatic version of F-Kouma's rekka series. H-Kouma’s rekkas don’t have followups, but they do have a hit of super armor.<br />
<br />
Forward advancing palm strike. Unless you cancel into an EX or go into airthrow, you’re not getting anything else out of this on hit, even off of his sweep. This is one of his safer specials at -1 on block, so you can use this to safely reset pressure and potentially redash in if the opponent doesn't expect it. Can be used as a tick throw setup.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=550*2 (1100)<br />
|reddamage=(756)<br />
|proration=100%<br />
|circuit=2.45%, 3.15% (5.6%)<br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=11<br />
|active=3 (7) 2<br />
|recovery=17<br />
|frameAdv=-4<br />
|invuln=Super Armor 2-9<br />
|description=Double palm strike. Goes farther than the A version. The second palm does a hard knockdown. When you do land this, you can jump cancel the second hit, giving you plenty of time for oki. After a 2C, you can do 236B, 5A into an aerial finisher for a little bit extra damage. -4 on block, so be careful ending your blockstrings with this.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=850, 650, 950 (2563)<br />
|reddamage=(1764)<br />
|proration=100%, 80% (M, last hit)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=3+9<br />
|active=8<br />
|recovery=23<br />
|frameAdv=-12<br />
|invuln=Full 1-10<br />
|description=Super palm strike, hits three times. Cannot be charged like F-Kouma's. Induces a wallbounce, allowing for an aerial combo afterwards. Has 10 frames of invincibility, so you can use it as a high risk reversal. Don’t rely on this too often to get people off of you, the hitbox only extends to his hand, and not as far as the flames. Lots of untechable frames, giving you plenty of time to followup if you’re midscreen. Mostly used as a way to spend meter to get more damage out of your combos and to avoid entering auto-heat early.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MBCKouma623A.png<br />
|image2=MBCKouma623B.png<br />
|image3=MBCKouma623BX.png<br />
|image4=MBCKouma623C.png<br />
|name=Asamprajnata<br>(EX: Unicorn - Indra's Net)<br />
|linkname=623X<br />
|input=623A/B/C<br>(623B~236X)<br />
|caption=A<br />
|caption3=B<br />
|caption4=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1000, 400*2 (1502)<br />
|reddamage=(912)<br />
|proration=75% (O)<br />
|circuit=7.0% , 1.4%*2 (9.8%)<br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=23<br />
|active={{Tooltip | text=8| hovertext=Two separate hitboxes:&#010;One first active on frame 23 for 8 frames.&#010;A second that is multihit, first active on frame 25 for (2, 4) frames.}}<br />
|recovery=13<br />
|frameAdv=1 ~ 13<br />
|invuln=<br />
|description=* Standard DPs, with the exception of A version. You'll mostly stick to the A version due to it's blockstring potential, but don't discount the EX version.<br />
<br />
Slow football punt. 3 hits. Every once in a blue moon, you can do this on enemy wakeup since it’s actually +1 on block. Remember to poke with 5A and not 2A afterwards; it’s your fastest normal.<br><br />
You can space yourself so only the flame hits the opponent. It needs to be spaced accordingly, but it makes this move +11 (usually) or even +13. 5C is then used as a pressure reset.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=400*2, 800 (1400)<br />
|reddamage=(1008)<br />
|proration=100%<br />
|circuit=2.1%*2, 5.6% (9.8%)<br>4.2% (14.0%)<br />
|cancel=-CH-<br />
|guard=L, LH<br />
|startup=6<br />
|active=6 (6) 3<br />
|recovery=35<br />
|frameAdv=-29<br />
|invuln=High 1-5<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~236X<br />
|damage=600 (1877)<br />
|reddamage=(1417)<br />
|proration=80% (M)<br />
|circuit=4.2% (14.0%)<br />
|cancel=<br />
|guard=LHA<br />
|startup=14<br />
|active=2<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Rocket punt. Generic DP, although it’s not nearly as reliable as other characters’ DPs. Does 3 hits. He is upper-body invulnerable for the first three frames, and the first hitbox comes out on the fourth frame, when he is fully invulnerable, and then he can be hit anywhere else in the animation. It’s pretty hard to punish at first, but of course the enemy will get wise and just 66 > block or something in order to bait you. This can also serve as an anti-air, albeit a slow one. Try not to rely on this too much, if at all. Just block and wait for a gap for you to shield or 5A.<br />
<br />
'''~236X:''' Missile kick. This is groundtechable, '''twice'''. Once when you immediately touch the ground, and again when you land after the ground bounce. This makes punishing Kouma when he falls down very easy when he’s in the corner. At midscreen, not so much, but they can still get the upper hand on you real quick. If they tech forward after the ground bounce, though, you can do the traditional 2AC tech chase, and 2C will autocorrect (if you time it right).<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=800*2, 400*6 (3270)<br />
|reddamage=(2767)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH (2), LHA (4)<br />
|startup=4+3<br />
|active={{Tooltip | text=6 (2) 13| hovertext=2, 4 (2) 3, 2, 2, 2, 2, 2}}<br />
|recovery=36<br />
|frameAdv={{Tooltip | text=-24| hovertext=Best-case advantage. (On corner-backed opponent)}}<br />
|invuln=Full 1-11<br />
|description=Missile punt. This is a true reversal, invulnerable all the way until the hitbox for the flames comes out. Very unsafe when blocked/baited.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MBCKouma214A.png<br />
|image2=MBCKouma214B.png<br />
|image3=MBCKouma214AB2.png<br />
|image4=MBCKouma214AB4.png<br />
|image5=MBCKouma214AB236C.png<br />
|image6=MBCKouma214C.png<br />
|name=Cremation<br>(EX 1: Unicorn - Purifying Flame Ecstasy)<br>(EX 2: Unicorn - Endowed With Destruction)<br />
|linkname=214X<br />
|input=214A/B/C<br>(214A/B~2/4/236C)<br />
|caption=A<br />
|caption2=B<br />
|caption3=~2<br />
|caption4=~4<br />
|caption5=~236C<br />
|caption6=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br>~2/4<br />
|damage=2000<br>2200/2700<br />
|reddamage=1440<br>960/1440<br />
|proration=100%<br>100%/25%<br />
|circuit=0.0%<br />
|cancel=(CH)<br />
|guard=U<br />
|startup=4<br />
|active=1<br />
|recovery=27<br />
|frameAdv=<br />
|invuln=<br />
|description=* Kouma’s universal grab special. This is '''essential''' for any Kouma player to master, and utilizing this to make the opponent scared to block is crucial for his pressure.<br />
<br />
Kouma grabs the enemy and bows his head in pity of you being grabbed, before he explodes the enemy’s face off. Delicious. '''COMES OUT ON FRAME 4'''. Perfect for tick throws and the like. This leads into Kouma’s sandoori, which is also essential to his pressure. He has various options for sandoori, but he also has a followup to this where you can throw them into the corner, get more damage, and ''still'' get a hard knockdown.<br />
<br />
'''~[2]:''' Well, really, you don’t need to hold the button, but the timing for simply pressing the button is kinda strict. Just hold the button. Anyways, this followup makes Kouma throw the opponent behind him into the ground, adding a little bit more damage. This destroys all your oki options, and you’ll have to resort to 5A when they wakeup. Absolutely useless unless it somehow kills.<br />
<br />
'''~[4]:''' Kouma gets disgusted by your stupidity and throws you to the opposite wall. This does more damage than the [2] followup, and if you’re in the corner, you can pull off some swag and get a hard knockdown. Otherwise, if you’re midscreen, '''PLEASE''' just resort to not holding anything down, his sandoori is good enough for oki.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br>~2/4<br />
|damage=2000<br>2200/2700<br />
|reddamage=1440<br>960/1440<br />
|proration=100%<br>100%/25%<br />
|circuit=0.0%<br />
|cancel=(CH)<br />
|guard=U<br />
|startup=29<br />
|active=1<br />
|recovery=14<br />
|frameAdv=<br />
|invuln=<br />
|description=Delayed grab. It’s good to stagger with this every now and then, but just be careful, this certainly is ''not'' fast at all; active on frame 29. Although, the hitbox is deceptive since on this version he moves forward a good amount before grabbing the enemy. All the followups mentioned above are still possible after this version of the grab.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=A/B~236C<br />
|damage=3000<br />
|reddamage=2119<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Untechable knockdown, and sends the opponent fullscreen. This does ''even more'' damage than the [4] followup. Use this when you ''know'' this will kill, cause you certainly don’t want to be at neutral/zoned out if it doesn’t.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=3200<br />
|reddamage=(2208)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=U<br />
|startup=6+7<br />
|active=1<br />
|recovery=36<br />
|frameAdv=<br />
|invuln=Full 1-12<br />
|description=Kouma decides it’s time to slam and jam, and dunks you into the ground. This does so much damage for an EX, it’s ridiculous. If you have 200% meter, you can do two 214Cs back to back, and your enemy will never be wiser. This also grabs limbs, which can make your enemy think twice before trying to poke out of your blockstrings. The enemy can still jump on reaction after the superflash, '''but''', this has the same bogus hitbox that C-Moon has. Combine this with your invuln frames, and you get a very powerful offensive tool. This is how powerful Kouma can be, and how he can scare people so easily.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">22X</span> =====<br />
{{MoveData<br />
|image=MBCKouma22A.png<br />
|image2=MBCKouma22B.png<br />
|image3=MBCKouma22C.png<br />
|name=Plated God<br />
|linkname=22X<br />
|input=22A/B/C<br />
|caption=A<br />
|caption2=B<br />
|caption3=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1000<br />
|reddamage=720<br />
|proration=75% (O)<br />
|circuit=5.6%<br />
|cancel=N/A<br />
|guard=LH<br />
|startup=10<br />
|active=4<br />
|recovery=32<br />
|frameAdv=-8<br />
|invuln=Reflect 9-13<br>Super Armor 6-22<br />
|description=* You won’t be using these too much, but it’s good to mix this into Kouma’s blockstrings every now and then.<br />
<br />
Stomp. Creates a vertical wave of flame right in front of Kouma. Contains superarmor before the stomp, so if you suspect a DP, you can use this to blow through it. This also reflects certain projectiles such as Ciel’s knives.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=58| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=Full 6-25<br>Super Armor 26-37<br />
|description=Fake stomp; Kouma dashes forward instead. This also contains superarmor until he recovers from the dash. Also something you won’t be using very often. However, in the corner, you can make use of it with a gimmick. When you get a hard knockdown, the dust that’s kicked up from his stomp actually obscures you and the enemy for a short moment, so they can’t really see where your attack is coming from. You can use this to your advantage, and go for a grab when they think you will poke with 5A/2A. Also, at point blank range, Kouma will switch sides with the enemy, so if the enemy is just outside the corner, you can kick dust in their face, switch sides, and do 236A/grab.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=1000<br />
|reddamage=576<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8+12<br />
|active=2<br />
|recovery=26<br />
|frameAdv=-6<br />
|invuln=Full 1-8<br>Reflect 9-32<br>Super Armor 9-157<br />
|description=MANLY STOMP. Kouma exerts so much manliness, he blows up everything around him. Unfortunately, the hitbox isn’t as big as the explosion. However, it does have 8 frames of invuln from frame 1, and activates super armor for two seconds. You can use this after a hard knockdown or on wakeup, but either way, it’ll most likely work out in your favor, but that’s if you manage to get the upper hand on the enemy. This is also safe on block against most characters, so don’t be afraid to poke with 5A after this. Higher-tier players will know what to do about this super, though, so they might try to Shield you.<br />
}}<br />
}}<br />
<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=MBCKoumaj236AB.png<br />
|image2=MBCKoumaj236C.png<br />
|name=Asamprajnata (Air)<br>(EX: Unicorn - Indra's Net)<br />
|linkname=j.236X<br />
|input=j.236A/B/C <br>(j.236A/B~236X)<br />
|caption=A/B<br />
|caption3=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=800<br />
|reddamage=576<br />
|proration=100%<br />
|circuit=5.6%<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=10<br />
|active=3<br />
|recovery=<br />
|frameAdv=-9 (TK)<br />
|invuln=<br />
|description=* C-Moon’s air punts, just as you remember them. Damn near useless. Essentially, you can make tech punishes with this, or set up an air game, but both of those options are situational.<br />
<br />
Football punt in the air. Gets rid of all your aerial momentum that you had before you did this move, and you’re left in a recovery animation until you reach the ground again (which, really, is where Kouma rightfully belongs). You ''can'' set up an air game with this, but it’s better to just end your aerial combos with airthrow, since your combos won’t leave you high off the ground anyways. Just use j.236B.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=500, 700 (1096)<br />
|reddamage=(793)<br />
|proration=100%<br />
|circuit=3.5%, 4.2% (7.7%)<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=8<br />
|active={{Tooltip | text=5| hovertext=2, 3}}<br />
|recovery=<br />
|frameAdv=-9 (TK)<br />
|invuln=<br />
|description=Another football punt. Does two hits this time, and gives you a small upwards boost while doing it. Retains all the properties that the A version has, including its followup. If you do decide to end your aerial combo with the punt, it’s better to use this version.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~236X<br />
|damage=600<br />
|reddamage=<br />
|proration=80% (M)<br />
|circuit=4.2%<br />
|cancel=<br />
|guard=LHA<br />
|startup=14<br />
|active=2<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Missile kick. Pretty much the same thing as the followup to grounded 623.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=300, 600, 350*5 (1883)<br />
|reddamage=(1498)<br />
|proration=80% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=3+2<br />
|active={{Tooltip | text=2 (2) 13| hovertext=2 (2) 3, 2, 2, 2, 2, 2}}<br />
|recovery=<br />
|frameAdv=18 (vs Stand)<br>10 (vs Crouch)<br>(TK)<br />
|invuln=Full 1-10<br />
|description=Aerial missile punt. This retains the same invulnerability that 623C has, so you can TK this on wakeup, and because Kouma doesn’t actually move that far up, you can followup with a normal afterwards and go into aerial stuff. That being said, if you choose to take unnecessary risks (aka using DP instead of 22C on wakeup) and waste your meter, TK this instead of the regular 623.<br />
<br />
A thing to keep in mind is that even Crescent and Full Moon characters can bunker out of it for a positive 50% meter trade. Not to mention how they can react and perform a reversal of any kind, or even a 2A+B like Sion or Kohaku. This move should be mainly used to predict abare or if the opponent lacks a meterless option to get out and has less meter than required to perform a shield bunker. It's still a solid option that doesnt carry much risk, but it's definetly not +18 frames on demand like it seems against players that lack this knowledge.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.22X</span> =====<br />
{{MoveData<br />
|image=MBCKoumaj22A.png<br />
|image2=MBHKoumaj22B.png<br />
|image3=MBCKoumaj22C.png<br />
|name=Plated God (Air)<br />
|linkname=j.22X<br />
|input=j.22A/B/C (No EX)<br />
|caption=A<br />
|caption2=B<br />
|caption3=C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=33| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=* C/F-Moon’s command airdashes. These are what gives Kouma his most mobility ANYWHERE on the screen, so '''please''' use these with care. Also, keep in mind that when you use this, you can’t airdash afterwards.<br />
<br />
Kouma pauses for a split-second, causing an explosion, as he readies himself to propel forward, and does so generously. Traverses about the same distance as an airdash. Not much use here, but you can use this to give that extra momentum you need to close the distance between you and your opponent. He’s still vulnerable when he falls down, though, so press J.B or air dodge (provided you’re close to the ground) to make yourself safer.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=-J-<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=38| hovertext=Full duration.&#010;Jump cancel window starts on frame 17.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Altered version of C/F-Moon’s J.22B. Instead of going forward even farther, he goes '''upward in a diagonal direction'''. I hope you realize how important this is to H-Kouma’s neutral game. This the best aerial movement option he has. The dash is actually not as long as it seems, and so can you do a normal or airthrow right after he dashes. This is what you’ll be using to help you end your aerial BnBs.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=C<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=10| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Kouma wants to go forward, but he quickly says “lol nope” and drops back down to the ground. That is to say, he does the explosion, but fakes the dash. There’s some funny stuff you can do with this to confuse your enemy. For example, after a 214 grab, you can dash up to them, TK this, and grab them ''again'' if you time it right. Also serves as a momentum stopper if you see something you don't like on the enemy's side of offense.<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MBCKoumaAD.png<br />
|image2=MBCKoumaADAAD.png<br />
|name=Unicorn - Jambu in Flames<br />
|linkname=Arc Drive<br />
|input=41236C during Heat<br />
|caption=<br />
|data=<br />
{{AttackData-MB<br />
|version=(Grab)<br>(Hit)<br />
|damage=900*10, 1200 (4017)<br>2500<br />
|reddamage=(2412)<br>(2016)<br />
|proration=50%<br>80%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br>LHA<br />
|startup=5+1<br />
|active={{Tooltip | text=1 (3) 8| hovertext=First command grab box active on the last frame of superflash.}}<br />
|recovery=43<br />
|frameAdv=-21<br />
|invuln=Full 1-10<br />
|description= Kouma grabs the enemy and burns them through a fiery pillar. Does 4.2k damage. In order to do this, you must be at point blank range. If not, he just smacks them with his palm, which causes a wallbounce. The hitbox doesn’t extend to the tip, only to the rim of the blast circle. You can’t really follow up after the wallbounce, so if you’re midscreen, you just screwed up, cause now you’re gonna waste even more effort to get on the offensive again. The good thing about the grab is that, unlike 214C, you can’t jump out after the superflash. If they get caught, prepare your oki in advance. This is completely invincible from frame 1, so if you have a little bit of Heat left and don’t know what to do (spend it on 22C) or you just don’t care anymore, go ahead and stick this out there if they like being in your face all the time.<br />
}}<br />
}}<br />
<br />
<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Kouma Kishima]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Kouma_Kishima/Half_Moon&diff=267148Melty Blood/MBAACC/Kouma Kishima/Half Moon2023-07-02T16:20:47Z<p>EikaMikiku: /* Meterless */ OTG combo</p>
<hr />
<div>{{TOC limit|3}}<br />
== Character Page Progress ==<br />
{{#lst:Melty_Blood/MBAACC:Roadmap|H-Kouma}}<br />
<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=h&p1char=kouma H-Kouma Match Video Database]<br><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name!! width="85"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=kouma&p1name=Aces_High Aces_High/Aodhan<br>]|| style="text-align:center;"|<br />
[[File:Kouma Color01.png|Color|50px]]<br />
| North America || Netplay || Active || The most active H-Kouma player. Uses multiple colors.<br />
<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=kouma&p1name=JIN JIN<br>(JIN#7090)]|| style="text-align:center;"|<br />
[[File:Kouma Color29.png|Color|50px]]<br />
| Japan || A-cho,<br>Nihonbashi Athena || Inactive || Mostly plays C-Kouma, but used to also play H-Kouma. Footage is old and might be outdated.<br />
|}<br />
<br />
== Overview ==<br />
<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
[[File:Kouma's head .png|link=]] '''H-Kouma''' is a pressure-oriented rushdown character who can make even the most defensive opponents scared to block.<br />
|pros=<br />
*'''Large Health Pool''': Has the 5th highest health in the game, which allows him take some more hits than most other characters.<br />
*'''Amazing Pressure''': While he cannot charge anything for stagger purposes, he has many options to keep the enemy in place whilst also keeping himself safe, especially in the corner. He still has access to the command grab as well, which means his pressure can be very scary to go up against.<br />
*'''Unique Movement''': H-Kouma has access to a unique j.22B that is angled upwards, a 5A6AA that moves him forward a lot, and is generally the most mobile of all the Kouma moons.<br />
*'''Good Mixups After Command Grab''': H-Kouma gets good setups off of his command grab.<br />
|cons=<br />
*'''Poor Air Confirms''': Due to H-Kouma's combo rules, he cannot get good damage off of an air hits unless he gets a counter hit, hurting his air presence a bit. His air moves can be buffered into j.236B.<br />
*'''Bad Meter Management''': H-Kouma's meter gain is pretty lackluster, short combos and Half Moon mechanics mean he frequently ends up below the 100 meter mark. <br />
|tablewidth=80<br />
}}<br />
<br />
== General Gameplan ==<br />
Half Moon Kouma has less options than Crescent and Full, since he can't charge any normals, and loses his overhead. So what makes H-Kouma so special? In short, Half has slightly better aerial movement, and gains some tweaks to Crescent’s moveset, in exchange for lower damage output. So now, his normals have better priority; mix that up with some buffed aerial movement, the ability to Reverse Beat, some command grabs, and you have yourself a mixed bag character that can easily make ''anybody'' scared to block against him.<br />
<br />
=== Neutral ===<br />
Probably the hardest part of Kouma's playstyle that you have to master. The fact that he has little to no zoning capabilities hurts his overall neutral game. '''However''', his normals have gained several important buffs from Crescent Moon in order to make his horizontal approach much easier. He retains the spammy 5A in order to force people to block, and his [[#2B|2B]] and [[#5C|5C]] have improved reach and priority. 2B is your most reliable anti-air in your arsenal, so use it wisely. He has the best air game potential due to his altered [[#j.22X|j.22B]], which gives some additional vertical hang time. His airdash was somewhat nerfed in terms of speed, so 66 > AT will not be as subtle as C or F-Moon. When Kouma is under pressure, he has very little reliable options; [[#214X|214C]] is a gamble more than anything. Either they eat 3k or you eat 3k, possibly more. [[#5A|5A]] would be your best bet to do anything to poke out of pressure, otherwise you have 2E (dodge) for the slower side of your enemy's normals and Shield for everything else.<br />
<br />
=== Pressure ===<br />
Tick throws, tick throws everywhere. Kouma is definitely strong in the pressure department, and while H-Kouma can't charge anything for a stagger, he still has a variety of options in order to keep the enemy in place, particularly in the corner. You can Reverse Beat to make yourself safe and make the blockstrings feel nearly endless, especially since you have a command grab. His main mindgame is making the enemy have the opposite mindset of what they think you will do next. Simply put, be unpredictable with your pressure choices.<br />
<br />
<u>'''Okizeme'''</u><br />
<br />
=== 214A ===<br />
Kouma has access to sandoori and drift mixups after these knockdowns. The former consists of a super jump forward and an airdash back coupled with a falling j.C. The j.C can hit (same side, high) or whiff, allowing Kouma to instead use 2A for a fast low or 214A for a command grab. The drift mixup simply involves dashing forward, neutral jumping, and holding back, allowing Kouma to come down on either side of his opponent for a meaty 2A. For both mixups, 5C, 2B, and 214A are useful against opponents who like to shield. You're able to use 22C following a 214A knockdown as well to gain armor and have time to meaty. This armor will allow you to armor through wakeup options such as heat and various other reversals (e.g. Nanaya 623x) and be able to punish.<br />
<br />
=== Defense ===<br />
Blocking is the name of the game for H-Kouma, your best bet for surviving on defense is to block it out and look for openings in your opponent's pressure. Use 5A and 5C to catch redashes or to call out minus on block moves. 236A/B have their uses for catching your opponent running predictable offense, but they only give you 1 hit of armor so using them defensively requires confidence and if you're wrong you will eat a full counterhit combo and be put right back on defense. It is important to note that if you land a counterhit 236A you will have time to land a full combo. You also have access to H-moon bunker which is a costly but very strong option since it allows H-Kouma to run a sandoori mixup if it lands, just make sure you aren't predictable with your bunker attempts because strong opponents will either OS it with something like 5A6EEE or jump over it and punish.<br />
=== Metered Defensive Options ===<br />
236C: Very high risk, very little invincibility. More often than not, this will trade and you will lose 100 meter for nothing. If it lands you'll more than likely get a full combo and have your opponent in the corner.<br />
<br />
214C: Extremely high risk, full invincibility but terrible recovery. Best used during your opponent's blockstrings to punish a gap in their pressure since 214C can grab outstretched hitboxes. Use this sparingly on wakeup as an aware opponent can easily avoid it and land a heavy punish.<br />
<br />
22C: Relatively low risk, most characters cannot punish this if blocked except for those with excellent forward dashes like Tohno who gets a guaranteed throw punish. Best used on wakeup to avoid L/R mixups. No need to guess when you can mash 22C, even so unless this counter hits Kouma is going right back to neutral and on block this move is -10 allowing most of the cast to hit him repeatedly until the armor wears off essentially negating the armor. When using 22C on wakeup its best to try and return to neutral once you have the armor. Alternatively, you can risk a 5A/2A mash but these are never guaranteed. Also keep in mind that opponents who meaty with 5A/2A can whiff cancel those normals into throw and throw you out of 22C before it becomes active.<br />
<br />
623C: High risk, your standard metered DP, hits for a decent chunk of damage and has full invincibility. Can be easily punished on block and puts the opponent in the air above Kouma on hit.<br />
<br />
TK j.236C: Low risk, basically 623C but better. You're plus on block and on hit you get a confirm into a hard knockdown. Meter is hard to come by on H-Kouma, but out of all your reversals, this is arguably the best to spend your meter on. Getting the TK on wakeup can be tricky so be sure to practice this before you start busting it out in real matches.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
<br />
Instead of ending combos with '''j.C > j.22B > AT''', you can also do '''j.C > j.236B~236B'''.<br />
<br>You will lose oki, but you will gain a little extra damage and an additional 11.9% meter.<br />
<br>It is debatable which one is better.<br />
<br />
About '''2C > delay 236B'''. The delay is dependent on gravity and character. Gravity can be controlled with 5A/2A amount.<br />
<br>For example, Arc with 3x A button starter doesn't even need delay.<br />
<br>VSion doesn't need delay with 4x A button starter. Check [[#Character_specific_notes|Character specific notes]] for more info.<br />
<br />
5C 2B 5B chain is better than 5B 2B 5C. Even when you rebeat into it. This is true for multiple reasons:<br />
# 5C 2B 5B is ordered by "damage first". This is better, since combo hit count impacts the damage. For example 5A 5B 2B 5C does 1933, while 5A 5C 2B 5B does 1945. (Instead of 5A, other starters will give even more benefit due to proration).<br />
# 5C has the highest(or = to highest) prorate value of any starter. Also, any consecutive button has prorate value less than 77.5%, highest being 2A with 75%. Because rebeat only adds 22.5% to the proration in the first rebeat instance, a rebeat can be included in the combo without downsides.<br />
The only small problem with 5C 2B 5B is range, it falls of a bit quicker than 5B 2B 5C.<br />
<br>5C 5B 2B is also good. Almost identical in damage to 5C 2B 5B but easier to do (less direction changes).<br />
<br />
=== Combos ===<br />
<br />
==== Meterless ====<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br />
|damage=3944<br />
|metergen= 51.1%<br />
|metero=21.9%<br />
|input=*2AAA > 5B > 5C > 5A6AA > delay 2C > 6C > j.C > 22B > AT<br />
|simput=<br />
|note=Easy, but not optimal. Only go for it if it's the only one you can land.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br />
|damage=4756<br />
|metergen=60.2%<br />
|metero=25.8%<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5AA > 5C > 2B > j.C > j.22B > AT<br />
|simput=<br />
|note=H-Kouma's best meterless BNB.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Raw Airthrow starter<br />
|damage=2702<br />
|metergen=23.1%<br />
|metero=9.9%<br />
|input=*5AA > 5C > 2B > j.C > j.22B > AT<br />
|simput=<br />
|note=You can omit one 5A if you can't time opponent dropping lower.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Corner OTG<br />
|damage=2079<br />
|metergen=41.3%<br />
|metero=17.7%<br />
|input=*5B > 5C > 5AA6A > 2A > 5A6A > 2B > 2C<br />
|simput=<br />
|note=You can catch forward tech (out of the corner) mash if you jump backwards delay j.C after 2B.<br />
}}<br />
}}<br />
<br />
==== Metered ====<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>Midscreen or closer to corner<br />
|damage=5253<br />
|metergen=-46.8%<br />
|metero=34.2%<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5A > 236C, 5A > 5C > 2B > j.C > j.236B~236B<br />
|simput=<br />
|note=Meter dump variant of the optimized BNB.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>Midscreen or closer to corner<br />
|damage=5407<br />
|metergen=<br />
|metero=<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5A > 236C > (tiny walk back) > 2C > 2B > 5C > j.C > j.236B~236B<br />
|simput=<br />
|note=More finnicky version. 2C timing is weird and sometimes it turns you around, walk back prevents that. This combo is probably character specific too.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>Corner to corner<br />
|damage=5407<br />
|metergen=<br />
|metero=<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5A > 236C > dash > 2C > 2B > 5C > j.C > j.236B~236B<br />
|simput=<br />
|note=This combo is same as above, but with a dash after 236C.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>Corner to corner<br />
|damage=5196<br />
|metergen=<br />
|metero=<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5A > 2C > 236C > dash > 2C > 2B > 5C > j.C > j.236B~236B<br />
|simput=<br />
|characters=Arc at least<br />
|note=5A > 2C link is easier on some characters than others. Works on Arc for example, gives 5196. Probably works on fat characters.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>OTG<br />
|damage=3904<br />
|metergen=<br />
|metero=<br />
|input=*Throw > No tech > Dash > 5B > 5C > 5AAA > 2B > 236C > 5B > 5C > 2B > j.C > j.236B~236B<br />
|simput=<br />
|characters=<br />
|note=Damaging combo off of no tech. Note that throw into dash 5B would also catch all techs anyway. So this basically means if H-Kouma has 100% meter when throwing close to corner, he gets 3.9k or more.<br />
}}<br />
}}<br />
<br />
=== Character specific notes ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! Character !! Minimum hit count to not have to delay 236B <br> The hit count includes 2C. <abbr title="7 hitcount: 5AAA 5C 5B 2B 2C">(Example)</abbr> !! Can do 5A/2A into 2C extension? !! Can do 2C after doing <abbr title="5AAA 5C 5B 2B 2C 236B 5A 236C">...236B 5A 236C</abbr> <br> in the corner without microwalk? <abbr title="5B 5C 2B works on all characters. With backwards microwalk, 2C can work on some chars, but its benefit isn't worth the difficulty, so they are in the 'No'.">(Note)</abbr><br />
|-<br />
| Aoko || 1 (just 2C) || Yes || No. But can do 5A/2A 2C.<br />
|-<br />
| Tohno || 1 (just 2C) || Yes || No. But can do 5A/2A 2C (hard).<br />
|-<br />
| Hime || 5 || No || Yes.<br />
|-<br />
| Nanaya || 3 || No || No. But can do 5A/2A 2C (hard).<br />
|-<br />
| Kouma || 4 || No || Yes.<br />
|-<br />
| Miyako || 2 || Yes, with at least 7 hit count before 236B || No. Can do 5A/2A 2C (hard).<br />
|-<br />
| Ciel || 4 || No || Yes.<br />
|-<br />
| Sion || 10 <abbr title="For example: Dash 5AAA6A 2A 5A6A 5B 5C 2C. This is not practical, as you get no damage.">(Note)</abbr> || No || Yes.<br />
|-<br />
| Ries || 8 || No || No. Use universal 5B 5C 2B.<br />
|-<br />
| VSion || 8 || Yes, but need delay after 5A/2A || Yes.<br />
|-<br />
| Wara || 7 || No || Yes, weird timing (delay).<br />
|-<br />
| Roa || 4 || No || Yes.<br />
|-<br />
| Maids || Check single maid || Check single maid || Check single maid<br />
|-<br />
| Akiha || 8 || No || Yes.<br />
|-<br />
| Arc || 1 (just 2C) || Yes || No. But can do 5A/2A 2C.<br />
|-<br />
| PCiel || 1 (just 2C) || Yes || No. But can do 5A/2A 2C.<br />
|-<br />
| WArc || 6 || No || No. Use universal 5B 5C 2B.<br />
|-<br />
| VAkiha || 6 || No || Yes.<br />
|-<br />
| Mech || 5 || No || Yes.<br />
|-<br />
| Seifuku || 8 || No || Yes.<br />
|-<br />
| Satsuki || 7 || No || Yes.<br />
|-<br />
| Len || 9 <abbr title="For example: Dash 5AAAA6A 5B 5B 5C 2C. This is not practical, as you get no damage.">(Note)</abbr> || No || No. Use universal 5B 5C 2B.<br />
|-<br />
| Ryougi || 3 || No || No. But can do 5A/2A 2C.<br />
|-<br />
| WLen || 1 (just 2C) || Yes|| No. But can do 5A/2A 2C (hard).<br />
|-<br />
| Nero || 7 || No || Yes. <abbr title="2C hits on the same side, so Nero will be in the corner. You can go into left/right if you do microwalk back 2C, which will leave a gap. Just 2C = no gap.">(Corner gap mix)</abbr><br />
|-<br />
| NAC || 1 (just 2C) || Yes || Yes. <abbr title="2C hits on the same side, so NAC will be in the corner. You can go into left/right if you do walk back 2C, which will leave a gap. Just 2C = no gap.">(Corner gap mix)</abbr><br />
|-<br />
| KohaMech || 1 (just 2C) || Yes || Yes.<br />
|-<br />
| Hisui || 6 || No || Yes.<br />
|-<br />
| Neco || 1 (just 2C) || Yes || Yes. <abbr title="2C hits on the same side, so Neco will be in the corner. You can go into left/right if you do walk back 2C, which will leave a gap. Just 2C = no gap.">(Corner gap mix)</abbr><br />
|-<br />
| Kohaku || 1 (just 2C) || Yes || Yes.<br />
|-<br />
| NecoMech || 5 || No || Yes.<br />
|}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=MBHKouma5A.png<br />
|image2=MBHKouma5A6A.png<br />
|image3=MBHKouma5A6AA.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|input=5A~6A~6A<br />
|data=<br />
{{AttackData-MB<br />
|version=5A<br />
|damage=300<br />
|reddamage=192<br />
|proration=70% (O)<br />
|circuit=2.1%<br />
|cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|frameAdv=0<br />
|invuln=<br />
|description=Nerfed version of C-Kouma's 5A, does 100 less damage. Comes out on frame 5, your fastest normal. This will be your main tool to catch people jumping out of your frame traps.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=5A~6A<br />
|damage=600<br />
|reddamage=384<br />
|proration=80% (M)<br />
|circuit=4.2%<br />
|cancel=N, SP, -CH-, EX, (J)<br />
|guard=LH<br />
|startup=8<br />
|active=4<br />
|recovery=16<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Elbow poke. Short range, has a great hitbox for catching opponents at IAD height making it a strong albeit difficult to use on reaction anti air. The forward momentum on this button makes it great for tick throws, especially 5A>6A>214A, which can be a very potent tool especially when combined with 5A>6A>2A and 5A>6A>5C, allowing you to keep your opponent guessing.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=5A~6A~6A<br />
|damage=1000<br />
|reddamage=768<br />
|proration=60% (O)<br />
|circuit=7.0%<br />
|cancel=(N), SP, EX, (J)<br />
|guard=LH<br />
|startup=11<br />
|active=4<br />
|recovery=16<br />
|frameAdv=-2<br />
|invuln=<br />
|description=Arm side-swipe. This knocks the opponent off their feet, so you can’t do much afterwards except 2C into his standard aerial finisher. This button also has great anti-air potential although most anti-air's with this are not intentional. It is also important to note that this is only '' -2 '' and special cancelable making canceling 6AA into 623A a very strong frametrap that will punish mash and catch jump outs. 5A, 22A, and 236A are all also strong options to represent after 6AA once your opponent is respecting 6AA>623A, all these options will lose to stand shield so be sure to mix in a 2C here and there once you have conditioned your opponent to be too afraid to challenge it.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=MBCKouma5B.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=700<br />
|reddamage=432<br />
|proration=70% (O)<br />
|circuit=4.9%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=10<br />
|active=8<br />
|recovery=12<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Long range poke. Catches back techs and most backdashes. Eight active frames. Best used to preemptively catch approaches, setup ambiguous delay cancels during pressure and punish ground techs.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MBHKouma5C.png<br />
|caption=<br />
|name=5C<br />
|linkname=5C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=1000<br />
|reddamage=672<br />
|proration=90% (O)<br />
|circuit=7.0%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=7<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Palm thrust. Comes out on frame 7. Moves you a little bit forward. Fast for a C normal. <br>Great option to catch delayed mashing and will often trade in Kouma's favor, so keep this button in mind when looking to mash out or catch an antsy opponent after 236A (236A CH can combo into 5C).<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=MBCKouma2A.png<br />
|caption=<br />
|name=2A<br />
|linkname=2A<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=192<br />
|proration=75% (O)<br />
|circuit=2.45%<br />
|cancel=SE-, -N-, -SP-, -EX-, (J)<br />
|guard=L<br />
|startup=6<br />
|active=4<br />
|recovery=8<br />
|frameAdv=0<br />
|invuln=<br />
|description=Comes out on frame 6. Your main low poking tool for poorly timed gaps in blockstrings. 75% proration, but that may not be all too bad. Considering 5B and 2B have 70% prorate, you can do two or three of these, and end up doing more damage than if you started with 5B. Doing 2A > 5B isn’t as easy as other characters with Kouma, so practice them hitconfirms, or opt for 2A>5C if you're not confident in 2A>5B.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=MBHKouma2B.png<br />
|caption=<br />
|name=2B<br />
|linkname=2B<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=800<br />
|reddamage=432<br />
|proration=70% (O)<br />
|circuit=5.6%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=7<br />
|active=3<br />
|recovery=20<br />
|frameAdv=-8<br />
|invuln=<br />
|description=Nerfed F-Kouma 2B. Has an extra hurtbox, but the hitboxes are the same, so it's still good. Comes out on frame 7. On the ground, this induces little hitstun, so you have to be quick on pressing 5B/2C/whatever afterwards. If you hit your enemy in the air, chances are you got a CH, so just wait until they’re close to the ground and 2C into a finisher. Another thing to note about 2B is that it acts a solid tick throw meaty. 66>2B>214A is a potent tick throw that will catch many opponents off guard, but be careful going for it because if the opponent ex guards or you do not dash before the meaty 2B, the 214A will whiff. Once establishing this tick throw, 2B>Delay Cancel 5C is a very strong option to catch opponents attempting to jump or mash out of the potential 214A.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=MBCKouma2C.png<br />
|caption=<br />
|name=2C<br />
|linkname=2C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=800<br />
|reddamage=432<br />
|proration=65% (O)<br />
|circuit=6.65%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=10<br />
|active=3<br />
|recovery=14<br />
|frameAdv=1<br />
|invuln=<br />
|description=Comes out on frame 10, hits low. Don’t be stupid and try to punish something unsafe with this move since it’s very slow. Used for 2B anti-air CH confirms. Makes for a good stagger, too.<br />
<br>Note that this is +1 on block. Meaning after recovery, H-Kouma's 5A will win or trade at worst. You can use 5A to go into 5A6A, into some command throw mind games.<br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MBHKoumajA.png<br />
|caption=<br />
|name=j.A<br />
|linkname=j.A<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=144<br />
|proration=75% (O)<br />
|circuit=6.65%<br />
|cancel=-SP-, -EX-<br />
|guard=LHA<br />
|startup=5<br />
|active=3<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Frame 5 aerial chop. Probably used best when you’re rising up in a jump arc. Doesn’t really reach that far, although it is useful for a “I want to hit this guy RIGHT NOW” button.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MBHKoumajB.png<br />
|caption=<br />
|name=j.B<br />
|linkname=j.B<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=800<br />
|reddamage=576<br />
|proration=90% (O)<br />
|circuit=5.6%<br />
|cancel=SP, EX<br />
|guard=HA<br />
|startup=6<br />
|active=3<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Comes out frame 6, has a bit more reach than j.A. Also best used while rising in a jump, so if you get a CH, you get an easy confirm on the way down. The slight disjoint this button has makes it very useful as an air to air option especially when combined with his backwards airdash.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MBHKoumajC.png<br />
|caption=<br />
|name=j.C<br />
|linkname=j.C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=900<br />
|reddamage=576<br />
|proration=90% (O)<br />
|circuit=6.3%<br />
|cancel=SP, EX<br />
|guard=HA<br />
|startup=11<br />
|active=5<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Your only jump-in normal, coming in at 11 frames. That being said, do be careful when pressing this button, because if you whiff this, you are in great danger of being hit. Also your only good meaty for oki after a 214A/B grab.<br />
}}<br />
}}<br />
<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MBHKouma6C.png<br />
|caption=<br />
|name=6C<br />
|linkname=6C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=700<br />
|reddamage=480<br />
|proration=50% (O)<br />
|circuit=5.6%<br />
|cancel=SP, EX, (J)<br />
|guard=LH<br />
|startup=15<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Your slowest normal coming out at frame 15. '''Never''' end your blockstrings in this; always cancel this into a safe special like 236A. Launches the opponent in the air, so this is your lead-in for an aerial finisher. You can also use this after a raw airthrow. The hitbox is perfect for an anti-air, but the startup and forward movement really screws you over for it to be used that way.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MBCKoumaThrow.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=6/4A+D<br />
|data=<br />
{{AttackData-MB<br />
|damage=1300<br />
|reddamage=768<br />
|proration=70%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=<br />
|description=Pretty average for a grab, but it's still important. Ground techable, but you can catch all techs with dash 2C afterwards.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MBCKoumaThrowAir.png<br />
|caption=<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.6/4A+D<br />
|data=<br />
{{AttackData-MB<br />
|damage=1600<br />
|reddamage=576<br />
|proration=30%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Standard ground slam air throw. Ground bounces the opponent when done raw, causes an untechable knockdown as a combo ender.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Counter</span> =====<br />
{{MoveData<br />
|image=MBCKoumaShieldCounter.png<br />
|image2=MBCKouma2C.png<br />
|image3=MBHKoumaShieldCounterAir.png<br />
|caption=<br />
|name=Shield Counter<br />
|linkname=Shield Counter<br />
|input=Auto after a succesful Shield (Air OK)<br />
|data=<br />
{{AttackData-MB<br />
|version=Standing<br />
|damage=500 (345)<br />
|reddamage=300 (198)<br />
|proration=40%<br />
|circuit=3.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LHA<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=<br />
|description=Same animation as 6C.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=Crouching<br />
|damage=1500 (1117)<br />
|reddamage=1000 (714)<br />
|proration=50%<br />
|circuit=11.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LA<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=<br />
|description=Same hitboxes as 2C.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=Air<br />
|damage=500 (303)<br />
|reddamage=300 (174)<br />
|proration=50%<br />
|circuit=3.5%<br />
|cancel=<br />
|guard=HA<br />
|startup=9<br />
|active=4<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Same animation as j.B.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MBCKoumaShieldBunker.png<br />
|image2=MBHKouma214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data=<br />
{{AttackData-MB<br />
|version=Neutral<br />
|damage=500<br />
|reddamage=192<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=26<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=192<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=A fairly standard shield bunker.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=Blockstun<br />
|damage=0<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=19<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln=<br />
|description=H-Moon specific reversal bunker. Can be OS'd so don't get too predictable with this against good players.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MBCKoumaCircuitSpark.png<br />
|image2=MBCKoumaCircuitSparkAir.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=In Heat:<br>Auto during hitstun<br>A+B+C during blockstun<br />
|caption=<br />
|data=<br />
{{AttackData-MB<br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
<br />
=== Special Moves ===<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=MBHKouma236A.png<br />
|image2=MBHKouma236B.png<br />
|image3=MBHKouma236C.png<br />
|name=Triple Samadhi Prajna<br>(EX: Unicorn - Skull City)<br />
|linkname=236X<br />
|input=236A/B/C<br />
|caption=<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=550<br />
|reddamage=384<br />
|proration=100%<br />
|circuit=2.45%<br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=11<br />
|active=2<br />
|recovery=14<br />
|frameAdv=-1<br />
|invuln=Super Armor 2-9<br />
|description=* An automatic version of F-Kouma's rekka series. H-Kouma’s rekkas don’t have followups, but they do have a hit of super armor.<br />
<br />
Forward advancing palm strike. Unless you cancel into an EX or go into airthrow, you’re not getting anything else out of this on hit, even off of his sweep. This is one of his safer specials at -1 on block, so you can use this to safely reset pressure and potentially redash in if the opponent doesn't expect it. Can be used as a tick throw setup.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=550*2 (1100)<br />
|reddamage=(756)<br />
|proration=100%<br />
|circuit=2.45%, 3.15% (5.6%)<br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=11<br />
|active=3 (7) 2<br />
|recovery=17<br />
|frameAdv=-4<br />
|invuln=Super Armor 2-9<br />
|description=Double palm strike. Goes farther than the A version. The second palm does a hard knockdown. When you do land this, you can jump cancel the second hit, giving you plenty of time for oki. After a 2C, you can do 236B, 5A into an aerial finisher for a little bit extra damage. -4 on block, so be careful ending your blockstrings with this.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=850, 650, 950 (2563)<br />
|reddamage=(1764)<br />
|proration=100%, 80% (M, last hit)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=3+9<br />
|active=8<br />
|recovery=23<br />
|frameAdv=-12<br />
|invuln=Full 1-10<br />
|description=Super palm strike, hits three times. Cannot be charged like F-Kouma's. Induces a wallbounce, allowing for an aerial combo afterwards. Has 10 frames of invincibility, so you can use it as a high risk reversal. Don’t rely on this too often to get people off of you, the hitbox only extends to his hand, and not as far as the flames. Lots of untechable frames, giving you plenty of time to followup if you’re midscreen. Mostly used as a way to spend meter to get more damage out of your combos and to avoid entering auto-heat early.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MBCKouma623A.png<br />
|image2=MBCKouma623B.png<br />
|image3=MBCKouma623BX.png<br />
|image4=MBCKouma623C.png<br />
|name=Asamprajnata<br>(EX: Unicorn - Indra's Net)<br />
|linkname=623X<br />
|input=623A/B/C<br>(623B~236X)<br />
|caption=A<br />
|caption3=B<br />
|caption4=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1000, 400*2 (1502)<br />
|reddamage=(912)<br />
|proration=75% (O)<br />
|circuit=7.0% , 1.4%*2 (9.8%)<br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=23<br />
|active={{Tooltip | text=8| hovertext=Two separate hitboxes:&#010;One first active on frame 23 for 8 frames.&#010;A second that is multihit, first active on frame 25 for (2, 4) frames.}}<br />
|recovery=13<br />
|frameAdv=1 ~ 13<br />
|invuln=<br />
|description=* Standard DPs, with the exception of A version. You'll mostly stick to the A version due to it's blockstring potential, but don't discount the EX version.<br />
<br />
Slow football punt. 3 hits. Every once in a blue moon, you can do this on enemy wakeup since it’s actually +1 on block. Remember to poke with 5A and not 2A afterwards; it’s your fastest normal.<br><br />
You can space yourself so only the flame hits the opponent. It needs to be spaced accordingly, but it makes this move +11 (usually) or even +13. 5C is then used as a pressure reset.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=400*2, 800 (1400)<br />
|reddamage=(1008)<br />
|proration=100%<br />
|circuit=2.1%*2, 5.6% (9.8%)<br>4.2% (14.0%)<br />
|cancel=-CH-<br />
|guard=L, LH<br />
|startup=6<br />
|active=6 (6) 3<br />
|recovery=35<br />
|frameAdv=-29<br />
|invuln=High 1-5<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~236X<br />
|damage=600 (1877)<br />
|reddamage=(1417)<br />
|proration=80% (M)<br />
|circuit=4.2% (14.0%)<br />
|cancel=<br />
|guard=LHA<br />
|startup=14<br />
|active=2<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Rocket punt. Generic DP, although it’s not nearly as reliable as other characters’ DPs. Does 3 hits. He is upper-body invulnerable for the first three frames, and the first hitbox comes out on the fourth frame, when he is fully invulnerable, and then he can be hit anywhere else in the animation. It’s pretty hard to punish at first, but of course the enemy will get wise and just 66 > block or something in order to bait you. This can also serve as an anti-air, albeit a slow one. Try not to rely on this too much, if at all. Just block and wait for a gap for you to shield or 5A.<br />
<br />
'''~236X:''' Missile kick. This is groundtechable, '''twice'''. Once when you immediately touch the ground, and again when you land after the ground bounce. This makes punishing Kouma when he falls down very easy when he’s in the corner. At midscreen, not so much, but they can still get the upper hand on you real quick. If they tech forward after the ground bounce, though, you can do the traditional 2AC tech chase, and 2C will autocorrect (if you time it right).<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=800*2, 400*6 (3270)<br />
|reddamage=(2767)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH (2), LHA (4)<br />
|startup=4+3<br />
|active={{Tooltip | text=6 (2) 13| hovertext=2, 4 (2) 3, 2, 2, 2, 2, 2}}<br />
|recovery=36<br />
|frameAdv={{Tooltip | text=-24| hovertext=Best-case advantage. (On corner-backed opponent)}}<br />
|invuln=Full 1-11<br />
|description=Missile punt. This is a true reversal, invulnerable all the way until the hitbox for the flames comes out. Very unsafe when blocked/baited.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MBCKouma214A.png<br />
|image2=MBCKouma214B.png<br />
|image3=MBCKouma214AB2.png<br />
|image4=MBCKouma214AB4.png<br />
|image5=MBCKouma214AB236C.png<br />
|image6=MBCKouma214C.png<br />
|name=Cremation<br>(EX 1: Unicorn - Purifying Flame Ecstasy)<br>(EX 2: Unicorn - Endowed With Destruction)<br />
|linkname=214X<br />
|input=214A/B/C<br>(214A/B~2/4/236C)<br />
|caption=A<br />
|caption2=B<br />
|caption3=~2<br />
|caption4=~4<br />
|caption5=~236C<br />
|caption6=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br>~2/4<br />
|damage=2000<br>2200/2700<br />
|reddamage=1440<br>960/1440<br />
|proration=100%<br>100%/25%<br />
|circuit=0.0%<br />
|cancel=(CH)<br />
|guard=U<br />
|startup=4<br />
|active=1<br />
|recovery=27<br />
|frameAdv=<br />
|invuln=<br />
|description=* Kouma’s universal grab special. This is '''essential''' for any Kouma player to master, and utilizing this to make the opponent scared to block is crucial for his pressure.<br />
<br />
Kouma grabs the enemy and bows his head in pity of you being grabbed, before he explodes the enemy’s face off. Delicious. '''COMES OUT ON FRAME 4'''. Perfect for tick throws and the like. This leads into Kouma’s sandoori, which is also essential to his pressure. He has various options for sandoori, but he also has a followup to this where you can throw them into the corner, get more damage, and ''still'' get a hard knockdown.<br />
<br />
'''~[2]:''' Well, really, you don’t need to hold the button, but the timing for simply pressing the button is kinda strict. Just hold the button. Anyways, this followup makes Kouma throw the opponent behind him into the ground, adding a little bit more damage. This destroys all your oki options, and you’ll have to resort to 5A when they wakeup. Absolutely useless unless it somehow kills.<br />
<br />
'''~[4]:''' Kouma gets disgusted by your stupidity and throws you to the opposite wall. This does more damage than the [2] followup, and if you’re in the corner, you can pull off some swag and get a hard knockdown. Otherwise, if you’re midscreen, '''PLEASE''' just resort to not holding anything down, his sandoori is good enough for oki.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br>~2/4<br />
|damage=2000<br>2200/2700<br />
|reddamage=1440<br>960/1440<br />
|proration=100%<br>100%/25%<br />
|circuit=0.0%<br />
|cancel=(CH)<br />
|guard=U<br />
|startup=29<br />
|active=1<br />
|recovery=14<br />
|frameAdv=<br />
|invuln=<br />
|description=Delayed grab. It’s good to stagger with this every now and then, but just be careful, this certainly is ''not'' fast at all; active on frame 29. Although, the hitbox is deceptive since on this version he moves forward a good amount before grabbing the enemy. All the followups mentioned above are still possible after this version of the grab.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=A/B~236C<br />
|damage=3000<br />
|reddamage=2119<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Untechable knockdown, and sends the opponent fullscreen. This does ''even more'' damage than the [4] followup. Use this when you ''know'' this will kill, cause you certainly don’t want to be at neutral/zoned out if it doesn’t.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=3200<br />
|reddamage=(2208)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=U<br />
|startup=6+7<br />
|active=1<br />
|recovery=36<br />
|frameAdv=<br />
|invuln=Full 1-12<br />
|description=Kouma decides it’s time to slam and jam, and dunks you into the ground. This does so much damage for an EX, it’s ridiculous. If you have 200% meter, you can do two 214Cs back to back, and your enemy will never be wiser. This also grabs limbs, which can make your enemy think twice before trying to poke out of your blockstrings. The enemy can still jump on reaction after the superflash, '''but''', this has the same bogus hitbox that C-Moon has. Combine this with your invuln frames, and you get a very powerful offensive tool. This is how powerful Kouma can be, and how he can scare people so easily.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">22X</span> =====<br />
{{MoveData<br />
|image=MBCKouma22A.png<br />
|image2=MBCKouma22B.png<br />
|image3=MBCKouma22C.png<br />
|name=Plated God<br />
|linkname=22X<br />
|input=22A/B/C<br />
|caption=A<br />
|caption2=B<br />
|caption3=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1000<br />
|reddamage=720<br />
|proration=75% (O)<br />
|circuit=5.6%<br />
|cancel=N/A<br />
|guard=LH<br />
|startup=10<br />
|active=4<br />
|recovery=32<br />
|frameAdv=-8<br />
|invuln=Reflect 9-13<br>Super Armor 6-22<br />
|description=* You won’t be using these too much, but it’s good to mix this into Kouma’s blockstrings every now and then.<br />
<br />
Stomp. Creates a vertical wave of flame right in front of Kouma. Contains superarmor before the stomp, so if you suspect a DP, you can use this to blow through it. This also reflects certain projectiles such as Ciel’s knives.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=58| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=Full 6-25<br>Super Armor 26-37<br />
|description=Fake stomp; Kouma dashes forward instead. This also contains superarmor until he recovers from the dash. Also something you won’t be using very often. However, in the corner, you can make use of it with a gimmick. When you get a hard knockdown, the dust that’s kicked up from his stomp actually obscures you and the enemy for a short moment, so they can’t really see where your attack is coming from. You can use this to your advantage, and go for a grab when they think you will poke with 5A/2A. Also, at point blank range, Kouma will switch sides with the enemy, so if the enemy is just outside the corner, you can kick dust in their face, switch sides, and do 236A/grab.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=1000<br />
|reddamage=576<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8+12<br />
|active=2<br />
|recovery=26<br />
|frameAdv=-6<br />
|invuln=Full 1-8<br>Reflect 9-32<br>Super Armor 9-157<br />
|description=MANLY STOMP. Kouma exerts so much manliness, he blows up everything around him. Unfortunately, the hitbox isn’t as big as the explosion. However, it does have 8 frames of invuln from frame 1, and activates super armor for two seconds. You can use this after a hard knockdown or on wakeup, but either way, it’ll most likely work out in your favor, but that’s if you manage to get the upper hand on the enemy. This is also safe on block against most characters, so don’t be afraid to poke with 5A after this. Higher-tier players will know what to do about this super, though, so they might try to Shield you.<br />
}}<br />
}}<br />
<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=MBCKoumaj236AB.png<br />
|image2=MBCKoumaj236C.png<br />
|name=Asamprajnata (Air)<br>(EX: Unicorn - Indra's Net)<br />
|linkname=j.236X<br />
|input=j.236A/B/C <br>(j.236A/B~236X)<br />
|caption=A/B<br />
|caption3=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=800<br />
|reddamage=576<br />
|proration=100%<br />
|circuit=5.6%<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=10<br />
|active=3<br />
|recovery=<br />
|frameAdv=-9 (TK)<br />
|invuln=<br />
|description=* C-Moon’s air punts, just as you remember them. Damn near useless. Essentially, you can make tech punishes with this, or set up an air game, but both of those options are situational.<br />
<br />
Football punt in the air. Gets rid of all your aerial momentum that you had before you did this move, and you’re left in a recovery animation until you reach the ground again (which, really, is where Kouma rightfully belongs). You ''can'' set up an air game with this, but it’s better to just end your aerial combos with airthrow, since your combos won’t leave you high off the ground anyways. Just use j.236B.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=500, 700 (1096)<br />
|reddamage=(793)<br />
|proration=100%<br />
|circuit=3.5%, 4.2% (7.7%)<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=8<br />
|active={{Tooltip | text=5| hovertext=2, 3}}<br />
|recovery=<br />
|frameAdv=-9 (TK)<br />
|invuln=<br />
|description=Another football punt. Does two hits this time, and gives you a small upwards boost while doing it. Retains all the properties that the A version has, including its followup. If you do decide to end your aerial combo with the punt, it’s better to use this version.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~236X<br />
|damage=600<br />
|reddamage=<br />
|proration=80% (M)<br />
|circuit=4.2%<br />
|cancel=<br />
|guard=LHA<br />
|startup=14<br />
|active=2<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Missile kick. Pretty much the same thing as the followup to grounded 623.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=300, 600, 350*5 (1883)<br />
|reddamage=(1498)<br />
|proration=80% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=3+2<br />
|active={{Tooltip | text=2 (2) 13| hovertext=2 (2) 3, 2, 2, 2, 2, 2}}<br />
|recovery=<br />
|frameAdv=18 (vs Stand)<br>10 (vs Crouch)<br>(TK)<br />
|invuln=Full 1-10<br />
|description=Aerial missile punt. This retains the same invulnerability that 623C has, so you can TK this on wakeup, and because Kouma doesn’t actually move that far up, you can followup with a normal afterwards and go into aerial stuff. That being said, if you choose to take unnecessary risks (aka using DP instead of 22C on wakeup) and waste your meter, TK this instead of the regular 623.<br />
<br />
A thing to keep in mind is that even Crescent and Full Moon characters can bunker out of it for a positive 50% meter trade. Not to mention how they can react and perform a reversal of any kind, or even a 2A+B like Sion or Kohaku. This move should be mainly used to predict abare or if the opponent lacks a meterless option to get out and has less meter than required to perform a shield bunker. It's still a solid option that doesnt carry much risk, but it's definetly not +18 frames on demand like it seems against players that lack this knowledge.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.22X</span> =====<br />
{{MoveData<br />
|image=MBCKoumaj22A.png<br />
|image2=MBHKoumaj22B.png<br />
|image3=MBCKoumaj22C.png<br />
|name=Plated God (Air)<br />
|linkname=j.22X<br />
|input=j.22A/B/C (No EX)<br />
|caption=A<br />
|caption2=B<br />
|caption3=C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=33| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=* C/F-Moon’s command airdashes. These are what gives Kouma his most mobility ANYWHERE on the screen, so '''please''' use these with care. Also, keep in mind that when you use this, you can’t airdash afterwards.<br />
<br />
Kouma pauses for a split-second, causing an explosion, as he readies himself to propel forward, and does so generously. Traverses about the same distance as an airdash. Not much use here, but you can use this to give that extra momentum you need to close the distance between you and your opponent. He’s still vulnerable when he falls down, though, so press J.B or air dodge (provided you’re close to the ground) to make yourself safer.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=-J-<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=38| hovertext=Full duration.&#010;Jump cancel window starts on frame 17.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Altered version of C/F-Moon’s J.22B. Instead of going forward even farther, he goes '''upward in a diagonal direction'''. I hope you realize how important this is to H-Kouma’s neutral game. This the best aerial movement option he has. The dash is actually not as long as it seems, and so can you do a normal or airthrow right after he dashes. This is what you’ll be using to help you end your aerial BnBs.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=C<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=10| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Kouma wants to go forward, but he quickly says “lol nope” and drops back down to the ground. That is to say, he does the explosion, but fakes the dash. There’s some funny stuff you can do with this to confuse your enemy. For example, after a 214 grab, you can dash up to them, TK this, and grab them ''again'' if you time it right. Also serves as a momentum stopper if you see something you don't like on the enemy's side of offense.<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MBCKoumaAD.png<br />
|image2=MBCKoumaADAAD.png<br />
|name=Unicorn - Jambu in Flames<br />
|linkname=Arc Drive<br />
|input=41236C during Heat<br />
|caption=<br />
|data=<br />
{{AttackData-MB<br />
|version=(Grab)<br>(Hit)<br />
|damage=900*10, 1200 (4017)<br>2500<br />
|reddamage=(2412)<br>(2016)<br />
|proration=50%<br>80%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br>LHA<br />
|startup=5+1<br />
|active={{Tooltip | text=1 (3) 8| hovertext=First command grab box active on the last frame of superflash.}}<br />
|recovery=43<br />
|frameAdv=-21<br />
|invuln=Full 1-10<br />
|description= Kouma grabs the enemy and burns them through a fiery pillar. Does 4.2k damage. In order to do this, you must be at point blank range. If not, he just smacks them with his palm, which causes a wallbounce. The hitbox doesn’t extend to the tip, only to the rim of the blast circle. You can’t really follow up after the wallbounce, so if you’re midscreen, you just screwed up, cause now you’re gonna waste even more effort to get on the offensive again. The good thing about the grab is that, unlike 214C, you can’t jump out after the superflash. If they get caught, prepare your oki in advance. This is completely invincible from frame 1, so if you have a little bit of Heat left and don’t know what to do (spend it on 22C) or you just don’t care anymore, go ahead and stick this out there if they like being in your face all the time.<br />
}}<br />
}}<br />
<br />
<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Kouma Kishima]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Kouma_Kishima/Half_Moon&diff=267145Melty Blood/MBAACC/Kouma Kishima/Half Moon2023-07-02T15:37:46Z<p>EikaMikiku: /* Character specific notes */ Char specific 2C pickup</p>
<hr />
<div>{{TOC limit|3}}<br />
== Character Page Progress ==<br />
{{#lst:Melty_Blood/MBAACC:Roadmap|H-Kouma}}<br />
<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=h&p1char=kouma H-Kouma Match Video Database]<br><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name!! width="85"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=kouma&p1name=Aces_High Aces_High/Aodhan<br>]|| style="text-align:center;"|<br />
[[File:Kouma Color01.png|Color|50px]]<br />
| North America || Netplay || Active || The most active H-Kouma player. Uses multiple colors.<br />
<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=kouma&p1name=JIN JIN<br>(JIN#7090)]|| style="text-align:center;"|<br />
[[File:Kouma Color29.png|Color|50px]]<br />
| Japan || A-cho,<br>Nihonbashi Athena || Inactive || Mostly plays C-Kouma, but used to also play H-Kouma. Footage is old and might be outdated.<br />
|}<br />
<br />
== Overview ==<br />
<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
[[File:Kouma's head .png|link=]] '''H-Kouma''' is a pressure-oriented rushdown character who can make even the most defensive opponents scared to block.<br />
|pros=<br />
*'''Large Health Pool''': Has the 5th highest health in the game, which allows him take some more hits than most other characters.<br />
*'''Amazing Pressure''': While he cannot charge anything for stagger purposes, he has many options to keep the enemy in place whilst also keeping himself safe, especially in the corner. He still has access to the command grab as well, which means his pressure can be very scary to go up against.<br />
*'''Unique Movement''': H-Kouma has access to a unique j.22B that is angled upwards, a 5A6AA that moves him forward a lot, and is generally the most mobile of all the Kouma moons.<br />
*'''Good Mixups After Command Grab''': H-Kouma gets good setups off of his command grab.<br />
|cons=<br />
*'''Poor Air Confirms''': Due to H-Kouma's combo rules, he cannot get good damage off of an air hits unless he gets a counter hit, hurting his air presence a bit. His air moves can be buffered into j.236B.<br />
*'''Bad Meter Management''': H-Kouma's meter gain is pretty lackluster, short combos and Half Moon mechanics mean he frequently ends up below the 100 meter mark. <br />
|tablewidth=80<br />
}}<br />
<br />
== General Gameplan ==<br />
Half Moon Kouma has less options than Crescent and Full, since he can't charge any normals, and loses his overhead. So what makes H-Kouma so special? In short, Half has slightly better aerial movement, and gains some tweaks to Crescent’s moveset, in exchange for lower damage output. So now, his normals have better priority; mix that up with some buffed aerial movement, the ability to Reverse Beat, some command grabs, and you have yourself a mixed bag character that can easily make ''anybody'' scared to block against him.<br />
<br />
=== Neutral ===<br />
Probably the hardest part of Kouma's playstyle that you have to master. The fact that he has little to no zoning capabilities hurts his overall neutral game. '''However''', his normals have gained several important buffs from Crescent Moon in order to make his horizontal approach much easier. He retains the spammy 5A in order to force people to block, and his [[#2B|2B]] and [[#5C|5C]] have improved reach and priority. 2B is your most reliable anti-air in your arsenal, so use it wisely. He has the best air game potential due to his altered [[#j.22X|j.22B]], which gives some additional vertical hang time. His airdash was somewhat nerfed in terms of speed, so 66 > AT will not be as subtle as C or F-Moon. When Kouma is under pressure, he has very little reliable options; [[#214X|214C]] is a gamble more than anything. Either they eat 3k or you eat 3k, possibly more. [[#5A|5A]] would be your best bet to do anything to poke out of pressure, otherwise you have 2E (dodge) for the slower side of your enemy's normals and Shield for everything else.<br />
<br />
=== Pressure ===<br />
Tick throws, tick throws everywhere. Kouma is definitely strong in the pressure department, and while H-Kouma can't charge anything for a stagger, he still has a variety of options in order to keep the enemy in place, particularly in the corner. You can Reverse Beat to make yourself safe and make the blockstrings feel nearly endless, especially since you have a command grab. His main mindgame is making the enemy have the opposite mindset of what they think you will do next. Simply put, be unpredictable with your pressure choices.<br />
<br />
<u>'''Okizeme'''</u><br />
<br />
=== 214A ===<br />
Kouma has access to sandoori and drift mixups after these knockdowns. The former consists of a super jump forward and an airdash back coupled with a falling j.C. The j.C can hit (same side, high) or whiff, allowing Kouma to instead use 2A for a fast low or 214A for a command grab. The drift mixup simply involves dashing forward, neutral jumping, and holding back, allowing Kouma to come down on either side of his opponent for a meaty 2A. For both mixups, 5C, 2B, and 214A are useful against opponents who like to shield. You're able to use 22C following a 214A knockdown as well to gain armor and have time to meaty. This armor will allow you to armor through wakeup options such as heat and various other reversals (e.g. Nanaya 623x) and be able to punish.<br />
<br />
=== Defense ===<br />
Blocking is the name of the game for H-Kouma, your best bet for surviving on defense is to block it out and look for openings in your opponent's pressure. Use 5A and 5C to catch redashes or to call out minus on block moves. 236A/B have their uses for catching your opponent running predictable offense, but they only give you 1 hit of armor so using them defensively requires confidence and if you're wrong you will eat a full counterhit combo and be put right back on defense. It is important to note that if you land a counterhit 236A you will have time to land a full combo. You also have access to H-moon bunker which is a costly but very strong option since it allows H-Kouma to run a sandoori mixup if it lands, just make sure you aren't predictable with your bunker attempts because strong opponents will either OS it with something like 5A6EEE or jump over it and punish.<br />
=== Metered Defensive Options ===<br />
236C: Very high risk, very little invincibility. More often than not, this will trade and you will lose 100 meter for nothing. If it lands you'll more than likely get a full combo and have your opponent in the corner.<br />
<br />
214C: Extremely high risk, full invincibility but terrible recovery. Best used during your opponent's blockstrings to punish a gap in their pressure since 214C can grab outstretched hitboxes. Use this sparingly on wakeup as an aware opponent can easily avoid it and land a heavy punish.<br />
<br />
22C: Relatively low risk, most characters cannot punish this if blocked except for those with excellent forward dashes like Tohno who gets a guaranteed throw punish. Best used on wakeup to avoid L/R mixups. No need to guess when you can mash 22C, even so unless this counter hits Kouma is going right back to neutral and on block this move is -10 allowing most of the cast to hit him repeatedly until the armor wears off essentially negating the armor. When using 22C on wakeup its best to try and return to neutral once you have the armor. Alternatively, you can risk a 5A/2A mash but these are never guaranteed. Also keep in mind that opponents who meaty with 5A/2A can whiff cancel those normals into throw and throw you out of 22C before it becomes active.<br />
<br />
623C: High risk, your standard metered DP, hits for a decent chunk of damage and has full invincibility. Can be easily punished on block and puts the opponent in the air above Kouma on hit.<br />
<br />
TK j.236C: Low risk, basically 623C but better. You're plus on block and on hit you get a confirm into a hard knockdown. Meter is hard to come by on H-Kouma, but out of all your reversals, this is arguably the best to spend your meter on. Getting the TK on wakeup can be tricky so be sure to practice this before you start busting it out in real matches.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
<br />
Instead of ending combos with '''j.C > j.22B > AT''', you can also do '''j.C > j.236B~236B'''.<br />
<br>You will lose oki, but you will gain a little extra damage and an additional 11.9% meter.<br />
<br>It is debatable which one is better.<br />
<br />
About '''2C > delay 236B'''. The delay is dependent on gravity and character. Gravity can be controlled with 5A/2A amount.<br />
<br>For example, Arc with 3x A button starter doesn't even need delay.<br />
<br>VSion doesn't need delay with 4x A button starter. Check [[#Character_specific_notes|Character specific notes]] for more info.<br />
<br />
5C 2B 5B chain is better than 5B 2B 5C. Even when you rebeat into it. This is true for multiple reasons:<br />
# 5C 2B 5B is ordered by "damage first". This is better, since combo hit count impacts the damage. For example 5A 5B 2B 5C does 1933, while 5A 5C 2B 5B does 1945. (Instead of 5A, other starters will give even more benefit due to proration).<br />
# 5C has the highest(or = to highest) prorate value of any starter. Also, any consecutive button has prorate value less than 77.5%, highest being 2A with 75%. Because rebeat only adds 22.5% to the proration in the first rebeat instance, a rebeat can be included in the combo without downsides.<br />
The only small problem with 5C 2B 5B is range, it falls of a bit quicker than 5B 2B 5C.<br />
<br>5C 5B 2B is also good. Almost identical in damage to 5C 2B 5B but easier to do (less direction changes).<br />
<br />
=== Combos ===<br />
<br />
==== Meterless ====<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br />
|damage=3944<br />
|metergen= 51.1%<br />
|metero=21.9%<br />
|input=*2AAA > 5B > 5C > 6AAA > delay 2C > 6C > j.C > 22B > AT<br />
|simput=<br />
|note=Easy, but not optimal. Only go for it if it's the only one you can land.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br />
|damage=4756<br />
|metergen=60.2%<br />
|metero=25.8%<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5AA > 5C > 2B > j.C > j.22B > AT<br />
|simput=<br />
|note=H-Kouma's best meterless BNB.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Raw Airthrow starter<br />
|damage=2702<br />
|metergen=23.1%<br />
|metero=9.9%<br />
|input=*5AA > 5C > 2B > j.C > j.22B > AT<br />
|simput=<br />
|note=You can omit one 5A if you can't time opponent dropping lower.<br />
}}<br />
}}<br />
<br />
==== Metered ====<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>Midscreen or closer to corner<br />
|damage=5253<br />
|metergen=-46.8%<br />
|metero=34.2%<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5A > 236C, 5A > 5C > 2B > j.C > j.236B~236B<br />
|simput=<br />
|note=Meter dump variant of the optimized BNB.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>Midscreen or closer to corner<br />
|damage=5407<br />
|metergen=<br />
|metero=<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5A > 236C > (tiny walk back) > 2C > 2B > 5C > j.C > j.236B~236B<br />
|simput=<br />
|note=More finnicky version. 2C timing is weird and sometimes it turns you around, walk back prevents that. This combo is probably character specific too.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>Corner to corner<br />
|damage=5407<br />
|metergen=<br />
|metero=<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5A > 236C > dash > 2C > 2B > 5C > j.C > j.236B~236B<br />
|simput=<br />
|note=This combo is same as above, but with a dash after 236C.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>Corner to corner<br />
|damage=5196<br />
|metergen=<br />
|metero=<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5A > 2C > 236C > dash > 2C > 2B > 5C > j.C > j.236B~236B<br />
|simput=<br />
|characters=Arc at least<br />
|note=5A > 2C link is easier on some characters than others. Works on Arc for example, gives 5196. Probably works on fat characters.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>OTG<br />
|damage=3904<br />
|metergen=<br />
|metero=<br />
|input=*Throw > No tech > Dash > 5B > 5C > 5AAA > 2B > 236C > 5B > 5C > 2B > j.C > j.236B~236B<br />
|simput=<br />
|characters=<br />
|note=Damaging combo off of no tech. Note that throw into dash 5B would also catch all techs anyway. So this basically means if H-Kouma has 100% meter when throwing close to corner, he gets 3.9k or more.<br />
}}<br />
}}<br />
<br />
=== Character specific notes ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! Character !! Minimum hit count to not have to delay 236B <br> The hit count includes 2C. <abbr title="7 hitcount: 5AAA 5C 5B 2B 2C">(Example)</abbr> !! Can do 5A/2A into 2C extension? !! Can do 2C after doing <abbr title="5AAA 5C 5B 2B 2C 236B 5A 236C">...236B 5A 236C</abbr> <br> in the corner without microwalk? <abbr title="5B 5C 2B works on all characters. With backwards microwalk, 2C can work on some chars, but its benefit isn't worth the difficulty, so they are in the 'No'.">(Note)</abbr><br />
|-<br />
| Aoko || 1 (just 2C) || Yes || No. But can do 5A/2A 2C.<br />
|-<br />
| Tohno || 1 (just 2C) || Yes || No. But can do 5A/2A 2C (hard).<br />
|-<br />
| Hime || 5 || No || Yes.<br />
|-<br />
| Nanaya || 3 || No || No. But can do 5A/2A 2C (hard).<br />
|-<br />
| Kouma || 4 || No || Yes.<br />
|-<br />
| Miyako || 2 || Yes, with at least 7 hit count before 236B || No. Can do 5A/2A 2C (hard).<br />
|-<br />
| Ciel || 4 || No || Yes.<br />
|-<br />
| Sion || 10 <abbr title="For example: Dash 5AAA6A 2A 5A6A 5B 5C 2C. This is not practical, as you get no damage.">(Note)</abbr> || No || Yes.<br />
|-<br />
| Ries || 8 || No || No. Use universal 5B 5C 2B.<br />
|-<br />
| VSion || 8 || Yes, but need delay after 5A/2A || Yes.<br />
|-<br />
| Wara || 7 || No || Yes, weird timing (delay).<br />
|-<br />
| Roa || 4 || No || Yes.<br />
|-<br />
| Maids || Check single maid || Check single maid || Check single maid<br />
|-<br />
| Akiha || 8 || No || Yes.<br />
|-<br />
| Arc || 1 (just 2C) || Yes || No. But can do 5A/2A 2C.<br />
|-<br />
| PCiel || 1 (just 2C) || Yes || No. But can do 5A/2A 2C.<br />
|-<br />
| WArc || 6 || No || No. Use universal 5B 5C 2B.<br />
|-<br />
| VAkiha || 6 || No || Yes.<br />
|-<br />
| Mech || 5 || No || Yes.<br />
|-<br />
| Seifuku || 8 || No || Yes.<br />
|-<br />
| Satsuki || 7 || No || Yes.<br />
|-<br />
| Len || 9 <abbr title="For example: Dash 5AAAA6A 5B 5B 5C 2C. This is not practical, as you get no damage.">(Note)</abbr> || No || No. Use universal 5B 5C 2B.<br />
|-<br />
| Ryougi || 3 || No || No. But can do 5A/2A 2C.<br />
|-<br />
| WLen || 1 (just 2C) || Yes|| No. But can do 5A/2A 2C (hard).<br />
|-<br />
| Nero || 7 || No || Yes. <abbr title="2C hits on the same side, so Nero will be in the corner. You can go into left/right if you do microwalk back 2C, which will leave a gap. Just 2C = no gap.">(Corner gap mix)</abbr><br />
|-<br />
| NAC || 1 (just 2C) || Yes || Yes. <abbr title="2C hits on the same side, so NAC will be in the corner. You can go into left/right if you do walk back 2C, which will leave a gap. Just 2C = no gap.">(Corner gap mix)</abbr><br />
|-<br />
| KohaMech || 1 (just 2C) || Yes || Yes.<br />
|-<br />
| Hisui || 6 || No || Yes.<br />
|-<br />
| Neco || 1 (just 2C) || Yes || Yes. <abbr title="2C hits on the same side, so Neco will be in the corner. You can go into left/right if you do walk back 2C, which will leave a gap. Just 2C = no gap.">(Corner gap mix)</abbr><br />
|-<br />
| Kohaku || 1 (just 2C) || Yes || Yes.<br />
|-<br />
| NecoMech || 5 || No || Yes.<br />
|}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=MBHKouma5A.png<br />
|image2=MBHKouma5A6A.png<br />
|image3=MBHKouma5A6AA.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|input=5A~6A~6A<br />
|data=<br />
{{AttackData-MB<br />
|version=5A<br />
|damage=300<br />
|reddamage=192<br />
|proration=70% (O)<br />
|circuit=2.1%<br />
|cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|frameAdv=0<br />
|invuln=<br />
|description=Nerfed version of C-Kouma's 5A, does 100 less damage. Comes out on frame 5, your fastest normal. This will be your main tool to catch people jumping out of your frame traps.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=5A~6A<br />
|damage=600<br />
|reddamage=384<br />
|proration=80% (M)<br />
|circuit=4.2%<br />
|cancel=N, SP, -CH-, EX, (J)<br />
|guard=LH<br />
|startup=8<br />
|active=4<br />
|recovery=16<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Elbow poke. Short range, has a great hitbox for catching opponents at IAD height making it a strong albeit difficult to use on reaction anti air. The forward momentum on this button makes it great for tick throws, especially 5A>6A>214A, which can be a very potent tool especially when combined with 5A>6A>2A and 5A>6A>5C, allowing you to keep your opponent guessing.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=5A~6A~6A<br />
|damage=1000<br />
|reddamage=768<br />
|proration=60% (O)<br />
|circuit=7.0%<br />
|cancel=(N), SP, EX, (J)<br />
|guard=LH<br />
|startup=11<br />
|active=4<br />
|recovery=16<br />
|frameAdv=-2<br />
|invuln=<br />
|description=Arm side-swipe. This knocks the opponent off their feet, so you can’t do much afterwards except 2C into his standard aerial finisher. This button also has great anti-air potential although most anti-air's with this are not intentional. It is also important to note that this is only '' -2 '' and special cancelable making canceling 6AA into 623A a very strong frametrap that will punish mash and catch jump outs. 5A, 22A, and 236A are all also strong options to represent after 6AA once your opponent is respecting 6AA>623A, all these options will lose to stand shield so be sure to mix in a 2C here and there once you have conditioned your opponent to be too afraid to challenge it.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=MBCKouma5B.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=700<br />
|reddamage=432<br />
|proration=70% (O)<br />
|circuit=4.9%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=10<br />
|active=8<br />
|recovery=12<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Long range poke. Catches back techs and most backdashes. Eight active frames. Best used to preemptively catch approaches, setup ambiguous delay cancels during pressure and punish ground techs.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MBHKouma5C.png<br />
|caption=<br />
|name=5C<br />
|linkname=5C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=1000<br />
|reddamage=672<br />
|proration=90% (O)<br />
|circuit=7.0%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=7<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Palm thrust. Comes out on frame 7. Moves you a little bit forward. Fast for a C normal. <br>Great option to catch delayed mashing and will often trade in Kouma's favor, so keep this button in mind when looking to mash out or catch an antsy opponent after 236A (236A CH can combo into 5C).<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=MBCKouma2A.png<br />
|caption=<br />
|name=2A<br />
|linkname=2A<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=192<br />
|proration=75% (O)<br />
|circuit=2.45%<br />
|cancel=SE-, -N-, -SP-, -EX-, (J)<br />
|guard=L<br />
|startup=6<br />
|active=4<br />
|recovery=8<br />
|frameAdv=0<br />
|invuln=<br />
|description=Comes out on frame 6. Your main low poking tool for poorly timed gaps in blockstrings. 75% proration, but that may not be all too bad. Considering 5B and 2B have 70% prorate, you can do two or three of these, and end up doing more damage than if you started with 5B. Doing 2A > 5B isn’t as easy as other characters with Kouma, so practice them hitconfirms, or opt for 2A>5C if you're not confident in 2A>5B.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=MBHKouma2B.png<br />
|caption=<br />
|name=2B<br />
|linkname=2B<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=800<br />
|reddamage=432<br />
|proration=70% (O)<br />
|circuit=5.6%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=7<br />
|active=3<br />
|recovery=20<br />
|frameAdv=-8<br />
|invuln=<br />
|description=Nerfed F-Kouma 2B. Has an extra hurtbox, but the hitboxes are the same, so it's still good. Comes out on frame 7. On the ground, this induces little hitstun, so you have to be quick on pressing 5B/2C/whatever afterwards. If you hit your enemy in the air, chances are you got a CH, so just wait until they’re close to the ground and 2C into a finisher. Another thing to note about 2B is that it acts a solid tick throw meaty. 66>2B>214A is a potent tick throw that will catch many opponents off guard, but be careful going for it because if the opponent ex guards or you do not dash before the meaty 2B, the 214A will whiff. Once establishing this tick throw, 2B>Delay Cancel 5C is a very strong option to catch opponents attempting to jump or mash out of the potential 214A.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=MBCKouma2C.png<br />
|caption=<br />
|name=2C<br />
|linkname=2C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=800<br />
|reddamage=432<br />
|proration=65% (O)<br />
|circuit=6.65%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=10<br />
|active=3<br />
|recovery=14<br />
|frameAdv=1<br />
|invuln=<br />
|description=Comes out on frame 10, hits low. Don’t be stupid and try to punish something unsafe with this move since it’s very slow. Used for 2B anti-air CH confirms. Makes for a good stagger, too.<br />
<br>Note that this is +1 on block. Meaning after recovery, H-Kouma's 5A will win or trade at worst. You can use 5A to go into 5A6A, into some command throw mind games.<br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MBHKoumajA.png<br />
|caption=<br />
|name=j.A<br />
|linkname=j.A<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=144<br />
|proration=75% (O)<br />
|circuit=6.65%<br />
|cancel=-SP-, -EX-<br />
|guard=LHA<br />
|startup=5<br />
|active=3<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Frame 5 aerial chop. Probably used best when you’re rising up in a jump arc. Doesn’t really reach that far, although it is useful for a “I want to hit this guy RIGHT NOW” button.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MBHKoumajB.png<br />
|caption=<br />
|name=j.B<br />
|linkname=j.B<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=800<br />
|reddamage=576<br />
|proration=90% (O)<br />
|circuit=5.6%<br />
|cancel=SP, EX<br />
|guard=HA<br />
|startup=6<br />
|active=3<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Comes out frame 6, has a bit more reach than j.A. Also best used while rising in a jump, so if you get a CH, you get an easy confirm on the way down. The slight disjoint this button has makes it very useful as an air to air option especially when combined with his backwards airdash.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MBHKoumajC.png<br />
|caption=<br />
|name=j.C<br />
|linkname=j.C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=900<br />
|reddamage=576<br />
|proration=90% (O)<br />
|circuit=6.3%<br />
|cancel=SP, EX<br />
|guard=HA<br />
|startup=11<br />
|active=5<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Your only jump-in normal, coming in at 11 frames. That being said, do be careful when pressing this button, because if you whiff this, you are in great danger of being hit. Also your only good meaty for oki after a 214A/B grab.<br />
}}<br />
}}<br />
<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MBHKouma6C.png<br />
|caption=<br />
|name=6C<br />
|linkname=6C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=700<br />
|reddamage=480<br />
|proration=50% (O)<br />
|circuit=5.6%<br />
|cancel=SP, EX, (J)<br />
|guard=LH<br />
|startup=15<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Your slowest normal coming out at frame 15. '''Never''' end your blockstrings in this; always cancel this into a safe special like 236A. Launches the opponent in the air, so this is your lead-in for an aerial finisher. You can also use this after a raw airthrow. The hitbox is perfect for an anti-air, but the startup and forward movement really screws you over for it to be used that way.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MBCKoumaThrow.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=6/4A+D<br />
|data=<br />
{{AttackData-MB<br />
|damage=1300<br />
|reddamage=768<br />
|proration=70%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=<br />
|description=Pretty average for a grab, but it's still important. Ground techable, but you can catch all techs with dash 2C afterwards.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MBCKoumaThrowAir.png<br />
|caption=<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.6/4A+D<br />
|data=<br />
{{AttackData-MB<br />
|damage=1600<br />
|reddamage=576<br />
|proration=30%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Standard ground slam air throw. Ground bounces the opponent when done raw, causes an untechable knockdown as a combo ender.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Counter</span> =====<br />
{{MoveData<br />
|image=MBCKoumaShieldCounter.png<br />
|image2=MBCKouma2C.png<br />
|image3=MBHKoumaShieldCounterAir.png<br />
|caption=<br />
|name=Shield Counter<br />
|linkname=Shield Counter<br />
|input=Auto after a succesful Shield (Air OK)<br />
|data=<br />
{{AttackData-MB<br />
|version=Standing<br />
|damage=500 (345)<br />
|reddamage=300 (198)<br />
|proration=40%<br />
|circuit=3.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LHA<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=<br />
|description=Same animation as 6C.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=Crouching<br />
|damage=1500 (1117)<br />
|reddamage=1000 (714)<br />
|proration=50%<br />
|circuit=11.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LA<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=<br />
|description=Same hitboxes as 2C.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=Air<br />
|damage=500 (303)<br />
|reddamage=300 (174)<br />
|proration=50%<br />
|circuit=3.5%<br />
|cancel=<br />
|guard=HA<br />
|startup=9<br />
|active=4<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Same animation as j.B.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MBCKoumaShieldBunker.png<br />
|image2=MBHKouma214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data=<br />
{{AttackData-MB<br />
|version=Neutral<br />
|damage=500<br />
|reddamage=192<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=26<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=192<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=A fairly standard shield bunker.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=Blockstun<br />
|damage=0<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=19<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln=<br />
|description=H-Moon specific reversal bunker. Can be OS'd so don't get too predictable with this against good players.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MBCKoumaCircuitSpark.png<br />
|image2=MBCKoumaCircuitSparkAir.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=In Heat:<br>Auto during hitstun<br>A+B+C during blockstun<br />
|caption=<br />
|data=<br />
{{AttackData-MB<br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
<br />
=== Special Moves ===<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=MBHKouma236A.png<br />
|image2=MBHKouma236B.png<br />
|image3=MBHKouma236C.png<br />
|name=Triple Samadhi Prajna<br>(EX: Unicorn - Skull City)<br />
|linkname=236X<br />
|input=236A/B/C<br />
|caption=<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=550<br />
|reddamage=384<br />
|proration=100%<br />
|circuit=2.45%<br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=11<br />
|active=2<br />
|recovery=14<br />
|frameAdv=-1<br />
|invuln=Super Armor 2-9<br />
|description=* An automatic version of F-Kouma's rekka series. H-Kouma’s rekkas don’t have followups, but they do have a hit of super armor.<br />
<br />
Forward advancing palm strike. Unless you cancel into an EX or go into airthrow, you’re not getting anything else out of this on hit, even off of his sweep. This is one of his safer specials at -1 on block, so you can use this to safely reset pressure and potentially redash in if the opponent doesn't expect it. Can be used as a tick throw setup.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=550*2 (1100)<br />
|reddamage=(756)<br />
|proration=100%<br />
|circuit=2.45%, 3.15% (5.6%)<br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=11<br />
|active=3 (7) 2<br />
|recovery=17<br />
|frameAdv=-4<br />
|invuln=Super Armor 2-9<br />
|description=Double palm strike. Goes farther than the A version. The second palm does a hard knockdown. When you do land this, you can jump cancel the second hit, giving you plenty of time for oki. After a 2C, you can do 236B, 5A into an aerial finisher for a little bit extra damage. -4 on block, so be careful ending your blockstrings with this.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=850, 650, 950 (2563)<br />
|reddamage=(1764)<br />
|proration=100%, 80% (M, last hit)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=3+9<br />
|active=8<br />
|recovery=23<br />
|frameAdv=-12<br />
|invuln=Full 1-10<br />
|description=Super palm strike, hits three times. Cannot be charged like F-Kouma's. Induces a wallbounce, allowing for an aerial combo afterwards. Has 10 frames of invincibility, so you can use it as a high risk reversal. Don’t rely on this too often to get people off of you, the hitbox only extends to his hand, and not as far as the flames. Lots of untechable frames, giving you plenty of time to followup if you’re midscreen. Mostly used as a way to spend meter to get more damage out of your combos and to avoid entering auto-heat early.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MBCKouma623A.png<br />
|image2=MBCKouma623B.png<br />
|image3=MBCKouma623BX.png<br />
|image4=MBCKouma623C.png<br />
|name=Asamprajnata<br>(EX: Unicorn - Indra's Net)<br />
|linkname=623X<br />
|input=623A/B/C<br>(623B~236X)<br />
|caption=A<br />
|caption3=B<br />
|caption4=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1000, 400*2 (1502)<br />
|reddamage=(912)<br />
|proration=75% (O)<br />
|circuit=7.0% , 1.4%*2 (9.8%)<br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=23<br />
|active={{Tooltip | text=8| hovertext=Two separate hitboxes:&#010;One first active on frame 23 for 8 frames.&#010;A second that is multihit, first active on frame 25 for (2, 4) frames.}}<br />
|recovery=13<br />
|frameAdv=1 ~ 13<br />
|invuln=<br />
|description=* Standard DPs, with the exception of A version. You'll mostly stick to the A version due to it's blockstring potential, but don't discount the EX version.<br />
<br />
Slow football punt. 3 hits. Every once in a blue moon, you can do this on enemy wakeup since it’s actually +1 on block. Remember to poke with 5A and not 2A afterwards; it’s your fastest normal.<br><br />
You can space yourself so only the flame hits the opponent. It needs to be spaced accordingly, but it makes this move +11 (usually) or even +13. 5C is then used as a pressure reset.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=400*2, 800 (1400)<br />
|reddamage=(1008)<br />
|proration=100%<br />
|circuit=2.1%*2, 5.6% (9.8%)<br>4.2% (14.0%)<br />
|cancel=-CH-<br />
|guard=L, LH<br />
|startup=6<br />
|active=6 (6) 3<br />
|recovery=35<br />
|frameAdv=-29<br />
|invuln=High 1-5<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~236X<br />
|damage=600 (1877)<br />
|reddamage=(1417)<br />
|proration=80% (M)<br />
|circuit=4.2% (14.0%)<br />
|cancel=<br />
|guard=LHA<br />
|startup=14<br />
|active=2<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Rocket punt. Generic DP, although it’s not nearly as reliable as other characters’ DPs. Does 3 hits. He is upper-body invulnerable for the first three frames, and the first hitbox comes out on the fourth frame, when he is fully invulnerable, and then he can be hit anywhere else in the animation. It’s pretty hard to punish at first, but of course the enemy will get wise and just 66 > block or something in order to bait you. This can also serve as an anti-air, albeit a slow one. Try not to rely on this too much, if at all. Just block and wait for a gap for you to shield or 5A.<br />
<br />
'''~236X:''' Missile kick. This is groundtechable, '''twice'''. Once when you immediately touch the ground, and again when you land after the ground bounce. This makes punishing Kouma when he falls down very easy when he’s in the corner. At midscreen, not so much, but they can still get the upper hand on you real quick. If they tech forward after the ground bounce, though, you can do the traditional 2AC tech chase, and 2C will autocorrect (if you time it right).<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=800*2, 400*6 (3270)<br />
|reddamage=(2767)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH (2), LHA (4)<br />
|startup=4+3<br />
|active={{Tooltip | text=6 (2) 13| hovertext=2, 4 (2) 3, 2, 2, 2, 2, 2}}<br />
|recovery=36<br />
|frameAdv={{Tooltip | text=-24| hovertext=Best-case advantage. (On corner-backed opponent)}}<br />
|invuln=Full 1-11<br />
|description=Missile punt. This is a true reversal, invulnerable all the way until the hitbox for the flames comes out. Very unsafe when blocked/baited.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MBCKouma214A.png<br />
|image2=MBCKouma214B.png<br />
|image3=MBCKouma214AB2.png<br />
|image4=MBCKouma214AB4.png<br />
|image5=MBCKouma214AB236C.png<br />
|image6=MBCKouma214C.png<br />
|name=Cremation<br>(EX 1: Unicorn - Purifying Flame Ecstasy)<br>(EX 2: Unicorn - Endowed With Destruction)<br />
|linkname=214X<br />
|input=214A/B/C<br>(214A/B~2/4/236C)<br />
|caption=A<br />
|caption2=B<br />
|caption3=~2<br />
|caption4=~4<br />
|caption5=~236C<br />
|caption6=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br>~2/4<br />
|damage=2000<br>2200/2700<br />
|reddamage=1440<br>960/1440<br />
|proration=100%<br>100%/25%<br />
|circuit=0.0%<br />
|cancel=(CH)<br />
|guard=U<br />
|startup=4<br />
|active=1<br />
|recovery=27<br />
|frameAdv=<br />
|invuln=<br />
|description=* Kouma’s universal grab special. This is '''essential''' for any Kouma player to master, and utilizing this to make the opponent scared to block is crucial for his pressure.<br />
<br />
Kouma grabs the enemy and bows his head in pity of you being grabbed, before he explodes the enemy’s face off. Delicious. '''COMES OUT ON FRAME 4'''. Perfect for tick throws and the like. This leads into Kouma’s sandoori, which is also essential to his pressure. He has various options for sandoori, but he also has a followup to this where you can throw them into the corner, get more damage, and ''still'' get a hard knockdown.<br />
<br />
'''~[2]:''' Well, really, you don’t need to hold the button, but the timing for simply pressing the button is kinda strict. Just hold the button. Anyways, this followup makes Kouma throw the opponent behind him into the ground, adding a little bit more damage. This destroys all your oki options, and you’ll have to resort to 5A when they wakeup. Absolutely useless unless it somehow kills.<br />
<br />
'''~[4]:''' Kouma gets disgusted by your stupidity and throws you to the opposite wall. This does more damage than the [2] followup, and if you’re in the corner, you can pull off some swag and get a hard knockdown. Otherwise, if you’re midscreen, '''PLEASE''' just resort to not holding anything down, his sandoori is good enough for oki.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br>~2/4<br />
|damage=2000<br>2200/2700<br />
|reddamage=1440<br>960/1440<br />
|proration=100%<br>100%/25%<br />
|circuit=0.0%<br />
|cancel=(CH)<br />
|guard=U<br />
|startup=29<br />
|active=1<br />
|recovery=14<br />
|frameAdv=<br />
|invuln=<br />
|description=Delayed grab. It’s good to stagger with this every now and then, but just be careful, this certainly is ''not'' fast at all; active on frame 29. Although, the hitbox is deceptive since on this version he moves forward a good amount before grabbing the enemy. All the followups mentioned above are still possible after this version of the grab.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=A/B~236C<br />
|damage=3000<br />
|reddamage=2119<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Untechable knockdown, and sends the opponent fullscreen. This does ''even more'' damage than the [4] followup. Use this when you ''know'' this will kill, cause you certainly don’t want to be at neutral/zoned out if it doesn’t.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=3200<br />
|reddamage=(2208)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=U<br />
|startup=6+7<br />
|active=1<br />
|recovery=36<br />
|frameAdv=<br />
|invuln=Full 1-12<br />
|description=Kouma decides it’s time to slam and jam, and dunks you into the ground. This does so much damage for an EX, it’s ridiculous. If you have 200% meter, you can do two 214Cs back to back, and your enemy will never be wiser. This also grabs limbs, which can make your enemy think twice before trying to poke out of your blockstrings. The enemy can still jump on reaction after the superflash, '''but''', this has the same bogus hitbox that C-Moon has. Combine this with your invuln frames, and you get a very powerful offensive tool. This is how powerful Kouma can be, and how he can scare people so easily.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">22X</span> =====<br />
{{MoveData<br />
|image=MBCKouma22A.png<br />
|image2=MBCKouma22B.png<br />
|image3=MBCKouma22C.png<br />
|name=Plated God<br />
|linkname=22X<br />
|input=22A/B/C<br />
|caption=A<br />
|caption2=B<br />
|caption3=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1000<br />
|reddamage=720<br />
|proration=75% (O)<br />
|circuit=5.6%<br />
|cancel=N/A<br />
|guard=LH<br />
|startup=10<br />
|active=4<br />
|recovery=32<br />
|frameAdv=-8<br />
|invuln=Reflect 9-13<br>Super Armor 6-22<br />
|description=* You won’t be using these too much, but it’s good to mix this into Kouma’s blockstrings every now and then.<br />
<br />
Stomp. Creates a vertical wave of flame right in front of Kouma. Contains superarmor before the stomp, so if you suspect a DP, you can use this to blow through it. This also reflects certain projectiles such as Ciel’s knives.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=58| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=Full 6-25<br>Super Armor 26-37<br />
|description=Fake stomp; Kouma dashes forward instead. This also contains superarmor until he recovers from the dash. Also something you won’t be using very often. However, in the corner, you can make use of it with a gimmick. When you get a hard knockdown, the dust that’s kicked up from his stomp actually obscures you and the enemy for a short moment, so they can’t really see where your attack is coming from. You can use this to your advantage, and go for a grab when they think you will poke with 5A/2A. Also, at point blank range, Kouma will switch sides with the enemy, so if the enemy is just outside the corner, you can kick dust in their face, switch sides, and do 236A/grab.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=1000<br />
|reddamage=576<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8+12<br />
|active=2<br />
|recovery=26<br />
|frameAdv=-6<br />
|invuln=Full 1-8<br>Reflect 9-32<br>Super Armor 9-157<br />
|description=MANLY STOMP. Kouma exerts so much manliness, he blows up everything around him. Unfortunately, the hitbox isn’t as big as the explosion. However, it does have 8 frames of invuln from frame 1, and activates super armor for two seconds. You can use this after a hard knockdown or on wakeup, but either way, it’ll most likely work out in your favor, but that’s if you manage to get the upper hand on the enemy. This is also safe on block against most characters, so don’t be afraid to poke with 5A after this. Higher-tier players will know what to do about this super, though, so they might try to Shield you.<br />
}}<br />
}}<br />
<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=MBCKoumaj236AB.png<br />
|image2=MBCKoumaj236C.png<br />
|name=Asamprajnata (Air)<br>(EX: Unicorn - Indra's Net)<br />
|linkname=j.236X<br />
|input=j.236A/B/C <br>(j.236A/B~236X)<br />
|caption=A/B<br />
|caption3=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=800<br />
|reddamage=576<br />
|proration=100%<br />
|circuit=5.6%<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=10<br />
|active=3<br />
|recovery=<br />
|frameAdv=-9 (TK)<br />
|invuln=<br />
|description=* C-Moon’s air punts, just as you remember them. Damn near useless. Essentially, you can make tech punishes with this, or set up an air game, but both of those options are situational.<br />
<br />
Football punt in the air. Gets rid of all your aerial momentum that you had before you did this move, and you’re left in a recovery animation until you reach the ground again (which, really, is where Kouma rightfully belongs). You ''can'' set up an air game with this, but it’s better to just end your aerial combos with airthrow, since your combos won’t leave you high off the ground anyways. Just use j.236B.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=500, 700 (1096)<br />
|reddamage=(793)<br />
|proration=100%<br />
|circuit=3.5%, 4.2% (7.7%)<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=8<br />
|active={{Tooltip | text=5| hovertext=2, 3}}<br />
|recovery=<br />
|frameAdv=-9 (TK)<br />
|invuln=<br />
|description=Another football punt. Does two hits this time, and gives you a small upwards boost while doing it. Retains all the properties that the A version has, including its followup. If you do decide to end your aerial combo with the punt, it’s better to use this version.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~236X<br />
|damage=600<br />
|reddamage=<br />
|proration=80% (M)<br />
|circuit=4.2%<br />
|cancel=<br />
|guard=LHA<br />
|startup=14<br />
|active=2<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Missile kick. Pretty much the same thing as the followup to grounded 623.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=300, 600, 350*5 (1883)<br />
|reddamage=(1498)<br />
|proration=80% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=3+2<br />
|active={{Tooltip | text=2 (2) 13| hovertext=2 (2) 3, 2, 2, 2, 2, 2}}<br />
|recovery=<br />
|frameAdv=18 (vs Stand)<br>10 (vs Crouch)<br>(TK)<br />
|invuln=Full 1-10<br />
|description=Aerial missile punt. This retains the same invulnerability that 623C has, so you can TK this on wakeup, and because Kouma doesn’t actually move that far up, you can followup with a normal afterwards and go into aerial stuff. That being said, if you choose to take unnecessary risks (aka using DP instead of 22C on wakeup) and waste your meter, TK this instead of the regular 623.<br />
<br />
A thing to keep in mind is that even Crescent and Full Moon characters can bunker out of it for a positive 50% meter trade. Not to mention how they can react and perform a reversal of any kind, or even a 2A+B like Sion or Kohaku. This move should be mainly used to predict abare or if the opponent lacks a meterless option to get out and has less meter than required to perform a shield bunker. It's still a solid option that doesnt carry much risk, but it's definetly not +18 frames on demand like it seems against players that lack this knowledge.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.22X</span> =====<br />
{{MoveData<br />
|image=MBCKoumaj22A.png<br />
|image2=MBHKoumaj22B.png<br />
|image3=MBCKoumaj22C.png<br />
|name=Plated God (Air)<br />
|linkname=j.22X<br />
|input=j.22A/B/C (No EX)<br />
|caption=A<br />
|caption2=B<br />
|caption3=C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=33| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=* C/F-Moon’s command airdashes. These are what gives Kouma his most mobility ANYWHERE on the screen, so '''please''' use these with care. Also, keep in mind that when you use this, you can’t airdash afterwards.<br />
<br />
Kouma pauses for a split-second, causing an explosion, as he readies himself to propel forward, and does so generously. Traverses about the same distance as an airdash. Not much use here, but you can use this to give that extra momentum you need to close the distance between you and your opponent. He’s still vulnerable when he falls down, though, so press J.B or air dodge (provided you’re close to the ground) to make yourself safer.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=-J-<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=38| hovertext=Full duration.&#010;Jump cancel window starts on frame 17.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Altered version of C/F-Moon’s J.22B. Instead of going forward even farther, he goes '''upward in a diagonal direction'''. I hope you realize how important this is to H-Kouma’s neutral game. This the best aerial movement option he has. The dash is actually not as long as it seems, and so can you do a normal or airthrow right after he dashes. This is what you’ll be using to help you end your aerial BnBs.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=C<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=10| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Kouma wants to go forward, but he quickly says “lol nope” and drops back down to the ground. That is to say, he does the explosion, but fakes the dash. There’s some funny stuff you can do with this to confuse your enemy. For example, after a 214 grab, you can dash up to them, TK this, and grab them ''again'' if you time it right. Also serves as a momentum stopper if you see something you don't like on the enemy's side of offense.<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MBCKoumaAD.png<br />
|image2=MBCKoumaADAAD.png<br />
|name=Unicorn - Jambu in Flames<br />
|linkname=Arc Drive<br />
|input=41236C during Heat<br />
|caption=<br />
|data=<br />
{{AttackData-MB<br />
|version=(Grab)<br>(Hit)<br />
|damage=900*10, 1200 (4017)<br>2500<br />
|reddamage=(2412)<br>(2016)<br />
|proration=50%<br>80%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br>LHA<br />
|startup=5+1<br />
|active={{Tooltip | text=1 (3) 8| hovertext=First command grab box active on the last frame of superflash.}}<br />
|recovery=43<br />
|frameAdv=-21<br />
|invuln=Full 1-10<br />
|description= Kouma grabs the enemy and burns them through a fiery pillar. Does 4.2k damage. In order to do this, you must be at point blank range. If not, he just smacks them with his palm, which causes a wallbounce. The hitbox doesn’t extend to the tip, only to the rim of the blast circle. You can’t really follow up after the wallbounce, so if you’re midscreen, you just screwed up, cause now you’re gonna waste even more effort to get on the offensive again. The good thing about the grab is that, unlike 214C, you can’t jump out after the superflash. If they get caught, prepare your oki in advance. This is completely invincible from frame 1, so if you have a little bit of Heat left and don’t know what to do (spend it on 22C) or you just don’t care anymore, go ahead and stick this out there if they like being in your face all the time.<br />
}}<br />
}}<br />
<br />
<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Kouma Kishima]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Kouma_Kishima/Half_Moon&diff=266998Melty Blood/MBAACC/Kouma Kishima/Half Moon2023-06-30T16:35:44Z<p>EikaMikiku: /* Overview */ Replaced overly exaggerated negative bits</p>
<hr />
<div>{{TOC limit|3}}<br />
== Character Page Progress ==<br />
{{#lst:Melty_Blood/MBAACC:Roadmap|H-Kouma}}<br />
<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=h&p1char=kouma H-Kouma Match Video Database]<br><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name!! width="85"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=kouma&p1name=Aces_High Aces_High/Aodhan<br>]|| style="text-align:center;"|<br />
[[File:Kouma Color01.png|Color|50px]]<br />
| North America || Netplay || Active || The most active H-Kouma player. Uses multiple colors.<br />
<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=kouma&p1name=JIN JIN<br>(JIN#7090)]|| style="text-align:center;"|<br />
[[File:Kouma Color29.png|Color|50px]]<br />
| Japan || A-cho,<br>Nihonbashi Athena || Inactive || Mostly plays C-Kouma, but used to also play H-Kouma. Footage is old and might be outdated.<br />
|}<br />
<br />
== Overview ==<br />
<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
[[File:Kouma's head .png|link=]] '''H-Kouma''' is a pressure-oriented rushdown character who can make even the most defensive opponents scared to block.<br />
|pros=<br />
*'''Large Health Pool''': Has the 5th highest health in the game, which allows him take some more hits than most other characters.<br />
*'''Amazing Pressure''': While he cannot charge anything for stagger purposes, he has many options to keep the enemy in place whilst also keeping himself safe, especially in the corner. He still has access to the command grab as well, which means his pressure can be very scary to go up against.<br />
*'''Unique Movement''': H-Kouma has access to a unique j.22B that is angled upwards, a 5A6AA that moves him forward a lot, and is generally the most mobile of all the Kouma moons.<br />
*'''Good Mixups After Command Grab''': H-Kouma gets good setups off of his command grab.<br />
|cons=<br />
*'''Poor Air Confirms''': Due to H-Kouma's combo rules, he cannot get good damage off of an air hits unless he gets a counter hit, hurting his air presence a bit. His air moves can be buffered into j.236B.<br />
*'''Bad Meter Management''': H-Kouma's meter gain is pretty lackluster, short combos and Half Moon mechanics mean he frequently ends up below the 100 meter mark. <br />
|tablewidth=80<br />
}}<br />
<br />
== General Gameplan ==<br />
Half Moon Kouma has less options than Crescent and Full, since he can't charge any normals, and loses his overhead. So what makes H-Kouma so special? In short, Half has slightly better aerial movement, and gains some tweaks to Crescent’s moveset, in exchange for lower damage output. So now, his normals have better priority; mix that up with some buffed aerial movement, the ability to Reverse Beat, some command grabs, and you have yourself a mixed bag character that can easily make ''anybody'' scared to block against him.<br />
<br />
=== Neutral ===<br />
Probably the hardest part of Kouma's playstyle that you have to master. The fact that he has little to no zoning capabilities hurts his overall neutral game. '''However''', his normals have gained several important buffs from Crescent Moon in order to make his horizontal approach much easier. He retains the spammy 5A in order to force people to block, and his [[#2B|2B]] and [[#5C|5C]] have improved reach and priority. 2B is your most reliable anti-air in your arsenal, so use it wisely. He has the best air game potential due to his altered [[#j.22X|j.22B]], which gives some additional vertical hang time. His airdash was somewhat nerfed in terms of speed, so 66 > AT will not be as subtle as C or F-Moon. When Kouma is under pressure, he has very little reliable options; [[#214X|214C]] is a gamble more than anything. Either they eat 3k or you eat 3k, possibly more. [[#5A|5A]] would be your best bet to do anything to poke out of pressure, otherwise you have 2E (dodge) for the slower side of your enemy's normals and Shield for everything else.<br />
<br />
=== Pressure ===<br />
Tick throws, tick throws everywhere. Kouma is definitely strong in the pressure department, and while H-Kouma can't charge anything for a stagger, he still has a variety of options in order to keep the enemy in place, particularly in the corner. You can Reverse Beat to make yourself safe and make the blockstrings feel nearly endless, especially since you have a command grab. His main mindgame is making the enemy have the opposite mindset of what they think you will do next. Simply put, be unpredictable with your pressure choices.<br />
<br />
<u>'''Okizeme'''</u><br />
<br />
=== 214A ===<br />
Kouma has access to sandoori and drift mixups after these knockdowns. The former consists of a super jump forward and an airdash back coupled with a falling j.C. The j.C can hit (same side, high) or whiff, allowing Kouma to instead use 2A for a fast low or 214A for a command grab. The drift mixup simply involves dashing forward, neutral jumping, and holding back, allowing Kouma to come down on either side of his opponent for a meaty 2A. For both mixups, 5C, 2B, and 214A are useful against opponents who like to shield. You're able to use 22C following a 214A knockdown as well to gain armor and have time to meaty. This armor will allow you to armor through wakeup options such as heat and various other reversals (e.g. Nanaya 623x) and be able to punish.<br />
<br />
=== Defense ===<br />
Blocking is the name of the game for H-Kouma, your best bet for surviving on defense is to block it out and look for openings in your opponent's pressure. Use 5A and 5C to catch redashes or to call out minus on block moves. 236A/B have their uses for catching your opponent running predictable offense, but they only give you 1 hit of armor so using them defensively requires confidence and if you're wrong you will eat a full counterhit combo and be put right back on defense. It is important to note that if you land a counterhit 236A you will have time to land a full combo. You also have access to H-moon bunker which is a costly but very strong option since it allows H-Kouma to run a sandoori mixup if it lands, just make sure you aren't predictable with your bunker attempts because strong opponents will either OS it with something like 5A6EEE or jump over it and punish.<br />
=== Metered Defensive Options ===<br />
236C: Very high risk, very little invincibility. More often than not, this will trade and you will lose 100 meter for nothing. If it lands you'll more than likely get a full combo and have your opponent in the corner.<br />
<br />
214C: Extremely high risk, full invincibility but terrible recovery. Best used during your opponent's blockstrings to punish a gap in their pressure since 214C can grab outstretched hitboxes. Use this sparingly on wakeup as an aware opponent can easily avoid it and land a heavy punish.<br />
<br />
22C: Relatively low risk, most characters cannot punish this if blocked except for those with excellent forward dashes like Tohno who gets a guaranteed throw punish. Best used on wakeup to avoid L/R mixups. No need to guess when you can mash 22C, even so unless this counter hits Kouma is going right back to neutral and on block this move is -10 allowing most of the cast to hit him repeatedly until the armor wears off essentially negating the armor. When using 22C on wakeup its best to try and return to neutral once you have the armor. Alternatively, you can risk a 5A/2A mash but these are never guaranteed. Also keep in mind that opponents who meaty with 5A/2A can whiff cancel those normals into throw and throw you out of 22C before it becomes active.<br />
<br />
623C: High risk, your standard metered DP, hits for a decent chunk of damage and has full invincibility. Can be easily punished on block and puts the opponent in the air above Kouma on hit.<br />
<br />
TK j.236C: Low risk, basically 623C but better. You're plus on block and on hit you get a confirm into a hard knockdown. Meter is hard to come by on H-Kouma, but out of all your reversals, this is arguably the best to spend your meter on. Getting the TK on wakeup can be tricky so be sure to practice this before you start busting it out in real matches.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
<br />
Instead of ending combos with '''j.C > j.22B > AT''', you can also do '''j.C > j.236B~236B'''.<br />
<br>You will lose oki, but you will gain a little extra damage and an additional 11.9% meter.<br />
<br>It is debatable which one is better.<br />
<br />
About '''2C > delay 236B'''. The delay is dependent on gravity and character. Gravity can be controlled with 5A/2A amount.<br />
<br>For example, Arc with 3x A button starter doesn't even need delay.<br />
<br>VSion doesn't need delay with 4x A button starter. Check [[#Character_specific_notes|Character specific notes]] for more info.<br />
<br />
5C 2B 5B chain is better than 5B 2B 5C. Even when you rebeat into it. This is true for multiple reasons:<br />
# 5C 2B 5B is ordered by "damage first". This is better, since combo hit count impacts the damage. For example 5A 5B 2B 5C does 1933, while 5A 5C 2B 5B does 1945. (Instead of 5A, other starters will give even more benefit due to proration).<br />
# 5C has the highest(or = to highest) prorate value of any starter. Also, any consecutive button has prorate value less than 77.5%, highest being 2A with 75%. Because rebeat only adds 22.5% to the proration in the first rebeat instance, a rebeat can be included in the combo without downsides.<br />
The only small problem with 5C 2B 5B is range, it falls of a bit quicker than 5B 2B 5C.<br />
<br>5C 5B 2B is also good. Almost identical in damage to 5C 2B 5B but easier to do (less direction changes).<br />
<br />
=== Combos ===<br />
<br />
==== Meterless ====<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br />
|damage=3944<br />
|metergen= 51.1%<br />
|metero=21.9%<br />
|input=*2AAA > 5B > 5C > 6AAA > delay 2C > 6C > j.C > 22B > AT<br />
|simput=<br />
|note=Easy, but not optimal. Only go for it if it's the only one you can land.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br />
|damage=4756<br />
|metergen=60.2%<br />
|metero=25.8%<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5AA > 5C > 2B > j.C > j.22B > AT<br />
|simput=<br />
|note=H-Kouma's best meterless BNB.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Raw Airthrow starter<br />
|damage=2702<br />
|metergen=23.1%<br />
|metero=9.9%<br />
|input=*5AA > 5C > 2B > j.C > j.22B > AT<br />
|simput=<br />
|note=You can omit one 5A if you can't time opponent dropping lower.<br />
}}<br />
}}<br />
<br />
==== Metered ====<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>Midscreen or closer to corner<br />
|damage=5253<br />
|metergen=-46.8%<br />
|metero=34.2%<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5A > 236C, 5A > 5C > 2B > j.C > j.236B~236B<br />
|simput=<br />
|note=Meter dump variant of the optimized BNB.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>Midscreen or closer to corner<br />
|damage=5407<br />
|metergen=<br />
|metero=<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5A > 236C > (tiny walk back) > 2C > 2B > 5C > j.C > j.236B~236B<br />
|simput=<br />
|note=More finnicky version. 2C timing is weird and sometimes it turns you around, walk back prevents that. This combo is probably character specific too.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>Corner to corner<br />
|damage=5407<br />
|metergen=<br />
|metero=<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5A > 236C > dash > 2C > 2B > 5C > j.C > j.236B~236B<br />
|simput=<br />
|note=This combo is same as above, but with a dash after 236C.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>Corner to corner<br />
|damage=5196<br />
|metergen=<br />
|metero=<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5A > 2C > 236C > dash > 2C > 2B > 5C > j.C > j.236B~236B<br />
|simput=<br />
|characters=Arc at least<br />
|note=5A > 2C link is easier on some characters than others. Works on Arc for example, gives 5196. Probably works on fat characters.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>OTG<br />
|damage=3904<br />
|metergen=<br />
|metero=<br />
|input=*Throw > No tech > Dash > 5B > 5C > 5AAA > 2B > 236C > 5B > 5C > 2B > j.C > j.236B~236B<br />
|simput=<br />
|characters=<br />
|note=Damaging combo off of no tech. Note that throw into dash 5B would also catch all techs anyway. So this basically means if H-Kouma has 100% meter when throwing close to corner, he gets 3.9k or more.<br />
}}<br />
}}<br />
<br />
=== Character specific notes ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! Character !! Minimum hit count to not have to delay 236B <br> The hit count includes 2C. <abbr title="7 hitcount: 5AAA 5C 5B 2B 2C">(Example)</abbr> !! Can do 5A/2A into 2C extension?<br />
|-<br />
| Aoko || 1 (just 2C) || Yes<br />
|-<br />
| Tohno || 1 (just 2C) || Yes<br />
|-<br />
| Hime || 5 || No<br />
|-<br />
| Nanaya || 3 || No<br />
|-<br />
| Kouma || 4 || No<br />
|-<br />
| Miyako || 2 || Yes, with at least 7 hit count before 236B<br />
|-<br />
| Ciel || 4 || No<br />
|-<br />
| Sion || 10 <abbr title="For example: Dash 5AAA6A 2A 5A6A 5B 5C 2C. This is not practical, as you get no damage.">(Note)</abbr> || No<br />
|-<br />
| Ries || 8 || No<br />
|-<br />
| VSion || 8 || Yes, but need delay after 5A/2A<br />
|-<br />
| Wara || 7 || No<br />
|-<br />
| Roa || 4 || No<br />
|-<br />
| Maids || Check single maid || Check single maid<br />
|-<br />
| Akiha || 8 || No<br />
|-<br />
| Arc || 1 (just 2C) || Yes<br />
|-<br />
| PCiel || 1 (just 2C) || Yes<br />
|-<br />
| WArc || 6 || No<br />
|-<br />
| VAkiha || 6 || No<br />
|-<br />
| Mech || 5 || No<br />
|-<br />
| Seifuku || 8 || No<br />
|-<br />
| Satsuki || 7 || No<br />
|-<br />
| Len || 9 <abbr title="For example: Dash 5AAAA6A 5B 5B 5C 2C. This is not practical, as you get no damage.">(Note)</abbr> || No<br />
|-<br />
| Ryougi || 3 || No<br />
|-<br />
| WLen || 1 (just 2C) || No<br />
|-<br />
| Nero || 7 || No<br />
|-<br />
| NAC || 1 (just 2C) || Yes<br />
|-<br />
| KohaMech || 1 (just 2C) || Yes<br />
|-<br />
| Hisui || 6 || No<br />
|-<br />
| Neco || 1 (just 2C) || Yes<br />
|-<br />
| Kohaku || 1 (just 2C) || Yes<br />
|-<br />
| NecoMech || 5 || No<br />
|}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=MBHKouma5A.png<br />
|image2=MBHKouma5A6A.png<br />
|image3=MBHKouma5A6AA.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|input=5A~6A~6A<br />
|data=<br />
{{AttackData-MB<br />
|version=5A<br />
|damage=300<br />
|reddamage=192<br />
|proration=70% (O)<br />
|circuit=2.1%<br />
|cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|frameAdv=0<br />
|invuln=<br />
|description=Nerfed version of C-Kouma's 5A, does 100 less damage. Comes out on frame 5, your fastest normal. This will be your main tool to catch people jumping out of your frame traps.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=5A~6A<br />
|damage=600<br />
|reddamage=384<br />
|proration=80% (M)<br />
|circuit=4.2%<br />
|cancel=N, SP, -CH-, EX, (J)<br />
|guard=LH<br />
|startup=8<br />
|active=4<br />
|recovery=16<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Elbow poke. Short range, has a great hitbox for catching opponents at IAD height making it a strong albeit difficult to use on reaction anti air. The forward momentum on this button makes it great for tick throws, especially 5A>6A>214A, which can be a very potent tool especially when combined with 5A>6A>2A and 5A>6A>5C, allowing you to keep your opponent guessing.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=5A~6A~6A<br />
|damage=1000<br />
|reddamage=768<br />
|proration=60% (O)<br />
|circuit=7.0%<br />
|cancel=(N), SP, EX, (J)<br />
|guard=LH<br />
|startup=11<br />
|active=4<br />
|recovery=16<br />
|frameAdv=-2<br />
|invuln=<br />
|description=Arm side-swipe. This knocks the opponent off their feet, so you can’t do much afterwards except 2C into his standard aerial finisher. This button also has great anti-air potential although most anti-air's with this are not intentional. It is also important to note that this is only '' -2 '' and special cancelable making canceling 6AA into 623A a very strong frametrap that will punish mash and catch jump outs. 5A, 22A, and 236A are all also strong options to represent after 6AA once your opponent is respecting 6AA>623A, all these options will lose to stand shield so be sure to mix in a 2C here and there once you have conditioned your opponent to be too afraid to challenge it.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=MBCKouma5B.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=700<br />
|reddamage=432<br />
|proration=70% (O)<br />
|circuit=4.9%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=10<br />
|active=8<br />
|recovery=12<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Long range poke. Catches back techs and most backdashes. Eight active frames. Best used to preemptively catch approaches, setup ambiguous delay cancels during pressure and punish ground techs.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MBHKouma5C.png<br />
|caption=<br />
|name=5C<br />
|linkname=5C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=1000<br />
|reddamage=672<br />
|proration=90% (O)<br />
|circuit=7.0%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=7<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Palm thrust. Comes out on frame 7. Moves you a little bit forward. Fast for a C normal. <br>Great option to catch delayed mashing and will often trade in Kouma's favor, so keep this button in mind when looking to mash out or catch an antsy opponent after 236A (236A CH can combo into 5C).<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=MBCKouma2A.png<br />
|caption=<br />
|name=2A<br />
|linkname=2A<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=192<br />
|proration=75% (O)<br />
|circuit=2.45%<br />
|cancel=SE-, -N-, -SP-, -EX-, (J)<br />
|guard=L<br />
|startup=6<br />
|active=4<br />
|recovery=8<br />
|frameAdv=0<br />
|invuln=<br />
|description=Comes out on frame 6. Your main low poking tool for poorly timed gaps in blockstrings. 75% proration, but that may not be all too bad. Considering 5B and 2B have 70% prorate, you can do two or three of these, and end up doing more damage than if you started with 5B. Doing 2A > 5B isn’t as easy as other characters with Kouma, so practice them hitconfirms, or opt for 2A>5C if you're not confident in 2A>5B.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=MBHKouma2B.png<br />
|caption=<br />
|name=2B<br />
|linkname=2B<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=800<br />
|reddamage=432<br />
|proration=70% (O)<br />
|circuit=5.6%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=7<br />
|active=3<br />
|recovery=20<br />
|frameAdv=-8<br />
|invuln=<br />
|description=Nerfed F-Kouma 2B. Has an extra hurtbox, but the hitboxes are the same, so it's still good. Comes out on frame 7. On the ground, this induces little hitstun, so you have to be quick on pressing 5B/2C/whatever afterwards. If you hit your enemy in the air, chances are you got a CH, so just wait until they’re close to the ground and 2C into a finisher. Another thing to note about 2B is that it acts a solid tick throw meaty. 66>2B>214A is a potent tick throw that will catch many opponents off guard, but be careful going for it because if the opponent ex guards or you do not dash before the meaty 2B, the 214A will whiff. Once establishing this tick throw, 2B>Delay Cancel 5C is a very strong option to catch opponents attempting to jump or mash out of the potential 214A.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=MBCKouma2C.png<br />
|caption=<br />
|name=2C<br />
|linkname=2C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=800<br />
|reddamage=432<br />
|proration=65% (O)<br />
|circuit=6.65%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=10<br />
|active=3<br />
|recovery=14<br />
|frameAdv=1<br />
|invuln=<br />
|description=Comes out on frame 10, hits low. Don’t be stupid and try to punish something unsafe with this move since it’s very slow. Used for 2B anti-air CH confirms. Makes for a good stagger, too.<br />
<br>Note that this is +1 on block. Meaning after recovery, H-Kouma's 5A will win or trade at worst. You can use 5A to go into 5A6A, into some command throw mind games.<br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MBHKoumajA.png<br />
|caption=<br />
|name=j.A<br />
|linkname=j.A<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=144<br />
|proration=75% (O)<br />
|circuit=6.65%<br />
|cancel=-SP-, -EX-<br />
|guard=LHA<br />
|startup=5<br />
|active=3<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Frame 5 aerial chop. Probably used best when you’re rising up in a jump arc. Doesn’t really reach that far, although it is useful for a “I want to hit this guy RIGHT NOW” button.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MBHKoumajB.png<br />
|caption=<br />
|name=j.B<br />
|linkname=j.B<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=800<br />
|reddamage=576<br />
|proration=90% (O)<br />
|circuit=5.6%<br />
|cancel=SP, EX<br />
|guard=HA<br />
|startup=6<br />
|active=3<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Comes out frame 6, has a bit more reach than j.A. Also best used while rising in a jump, so if you get a CH, you get an easy confirm on the way down. The slight disjoint this button has makes it very useful as an air to air option especially when combined with his backwards airdash.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MBHKoumajC.png<br />
|caption=<br />
|name=j.C<br />
|linkname=j.C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=900<br />
|reddamage=576<br />
|proration=90% (O)<br />
|circuit=6.3%<br />
|cancel=SP, EX<br />
|guard=HA<br />
|startup=11<br />
|active=5<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Your only jump-in normal, coming in at 11 frames. That being said, do be careful when pressing this button, because if you whiff this, you are in great danger of being hit. Also your only good meaty for oki after a 214A/B grab.<br />
}}<br />
}}<br />
<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MBHKouma6C.png<br />
|caption=<br />
|name=6C<br />
|linkname=6C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=700<br />
|reddamage=480<br />
|proration=50% (O)<br />
|circuit=5.6%<br />
|cancel=SP, EX, (J)<br />
|guard=LH<br />
|startup=15<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Your slowest normal coming out at frame 15. '''Never''' end your blockstrings in this; always cancel this into a safe special like 236A. Launches the opponent in the air, so this is your lead-in for an aerial finisher. You can also use this after a raw airthrow. The hitbox is perfect for an anti-air, but the startup and forward movement really screws you over for it to be used that way.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MBCKoumaThrow.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=6/4A+D<br />
|data=<br />
{{AttackData-MB<br />
|damage=1300<br />
|reddamage=768<br />
|proration=70%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=<br />
|description=Pretty average for a grab, but it's still important. Ground techable, but you can catch all techs with dash 2C afterwards.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MBCKoumaThrowAir.png<br />
|caption=<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.6/4A+D<br />
|data=<br />
{{AttackData-MB<br />
|damage=1600<br />
|reddamage=576<br />
|proration=30%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Standard ground slam air throw. Ground bounces the opponent when done raw, causes an untechable knockdown as a combo ender.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Counter</span> =====<br />
{{MoveData<br />
|image=MBCKoumaShieldCounter.png<br />
|image2=MBCKouma2C.png<br />
|image3=MBHKoumaShieldCounterAir.png<br />
|caption=<br />
|name=Shield Counter<br />
|linkname=Shield Counter<br />
|input=Auto after a succesful Shield (Air OK)<br />
|data=<br />
{{AttackData-MB<br />
|version=Standing<br />
|damage=500 (345)<br />
|reddamage=300 (198)<br />
|proration=40%<br />
|circuit=3.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LHA<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=<br />
|description=Same animation as 6C.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=Crouching<br />
|damage=1500 (1117)<br />
|reddamage=1000 (714)<br />
|proration=50%<br />
|circuit=11.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LA<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=<br />
|description=Same hitboxes as 2C.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=Air<br />
|damage=500 (303)<br />
|reddamage=300 (174)<br />
|proration=50%<br />
|circuit=3.5%<br />
|cancel=<br />
|guard=HA<br />
|startup=9<br />
|active=4<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Same animation as j.B.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MBCKoumaShieldBunker.png<br />
|image2=MBHKouma214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data=<br />
{{AttackData-MB<br />
|version=Neutral<br />
|damage=500<br />
|reddamage=192<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=26<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=192<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=A fairly standard shield bunker.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=Blockstun<br />
|damage=0<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=19<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln=<br />
|description=H-Moon specific reversal bunker. Can be OS'd so don't get too predictable with this against good players.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MBCKoumaCircuitSpark.png<br />
|image2=MBCKoumaCircuitSparkAir.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=In Heat:<br>Auto during hitstun<br>A+B+C during blockstun<br />
|caption=<br />
|data=<br />
{{AttackData-MB<br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
<br />
=== Special Moves ===<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=MBHKouma236A.png<br />
|image2=MBHKouma236B.png<br />
|image3=MBHKouma236C.png<br />
|name=Triple Samadhi Prajna<br>(EX: Unicorn - Skull City)<br />
|linkname=236X<br />
|input=236A/B/C<br />
|caption=<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=550<br />
|reddamage=384<br />
|proration=100%<br />
|circuit=2.45%<br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=11<br />
|active=2<br />
|recovery=14<br />
|frameAdv=-1<br />
|invuln=Super Armor 2-9<br />
|description=* An automatic version of F-Kouma's rekka series. H-Kouma’s rekkas don’t have followups, but they do have a hit of super armor.<br />
<br />
Forward advancing palm strike. Unless you cancel into an EX or go into airthrow, you’re not getting anything else out of this on hit, even off of his sweep. This is one of his safer specials at -1 on block, so you can use this to safely reset pressure and potentially redash in if the opponent doesn't expect it. Can be used as a tick throw setup.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=550*2 (1100)<br />
|reddamage=(756)<br />
|proration=100%<br />
|circuit=2.45%, 3.15% (5.6%)<br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=11<br />
|active=3 (7) 2<br />
|recovery=17<br />
|frameAdv=-4<br />
|invuln=Super Armor 2-9<br />
|description=Double palm strike. Goes farther than the A version. The second palm does a hard knockdown. When you do land this, you can jump cancel the second hit, giving you plenty of time for oki. After a 2C, you can do 236B, 5A into an aerial finisher for a little bit extra damage. -4 on block, so be careful ending your blockstrings with this.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=850, 650, 950 (2563)<br />
|reddamage=(1764)<br />
|proration=100%, 80% (M, last hit)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=3+9<br />
|active=8<br />
|recovery=23<br />
|frameAdv=-12<br />
|invuln=Full 1-10<br />
|description=Super palm strike, hits three times. Cannot be charged like F-Kouma's. Induces a wallbounce, allowing for an aerial combo afterwards. Has 10 frames of invincibility, so you can use it as a high risk reversal. Don’t rely on this too often to get people off of you, the hitbox only extends to his hand, and not as far as the flames. Lots of untechable frames, giving you plenty of time to followup if you’re midscreen. Mostly used as a way to spend meter to get more damage out of your combos and to avoid entering auto-heat early.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MBCKouma623A.png<br />
|image2=MBCKouma623B.png<br />
|image3=MBCKouma623BX.png<br />
|image4=MBCKouma623C.png<br />
|name=Asamprajnata<br>(EX: Unicorn - Indra's Net)<br />
|linkname=623X<br />
|input=623A/B/C<br>(623B~236X)<br />
|caption=A<br />
|caption3=B<br />
|caption4=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1000, 400*2 (1502)<br />
|reddamage=(912)<br />
|proration=75% (O)<br />
|circuit=7.0% , 1.4%*2 (9.8%)<br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=23<br />
|active={{Tooltip | text=8| hovertext=Two separate hitboxes:&#010;One first active on frame 23 for 8 frames.&#010;A second that is multihit, first active on frame 25 for (2, 4) frames.}}<br />
|recovery=13<br />
|frameAdv=1 ~ 13<br />
|invuln=<br />
|description=* Standard DPs, with the exception of A version. You'll mostly stick to the A version due to it's blockstring potential, but don't discount the EX version.<br />
<br />
Slow football punt. 3 hits. Every once in a blue moon, you can do this on enemy wakeup since it’s actually +1 on block. Remember to poke with 5A and not 2A afterwards; it’s your fastest normal.<br><br />
You can space yourself so only the flame hits the opponent. It needs to be spaced accordingly, but it makes this move +11 (usually) or even +13. 5C is then used as a pressure reset.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=400*2, 800 (1400)<br />
|reddamage=(1008)<br />
|proration=100%<br />
|circuit=2.1%*2, 5.6% (9.8%)<br>4.2% (14.0%)<br />
|cancel=-CH-<br />
|guard=L, LH<br />
|startup=6<br />
|active=6 (6) 3<br />
|recovery=35<br />
|frameAdv=-29<br />
|invuln=High 1-5<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~236X<br />
|damage=600 (1877)<br />
|reddamage=(1417)<br />
|proration=80% (M)<br />
|circuit=4.2% (14.0%)<br />
|cancel=<br />
|guard=LHA<br />
|startup=14<br />
|active=2<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Rocket punt. Generic DP, although it’s not nearly as reliable as other characters’ DPs. Does 3 hits. He is upper-body invulnerable for the first three frames, and the first hitbox comes out on the fourth frame, when he is fully invulnerable, and then he can be hit anywhere else in the animation. It’s pretty hard to punish at first, but of course the enemy will get wise and just 66 > block or something in order to bait you. This can also serve as an anti-air, albeit a slow one. Try not to rely on this too much, if at all. Just block and wait for a gap for you to shield or 5A.<br />
<br />
'''~236X:''' Missile kick. This is groundtechable, '''twice'''. Once when you immediately touch the ground, and again when you land after the ground bounce. This makes punishing Kouma when he falls down very easy when he’s in the corner. At midscreen, not so much, but they can still get the upper hand on you real quick. If they tech forward after the ground bounce, though, you can do the traditional 2AC tech chase, and 2C will autocorrect (if you time it right).<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=800*2, 400*6 (3270)<br />
|reddamage=(2767)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH (2), LHA (4)<br />
|startup=4+3<br />
|active={{Tooltip | text=6 (2) 13| hovertext=2, 4 (2) 3, 2, 2, 2, 2, 2}}<br />
|recovery=36<br />
|frameAdv={{Tooltip | text=-24| hovertext=Best-case advantage. (On corner-backed opponent)}}<br />
|invuln=Full 1-11<br />
|description=Missile punt. This is a true reversal, invulnerable all the way until the hitbox for the flames comes out. Very unsafe when blocked/baited.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MBCKouma214A.png<br />
|image2=MBCKouma214B.png<br />
|image3=MBCKouma214AB2.png<br />
|image4=MBCKouma214AB4.png<br />
|image5=MBCKouma214AB236C.png<br />
|image6=MBCKouma214C.png<br />
|name=Cremation<br>(EX 1: Unicorn - Purifying Flame Ecstasy)<br>(EX 2: Unicorn - Endowed With Destruction)<br />
|linkname=214X<br />
|input=214A/B/C<br>(214A/B~2/4/236C)<br />
|caption=A<br />
|caption2=B<br />
|caption3=~2<br />
|caption4=~4<br />
|caption5=~236C<br />
|caption6=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br>~2/4<br />
|damage=2000<br>2200/2700<br />
|reddamage=1440<br>960/1440<br />
|proration=100%<br>100%/25%<br />
|circuit=0.0%<br />
|cancel=(CH)<br />
|guard=U<br />
|startup=4<br />
|active=1<br />
|recovery=27<br />
|frameAdv=<br />
|invuln=<br />
|description=* Kouma’s universal grab special. This is '''essential''' for any Kouma player to master, and utilizing this to make the opponent scared to block is crucial for his pressure.<br />
<br />
Kouma grabs the enemy and bows his head in pity of you being grabbed, before he explodes the enemy’s face off. Delicious. '''COMES OUT ON FRAME 4'''. Perfect for tick throws and the like. This leads into Kouma’s sandoori, which is also essential to his pressure. He has various options for sandoori, but he also has a followup to this where you can throw them into the corner, get more damage, and ''still'' get a hard knockdown.<br />
<br />
'''~[2]:''' Well, really, you don’t need to hold the button, but the timing for simply pressing the button is kinda strict. Just hold the button. Anyways, this followup makes Kouma throw the opponent behind him into the ground, adding a little bit more damage. This destroys all your oki options, and you’ll have to resort to 5A when they wakeup. Absolutely useless unless it somehow kills.<br />
<br />
'''~[4]:''' Kouma gets disgusted by your stupidity and throws you to the opposite wall. This does more damage than the [2] followup, and if you’re in the corner, you can pull off some swag and get a hard knockdown. Otherwise, if you’re midscreen, '''PLEASE''' just resort to not holding anything down, his sandoori is good enough for oki.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br>~2/4<br />
|damage=2000<br>2200/2700<br />
|reddamage=1440<br>960/1440<br />
|proration=100%<br>100%/25%<br />
|circuit=0.0%<br />
|cancel=(CH)<br />
|guard=U<br />
|startup=29<br />
|active=1<br />
|recovery=14<br />
|frameAdv=<br />
|invuln=<br />
|description=Delayed grab. It’s good to stagger with this every now and then, but just be careful, this certainly is ''not'' fast at all; active on frame 29. Although, the hitbox is deceptive since on this version he moves forward a good amount before grabbing the enemy. All the followups mentioned above are still possible after this version of the grab.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=A/B~236C<br />
|damage=3000<br />
|reddamage=2119<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Untechable knockdown, and sends the opponent fullscreen. This does ''even more'' damage than the [4] followup. Use this when you ''know'' this will kill, cause you certainly don’t want to be at neutral/zoned out if it doesn’t.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=3200<br />
|reddamage=(2208)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=U<br />
|startup=6+7<br />
|active=1<br />
|recovery=36<br />
|frameAdv=<br />
|invuln=Full 1-12<br />
|description=Kouma decides it’s time to slam and jam, and dunks you into the ground. This does so much damage for an EX, it’s ridiculous. If you have 200% meter, you can do two 214Cs back to back, and your enemy will never be wiser. This also grabs limbs, which can make your enemy think twice before trying to poke out of your blockstrings. The enemy can still jump on reaction after the superflash, '''but''', this has the same bogus hitbox that C-Moon has. Combine this with your invuln frames, and you get a very powerful offensive tool. This is how powerful Kouma can be, and how he can scare people so easily.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">22X</span> =====<br />
{{MoveData<br />
|image=MBCKouma22A.png<br />
|image2=MBCKouma22B.png<br />
|image3=MBCKouma22C.png<br />
|name=Plated God<br />
|linkname=22X<br />
|input=22A/B/C<br />
|caption=A<br />
|caption2=B<br />
|caption3=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1000<br />
|reddamage=720<br />
|proration=75% (O)<br />
|circuit=5.6%<br />
|cancel=N/A<br />
|guard=LH<br />
|startup=10<br />
|active=4<br />
|recovery=32<br />
|frameAdv=-8<br />
|invuln=Reflect 9-13<br>Super Armor 6-22<br />
|description=* You won’t be using these too much, but it’s good to mix this into Kouma’s blockstrings every now and then.<br />
<br />
Stomp. Creates a vertical wave of flame right in front of Kouma. Contains superarmor before the stomp, so if you suspect a DP, you can use this to blow through it. This also reflects certain projectiles such as Ciel’s knives.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=58| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=Full 6-25<br>Super Armor 26-37<br />
|description=Fake stomp; Kouma dashes forward instead. This also contains superarmor until he recovers from the dash. Also something you won’t be using very often. However, in the corner, you can make use of it with a gimmick. When you get a hard knockdown, the dust that’s kicked up from his stomp actually obscures you and the enemy for a short moment, so they can’t really see where your attack is coming from. You can use this to your advantage, and go for a grab when they think you will poke with 5A/2A. Also, at point blank range, Kouma will switch sides with the enemy, so if the enemy is just outside the corner, you can kick dust in their face, switch sides, and do 236A/grab.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=1000<br />
|reddamage=576<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8+12<br />
|active=2<br />
|recovery=26<br />
|frameAdv=-6<br />
|invuln=Full 1-8<br>Reflect 9-32<br>Super Armor 9-157<br />
|description=MANLY STOMP. Kouma exerts so much manliness, he blows up everything around him. Unfortunately, the hitbox isn’t as big as the explosion. However, it does have 8 frames of invuln from frame 1, and activates super armor for two seconds. You can use this after a hard knockdown or on wakeup, but either way, it’ll most likely work out in your favor, but that’s if you manage to get the upper hand on the enemy. This is also safe on block against most characters, so don’t be afraid to poke with 5A after this. Higher-tier players will know what to do about this super, though, so they might try to Shield you.<br />
}}<br />
}}<br />
<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=MBCKoumaj236AB.png<br />
|image2=MBCKoumaj236C.png<br />
|name=Asamprajnata (Air)<br>(EX: Unicorn - Indra's Net)<br />
|linkname=j.236X<br />
|input=j.236A/B/C <br>(j.236A/B~236X)<br />
|caption=A/B<br />
|caption3=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=800<br />
|reddamage=576<br />
|proration=100%<br />
|circuit=5.6%<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=10<br />
|active=3<br />
|recovery=<br />
|frameAdv=-9 (TK)<br />
|invuln=<br />
|description=* C-Moon’s air punts, just as you remember them. Damn near useless. Essentially, you can make tech punishes with this, or set up an air game, but both of those options are situational.<br />
<br />
Football punt in the air. Gets rid of all your aerial momentum that you had before you did this move, and you’re left in a recovery animation until you reach the ground again (which, really, is where Kouma rightfully belongs). You ''can'' set up an air game with this, but it’s better to just end your aerial combos with airthrow, since your combos won’t leave you high off the ground anyways. Just use j.236B.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=500, 700 (1096)<br />
|reddamage=(793)<br />
|proration=100%<br />
|circuit=3.5%, 4.2% (7.7%)<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=8<br />
|active={{Tooltip | text=5| hovertext=2, 3}}<br />
|recovery=<br />
|frameAdv=-9 (TK)<br />
|invuln=<br />
|description=Another football punt. Does two hits this time, and gives you a small upwards boost while doing it. Retains all the properties that the A version has, including its followup. If you do decide to end your aerial combo with the punt, it’s better to use this version.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~236X<br />
|damage=600<br />
|reddamage=<br />
|proration=80% (M)<br />
|circuit=4.2%<br />
|cancel=<br />
|guard=LHA<br />
|startup=14<br />
|active=2<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Missile kick. Pretty much the same thing as the followup to grounded 623.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=300, 600, 350*5 (1883)<br />
|reddamage=(1498)<br />
|proration=80% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=3+2<br />
|active={{Tooltip | text=2 (2) 13| hovertext=2 (2) 3, 2, 2, 2, 2, 2}}<br />
|recovery=<br />
|frameAdv=18 (vs Stand)<br>10 (vs Crouch)<br>(TK)<br />
|invuln=Full 1-10<br />
|description=Aerial missile punt. This retains the same invulnerability that 623C has, so you can TK this on wakeup, and because Kouma doesn’t actually move that far up, you can followup with a normal afterwards and go into aerial stuff. That being said, if you choose to take unnecessary risks (aka using DP instead of 22C on wakeup) and waste your meter, TK this instead of the regular 623.<br />
<br />
A thing to keep in mind is that even Crescent and Full Moon characters can bunker out of it for a positive 50% meter trade. Not to mention how they can react and perform a reversal of any kind, or even a 2A+B like Sion or Kohaku. This move should be mainly used to predict abare or if the opponent lacks a meterless option to get out and has less meter than required to perform a shield bunker. It's still a solid option that doesnt carry much risk, but it's definetly not +18 frames on demand like it seems against players that lack this knowledge.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.22X</span> =====<br />
{{MoveData<br />
|image=MBCKoumaj22A.png<br />
|image2=MBHKoumaj22B.png<br />
|image3=MBCKoumaj22C.png<br />
|name=Plated God (Air)<br />
|linkname=j.22X<br />
|input=j.22A/B/C (No EX)<br />
|caption=A<br />
|caption2=B<br />
|caption3=C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=33| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=* C/F-Moon’s command airdashes. These are what gives Kouma his most mobility ANYWHERE on the screen, so '''please''' use these with care. Also, keep in mind that when you use this, you can’t airdash afterwards.<br />
<br />
Kouma pauses for a split-second, causing an explosion, as he readies himself to propel forward, and does so generously. Traverses about the same distance as an airdash. Not much use here, but you can use this to give that extra momentum you need to close the distance between you and your opponent. He’s still vulnerable when he falls down, though, so press J.B or air dodge (provided you’re close to the ground) to make yourself safer.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=-J-<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=38| hovertext=Full duration.&#010;Jump cancel window starts on frame 17.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Altered version of C/F-Moon’s J.22B. Instead of going forward even farther, he goes '''upward in a diagonal direction'''. I hope you realize how important this is to H-Kouma’s neutral game. This the best aerial movement option he has. The dash is actually not as long as it seems, and so can you do a normal or airthrow right after he dashes. This is what you’ll be using to help you end your aerial BnBs.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=C<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=10| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Kouma wants to go forward, but he quickly says “lol nope” and drops back down to the ground. That is to say, he does the explosion, but fakes the dash. There’s some funny stuff you can do with this to confuse your enemy. For example, after a 214 grab, you can dash up to them, TK this, and grab them ''again'' if you time it right. Also serves as a momentum stopper if you see something you don't like on the enemy's side of offense.<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MBCKoumaAD.png<br />
|image2=MBCKoumaADAAD.png<br />
|name=Unicorn - Jambu in Flames<br />
|linkname=Arc Drive<br />
|input=41236C during Heat<br />
|caption=<br />
|data=<br />
{{AttackData-MB<br />
|version=(Grab)<br>(Hit)<br />
|damage=900*10, 1200 (4017)<br>2500<br />
|reddamage=(2412)<br>(2016)<br />
|proration=50%<br>80%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br>LHA<br />
|startup=5+1<br />
|active={{Tooltip | text=1 (3) 8| hovertext=First command grab box active on the last frame of superflash.}}<br />
|recovery=43<br />
|frameAdv=-21<br />
|invuln=Full 1-10<br />
|description= Kouma grabs the enemy and burns them through a fiery pillar. Does 4.2k damage. In order to do this, you must be at point blank range. If not, he just smacks them with his palm, which causes a wallbounce. The hitbox doesn’t extend to the tip, only to the rim of the blast circle. You can’t really follow up after the wallbounce, so if you’re midscreen, you just screwed up, cause now you’re gonna waste even more effort to get on the offensive again. The good thing about the grab is that, unlike 214C, you can’t jump out after the superflash. If they get caught, prepare your oki in advance. This is completely invincible from frame 1, so if you have a little bit of Heat left and don’t know what to do (spend it on 22C) or you just don’t care anymore, go ahead and stick this out there if they like being in your face all the time.<br />
}}<br />
}}<br />
<br />
<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Kouma Kishima]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Kouma_Kishima/Half_Moon&diff=266675Melty Blood/MBAACC/Kouma Kishima/Half Moon2023-06-28T08:51:05Z<p>EikaMikiku: /* 5C */</p>
<hr />
<div>{{TOC limit|3}}<br />
== Character Page Progress ==<br />
{{#lst:Melty_Blood/MBAACC:Roadmap|H-Kouma}}<br />
<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=h&p1char=kouma H-Kouma Match Video Database]<br><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name!! width="85"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=kouma&p1name=Aces_High Aces_High/Aodhan<br>]|| style="text-align:center;"|<br />
[[File:Kouma Color01.png|Color|50px]]<br />
| North America || Netplay || Active || The most active H-Kouma player. Uses multiple colors.<br />
<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=kouma&p1name=JIN JIN<br>(JIN#7090)]|| style="text-align:center;"|<br />
[[File:Kouma Color29.png|Color|50px]]<br />
| Japan || A-cho,<br>Nihonbashi Athena || Inactive || Mostly plays C-Kouma, but used to also play H-Kouma. Footage is old and might be outdated.<br />
|}<br />
<br />
== Overview ==<br />
<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
[[File:Kouma's head .png|link=]] '''H-Kouma''' is a pressure-oriented rushdown character who can make even the most defensive opponents scared to block.<br />
|pros=<br />
*'''Large Health Pool''': Has the 5th highest health in the game, which allows him take some more hits than most other characters.<br />
*'''Amazing Pressure''': While he cannot charge anything for stagger purposes, he has many options to keep the enemy in place whilst also keeping himself safe, especially in the corner. He still has access to the command grab as well, which means his pressure can be very scary to go up against.<br />
*'''Unique Movement''': H-Kouma has access to a unique j.22B that is angled upwards, a 5A6AA that moves him forward a lot, and is generally the most mobile of all the Kouma moons.<br />
*'''Good Mixups After Command Grab''': H-Kouma gets good setups off of his command grab.<br />
|cons=<br />
*'''Abysmal Air Confirms''': Due to H-Kouma's combo rules, he cannot confirm off of air hits unless he gets a counter hit, hurting his air game a bit. Unlike Full, who can force a mixup when he does get the hit, Half has to settle with mediocre damage and oki.<br />
*'''Bad Meter Management''': H-Kouma's metered moves are pretty lackluster. They can all be used as reversals, but more than half of them are risky. Not only that, but he also has Half Moon mechanics on top of that, so you lose all your meter when you get hit once in Heat.<br />
|tablewidth=80<br />
}}<br />
<br />
== General Gameplan ==<br />
Half Moon Kouma has less options than Crescent and Full, since he can't charge any normals, and loses his overhead. So what makes H-Kouma so special? In short, Half has slightly better aerial movement, and gains some tweaks to Crescent’s moveset, in exchange for lower damage output. So now, his normals have better priority; mix that up with some buffed aerial movement, the ability to Reverse Beat, some command grabs, and you have yourself a mixed bag character that can easily make ''anybody'' scared to block against him.<br />
<br />
=== Neutral ===<br />
Probably the hardest part of Kouma's playstyle that you have to master. The fact that he has little to no zoning capabilities hurts his overall neutral game. '''However''', his normals have gained several important buffs from Crescent Moon in order to make his horizontal approach much easier. He retains the spammy 5A in order to force people to block, and his [[#2B|2B]] and [[#5C|5C]] have improved reach and priority. 2B is your most reliable anti-air in your arsenal, so use it wisely. He has the best air game potential due to his altered [[#j.22X|j.22B]], which gives some additional vertical hang time. His airdash was somewhat nerfed in terms of speed, so 66 > AT will not be as subtle as C or F-Moon. When Kouma is under pressure, he has very little reliable options; [[#214X|214C]] is a gamble more than anything. Either they eat 3k or you eat 3k, possibly more. [[#5A|5A]] would be your best bet to do anything to poke out of pressure, otherwise you have 2E (dodge) for the slower side of your enemy's normals and Shield for everything else.<br />
<br />
=== Pressure ===<br />
Tick throws, tick throws everywhere. Kouma is definitely strong in the pressure department, and while H-Kouma can't charge anything for a stagger, he still has a variety of options in order to keep the enemy in place, particularly in the corner. You can Reverse Beat to make yourself safe and make the blockstrings feel nearly endless, especially since you have a command grab. His main mindgame is making the enemy have the opposite mindset of what they think you will do next. Simply put, be unpredictable with your pressure choices.<br />
<br />
<u>'''Okizeme'''</u><br />
<br />
=== 214A ===<br />
Kouma has access to sandoori and drift mixups after these knockdowns. The former consists of a super jump forward and an airdash back coupled with a falling j.C. The j.C can hit (same side, high) or whiff, allowing Kouma to instead use 2A for a fast low or 214A for a command grab. The drift mixup simply involves dashing forward, neutral jumping, and holding back, allowing Kouma to come down on either side of his opponent for a meaty 2A. For both mixups, 5C, 2B, and 214A are useful against opponents who like to shield. You're able to use 22C following a 214A knockdown as well to gain armor and have time to meaty. This armor will allow you to armor through wakeup options such as heat and various other reversals (e.g. Nanaya 623x) and be able to punish.<br />
<br />
=== Defense ===<br />
Blocking is the name of the game for H-Kouma, your best bet for surviving on defense is to block it out and look for openings in your opponent's pressure. Use 5A and 5C to catch redashes or to call out minus on block moves. 236A/B have their uses for catching your opponent running predictable offense, but they only give you 1 hit of armor so using them defensively requires confidence and if you're wrong you will eat a full counterhit combo and be put right back on defense. It is important to note that if you land a counterhit 236A you will have time to land a full combo. You also have access to H-moon bunker which is a costly but very strong option since it allows H-Kouma to run a sandoori mixup if it lands, just make sure you aren't predictable with your bunker attempts because strong opponents will either OS it with something like 5A6EEE or jump over it and punish.<br />
=== Metered Defensive Options ===<br />
236C: Very high risk, very little invincibility. More often than not, this will trade and you will lose 100 meter for nothing. If it lands you'll more than likely get a full combo and have your opponent in the corner.<br />
<br />
214C: Extremely high risk, full invincibility but terrible recovery. Best used during your opponent's blockstrings to punish a gap in their pressure since 214C can grab outstretched hitboxes. Use this sparingly on wakeup as an aware opponent can easily avoid it and land a heavy punish.<br />
<br />
22C: Relatively low risk, most characters cannot punish this if blocked except for those with excellent forward dashes like Tohno who gets a guaranteed throw punish. Best used on wakeup to avoid L/R mixups. No need to guess when you can mash 22C, even so unless this counter hits Kouma is going right back to neutral and on block this move is -10 allowing most of the cast to hit him repeatedly until the armor wears off essentially negating the armor. When using 22C on wakeup its best to try and return to neutral once you have the armor. Alternatively, you can risk a 5A/2A mash but these are never guaranteed. Also keep in mind that opponents who meaty with 5A/2A can whiff cancel those normals into throw and throw you out of 22C before it becomes active.<br />
<br />
623C: High risk, your standard metered DP, hits for a decent chunk of damage and has full invincibility. Can be easily punished on block and puts the opponent in the air above Kouma on hit.<br />
<br />
TK j.236C: Low risk, basically 623C but better. You're plus on block and on hit you get a confirm into a hard knockdown. Meter is hard to come by on H-Kouma, but out of all your reversals, this is arguably the best to spend your meter on. Getting the TK on wakeup can be tricky so be sure to practice this before you start busting it out in real matches.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
<br />
Instead of ending combos with '''j.C > j.22B > AT''', you can also do '''j.C > j.236B~236B'''.<br />
<br>You will lose oki, but you will gain a little extra damage and an additional 11.9% meter.<br />
<br>It is debatable which one is better.<br />
<br />
About '''2C > delay 236B'''. The delay is dependent on gravity and character. Gravity can be controlled with 5A/2A amount.<br />
<br>For example, Arc with 3x A button starter doesn't even need delay.<br />
<br>VSion doesn't need delay with 4x A button starter. Check [[#Character_specific_notes|Character specific notes]] for more info.<br />
<br />
5C 2B 5B chain is better than 5B 2B 5C. Even when you rebeat into it. This is true for multiple reasons:<br />
# 5C 2B 5B is ordered by "damage first". This is better, since combo hit count impacts the damage. For example 5A 5B 2B 5C does 1933, while 5A 5C 2B 5B does 1945. (Instead of 5A, other starters will give even more benefit due to proration).<br />
# 5C has the highest(or = to highest) prorate value of any starter. Also, any consecutive button has prorate value less than 77.5%, highest being 2A with 75%. Because rebeat only adds 22.5% to the proration in the first rebeat instance, a rebeat can be included in the combo without downsides.<br />
The only small problem with 5C 2B 5B is range, it falls of a bit quicker than 5B 2B 5C.<br />
<br>5C 5B 2B is also good. Almost identical in damage to 5C 2B 5B but easier to do (less direction changes).<br />
<br />
=== Combos ===<br />
<br />
==== Meterless ====<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br />
|damage=3944<br />
|metergen= 51.1%<br />
|metero=21.9%<br />
|input=*2AAA > 5B > 5C > 6AAA > delay 2C > 6C > j.C > 22B > AT<br />
|simput=<br />
|note=Easy, but not optimal. Only go for it if it's the only one you can land.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br />
|damage=4756<br />
|metergen=60.2%<br />
|metero=25.8%<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5AA > 5C > 2B > j.C > j.22B > AT<br />
|simput=<br />
|note=H-Kouma's best meterless BNB.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Raw Airthrow starter<br />
|damage=2702<br />
|metergen=23.1%<br />
|metero=9.9%<br />
|input=*5AA > 5C > 2B > j.C > j.22B > AT<br />
|simput=<br />
|note=You can omit one 5A if you can't time opponent dropping lower.<br />
}}<br />
}}<br />
<br />
==== Metered ====<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>Midscreen or closer to corner<br />
|damage=5253<br />
|metergen=-46.8%<br />
|metero=34.2%<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5A > 236C, 5A > 5C > 2B > j.C > j.236B~236B<br />
|simput=<br />
|note=Meter dump variant of the optimized BNB.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>Midscreen or closer to corner<br />
|damage=5407<br />
|metergen=<br />
|metero=<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5A > 236C > (tiny walk back) > 2C > 2B > 5C > j.C > j.236B~236B<br />
|simput=<br />
|note=More finnicky version. 2C timing is weird and sometimes it turns you around, walk back prevents that. This combo is probably character specific too.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>Corner to corner<br />
|damage=5407<br />
|metergen=<br />
|metero=<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5A > 236C > dash > 2C > 2B > 5C > j.C > j.236B~236B<br />
|simput=<br />
|note=This combo is same as above, but with a dash after 236C.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>Corner to corner<br />
|damage=5196<br />
|metergen=<br />
|metero=<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5A > 2C > 236C > dash > 2C > 2B > 5C > j.C > j.236B~236B<br />
|simput=<br />
|characters=Arc at least<br />
|note=5A > 2C link is easier on some characters than others. Works on Arc for example, gives 5196. Probably works on fat characters.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>OTG<br />
|damage=3904<br />
|metergen=<br />
|metero=<br />
|input=*Throw > No tech > Dash > 5B > 5C > 5AAA > 2B > 236C > 5B > 5C > 2B > j.C > j.236B~236B<br />
|simput=<br />
|characters=<br />
|note=Damaging combo off of no tech. Note that throw into dash 5B would also catch all techs anyway. So this basically means if H-Kouma has 100% meter when throwing close to corner, he gets 3.9k or more.<br />
}}<br />
}}<br />
<br />
=== Character specific notes ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! Character !! Minimum hit count to not have to delay 236B <br> The hit count includes 2C. <abbr title="7 hitcount: 5AAA 5C 5B 2B 2C">(Example)</abbr> !! Can do 5A/2A into 2C extension?<br />
|-<br />
| Aoko || 1 (just 2C) || Yes<br />
|-<br />
| Tohno || 1 (just 2C) || Yes<br />
|-<br />
| Hime || 5 || No<br />
|-<br />
| Nanaya || 3 || No<br />
|-<br />
| Kouma || 4 || No<br />
|-<br />
| Miyako || 2 || Yes, with at least 7 hit count before 236B<br />
|-<br />
| Ciel || 4 || No<br />
|-<br />
| Sion || 10 <abbr title="For example: Dash 5AAA6A 2A 5A6A 5B 5C 2C. This is not practical, as you get no damage.">(Note)</abbr> || No<br />
|-<br />
| Ries || 8 || No<br />
|-<br />
| VSion || 8 || Yes, but need delay after 5A/2A<br />
|-<br />
| Wara || 7 || No<br />
|-<br />
| Roa || 4 || No<br />
|-<br />
| Maids || Check single maid || Check single maid<br />
|-<br />
| Akiha || 8 || No<br />
|-<br />
| Arc || 1 (just 2C) || Yes<br />
|-<br />
| PCiel || 1 (just 2C) || Yes<br />
|-<br />
| WArc || 6 || No<br />
|-<br />
| VAkiha || 6 || No<br />
|-<br />
| Mech || 5 || No<br />
|-<br />
| Seifuku || 8 || No<br />
|-<br />
| Satsuki || 7 || No<br />
|-<br />
| Len || 9 <abbr title="For example: Dash 5AAAA6A 5B 5B 5C 2C. This is not practical, as you get no damage.">(Note)</abbr> || No<br />
|-<br />
| Ryougi || 3 || No<br />
|-<br />
| WLen || 1 (just 2C) || No<br />
|-<br />
| Nero || 7 || No<br />
|-<br />
| NAC || 1 (just 2C) || Yes<br />
|-<br />
| KohaMech || 1 (just 2C) || Yes<br />
|-<br />
| Hisui || 6 || No<br />
|-<br />
| Neco || 1 (just 2C) || Yes<br />
|-<br />
| Kohaku || 1 (just 2C) || Yes<br />
|-<br />
| NecoMech || 5 || No<br />
|}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=MBHKouma5A.png<br />
|image2=MBHKouma5A6A.png<br />
|image3=MBHKouma5A6AA.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|input=5A~6A~6A<br />
|data=<br />
{{AttackData-MB<br />
|version=5A<br />
|damage=300<br />
|reddamage=192<br />
|proration=70% (O)<br />
|circuit=2.1%<br />
|cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|frameAdv=0<br />
|invuln=<br />
|description=Nerfed version of C-Kouma's 5A, does 100 less damage. Comes out on frame 5, your fastest normal. This will be your main tool to catch people jumping out of your frame traps.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=5A~6A<br />
|damage=600<br />
|reddamage=384<br />
|proration=80% (M)<br />
|circuit=4.2%<br />
|cancel=N, SP, -CH-, EX, (J)<br />
|guard=LH<br />
|startup=8<br />
|active=4<br />
|recovery=16<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Elbow poke. Short range, has a great hitbox for catching opponents at IAD height making it a strong albeit difficult to use on reaction anti air. The forward momentum on this button makes it great for tick throws, especially 5A>6A>214A, which can be a very potent tool especially when combined with 5A>6A>2A and 5A>6A>5C, allowing you to keep your opponent guessing.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=5A~6A~6A<br />
|damage=1000<br />
|reddamage=768<br />
|proration=60% (O)<br />
|circuit=7.0%<br />
|cancel=(N), SP, EX, (J)<br />
|guard=LH<br />
|startup=11<br />
|active=4<br />
|recovery=16<br />
|frameAdv=-2<br />
|invuln=<br />
|description=Arm side-swipe. This knocks the opponent off their feet, so you can’t do much afterwards except 2C into his standard aerial finisher. This button also has great anti-air potential although most anti-air's with this are not intentional. It is also important to note that this is only '' -2 '' and special cancelable making canceling 6AA into 623A a very strong frametrap that will punish mash and catch jump outs. 5A, 22A, and 236A are all also strong options to represent after 6AA once your opponent is respecting 6AA>623A, all these options will lose to stand shield so be sure to mix in a 2C here and there once you have conditioned your opponent to be too afraid to challenge it.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=MBCKouma5B.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=700<br />
|reddamage=432<br />
|proration=70% (O)<br />
|circuit=4.9%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=10<br />
|active=8<br />
|recovery=12<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Long range poke. Catches back techs and most backdashes. Eight active frames. Best used to preemptively catch approaches, setup ambiguous delay cancels during pressure and punish ground techs.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MBHKouma5C.png<br />
|caption=<br />
|name=5C<br />
|linkname=5C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=1000<br />
|reddamage=672<br />
|proration=90% (O)<br />
|circuit=7.0%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=7<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Palm thrust. Comes out on frame 7. Moves you a little bit forward. Fast for a C normal. <br>Great option to catch delayed mashing and will often trade in Kouma's favor, so keep this button in mind when looking to mash out or catch an antsy opponent after 236A (236A CH can combo into 5C).<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=MBCKouma2A.png<br />
|caption=<br />
|name=2A<br />
|linkname=2A<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=192<br />
|proration=75% (O)<br />
|circuit=2.45%<br />
|cancel=SE-, -N-, -SP-, -EX-, (J)<br />
|guard=L<br />
|startup=6<br />
|active=4<br />
|recovery=8<br />
|frameAdv=0<br />
|invuln=<br />
|description=Comes out on frame 6. Your main low poking tool for poorly timed gaps in blockstrings. 75% proration, but that may not be all too bad. Considering 5B and 2B have 70% prorate, you can do two or three of these, and end up doing more damage than if you started with 5B. Doing 2A > 5B isn’t as easy as other characters with Kouma, so practice them hitconfirms, or opt for 2A>5C if you're not confident in 2A>5B.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=MBHKouma2B.png<br />
|caption=<br />
|name=2B<br />
|linkname=2B<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=800<br />
|reddamage=432<br />
|proration=70% (O)<br />
|circuit=5.6%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=7<br />
|active=3<br />
|recovery=20<br />
|frameAdv=-8<br />
|invuln=<br />
|description=Nerfed F-Kouma 2B. Has an extra hurtbox, but the hitboxes are the same, so it's still good. Comes out on frame 7. On the ground, this induces little hitstun, so you have to be quick on pressing 5B/2C/whatever afterwards. If you hit your enemy in the air, chances are you got a CH, so just wait until they’re close to the ground and 2C into a finisher. Another thing to note about 2B is that it acts a solid tick throw meaty. 66>2B>214A is a potent tick throw that will catch many opponents off guard, but be careful going for it because if the opponent ex guards or you do not dash before the meaty 2B, the 214A will whiff. Once establishing this tick throw, 2B>Delay Cancel 5C is a very strong option to catch opponents attempting to jump or mash out of the potential 214A.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=MBCKouma2C.png<br />
|caption=<br />
|name=2C<br />
|linkname=2C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=800<br />
|reddamage=432<br />
|proration=65% (O)<br />
|circuit=6.65%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=10<br />
|active=3<br />
|recovery=14<br />
|frameAdv=1<br />
|invuln=<br />
|description=Comes out on frame 10, hits low. Don’t be stupid and try to punish something unsafe with this move since it’s very slow. Used for 2B anti-air CH confirms. Makes for a good stagger, too.<br />
<br>Note that this is +1 on block. Meaning after recovery, H-Kouma's 5A will win or trade at worst. You can use 5A to go into 5A6A, into some command throw mind games.<br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MBHKoumajA.png<br />
|caption=<br />
|name=j.A<br />
|linkname=j.A<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=144<br />
|proration=75% (O)<br />
|circuit=6.65%<br />
|cancel=-SP-, -EX-<br />
|guard=LHA<br />
|startup=5<br />
|active=3<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Frame 5 aerial chop. Probably used best when you’re rising up in a jump arc. Doesn’t really reach that far, although it is useful for a “I want to hit this guy RIGHT NOW” button.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MBHKoumajB.png<br />
|caption=<br />
|name=j.B<br />
|linkname=j.B<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=800<br />
|reddamage=576<br />
|proration=90% (O)<br />
|circuit=5.6%<br />
|cancel=SP, EX<br />
|guard=HA<br />
|startup=6<br />
|active=3<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Comes out frame 6, has a bit more reach than j.A. Also best used while rising in a jump, so if you get a CH, you get an easy confirm on the way down. The slight disjoint this button has makes it very useful as an air to air option especially when combined with his backwards airdash.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MBHKoumajC.png<br />
|caption=<br />
|name=j.C<br />
|linkname=j.C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=900<br />
|reddamage=576<br />
|proration=90% (O)<br />
|circuit=6.3%<br />
|cancel=SP, EX<br />
|guard=HA<br />
|startup=11<br />
|active=5<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Your only jump-in normal, coming in at 11 frames. That being said, do be careful when pressing this button, because if you whiff this, you are in great danger of being hit. Also your only good meaty for oki after a 214A/B grab.<br />
}}<br />
}}<br />
<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MBHKouma6C.png<br />
|caption=<br />
|name=6C<br />
|linkname=6C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=700<br />
|reddamage=480<br />
|proration=50% (O)<br />
|circuit=5.6%<br />
|cancel=SP, EX, (J)<br />
|guard=LH<br />
|startup=15<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Your slowest normal coming out at frame 15. '''Never''' end your blockstrings in this; always cancel this into a safe special like 236A. Launches the opponent in the air, so this is your lead-in for an aerial finisher. You can also use this after a raw airthrow. The hitbox is perfect for an anti-air, but the startup and forward movement really screws you over for it to be used that way.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MBCKoumaThrow.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=6/4A+D<br />
|data=<br />
{{AttackData-MB<br />
|damage=1300<br />
|reddamage=768<br />
|proration=70%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=<br />
|description=Pretty average for a grab, but it's still important. Ground techable, but you can catch all techs with dash 2C afterwards.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MBCKoumaThrowAir.png<br />
|caption=<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.6/4A+D<br />
|data=<br />
{{AttackData-MB<br />
|damage=1600<br />
|reddamage=576<br />
|proration=30%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Standard ground slam air throw. Ground bounces the opponent when done raw, causes an untechable knockdown as a combo ender.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Counter</span> =====<br />
{{MoveData<br />
|image=MBCKoumaShieldCounter.png<br />
|image2=MBCKouma2C.png<br />
|image3=MBHKoumaShieldCounterAir.png<br />
|caption=<br />
|name=Shield Counter<br />
|linkname=Shield Counter<br />
|input=Auto after a succesful Shield (Air OK)<br />
|data=<br />
{{AttackData-MB<br />
|version=Standing<br />
|damage=500 (345)<br />
|reddamage=300 (198)<br />
|proration=40%<br />
|circuit=3.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LHA<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=<br />
|description=Same animation as 6C.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=Crouching<br />
|damage=1500 (1117)<br />
|reddamage=1000 (714)<br />
|proration=50%<br />
|circuit=11.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LA<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=<br />
|description=Same hitboxes as 2C.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=Air<br />
|damage=500 (303)<br />
|reddamage=300 (174)<br />
|proration=50%<br />
|circuit=3.5%<br />
|cancel=<br />
|guard=HA<br />
|startup=9<br />
|active=4<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Same animation as j.B.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MBCKoumaShieldBunker.png<br />
|image2=MBHKouma214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data=<br />
{{AttackData-MB<br />
|version=Neutral<br />
|damage=500<br />
|reddamage=192<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=26<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=192<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=A fairly standard shield bunker.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=Blockstun<br />
|damage=0<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=19<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln=<br />
|description=H-Moon specific reversal bunker. Can be OS'd so don't get too predictable with this against good players.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MBCKoumaCircuitSpark.png<br />
|image2=MBCKoumaCircuitSparkAir.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=In Heat:<br>Auto during hitstun<br>A+B+C during blockstun<br />
|caption=<br />
|data=<br />
{{AttackData-MB<br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
<br />
=== Special Moves ===<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=MBHKouma236A.png<br />
|image2=MBHKouma236B.png<br />
|image3=MBHKouma236C.png<br />
|name=Triple Samadhi Prajna<br>(EX: Unicorn - Skull City)<br />
|linkname=236X<br />
|input=236A/B/C<br />
|caption=<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=550<br />
|reddamage=384<br />
|proration=100%<br />
|circuit=2.45%<br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=11<br />
|active=2<br />
|recovery=14<br />
|frameAdv=-1<br />
|invuln=Super Armor 2-9<br />
|description=* An automatic version of F-Kouma's rekka series. H-Kouma’s rekkas don’t have followups, but they do have a hit of super armor.<br />
<br />
Forward advancing palm strike. Unless you cancel into an EX or go into airthrow, you’re not getting anything else out of this on hit, even off of his sweep. This is one of his safer specials at -1 on block, so you can use this to safely reset pressure and potentially redash in if the opponent doesn't expect it. Can be used as a tick throw setup.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=550*2 (1100)<br />
|reddamage=(756)<br />
|proration=100%<br />
|circuit=2.45%, 3.15% (5.6%)<br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=11<br />
|active=3 (7) 2<br />
|recovery=17<br />
|frameAdv=-4<br />
|invuln=Super Armor 2-9<br />
|description=Double palm strike. Goes farther than the A version. The second palm does a hard knockdown. When you do land this, you can jump cancel the second hit, giving you plenty of time for oki. After a 2C, you can do 236B, 5A into an aerial finisher for a little bit extra damage. -4 on block, so be careful ending your blockstrings with this.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=850, 650, 950 (2563)<br />
|reddamage=(1764)<br />
|proration=100%, 80% (M, last hit)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=3+9<br />
|active=8<br />
|recovery=23<br />
|frameAdv=-12<br />
|invuln=Full 1-10<br />
|description=Super palm strike, hits three times. Cannot be charged like F-Kouma's. Induces a wallbounce, allowing for an aerial combo afterwards. Has 10 frames of invincibility, so you can use it as a high risk reversal. Don’t rely on this too often to get people off of you, the hitbox only extends to his hand, and not as far as the flames. Lots of untechable frames, giving you plenty of time to followup if you’re midscreen. Mostly used as a way to spend meter to get more damage out of your combos and to avoid entering auto-heat early.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MBCKouma623A.png<br />
|image2=MBCKouma623B.png<br />
|image3=MBCKouma623BX.png<br />
|image4=MBCKouma623C.png<br />
|name=Asamprajnata<br>(EX: Unicorn - Indra's Net)<br />
|linkname=623X<br />
|input=623A/B/C<br>(623B~236X)<br />
|caption=A<br />
|caption3=B<br />
|caption4=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1000, 400*2 (1502)<br />
|reddamage=(912)<br />
|proration=75% (O)<br />
|circuit=7.0% , 1.4%*2 (9.8%)<br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=23<br />
|active={{Tooltip | text=8| hovertext=Two separate hitboxes:&#010;One first active on frame 23 for 8 frames.&#010;A second that is multihit, first active on frame 25 for (2, 4) frames.}}<br />
|recovery=13<br />
|frameAdv=1 ~ 13<br />
|invuln=<br />
|description=* Standard DPs, with the exception of A version. You'll mostly stick to the A version due to it's blockstring potential, but don't discount the EX version.<br />
<br />
Slow football punt. 3 hits. Every once in a blue moon, you can do this on enemy wakeup since it’s actually +1 on block. Remember to poke with 5A and not 2A afterwards; it’s your fastest normal.<br><br />
You can space yourself so only the flame hits the opponent. It needs to be spaced accordingly, but it makes this move +11 (usually) or even +13. 5C is then used as a pressure reset.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=400*2, 800 (1400)<br />
|reddamage=(1008)<br />
|proration=100%<br />
|circuit=2.1%*2, 5.6% (9.8%)<br>4.2% (14.0%)<br />
|cancel=-CH-<br />
|guard=L, LH<br />
|startup=6<br />
|active=6 (6) 3<br />
|recovery=35<br />
|frameAdv=-29<br />
|invuln=High 1-5<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~236X<br />
|damage=600 (1877)<br />
|reddamage=(1417)<br />
|proration=80% (M)<br />
|circuit=4.2% (14.0%)<br />
|cancel=<br />
|guard=LHA<br />
|startup=14<br />
|active=2<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Rocket punt. Generic DP, although it’s not nearly as reliable as other characters’ DPs. Does 3 hits. He is upper-body invulnerable for the first three frames, and the first hitbox comes out on the fourth frame, when he is fully invulnerable, and then he can be hit anywhere else in the animation. It’s pretty hard to punish at first, but of course the enemy will get wise and just 66 > block or something in order to bait you. This can also serve as an anti-air, albeit a slow one. Try not to rely on this too much, if at all. Just block and wait for a gap for you to shield or 5A.<br />
<br />
'''~236X:''' Missile kick. This is groundtechable, '''twice'''. Once when you immediately touch the ground, and again when you land after the ground bounce. This makes punishing Kouma when he falls down very easy when he’s in the corner. At midscreen, not so much, but they can still get the upper hand on you real quick. If they tech forward after the ground bounce, though, you can do the traditional 2AC tech chase, and 2C will autocorrect (if you time it right).<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=800*2, 400*6 (3270)<br />
|reddamage=(2767)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH (2), LHA (4)<br />
|startup=4+3<br />
|active={{Tooltip | text=6 (2) 13| hovertext=2, 4 (2) 3, 2, 2, 2, 2, 2}}<br />
|recovery=36<br />
|frameAdv={{Tooltip | text=-24| hovertext=Best-case advantage. (On corner-backed opponent)}}<br />
|invuln=Full 1-11<br />
|description=Missile punt. This is a true reversal, invulnerable all the way until the hitbox for the flames comes out. Very unsafe when blocked/baited.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MBCKouma214A.png<br />
|image2=MBCKouma214B.png<br />
|image3=MBCKouma214AB2.png<br />
|image4=MBCKouma214AB4.png<br />
|image5=MBCKouma214AB236C.png<br />
|image6=MBCKouma214C.png<br />
|name=Cremation<br>(EX 1: Unicorn - Purifying Flame Ecstasy)<br>(EX 2: Unicorn - Endowed With Destruction)<br />
|linkname=214X<br />
|input=214A/B/C<br>(214A/B~2/4/236C)<br />
|caption=A<br />
|caption2=B<br />
|caption3=~2<br />
|caption4=~4<br />
|caption5=~236C<br />
|caption6=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br>~2/4<br />
|damage=2000<br>2200/2700<br />
|reddamage=1440<br>960/1440<br />
|proration=100%<br>100%/25%<br />
|circuit=0.0%<br />
|cancel=(CH)<br />
|guard=U<br />
|startup=4<br />
|active=1<br />
|recovery=27<br />
|frameAdv=<br />
|invuln=<br />
|description=* Kouma’s universal grab special. This is '''essential''' for any Kouma player to master, and utilizing this to make the opponent scared to block is crucial for his pressure.<br />
<br />
Kouma grabs the enemy and bows his head in pity of you being grabbed, before he explodes the enemy’s face off. Delicious. '''COMES OUT ON FRAME 4'''. Perfect for tick throws and the like. This leads into Kouma’s sandoori, which is also essential to his pressure. He has various options for sandoori, but he also has a followup to this where you can throw them into the corner, get more damage, and ''still'' get a hard knockdown.<br />
<br />
'''~[2]:''' Well, really, you don’t need to hold the button, but the timing for simply pressing the button is kinda strict. Just hold the button. Anyways, this followup makes Kouma throw the opponent behind him into the ground, adding a little bit more damage. This destroys all your oki options, and you’ll have to resort to 5A when they wakeup. Absolutely useless unless it somehow kills.<br />
<br />
'''~[4]:''' Kouma gets disgusted by your stupidity and throws you to the opposite wall. This does more damage than the [2] followup, and if you’re in the corner, you can pull off some swag and get a hard knockdown. Otherwise, if you’re midscreen, '''PLEASE''' just resort to not holding anything down, his sandoori is good enough for oki.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br>~2/4<br />
|damage=2000<br>2200/2700<br />
|reddamage=1440<br>960/1440<br />
|proration=100%<br>100%/25%<br />
|circuit=0.0%<br />
|cancel=(CH)<br />
|guard=U<br />
|startup=29<br />
|active=1<br />
|recovery=14<br />
|frameAdv=<br />
|invuln=<br />
|description=Delayed grab. It’s good to stagger with this every now and then, but just be careful, this certainly is ''not'' fast at all; active on frame 29. Although, the hitbox is deceptive since on this version he moves forward a good amount before grabbing the enemy. All the followups mentioned above are still possible after this version of the grab.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=A/B~236C<br />
|damage=3000<br />
|reddamage=2119<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Untechable knockdown, and sends the opponent fullscreen. This does ''even more'' damage than the [4] followup. Use this when you ''know'' this will kill, cause you certainly don’t want to be at neutral/zoned out if it doesn’t.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=3200<br />
|reddamage=(2208)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=U<br />
|startup=6+7<br />
|active=1<br />
|recovery=36<br />
|frameAdv=<br />
|invuln=Full 1-12<br />
|description=Kouma decides it’s time to slam and jam, and dunks you into the ground. This does so much damage for an EX, it’s ridiculous. If you have 200% meter, you can do two 214Cs back to back, and your enemy will never be wiser. This also grabs limbs, which can make your enemy think twice before trying to poke out of your blockstrings. The enemy can still jump on reaction after the superflash, '''but''', this has the same bogus hitbox that C-Moon has. Combine this with your invuln frames, and you get a very powerful offensive tool. This is how powerful Kouma can be, and how he can scare people so easily.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">22X</span> =====<br />
{{MoveData<br />
|image=MBCKouma22A.png<br />
|image2=MBCKouma22B.png<br />
|image3=MBCKouma22C.png<br />
|name=Plated God<br />
|linkname=22X<br />
|input=22A/B/C<br />
|caption=A<br />
|caption2=B<br />
|caption3=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1000<br />
|reddamage=720<br />
|proration=75% (O)<br />
|circuit=5.6%<br />
|cancel=N/A<br />
|guard=LH<br />
|startup=10<br />
|active=4<br />
|recovery=32<br />
|frameAdv=-8<br />
|invuln=Reflect 9-13<br>Super Armor 6-22<br />
|description=* You won’t be using these too much, but it’s good to mix this into Kouma’s blockstrings every now and then.<br />
<br />
Stomp. Creates a vertical wave of flame right in front of Kouma. Contains superarmor before the stomp, so if you suspect a DP, you can use this to blow through it. This also reflects certain projectiles such as Ciel’s knives.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=58| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=Full 6-25<br>Super Armor 26-37<br />
|description=Fake stomp; Kouma dashes forward instead. This also contains superarmor until he recovers from the dash. Also something you won’t be using very often. However, in the corner, you can make use of it with a gimmick. When you get a hard knockdown, the dust that’s kicked up from his stomp actually obscures you and the enemy for a short moment, so they can’t really see where your attack is coming from. You can use this to your advantage, and go for a grab when they think you will poke with 5A/2A. Also, at point blank range, Kouma will switch sides with the enemy, so if the enemy is just outside the corner, you can kick dust in their face, switch sides, and do 236A/grab.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=1000<br />
|reddamage=576<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8+12<br />
|active=2<br />
|recovery=26<br />
|frameAdv=-6<br />
|invuln=Full 1-8<br>Reflect 9-32<br>Super Armor 9-157<br />
|description=MANLY STOMP. Kouma exerts so much manliness, he blows up everything around him. Unfortunately, the hitbox isn’t as big as the explosion. However, it does have 8 frames of invuln from frame 1, and activates super armor for two seconds. You can use this after a hard knockdown or on wakeup, but either way, it’ll most likely work out in your favor, but that’s if you manage to get the upper hand on the enemy. This is also safe on block against most characters, so don’t be afraid to poke with 5A after this. Higher-tier players will know what to do about this super, though, so they might try to Shield you.<br />
}}<br />
}}<br />
<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=MBCKoumaj236AB.png<br />
|image2=MBCKoumaj236C.png<br />
|name=Asamprajnata (Air)<br>(EX: Unicorn - Indra's Net)<br />
|linkname=j.236X<br />
|input=j.236A/B/C <br>(j.236A/B~236X)<br />
|caption=A/B<br />
|caption3=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=800<br />
|reddamage=576<br />
|proration=100%<br />
|circuit=5.6%<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=10<br />
|active=3<br />
|recovery=<br />
|frameAdv=-9 (TK)<br />
|invuln=<br />
|description=* C-Moon’s air punts, just as you remember them. Damn near useless. Essentially, you can make tech punishes with this, or set up an air game, but both of those options are situational.<br />
<br />
Football punt in the air. Gets rid of all your aerial momentum that you had before you did this move, and you’re left in a recovery animation until you reach the ground again (which, really, is where Kouma rightfully belongs). You ''can'' set up an air game with this, but it’s better to just end your aerial combos with airthrow, since your combos won’t leave you high off the ground anyways. Just use j.236B.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=500, 700 (1096)<br />
|reddamage=(793)<br />
|proration=100%<br />
|circuit=3.5%, 4.2% (7.7%)<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=8<br />
|active={{Tooltip | text=5| hovertext=2, 3}}<br />
|recovery=<br />
|frameAdv=-9 (TK)<br />
|invuln=<br />
|description=Another football punt. Does two hits this time, and gives you a small upwards boost while doing it. Retains all the properties that the A version has, including its followup. If you do decide to end your aerial combo with the punt, it’s better to use this version.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~236X<br />
|damage=600<br />
|reddamage=<br />
|proration=80% (M)<br />
|circuit=4.2%<br />
|cancel=<br />
|guard=LHA<br />
|startup=14<br />
|active=2<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Missile kick. Pretty much the same thing as the followup to grounded 623.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=300, 600, 350*5 (1883)<br />
|reddamage=(1498)<br />
|proration=80% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=3+2<br />
|active={{Tooltip | text=2 (2) 13| hovertext=2 (2) 3, 2, 2, 2, 2, 2}}<br />
|recovery=<br />
|frameAdv=18 (vs Stand)<br>10 (vs Crouch)<br>(TK)<br />
|invuln=Full 1-10<br />
|description=Aerial missile punt. This retains the same invulnerability that 623C has, so you can TK this on wakeup, and because Kouma doesn’t actually move that far up, you can followup with a normal afterwards and go into aerial stuff. That being said, if you choose to take unnecessary risks (aka using DP instead of 22C on wakeup) and waste your meter, TK this instead of the regular 623.<br />
<br />
A thing to keep in mind is that even Crescent and Full Moon characters can bunker out of it for a positive 50% meter trade. Not to mention how they can react and perform a reversal of any kind, or even a 2A+B like Sion or Kohaku. This move should be mainly used to predict abare or if the opponent lacks a meterless option to get out and has less meter than required to perform a shield bunker. It's still a solid option that doesnt carry much risk, but it's definetly not +18 frames on demand like it seems against players that lack this knowledge.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.22X</span> =====<br />
{{MoveData<br />
|image=MBCKoumaj22A.png<br />
|image2=MBHKoumaj22B.png<br />
|image3=MBCKoumaj22C.png<br />
|name=Plated God (Air)<br />
|linkname=j.22X<br />
|input=j.22A/B/C (No EX)<br />
|caption=A<br />
|caption2=B<br />
|caption3=C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=33| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=* C/F-Moon’s command airdashes. These are what gives Kouma his most mobility ANYWHERE on the screen, so '''please''' use these with care. Also, keep in mind that when you use this, you can’t airdash afterwards.<br />
<br />
Kouma pauses for a split-second, causing an explosion, as he readies himself to propel forward, and does so generously. Traverses about the same distance as an airdash. Not much use here, but you can use this to give that extra momentum you need to close the distance between you and your opponent. He’s still vulnerable when he falls down, though, so press J.B or air dodge (provided you’re close to the ground) to make yourself safer.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=-J-<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=38| hovertext=Full duration.&#010;Jump cancel window starts on frame 17.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Altered version of C/F-Moon’s J.22B. Instead of going forward even farther, he goes '''upward in a diagonal direction'''. I hope you realize how important this is to H-Kouma’s neutral game. This the best aerial movement option he has. The dash is actually not as long as it seems, and so can you do a normal or airthrow right after he dashes. This is what you’ll be using to help you end your aerial BnBs.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=C<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=10| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Kouma wants to go forward, but he quickly says “lol nope” and drops back down to the ground. That is to say, he does the explosion, but fakes the dash. There’s some funny stuff you can do with this to confuse your enemy. For example, after a 214 grab, you can dash up to them, TK this, and grab them ''again'' if you time it right. Also serves as a momentum stopper if you see something you don't like on the enemy's side of offense.<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MBCKoumaAD.png<br />
|image2=MBCKoumaADAAD.png<br />
|name=Unicorn - Jambu in Flames<br />
|linkname=Arc Drive<br />
|input=41236C during Heat<br />
|caption=<br />
|data=<br />
{{AttackData-MB<br />
|version=(Grab)<br>(Hit)<br />
|damage=900*10, 1200 (4017)<br>2500<br />
|reddamage=(2412)<br>(2016)<br />
|proration=50%<br>80%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br>LHA<br />
|startup=5+1<br />
|active={{Tooltip | text=1 (3) 8| hovertext=First command grab box active on the last frame of superflash.}}<br />
|recovery=43<br />
|frameAdv=-21<br />
|invuln=Full 1-10<br />
|description= Kouma grabs the enemy and burns them through a fiery pillar. Does 4.2k damage. In order to do this, you must be at point blank range. If not, he just smacks them with his palm, which causes a wallbounce. The hitbox doesn’t extend to the tip, only to the rim of the blast circle. You can’t really follow up after the wallbounce, so if you’re midscreen, you just screwed up, cause now you’re gonna waste even more effort to get on the offensive again. The good thing about the grab is that, unlike 214C, you can’t jump out after the superflash. If they get caught, prepare your oki in advance. This is completely invincible from frame 1, so if you have a little bit of Heat left and don’t know what to do (spend it on 22C) or you just don’t care anymore, go ahead and stick this out there if they like being in your face all the time.<br />
}}<br />
}}<br />
<br />
<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Kouma Kishima]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Kouma_Kishima/Half_Moon&diff=266674Melty Blood/MBAACC/Kouma Kishima/Half Moon2023-06-28T08:47:41Z<p>EikaMikiku: /* Combos */</p>
<hr />
<div>{{TOC limit|3}}<br />
== Character Page Progress ==<br />
{{#lst:Melty_Blood/MBAACC:Roadmap|H-Kouma}}<br />
<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=h&p1char=kouma H-Kouma Match Video Database]<br><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name!! width="85"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=kouma&p1name=Aces_High Aces_High/Aodhan<br>]|| style="text-align:center;"|<br />
[[File:Kouma Color01.png|Color|50px]]<br />
| North America || Netplay || Active || The most active H-Kouma player. Uses multiple colors.<br />
<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=kouma&p1name=JIN JIN<br>(JIN#7090)]|| style="text-align:center;"|<br />
[[File:Kouma Color29.png|Color|50px]]<br />
| Japan || A-cho,<br>Nihonbashi Athena || Inactive || Mostly plays C-Kouma, but used to also play H-Kouma. Footage is old and might be outdated.<br />
|}<br />
<br />
== Overview ==<br />
<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
[[File:Kouma's head .png|link=]] '''H-Kouma''' is a pressure-oriented rushdown character who can make even the most defensive opponents scared to block.<br />
|pros=<br />
*'''Large Health Pool''': Has the 5th highest health in the game, which allows him take some more hits than most other characters.<br />
*'''Amazing Pressure''': While he cannot charge anything for stagger purposes, he has many options to keep the enemy in place whilst also keeping himself safe, especially in the corner. He still has access to the command grab as well, which means his pressure can be very scary to go up against.<br />
*'''Unique Movement''': H-Kouma has access to a unique j.22B that is angled upwards, a 5A6AA that moves him forward a lot, and is generally the most mobile of all the Kouma moons.<br />
*'''Good Mixups After Command Grab''': H-Kouma gets good setups off of his command grab.<br />
|cons=<br />
*'''Abysmal Air Confirms''': Due to H-Kouma's combo rules, he cannot confirm off of air hits unless he gets a counter hit, hurting his air game a bit. Unlike Full, who can force a mixup when he does get the hit, Half has to settle with mediocre damage and oki.<br />
*'''Bad Meter Management''': H-Kouma's metered moves are pretty lackluster. They can all be used as reversals, but more than half of them are risky. Not only that, but he also has Half Moon mechanics on top of that, so you lose all your meter when you get hit once in Heat.<br />
|tablewidth=80<br />
}}<br />
<br />
== General Gameplan ==<br />
Half Moon Kouma has less options than Crescent and Full, since he can't charge any normals, and loses his overhead. So what makes H-Kouma so special? In short, Half has slightly better aerial movement, and gains some tweaks to Crescent’s moveset, in exchange for lower damage output. So now, his normals have better priority; mix that up with some buffed aerial movement, the ability to Reverse Beat, some command grabs, and you have yourself a mixed bag character that can easily make ''anybody'' scared to block against him.<br />
<br />
=== Neutral ===<br />
Probably the hardest part of Kouma's playstyle that you have to master. The fact that he has little to no zoning capabilities hurts his overall neutral game. '''However''', his normals have gained several important buffs from Crescent Moon in order to make his horizontal approach much easier. He retains the spammy 5A in order to force people to block, and his [[#2B|2B]] and [[#5C|5C]] have improved reach and priority. 2B is your most reliable anti-air in your arsenal, so use it wisely. He has the best air game potential due to his altered [[#j.22X|j.22B]], which gives some additional vertical hang time. His airdash was somewhat nerfed in terms of speed, so 66 > AT will not be as subtle as C or F-Moon. When Kouma is under pressure, he has very little reliable options; [[#214X|214C]] is a gamble more than anything. Either they eat 3k or you eat 3k, possibly more. [[#5A|5A]] would be your best bet to do anything to poke out of pressure, otherwise you have 2E (dodge) for the slower side of your enemy's normals and Shield for everything else.<br />
<br />
=== Pressure ===<br />
Tick throws, tick throws everywhere. Kouma is definitely strong in the pressure department, and while H-Kouma can't charge anything for a stagger, he still has a variety of options in order to keep the enemy in place, particularly in the corner. You can Reverse Beat to make yourself safe and make the blockstrings feel nearly endless, especially since you have a command grab. His main mindgame is making the enemy have the opposite mindset of what they think you will do next. Simply put, be unpredictable with your pressure choices.<br />
<br />
<u>'''Okizeme'''</u><br />
<br />
=== 214A ===<br />
Kouma has access to sandoori and drift mixups after these knockdowns. The former consists of a super jump forward and an airdash back coupled with a falling j.C. The j.C can hit (same side, high) or whiff, allowing Kouma to instead use 2A for a fast low or 214A for a command grab. The drift mixup simply involves dashing forward, neutral jumping, and holding back, allowing Kouma to come down on either side of his opponent for a meaty 2A. For both mixups, 5C, 2B, and 214A are useful against opponents who like to shield. You're able to use 22C following a 214A knockdown as well to gain armor and have time to meaty. This armor will allow you to armor through wakeup options such as heat and various other reversals (e.g. Nanaya 623x) and be able to punish.<br />
<br />
=== Defense ===<br />
Blocking is the name of the game for H-Kouma, your best bet for surviving on defense is to block it out and look for openings in your opponent's pressure. Use 5A and 5C to catch redashes or to call out minus on block moves. 236A/B have their uses for catching your opponent running predictable offense, but they only give you 1 hit of armor so using them defensively requires confidence and if you're wrong you will eat a full counterhit combo and be put right back on defense. It is important to note that if you land a counterhit 236A you will have time to land a full combo. You also have access to H-moon bunker which is a costly but very strong option since it allows H-Kouma to run a sandoori mixup if it lands, just make sure you aren't predictable with your bunker attempts because strong opponents will either OS it with something like 5A6EEE or jump over it and punish.<br />
=== Metered Defensive Options ===<br />
236C: Very high risk, very little invincibility. More often than not, this will trade and you will lose 100 meter for nothing. If it lands you'll more than likely get a full combo and have your opponent in the corner.<br />
<br />
214C: Extremely high risk, full invincibility but terrible recovery. Best used during your opponent's blockstrings to punish a gap in their pressure since 214C can grab outstretched hitboxes. Use this sparingly on wakeup as an aware opponent can easily avoid it and land a heavy punish.<br />
<br />
22C: Relatively low risk, most characters cannot punish this if blocked except for those with excellent forward dashes like Tohno who gets a guaranteed throw punish. Best used on wakeup to avoid L/R mixups. No need to guess when you can mash 22C, even so unless this counter hits Kouma is going right back to neutral and on block this move is -10 allowing most of the cast to hit him repeatedly until the armor wears off essentially negating the armor. When using 22C on wakeup its best to try and return to neutral once you have the armor. Alternatively, you can risk a 5A/2A mash but these are never guaranteed. Also keep in mind that opponents who meaty with 5A/2A can whiff cancel those normals into throw and throw you out of 22C before it becomes active.<br />
<br />
623C: High risk, your standard metered DP, hits for a decent chunk of damage and has full invincibility. Can be easily punished on block and puts the opponent in the air above Kouma on hit.<br />
<br />
TK j.236C: Low risk, basically 623C but better. You're plus on block and on hit you get a confirm into a hard knockdown. Meter is hard to come by on H-Kouma, but out of all your reversals, this is arguably the best to spend your meter on. Getting the TK on wakeup can be tricky so be sure to practice this before you start busting it out in real matches.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
<br />
Instead of ending combos with '''j.C > j.22B > AT''', you can also do '''j.C > j.236B~236B'''.<br />
<br>You will lose oki, but you will gain a little extra damage and an additional 11.9% meter.<br />
<br>It is debatable which one is better.<br />
<br />
About '''2C > delay 236B'''. The delay is dependent on gravity and character. Gravity can be controlled with 5A/2A amount.<br />
<br>For example, Arc with 3x A button starter doesn't even need delay.<br />
<br>VSion doesn't need delay with 4x A button starter. Check [[#Character_specific_notes|Character specific notes]] for more info.<br />
<br />
5C 2B 5B chain is better than 5B 2B 5C. Even when you rebeat into it. This is true for multiple reasons:<br />
# 5C 2B 5B is ordered by "damage first". This is better, since combo hit count impacts the damage. For example 5A 5B 2B 5C does 1933, while 5A 5C 2B 5B does 1945. (Instead of 5A, other starters will give even more benefit due to proration).<br />
# 5C has the highest(or = to highest) prorate value of any starter. Also, any consecutive button has prorate value less than 77.5%, highest being 2A with 75%. Because rebeat only adds 22.5% to the proration in the first rebeat instance, a rebeat can be included in the combo without downsides.<br />
The only small problem with 5C 2B 5B is range, it falls of a bit quicker than 5B 2B 5C.<br />
<br>5C 5B 2B is also good. Almost identical in damage to 5C 2B 5B but easier to do (less direction changes).<br />
<br />
=== Combos ===<br />
<br />
==== Meterless ====<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br />
|damage=3944<br />
|metergen= 51.1%<br />
|metero=21.9%<br />
|input=*2AAA > 5B > 5C > 6AAA > delay 2C > 6C > j.C > 22B > AT<br />
|simput=<br />
|note=Easy, but not optimal. Only go for it if it's the only one you can land.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br />
|damage=4756<br />
|metergen=60.2%<br />
|metero=25.8%<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5AA > 5C > 2B > j.C > j.22B > AT<br />
|simput=<br />
|note=H-Kouma's best meterless BNB.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Raw Airthrow starter<br />
|damage=2702<br />
|metergen=23.1%<br />
|metero=9.9%<br />
|input=*5AA > 5C > 2B > j.C > j.22B > AT<br />
|simput=<br />
|note=You can omit one 5A if you can't time opponent dropping lower.<br />
}}<br />
}}<br />
<br />
==== Metered ====<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>Midscreen or closer to corner<br />
|damage=5253<br />
|metergen=-46.8%<br />
|metero=34.2%<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5A > 236C, 5A > 5C > 2B > j.C > j.236B~236B<br />
|simput=<br />
|note=Meter dump variant of the optimized BNB.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>Midscreen or closer to corner<br />
|damage=5407<br />
|metergen=<br />
|metero=<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5A > 236C > (tiny walk back) > 2C > 2B > 5C > j.C > j.236B~236B<br />
|simput=<br />
|note=More finnicky version. 2C timing is weird and sometimes it turns you around, walk back prevents that. This combo is probably character specific too.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>Corner to corner<br />
|damage=5407<br />
|metergen=<br />
|metero=<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5A > 236C > dash > 2C > 2B > 5C > j.C > j.236B~236B<br />
|simput=<br />
|note=This combo is same as above, but with a dash after 236C.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>Corner to corner<br />
|damage=5196<br />
|metergen=<br />
|metero=<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5A > 2C > 236C > dash > 2C > 2B > 5C > j.C > j.236B~236B<br />
|simput=<br />
|characters=Arc at least<br />
|note=5A > 2C link is easier on some characters than others. Works on Arc for example, gives 5196. Probably works on fat characters.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>OTG<br />
|damage=3904<br />
|metergen=<br />
|metero=<br />
|input=*Throw > No tech > Dash > 5B > 5C > 5AAA > 2B > 236C > 5B > 5C > 2B > j.C > j.236B~236B<br />
|simput=<br />
|characters=<br />
|note=Damaging combo off of no tech. Note that throw into dash 5B would also catch all techs anyway. So this basically means if H-Kouma has 100% meter when throwing close to corner, he gets 3.9k or more.<br />
}}<br />
}}<br />
<br />
=== Character specific notes ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! Character !! Minimum hit count to not have to delay 236B <br> The hit count includes 2C. <abbr title="7 hitcount: 5AAA 5C 5B 2B 2C">(Example)</abbr> !! Can do 5A/2A into 2C extension?<br />
|-<br />
| Aoko || 1 (just 2C) || Yes<br />
|-<br />
| Tohno || 1 (just 2C) || Yes<br />
|-<br />
| Hime || 5 || No<br />
|-<br />
| Nanaya || 3 || No<br />
|-<br />
| Kouma || 4 || No<br />
|-<br />
| Miyako || 2 || Yes, with at least 7 hit count before 236B<br />
|-<br />
| Ciel || 4 || No<br />
|-<br />
| Sion || 10 <abbr title="For example: Dash 5AAA6A 2A 5A6A 5B 5C 2C. This is not practical, as you get no damage.">(Note)</abbr> || No<br />
|-<br />
| Ries || 8 || No<br />
|-<br />
| VSion || 8 || Yes, but need delay after 5A/2A<br />
|-<br />
| Wara || 7 || No<br />
|-<br />
| Roa || 4 || No<br />
|-<br />
| Maids || Check single maid || Check single maid<br />
|-<br />
| Akiha || 8 || No<br />
|-<br />
| Arc || 1 (just 2C) || Yes<br />
|-<br />
| PCiel || 1 (just 2C) || Yes<br />
|-<br />
| WArc || 6 || No<br />
|-<br />
| VAkiha || 6 || No<br />
|-<br />
| Mech || 5 || No<br />
|-<br />
| Seifuku || 8 || No<br />
|-<br />
| Satsuki || 7 || No<br />
|-<br />
| Len || 9 <abbr title="For example: Dash 5AAAA6A 5B 5B 5C 2C. This is not practical, as you get no damage.">(Note)</abbr> || No<br />
|-<br />
| Ryougi || 3 || No<br />
|-<br />
| WLen || 1 (just 2C) || No<br />
|-<br />
| Nero || 7 || No<br />
|-<br />
| NAC || 1 (just 2C) || Yes<br />
|-<br />
| KohaMech || 1 (just 2C) || Yes<br />
|-<br />
| Hisui || 6 || No<br />
|-<br />
| Neco || 1 (just 2C) || Yes<br />
|-<br />
| Kohaku || 1 (just 2C) || Yes<br />
|-<br />
| NecoMech || 5 || No<br />
|}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=MBHKouma5A.png<br />
|image2=MBHKouma5A6A.png<br />
|image3=MBHKouma5A6AA.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|input=5A~6A~6A<br />
|data=<br />
{{AttackData-MB<br />
|version=5A<br />
|damage=300<br />
|reddamage=192<br />
|proration=70% (O)<br />
|circuit=2.1%<br />
|cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|frameAdv=0<br />
|invuln=<br />
|description=Nerfed version of C-Kouma's 5A, does 100 less damage. Comes out on frame 5, your fastest normal. This will be your main tool to catch people jumping out of your frame traps.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=5A~6A<br />
|damage=600<br />
|reddamage=384<br />
|proration=80% (M)<br />
|circuit=4.2%<br />
|cancel=N, SP, -CH-, EX, (J)<br />
|guard=LH<br />
|startup=8<br />
|active=4<br />
|recovery=16<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Elbow poke. Short range, has a great hitbox for catching opponents at IAD height making it a strong albeit difficult to use on reaction anti air. The forward momentum on this button makes it great for tick throws, especially 5A>6A>214A, which can be a very potent tool especially when combined with 5A>6A>2A and 5A>6A>5C, allowing you to keep your opponent guessing.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=5A~6A~6A<br />
|damage=1000<br />
|reddamage=768<br />
|proration=60% (O)<br />
|circuit=7.0%<br />
|cancel=(N), SP, EX, (J)<br />
|guard=LH<br />
|startup=11<br />
|active=4<br />
|recovery=16<br />
|frameAdv=-2<br />
|invuln=<br />
|description=Arm side-swipe. This knocks the opponent off their feet, so you can’t do much afterwards except 2C into his standard aerial finisher. This button also has great anti-air potential although most anti-air's with this are not intentional. It is also important to note that this is only '' -2 '' and special cancelable making canceling 6AA into 623A a very strong frametrap that will punish mash and catch jump outs. 5A, 22A, and 236A are all also strong options to represent after 6AA once your opponent is respecting 6AA>623A, all these options will lose to stand shield so be sure to mix in a 2C here and there once you have conditioned your opponent to be too afraid to challenge it.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=MBCKouma5B.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=700<br />
|reddamage=432<br />
|proration=70% (O)<br />
|circuit=4.9%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=10<br />
|active=8<br />
|recovery=12<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Long range poke. Catches back techs and most backdashes. Eight active frames. Best used to preemptively catch approaches, setup ambiguous delay cancels during pressure and punish ground techs.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MBHKouma5C.png<br />
|caption=<br />
|name=5C<br />
|linkname=5C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=1000<br />
|reddamage=672<br />
|proration=90% (O)<br />
|circuit=7.0%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Palm thrust. Comes out on frame 8. Moves you a little bit forward. Pretty fast for a C normal. Great option to catch delayed mashing and will often trade in Kouma's favor, so keep this button in mind when looking to mash out or catch an antsy opponent after 236A.<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=MBCKouma2A.png<br />
|caption=<br />
|name=2A<br />
|linkname=2A<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=192<br />
|proration=75% (O)<br />
|circuit=2.45%<br />
|cancel=SE-, -N-, -SP-, -EX-, (J)<br />
|guard=L<br />
|startup=6<br />
|active=4<br />
|recovery=8<br />
|frameAdv=0<br />
|invuln=<br />
|description=Comes out on frame 6. Your main low poking tool for poorly timed gaps in blockstrings. 75% proration, but that may not be all too bad. Considering 5B and 2B have 70% prorate, you can do two or three of these, and end up doing more damage than if you started with 5B. Doing 2A > 5B isn’t as easy as other characters with Kouma, so practice them hitconfirms, or opt for 2A>5C if you're not confident in 2A>5B.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=MBHKouma2B.png<br />
|caption=<br />
|name=2B<br />
|linkname=2B<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=800<br />
|reddamage=432<br />
|proration=70% (O)<br />
|circuit=5.6%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=7<br />
|active=3<br />
|recovery=20<br />
|frameAdv=-8<br />
|invuln=<br />
|description=Nerfed F-Kouma 2B. Has an extra hurtbox, but the hitboxes are the same, so it's still good. Comes out on frame 7. On the ground, this induces little hitstun, so you have to be quick on pressing 5B/2C/whatever afterwards. If you hit your enemy in the air, chances are you got a CH, so just wait until they’re close to the ground and 2C into a finisher. Another thing to note about 2B is that it acts a solid tick throw meaty. 66>2B>214A is a potent tick throw that will catch many opponents off guard, but be careful going for it because if the opponent ex guards or you do not dash before the meaty 2B, the 214A will whiff. Once establishing this tick throw, 2B>Delay Cancel 5C is a very strong option to catch opponents attempting to jump or mash out of the potential 214A.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=MBCKouma2C.png<br />
|caption=<br />
|name=2C<br />
|linkname=2C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=800<br />
|reddamage=432<br />
|proration=65% (O)<br />
|circuit=6.65%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=10<br />
|active=3<br />
|recovery=14<br />
|frameAdv=1<br />
|invuln=<br />
|description=Comes out on frame 10, hits low. Don’t be stupid and try to punish something unsafe with this move since it’s very slow. Used for 2B anti-air CH confirms. Makes for a good stagger, too.<br />
<br>Note that this is +1 on block. Meaning after recovery, H-Kouma's 5A will win or trade at worst. You can use 5A to go into 5A6A, into some command throw mind games.<br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MBHKoumajA.png<br />
|caption=<br />
|name=j.A<br />
|linkname=j.A<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=144<br />
|proration=75% (O)<br />
|circuit=6.65%<br />
|cancel=-SP-, -EX-<br />
|guard=LHA<br />
|startup=5<br />
|active=3<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Frame 5 aerial chop. Probably used best when you’re rising up in a jump arc. Doesn’t really reach that far, although it is useful for a “I want to hit this guy RIGHT NOW” button.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MBHKoumajB.png<br />
|caption=<br />
|name=j.B<br />
|linkname=j.B<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=800<br />
|reddamage=576<br />
|proration=90% (O)<br />
|circuit=5.6%<br />
|cancel=SP, EX<br />
|guard=HA<br />
|startup=6<br />
|active=3<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Comes out frame 6, has a bit more reach than j.A. Also best used while rising in a jump, so if you get a CH, you get an easy confirm on the way down. The slight disjoint this button has makes it very useful as an air to air option especially when combined with his backwards airdash.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MBHKoumajC.png<br />
|caption=<br />
|name=j.C<br />
|linkname=j.C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=900<br />
|reddamage=576<br />
|proration=90% (O)<br />
|circuit=6.3%<br />
|cancel=SP, EX<br />
|guard=HA<br />
|startup=11<br />
|active=5<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Your only jump-in normal, coming in at 11 frames. That being said, do be careful when pressing this button, because if you whiff this, you are in great danger of being hit. Also your only good meaty for oki after a 214A/B grab.<br />
}}<br />
}}<br />
<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MBHKouma6C.png<br />
|caption=<br />
|name=6C<br />
|linkname=6C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=700<br />
|reddamage=480<br />
|proration=50% (O)<br />
|circuit=5.6%<br />
|cancel=SP, EX, (J)<br />
|guard=LH<br />
|startup=15<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Your slowest normal coming out at frame 15. '''Never''' end your blockstrings in this; always cancel this into a safe special like 236A. Launches the opponent in the air, so this is your lead-in for an aerial finisher. You can also use this after a raw airthrow. The hitbox is perfect for an anti-air, but the startup and forward movement really screws you over for it to be used that way.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MBCKoumaThrow.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=6/4A+D<br />
|data=<br />
{{AttackData-MB<br />
|damage=1300<br />
|reddamage=768<br />
|proration=70%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=<br />
|description=Pretty average for a grab, but it's still important. Ground techable, but you can catch all techs with dash 2C afterwards.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MBCKoumaThrowAir.png<br />
|caption=<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.6/4A+D<br />
|data=<br />
{{AttackData-MB<br />
|damage=1600<br />
|reddamage=576<br />
|proration=30%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Standard ground slam air throw. Ground bounces the opponent when done raw, causes an untechable knockdown as a combo ender.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Counter</span> =====<br />
{{MoveData<br />
|image=MBCKoumaShieldCounter.png<br />
|image2=MBCKouma2C.png<br />
|image3=MBHKoumaShieldCounterAir.png<br />
|caption=<br />
|name=Shield Counter<br />
|linkname=Shield Counter<br />
|input=Auto after a succesful Shield (Air OK)<br />
|data=<br />
{{AttackData-MB<br />
|version=Standing<br />
|damage=500 (345)<br />
|reddamage=300 (198)<br />
|proration=40%<br />
|circuit=3.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LHA<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=<br />
|description=Same animation as 6C.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=Crouching<br />
|damage=1500 (1117)<br />
|reddamage=1000 (714)<br />
|proration=50%<br />
|circuit=11.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LA<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=<br />
|description=Same hitboxes as 2C.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=Air<br />
|damage=500 (303)<br />
|reddamage=300 (174)<br />
|proration=50%<br />
|circuit=3.5%<br />
|cancel=<br />
|guard=HA<br />
|startup=9<br />
|active=4<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Same animation as j.B.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MBCKoumaShieldBunker.png<br />
|image2=MBHKouma214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data=<br />
{{AttackData-MB<br />
|version=Neutral<br />
|damage=500<br />
|reddamage=192<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=26<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=192<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=A fairly standard shield bunker.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=Blockstun<br />
|damage=0<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=19<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln=<br />
|description=H-Moon specific reversal bunker. Can be OS'd so don't get too predictable with this against good players.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MBCKoumaCircuitSpark.png<br />
|image2=MBCKoumaCircuitSparkAir.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=In Heat:<br>Auto during hitstun<br>A+B+C during blockstun<br />
|caption=<br />
|data=<br />
{{AttackData-MB<br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
<br />
=== Special Moves ===<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=MBHKouma236A.png<br />
|image2=MBHKouma236B.png<br />
|image3=MBHKouma236C.png<br />
|name=Triple Samadhi Prajna<br>(EX: Unicorn - Skull City)<br />
|linkname=236X<br />
|input=236A/B/C<br />
|caption=<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=550<br />
|reddamage=384<br />
|proration=100%<br />
|circuit=2.45%<br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=11<br />
|active=2<br />
|recovery=14<br />
|frameAdv=-1<br />
|invuln=Super Armor 2-9<br />
|description=* An automatic version of F-Kouma's rekka series. H-Kouma’s rekkas don’t have followups, but they do have a hit of super armor.<br />
<br />
Forward advancing palm strike. Unless you cancel into an EX or go into airthrow, you’re not getting anything else out of this on hit, even off of his sweep. This is one of his safer specials at -1 on block, so you can use this to safely reset pressure and potentially redash in if the opponent doesn't expect it. Can be used as a tick throw setup.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=550*2 (1100)<br />
|reddamage=(756)<br />
|proration=100%<br />
|circuit=2.45%, 3.15% (5.6%)<br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=11<br />
|active=3 (7) 2<br />
|recovery=17<br />
|frameAdv=-4<br />
|invuln=Super Armor 2-9<br />
|description=Double palm strike. Goes farther than the A version. The second palm does a hard knockdown. When you do land this, you can jump cancel the second hit, giving you plenty of time for oki. After a 2C, you can do 236B, 5A into an aerial finisher for a little bit extra damage. -4 on block, so be careful ending your blockstrings with this.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=850, 650, 950 (2563)<br />
|reddamage=(1764)<br />
|proration=100%, 80% (M, last hit)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=3+9<br />
|active=8<br />
|recovery=23<br />
|frameAdv=-12<br />
|invuln=Full 1-10<br />
|description=Super palm strike, hits three times. Cannot be charged like F-Kouma's. Induces a wallbounce, allowing for an aerial combo afterwards. Has 10 frames of invincibility, so you can use it as a high risk reversal. Don’t rely on this too often to get people off of you, the hitbox only extends to his hand, and not as far as the flames. Lots of untechable frames, giving you plenty of time to followup if you’re midscreen. Mostly used as a way to spend meter to get more damage out of your combos and to avoid entering auto-heat early.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MBCKouma623A.png<br />
|image2=MBCKouma623B.png<br />
|image3=MBCKouma623BX.png<br />
|image4=MBCKouma623C.png<br />
|name=Asamprajnata<br>(EX: Unicorn - Indra's Net)<br />
|linkname=623X<br />
|input=623A/B/C<br>(623B~236X)<br />
|caption=A<br />
|caption3=B<br />
|caption4=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1000, 400*2 (1502)<br />
|reddamage=(912)<br />
|proration=75% (O)<br />
|circuit=7.0% , 1.4%*2 (9.8%)<br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=23<br />
|active={{Tooltip | text=8| hovertext=Two separate hitboxes:&#010;One first active on frame 23 for 8 frames.&#010;A second that is multihit, first active on frame 25 for (2, 4) frames.}}<br />
|recovery=13<br />
|frameAdv=1 ~ 13<br />
|invuln=<br />
|description=* Standard DPs, with the exception of A version. You'll mostly stick to the A version due to it's blockstring potential, but don't discount the EX version.<br />
<br />
Slow football punt. 3 hits. Every once in a blue moon, you can do this on enemy wakeup since it’s actually +1 on block. Remember to poke with 5A and not 2A afterwards; it’s your fastest normal.<br><br />
You can space yourself so only the flame hits the opponent. It needs to be spaced accordingly, but it makes this move +11 (usually) or even +13. 5C is then used as a pressure reset.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=400*2, 800 (1400)<br />
|reddamage=(1008)<br />
|proration=100%<br />
|circuit=2.1%*2, 5.6% (9.8%)<br>4.2% (14.0%)<br />
|cancel=-CH-<br />
|guard=L, LH<br />
|startup=6<br />
|active=6 (6) 3<br />
|recovery=35<br />
|frameAdv=-29<br />
|invuln=High 1-5<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~236X<br />
|damage=600 (1877)<br />
|reddamage=(1417)<br />
|proration=80% (M)<br />
|circuit=4.2% (14.0%)<br />
|cancel=<br />
|guard=LHA<br />
|startup=14<br />
|active=2<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Rocket punt. Generic DP, although it’s not nearly as reliable as other characters’ DPs. Does 3 hits. He is upper-body invulnerable for the first three frames, and the first hitbox comes out on the fourth frame, when he is fully invulnerable, and then he can be hit anywhere else in the animation. It’s pretty hard to punish at first, but of course the enemy will get wise and just 66 > block or something in order to bait you. This can also serve as an anti-air, albeit a slow one. Try not to rely on this too much, if at all. Just block and wait for a gap for you to shield or 5A.<br />
<br />
'''~236X:''' Missile kick. This is groundtechable, '''twice'''. Once when you immediately touch the ground, and again when you land after the ground bounce. This makes punishing Kouma when he falls down very easy when he’s in the corner. At midscreen, not so much, but they can still get the upper hand on you real quick. If they tech forward after the ground bounce, though, you can do the traditional 2AC tech chase, and 2C will autocorrect (if you time it right).<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=800*2, 400*6 (3270)<br />
|reddamage=(2767)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH (2), LHA (4)<br />
|startup=4+3<br />
|active={{Tooltip | text=6 (2) 13| hovertext=2, 4 (2) 3, 2, 2, 2, 2, 2}}<br />
|recovery=36<br />
|frameAdv={{Tooltip | text=-24| hovertext=Best-case advantage. (On corner-backed opponent)}}<br />
|invuln=Full 1-11<br />
|description=Missile punt. This is a true reversal, invulnerable all the way until the hitbox for the flames comes out. Very unsafe when blocked/baited.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MBCKouma214A.png<br />
|image2=MBCKouma214B.png<br />
|image3=MBCKouma214AB2.png<br />
|image4=MBCKouma214AB4.png<br />
|image5=MBCKouma214AB236C.png<br />
|image6=MBCKouma214C.png<br />
|name=Cremation<br>(EX 1: Unicorn - Purifying Flame Ecstasy)<br>(EX 2: Unicorn - Endowed With Destruction)<br />
|linkname=214X<br />
|input=214A/B/C<br>(214A/B~2/4/236C)<br />
|caption=A<br />
|caption2=B<br />
|caption3=~2<br />
|caption4=~4<br />
|caption5=~236C<br />
|caption6=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br>~2/4<br />
|damage=2000<br>2200/2700<br />
|reddamage=1440<br>960/1440<br />
|proration=100%<br>100%/25%<br />
|circuit=0.0%<br />
|cancel=(CH)<br />
|guard=U<br />
|startup=4<br />
|active=1<br />
|recovery=27<br />
|frameAdv=<br />
|invuln=<br />
|description=* Kouma’s universal grab special. This is '''essential''' for any Kouma player to master, and utilizing this to make the opponent scared to block is crucial for his pressure.<br />
<br />
Kouma grabs the enemy and bows his head in pity of you being grabbed, before he explodes the enemy’s face off. Delicious. '''COMES OUT ON FRAME 4'''. Perfect for tick throws and the like. This leads into Kouma’s sandoori, which is also essential to his pressure. He has various options for sandoori, but he also has a followup to this where you can throw them into the corner, get more damage, and ''still'' get a hard knockdown.<br />
<br />
'''~[2]:''' Well, really, you don’t need to hold the button, but the timing for simply pressing the button is kinda strict. Just hold the button. Anyways, this followup makes Kouma throw the opponent behind him into the ground, adding a little bit more damage. This destroys all your oki options, and you’ll have to resort to 5A when they wakeup. Absolutely useless unless it somehow kills.<br />
<br />
'''~[4]:''' Kouma gets disgusted by your stupidity and throws you to the opposite wall. This does more damage than the [2] followup, and if you’re in the corner, you can pull off some swag and get a hard knockdown. Otherwise, if you’re midscreen, '''PLEASE''' just resort to not holding anything down, his sandoori is good enough for oki.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br>~2/4<br />
|damage=2000<br>2200/2700<br />
|reddamage=1440<br>960/1440<br />
|proration=100%<br>100%/25%<br />
|circuit=0.0%<br />
|cancel=(CH)<br />
|guard=U<br />
|startup=29<br />
|active=1<br />
|recovery=14<br />
|frameAdv=<br />
|invuln=<br />
|description=Delayed grab. It’s good to stagger with this every now and then, but just be careful, this certainly is ''not'' fast at all; active on frame 29. Although, the hitbox is deceptive since on this version he moves forward a good amount before grabbing the enemy. All the followups mentioned above are still possible after this version of the grab.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=A/B~236C<br />
|damage=3000<br />
|reddamage=2119<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Untechable knockdown, and sends the opponent fullscreen. This does ''even more'' damage than the [4] followup. Use this when you ''know'' this will kill, cause you certainly don’t want to be at neutral/zoned out if it doesn’t.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=3200<br />
|reddamage=(2208)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=U<br />
|startup=6+7<br />
|active=1<br />
|recovery=36<br />
|frameAdv=<br />
|invuln=Full 1-12<br />
|description=Kouma decides it’s time to slam and jam, and dunks you into the ground. This does so much damage for an EX, it’s ridiculous. If you have 200% meter, you can do two 214Cs back to back, and your enemy will never be wiser. This also grabs limbs, which can make your enemy think twice before trying to poke out of your blockstrings. The enemy can still jump on reaction after the superflash, '''but''', this has the same bogus hitbox that C-Moon has. Combine this with your invuln frames, and you get a very powerful offensive tool. This is how powerful Kouma can be, and how he can scare people so easily.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">22X</span> =====<br />
{{MoveData<br />
|image=MBCKouma22A.png<br />
|image2=MBCKouma22B.png<br />
|image3=MBCKouma22C.png<br />
|name=Plated God<br />
|linkname=22X<br />
|input=22A/B/C<br />
|caption=A<br />
|caption2=B<br />
|caption3=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1000<br />
|reddamage=720<br />
|proration=75% (O)<br />
|circuit=5.6%<br />
|cancel=N/A<br />
|guard=LH<br />
|startup=10<br />
|active=4<br />
|recovery=32<br />
|frameAdv=-8<br />
|invuln=Reflect 9-13<br>Super Armor 6-22<br />
|description=* You won’t be using these too much, but it’s good to mix this into Kouma’s blockstrings every now and then.<br />
<br />
Stomp. Creates a vertical wave of flame right in front of Kouma. Contains superarmor before the stomp, so if you suspect a DP, you can use this to blow through it. This also reflects certain projectiles such as Ciel’s knives.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=58| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=Full 6-25<br>Super Armor 26-37<br />
|description=Fake stomp; Kouma dashes forward instead. This also contains superarmor until he recovers from the dash. Also something you won’t be using very often. However, in the corner, you can make use of it with a gimmick. When you get a hard knockdown, the dust that’s kicked up from his stomp actually obscures you and the enemy for a short moment, so they can’t really see where your attack is coming from. You can use this to your advantage, and go for a grab when they think you will poke with 5A/2A. Also, at point blank range, Kouma will switch sides with the enemy, so if the enemy is just outside the corner, you can kick dust in their face, switch sides, and do 236A/grab.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=1000<br />
|reddamage=576<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8+12<br />
|active=2<br />
|recovery=26<br />
|frameAdv=-6<br />
|invuln=Full 1-8<br>Reflect 9-32<br>Super Armor 9-157<br />
|description=MANLY STOMP. Kouma exerts so much manliness, he blows up everything around him. Unfortunately, the hitbox isn’t as big as the explosion. However, it does have 8 frames of invuln from frame 1, and activates super armor for two seconds. You can use this after a hard knockdown or on wakeup, but either way, it’ll most likely work out in your favor, but that’s if you manage to get the upper hand on the enemy. This is also safe on block against most characters, so don’t be afraid to poke with 5A after this. Higher-tier players will know what to do about this super, though, so they might try to Shield you.<br />
}}<br />
}}<br />
<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=MBCKoumaj236AB.png<br />
|image2=MBCKoumaj236C.png<br />
|name=Asamprajnata (Air)<br>(EX: Unicorn - Indra's Net)<br />
|linkname=j.236X<br />
|input=j.236A/B/C <br>(j.236A/B~236X)<br />
|caption=A/B<br />
|caption3=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=800<br />
|reddamage=576<br />
|proration=100%<br />
|circuit=5.6%<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=10<br />
|active=3<br />
|recovery=<br />
|frameAdv=-9 (TK)<br />
|invuln=<br />
|description=* C-Moon’s air punts, just as you remember them. Damn near useless. Essentially, you can make tech punishes with this, or set up an air game, but both of those options are situational.<br />
<br />
Football punt in the air. Gets rid of all your aerial momentum that you had before you did this move, and you’re left in a recovery animation until you reach the ground again (which, really, is where Kouma rightfully belongs). You ''can'' set up an air game with this, but it’s better to just end your aerial combos with airthrow, since your combos won’t leave you high off the ground anyways. Just use j.236B.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=500, 700 (1096)<br />
|reddamage=(793)<br />
|proration=100%<br />
|circuit=3.5%, 4.2% (7.7%)<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=8<br />
|active={{Tooltip | text=5| hovertext=2, 3}}<br />
|recovery=<br />
|frameAdv=-9 (TK)<br />
|invuln=<br />
|description=Another football punt. Does two hits this time, and gives you a small upwards boost while doing it. Retains all the properties that the A version has, including its followup. If you do decide to end your aerial combo with the punt, it’s better to use this version.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~236X<br />
|damage=600<br />
|reddamage=<br />
|proration=80% (M)<br />
|circuit=4.2%<br />
|cancel=<br />
|guard=LHA<br />
|startup=14<br />
|active=2<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Missile kick. Pretty much the same thing as the followup to grounded 623.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=300, 600, 350*5 (1883)<br />
|reddamage=(1498)<br />
|proration=80% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=3+2<br />
|active={{Tooltip | text=2 (2) 13| hovertext=2 (2) 3, 2, 2, 2, 2, 2}}<br />
|recovery=<br />
|frameAdv=18 (vs Stand)<br>10 (vs Crouch)<br>(TK)<br />
|invuln=Full 1-10<br />
|description=Aerial missile punt. This retains the same invulnerability that 623C has, so you can TK this on wakeup, and because Kouma doesn’t actually move that far up, you can followup with a normal afterwards and go into aerial stuff. That being said, if you choose to take unnecessary risks (aka using DP instead of 22C on wakeup) and waste your meter, TK this instead of the regular 623.<br />
<br />
A thing to keep in mind is that even Crescent and Full Moon characters can bunker out of it for a positive 50% meter trade. Not to mention how they can react and perform a reversal of any kind, or even a 2A+B like Sion or Kohaku. This move should be mainly used to predict abare or if the opponent lacks a meterless option to get out and has less meter than required to perform a shield bunker. It's still a solid option that doesnt carry much risk, but it's definetly not +18 frames on demand like it seems against players that lack this knowledge.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.22X</span> =====<br />
{{MoveData<br />
|image=MBCKoumaj22A.png<br />
|image2=MBHKoumaj22B.png<br />
|image3=MBCKoumaj22C.png<br />
|name=Plated God (Air)<br />
|linkname=j.22X<br />
|input=j.22A/B/C (No EX)<br />
|caption=A<br />
|caption2=B<br />
|caption3=C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=33| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=* C/F-Moon’s command airdashes. These are what gives Kouma his most mobility ANYWHERE on the screen, so '''please''' use these with care. Also, keep in mind that when you use this, you can’t airdash afterwards.<br />
<br />
Kouma pauses for a split-second, causing an explosion, as he readies himself to propel forward, and does so generously. Traverses about the same distance as an airdash. Not much use here, but you can use this to give that extra momentum you need to close the distance between you and your opponent. He’s still vulnerable when he falls down, though, so press J.B or air dodge (provided you’re close to the ground) to make yourself safer.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=-J-<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=38| hovertext=Full duration.&#010;Jump cancel window starts on frame 17.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Altered version of C/F-Moon’s J.22B. Instead of going forward even farther, he goes '''upward in a diagonal direction'''. I hope you realize how important this is to H-Kouma’s neutral game. This the best aerial movement option he has. The dash is actually not as long as it seems, and so can you do a normal or airthrow right after he dashes. This is what you’ll be using to help you end your aerial BnBs.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=C<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=10| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Kouma wants to go forward, but he quickly says “lol nope” and drops back down to the ground. That is to say, he does the explosion, but fakes the dash. There’s some funny stuff you can do with this to confuse your enemy. For example, after a 214 grab, you can dash up to them, TK this, and grab them ''again'' if you time it right. Also serves as a momentum stopper if you see something you don't like on the enemy's side of offense.<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MBCKoumaAD.png<br />
|image2=MBCKoumaADAAD.png<br />
|name=Unicorn - Jambu in Flames<br />
|linkname=Arc Drive<br />
|input=41236C during Heat<br />
|caption=<br />
|data=<br />
{{AttackData-MB<br />
|version=(Grab)<br>(Hit)<br />
|damage=900*10, 1200 (4017)<br>2500<br />
|reddamage=(2412)<br>(2016)<br />
|proration=50%<br>80%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br>LHA<br />
|startup=5+1<br />
|active={{Tooltip | text=1 (3) 8| hovertext=First command grab box active on the last frame of superflash.}}<br />
|recovery=43<br />
|frameAdv=-21<br />
|invuln=Full 1-10<br />
|description= Kouma grabs the enemy and burns them through a fiery pillar. Does 4.2k damage. In order to do this, you must be at point blank range. If not, he just smacks them with his palm, which causes a wallbounce. The hitbox doesn’t extend to the tip, only to the rim of the blast circle. You can’t really follow up after the wallbounce, so if you’re midscreen, you just screwed up, cause now you’re gonna waste even more effort to get on the offensive again. The good thing about the grab is that, unlike 214C, you can’t jump out after the superflash. If they get caught, prepare your oki in advance. This is completely invincible from frame 1, so if you have a little bit of Heat left and don’t know what to do (spend it on 22C) or you just don’t care anymore, go ahead and stick this out there if they like being in your face all the time.<br />
}}<br />
}}<br />
<br />
<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Kouma Kishima]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Kouma_Kishima/Half_Moon&diff=266581Melty Blood/MBAACC/Kouma Kishima/Half Moon2023-06-27T08:14:22Z<p>EikaMikiku: /* Combos */</p>
<hr />
<div>{{TOC limit|3}}<br />
== Character Page Progress ==<br />
{{#lst:Melty_Blood/MBAACC:Roadmap|H-Kouma}}<br />
<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=h&p1char=kouma H-Kouma Match Video Database]<br><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name!! width="85"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=kouma&p1name=Aces_High Aces_High/Aodhan<br>]|| style="text-align:center;"|<br />
[[File:Kouma Color01.png|Color|50px]]<br />
| North America || Netplay || Active || The most active H-Kouma player. Uses multiple colors.<br />
<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=kouma&p1name=JIN JIN<br>(JIN#7090)]|| style="text-align:center;"|<br />
[[File:Kouma Color29.png|Color|50px]]<br />
| Japan || A-cho,<br>Nihonbashi Athena || Inactive || Mostly plays C-Kouma, but used to also play H-Kouma. Footage is old and might be outdated.<br />
|}<br />
<br />
== Overview ==<br />
<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
[[File:Kouma's head .png|link=]] '''H-Kouma''' is a pressure-oriented rushdown character who can make even the most defensive opponents scared to block.<br />
|pros=<br />
*'''Large Health Pool''': Has the 5th highest health in the game, which allows him take some more hits than most other characters.<br />
*'''Amazing Pressure''': While he cannot charge anything for stagger purposes, he has many options to keep the enemy in place whilst also keeping himself safe, especially in the corner. He still has access to the command grab as well, which means his pressure can be very scary to go up against.<br />
*'''Unique Movement''': H-Kouma has access to a unique j.22B that is angled upwards, a 5A6AA that moves him forward a lot, and is generally the most mobile of all the Kouma moons.<br />
*'''Good Mixups After Command Grab''': H-Kouma gets good setups off of his command grab.<br />
|cons=<br />
*'''Abysmal Air Confirms''': Due to H-Kouma's combo rules, he cannot confirm off of air hits unless he gets a counter hit, hurting his air game a bit. Unlike Full, who can force a mixup when he does get the hit, Half has to settle with mediocre damage and oki.<br />
*'''Bad Meter Management''': H-Kouma's metered moves are pretty lackluster. They can all be used as reversals, but more than half of them are risky. Not only that, but he also has Half Moon mechanics on top of that, so you lose all your meter when you get hit once in Heat.<br />
|tablewidth=80<br />
}}<br />
<br />
== General Gameplan ==<br />
Half Moon Kouma has less options than Crescent and Full, since he can't charge any normals, and loses his overhead. So what makes H-Kouma so special? In short, Half has slightly better aerial movement, and gains some tweaks to Crescent’s moveset, in exchange for lower damage output. So now, his normals have better priority; mix that up with some buffed aerial movement, the ability to Reverse Beat, some command grabs, and you have yourself a mixed bag character that can easily make ''anybody'' scared to block against him.<br />
<br />
=== Neutral ===<br />
Probably the hardest part of Kouma's playstyle that you have to master. The fact that he has little to no zoning capabilities hurts his overall neutral game. '''However''', his normals have gained several important buffs from Crescent Moon in order to make his horizontal approach much easier. He retains the spammy 5A in order to force people to block, and his [[#2B|2B]] and [[#5C|5C]] have improved reach and priority. 2B is your most reliable anti-air in your arsenal, so use it wisely. He has the best air game potential due to his altered [[#j.22X|j.22B]], which gives some additional vertical hang time. His airdash was somewhat nerfed in terms of speed, so 66 > AT will not be as subtle as C or F-Moon. When Kouma is under pressure, he has very little reliable options; [[#214X|214C]] is a gamble more than anything. Either they eat 3k or you eat 3k, possibly more. [[#5A|5A]] would be your best bet to do anything to poke out of pressure, otherwise you have 2E (dodge) for the slower side of your enemy's normals and Shield for everything else.<br />
<br />
=== Pressure ===<br />
Tick throws, tick throws everywhere. Kouma is definitely strong in the pressure department, and while H-Kouma can't charge anything for a stagger, he still has a variety of options in order to keep the enemy in place, particularly in the corner. You can Reverse Beat to make yourself safe and make the blockstrings feel nearly endless, especially since you have a command grab. His main mindgame is making the enemy have the opposite mindset of what they think you will do next. Simply put, be unpredictable with your pressure choices.<br />
<br />
<u>'''Okizeme'''</u><br />
<br />
=== 214A ===<br />
Kouma has access to sandoori and drift mixups after these knockdowns. The former consists of a super jump forward and an airdash back coupled with a falling j.C. The j.C can hit (same side, high) or whiff, allowing Kouma to instead use 2A for a fast low or 214A for a command grab. The drift mixup simply involves dashing forward, neutral jumping, and holding back, allowing Kouma to come down on either side of his opponent for a meaty 2A. For both mixups, 5C, 2B, and 214A are useful against opponents who like to shield. You're able to use 22C following a 214A knockdown as well to gain armor and have time to meaty. This armor will allow you to armor through wakeup options such as heat and various other reversals (e.g. Nanaya 623x) and be able to punish.<br />
<br />
=== Defense ===<br />
Blocking is the name of the game for H-Kouma, your best bet for surviving on defense is to block it out and look for openings in your opponent's pressure. Use 5A and 5C to catch redashes or to call out minus on block moves. 236A/B have their uses for catching your opponent running predictable offense, but they only give you 1 hit of armor so using them defensively requires confidence and if you're wrong you will eat a full counterhit combo and be put right back on defense. It is important to note that if you land a counterhit 236A you will have time to land a full combo. You also have access to H-moon bunker which is a costly but very strong option since it allows H-Kouma to run a sandoori mixup if it lands, just make sure you aren't predictable with your bunker attempts because strong opponents will either OS it with something like 5A6EEE or jump over it and punish.<br />
=== Metered Defensive Options ===<br />
236C: Very high risk, very little invincibility. More often than not, this will trade and you will lose 100 meter for nothing. If it lands you'll more than likely get a full combo and have your opponent in the corner.<br />
<br />
214C: Extremely high risk, full invincibility but terrible recovery. Best used during your opponent's blockstrings to punish a gap in their pressure since 214C can grab outstretched hitboxes. Use this sparingly on wakeup as an aware opponent can easily avoid it and land a heavy punish.<br />
<br />
22C: Relatively low risk, most characters cannot punish this if blocked except for those with excellent forward dashes like Tohno who gets a guaranteed throw punish. Best used on wakeup to avoid L/R mixups. No need to guess when you can mash 22C, even so unless this counter hits Kouma is going right back to neutral and on block this move is -10 allowing most of the cast to hit him repeatedly until the armor wears off essentially negating the armor. When using 22C on wakeup its best to try and return to neutral once you have the armor. Alternatively, you can risk a 5A/2A mash but these are never guaranteed. Also keep in mind that opponents who meaty with 5A/2A can whiff cancel those normals into throw and throw you out of 22C before it becomes active.<br />
<br />
623C: High risk, your standard metered DP, hits for a decent chunk of damage and has full invincibility. Can be easily punished on block and puts the opponent in the air above Kouma on hit.<br />
<br />
TK j.236C: Low risk, basically 623C but better. You're plus on block and on hit you get a confirm into a hard knockdown. Meter is hard to come by on H-Kouma, but out of all your reversals, this is arguably the best to spend your meter on. Getting the TK on wakeup can be tricky so be sure to practice this before you start busting it out in real matches.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
<br />
Instead of ending combos with '''j.C > j.22B > AT''', you can also do '''j.C > j.236B~236B'''.<br />
<br>You will lose oki, but you will gain a little extra damage and an additional 11.9% meter.<br />
<br>It is debatable which one is better.<br />
<br />
About '''2C > delay 236B'''. The delay is dependent on gravity and character. Gravity can be controlled with 5A/2A amount.<br />
<br>For example, Arc with 3x A button starter doesn't even need delay.<br />
<br>VSion doesn't need delay with 4x A button starter.<br />
<br />
5C 2B 5B chain is better than 5B 2B 5C. Even when you rebeat into it. This is true for multiple reasons:<br />
# 5C 2B 5B is ordered by "damage first". This is better, since combo hit count impacts the damage. For example 5A 5B 2B 5C does 1933, while 5A 5C 2B 5B does 1945. (Instead of 5A, other starters will give even more benefit due to proration).<br />
# 5C has the highest(or = to highest) prorate value of any starter. Also, any consecutive button has prorate value less than 77.5%, highest being 2A with 75%. Because rebeat only adds 22.5% to the proration in the first rebeat instance, a rebeat can be included in the combo without downsides.<br />
The only small problem with 5C 2B 5B is range, it falls of a bit quicker than 5B 2B 5C.<br />
<br />
=== Combos ===<br />
<br />
==== Meterless ====<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br />
|damage=3944<br />
|metergen= 51.1%<br />
|metero=21.9%<br />
|input=*2AAA > 5B > 5C > 6AAA > delay 2C > 6C > j.C > 22B > AT<br />
|simput=<br />
|note=Easy, but not optimal. Only go for it if it's the only one you can land.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br />
|damage=4756<br />
|metergen=60.2%<br />
|metero=25.8%<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5AA > 5C > 2B > j.C > j.22B > AT<br />
|simput=<br />
|note=H-Kouma's best meterless BNB.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Raw Airthrow starter<br />
|damage=2702<br />
|metergen=23.1%<br />
|metero=9.9%<br />
|input=*5AA > 5C > 2B > j.C > j.22B > AT<br />
|simput=<br />
|note=You can omit one 5A if you can't time opponent dropping lower.<br />
}}<br />
}}<br />
<br />
==== Metered ====<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>Midscreen or closer to corner<br />
|damage=5253<br />
|metergen=-46.8%<br />
|metero=34.2%<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5A > 236C, 5A > 5C > 2B > j.C > j.236B~236B<br />
|simput=<br />
|note=Meter dump variant of the optimized BNB.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>Midscreen or closer to corner<br />
|damage=5407<br />
|metergen=<br />
|metero=<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5A > 236C > (tiny walk back) > 2C > 2B > 5C > j.C > j.236B~236B<br />
|simput=<br />
|note=More finnicky version. 2C timing is weird and sometimes it turns you around, walk back prevents that. This combo is probably character specific too.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>Corner to corner<br />
|damage=5407<br />
|metergen=<br />
|metero=<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5A > 236C > dash > 2C > 2B > 5C > j.C > j.236B~236B<br />
|simput=<br />
|note=This combo is same as above, but with a dash after 236C.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>Corner to corner<br />
|damage=5196<br />
|metergen=<br />
|metero=<br />
|input=*2AAA > 5B > 2B > 5C > 2C > delay 236B, 5A > 2C > 236C > dash > 2C > 2B > 5C > j.C > j.236B~236B<br />
|simput=<br />
|characters=Arc at least<br />
|note=5A > 2C link is easier on some characters than others. Works on Arc for example, gives 5196. Probably works on fat characters.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter<br>OTG<br />
|damage=3904<br />
|metergen=<br />
|metero=<br />
|input=*Throw > No tech > Dash > 5B > 5C > 5AAA > 2B > 236C > 5B > 5C > 2B > j.C > j.236B~236B<br />
|simput=<br />
|characters=<br />
|note=Damaging combo off of no tech. Note that throw into dash 5B would also catch all techs anyway. So this basically means if H-Kouma has 100% meter when throwing close to corner, he gets 3.9k or more.<br />
}}<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=MBHKouma5A.png<br />
|image2=MBHKouma5A6A.png<br />
|image3=MBHKouma5A6AA.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|input=5A~6A~6A<br />
|data=<br />
{{AttackData-MB<br />
|version=5A<br />
|damage=300<br />
|reddamage=192<br />
|proration=70% (O)<br />
|circuit=2.1%<br />
|cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|frameAdv=0<br />
|invuln=<br />
|description=Nerfed version of C-Kouma's 5A, does 100 less damage. Comes out on frame 5, your fastest normal. This will be your main tool to catch people jumping out of your frame traps.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=5A~6A<br />
|damage=600<br />
|reddamage=384<br />
|proration=80% (M)<br />
|circuit=4.2%<br />
|cancel=N, SP, -CH-, EX, (J)<br />
|guard=LH<br />
|startup=8<br />
|active=4<br />
|recovery=16<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Elbow poke. Short range, has a great hitbox for catching opponents at IAD height making it a strong albeit difficult to use on reaction anti air. The forward momentum on this button makes it great for tick throws, especially 5A>6A>214A, which can be a very potent tool especially when combined with 5A>6A>2A and 5A>6A>5C, allowing you to keep your opponent guessing.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=5A~6A~6A<br />
|damage=1000<br />
|reddamage=768<br />
|proration=60% (O)<br />
|circuit=7.0%<br />
|cancel=(N), SP, EX, (J)<br />
|guard=LH<br />
|startup=11<br />
|active=4<br />
|recovery=16<br />
|frameAdv=-2<br />
|invuln=<br />
|description=Arm side-swipe. This knocks the opponent off their feet, so you can’t do much afterwards except 2C into his standard aerial finisher. This button also has great anti-air potential although most anti-air's with this are not intentional. It is also important to note that this is only '' -2 '' and special cancelable making canceling 6AA into 623A a very strong frametrap that will punish mash and catch jump outs. 5A, 22A, and 236A are all also strong options to represent after 6AA once your opponent is respecting 6AA>623A, all these options will lose to stand shield so be sure to mix in a 2C here and there once you have conditioned your opponent to be too afraid to challenge it.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=MBCKouma5B.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=700<br />
|reddamage=432<br />
|proration=70% (O)<br />
|circuit=4.9%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=10<br />
|active=8<br />
|recovery=12<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Long range poke. Catches back techs and most backdashes. Eight active frames. Best used to preemptively catch approaches, setup ambiguous delay cancels during pressure and punish ground techs.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MBHKouma5C.png<br />
|caption=<br />
|name=5C<br />
|linkname=5C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=1000<br />
|reddamage=672<br />
|proration=90% (O)<br />
|circuit=7.0%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Palm thrust. Comes out on frame 8. Moves you a little bit forward. Pretty fast for a C normal. Great option to catch delayed mashing and will often trade in Kouma's favor, so keep this button in mind when looking to mash out or catch an antsy opponent after 236A.<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=MBCKouma2A.png<br />
|caption=<br />
|name=2A<br />
|linkname=2A<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=192<br />
|proration=75% (O)<br />
|circuit=2.45%<br />
|cancel=SE-, -N-, -SP-, -EX-, (J)<br />
|guard=L<br />
|startup=6<br />
|active=4<br />
|recovery=8<br />
|frameAdv=0<br />
|invuln=<br />
|description=Comes out on frame 6. Your main low poking tool for poorly timed gaps in blockstrings. 75% proration, but that may not be all too bad. Considering 5B and 2B have 70% prorate, you can do two or three of these, and end up doing more damage than if you started with 5B. Doing 2A > 5B isn’t as easy as other characters with Kouma, so practice them hitconfirms, or opt for 2A>5C if you're not confident in 2A>5B.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=MBHKouma2B.png<br />
|caption=<br />
|name=2B<br />
|linkname=2B<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=800<br />
|reddamage=432<br />
|proration=70% (O)<br />
|circuit=5.6%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=7<br />
|active=3<br />
|recovery=20<br />
|frameAdv=-8<br />
|invuln=<br />
|description=Nerfed F-Kouma 2B. Has an extra hurtbox, but the hitboxes are the same, so it's still good. Comes out on frame 7. On the ground, this induces little hitstun, so you have to be quick on pressing 5B/2C/whatever afterwards. If you hit your enemy in the air, chances are you got a CH, so just wait until they’re close to the ground and 2C into a finisher. Another thing to note about 2B is that it acts a solid tick throw meaty. 66>2B>214A is a potent tick throw that will catch many opponents off guard, but be careful going for it because if the opponent ex guards or you do not dash before the meaty 2B, the 214A will whiff. Once establishing this tick throw, 2B>Delay Cancel 5C is a very strong option to catch opponents attempting to jump or mash out of the potential 214A.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=MBCKouma2C.png<br />
|caption=<br />
|name=2C<br />
|linkname=2C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=800<br />
|reddamage=432<br />
|proration=65% (O)<br />
|circuit=6.65%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=10<br />
|active=3<br />
|recovery=14<br />
|frameAdv=1<br />
|invuln=<br />
|description=Comes out on frame 10, hits low. Don’t be stupid and try to punish something unsafe with this move since it’s very slow. Used for 2B anti-air CH confirms. Makes for a good stagger, too.<br />
<br>Note that this is +1 on block. Meaning after recovery, H-Kouma's 5A will win or trade at worst. You can use 5A to go into 5A6A, into some command throw mind games.<br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MBHKoumajA.png<br />
|caption=<br />
|name=j.A<br />
|linkname=j.A<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=144<br />
|proration=75% (O)<br />
|circuit=6.65%<br />
|cancel=-SP-, -EX-<br />
|guard=LHA<br />
|startup=5<br />
|active=3<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Frame 5 aerial chop. Probably used best when you’re rising up in a jump arc. Doesn’t really reach that far, although it is useful for a “I want to hit this guy RIGHT NOW” button.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MBHKoumajB.png<br />
|caption=<br />
|name=j.B<br />
|linkname=j.B<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=800<br />
|reddamage=576<br />
|proration=90% (O)<br />
|circuit=5.6%<br />
|cancel=SP, EX<br />
|guard=HA<br />
|startup=6<br />
|active=3<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Comes out frame 6, has a bit more reach than j.A. Also best used while rising in a jump, so if you get a CH, you get an easy confirm on the way down. The slight disjoint this button has makes it very useful as an air to air option especially when combined with his backwards airdash.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MBHKoumajC.png<br />
|caption=<br />
|name=j.C<br />
|linkname=j.C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=900<br />
|reddamage=576<br />
|proration=90% (O)<br />
|circuit=6.3%<br />
|cancel=SP, EX<br />
|guard=HA<br />
|startup=11<br />
|active=5<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Your only jump-in normal, coming in at 11 frames. That being said, do be careful when pressing this button, because if you whiff this, you are in great danger of being hit. Also your only good meaty for oki after a 214A/B grab.<br />
}}<br />
}}<br />
<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MBHKouma6C.png<br />
|caption=<br />
|name=6C<br />
|linkname=6C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=700<br />
|reddamage=480<br />
|proration=50% (O)<br />
|circuit=5.6%<br />
|cancel=SP, EX, (J)<br />
|guard=LH<br />
|startup=15<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Your slowest normal coming out at frame 15. '''Never''' end your blockstrings in this; always cancel this into a safe special like 236A. Launches the opponent in the air, so this is your lead-in for an aerial finisher. You can also use this after a raw airthrow. The hitbox is perfect for an anti-air, but the startup and forward movement really screws you over for it to be used that way.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MBCKoumaThrow.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=6/4A+D<br />
|data=<br />
{{AttackData-MB<br />
|damage=1300<br />
|reddamage=768<br />
|proration=70%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=<br />
|description=Pretty average for a grab, but it's still important. Ground techable, but you can catch all techs with dash 2C afterwards.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MBCKoumaThrowAir.png<br />
|caption=<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.6/4A+D<br />
|data=<br />
{{AttackData-MB<br />
|damage=1600<br />
|reddamage=576<br />
|proration=30%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Standard ground slam air throw. Ground bounces the opponent when done raw, causes an untechable knockdown as a combo ender.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Counter</span> =====<br />
{{MoveData<br />
|image=MBCKoumaShieldCounter.png<br />
|image2=MBCKouma2C.png<br />
|image3=MBHKoumaShieldCounterAir.png<br />
|caption=<br />
|name=Shield Counter<br />
|linkname=Shield Counter<br />
|input=Auto after a succesful Shield (Air OK)<br />
|data=<br />
{{AttackData-MB<br />
|version=Standing<br />
|damage=500 (345)<br />
|reddamage=300 (198)<br />
|proration=40%<br />
|circuit=3.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LHA<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=<br />
|description=Same animation as 6C.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=Crouching<br />
|damage=1500 (1117)<br />
|reddamage=1000 (714)<br />
|proration=50%<br />
|circuit=11.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LA<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=<br />
|description=Same hitboxes as 2C.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=Air<br />
|damage=500 (303)<br />
|reddamage=300 (174)<br />
|proration=50%<br />
|circuit=3.5%<br />
|cancel=<br />
|guard=HA<br />
|startup=9<br />
|active=4<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Same animation as j.B.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MBCKoumaShieldBunker.png<br />
|image2=MBHKouma214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data=<br />
{{AttackData-MB<br />
|version=Neutral<br />
|damage=500<br />
|reddamage=192<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=26<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=192<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=A fairly standard shield bunker.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=Blockstun<br />
|damage=0<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=19<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln=<br />
|description=H-Moon specific reversal bunker. Can be OS'd so don't get too predictable with this against good players.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MBCKoumaCircuitSpark.png<br />
|image2=MBCKoumaCircuitSparkAir.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=In Heat:<br>Auto during hitstun<br>A+B+C during blockstun<br />
|caption=<br />
|data=<br />
{{AttackData-MB<br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
<br />
=== Special Moves ===<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=MBHKouma236A.png<br />
|image2=MBHKouma236B.png<br />
|image3=MBHKouma236C.png<br />
|name=Triple Samadhi Prajna<br>(EX: Unicorn - Skull City)<br />
|linkname=236X<br />
|input=236A/B/C<br />
|caption=<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=550<br />
|reddamage=384<br />
|proration=100%<br />
|circuit=2.45%<br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=11<br />
|active=2<br />
|recovery=14<br />
|frameAdv=-1<br />
|invuln=Super Armor 2-9<br />
|description=* An automatic version of F-Kouma's rekka series. H-Kouma’s rekkas don’t have followups, but they do have a hit of super armor.<br />
<br />
Forward advancing palm strike. Unless you cancel into an EX or go into airthrow, you’re not getting anything else out of this on hit, even off of his sweep. This is one of his safer specials at -1 on block, so you can use this to safely reset pressure and potentially redash in if the opponent doesn't expect it. Can be used as a tick throw setup.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=550*2 (1100)<br />
|reddamage=(756)<br />
|proration=100%<br />
|circuit=2.45%, 3.15% (5.6%)<br />
|cancel=-EX-, (J)<br />
|guard=LH<br />
|startup=11<br />
|active=3 (7) 2<br />
|recovery=17<br />
|frameAdv=-4<br />
|invuln=Super Armor 2-9<br />
|description=Double palm strike. Goes farther than the A version. The second palm does a hard knockdown. When you do land this, you can jump cancel the second hit, giving you plenty of time for oki. After a 2C, you can do 236B, 5A into an aerial finisher for a little bit extra damage. -4 on block, so be careful ending your blockstrings with this.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=850, 650, 950 (2563)<br />
|reddamage=(1764)<br />
|proration=100%, 80% (M, last hit)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=3+9<br />
|active=8<br />
|recovery=23<br />
|frameAdv=-12<br />
|invuln=Full 1-10<br />
|description=Super palm strike, hits three times. Cannot be charged like F-Kouma's. Induces a wallbounce, allowing for an aerial combo afterwards. Has 10 frames of invincibility, so you can use it as a high risk reversal. Don’t rely on this too often to get people off of you, the hitbox only extends to his hand, and not as far as the flames. Lots of untechable frames, giving you plenty of time to followup if you’re midscreen. Mostly used as a way to spend meter to get more damage out of your combos and to avoid entering auto-heat early.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MBCKouma623A.png<br />
|image2=MBCKouma623B.png<br />
|image3=MBCKouma623BX.png<br />
|image4=MBCKouma623C.png<br />
|name=Asamprajnata<br>(EX: Unicorn - Indra's Net)<br />
|linkname=623X<br />
|input=623A/B/C<br>(623B~236X)<br />
|caption=A<br />
|caption3=B<br />
|caption4=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1000, 400*2 (1502)<br />
|reddamage=(912)<br />
|proration=75% (O)<br />
|circuit=7.0% , 1.4%*2 (9.8%)<br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=23<br />
|active={{Tooltip | text=8| hovertext=Two separate hitboxes:&#010;One first active on frame 23 for 8 frames.&#010;A second that is multihit, first active on frame 25 for (2, 4) frames.}}<br />
|recovery=13<br />
|frameAdv=1 ~ 13<br />
|invuln=<br />
|description=* Standard DPs, with the exception of A version. You'll mostly stick to the A version due to it's blockstring potential, but don't discount the EX version.<br />
<br />
Slow football punt. 3 hits. Every once in a blue moon, you can do this on enemy wakeup since it’s actually +1 on block. Remember to poke with 5A and not 2A afterwards; it’s your fastest normal.<br><br />
You can space yourself so only the flame hits the opponent. It needs to be spaced accordingly, but it makes this move +11 (usually) or even +13. 5C is then used as a pressure reset.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=400*2, 800 (1400)<br />
|reddamage=(1008)<br />
|proration=100%<br />
|circuit=2.1%*2, 5.6% (9.8%)<br>4.2% (14.0%)<br />
|cancel=-CH-<br />
|guard=L, LH<br />
|startup=6<br />
|active=6 (6) 3<br />
|recovery=35<br />
|frameAdv=-29<br />
|invuln=High 1-5<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~236X<br />
|damage=600 (1877)<br />
|reddamage=(1417)<br />
|proration=80% (M)<br />
|circuit=4.2% (14.0%)<br />
|cancel=<br />
|guard=LHA<br />
|startup=14<br />
|active=2<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Rocket punt. Generic DP, although it’s not nearly as reliable as other characters’ DPs. Does 3 hits. He is upper-body invulnerable for the first three frames, and the first hitbox comes out on the fourth frame, when he is fully invulnerable, and then he can be hit anywhere else in the animation. It’s pretty hard to punish at first, but of course the enemy will get wise and just 66 > block or something in order to bait you. This can also serve as an anti-air, albeit a slow one. Try not to rely on this too much, if at all. Just block and wait for a gap for you to shield or 5A.<br />
<br />
'''~236X:''' Missile kick. This is groundtechable, '''twice'''. Once when you immediately touch the ground, and again when you land after the ground bounce. This makes punishing Kouma when he falls down very easy when he’s in the corner. At midscreen, not so much, but they can still get the upper hand on you real quick. If they tech forward after the ground bounce, though, you can do the traditional 2AC tech chase, and 2C will autocorrect (if you time it right).<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=800*2, 400*6 (3270)<br />
|reddamage=(2767)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH (2), LHA (4)<br />
|startup=4+3<br />
|active={{Tooltip | text=6 (2) 13| hovertext=2, 4 (2) 3, 2, 2, 2, 2, 2}}<br />
|recovery=36<br />
|frameAdv={{Tooltip | text=-24| hovertext=Best-case advantage. (On corner-backed opponent)}}<br />
|invuln=Full 1-11<br />
|description=Missile punt. This is a true reversal, invulnerable all the way until the hitbox for the flames comes out. Very unsafe when blocked/baited.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MBCKouma214A.png<br />
|image2=MBCKouma214B.png<br />
|image3=MBCKouma214AB2.png<br />
|image4=MBCKouma214AB4.png<br />
|image5=MBCKouma214AB236C.png<br />
|image6=MBCKouma214C.png<br />
|name=Cremation<br>(EX 1: Unicorn - Purifying Flame Ecstasy)<br>(EX 2: Unicorn - Endowed With Destruction)<br />
|linkname=214X<br />
|input=214A/B/C<br>(214A/B~2/4/236C)<br />
|caption=A<br />
|caption2=B<br />
|caption3=~2<br />
|caption4=~4<br />
|caption5=~236C<br />
|caption6=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br>~2/4<br />
|damage=2000<br>2200/2700<br />
|reddamage=1440<br>960/1440<br />
|proration=100%<br>100%/25%<br />
|circuit=0.0%<br />
|cancel=(CH)<br />
|guard=U<br />
|startup=4<br />
|active=1<br />
|recovery=27<br />
|frameAdv=<br />
|invuln=<br />
|description=* Kouma’s universal grab special. This is '''essential''' for any Kouma player to master, and utilizing this to make the opponent scared to block is crucial for his pressure.<br />
<br />
Kouma grabs the enemy and bows his head in pity of you being grabbed, before he explodes the enemy’s face off. Delicious. '''COMES OUT ON FRAME 4'''. Perfect for tick throws and the like. This leads into Kouma’s sandoori, which is also essential to his pressure. He has various options for sandoori, but he also has a followup to this where you can throw them into the corner, get more damage, and ''still'' get a hard knockdown.<br />
<br />
'''~[2]:''' Well, really, you don’t need to hold the button, but the timing for simply pressing the button is kinda strict. Just hold the button. Anyways, this followup makes Kouma throw the opponent behind him into the ground, adding a little bit more damage. This destroys all your oki options, and you’ll have to resort to 5A when they wakeup. Absolutely useless unless it somehow kills.<br />
<br />
'''~[4]:''' Kouma gets disgusted by your stupidity and throws you to the opposite wall. This does more damage than the [2] followup, and if you’re in the corner, you can pull off some swag and get a hard knockdown. Otherwise, if you’re midscreen, '''PLEASE''' just resort to not holding anything down, his sandoori is good enough for oki.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br>~2/4<br />
|damage=2000<br>2200/2700<br />
|reddamage=1440<br>960/1440<br />
|proration=100%<br>100%/25%<br />
|circuit=0.0%<br />
|cancel=(CH)<br />
|guard=U<br />
|startup=29<br />
|active=1<br />
|recovery=14<br />
|frameAdv=<br />
|invuln=<br />
|description=Delayed grab. It’s good to stagger with this every now and then, but just be careful, this certainly is ''not'' fast at all; active on frame 29. Although, the hitbox is deceptive since on this version he moves forward a good amount before grabbing the enemy. All the followups mentioned above are still possible after this version of the grab.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=A/B~236C<br />
|damage=3000<br />
|reddamage=2119<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Untechable knockdown, and sends the opponent fullscreen. This does ''even more'' damage than the [4] followup. Use this when you ''know'' this will kill, cause you certainly don’t want to be at neutral/zoned out if it doesn’t.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=3200<br />
|reddamage=(2208)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=U<br />
|startup=6+7<br />
|active=1<br />
|recovery=36<br />
|frameAdv=<br />
|invuln=Full 1-12<br />
|description=Kouma decides it’s time to slam and jam, and dunks you into the ground. This does so much damage for an EX, it’s ridiculous. If you have 200% meter, you can do two 214Cs back to back, and your enemy will never be wiser. This also grabs limbs, which can make your enemy think twice before trying to poke out of your blockstrings. The enemy can still jump on reaction after the superflash, '''but''', this has the same bogus hitbox that C-Moon has. Combine this with your invuln frames, and you get a very powerful offensive tool. This is how powerful Kouma can be, and how he can scare people so easily.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">22X</span> =====<br />
{{MoveData<br />
|image=MBCKouma22A.png<br />
|image2=MBCKouma22B.png<br />
|image3=MBCKouma22C.png<br />
|name=Plated God<br />
|linkname=22X<br />
|input=22A/B/C<br />
|caption=A<br />
|caption2=B<br />
|caption3=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1000<br />
|reddamage=720<br />
|proration=75% (O)<br />
|circuit=5.6%<br />
|cancel=N/A<br />
|guard=LH<br />
|startup=10<br />
|active=4<br />
|recovery=32<br />
|frameAdv=-8<br />
|invuln=Reflect 9-13<br>Super Armor 6-22<br />
|description=* You won’t be using these too much, but it’s good to mix this into Kouma’s blockstrings every now and then.<br />
<br />
Stomp. Creates a vertical wave of flame right in front of Kouma. Contains superarmor before the stomp, so if you suspect a DP, you can use this to blow through it. This also reflects certain projectiles such as Ciel’s knives.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=58| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=Full 6-25<br>Super Armor 26-37<br />
|description=Fake stomp; Kouma dashes forward instead. This also contains superarmor until he recovers from the dash. Also something you won’t be using very often. However, in the corner, you can make use of it with a gimmick. When you get a hard knockdown, the dust that’s kicked up from his stomp actually obscures you and the enemy for a short moment, so they can’t really see where your attack is coming from. You can use this to your advantage, and go for a grab when they think you will poke with 5A/2A. Also, at point blank range, Kouma will switch sides with the enemy, so if the enemy is just outside the corner, you can kick dust in their face, switch sides, and do 236A/grab.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=1000<br />
|reddamage=576<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8+12<br />
|active=2<br />
|recovery=26<br />
|frameAdv=-6<br />
|invuln=Full 1-8<br>Reflect 9-32<br>Super Armor 9-157<br />
|description=MANLY STOMP. Kouma exerts so much manliness, he blows up everything around him. Unfortunately, the hitbox isn’t as big as the explosion. However, it does have 8 frames of invuln from frame 1, and activates super armor for two seconds. You can use this after a hard knockdown or on wakeup, but either way, it’ll most likely work out in your favor, but that’s if you manage to get the upper hand on the enemy. This is also safe on block against most characters, so don’t be afraid to poke with 5A after this. Higher-tier players will know what to do about this super, though, so they might try to Shield you.<br />
}}<br />
}}<br />
<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=MBCKoumaj236AB.png<br />
|image2=MBCKoumaj236C.png<br />
|name=Asamprajnata (Air)<br>(EX: Unicorn - Indra's Net)<br />
|linkname=j.236X<br />
|input=j.236A/B/C <br>(j.236A/B~236X)<br />
|caption=A/B<br />
|caption3=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=800<br />
|reddamage=576<br />
|proration=100%<br />
|circuit=5.6%<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=10<br />
|active=3<br />
|recovery=<br />
|frameAdv=-9 (TK)<br />
|invuln=<br />
|description=* C-Moon’s air punts, just as you remember them. Damn near useless. Essentially, you can make tech punishes with this, or set up an air game, but both of those options are situational.<br />
<br />
Football punt in the air. Gets rid of all your aerial momentum that you had before you did this move, and you’re left in a recovery animation until you reach the ground again (which, really, is where Kouma rightfully belongs). You ''can'' set up an air game with this, but it’s better to just end your aerial combos with airthrow, since your combos won’t leave you high off the ground anyways. Just use j.236B.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=500, 700 (1096)<br />
|reddamage=(793)<br />
|proration=100%<br />
|circuit=3.5%, 4.2% (7.7%)<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=8<br />
|active={{Tooltip | text=5| hovertext=2, 3}}<br />
|recovery=<br />
|frameAdv=-9 (TK)<br />
|invuln=<br />
|description=Another football punt. Does two hits this time, and gives you a small upwards boost while doing it. Retains all the properties that the A version has, including its followup. If you do decide to end your aerial combo with the punt, it’s better to use this version.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~236X<br />
|damage=600<br />
|reddamage=<br />
|proration=80% (M)<br />
|circuit=4.2%<br />
|cancel=<br />
|guard=LHA<br />
|startup=14<br />
|active=2<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Missile kick. Pretty much the same thing as the followup to grounded 623.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=300, 600, 350*5 (1883)<br />
|reddamage=(1498)<br />
|proration=80% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=3+2<br />
|active={{Tooltip | text=2 (2) 13| hovertext=2 (2) 3, 2, 2, 2, 2, 2}}<br />
|recovery=<br />
|frameAdv=18 (vs Stand)<br>10 (vs Crouch)<br>(TK)<br />
|invuln=Full 1-10<br />
|description=Aerial missile punt. This retains the same invulnerability that 623C has, so you can TK this on wakeup, and because Kouma doesn’t actually move that far up, you can followup with a normal afterwards and go into aerial stuff. That being said, if you choose to take unnecessary risks (aka using DP instead of 22C on wakeup) and waste your meter, TK this instead of the regular 623.<br />
<br />
A thing to keep in mind is that even Crescent and Full Moon characters can bunker out of it for a positive 50% meter trade. Not to mention how they can react and perform a reversal of any kind, or even a 2A+B like Sion or Kohaku. This move should be mainly used to predict abare or if the opponent lacks a meterless option to get out and has less meter than required to perform a shield bunker. It's still a solid option that doesnt carry much risk, but it's definetly not +18 frames on demand like it seems against players that lack this knowledge.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.22X</span> =====<br />
{{MoveData<br />
|image=MBCKoumaj22A.png<br />
|image2=MBHKoumaj22B.png<br />
|image3=MBCKoumaj22C.png<br />
|name=Plated God (Air)<br />
|linkname=j.22X<br />
|input=j.22A/B/C (No EX)<br />
|caption=A<br />
|caption2=B<br />
|caption3=C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=33| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=* C/F-Moon’s command airdashes. These are what gives Kouma his most mobility ANYWHERE on the screen, so '''please''' use these with care. Also, keep in mind that when you use this, you can’t airdash afterwards.<br />
<br />
Kouma pauses for a split-second, causing an explosion, as he readies himself to propel forward, and does so generously. Traverses about the same distance as an airdash. Not much use here, but you can use this to give that extra momentum you need to close the distance between you and your opponent. He’s still vulnerable when he falls down, though, so press J.B or air dodge (provided you’re close to the ground) to make yourself safer.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=-J-<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=38| hovertext=Full duration.&#010;Jump cancel window starts on frame 17.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Altered version of C/F-Moon’s J.22B. Instead of going forward even farther, he goes '''upward in a diagonal direction'''. I hope you realize how important this is to H-Kouma’s neutral game. This the best aerial movement option he has. The dash is actually not as long as it seems, and so can you do a normal or airthrow right after he dashes. This is what you’ll be using to help you end your aerial BnBs.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=C<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=10| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Kouma wants to go forward, but he quickly says “lol nope” and drops back down to the ground. That is to say, he does the explosion, but fakes the dash. There’s some funny stuff you can do with this to confuse your enemy. For example, after a 214 grab, you can dash up to them, TK this, and grab them ''again'' if you time it right. Also serves as a momentum stopper if you see something you don't like on the enemy's side of offense.<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MBCKoumaAD.png<br />
|image2=MBCKoumaADAAD.png<br />
|name=Unicorn - Jambu in Flames<br />
|linkname=Arc Drive<br />
|input=41236C during Heat<br />
|caption=<br />
|data=<br />
{{AttackData-MB<br />
|version=(Grab)<br>(Hit)<br />
|damage=900*10, 1200 (4017)<br>2500<br />
|reddamage=(2412)<br>(2016)<br />
|proration=50%<br>80%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br>LHA<br />
|startup=5+1<br />
|active={{Tooltip | text=1 (3) 8| hovertext=First command grab box active on the last frame of superflash.}}<br />
|recovery=43<br />
|frameAdv=-21<br />
|invuln=Full 1-10<br />
|description= Kouma grabs the enemy and burns them through a fiery pillar. Does 4.2k damage. In order to do this, you must be at point blank range. If not, he just smacks them with his palm, which causes a wallbounce. The hitbox doesn’t extend to the tip, only to the rim of the blast circle. You can’t really follow up after the wallbounce, so if you’re midscreen, you just screwed up, cause now you’re gonna waste even more effort to get on the offensive again. The good thing about the grab is that, unlike 214C, you can’t jump out after the superflash. If they get caught, prepare your oki in advance. This is completely invincible from frame 1, so if you have a little bit of Heat left and don’t know what to do (spend it on 22C) or you just don’t care anymore, go ahead and stick this out there if they like being in your face all the time.<br />
}}<br />
}}<br />
<br />
<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Kouma Kishima]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Shiki_Nanaya/Crescent_Moon&diff=263928Melty Blood/MBAACC/Shiki Nanaya/Crescent Moon2023-06-03T09:42:56Z<p>EikaMikiku: /* Another Arc Drive */ No counter hit on punish</p>
<hr />
<div>{{TOClimit|3}}<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=c&p1char=nanaya C-Nanaya Match Video Database]<br><br />
[https://drunkardshade.com/2016/10/02/melty-bits-c-nanaya/ Melty Bits: C-Nanaya]<br><br />
[https://cdn.discordapp.com/attachments/807386416623124501/1070799001739350046/Alps_and_Mariofeeh_C-Nanaya_combo_trials.zip Combo trials by Alps and Mariofeeh]<br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="90"|Name!! width="80"|Color<br />
!width="110"|Region !! Common Venues !! Status !! Details<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=c&p1char=nanaya&p1name=Alps Alps<br>]|| style="text-align:center;"|<br />
[[File:NanayaColor01.png]]<br />
| North America || Lunar Phase, Netplay || Active || Found in main Melty server and Melty Blood Community server.<br> The current best Nanaya player in NA, knows a lot about the character and the game in general, and is always willingly to help if you ask.<br />
|-<br />
| [https://mbaacc.melty.games/?p1moon=c&p1char=nanaya&p1name=apo%20(あぽ) apo<br>(あぽ)]|| style="text-align:center;"|<br />
[[File:NanayaColor06.png]]<br />
| Japan || KorewaMelty, Play Spot BIG ONE 2nd || Inactive ||<br />
|-<br />
| [https://mbaacc.melty.games/?p1moon=c&p1char=nanaya&p1name=emu%20(%E3%81%88%E3%82%80) emu<br>(えむ)]|| style="text-align:center;"|<br />
[[File:NanayaColor01.png]]<br />
| Japan || A-cho, Play Spot BIG ONE 2nd || Active || <br />
|-<br />
| [https://mbaacc.melty.games/?p1moon=c&p1char=nanaya&p1name=Mariofeeh Mariofeeh<br>]|| style="text-align:center;"|<br />
[[File:Mariofeeh.png]]<br />
| Brazil || Netplay || Active || Found in Reverse Beat Brasil.<br> Most Active C-Nanaya on the region. He is friendly and has a lot of good footage on Melty Games.<br />
|-<br />
| [https://mbaacc.melty.games/?p1moon=c&p1char=nanaya&p1name=Sark Sark]|| style="text-align:center;"|<br />
[[File:NanayaColor29.png]]<br />
| Brazil || Netplay || Active || Found in Reverse Beat Brasil.<br> Best C-nanaya of the region, does not play very often nowadays but has a lot of footage available.<br />
|-<br />
| [https://mbaacc.melty.games/?p1moon=c&p1char=nanaya&p1name=teru+%28%E3%83%86%E3%83%AB%29 teru<br>(テル)]|| style="text-align:center;"|<br />
[[File:NanayaColor36.png]]<br />
| Japan || A-cho, KorewaMelty, Play Spot BIG ONE 2nd || Inactive || <br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=c&p1char=nanaya&p1name=Zansatsu Zansatsu]|| style="text-align:center;"|<br />
[[File:NanayaColor24.png]]<br />
| North America || Netplay || Inactive || Also known as "Sexy Panda", most of his play can be found on Youtube.<br />
|}<br />
<br />
== Overview ==<br />
{{StrengthsAndWeaknesses<br />
|intro=[[File:Cnanaya.png|link]] '''C-Nanaya''' is a close-to-mid range character with a large number of options for offense.<br />
|pros=<br />
*'''Great offense''': Fantastic offensive kit. Is arguably the most flexible when it comes to pressure, on top of also having excellent delay windows, this provides the necessary respect to allow for his mixup game.<br />
*'''Vast pool of setups''': Most diverse okizeme of the entire cast with plenty of different options to threaten the opponent's wakeup, each requiring different answers to disrespect.<br />
*'''Good defense''': Strong defensive tools. Sporting the one of the best DP in the game, that grants okizeme and can be made safe for 100 meter, while also having one of the best backdashes in the game, extremely quick and being two-parts makes it travel back quicker and have more i-frames.<br />
*'''Complementary mechanic''': Manual fastfall allows for very unique supplements to all parts of his strategy; especially to the parts that would be lacking without it.<br />
*'''Consistency''': Great character at all levels of play. Reward scales with skill at a pretty consistent degree.<br />
|cons=<br />
*'''Neutral''': Struggles against characters who are good at playing a zoning or keepaway gameplan due to having a short airdash and his only poke being rather laggy.<br />
*'''Has to win multiple interactions''': Below average damage on his mixups alone and in his common combo routes means he has to rely on situational starters or meter to do high damage.<br />
*'''Tall''': Some moves that normally whiff on crouchers will hit him due to his large hurtbox.<br />
*'''Frail''': Below average health means that mistakes will be more punishing.<br />
*'''Mid 2A''': Slight weakness against fuzzy jump since his only lows are 2B and 2C.<br />
|tablewidth=80<br />
}}<br />
<br />
== General Gameplan ==<br />
=== Neutral ===<br />
'''Basics'''<br />
<br />
The thing to understand about C-Nanaya's neutral is not that it is lacking as much as it is different. His short-but-quick dashes are made to complement close-range offense as a priority; which makes the lack of ground he can cover in neutral a bit troublesome. However, there is one key thing Nanaya has that other characters do not: A free manual [[#j.22|fastfall]]. The fastfall can be used to quickly reposition Nanaya as a means to throw off the opponent's expectations.<br />
<br />
But before you focus on use of a fastfall, what comes first should be fundamentals. Nanaya's air normals are fantastic at commanding the space in front of him, both for offense and defense. This makes them great for denying and commanding space at the same time going forward. Though his mobility might not be great on its own, it has great uses paired with his aerial moves. With this, what you want to do is slowly inch towards the enemy, claim space doing it, and eventually force them into decisions by the corner that might either start your pressure, or get them killed. Once you understand this, apply fastfalls to turn your regular jumps into bait. Being able to steal momentum by changing the situation is what makes fastfall a great tool, and one that makes Nanaya more of a complete threat in the neutral game.<br />
<br />
Do note that applying fastfall may be confusing without sufficient experience playing neutral "normally". It's supposed to be a twist to a base concept, so make sure to understand that base concept first.<br />
<br />
<br />
'''Specials'''<br />
<br />
Use [[#236X|236A]] as space denial if you think the opponent wants to jump into that range. Be prepared to convert to [[#236X|236C]] on hit. Do also note that its hitboxes are as large as its hurtboxes, so it can be easily punished with a good poke.<br />
<br />
[[#623X|623B]] is actually pretty good for covering large amounts of airspace; especially since it's fully invincible and air unblockable. Do be wary about making it too obvious though, or being overly reliant on it. Nanaya hurts harder than he can hit.<br />
<br />
[[#214X|214B]] is a high risk, high commitment, low reward tool. Used for (near) fullscreen punishes and hard callouts. Do not use this unless you are absolutely certain above all else the opponent is doing something else and will be hit by it, otherwise it's a free punish.<br />
<br />
[[#22X|22A]] is a gimmick and has a lot of recovery. It has its uses but it's generally best to not make it a regular part of your gameplan, as it will leave you at a huge frame disadvantage and is incredibly reactable.<br />
<br />
[[#22X|22[B]]] is also a gimmick as its uses are extremely linear. Good opponents will punish it a lot, especially if you're obvious about it. Like [[#22X|22A]], learn to save it for the right moments. Don't get antsy just because you can't get in immediately.<br />
<br />
=== Offense ===<br />
Nanaya is a character who (generally) works best at close range, due to the fact he has the most ambiguous options with his normals there. Not only that, but his rewards are also the most plentiful at that range. This philosophy doesn't shine nearly as bright mid to long range, due to lacking tools which are able to continuously command the pace of the match from that distance. This makes it so that Nanaya must make not only creative use of his normals, but good use of his specials in order to keep at the range he wants, and to keep the defender guessing from one to another.<br />
<br />
Each of his normals excel in delay pressure due to having good blockstun and huge cancel windows. Mixed in with his teleport specials, the fact he can Reverse Beat ambiguously to "refresh" his normals, and use his normals to keep in, this makes it so that mashing aganist him at all times is an insanely dangerous bet. His [[#2C|2C]] and [[#5C|5C]] are particularly notable for being able to keep him in. Mixed in with the low pushblock of [[#2A|2A]] and [[#2B|2B]], as well as great cancel windows, this makes it tough to assume when and where Nanaya will use which attack.<br />
<br />
However, the biggest weakness of delay pressure with his normals is that their "pacing" becomes predictable, since there's not much variety you can take there. This makes them easy to EX Guard, which is a huge problem for Nanaya. Not only because he gets pushed out more easily, but because the added pushback and lost blockstun becomes difficult to compensate for, making it so that the enemy can escape with far less commitment and risk than they would normally.<br />
<br />
In order to compensate for this, Nanaya must switch effectively to quicker pressure and back. The player must also utilize [[Melty_Blood/Glossary#Frame_Trap|frame traps]] to trick the opponent into either trying to escape or mash. C-Nanaya's ability to [[Melty_Blood/Glossary#Frame_Trap|frame trap]] is excellent, thanks to the low commitment and relatively low pushback for how effective at pressuring he is. Combo flexibility has also become much smoother in this version of the game. Thanks to the fact he can now jump cancel 214B, this allows him an actual followup to some of his chains, which wouldn't have led to anything before.<br />
<br />
Throws should also be incorporated often whenever enemies hold too much defensive fidelity against his normals. Fortunately thanks to Nanaya's capacity to make ambiguous what he'll do next, such a situation can be made a reality in his favor.<br />
<br />
'''Closing Notes:'''<br />
*After every [[#214X|214A]] knockdown, or after every [[#214X|f.214B]] (knockback ver.) midscreen with enough distance, you get a safe HEAT setup. In 214A's case, you still get [[Melty_Blood/Glossary#Meaty|meaty]] after it too. Not only that, but you can also superjump and 22A safely after HEAT post-214A knockdown to get away safely as well should you feel the need to make that distance to recover red HP.<br />
*[[#5C|5C]] charge delay is a legitimate tactic. Read more on the [[#Move_Descriptions|Move Descriptions]] section below, as well as other normals, to understand how they should work.<br />
<br />
=== Okizeme ===<br />
'''Note:''' Many of these same tactics can be shared by [[Melty_Blood/MBAACC/Shiki_Nanaya/Full_Moon|F-Nanaya]] off the same knockdowns<br />
<br />
C-Nanaya can make setplay a disorienting nightmare. This is thanks to how many different ways he's capable of crossing up, mixing up stances, teleporting, [[Melty_Blood/Glossary#Safejump|safejumping]], [[Melty_Blood/Glossary#Tick_Throw|(tick) throwing]], and so on; all while being able to fluidly transition among these options. Overall, there's many, many ways Nanaya can benefit off of a good knockdown scenario. So many that listing them all would overwhelm this page. So instead, what's listed will give ideas to get started. You might have wondered what the point of the 236C > 2C > 214A combos were if they ended up just doing less damage than your meterless BnBs. Well here's your answer.<br />
<br />
==== Midscreen ====<br />
'''-OFF 214A- (NOTE THAT MOST OF THESE WILL NOT WORK ON [[Melty_Blood/MBAACC/Archetype:_Earth|HIME]] DUE TO HER UNUSUALLY LARGE COLLISION BOX)'''<br />
<br />
[[#214X|214A]] is Nanaya's greatest knockdown in that it gives him the most space and time in order to start his grimy mixups.<br />
<br />
Here are his most basic mixups on knockdown off midscreen 214A:<br />
*66 > (5A >) sj9 > j.22<br />
:This causes you to land on the other side of the opponent as they're knocked down. The 5A is there to help your superjump input so you don't mess up.<br />
*66 > (5A >) j9 > j.22<br />
:A variant of the above in that it's a fake crossup. It looks like you're going to, since you move in that direction, but you actually don't.<br />
*66 > (5A >) sj9 > j.44 > j.C<br />
:Makes you return to the same side and attack from above. Frame advantage to continue pressure if blocked, combo conversion if not.<br />
*66 > (5A >) sj9 > j.44 > j.22<br />
:Recommended you do a grab after the fastfall. Do this if your enemy respects you but also predicts the above option.<br />
*66 > j8<br />
:Always makes you land on the other side of the opponent. Gimmick.<br />
*66 > j8~[4]<br />
:A variant of the above that actually makes it difficult to see where you'll land. Difficult to make truly ambiguous however.<br />
*Wait where you are after 214A > Superjump (9) > Fastfall<br />
:You land with the fastfall right as the enemy's getting up. This makes it difficult to predict whether Nanaya will be landing left or right.<br />
*(66 >) (Teleport Crouch)<br />
:You can make the enemy react pre-emptively on wakeup and force them to make a bad decision. The teleport crouch can be 214A, 214C (albeit delayed a little), or 22C. Use these in accordance with what your enemy's habits are.<br />
<br />
Now here's where Nanaya's okizeme gets absurd. You can layer many of these options on top of one another. And with how many options exist, respecting, disrespecting, reacting, and predicting all become that much more difficult. But in order to use these options correctly you must be willing to predict your opponent and what they'll do on wakeup, rather than just throw these out and assume they will work just because so many options exist. The reward off of many of these alone, depending on what you follow up with, is typically not amazing. Plus, against experienced opponents, they'll have seen all this, will be able to react to many of these, and will know how to counter them. You must outmaneuver your foe in that regard, and know how to get them to crack. With how many options exist at your disposal, it's easy to get carried away. But in the right hands, it's possible to crack your enemy apart.<br />
<br />
Note that many of these are unsafe if disrespected properly, and can be disrespected rather easily if predicted, so don't get greedy. These become incredibly dangerous if not though<br />
<br />
Some examples of layered mixups:<br />
<br />
*66 > (5A >) sj9 > j.22 > sj9 > j.22<br />
:Double sideswitch. Can be made safe if you omit 5A and do the fastfalls quickly enough.<br />
*66 > (5A >) j9 > j.22 > j9 > j.22<br />
:Double fakeout. Can also be made safe the same way as the above.<br />
*66 > (5A >) sj9 > j.22 > j9 > j.22<br />
:Sideswitch into fakeout. Safe if etc.<br />
*66 > (5A >) j9 > j.22 > sj9 > j.22<br />
:Fakeout into sideswitch. Safe if etc.<br />
*66 > (5A >) sj9 > j.22 > sj9 > j.44 > j.C<br />
:Sideswitch into Aerial Same-side high.<br />
*66 > (5A >) sj9 > j.22 > sj9 > j.44 > j.22 > Throw<br />
:Self explanatory.<br />
*66 > j8 > j.44 > j.C<br />
:Self explanatory.<br />
*66 > j8(~[4]/[6]) > land > j9/sj9<br />
:Telegraphed landing into unexpected, difficult-to-react-to followup.<br />
<br />
The ways you can mix and match these various options go on for miles. See if you can come up with anything new or interesting with this too!<br />
<br />
==== Corner ====<br />
Based off the last two corner combos written in the Corner Combos section, and the [[Melty_Blood/MBAACC/Kouma_Kishima|Kouma]] specific sideswitch variant:<br />
<br />
*2B > 5C > f.214B > j.22 > c.214B, 2C > 214A<br />
<br />
Though it isn't visible, this sets up space ever so slightly so that this actually allows for 50/50 scenarios. For example, you can follow up with Dash 22A after landing from 214A, and you'll end up on the other side. You can also apply all the fastfall mixups from the midscreen okizeme section, and the layered mixups as well, making this a very tricky setup that's difficult to react to.<br />
<br />
*2B > 5C > f.214B > j.22 > 2C > 22C > etc.<br />
Whether the opponent's collision box manages to reach out far enough after being knocked back from 214B depends on many factors. Factors such as collision against your hitboxes, how quickly you did the 2C, etc. But it's overall impossible to master which side you get to control the enemy's landing. However, because of this, this setup is practically a 50/50 in essence. So you can do terrifying mixups like superjump fastfall or delayed 22A post-22C and disguise your landing position before going for a [[Melty_Blood/Glossary#Meaty|meaty]] attack.<br />
<br />
*2B > 5C > f.214B > j.22 > c.214B, 2C > variable delay or soon as possible > 2B > 5BB > 22C > 623AA, land > mixup<br />
DOES NOT WORK ON [[Melty_Blood/MBAACC/Kouma_Kishima|KOUMA]]. Also cancel 5BB into 22C into 623AA as quickly as possible to assure this combo does not drop and the latter half lands.<br />
<br />
Depending on how long you stick out the 2C for, that will make or break whether the opponent leaves enough room in the corner for you to land on the other side when you mix up. The timing is nearly impossible to tell in real time, unless excruciatingly studied. And even then, there's no way they can perfectly react to all the options you have off this setup.<br />
<br />
For the record, this setup is completely safe for okizeme. You can do 22A into 2A ASAP upon landing, and it will be completely safe, beating out even the fastest combination of wakeup speed and 2A startup on the opponent. However in order for this to be possible, you should try to 623AA them as LOW to the ground as possible, so there is minimal time between the airthrow and the part where you have to land before 22A. And yes, the setup is still safe regardless of whether or not you can cross the opponent up, so don't worry about delaying 2C too hard. Also you don't need to be a stickler about doing 623AA THAT low to the ground, depending on matchup. Against [[Melty_Blood/MBAACC/Sion_TATARI|V-Sion]] (fastest wakeup speed+2A mash), at worst, you will trade 2As post 22A if they are mashing on wakeup. There are characters with slower wakeup speed ([[Melty_Blood/MBAACC/Aoko_Aozaki|Aoko]], [[Melty_Blood/MBAACC/Riesbyfe_Stridberg|Riesbyfe]]) and this setup is still extremely scary to disrespect assuming the Nanaya's execution is good. If you wanna practice the 623AA into land > 22A, 2A part, just do 623AA raw on a Crouching Recover A dummy and practice doing it all ASAP.<br />
<br />
You can also do dash into [[Melty_Blood/Glossary#Meaty|meaty]], or dash into delayed superjump fastfall (and the mixup is completely ambiguous that way since the possibility of a left/right is ambiguous here too.) Or you can do (dash into) stance mixup, or even 22C feint into even further mixups. And don't forget, you can just tick throw or straight up raw-throw after this setup if the opponent is expecting something else.<br />
<br />
The choices you have at your disposal off this setup are dastardly. Though you should be sure to practice execution consistently for this, since it is more demanding than usual in trade for being so good in the corner.<br />
<br />
=== Defense ===<br />
Though defense is Nanaya's least favorite place to be, access to his backdash (two parts), above-average abare, fantastic DP (which can be made safe), and [[Melty_Blood/System_and_Mechanics#Crescent_Moon|Crescent Moon mechanics]], can potentially switch him up from a character to be feared on wakeup, to a character that can play fundamentally great on defense like everyone else.<br />
<br />
There is frankly not much advice for Nanaya on defense. Jump out at the right times, mash out at the right times, don't lose your cool, and adapt is all there is to say without being superfluous on the little details. For abstract concepts, most if not all of Melty Blood is better thought of as a very prediction-based than it is a lab or play-based game. There are no "real" rules in which to abide by for defense; and failure to understand why something failed from a play-perspective is simply inexperience with understanding how something works in the game.<br />
<br />
Much like his neutral however, he does have some gimmicks in which to spice up his responses to the enemy on block/wakeup. He can cancel the first hit of his 623B into 236C, since said first hit counts as a grounded move. Do be careful not to misinput into 623C instead, otherwise you waste 100 meter and you get punished after as well. And be sure you are close enough for this to work.<br />
<br />
If you're playing the game on keyboard, you can cheat (tournament legally) in a way by doing 6[2]6. If you do 6, then hold 2, then press 6 again as you are, you'll always get DP. The window in which this is possible is also relatively forgiving. If you manage to let go of the second 6 (preferably while holding 2) before doing 236 again, you'll also get a clean 623B(1) > 236C every time as well. If you do this, it'll be just a slight bit easier to not accidentally do 623B > 623C. And this is because if you hold 2 while pressing the second 6, the game will not register that second 6 press as an actual 6. It will turn to either a 3 or a 2, meaning no accidental DP super cancel. If you press the second 6 for too long, or even hold it, you'll screw up. But if you keep this simple trick and its nuances in mind, you'll get a clean, safe DP, and possible combo, every time you do this. Another way to do it on keyboard is 6[2]6, release the second six while holding onto 2, press B. Then as the first part of the DP is hitting, [6] then let go of 2, then C. It's tricky, but guaranteed and smooth if you can get it down. These are advantages keyboard and hitbox have that no other controllers do. Hooray for technology!<br />
<br />
In addition to the full C-Moon defensive suite, there is also C-Nanaya's amazing two-part backdash. The first part is quick, goes a long way, makes good space, and has plenty of invincibility frames. You DO NOT want to use this willy-nilly. In fact it's good only on hard reads, mainly in the corner. But if you can get this to work, you can punish a number of things that are exclusive to this backdash. The second part of this backdash doesn't have many uses in defense per se, but it is good for creating space. Surprisingly faster than if you were to do the first part of this backdash repeatedly.<br />
<br />
Specific scenarios otherwise should be seek troubleshooting with players directly.<br />
<br />
=== Misc. ===<br />
*C-Nanaya's 5B and 236A are good on block for forcing respect against all Himes and all Neros. You can 5B/236A them on block and your 2A will stuff Hime's own 2A. 5B followed by 2A will stuff Nero's 2A and will trade with it after 236A if you both mash as early as possible. Be mindful of staying in range of 5B from C/H-Nero however as it is as fast as your 2A and advantageous for Nero on trade.<br />
==== Heat Setups ====<br />
<br />
You can set up Heat safely with:<br />
<br />
*f.214B confirms into fastfall, provided the 214B knocks the opponent back far enough for them to not reach you and punish you<br />
*214A knockdowns. If you find yourself stuck in the corner at some point because of 214A putting you on the other side, you can safely superjump or 22A out before the opponent can try to punish you.<br />
*j.BC > dj.BC > fastfall. Also provided the opponent will tech at a point not specific nor close enough to punish you. This is best done midscreen as the lack of space in the corner will make it feasible to punish you for attempting this<br />
<br />
==== Safejump Setups ====<br />
<br />
*(Hits >) 2C ~ 22C ~ 22B > j.C > land > 2B<br />
:If timed correctly, this is a reliable safejump setup. The 22C and 22B must be delayed in a way which will match with the wakeup of your opponent after being knocked down by 2C. This is somewhat tricky to do as the timing can vary among characters, but better to have a safejump than none at all.<br />
<br />
[https://twitter.com/highspeedwara/status/1036862263267737600 An elaborate series of universal safejump setups across all three Nanaya moons.]<br />
<br />
==== Optimal DP Punishment ====<br />
This section will detail which reversals on block can be punished with j.C<br />
<br />
Note that for this is accounting for B DPs specifically. This guide will be under the assumption that for multi-hit DPs, you are crouch blocking to minimize blockstun. It will also be under the assumption all DPs are blocked point-blank.<br />
<br />
"Midscreen" and "Corner" mean "out of the corner/just far away enough from the edge of it" and "smack dab deep into the corner" respectively. <br />
<br />
*[[Melty_Blood/MBAACC/Aoko_Aozaki/Full_Moon|Aoko (Full Moon)]]<br />
:Midscreen and Corner Punishable<br />
:You can punish [[Melty_Blood/MBAACC/Aoko_Aozaki/Full_Moon|F-Aoko]]'s 623B by jumping straight up then going right into j.C after blocking her DP.<br />
<br />
*[[Melty_Blood/MBAACC/Arcueid_Brunestud|Arcueid (All Moons)]]<br />
:Midscreen only<br />
:You can start with j.C to punish [[Melty_Blood/MBAACC/Arcueid_Brunestud|Arcueid]] 22B by starting with an [[Melty_Blood/Glossary#Instant_Air_.28Back.29Dash_.28IAD.2FIABD.29|instant airdash]], if you are out of the corner enough.<br />
:Note that for [[Melty_Blood/MBAACC/Arcueid_Brunestud/Crescent_Moon|C-Arcueid]] in particular, in the off chance they choose to do the 66B followup to the DP, you must be prepared to tell the difference in timing.<br />
<br />
*[[Melty_Blood/MBAACC/Shiki_Nanaya/Full_Moon|Nanaya Shiki (Full Moon, 623BB only)]]<br />
:Midscreen and Corner punishable.<br />
<br />
*[[Melty_Blood/MBAACC/Riesbyfe_Stridberg/Crescent_Moon|Riesbyfe (Crescent Moon)]]<br />
:Midscreen and Corner punishable.<br />
:If she does DP point-blank, [[Melty_Blood/Glossary#Instant_Air_.28Back.29Dash_.28IAD.2FIABD.29|IAD]] forward if you're midscreen, backwards if in the corner.<br />
<br />
*[[Melty_Blood/MBAACC/Roa|Roa (All Moons)]]<br />
:Midscreen and Corner Punishable<br />
:Again, like [[Melty_Blood/MBAACC/Aoko_Aozaki|Aoko]], his DP recovery lasts long enough for you to jump and j.C starter punish no matter where you are on the screen.<br />
<br />
*[[Melty_Blood/MBAACC/Sion_Eltnam_Atlasia|Sion (All Moons)]]<br />
:Midscreen only<br />
:[[Melty_Blood/Glossary#Instant_Air_.28Back.29Dash_.28IAD.2FIABD.29|IAD]] as low as possible, ASAP. Hard to actually punish with j.C but consistently doable with practice.<br />
<br />
=== Dealing with C-Nanaya ===<br />
Dealing with Nanaya defensively can be quite frustrating. He can play at a good close-to-mid range without much worry at all, provided the player makes use of teleports, stances, and Reverse Beats properly. Any adaptations made by the opponent are easily compensated for by smaller adjustments for better reward by the player. This makes it so that breaking Nanaya's pressure is overall mainly reliant on good reads and adaptation, much like against any other character in this game. However, he still very much has to abide by the game's rules for offense, unlike most if not all of the top tiers.<br />
<br />
Of course, while every rule has its exceptions, and while it can be easy to turn "rules" on their head in fighting games, there do exist at least a few fairly prominent weaknesses for Nanaya. Outside of 5A, 2A, and 2C, he does not have any normals which can really catch jump outs. 2C is good at catching jump outs in [[Melty_Blood/Glossary#Frame_Trap|frame-traps]], but there's arguably only one distance where it's good as one (mid-range). 5B could be argued as good for catching jumps. However, if it's to be used as a jump-stopper, it only works in one very particular range (close range), and must be reacted to quickly if to be converted, elsewise the enemy escapes. 236A is a very multipurpose special, which can also be used to catch jumps. But once it's blocked, it leads into a scramble situation after.<br />
<br />
Overall, the risk/reward of Nanaya catching jump outs is very much in his favor. He doesn't risk much thanks to Reverse Beat and good [[Melty_Blood/Glossary#Frame_Trap|frametrapping]] potential, as well as getting about 2k damage for every conversion. HOWEVER, that's assuming the Nanaya is committed enough to look for these conversions. Commitment to these options is what makes dedication to jumpouts so scary in spite of good risk/reward. It is with this information that you can make the Nanaya afraid to commit, or fail to adapt properly by fumbling to commit so hard for mediocre conversions.<br />
<br />
Speaking of normals, it's also fairly easy to EX Guard his pressure as well. Of course while there's an insane metagame that can be played based off of defensive predictions alone, it doesn't change the fact that the punishments Nanaya suffers for being too easily EX Guarded isn't hefty. He arguably optimizes himself at a close-to-mid range, but his normals are about as good for pushing him out on EX Guard as they are for keeping him in without. While prediction in fighting games is a two way street, it doesn't change the fact that the Nanaya will be put in a bigger role of commitment if he's being pressured to make different approaches because of EX Guard. It should also be noted that EX Guards have a window where they eat up inputs for the character on offense. How long the attacker can't get their input read after EX Guard depends on the normal. Nanaya's 2B suffers immensely from this, and if the Nanaya isn't prepared with the right timing, he can't make himself safe with a [[Melty_Blood/Glossary#Frame_Trap|frametrap]]. At the right range (farthest out) this also makes it so that the defender gets a free jump-out as well, because of all the lag. 5C struggles to keep Nanaya in due to its vaccum effect, so EX Guarding this normal will force the Nanaya to dance on his feet more in followup options. However, this advice regarding EX Guards is on a very, very microscopic level of small interactions between player and opponent, and should not be prioritized so ridiculously. This advice, and none of the advice in this section by extension, should be taken as perfect substitute for playing the game normally; AKA predicting the Nanaya and outplaying based around that.<br />
<br />
Notably, his stance teleports are also very broken by jumps (provided the right distance, or if you're in the corner.) The recovery on a failed 214A or 214C that whiffs is brutal. This leaves enough time for an enemy in the air coming down to punish freely with absolutely no worry. For special moves that do about 900 damage either way, having to risk a full jump-in counter-hit combo is savage risk by comparison; especially for someone with significantly below-average defense modifiers like Nanaya.<br />
<br />
Speaking of 214A, if you happen to find yourself blocking one, please, throw to punish it. Throw punishes against blocked 214As are universal, meaning anyone can do them. 214A on block is -3, and throws are 2-3f startup. This means no matter what option the Nanaya opts for after, it will not get him out of it. Throws are the sole option which make this punishable, so get used to it. The timing is tight, but consistently possible thanks to the slight buffer window which exists before freely being able to move post-blockstun. It seems impossible, and people may claim it is, but empirically isn't. If you aren't getting the punish, you're timing it wrong. This is one of your nicest showcases of being able to shut down Nanaya pressure, so practice getting it down whenever you can.<br />
<br />
If you find your issue is that the Nanaya is particularly fantastic at Rebeat pressure and spacing, the answer is block. Maybe if you block for too long, he will make you juggle too much information, and before you realize it, your guard will break. In that case, do something and predict to escape. If his intention if to guard break you, should he guess you'll keep blocking forever, he'll have to repetitively try and hit you. But offense cannot truly exist for forever in Melty Blood.<br />
<br />
But wait, why would you try and block forever anyway in that situation? The answer is because you condition your opponent by blocking too. If he is not opening you up with traditionally strong Rebeat pressure and spacing, then there is only one thing he can do. And that is to force you open through more direct means. He will have to throw you. He will have to forcibly use his built-in mixup specials to throw you off. He will have to do something. The worst part about C-Nanaya's offense is that he risks more than average to force these situations more than any other character. If he attempts these, the risk is heavily skewed in favor to the reward. He compensates for it by other means, but disguising intentions to forcibly open you up is pretty much a non-option for C-Nanaya specifically, unlike most other characters in the game.<br />
<br />
Once he is pushed out far enough, he does not excel at far range in the slightest as his options are paltry. If he is close enough, he can either keep on throwing normals, or [[Melty_Blood/Glossary#Tick_Throw|tick throw]]. The Throw Tech OS (1A+D) helps exacerbate the Nanaya's offense by making the ambiguity of his timing technically not matter, if he wants to open you up with a throw, unless he calls this out. And he'll have to hard call it out too. Condition the Nanaya with good blocking. Then direct him to certain situations by predicting what he'll do next based on what he's already done. Considering this, numerically the risk/reward is already in that sense, slightly in your favor. If you can read him faster and more consistently than he can read you, you amplify those numbers to degrees any Nanaya player should fear.<br />
<br />
If your character happens to have options in neutral that are flexible and good for zoning, as well as mobility, or if your normals just outrange his, it's very easy to frustrate Nanaya. If they don't, then neutral must be played relatively normal for the most part. But if they do, then granted C-Nanaya's (mostly) stable but subpar movement capacity, it's easy to get them to overcommit or not commit properly. Granted this can be broken with the right plays or the right player, but we're speaking from a more rudimentary perspective which applies regardless of skill.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
For all of Nanaya's air combo (j.BC > dj.BC) before Air Throw, if you do j.A after j.BC (j.BCA > dj.BC) it's recommended you super jump for the double jump in order to stay at proper height. In order to do this, either input the normal superjump motion (2369) or tap 9 after j.C hits (recommended and easier.) You might also have to throw in a j.A after j.BC or dj.BC in order to keep height correct for Air Throw.<br />
<br />
All combos were tested on [[Melty_Blood/MBAACC/Sion_TATARI#Statistics|standing V.Sion]]. All damage and meter gain calculations are thus based on such, unless otherwise specifically stated. If there are any calculations in parentheses, that means they're calculations showing how much more you gain for tighter confirms (optional normals in the combo that do more damage.) If they're not listed, despite such parenthesized normals being in the transcript, it was omitted because it follows the basic pattern of either:<br />
<br />
*A starters resulting in less damage but more meter if you stack them on before B/C starters due to scaling<br />
*j.A always adding more damage and meter in air combo finishers<br />
*j.B/C always adding more damage if used as starters, on top of more meter<br />
<br />
=== Combo Logic/Theory ===<br />
C-Nanaya's combos are overall incredibly lenient to perform and definitely among the more forgiving and simpler in the game. Part of this is due to Reverse Beat and the flexibility of his routing, which help to make conversions versatile. For example, the basic string 2A > 2B > 2C > 5BB > 22C can lead into either j.BC > dj.BC > AT, or 236C, 2C > 214A. The first one being a damage optimizing meter gain, the second being a sacrifice of meter and slightly less damage for knockdown.<br />
<br />
Many of his combos follow a very similar pattern, with the ending of (2C >) 214A or basic air combo. You will notice that once the enemy gets swept then lifted into the air mid combo, that both these options are available to you. These are most typically what you will end your combos with, depending on what you want in the situation.<br />
<br />
The only exceptions to note are when your enemy is too far away and when you get a 2B. In which case, you can only confirm into 5C > 214B from max range (but better something than nothing.) With the exception of his c.214B BnB (the one where he sideswitches midscreen after launching, nets you the most meter), the rest of his combos are just as, if not even more situational, but still important.<br />
<br />
NOTE: Raw Air Throw followups are always optimally led with 2C after. If the combo can be followed up by whatever comes after 2C normally, then it'll work for Raw Air Throw combos.<br />
<br />
E.g.: 2C > 5C > Basic Air Combo > AT Ender<br />
<br />
E.g. 2: 2C > c.214B, 66 2A > 5C > Basic Air Combo > AT Ender<br />
<br />
These are normal BnBs by themselves, but can also be used post-Raw AT because of having 2C as part of the combo.<br />
<br />
<br />
=== OTG Pick ups ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=2C starter, grounded opponent, corner<br />
|damage=1730<br />
|metergen=30.0<br />
|metero=10.1<br />
|input=*2C knockdown, (66 >) 2AAAA > 623AA <br />
|simput=<br />
|note=Easy meterless OTG combo that grants meaningful oki, does not work on Hisui, Kohaku, Mech, Neco Arc, Neco Arc Chaos and Roa.<br><br />
For Hisui, Kohaku, Mech and Roa, just do 2A > 623AA or 2AA > 623AA, for the cats, it's not possible to otg them with any method.<br> [https://youtu.be/MrRjPL7GBPU Video Example]<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=2C starter, grounded opponent, corner, 100% meter<br />
|damage=3035~3115<br />
|metergen=-57.7~-85.2<br />
|metero=33.3<br />
|input=*2C knockdown, (66 >) (2AAA > 5B > 2B >) 623C (OTG) > land, 2A > 5C > j.BC > dj.BC > AT<br />
|simput=<br />
|note=Extremely difficult combo, by all means optional to learn at any level.<br><br />
Metered OTG corner combo for every time you score a stray 2C.<br>Note that the preceding number of hits does not matter, unless particularly high (around 6 <)<br><br />
You must be as close as possible to the opponent after the 2C knockdown, hence dash. Otherwise the 623C won't hit right<br><br />
Certain characters (ones whose hurtboxes allow for all 6 of the EX DP hits on OTG) don't require the OTG normals in parentheses. Here is a list of them:<br><br />
[[Melty_Blood/MBAACC/Arcueid_Brunestud|Arcueid]], [[Melty_Blood/MBAACC/Kouma_Kishima|Kouma]], [[Melty_Blood/MBAACC/Miyako_Arima|Miyako]], [[Melty_Blood/MBAACC/Shiki_Nanaya|Nanaya]], [[Melty_Blood/MBAACC/Neco-Arc|Neco-Arc]], [[Melty_Blood/MBAACC/Neco-Arc_Chaos|NAC]], [[Melty_Blood/MBAACC/Nero_Chaos|Nero]], [[Melty_Blood/MBAACC/Red_Arcueid|Red Arcueid]], [[Melty_Blood/MBAACC/Satsuki_Yumiduka|Satsuki]].<br>[https://youtu.be/JvJHKiRzS10 Video example]<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=2C starter, grounded opponent, corner, 100% meter<br />
|damage=2460<br />
|metergen=-53.9<br />
|metero=27.9<br />
|input=*2C knockdown, (66 >) 2AAAAAA > 2B > 236C~[6], 2A > 5B > 623AA<br />
|simput=<br />
|note=Easier metered OTG, does not work on Neco Arc and Neco Arc Chaos.<br>[https://youtu.be/yCj4-gBHp_M Video Example]<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Throw starter, grounded opponent, 100% meter<br />
|characters=Kouma<br />
|damage=4467<br />
|metergen=-90.2<br />
|metero=24.7<br />
|input=*Throw, 623C, land > 2A > 5C > j.BC > dj.BC > AT<br />
|simput=<br />
|note=Kouma-specific metered OTG combo.<br><br />
Poor Kouma.<br>[https://youtu.be/NLLqY465rU8 Video Example]<br />
}}<br />
}}<br />
<br />
=== Normal Combos ===<br />
==== Meterless ====<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, Grounded opponent<br />
|damage=4073 (2B starter)<br />
|metergen=75.0<br />
|metero=23.6<br />
|input=*(2A >) 2B > 2C > 5C > 5B > j.BC > dj.BC > AT<br />
|simput=<br />
|note=Basic beginner BnB.<br>[https://youtu.be/NIcaMlGr0Sg Video Example]<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, Grounded opponent<br />
|damage=4746<br />
|metergen=101.5<br />
|metero=31.5<br />
|input=*(2A >) 2B > 5C > 2C > c.214B, 66 > 2A > 5C > j.BC > dj.BC > AT<br />
|simput=<br />
|note=Midscreen/Facing out from corner.BnB<br><br />
Second best combo for meter gain by a 3% margin.<br><br />
Can be used as a corner-switch.<br>[https://youtu.be/A6iy03URyno Video Example]<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, Grounded opponent<br />
|damage=4816 (2B starter)<br />
|metergen=85.0<br />
|metero=26.6<br />
|input=*(5A/2A/j.C >) 2B > 5C > 2C > 5BB > [8]/22C > j.BC > dj.BC > AT<br />
|simput=<br />
|note=Essential high-damage BnB.<br>[https://youtu.be/IDo7fHohLrE Video Example]<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, Grounded opponent<br />
|damage=5042<br />
|metergen=85.0<br />
|metero=26.6<br />
|input=*(5A/2A/j.C >) 5C > 2C > 2B > 5BB > sj8.CB(2) > sdj.BC > AT<br />
|simput=<br />
|note=Situational high-damage BnB (Warning: Tons of Rebeat Penalty).<br>[https://youtu.be/EpAMz5H5kB8 Video Example]<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, Grounded opponent<br />
|damage=5451<br />
|metergen=108.5<br />
|metero=33.6<br />
|input=*(5A/2A/j.C >) 5B > 5C > 2B > 2C > c.214B, 66 > 2A > 5C > j.BC(A) > dj.BC(A) > (j.66 >) AT<br />
|simput=<br />
|note=Absolute strongest meterless BnB in terms of both damage and meter gain.<br><br />
Ideally you want to delay the 5C somewhat before the 2B.<br>[https://youtu.be/GBBdoUpasAY Video example]<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Far range normal starter, Grounded opponent<br />
|damage=2208<br />
|metergen=31.0<br />
|metero=9.3<br />
|input=*(2A/j.C >) 2B > 5C > f.214B (> TK.j.22)<br />
|simput=<br />
|note=Far Range BnB<br><br />
Only real combo off max-range 2B<br><br />
The fastfall after 214B can safely set up for Heat activation.<br>[https://youtu.be/W3UfYaBdJWQ Video Example]<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Counterhit starter, Airborne opponent<br />
|damage=3381~5078<br />
|metergen=64.0~71.0<br />
|metero=20.3~22.4<br />
|input=*CH starter > (66 >) (5B/2C >) 5C > j.BC > dj.BC > AT<br />
|simput=<br />
|note= Max damage confirm off of counterhit j.A, j.B(1), j.C, or 623A for air-to-air situations, damage calculated off of j.C Counter Hit Starter.<br>Using 5B before 5C adds more damage, but it's harder due to it being height sensitive, while 2C makes it more stable, but you lose out on damage.<br><br />
Practically speaking, feel free to omit 5B/2C and go right to 5C.<br>[https://youtu.be/j7_yDAjLn8Q Video Example]<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=EX Shield starter, Airborne opponent<br />
|damage=3141<br />
|metergen=70.0<br />
|metero=20.6<br />
|input=*EX Shield Anti-Air > CH 5A, (66 >) 2C > 5C > j.BC > dj.BC > AT<br />
|simput=<br />
|note=Generally the best go-to option off EX Shield Anti-Air 5A.<br>[https://youtu.be/xR36IZgNAkE Video Example]<br />
}}<br />
}}<br />
<br />
==== Metered ====<br />
Note that there are no Arc Drive combos here as Nanaya's Arc Drive is completely pointless. Don't use it unless you wanna style on the opponent and mess around.<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, Grounded opponent, 100% Meter<br />
|damage=4644<br />
|metergen=-37.4<br />
|metero=28.3<br />
|input=*(5A/2A/j.C >) 2B > 5C > 2C > 5BB > 22C > 236C, 2C > 214A<br />
|simput=<br />
|note=214A ender combo off of super. Good balance between damage and okizeme.<br><br />
You can move sideways during 236C to adjust position before the followup.<br>[https://youtu.be/QL2s83SZKEM Video Example]<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|damage=5327~5480<br />
|metergen=-19.6~-19.0<br />
|metero=38.1~38.6<br />
|input=*(5A/2A/j.C >) 2B > 5C > 2C > 5BB > (22C >) 236C~[4]~[6], 2C > 5BB > (22C >) j.BC(A) > dj.BC(A) > AT<br />
|simput=<br />
|note=Same as the above. Except this time, you're deliberately going to move backwards as the 236C is slashing, make it miss, cause the enemy to drop, then land into the 236C again, before going for the optimal damage variant.<br><br />
Sounds strange. But for some reason, causing the enemy to fall out of the 236C then land back into it as late as possible seems to make the combo prorate in a way where you can pick it up and continue it to do more damage than usual.<br><br />
Note that doing this trick while ending with 214A for hard knockdown will not score more damage. For 214A enders, just let all the 236C slashes hit.<br>[https://youtu.be/Wkw3X__xgPc Video Example]<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|damage=5477~5860<br />
|metergen=-39.8<br />
|metero=33.6~35.8<br />
|input=*5B > 5C > 2C > 2B > 623C, 2A > 5C > j.BC > dj.BC > AT<br />
|simput=<br />
|note=Staple damage BnB, depending on delay timings, this combo can have different variants.<br>Not delaying 2C allows you to hit 623C while they are higher in the air which makes the 2A more lenient, but you will get 8 hits total after 623C which results in less damage.<br>Fully delaying 2C will allow 623C to hit entirely, making it 10 hits total, but since the opponent will be closer to the ground it makes for the tightest 2A link, however letting 2B launch them somewhat high in the air before going for 623C makes the link easier.<br>[https://youtu.be/EhNPB-zupEI Video Example]<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Counterhit 623B starter, Grounded opponent, 100% Meter<br />
|damage=3221~3332<br />
|metergen=-69.2~-72.6<br />
|metero=17.1~19.5<br />
|input=*CH 623B > 236C, 2A > 5B > 623AA/623BB<br />
|simput=<br />
|note=Combo for when you do the DP into EX cancel and you happen to counter hit the enemy with DP. Your enemy won't go high enough for 2C to work post 236C, so this is your go-to alternative. Move towards your enemy during 236C or this may not work.<br>[https://youtu.be/tJ9A_c11-kQ Video Example]<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, Grounded opponent, Blood Heat<br />
|damage=6380<br />
|metergen=-all<br />
|metero=13.5<br />
|input=*5B > 2B > 2C > 5C > AAD<br />
|simput=<br />
|note=AAD BnB, applicable anywhere.<br>[https://youtu.be/qSpB1sRYKIY Video Example]<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, Grounded opponent, Blood Heat<br />
|damage=7364<br />
|metergen=-all<br />
|metero=24.4<br />
|input=*5B > 5C > 2B > 2C > c.214B, 66 > 2A > 5C > AAD<br />
|simput=<br />
|note=Optimized midscreen version of the AAD Combo.<br>[https://youtu.be/sH17Zkc7Sfg Video Example]<br />
}}<br />
}}<br />
<br />
=== Corner Combos ===<br />
==== Meterless ====<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, <br />
|damage=3108<br />
|metergen=58.0<br />
|metero=18.9<br />
|input=*(2A/j.C >) 2B > 5C > f.214B > tk.j.22 > c.214B, 2C > 214A<br />
|simput=<br />
|note=Ambiguous corner left/right setup combo.<br><br />
This combo is hardest to perform on [[Melty_Blood/MBAACC/Aoko_Aozaki|Aoko]], so if you really want to make sure your execution here is solidified, use her.<br><br />
Note that this does not work on [[Melty_Blood/MBAACC/Kouma_Kishima|Kouma]]. For him, just use the below variant.<br>[https://youtu.be/qcj15vg9MMw Video Example]<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, <br />
|damage=3513<br />
|metergen=78.0<br />
|metero=24.5<br />
|input=*(2A/j.C >) 2B > 5C > f.214B > tk.j.22 > c.214B, 2B > 5BB > 22C > 623AA<br />
|simput=<br />
|note=Ambiguous corner left/right setup combo #2<br><br />
Works on [[Melty_Blood/MBAACC/Kouma_Kishima|Kouma]] unlike the above combo.<br>[https://youtu.be/VREibSytDc4 Video Example]<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, <br />
|damage=variable<br />
|metergen=variable<br />
|metero=variable<br />
|input=*(2A/j.C) 2B > 5C > f.214B > ...<br />
|simput=<br />
|note= <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=(Follow-up of the combo above)<br />
|damage=3368~3734<br />
|metergen=58.0~74.0<br />
|metero=18.5~24.2<br />
|input=* ...Jump Cancel > j.66 > j.B(2) (> land > j.BC >) dj.BC > AT<br />
|simput=<br />
|note=Basic far-range corner-carry BnB<br>[https://youtu.be/5cXuB2LaNjA Video Example]<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=(Follow-up of the combo above)<br />
|damage=4149~4268<br />
|metergen=94.0~101.0<br />
|metero=29.3~31.4<br />
|input=* ...j.22 > 2C > (2B >) 5BB > 22C > j.BC > dj.BC > AT<br />
|simput=<br />
|note=If you and your opponent are close enough to the corner so that they can't airtech in time after the wallslam.<br><br />
Use of 2B before 5BB not suggested if the hit-count is low.<br>[https://youtu.be/ht5tg_WOdPI Video Example]<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=(Follow-up of the combo above)<br />
|damage=4158~4464<br />
|metergen=109.0~124.0<br />
|metero=33.8~38.7<br />
|input=* ...j.22 > (2C >) c.214B > 2C > (2B >) 5BB > 22C > j.BC > jd.BC > AT<br />
|simput=<br />
|note=Max meter and damage conversion.<br>For practical purposes, feel free to omit 2C.<br>[https://youtu.be/Am4IuEAhkCU Video Example]<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=(Follow-up of the combo above)<br />
|damage=2526<br />
|metergen=39.0<br />
|metero=11.7<br />
|input=* ...j.22 > 2C > 22C > etc.<br />
|simput=<br />
|note=Sets up corner okizeme. See more in the Corner Okizeme section<br>[https://youtu.be/TLQt3NMvszg Video Example]<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, <br />
|damage=5234~5439<br />
|metergen=109.0~116.0<br />
|metero=33.8~35.9<br />
|input=*5B > 5C > 2B > 2C > f.214B > j.22 > 2C > (2B >) 5BB > 22C > j.BC > dj.BC > AT<br />
|simput=<br />
|note=Max damage and meter gain corner combo<br><br />
Again, like the midscreen variant, it's best to delay 5C before going into 2B.<br>[https://youtu.be/xYxdjC0a_CE Video Example]<br />
}}<br />
}}<br />
<br />
==== Metered ====<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% Meter<br />
|damage=5771<br />
|metergen=-40.8<br />
|metero=34.4<br />
|input=*5B > 5C > 2C > 2B > 623C, 2A > 2A > 5B > j.BC > dj.BC > AT<br />
|simput=<br />
|note=Easier variant of the 623C combo, damage calculated from the 10 hits variant.<br>[https://youtu.be/XAxWQpcLLA0 Video Example]<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, Blood Heat<br />
|damage=6724<br />
|metergen=-all<br />
|metero=16.5<br />
|input=*2B > 5C > 2C > 5BB > AAD<br />
|simput=<br />
|note=Corner AAD BnB variant.<br>[https://youtu.be/Rol7Oc6nhJI Video Example]<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, Blood Heat<br />
|damage=7452<br />
|metergen=-all<br />
|metero=25.8<br />
|input=*5B > 5C > 2B > 2C > c.214B, 2C > 5C > AAD<br />
|simput=<br />
|note=Highest damage corner AAD BnB.<br>[https://youtu.be/AcF0vqTImeM Video Example]<br />
}}<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=Cnana5a.png<br />
|name=5A<br />
|linkname=5A<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|damage=340 <br />
|reddamage=196<br />
|proration=65% (O)<br />
|circuit=4.0% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=4 <br />
|recovery=8 <br />
|frameAdv=0 <br />
|invuln= <br />
|description=Average 5A. Hits the upper area, so it will whiff on crouchers. It is also whiff cancellable. Granted the speed as well, this factors make it one of your most, if not arguably your most versatile Reverse Beat tool for offense. Can be a decent anti-air provided the right timing and position thanks to its good range (relative to the normal), speed, and placement of hitbox. However it should not be used carelessly as it will still lose out to many prominent air-to-ground normals generally speaking. Best used as an anti-air after a shielded air-normal with EX Shield. Hitting the higher areas grants it access to the 5A~6E~5A OS.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=Cnana5b-1.png<br />
|image2=Cnana5bb.png<br />
|name=5B<br />
|linkname=5B<br />
|input=5B~B/[B]<br />
|caption=<br />
|caption2=<br />
|data= <br />
{{AttackData-MB <br />
|version=5B<br />
|damage=700 <br />
|reddamage=400 <br />
|proration=100% <br />
|circuit=7.0% <br />
|cancel= N, SP, -CH-, EX, (J)<br />
|guard=LH<br />
|startup=8<br />
|active=4 <br />
|recovery=11 <br />
|frameAdv=0 <br />
|invuln=Clash 8-11<br />
|description=Fantastic pressure tool. Being a smooth, constant animation all throughout, and being 0 on block, it can be insanely difficult for the opponent to tell what you'll make of this. You can Reverse Beat it, reset with it, pressure into it, and cancel out of at any given point after it hits. Though the range is rather pathetic, the application for close-range offense is incredible. Has a bit of a clash box on the upper half of Nanaya's arm during all its active frames.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=5B~B<br />
|damage=1000<br />
|reddamage=686<br />
|proration=63% (O)<br />
|circuit=10.0% <br />
|cancel=(N), (SP), (EX), (J)<br />
|guard=LH<br />
|startup=10<br />
|active=4 <br />
|recovery=39 <br />
|frameAdv=-16 <br />
|invuln= <br />
|description=Combo tool, usually for max damage. Not cancellable on block. Do not even think of using this for pressure.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=5B~[B]<br />
|damage=1000 <br />
|reddamage=686<br />
|proration=60% <br />
|circuit=10.0% <br />
|cancel=(N), SP, EX, (J)<br />
|guard=H <br />
|startup=28<br />
|active=4 <br />
|recovery=41 <br />
|frameAdv=-16 <br />
|invuln= <br />
|description=Charged version of 5BB that hits overhead. Extremely slow, telegraphed, can only come at a particular time (after 5B, giving the enemy extra time to react), high-risk for pathetic reward, and the rewards you may choose are not plentiful. Special cancellable on block, meaning you can cancel it with 22C to make it safe, but your pressure ends there and you are not likely to net anything. Will see less practical use than 5BB. Do not think of using this move ever.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=Cnana5c.png<br />
|caption=<br />
|name=5C<br />
|linkname=5C<br />
|input=5[C]<br />
|data= <br />
{{AttackData-MB <br />
|version=5C<br />
|damage=1300 <br />
|reddamage=931<br />
|proration=90% (M)<br />
|circuit=15.0% <br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=9<br />
|active=5 <br />
|recovery=26 <br />
|frameAdv=-12 <br />
|invuln= <br />
|description=A safe, but not-so-good long-range option. However, a pretty good close-range option. The animation lasts a long time, and is cancellable around when the visual effect fades out (so about 10f). This makes it good for pressure, but somewhat risky in that the pushblock is stronger than all his other normals. Keeps you in, but mixed with the fact that it's highly unsafe on block up close, it strongly telegraphs the need for Reverse Beat as you must delay it to sink in closer. Pushes you back super hard if your next Reverse Beat cancels it early, and whiffs (e.g. 5C > 5A on a blocking croucher.) Can be charged for an overhead, which is where this normal really begins to shine as a pressure tool. The cancel window still stays as lenient as it should regardless of how long it charges, so long as it remains as 5C and not 5[C] when released. This allows for all sorts of deceptive mixups that get the enemy thinking about blocking an overhead, but not about the followup options. For example, 5{C} into 2B can trick people into blocking high, but unable to block low if their reaction is not up to par. Also because it can cancel late, you technically get more "time" on your pressure if you delay this and it gets blocked. Thanks to the wide potential of Reverse Beat, delaying then cancelling this normal can allow for unorthodox timings on your mixups and offense.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=5[C]<br />
|damage=1500 <br />
|reddamage=1470<br />
|proration=50% <br />
|circuit=15.0% <br />
|cancel=N, SP, EX, (J)<br />
|guard=HA<br />
|startup=27<br />
|active=4 <br />
|recovery=26 <br />
|frameAdv=-11 <br />
|invuln= <br />
|description=Slower than average overhead, but can still work if used at the right but unexpected situations. If it hits, the enemy will be launched. Cancellable and can be Reverse Beat on both hit and block, making it safe and effective. Cancel window on block is not nearly as lenient as the regular 5C. So you must act out of it quickly if this is blocked. Safe options are 5B, 236A, or even 5B > 236A. Both are safe on block, and can confirm on hit. Hit confirms into air combo on 5B, 236C followup on 236A, and 5B into 236A. On block, 5B is still versatile (read on it above) so if guarded against, you still technically get to play provided you didn't exhaust too many normals.<br />
}}<br />
}}<br />
<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=Cnana2a.png<br />
|name=2A<br />
|linkname=2A<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=98<br />
|proration=68% (O)<br />
|circuit=3.5% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=LH <br />
|startup=5<br />
|active=4 <br />
|recovery=9 <br />
|frameAdv=-1 <br />
|invuln= <br />
|description=Standard but highly effective 2A. Good range, paired with both good startup and active frames. This makes it great for defensive mashing, many different types of offensive structure, and Reverse Beats of all purpose. Also whiff cancellable.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=Cnana2b.png<br />
|name=2B<br />
|linkname=2B<br />
|caption=<br />
|data= <br />
{{AttackData-MB<br />
|damage=700 <br />
|reddamage=441<br />
|proration=75% (O)<br />
|circuit=7.0% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L <br />
|startup=8<br />
|active=6 <br />
|recovery=16 <br />
|frameAdv=-7 <br />
|invuln= <br />
|description=Nanaya's best long-range option during pressure, but also sadly his only real long-range option anyway. A great normal regardless. Despite its range and strength, its blockstun is deceptive. You can use this up close, and the enemy won't be able to act out of it until near the end of its cooldown animation. Because the cancel window post-hit lasts about as long, and because the animation is constantly moving, this sees a lot of usage for pressure in ways almost identical to 5B. Also given the added bonus of having even less pushblock. Due to its range as well, it's fairly practical for commanding respect at mid-to-long range. However, because of Nanaya's pushblock on his 5C and 2C (his other only "real" longer range normals), followup application from that range becomes difficult, so do be careful or creative after if your opponent knows of this weakness.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=Cnana2c.png<br />
|name=2C<br />
|linkname=2C<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|damage=1000 <br />
|reddamage=588<br />
|proration=60% (O)<br />
|circuit=8.0% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L <br />
|startup=11<br />
|active=9 <br />
|recovery=15 <br />
|frameAdv=-9 <br />
|invuln= <br />
|description=Unusual but efficient 2C. Low profiles many things. Though that sounds promising, the use that factor sees is not very frequent. Still viable in the sense that if the situation is specific enough, Nanaya can abuse that fact. It's a slide, so it moves you forward. Similar to 5C, during pressure if the enemy's blocking this move, then you sink in closer to them. However, also similar to 5C, if cancelled too early (and if that normal whiffs), then the amount you sink in is not much at all. In fact you might just become farther apart. Slow startup mixed with the deceptive cancel timings and blockstun of other normals makes this a great tool for catching enemies trying to act out of your pressure. And again, much like all your other normals, the cancel window post-hit is long, so you can use this to continue pressure. Also decent for catching backdashes, if timed right. Hard knockdown on hit, and can OTG after.<br />
}}<br />
}}<br />
<br />
<br />
==== Aerial Normals ====<br />
'''Note:''' All aerial normals are cancelable into [[#j.22|Fastfall]] on block/hit.<br />
<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=Cnanaja.png<br />
|name=j.A<br />
|linkname=j.A<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=147<br />
|proration=75% (O)<br />
|circuit=3.0% <br />
|cancel=-N-, -J-, -SP-<br />
|guard=LHA<br />
|startup=6<br />
|active=4 <br />
|recovery=10<br />
|frameAdv=<br />
|invuln= <br />
|description=Standard j.A. Pretty much only ever used for air-to-air. Hits in front of you and in spots above you, so use this to catch enemies on either of those ends if they're close enough for this to hit. Mashable. This makes it decent for fishing out opponents in the air for simple aerial-combo confirms. Also makes it decent for setting up aerial tick throws. Can cancel on whiff with an air movement or another air normal, or it's even possible to special cancel it into j.22.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=Cnanajb.png<br />
|name=j.B<br />
|linkname=j.B<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|damage=500*2 (935)<br />
|reddamage=294*2 (549)<br />
|proration=90% (O)<br />
|circuit=4.0%*2<br />
|cancel=N, J<br />
|guard=HA<br />
|startup=7<br />
|active={{Tooltip | text=4| hovertext=2, 2}}<br />
|recovery=<br />
|frameAdv=<br />
|invuln= <br />
|description=An air normal which is in two parts, and hits twice. The larger more useful hitbox only comes out on frame 9, yet the range is still not great. Unfortunately not at all a good normal for neutral due to its two-hitting factor, and its mediocre range. Two hits dictate that if the first part supposedly gets a Counter-Hit, the second part will inevitably ruin any hopes of a confirmed followup anyway. The situations which will call for this attack during neutral aren't high in number at all. However, it is great for pressure. Due to hitting twice quickly in succession, this can potentially throw off people's defenses regarding high/low blocking. Mixed in with the fact that you can cancel the first hit, this makes it a favorable attack for close-range offense. Also confirms into 2A into combo on hit.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=Cnanajc.png<br />
|name=j.C<br />
|linkname=j.C<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|damage=1100 <br />
|reddamage=784 <br />
|proration=90% (M)<br />
|circuit=11.0% <br />
|cancel=N, J<br />
|guard=HA <br />
|startup=10<br />
|active=6 <br />
|recovery=<br />
|frameAdv=<br />
|invuln= <br />
|description=Nanaya's strongest neutral tool. Long startup, but also fairly long active frames to match. Hitbox lands a very nice diagonal-low to horizontal area, despite looking only like the former. Useful for commanding a certain distance. Great for ground-to-air thanks to its big range, blockstun, and hitstun. Overall a very safe move to use at the right spots. Biggest weakness is how telegraphed it is. Do be wary that because Nanaya overall lacks versatility in neutral, that overusing this can be a weakness as well if the enemy knows how to beat it.<br />
}}<br />
}}<br />
<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=Cnanathrow.png<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=6/4A+D<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|damage=1400<br />
|reddamage=474<br />
|proration=100%<br />
|circuit=0.0%<br />
|cancel= <br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv= <br />
|invuln= <br />
|description=Standard ground throw, but pretty fast. Recovers quickly enough for any oki you want. Does about 1400 damage, but will do less in practice because of Reverse Beat penalty.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=Cnanaairthrow.png<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.6/4A+D<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|damage=1600 (1408) <br />
|reddamage=517 <br />
|proration=30%<br />
|circuit=0.0%<br />
|cancel= <br />
|guard=U<br />
|startup=2 <br />
|active=1 <br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} <br />
|frameAdv= <br />
|invuln= <br />
|description=Standard air throw. Ground bounces the opponent and makes Nanaya automatically enter Fastfall if done raw, cause an untechable knockdown and leaves you in a pretty lengthy landing recovery as a combo ender.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MBCNanayaShieldBunker.png<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|version=Bunker<br />
|damage=500<br />
|reddamage=196<br />
|proration=50%<br />
|circuit=0.0%<br>(-50.0% in blockstun)<br />
|cancel= <br />
|guard=LHA<br />
|startup=26<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=196<br />
|proration=50%<br />
|circuit=0.0%/-50.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=Similar to his 5BB.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Heat</span> =====<br />
{{MoveData<br />
|image=MBCNanayaHeat.png<br />
|name=Heat<br />
|linkname=Heat<br />
|input=A+B+C<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=-100.0% (min) <br />
|cancel= <br />
|guard=U<br />
|startup=16<br />
|active=6<br />
|recovery=25<br />
|frameAdv=<br />
|invuln=Full 1-23<br />
|description=Standard Heat activation, a bit on the faster side.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MBCNanayaCircuitSpark.png<br />
|image2=MBCNanayaCircuitSparkAir.png<br />
|name=Circuit Spark<br />
|input=A+B+C during hitstun/blockstun at MAX<br />
|linkname=Circuit Spark<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
<br />
=== Special Moves ===<br />
==== Special Movement ====<br />
===== <span class="invisible-header">4444</span> =====<br />
{{MoveData<br />
|image=MBCNanaya4444.png<br />
|caption=<br />
|name=(Backdash Extender)<br />
|linkname=4444<br />
|input=(during backdash)<br>44/4A+B<br />
|data= <br />
{{AttackData-MB <br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=36| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=Full 1-32<br />
|description=Similarly to [[Melty_Blood/MBAACC/Shiki_Tohno/Crescent_Moon#4444|C-Tohno]], C-Nanaya can manually extend his backdash, giving him full invincibility for the majority of this move.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.22</span> =====<br />
{{MoveData<br />
|image=Cnanaj22.png<br />
|caption=<br />
|name=(Fastfall)<br />
|linkname=j.22<br />
|input=j.22<br />
|data= <br />
{{AttackData-MB <br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=5| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln= <br />
|description=This is the Nanaya exclusive fastfall. It is used in a lot of mix-ups, high/low/throw and cross-ups.<br />
}}<br />
}}<br />
<br />
<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=cnana236a.png<br />
|image2=cnana236c-1.png<br />
|name=Flash Sheath - Eightfold Thrust<br />
|linkname=236X<br />
|input=236A/B/C<br>(~4/6)<br />
|caption=A/B<br />
|caption2=EX<br />
|caption3="Zankei ni Shosu"<br />
|data= <br />
{{AttackData-MB <br />
|version=A<br />
|damage=250*6 (1380)<br />
|reddamage=(1081)<br />
|proration=100%*5, 80% (O)<br />
|circuit=1.5%*6 (9.0%)<br />
|cancel=EX<br />
|guard=LHA<br />
|startup=11<br />
|active={{Tooltip | text=22| hovertext=2 (2)x5, 2}}<br />
|recovery=20<br />
|frameAdv=-1<br />
|invuln=<br />
|description=* Nanaya takes a stance and rapidly slashes at the opponent.<br />
<br />
This is the version you will use the most for a huge variety of reasons. Though the startup is fairly liable to Counter Hit, the hitbox covers a good area. On block, it is -1. So if guarded against, it can make for a scramble situation (though a rather gimmicky one.) Lastly, it is EX Cancellable. So on stray uses, you can confirm this on reaction into 236C and knock down for okizeme.<br />
<br />
As a much lesser known fact, it is actually plus on hit. Yes that's right, plus on hit. So you can continue pressure, and if your enemy mashes, then they'll be Counter Hit for it. But this is only assuming your normal's strength is equal to or quicker than your enemy's. For example, your 2A will beat out their A mashing if this hits, and your 2B will beat their B mashing, but your 2B will lose out to their A mashing. If your opponent doesn't know this, you can abuse it against them to command respect and set up other grimy tactics, if not get full combos should they disrespect wrong.<br />
<br />
Do beware this move's weaknesses. At certain points, it can be jumped/airdashed over if the enemy's high enough. This leaves you open to whiff punish. But even worse, the hitbox is as big as the hurtbox, and the hits can be easily low profiled. The recovery is absurd too. All these factors leave you a huge open target should this whiff, so be careful.<br />
<br />
Can move during the attack.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=220*12 (2182)<br />
|reddamage=(1644)<br />
|proration=100%<br />
|circuit=1.5%*12 (18.0%)<br />
|cancel=<br />
|guard=LHA<br />
|startup=16<br />
|active={{Tooltip | text=47| hovertext=2 (2)x5, 2 (3), 2 (2)x5, 2}}<br />
|recovery=25<br />
|frameAdv=-6<br />
|invuln=<br />
|description=The B version has more start-up but more hits and damage than the A version. However, cannot be cancelled into anything on hit nor block. Still can be hit the same ways as the A version (low profiling, whiff punishing, and attacking the active areas.) No real use for this move outside severely niche opportunities that might as well not exist.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=300, 280*5, 300, 280*5, 300, 280*5 (3664)<br />
|reddamage=(3145)<br />
|proration=100%<br />
|circuit=-100.0%, 11.5% (-88.5%)<br />
|cancel=<br />
|guard=LHA<br />
|startup=4+7<br />
|active={{Tooltip | text=72| hovertext=2 (2)x5, 2 (3), 2 (2)x5, 2 (3), 2 (2)x5, 2}}<br />
|recovery=24<br />
|frameAdv=-5<br />
|invuln=Full 1-5, High 6-10<br />
|description=Comes out decently fast, and does very good damage for a standalone EX. This move is now air untechable on hit so you combo into a hard knockdown anywhere on the screen. You can also make your DP's safe by EX cancelling the first hit into this move. It's negative on block, but similar to 236A in that it's not so negative that you can't at least force a scramble situation. The things you can force are incredibly limited and gimmicky though so be careful.<br />
<br />
Can move during the move to adjust your position should it hit, so your followups won't be too far.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=cnana623a-1.png<br />
|image2=cnana623b-1.png<br />
|image3=cnana623c-1.png<br />
|image4=MBCNanaya623Chain.png<br />
|name=Flash Run - Six Rabbits<br />
|linkname=623X<br />
|input=623A/B/C<br>(~X)<br />
|caption=A<br />
|caption2=B<br />
|caption3=EX<br />
|caption4=~X<br />
|data= <br />
{{AttackData-MB <br />
|version=A<br>~X<br />
|damage=800, 400 (1311)<br>700 (1945)<br />
|reddamage=(921)<br>(1221)<br />
|proration=100%<br />
|circuit=8.0%*2 (16.0%)<br />
|cancel=(CH), EX<br />
|guard=LH<br />
|startup=7<br />
|active=2 (2) 5<br />
|recovery=33<br />
|frameAdv=-24, -20<br />
|invuln=Full 1-4, High 5-10<br />
|description=* These are Nanaya's dragon punches (dragon kicks are more like it)<br><br />
''Note'' - Hitting a button at the end of the move will cause Nanaya to perform an airthrow type move which will send them back to the ground behind you. So a example would be that you did a 623 facing right, your final throw ender will send them back to the left.<br />
<br />
Upper body invincibility, EX Cancellable on first hit. Can be useful to counter hit opponents out of the air, but it has two hits. One for departing from the ground, the other more towards the air. No full body invulnerability, but upper body invul is there. Only real use is as a pre-emptive callout in ground-to-air situations when you think an enemy will use an air normal at the right timing and spacing. If you get a counter hit with this move, then you score huge damage. If you get a hit with this DP but don't score a counter-hit, you can still press a button after to throw your enemy downwards like your B version. The window is forgiving so it's easy to react to counter-hit vs. no-counter-hit scenario if you use this.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br>~X<br />
|damage=800, 300*2 (1302)<br>700 (1914)<br />
|reddamage=(997)<br>(1286)<br />
|proration=100%<br />
|circuit=8.0%, 4.0%*2 (16.0%)<br />
|cancel=(CH), EX<br />
|guard=LH<br />
|startup=6<br />
|active=2 (2) 6<br />
|recovery=40<br />
|frameAdv=-32 ~ -25<br />
|invuln=Full 1-15<br />
|description=Full body invincibility, air unblockable, knockdown followup on hit, great angle, EX cancellable on the first hit (since you're on the ground) into 236C, essentially making it a safe DP. One of the stronger DPs in the game thanks to its many wonderful uses, and basically being the only safe one. Your reversal of choice. Can press a button after the first two or three hits for hard knockdown toss.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br>~X<br />
|damage=900, 500, 360*4 (2450)<br>700 (2996)<br />
|reddamage=(1889)<br>(2122)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=(CH)<br />
|guard=LH(1), LHA<br />
|startup=3+0<br />
|active=5 (2) 12<br />
|recovery=47<br />
|frameAdv=-35 ~ -28<br />
|invuln=Full 1-16<br />
|description=No real reason to use this as a reversal, since B version gets all the same jobs done very well, with even more safety and defensive purpose for no meter at all. Only use is in combos for optimizing damage. Air blockable after first hit unlike the other two DPs. Very fast startup makes it possible to OTG Kouma after throw and makes for a gapless punish out of shield.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=cnana214.png<br />
|image2=cnana214b.png<br />
|image3=MBCNanaya214BClose.png<br />
|image4=MBCNanaya214C.png<br />
|image5=MBCNanaya214C2.png<br />
|name=Flash Sheath -<br>Octagon Thrust (A)<br>Seven Nights (B)<br>One Gust (C)<br />
|linkname=214X<br />
|input=214A/B/C (No EX)<br>(c/f.214B)<br />
|caption=A<br />
|caption3=B<br />
|caption5=C<br />
|data= <br />
{{AttackData-MB <br />
|version=A<br />
|damage=1400<br />
|reddamage=882<br />
|proration=100%<br />
|circuit=9.0%<br />
|cancel=<br />
|guard=H<br />
|startup=32-33<br />
|active=2<br />
|recovery=29<br />
|frameAdv=-3<br />
|invuln={{Tooltip | text=Full 22-X| hovertext=Until trigger box connects.}}<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=(Whiff Data)<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=26<br />
|active={{Tooltip | text=12| hovertext=Trigger box active frames.}}<br />
|recovery=29<br />
|frameAdv=<br />
|invuln=Full 22-37<br />
|description=* These are Nanaya's 'offensive' teleports.<br />
<br />
After a fairly long start-up, Nanaya teleports to the opponent and from above. This move hits overhead, and is easily his best knockdown as it gives him the most time to set up, allowing for the most mixup potential.<br />
<br />
Contrary to how the animation suggests, this is NOT Shieldable. Do not try to Shield it, you will get Counter Hit.<br />
<br />
Truly unsafe on block only on EX guard, creates a scramble situation post throw tech on normal block.<br />
You can always throw Nanaya after blocking it, and the only thing he can do thanks to the [[Melty_Blood/Glossary#The Neutral Frame|neutral frame]] is to tech it.<br />
If you EX guard it, the throw becomes a true punish.<br><br />
The other times you might get punished for doing this is in certain matchups (H-Ryougi, Satsuki, PCiel, etc.), because 1F startup moves and 3f startup cmd grabs can also punish it. 2F startup moves however it may seem, can't, thanks to the aforementioned neutral frame, unless you, once again, EX guard.<br />
<br />
<br />
Do note that this is also air unblockable. If you try to jump out, you might get hit by it, but that depends on the timing and distance of the teleport to the enemy. If the enemy is at apex height, this move will not catch them. And if this attack just doesn't detect a target to hit, then Nanaya will be left open to hit under some recovery.<br />
<br />
Nanaya's hurtbox appears a little before he actually slashes you, but do not try to go after it if you are anything but perfectly confident with the spacing and timing to catch him out and combo from it.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=f.B<br />
|damage=900<br />
|reddamage=882<br />
|proration=40% (O)<br />
|circuit=9.0%<br />
|cancel=(J)<br />
|guard=LH<br />
|startup=14<br />
|active=3<br />
|recovery=38<br />
|frameAdv=-21<br />
|invuln=Full 5-10<br />
|description=Nanaya preforms a half-screen slash. Main use of this move is in his combos. His most punishable move on block by far. It can now be jump-cancelled on hit making it possible to follow up (in trade for now being a mid instead of a low), thus making his long range combos a potential threat if you are near the corner.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=c.B<br />
|damage=1600<br />
|reddamage=1176<br />
|proration=80% (M)<br />
|circuit=15.0%<br />
|cancel=<br />
|guard=L<br />
|startup=8/9<br />
|active=3<br />
|recovery=34<br />
|frameAdv=-12<br />
|invuln={{Tooltip | text=Full 5-X| hovertext=Until trigger box connects.}}<br />
|description=If done close to the opponnent, Nanaya slashes through them along with launching them upwards. The opponent cannot air tech. Only use at all is for combos to maximize meter gain.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=C<br />
|damage=2000<br />
|reddamage=1706<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup={{Tooltip | text=30 ~ 37| hovertext=Trigger box active from frame 24-31.}}<br />
|active=2<br />
|recovery=31<br />
|frameAdv=<br />
|invuln={{Tooltip | text=High 20-X, Full X| hovertext=Low invincibility until trigger box connects, 5 frames of full invincibility afterwards.}}<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=(Whiff Data)<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=24<br />
|active={{Tooltip | text=8| hovertext=Trigger box active frames.}}<br />
|recovery=29<br />
|frameAdv=<br />
|invuln=High 20-31<br />
|description=After a fairly long start-up, Nanaya teleports near the opponent and throws them. This is a command grab. You are in a bit of an aerial descending state right after it, so you can get an easy setup from the air. You are also granted [[Melty_Blood/Glossary#Meaty|meaty]] after it, so you can land and still mix up that way as well.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">22X</span> =====<br />
{{MoveData<br />
|image=MBCNanaya22A.png<br />
|image2=MBCNanaya22B.png<br />
|image3=MBCNanaya22XB.png<br />
|image4=MBCNanaya22C.png<br />
|name=Flash Run - Moon in the Water<br />
|linkname=22X<br />
|input=22A/B/[B]/C<br>((22[B]~2/4/5/6/8))<br />
|caption=A<br />
|caption2=B<br />
|caption3=[B]<br />
|caption4=C<br />
|data= <br />
{{AttackData-MB <br />
|version=A<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel={{Tooltip | text=Any*| hovertext=Starting from frame 33, can be canceled into anything except 22A.}}<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=36| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=Full 12-23<br />
|description=* Another set of teleports, these are more zoning related.<br />
<br />
Nanaya immediately does a horizontal teleport. Can be deceptively fast, not very useful for avoiding attacks though, can be good to end blockstrings once in a while with this, to keep your opponent on their toes. Be careful as your options out of it are ridiculously limited, and you are very unsafe if the opponent is ready to mash against this particularly on reaction.<br><br />
Cancelable into anything except 22A 9 frames after the invincibility period.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=32| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=Full 10-23<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=[B]<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=46| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=Full 21-34<br />
|description=Nanaya does a vertical teleport, you are in a neutral jump state after this move and have all your air options after (minus choosing a left/right directional influence as you fall). The charge version of this move causes Nanaya to teleport to the opponent, no matter where they are on the screen. And by holding a direction with the charged version, he appears in different places, granted he will be significantly minus and telegraphed this way. You have all your air options after this version as well.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=C<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=20| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln= <br />
|description=Nanaya assumes the teleport stance.... and does nothing. This is the feint. Very useful in pressure for baiting reactions, resetting, exercising respect, and making normals safe if you can't Reverse Beat. As a bonus, it can be cancelled halfway through the animation. This makes it a legitimate mixup, as 214A and 22C > (dash >) 2B have timings that are so split in difference that it becomes difficult to tell apart on defense. Nigh impossible if done on wakeup. The possibilities go even beyond that granted the crouch can be cancelled by absolutely anything and from almost anything. One of the most, if not outright the most crucial centerpiece to C-Nanaya's capacity as a character thanks to its unmatched flexibility and mixup potential with 214A+C.<br />
}}<br />
}}<br />
<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=cnanaad.png<br />
|image2=MBCNanayaAD2.png<br />
|caption=<br />
|name=Flash Sheath - Monk Imprisoned by Doubts<br />
|linkname=Arc Drive<br />
|input=41236C in Heat/MAX<br>(~1/2/3)<br />
|data= <br />
{{AttackData-MB <br />
|version=AD<br />
|damage=2500 <br />
|reddamage=1960<br />
|proration=30% (O)<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LH<br />
|startup=2+21<br />
|active=27<br />
|recovery=16<br />
|frameAdv=-16<br />
|invuln=Full 1-51<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=~1/2/3<br />
|damage=2200<br />
|reddamage=1470<br />
|proration=40% (O)<br />
|circuit=removes all<br />
|cancel=<br />
|guard=L <br />
|startup=2+8<br />
|active=41<br />
|recovery=16<br />
|frameAdv=-24<br />
|invuln=Full 1-52<br />
|description=Nanaya slows time and does an arcing jump followed by a knife slash much like Tohno's Arc Drive. Hits mid provided that you do not hold 1, 2 or 3 for the lower version. Fully invincible during active frames. Can be blocked and is very slow.<br />
<br />
Holding any down motion during the arc drive causes the move's start-up and damage to decrease, although he goes slightly farther. It will also hit low.<br />
<br />
Terrible move. Easily blocked/dodged, awful meter cost, prorates damage harder than even the simplest practical combos you can execute in whichever situation you find yourself using this. Never use in a serious match. In fact just never use it period.<br />
}}<br />
}}<br />
<br />
=== Another Arc Drive ===<br />
{{MoveData<br />
|image=MBCNanayaAAD.png<br />
|image2=MBCNanayaAAD2.png<br />
|caption=<br />
|name=Flash Sheath - Monk Imprisoned by Doubts<br />
|linkname=Another Arc Drive<br />
|input=41236C in Blood Heat<br />
|data= <br />
{{AttackData-MB <br />
|damage=2500, 7000 (5483)<br />
|reddamage=(3880)<br />
|proration=50% (O)<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=3+12<br />
|active=46<br />
|recovery=16<br />
|frameAdv=<br />
|invuln=Full 1-38<br />
|description=Nanaya assumes the same pose as his AD, but now creates a clone of himself that travels with him in order to cover a very large area if space on the screen. This is completely unblockable, but easily evaded via Dodge. After Nanaya "touches" the opponent with this move, he'll disappear for a period of time, and Dodge can be done immediately after with no consequence, and Nanaya will be left a sitting duck in Counter Hit state for absurdly long. However, if you combo into this, you'll shave away at least half the enemy's life (refer to his normal and corner metered combos), so it's strong in that regard.<br />
<br />
Because Full Moon characters lack the Dodge mechanic, they have to manually find some other way to avoid it. Against the corner, cancelled out of a move with strong blockstun, they're forced to manually backdash it, as every other option after will fail. The time which Nanaya does the slash is dependent on how far he travels after startup. The longer he travels, the longer the delay before the slash. If you're midscreen, backdash by doing a forward dash, as he will appear behind you. If you're in the corner, he cannot appear behind you, so backdash normally.<br />
<br />
Lesser known fact, you can airthrow the Nanaya clone after a certain height, and this is a free (though difficult and risky to execute) punish. Frankly better if you just dodge it anyway as you get full combo.<br />
}}<br />
}}<br />
<br />
=== Last Arc ===<br />
{{MoveData<br />
|image=cnanala.png<br />
|caption2=Nanaya!"<br />
|image2=MBCNanayaLA2.png<br />
|caption="Kyokushi...<br />
|name=Extreme Death - Seven Nights<br />
|linkname=Last Arc<br />
|input=Grounded EX Shield during Blood Heat<br />
|data= <br />
{{AttackData-MB <br />
|damage=3500~7000<br />
|reddamage=2800~5100 <br />
|proration=50% + 50% * remaining BH time <br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=7+0<br />
|active=4<br />
|recovery=28<br />
|frameAdv=<br />
|invuln=Full <br />
|description=Nanaya does a cool pose, then throws his knife at the opponent while teleporting behind their back and twisting their neck whist the knife hits. Does more damage the more gauge you have during Blood Heat.<br />
<br />
Hits around the entire horizontal area, vertical area extending to around as tall as Nanaya himself. So certain aerial attacks can go over it, and it will not catch moves with full invulnerability, such as certain DPs.<br />
}}<br />
}}<br />
<br />
<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Shiki Nanaya]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Akiha_Tohno_(Seifuku)/Full_Moon&diff=260365Melty Blood/MBAACC/Akiha Tohno (Seifuku)/Full Moon2023-05-13T10:03:59Z<p>EikaMikiku: /* 5B */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
== Overview ==<br />
{{StrengthsAndWeaknesses<br />
|intro= '''F-Seifuku''' is an oki monster with good buttons, tricky mixups, and simple combos. <br />
|pros=<br />
*'''Good general mobility''': Her grounded dash speed is fast. Combined with good grounded buttons she can take control of the ground if opponent is in the air.<br />
*'''Extremely good meter gain''': Extreme meter gain with 22B loops, but sacrifices the damage when compared to 22A loops that she has.<br />
*'''Extremely tough oki to break''': Very few characters have a chance at having a go at F-Seifuku's ring oki, and even then they take significant risk<br />
*'''Simple and strong corner pressure''': Has variety of tricks to keep opponent in the corner. With good buttons, anti-air specials and command grab, you can almost demand opponent to open up.<br />
*'''Strong normals''': F-Seifuku's normals are hard to deal with. Her j.B has a big disjoint below her, and both j.B and j.C can hit crossup. Her grounded buttons are very good too.<br />
|cons=<br />
*'''Low to Medium damage''': F-Seifuku doesn't have damaging combos from her usual starters. Though she has few unusual starts that can dish out big damage, with execution.<br />
*'''Poor air to air neutral''': While her air normals have a place in neutral air to ground scenario, it is hard to use them in air to air situations. Her j.A, while has good range - is slow.<br />
*'''Character specific problem''': She has issues with 22X loops being character specific. They are pretty much required for her to flourish, but dealing with character specific timings will cause problems.<br />
|tablewidth=80<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=Fseifuku_5a.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|data= <br />
{{AttackData-MB <br />
|damage=350 <br />
|reddamage=202<br />
|proration=75% (O)<br />
|circuit=3.15% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=LH<br />
|startup=5 <br />
|active=4 <br />
|recovery=8 <br />
|frameAdv=0 <br />
|invuln= <br />
|description=Mainly used for antiairing against IAD attempts and catching jumpouts. Not very useful as an antiair in general however. When catching jumpout attempts, can confirm into 3C fairly easily.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=Fseifuku_5b.png<br />
|image2=Fseifuku_5bBE.png<br />
|image3=Fseifuku_3c.png<br />
|caption=5B<br />
|caption2=5[B]<br />
|caption3=~3C<br />
|name=5B<br />
|input=5B/[B]~3C<br />
|linkname=5B<br />
|data= <br />
{{AttackData-MB <br />
|version=5B<br />
|damage=600<br />
|reddamage=335<br />
|proration=70% (O)<br />
|circuit=5.4% <br />
|cancel=N, SP, -CH-, EX, (J)<br />
|guard=LH<br />
|startup=8<br />
|active=4 <br />
|recovery=12 <br />
|frameAdv=-1<br />
|invuln= <br />
|description=Very strong button in blockstrings as it moves you slightly forward. Useful to use as a reset point especially vs chars that do not have an access to a 4f normal, so 5B > 2A in blockstrings will trade at worst.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=5[B]<br />
|damage=650*3 (1516)<br />
|reddamage=(941)<br />
|proration=70% (O)<br />
|circuit=5.4%*3 (16.2%)<br />
|cancel=N, SP, -CH-, EX, (J)<br />
|guard=LH<br />
|startup=26<br />
|active={{Tooltip | text=7| hovertext=1, 3, 3}}<br />
|recovery=10 <br />
|frameAdv=4 <br />
|invuln= <br />
|description=Hits 3 times and offers the most blockstun out of all her normals. Has slightly longer reach than the uncharged version. Possible to reset pressure with IAD j.B or dash 2A or dash cmd grab. Natural frame trap for 2[C].<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=~3C<br />
|damage=1000<br />
|reddamage=555<br />
|proration=65% (O)<br />
|circuit=9.0% <br />
|cancel=SP, EX, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=4<br />
|recovery=17<br />
|frameAdv=-3<br />
|invuln=Clash 5-8<br />
|description=5B has the unique property of being whiff-cancelable into a quicker version of 3C. The whiff cancel on 5B can be useful in very specific situations, for example versus a dodge attempt on the 5B.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=Fseifuku5c.png<br />
|caption=<br />
|name=5C<br />
|linkname=5C<br />
|data= <br />
{{AttackData-MB <br />
|damage=900 <br />
|reddamage=505<br />
|proration=100% <br />
|circuit=8.1% <br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=12<br />
|active=4 <br />
|recovery=19 <br />
|frameAdv=-5 <br />
|invuln= <br />
|description=Used as optimisation for 5C > 3C instead of 2C > 3C in combos. Also used in the optimal corner only BnB.<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=Fseifuku_2a.png<br />
|caption=<br />
|name=2A<br />
|linkname=2A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=151<br />
|proration=75% (O)<br />
|circuit=2.1% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=L <br />
|startup=4<br />
|active=4 <br />
|recovery=5 <br />
|frameAdv=3 <br />
|invuln= <br />
|description=Most frequently used normal on the ground. Has good reach and is easy to hit confirm from. Gives a lot of frame advantage on block and after 2AAA block confirm can reset with IAD j.B or dash 2A or dash command grab.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=Fseifuku_2b.png<br />
|caption=<br />
|name=2B<br />
|linkname=2B<br />
|data= <br />
{{AttackData-MB <br />
|damage=600 <br />
|reddamage=353<br />
|proration=80% <br />
|circuit=5.4%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L <br />
|startup=7<br />
|active=4 <br />
|recovery=15 <br />
|frameAdv=-4 <br />
|invuln= <br />
|description=Has a long reach and is easy to use. Useful button when they are outside of 2A range. Commonly used as a frametrap after 5B. Very strong as meaty after corner air throw, it can avoid some DPs and even heat attempts. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=Fseifuku_2c.png<br />
|caption=<br />
|name=2C<br />
|input=2[C]<br />
|linkname=2C<br />
|data= <br />
{{AttackData-MB <br />
|version=2C<br />
|damage=900 <br />
|reddamage=505<br />
|proration=60% (O)<br />
|circuit=8.1% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L <br />
|startup=12<br />
|active=3 <br />
|recovery=20 <br />
|frameAdv=-5 <br />
|invuln= <br />
|description=Has very long reach. Does not move her forward. Useful to catch people attempting to jump out.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=2[C]<br />
|damage=1300 <br />
|reddamage=1010<br />
|proration=65% (O) <br />
|circuit=11.7% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L <br />
|startup=21<br />
|active=3 <br />
|recovery=16 <br />
|frameAdv=-1 <br />
|invuln= <br />
|description=Doesn't have much uses due to the pushback on block and lack of frame advantage, can frametrap with 22B or 5[B] however. <br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=Fseifuku_ja.png<br />
|caption=<br />
|name=j.A<br />
|linkname=j.A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=202<br />
|proration=75% (O)<br />
|circuit=2.1% <br />
|cancel=SE, N, SP, EX, J<br />
|guard=LHA<br />
|startup=6<br />
|active=4 <br />
|recovery=9<br />
|frameAdv=- <br />
|invuln= <br />
|description=Her fastest air normal. Useful for air to airs. Retains your air options on whiff. Hitbox is not well suited for air to ground. One of the two full moon character's j.A that is not an overhead (Other one being F-Nero).<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=Fseifuku_jb.png<br />
|caption=<br />
|name=j.B<br />
|linkname=j.B<br />
|data= <br />
{{AttackData-MB <br />
|damage=600 <br />
|reddamage=323<br />
|proration=90% (O)<br />
|circuit=5.4% <br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=9<br />
|active=4 <br />
|recovery=- <br />
|frameAdv=- <br />
|invuln=<br />
|description=Horizontal range is pretty short so be careful of using this in the neutral after a jump attack. Useful button for IAD pressure however. Hits behind slightly. Good hitbox downwards, should win over most, if not all normal anti-air attempts.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=Fseifuku_jc.png<br />
|caption=<br />
|name=j.C<br />
|linkname=j.C<br />
|data= <br />
{{AttackData-MB <br />
|damage=900 <br />
|reddamage=606<br />
|proration=85% (O)<br />
|circuit=8.1% <br />
|cancel=SP, EX, J<br />
|guard=HA<br />
|startup=10<br />
|active=4 <br />
|recovery=-<br />
|frameAdv=- <br />
|invuln= <br />
|description=Has a much longer reach than j.B and can hit behind slightly. Strong jump attack.<br />
}}<br />
}}<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">3C</span> =====<br />
{{MoveData<br />
|image=Fseifuku_3c.png<br />
|caption=<br />
|name=3C<br />
|linkname=3C<br />
|data= <br />
{{AttackData-MB <br />
|damage=1000 <br />
|reddamage=555<br />
|proration=65% (O)<br />
|circuit=9.0% <br />
|cancel=SP, EX, (J)<br />
|guard=LH<br />
|startup=10<br />
|active=4 <br />
|recovery=17 <br />
|frameAdv=-3 <br />
|invuln=Clash 10-13<br />
|description=Strong preemptive antiair normal. Useful for catching people that are stuck air blocking a 236 ring. Pressing 8 on hit gives you a super jump.<br><br />
Note that on clash, this normal does not allow you to jump cancel.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MB_C-Seifuku_Throw.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=6/4A+D<br />
|data= <br />
{{AttackData-MB <br />
|damage=1300<br />
|reddamage=505<br />
|proration=100% <br />
|circuit=9.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=<br />
|description=Akiha grabs the opponent by the neck and explodes them. Untechable knockdown.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MB_C-Seifuku_Throw_Air.png<br />
|caption=<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.6/4A+D<br />
|data= <br />
{{AttackData-MB <br />
|damage=1600 (Raw)<br>1300<br />
|reddamage=1212<br />
|proration=100% <br />
|circuit=9.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Aerial version of Seifuku's throw. Untechable knockdown as a combo ender. One of the few air throws that build meter.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Counter</span> =====<br />
{{MoveData<br />
|image=MB_F-Seifuku_236D.png<br />
|image2=MB_F-Seifuku_j.236D.png<br />
|caption=<br />
|name=Shield Counter<br />
|linkname=Shield Counter<br />
|input=236D after a successful Shield (Air OK)<br />
|data= <br />
{{AttackData-MB <br />
|version=Ground<br />
|damage=500 (345)<br />
|reddamage=202<br />
|proration=50%<br />
|circuit=4.5%<br />
|cancel=(SP), (EX), (J)<br />
|guard=LHA<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=<br />
|description=Same animation as 3C.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=500 (345)<br />
|reddamage=202<br />
|proration=50%<br />
|circuit=4.5%<br />
|cancel=<br />
|guard=HA<br />
|startup=9<br />
|active=4<br />
|recovery=<br />
|frameAdv=<br />
|invuln=Full 1-3<br />
|description=Same animation as j.C.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MB_C-Seifuku_214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Bunker<br />
|damage=500 <br />
|reddamage=202<br />
|proration=100% <br />
|circuit=0.0%<br>(-50.0% in blockstun)<br />
|cancel=<br />
|guard=LHA <br />
|startup=26<br />
|active=4 <br />
|recovery=19<br />
|frameAdv=-5 <br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=202<br />
|proration=100%<br />
|circuit=0.0%/-50.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=A version of C-Moon 6C with a bigger hitbox.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Blood Heat</span> =====<br />
{{MoveData<br />
|image=MB_C-Seifuku_ABC.png<br />
|caption=<br />
|name=Blood Heat<br />
|linkname=Blood Heat<br />
|input=A+B+C during MAX<br />
|data= <br />
{{AttackData-MB <br />
|damage=100<br />
|reddamage=0<br />
|proration=100% <br />
|circuit=uses all<br />
|cancel=<br />
|guard=U<br />
|startup=17<br />
|active=7<br />
|recovery=25<br />
|frameAdv=<br />
|invuln=Full 1-24<br />
|description=Wide heat activation hitbox.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MB_C-Seifuku_CSpark.png<br />
|image2=MB_C-Seifuku_CSpark_Air.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=A+B+C during hitstun/blockstun at MAX<br />
|caption=<br />
|data= <br />
{{AttackData-MB<br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
=== Special Moves ===<br />
==== Special Movement ====<br />
===== <span class="invisible-header">Forward Dash</span> =====<br />
{{MoveData<br />
|image=MB_F-Seifuku_66.png<br />
|image2=MB_F-Seifuku_66_Crossup.png<br />
|caption=<br />
|name=(Forward Dash)<br />
|linkname=Forward Dash<br />
|input=66<br />
|data= <br />
{{AttackData-MB <br />
|version=(Crossup)<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup={{Tooltip | text=12 (min)| hovertext=Until the crossup trigger box is first active.}}<br />
|active={{Tooltip | text=19| hovertext=Crossup duration.}}<br />
|recovery=0<br />
|frameAdv=<br />
|invuln=Full (On Active)<br />
|description=Exclusive to F-Moon, Seifuku's forward dash will automatically make her hop behind the opponent on contact. Will not crossup if the opponent is fully corner-backed.<br />
}}<br />
}}<br />
<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=MB_F-Seifuku_236A.png<br />
|image2=MB_F-Seifuku_236B.png<br />
|image3=MB_F-Seifuku_236C.png<br />
|caption=<br />
|name=Brilliant Impetus - Phosphorous Wheel<br />
|linkname=236X<br />
|input=236A/B/C<br />
|data=<br />
{{AttackData-MB-Simple<br />
|description=Throw a ring of fire that does multiple hits. You can only have one ring up at a time.<br><br />
Rings have no hitbox until they're fully set. Slow start up. Great tool for meaties and space control.<br />
}}<br />
{{AttackData-MB<br />
|version=A<br />
|damage=300*4 (930)<br />
|reddamage=(626)<br />
|proration=75%<br />
|circuit=2.7%*4 (10.8%)<br />
|cancel=-EX-<br />
|guard=LHA<br />
|startup=49<br />
|active={{Tooltip | text=40| hovertext=10 x4}}<br />
|recovery={{Tooltip | text=43| hovertext=Full animation.}}<br />
|frameAdv=Plus<br />
|invuln=-<br />
|description=<br />
<br />
Throws a ring of fire in front of F-Seifuku that does 4 hits.<br />
* Sets up F-Seifuku's usual oki.<br />
* EX cancelling into 623C can lock opponent in the corner or hit them jumping out.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=300*4 (930)<br />
|reddamage=(626)<br />
|proration=75%<br />
|circuit=2.7%*4 (10.8%)<br />
|cancel=-EX-<br />
|guard=LHA<br />
|startup=49<br />
|active={{Tooltip | text=40| hovertext=10 x4}}<br />
|recovery={{Tooltip | text=43| hovertext=Full animation.}}<br />
|frameAdv=Plus<br />
|invuln=-<br />
|description=<br />
Throws a ring of diagonally above F-Seifuku. Same damage and meter gain as the A version.<br />
* Can be used to do throw/command grab crouching opponents with some extra damage. Although normal oki is probably preferable to this.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=300*7 (1497)<br />
|reddamage=(1008)<br />
|proration=75% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8+33<br />
|active={{Tooltip | text=70| hovertext=10 x7}}<br />
|recovery={{Tooltip | text=8+29| hovertext=Full animation.}}<br />
|frameAdv=Plus<br />
|invuln=-<br />
|description=Throws a large ring of fire in front of F-Seifuku that lasts longer and does 7 hits.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MB_C-Seifuku_623A.png<br />
|image2=MB_C-Seifuku_623B.png<br />
|image3=MB_C-Seifuku_623C.png<br />
|caption=<br />
|name=Drawing at the Moon<br>(EX: Drawing at the Moon in the Black Sky)<br />
|linkname=623X<br />
|input=623A/B/C<br />
|data=<br />
{{AttackData-MB-Simple<br />
|description=F-Seifuku extends her reach with flames at an upward angle. Air unblockable.<br />
}}<br />
{{AttackData-MB<br />
|version=A<br />
|damage=700<br />
|reddamage=505<br />
|proration=45% (O)<br />
|circuit=6.3%<br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=14<br />
|active=5<br />
|recovery=28<br />
|frameAdv=-9<br />
|invuln=<br />
|description=<br />
The fastest version with 1 hit.<br />
<br>EX cancelling into 214C can make this safe, and allow combo on hit.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=750*2 (1260)<br />
|reddamage=(678)<br />
|proration=80% (O)<br />
|circuit=6.75%*2 (13.5%)<br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=28<br />
|active={{Tooltip | text=6| hovertext=3, 3}}<br />
|recovery=19<br />
|frameAdv=2<br />
|invuln=<br />
|description=Slower start up. Has a slightly higher angle than the A version. 2 hits. Plus on block.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=400*6 (1802)<br />
|reddamage=(907)<br />
|proration=96% (M)*6<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=5+5<br />
|active={{Tooltip | text=18| hovertext=3 x6}}<br />
|recovery=38<br />
|frameAdv=-20<br />
|invuln=Full 1-5<br>Strike 6-21<br />
|description=Same angle as B version. Covers a larger area. Can be used as a reversal or anti-air. Note that it can be thrown on reaction to the flash. <br>F-Seifuku can OS a lot of left/right mixups because of this move and 214C, if you do 4214C or 6236C.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MB_F-Seifuku_214AB.png<br />
|image2=MB_F-Seifuku_214C.png<br />
|caption=A/B<br />
|caption2=EX<br />
|name=Brilliant Impetus - Evening Beauty<br />
|linkname=214X<br />
|input=214A/B/C<br />
|data=<br />
{{AttackData-MB-Simple<br />
|description=F-Seifuku jumps forward and attacks with flames. Very nice hitboxes.<br />
}}<br />
{{AttackData-MB<br />
|version=A<br />
|damage=500*4 (1412)<br />
|reddamage=(995)<br />
|proration=65% (O)<br />
|circuit=4.5%*4 (18.0%)<br />
|cancel=-EX-<br />
|guard=LHA<br />
|startup=32<br />
|active={{Tooltip | text=8| hovertext=2 x4}}<br />
|recovery=12<br />
|frameAdv=3<br />
|invuln=-<br />
|description=<br />
Jumps a short distance. 4 hits. Plus on block, but very reactable and thus easily shieldable. Pretty useless, but can be used as a knowledge check.<br>Can be used in neutral vs opponents that send a lot of time in the air.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=600*4 (1694)<br />
|reddamage=(1140)<br />
|proration=65% (O)<br />
|circuit=5.4%*4 (21.6%)<br />
|cancel=-EX-<br />
|guard=HA<br />
|startup=33<br />
|active={{Tooltip | text=8| hovertext=2 x4}}<br />
|recovery=13<br />
|frameAdv=-3<br />
|invuln=-<br />
|description=Jumps a longer distance. 4 hits. Not plus but safe. Is an overhead. Can go through the opponent but it never actually crosses up, opponent can always block either way. Generally useless. <br>Can also be used in neutral vs opponents that send a lot of time in the air.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=700*4 (2095)<br />
|reddamage=(1208)<br />
|proration=40% (M)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=HA<br />
|startup=1+14<br />
|active={{Tooltip | text=8| hovertext=2 x4}}<br />
|recovery=13<br />
|frameAdv=3<br />
|invuln=Full 1<br />
|description=Same distance as B version. Covers a larger area. 4 hits. Plus on block, combo-able on hit. Overhead.<br>This move technically has only 1 frame of invincibility. However, there is an odd thing about this move, it moves F-Seifuku during screen freeze. So even though this move has 1 frame of invincibility, its very evasive. <br><br />
Because of how much it moves you forward, it's especially good at disrespecting some blockstrings and meaties.<br><br />
However, it is still not a true reversal, so if you jump into active frames, you will get counter hit. <br>Any B or C button into 214C is not shieldable or DP'able, they can't act, but they can get hit. 5B > 214C forces opponent to '''not''' switch block direction.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">22X</span> =====<br />
{{MoveData<br />
|image=MB_H-Seifuku_22AB.png<br />
|image2=MB_H-Seifuku_22C.png<br />
|caption=A/B<br />
|caption2=EX<br />
|name=Breaking Beasts<br>(EX: Breaking Gathered Beasts)<br />
|linkname=22X<br />
|input=22A/B/C <br />
|data=<br />
{{AttackData-MB-Simple<br />
|description=F-Seifuku creates a ring of fire around her feet.<br />
}}<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1300<br />
|reddamage=1010<br />
|proration=75% (O)<br />
|circuit=11.7%<br />
|cancel=-EX-<br />
|guard=L<br />
|startup=13<br />
|active=14<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=<br />
|description=<br />
This version is your oki setup tool. Can also be used in 22A loops, those are hard but give damage and meter.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=1100<br />
|reddamage=808<br />
|proration=80% (M)<br />
|circuit=9.9%<br />
|cancel=<br />
|guard=L<br />
|startup=19<br />
|active=14<br />
|recovery=8<br />
|frameAdv=6<br />
|invuln=<br />
|description=Does less damage than A version and has more startup. However, it's the one used for the loop to generate meter and get oki at the end.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=1800<br />
|reddamage=1212<br />
|proration=75% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=L<br />
|startup=4+10<br />
|active=14<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=<br />
|description=This move can be used to force ring oki or guaranteed to catch tech in the corner. [https://twitter.com/Eika_da/status/1439667400836792328 Video].<br />
<br>Another good quality of this move is that it does a lot of guard damage. 22A also does a lot, so you can do 22A > 22C to do alot of guard damage.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">63214C</span> =====<br />
{{MoveData<br />
|image=Hseifuku_63214c_seq0200.png<br />
|caption=<br />
|name=Brilliant Impetus - Ghost Lantern Maple<br />
|linkname=63214C<br />
|input=63214C<br />
|data=<br />
{{AttackData-MB <br />
|damage=700<br />
|reddamage=505<br />
|proration=35% <br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br>(Whiffs vs Air.)<br />
|startup=6<br />
|active=1<br />
|recovery=29<br />
|frameAdv=<br />
|invuln=<br />
|description=F-Seifuku grabs and jumps over the opponent. Deals a small amount of damage and puts you on the other side of the enemy. Position shifts slightly. Leads into a combo so this will gain you a good amount of meter using this.<br />
}}<br />
}}<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=MB_F-Seifuku_j.236A.png<br />
|image2=MB_F-Seifuku_j.236B.png<br />
|image3=MB_F-Seifuku_j.236C.png<br />
|caption4=(Akiha's position here is from before air momentum takes place.)<br />
|name=Brilliant Impetus - Phosphorous Wheel (Air)<br />
|linkname=j.236X<br />
|input=j.236A/B/C<br />
|data=<br />
{{AttackData-MB-Simple<br />
|description=Air version of [[#236X|236X]]. Recovers in mid-air before the ring becomes active, letting you use air movements or an air normal.<br />
}}<br />
{{AttackData-MB<br />
|version=A<br />
|damage=300*4 (930)<br />
|reddamage=(626)<br />
|proration=75%<br />
|circuit=2.7%*4 (10.8%)<br />
|cancel=-EX-<br />
|guard=LHA<br />
|startup=49<br />
|active={{Tooltip | text=40| hovertext=10 x4}}<br />
|recovery={{Tooltip | text=43| hovertext=Full animation.}}<br />
|frameAdv=<br />
|invuln=-<br />
|description=Throws a ring of fire diagonally downward from F-Seifuku that does 4 hits.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=300*4 (930)<br />
|reddamage=(626)<br />
|proration=75%<br />
|circuit=2.7%*4 (10.8%)<br />
|cancel=-EX-<br />
|guard=LHA<br />
|startup=49<br />
|active={{Tooltip | text=40| hovertext=10 x4}}<br />
|recovery={{Tooltip | text=43| hovertext=Full animation.}}<br />
|frameAdv=<br />
|invuln=-<br />
|description=Throws a ring of fire at a position slightly further and less downward compared to A ring.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=300*7 (1497)<br />
|reddamage=(1008)<br />
|proration=75% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=6+38<br />
|active={{Tooltip | text=70| hovertext=10 x7}}<br />
|recovery={{Tooltip | text=6+35| hovertext=Full animation.}}<br />
|frameAdv=<br />
|invuln=-<br />
|description=Throws a large ring of fire in front of F-Seifuku that lasts longer and does 7 hits. Launches F-Seifuku forward unlike the other versions.<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MB_C-Seifuku_AD_AAD_Throw.png<br />
|image2=MB_C-Seifuku_AD_AAD_Strike.png<br />
|caption=Throw<br />
|caption2=Strike<br />
|name=Red Mistress - Locks of Hair<br />
|linkname=Arc Drive<br />
|input=41236C during MAX/Heat<br />
|data=<br />
{{AttackData-MB <br />
|version=Throw<br>Strike<br />
|damage=10800 (3568)<br>1500<br />
|reddamage=(2390)<br>1212<br />
|proration=50% (O)<br>100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=A<br>LHA<br />
|startup=3+1<br />
|active=1 (26)<br>2<br />
|recovery=42<br />
|frameAdv=-<br>-16<br />
|invuln=Full 1-58<br />
|description=F-Seifuku grabs the opponent and summons a torrent of flames. This AD only connects if F-Seifuku is right next to the opponent, otherwise it will whiff and do no significant damage. <br>There is a way to set this up. When you get oki with 236A, dash in close, 236A again and cancel it into AD immediately. This setup is not bulletproof, heat for example beats it pretty clean. You can try to RPS this setup with 236A > 623C/214C.<br />
}}<br />
}}<br />
<br />
=== Another Arc Drive ===<br />
{{MoveData<br />
|image=MB_C-Seifuku_AD_AAD_Throw.png<br />
|image2=MB_C-Seifuku_AD_AAD_Strike.png<br />
|caption=Throw<br />
|caption2=Strike<br />
|name=Red Mistress - Locks of Hair<br />
|linkname=Another Arc Drive<br />
|input=41236C during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|version=Throw<br>Strike<br />
|damage=19800 (4583)<br>1500<br />
|reddamage=(2841)<br>1176<br />
|proration=50% (O)<br>100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=A<br>LHA<br />
|startup=2+1<br />
|active=1 (26)<br>2<br />
|recovery=42<br />
|frameAdv=-<br>-16<br />
|invuln=Full 1-57<br />
|description=Same move than the Arc Drive, but does more damage. Has same gimmicky setup as AD.<br />
}}<br />
}}<br />
<br />
=== Last Arc ===<br />
{{MoveData<br />
|image=MB_C-Seifuku_LA.png<br />
|caption=<br />
|name=Red Mistress Ubiquitous - Scarlet Maul<br />
|linkname=Last Arc<br />
|input=Grounded EX Shield during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=9250 (3420~5679)<br />
|reddamage=(2699~4481)<br />
|proration=50% + 50% * remaining BH time<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=4+7<br />
|active=2<br />
|recovery=22<br />
|frameAdv=<br />
|invuln=Full<br />
|description=F-Seifuku lifts the opponent up into the air and summons a pillar of flames.<br />
}}<br />
}}<br />
== General Gameplan ==<br />
=== Neutral ===<br />
First you gotta know how to play neutral with this character. It's the hardest part.<br><br />
Aim to turn any hit on the grounded opponent into oki, unless it kills or if you feel like you need to balance HP or if it's in a corner.<br />
<br />
In the air, it is extremely important to know and use your good j.A hitbox. It is slow, but if you use it pre-emptively, it is a strong and safe air button.<br><br />
Hitconfirm j.A into j.C.<br />
<br />
On the ground, you have to make good use of your dash. It can cover whole ground in one dash, and gradually gains speed.<br><br />
Dash 2A > 2C can catch a lot of people trying to backdash when they see you dashing in.<br><br />
Dash 5A is a strong way to poke opponent out of air, especially when you get behind them. You can hit confirm it into 3C and do an air combo.<br />
<br />
Use rings to control space. You keep rest of your air options once it's out, so it can be safe. Watch out for people super jumping to you though, if you get hit the ring gets cancelled.<br><br />
When far away from the opponent you can do grounded 236B (upwards ring), then jump into the ring and j.236B, then airdash. This allows you to more of less safely "crawl" to the enemy.<br />
<br />
=== Okizeme ===<br />
<br />
====Midscreen:====<br />
So you did your oki string or a throw. What now?<br><br />
Do 236A! Then dash towards the opponent and quickly jump directly up.<br><br />
This will make you drift toward the opponent.<br />
<br />
<li style="display: inline-block;"> [[File:fsei_oki.png|thumb|Time to guess!]] </li><br />
At this point, if you do nothing, you will land on the other side of the opponent.<br><br />
Here are your options to mix people up from the image:<br />
# Empty jump into 2A.<br />
# Empty jump into command grab.<br />
# j.BC double overhead into 2A.<br />
# j.BC double overhead into fuzzy j.B.<br />
# j.BC double overhead into ground dash back to noclip through. Only works vs Akiha/V.Akiha.<br />
# j.B tiny delay j.C whiff into 2A.<br />
# j.B tiny delay j.C whiff into command grab.<br />
# Air backdash j.B or j.C. sideswitch feint.<br />
You can also do a gimmick where you AD/AAD opponent from 236A/236C.<br />
236A > dash in > 236A insta-cancel into AD/AAD. This can be beaten by mashing heat or a good DP.<br />
<br />
You can break shield attempts by throwing the opponent, and doing 236A again.<br />
<br />
'''Alternative oki:'''<br><br />
Some characters will be able to backdash out of the ring after your 2A starter into oki string.<br<br />
>To deal with those options, either use less 2A's in that string, or use TK j.236B as an alternative oki:<br />
<br />
<li style="display: inline-block;"> [[File:fsei_oki2.png|thumb|right|Time to guess again!]] </li><br />
This will push you away from the opponent, so you should super air-jump diagonally upwards toward the opponent when they are in blockstun during j.236B.<br><br />
Your options are pretty identical to the above image. But it's harder to do j.BC double overhead. It becomes dependent on your super double jump timing.<br><br />
Also, you technically lose air backdash j.B/j.C option, since they can mash 5A to beat it. But you can still do it, as nobody really mashes there.<br />
<br />
'''Tech punish setup:'''<br><br />
After getting 22A oki, F-Seifuku has a way to catch forward/back techs. However, it requires 100% meter.<br><br />
To do that, do another 22A as an OTG combo, and instantly cancel it into 236C.<br><br />
If they tech back, 236C ring will hit them, and they will be in a combo for a while. But if they tech forward then you can catch them with 2A.<br><br />
Because of how long they will be hit for (if they tech back), you dont need to react to that at all. Have full focus on if they forward tech, you can even just mash 2A pre-emptively and see if they tech other ways.<br><br />
If opponent doesnt tech, or tech's neutral, then they will be forced to block the 236C ring, which takes a while, and you can run your oki from above.<br><br />
This is a very strong tool to force ring oki onto opponent, if you don't want to deal with wakeup DP/mash complications.<br />
<br />
====Corner:====<br />
'''Tech punish OR oki:'''<br><br />
After 22A, instead of doing a ring, you can go for an OTG combo 2AAAAA 5B 2B 3C 22B.<br><br />
This will add about 500 damage to the oki. If they stop teching, you can risk with 236A instead of 22B which will just put a ring on them.<br><br />
Note that you should do exactly five 2A in the OTG, as shown above. It is important, as that is the number that works on all characters. There should be no delays.<br />
<br />
'''Tech punish AND oki:'''<br><br />
You can guarantee tech punish AND get oki if you spend 100%.<br><br />
To do that, do this OTG: 2AAAA 5B 2B 236A insta cancel 22C.<br><br />
If they tech forward (escaping the corner), then they will be hit by 22C, and you can do 3C to get a combo on them.<br><br />
If they dont tech or tech any other way, they will be in a ring oki and you can safely jump in at them.<br />
<br />
'''The oki:'''<br><br />
When the opponent is in the corner, and you get 236A oki, it's less ambiguous for the opponent to block.<br><br />
That's because they don't need to care about left/right mixups.<br><br />
<br />
So once you do the ring, you have the following options to pick from:<br />
# j.BC double overhead into 2A.<br />
# j.B single overhead into 2A.<br />
# j.B IAD j.BC triple overhead into 2A. Corner only, this also avoids shield/bunker attempts.<br />
# j.BC double overhead into fuzzy j.B. This one is easy to do in the corner.<br />
# High hit j.B into command grab. One of the strongest options.<br />
# Empty jump into 2A.<br />
# Empty jump into command grab.<br />
<br />
Because we are in the corner, it is preferable to start air pressure strings with a superjump.<br><br />
This has the benefit of avoiding a lot of DP attempts. As well as making your empty jump 2A look a bit more ambiguous.<br />
<br />
====Beating opponent options:====<br />
Once they realise how annoying F-Seifuku oki is, the opponent will try to break it.<br><br />
To be a good F-Seifuku player, you need to know how to deal with each response.<br />
<br />
# Backdash. <p>This won't work because the ring will hit. However, midscreen, when you do standing ring oki vs characters with long backdash, be sure to gauge the distance. If too far, then TK ring oki is better, as it throws ring further and that can catch all backdashes.<br />
# Shield. <p>This is typically the first option they try to attempt. This is easy to beat, all you need to do is not auto-pilot button pressing during for a bit.</p><p>To beat shield, all you need to do is jump at them without pressing a button and grab them. Note, for the best effect, this should be a command grab.</p><p>You do not need to worry about counters, shield cancels into jump or DP, because ring oki forces 4 shields to come out first before they can do anything. They are locked shielding the ring.</p><br />
# Bunker. <p>More annoying option to deal with, especially midscreen.</p><p>In the corner you can do a double jump to delay j.C to beat this. You get a very good starter with this and have high damage potential.</p><p>Midscreen, this option is annoying because bunker usually moves them forward. The simplest way to beat this option midscreen is to go for the alternative oki, with TK ring. Then when you do air backdash j.C, you will hit them from behind, avoiding bunker and get j.C starter.</p><p>Note, bunker costs 50% meter for C/F moons, and 100% for H moon. The punishes above only work vs C/F moons. To punish H moon, you have to have a hard read and grab(better command grab) them during bunker startup.</p><br />
# DP. <p>Some DPs just get stuffed by the ring, some that are good, are a good option vs this oki.</p><p>I would say the most problematic one is Nanaya DP, because if he hits you with a DP, he can go into throw animation, and the ring will not hit him at all.</p><p>To beat an annoying DP, your best bet is to go for an alternative TK ring oki version, because it pulls you backwards. Their DP then will whiff and you should get a clean punish.<p><br />
# Mashing after blocking the ring. <p>While this is a dumb choice, it also has its point. The point is to never get grabbed.</p><p>To beat this just don't command grab for a while, and press buttons instead.</p><p>Opponents will try to RPS this with DPs, but they take a bigger risk than you. You can condition them to stop and start applying brain if you go for damage enders.</p><br />
<br />
=== Pressure ===<br />
* When you have enemy blocking mid-screen, you can push them into corner but doing B or C button into 214C. It leaves your plus to do another string. There is no gap, so they can't shield it.<br />
* Note that when you do 5B 214C they have to block it the same way they blocked 5B or it will hit. Because of that bunkering it is also weird, normally its towards the same direction e.g. 4 > 214D. But because seifuku is on the other side it's 4 > 236D. And you have to input this very quickly, otherwise multihit will get you.<br />
* In the corner, you can start mashing 2A 5B loop. This is extremely oppressive vs characters who don't have fast 2A/5A. If opponent's fastest normal is active on 5f, then this loop will at worst trade. If you feel like they are about to mash out, stagger 5B with 2B, then 2C.<br />
* You can dash 2A delay command grab if you feel opponent will not mash out.<br />
* If you feel cheeky, you can also dash through opponent for a cross-up. It's slow, but if opponent get hits by it, it's their fault for sleeping.<br />
* In the corner you can prevent people from jumping out by doing 236A insta-cancel into 623C. Even if they shield 623C, 236A will keep you safe. 236A > 214C is also ok to catch jumpouts, you will be able to guard crush with 3C.<br />
* You can also feint 236A > 623C by doing 236A > 236C. They can dash in and 2A you though.<br />
* If in the corner you hit opponent with 2C but was outside of range of 3C to pickup the combo, you can do OTG string 2AAA 5B 3C tiny delay 22B. This will catch them teching neutral or forward.<br />
* You can do 2C into 236A. This is very fake, but you can make people be scared of jumping with methods above.<br />
* After ending a combo with an air throw in the corner, you can meaty 2B. It's a fairly safe meaty, but red hitbox outwards, good distance away. Some DPs might whiff.<br />
* 22A and 22C both do a lot of guard damage! And because each is a single hit, it's not easy to ex-guard like 236C. Another thing to note is that 22A is EX cancellable. This means F-Seifuku can have a burst guard damage by doing 22A > 22C.<br />
<br />
=== Defense ===<br />
* Shielding is very rewarding for F-Seifuku, because you can go into your loops and gain a lot of meter.<br />
* 214C is very evasive, it will avoid/punish a lot of 2B and 2C frame traps.<br />
* F-Seifuku can OS left/right mixups by inputting either 6236C or 4214C. Either 623C or 214C will come out.<br />
* You have an option to shield > command grab. This is good vs F-Moon characters, as shield counter is usually slow to punish their air buttons if they do it low enough, they would just land and block it, and you will be at a disadvantage.<br />
<br />
== Matchup knowledge ==<br />
=== 22B loop information ===<br />
The table below shows difficulty of 22B loops on each character. Note that difficulty in general is subjective, and you might find them easier or harder, however it is good to know if particular character is easier or harder relative to another character.<br><br />
* '''Easy''' means loops should go without problem, and you can use 2AA 2C in them to put opponent a little higher.<br><br />
* '''Easy+''' is same as easy, but the timing of the first 2A should be when the opponent is a little bit higher than usual.<br><br />
* '''Medium''' means you should not go for 2AA 2C extender, and just try to get as many 2A 2C in there. Also hitboxes vary, but timing/opponent height when you do the first 2A is character specific.<br><br />
* '''Hard''' means medium, but with a stricter timing.<br><br />
* '''V.Hard''' and '''VV.Hard''' are Very Hard and Very-Very Hard. It's very hard. You should either give up on doing 22B loops and go for AT ender, or get used to doing 2A <delay> 2C in your loops.<br />
<br />
The corner column means if 22B loops can be done when opponent is in the corner, and you are very close to them. Example scenario is GAT towards corner.<br />
* '''No''' means not possible, go for AT ender route.<br />
* '''Yes''' means possible. Note that you should always try to do micro walk backwards before first 2A though some characters do not need it. Walking back a little gets more space between you and opponent so that 2C's highest hitting point is more aligned to the opponent. <br />
* '''Short''' only means 2AA 2C extender won't work.<br />
* '''Hard''' means you need to do 2A <delay> 2C. <br />
* '''Very Hard''' means you need to do 2A <delay> 2C and be extra precise with the first 2A. <br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Character !! Difficulty !! Corner<br />
|-<br />
| Aoko || Ok || No<br />
|-<br />
| Tohno || Hard || No<br />
|-<br />
| Hime || Medium || No<br />
|-<br />
| Nanaya || Hard || Yes<br />
|-<br />
| Kouma || Easy || No<br />
|-<br />
| Miyako || Easy || Yes<br />
|-<br />
| Ciel || Medium || Yes<br />
|-<br />
| Sion || Easy || No<br />
|-<br />
| Ries || Easy || No<br />
|-<br />
| VSion || Easy || Yes<br />
|-<br />
| Wara || Medium || No<br />
|-<br />
| Roa || Easy+ || No<br />
|-<br />
| Akiha || Easy+ || Hard<br />
|-<br />
| Arc || Easy || Yes<br />
|-<br />
| PCiel || Easy+ || Short only<br />
|-<br />
| WArc || Easy || Yes<br />
|-<br />
| VAkiha || Easy || Hard<br />
|-<br />
| Mech || Easy+ || No<br />
|-<br />
| Seifuku || Easy || Yes<br />
|-<br />
| Satsuki || Easy || Yes<br />
|-<br />
| Len || Medium || Yes<br />
|-<br />
| Ryougi || VV.Hard || No<br />
|-<br />
| WLen || Medium || Yes<br />
|-<br />
| Nero || Medium || Yes<br />
|-<br />
| NAC || Hard || Short only<br />
|-<br />
| Hisui || V.Hard || V.Hard<br />
|-<br />
| Kohaku || Easy || Yes<br />
|}<br />
<br />
=== 5A vs crouching opponents ===<br />
F-Seifuku 5A is great. Hitbox is pretty high, and its relatively fast. It deals more damage than 2A, so for more optimal damage, you should try to put some 5A's into your combo.<br><br />
The problem is that 5A will very quickly start whiffing on crouching opponents.<br><br />
This issue is char specific. 5A will hit its full length on following characters when they are crouching:<br><br />
'''CF-W.Len, Nanaya, Tohno, Hime, Warachia, Nero'''<br />
<br />
Against these characters, your 5A is as good, if not better, as C-Kouma's.<br />
<br />
=== Character knowledge ===<br />
<br />
==== vs Nanaya ====<br />
After finishing your air combo in the corner, F-Seifuku can safely meaty Nanaya with 2B.<br />
<br>If Nanaya DP whiffs, and you get punish. Nanaya cant jump because you should buffer with 3C to confirm into air combo.<br />
<br />
==== vs C-Seifuku ====<br />
You can do 214C to break their usual 22 oki.<br />
<br />
==== vs Nero ====<br />
You can punish his 4C with 214C. Not at max range though.<br />
<br>C-Nero can backdash out of the oki. Recommended to use TK oki version, as super jump forward can allow you do catch it.<br />
<br>F-Nero can dash out of oki in any direction. Best if probably to do standing ring oki, and not jump. Maybe dash > sides switch is good.<br />
<br />
==== vs Akiha/V.Akiha ====<br />
You can noclip them like so: [https://clips.twitch.tv/BillowingBusyJackalPastaThat Clip of the noclip].<br />
<br>It's very easy to do, the only ingredients are 236 hitting them, them blocking, and you jump over hitting them with late j.C.<br />
<br>You can also dash through 5B, to crush low shields, or weird 214C (who knows which way you even have to block now).<br />
<br />
==== vs Hisui/Ryougi ====<br />
Loops don't work very well on these. Can only be done with specific starters to set them up, but the timing window is strict. Starters and routes are seen [https://youtu.be/d1LNu_WKetw here.]<br />
<br>2A <delay> 2C is the [https://twitter.com/Eika_da/status/1500117108423856128 answer].<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
<br />
=== Normal Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=2723<br />
|metergen=???<br />
|metero=???<br />
|link=<br />
|input= *2AAAA > 5B > 2B > 2C > 22A<br />
|simput=<br />
|note= Okizeme Combo. You will be using this combo the most, especially after a command grab due to it's high proration.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4109<br />
|metergen=???<br />
|metero=???<br />
|link=<br />
|input= *2AAAA > 5B > 2B > 2C > 3C > sj8.ABC > dj.BC > AT<br />
|simput=<br />
|note= Basic BnB. Hold 8 during 3C to superjump. j.A can be omitted depending on spacing. If j.A is omitted, j.B will require a slight delay, otherwise you will end up too high to AT.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4319<br />
|metergen=???<br />
|metero=???<br />
|link=<br />
|input= *2AAAA > 5B > 2B > 5C > 3C > sj8.ABC > dj.BC > AT<br />
|simput=<br />
|note= Slightly optimised BnB. This requires better spacing, otherwise 3C whiffs. You have to add some delay to your dj.BC. You can fit j.A in there too, if you feel confident airthrow will also hit.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4492<br />
|metergen=???<br />
|metero=???<br />
|link=<br />
|input= *2AAAA > 5B > 2B > 5C > 3C > IAD > j.C > land > j.AC > dj.BC > AT<br />
|simput=<br />
|note= Optimised midscreen BnB. Corner carries slightly and deals more damage than basic BnB. Easier with higher hitcounts.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Corner, grounded opponent<br />
|character=<br />
|damage=4599<br />
|metergen=???<br />
|metero=???<br />
|link=<br />
|input= *2AAAA > 5B > 2B > 5C > 3C > 623B > j.AC > sdj.BC > AT<br />
|simput=<br />
|note= Optimised corner BnB. Deals more damage than basic combos. The more 2A you do the easier it is, and more damage!<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Corner, grounded opponent<br />
|character=<br />
|damage=6121<br />
|metergen=104.4<br />
|metero=34.8<br />
|link=<br />
|input= *j.BC > j.BC > 2A > 5B > 2B > 5C > 3C > 623B > j.AC > sdj.BC > AT<br />
|simput=<br />
|note= Fuzzy starter. Getting 2nd j.C to hit is not hard, but requires some training. Can be done out of the corner too.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Shield Counter<br />
|character=<br />
|damage=2647<br />
|metergen=103.3%<br />
|metero=33.6%<br />
|link=<br />
|input= *236D > 22A > {2A > 2C > 22B}x3 > 2A > 2C > 22A > 236A<br />
|simput=<br />
|note= Easy 22B loops. 22B scales damage, so go for oki instead of air ender. Unless you want to get into MAX and heat during the air combo. Gives you a lot of meter. You don't have to use 22A at all, but using it as a first 22 and especially the last is not very hard. Very fun to practice and very strong way to gain meter if you can do these loops consistently.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Shield Counter<br />
|character=<br />
|damage=3217(1 rep)<br>3650(2 rep)<br>3977(3 rep)<br />
|metergen=244.7%<br />
|metero=47.3%<br />
|link=<br />
|input= *236D > 22A > {2A > 2C > 22A}x1-3 > 2A > 2C > 3C > j.BC > j.BC > AT<br />
|simput=<br />
|note= Harder 22A loops. Need delays before 2A, input 22A asap after 2C. Always go for air ender if you do these, otherwise go for 22B loops into oki. If towards corner, then 2nd rep should start with 2AA to allow easier 3rd rep. Not really fun to do these loops as timings are char specific... just do 22B loops instead.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Air throw start<br />
|character=<br />
|damage=3053<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= *AT > 5C > 3C > j.BC > j.BC > AT<br />
|simput=<br />
|note= Simple air throw combo that works everywhere. You can use 5B 3C instead of 5C 3C, but you will lose like 70dmg.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Air throw start<br />
|character=<br />
|damage=3034<br />
|metergen=93.6%<br />
|metero=31.2%<br />
|link=<br />
|input= *AT > {2A > 2C > 22B}x1-3 > 2A > 2C > 22A<br />
|simput=<br />
|note= 22B loops into oki. Note that positioning is better if you do super jump > throw start instead of normal jump > throw.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Air throw start, Corner<br />
|character=<br />
|damage=3268<br />
|metergen=181.8%<br />
|metero=90.7%<br />
|link=<br />
|input= *AT > {2A > 2C > 22B}x3 > {2AA > 2C > 22B}x2 > 2AA > 2C > 3C > j.ABC > j.ABC > AT<br />
|simput=<br />
|note= Max 22B loops with meter gain.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Air throw start<br />
|character=<br />
|damage=3467(1 rep)<br>3809(2 rep)<br>4066(3 rep corner)<br />
|metergen=135%<br />
|metero=45%<br />
|link=<br />
|input= *micro walk > {2A > 2C > 22A}x1-3 > 2A > 2C > 3C > j.BC > j.BC > AT<br />
|simput=<br />
|note= Harder 22A loops. Need delays before 2A, input 22A asap after 2C. Always go for air ender if you do these, otherwise go for 22B loops into oki. If towards corner, then 2nd rep should start with 2AA to allow easy 3rd rep. Easier to do than shield 22A loops.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=OTG, Corner<br />
|character=<br />
|damage=3297+<br />
|metergen=84.6%<br />
|metero=28.2%<br />
|link=https://twitter.com/Eika_da/status/1495747337095983111?s=20&t=XVrK9TShnYOTEhcTMUo8IA<br />
|input= *2AAA > 5B > 2B > 2C > 22A > dash > 2AAAAA > 5B > 2B > 3C > 22B<br />
|simput=<br />
|note= 22B catches all tech directions. Note that this combo is very exact. You cannot deviate in 2A count in the OTG part. Can go into loop if 22B hits with 2A 2C.<br />
<br>If opponent doesn't tech, you will just hit them with an invalid 22B. They can then tech out again. If you do 22A after the invalid 22B it catches all tech's again! BUT if they don't tech the 2nd time, you will be punished. Therefore it's recommended to just try to time 2A, as your 2A can reach all tech directions opponent chooses.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=j.B/j.C Air CH<br />
|character=<br />
|damage=5929<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= *j.C CH > walk > {2A > 2C > 22A}x1-3 > 2A > 2C > 3C > j.BC > j.BC > AT<br />
|simput=<br />
|note=You wish you would land these all the time! Used j.C CH starter for this one. Easier when in corner as usual because of spacing and possibility of 2AA in 2nd rep.<br />
}}<br />
<br />
}}<br />
<br />
=== Metered Combos ===<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=4564<br />
|metergen=???<br />
|metero=???<br />
|link=<br />
|input=*2AAAA > 5B > 2B > 2C > 22C > 3C > sj8.BC > dj.AC > AT<br />
|simput=<br />
|note= Metered version of the damage BnB combo if you don't wanna deal with execution of 3C > IAD > j.C > land. Use it when you have meter to burn.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|characters=Hime, Ciel, Ries, Wara, Roa, Arc, Nero, NAC, Neco<br />
|damage=5161<br>vs Hime<br />
|metergen=27% - 100% + 24.4%<br />
|metero=25.1%<br />
|link=<br />
|input=*2AAA > 5B > 2B > 5C > 22C > 3C > sj8.BC > sdj.BC > AT<br />
|simput=<br />
|note=Character specific route that deals great damage off of 2A for 100%.<br>To get 2nd j.BC > AT, you '''need''' to do three 2A at the start, otherwise do j.AC.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=3999<br />
|metergen=???<br />
|metero=???<br />
|link=<br />
|input=*2AAAA > 5B > 2B > 5C > 214C > {2A > 2C > 22B}x2 > 2AA > 2C > 22B > 2A > 2C > 22A<br />
|simput=<br />
|note= Metered version of the oki combo. Use it when you have meter to burn.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, MAX<br />
|character=<br />
|damage=4991<br />
|metergen=???<br />
|metero=???<br />
|link=<br />
|input=*2AAA > 5B > 2B > 2C > 22A > IH > walk > 2A > 2C > delay > 3C > AD<br />
|simput=<br />
|note= IH Combo into AD.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, MAX<br />
|character=<br />
|damage=5120<br />
|metergen=???<br />
|metero=???<br />
|link=<br />
|input=*2AAA > 5B > 2B > 2C > 22A > IH > walk > 2A > 2C > delay > 22C > 3C > sj8.BC > dj.AC > AT<br />
|simput=<br />
|note=<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, MAX<br />
|character=<br />
|damage=5283<br />
|metergen=???<br />
|metero=???<br />
|link=<br />
|input=*2AAA > 5B > 2B > 2C > 22A > IH > walk > 2A > 2C > 22A > 2A > 2C > 3C > sj8.BC > dj.BC > AT<br />
|simput=<br />
|note= IH Combo into AD.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, Corner, MAX<br />
|character=<br />
|damage=5432<br />
|metergen=???<br />
|metero=???<br />
|link=<br />
|input=*2AAA > 5B > 2B > 2C > 22A > IH > walk > 2A'''A''' > 2C > 22A > 2A > 2C > delay > 3C > 623B > j.AC > sdj.BC > AT<br />
|simput=<br />
|note=<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, MAX<br />
|character=<br />
|damage=5634<br />
|metergen=???<br />
|metero=???<br />
|link=<br />
|input=*2AAA > 5B > 2B > 2C > 22A > IH > walk > 2A > 2C > 22A > 2A > 2C > 22C > 3C > sj8.C > dj.BC > AT<br />
|simput=<br />
|note=Can also do sj8.BC > dj.AC if you delay 22C enough. Only adds 26dmg though. <br>Hard to do out of the corner, walk has to be longer there for 3C to hit.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, Corner, MAX<br />
|character=<br />
|damage=5990<br />
|metergen=???<br />
|metero=???<br />
|link=<br />
|input=*2AAA > 5B > 2B > 2C > 22A > IH > walk > 2A > 2C > 22A > 2A'''A''' > 2C > 22A > 2A > 2C > 22C > 3C > sj8.BC > dj.BC > AT<br />
|simput=<br />
|note=VERY hard.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=OTG, Corner<br />
|character=<br />
|damage=3055+<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= *2AAA > 5B > 2B > 2C > 22A > dash > 2AAA > 2AAA > 5B > 2B > 236A > 22C<br />
|simput=<br />
|note= 22C catches their tech out of the corner(front tech) or into the corner (back tech), you can then follow up with 3C into an air combo. This catch nets around 4k. With full combo, OTG and catch result is around 7k of damage.<br />
<br>While this combo is not very strict with hit count. You must cancel 236A into 22C as soon as possible.<br />
<br>If opponent neutral techs or doesn't tech, then you will get + frames and can re-jump.<br />
}}<br />
<br />
}}<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=f&p1char=seifuku F-Seifuku Match Video Database]<br><br />
[https://www.youtube.com/watch?v=MrLwX4shojI XxTexasTimxX guide on F-Seifuku]<br><br />
<br />
== Notable Players ==<br />
{| class="wikitable" <br />
!width="125"|Name!! width="70"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
|-<br />
|[https://mbaacc.melty.games/?p1moon=f&p1char=sei&p1name=Alchemist+of+Atlas Alchemist Of Atlas<br>(Alchemist of Atlas#9350)]|| style="text-align:center;"|<br />
[[File:Sei Color30.png]]<br />
| North America || Netplay || Active || <br />
|-<br />
|[https://mbaacc.melty.games/?p1moon=f&p1char=sei&p1name=Eika Eika<br>(Eika#0643)]|| style="text-align:center;"|<br />
[[File:Sei Color12.png]]<br />
| Europe || Netplay || Active || <br />
|-<br />
|[https://mbaacc.melty.games/?p1moon=f&p1char=sei&p1name=fushigidane+%28フシギダネ%29 fushigidane<br>(フシギダネ)]|| style="text-align:center;"| <br />
[[File:Sei Color06.png]]<br />
| Japan || Play Spot BIG ONE 2nd || Inactive ||<br />
|-<br />
|[https://mbaacc.melty.games/?p1moon=f&p1char=sei&p1name=namiyan+%28なみやん%29 namiyan<br>(なみやん)]|| style="text-align:center;"| <br />
[[File:Sei Color35.png]]<br />
| Japan || A-cho, KoreWaMelty || Inactive ||<br />
|-<br />
|}<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Akiha Tohno (Seifuku)]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Akiha_Tohno_(Seifuku)/Full_Moon&diff=260364Melty Blood/MBAACC/Akiha Tohno (Seifuku)/Full Moon2023-05-13T09:59:21Z<p>EikaMikiku: /* Overview */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
== Overview ==<br />
{{StrengthsAndWeaknesses<br />
|intro= '''F-Seifuku''' is an oki monster with good buttons, tricky mixups, and simple combos. <br />
|pros=<br />
*'''Good general mobility''': Her grounded dash speed is fast. Combined with good grounded buttons she can take control of the ground if opponent is in the air.<br />
*'''Extremely good meter gain''': Extreme meter gain with 22B loops, but sacrifices the damage when compared to 22A loops that she has.<br />
*'''Extremely tough oki to break''': Very few characters have a chance at having a go at F-Seifuku's ring oki, and even then they take significant risk<br />
*'''Simple and strong corner pressure''': Has variety of tricks to keep opponent in the corner. With good buttons, anti-air specials and command grab, you can almost demand opponent to open up.<br />
*'''Strong normals''': F-Seifuku's normals are hard to deal with. Her j.B has a big disjoint below her, and both j.B and j.C can hit crossup. Her grounded buttons are very good too.<br />
|cons=<br />
*'''Low to Medium damage''': F-Seifuku doesn't have damaging combos from her usual starters. Though she has few unusual starts that can dish out big damage, with execution.<br />
*'''Poor air to air neutral''': While her air normals have a place in neutral air to ground scenario, it is hard to use them in air to air situations. Her j.A, while has good range - is slow.<br />
*'''Character specific problem''': She has issues with 22X loops being character specific. They are pretty much required for her to flourish, but dealing with character specific timings will cause problems.<br />
|tablewidth=80<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=Fseifuku_5a.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|data= <br />
{{AttackData-MB <br />
|damage=350 <br />
|reddamage=202<br />
|proration=75% (O)<br />
|circuit=3.15% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=LH<br />
|startup=5 <br />
|active=4 <br />
|recovery=8 <br />
|frameAdv=0 <br />
|invuln= <br />
|description=Mainly used for antiairing against IAD attempts and catching jumpouts. Not very useful as an antiair in general however. When catching jumpout attempts, can confirm into 3C fairly easily.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=Fseifuku_5b.png<br />
|image2=Fseifuku_5bBE.png<br />
|image3=Fseifuku_3c.png<br />
|caption=5B<br />
|caption2=5[B]<br />
|caption3=~3C<br />
|name=5B<br />
|input=5B/[B]~3C<br />
|linkname=5B<br />
|data= <br />
{{AttackData-MB <br />
|version=5B<br />
|damage=600<br />
|reddamage=335<br />
|proration=70% (O)<br />
|circuit=5.4% <br />
|cancel=N, SP, -CH-, EX, (J)<br />
|guard=LH<br />
|startup=8<br />
|active=4 <br />
|recovery=12 <br />
|frameAdv=-1<br />
|invuln= <br />
|description=Very strong button in blockstrings as it moves you slightly forward. Useful to use as a reset point as most chars do not have access to a 4f normal so 5B >2A in blockstrings will trade at worse.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=5[B]<br />
|damage=650*3 (1516)<br />
|reddamage=(941)<br />
|proration=70% (O)<br />
|circuit=5.4%*3 (16.2%)<br />
|cancel=N, SP, -CH-, EX, (J)<br />
|guard=LH<br />
|startup=26<br />
|active={{Tooltip | text=7| hovertext=1, 3, 3}}<br />
|recovery=10 <br />
|frameAdv=4 <br />
|invuln= <br />
|description=Hits 3 times and offers the most blockstun out of all her normals. Has slightly longer reach than the uncharged version. Can reset with IAD j.B or dash 2A or dash cmd grab. Natural frame trap for 2[C].<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=~3C<br />
|damage=1000<br />
|reddamage=555<br />
|proration=65% (O)<br />
|circuit=9.0% <br />
|cancel=SP, EX, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=4<br />
|recovery=17<br />
|frameAdv=-3<br />
|invuln=Clash 5-8<br />
|description=5B has the unique property of being whiff-cancelable into a quicker version of 3C.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=Fseifuku5c.png<br />
|caption=<br />
|name=5C<br />
|linkname=5C<br />
|data= <br />
{{AttackData-MB <br />
|damage=900 <br />
|reddamage=505<br />
|proration=100% <br />
|circuit=8.1% <br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=12<br />
|active=4 <br />
|recovery=19 <br />
|frameAdv=-5 <br />
|invuln= <br />
|description=Used as optimisation for 5C > 3C instead of 2C > 3C in combos. Also used in the optimal corner only BnB.<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=Fseifuku_2a.png<br />
|caption=<br />
|name=2A<br />
|linkname=2A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=151<br />
|proration=75% (O)<br />
|circuit=2.1% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=L <br />
|startup=4<br />
|active=4 <br />
|recovery=5 <br />
|frameAdv=3 <br />
|invuln= <br />
|description=Most frequently used normal on the ground. Has good reach and is easy to hit confirm from. Gives a lot of frame advantage on block and after 2AAA block confirm can reset with IAD j.B or dash 2A or dash command grab.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=Fseifuku_2b.png<br />
|caption=<br />
|name=2B<br />
|linkname=2B<br />
|data= <br />
{{AttackData-MB <br />
|damage=600 <br />
|reddamage=353<br />
|proration=80% <br />
|circuit=5.4%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L <br />
|startup=7<br />
|active=4 <br />
|recovery=15 <br />
|frameAdv=-4 <br />
|invuln= <br />
|description=Has a long reach and is easy to use. Useful button when they are outside of 2A range. Commonly used as a frametrap after 5B. Very strong as meaty after corner air throw, it can avoid some DPs and even heat attempts. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=Fseifuku_2c.png<br />
|caption=<br />
|name=2C<br />
|input=2[C]<br />
|linkname=2C<br />
|data= <br />
{{AttackData-MB <br />
|version=2C<br />
|damage=900 <br />
|reddamage=505<br />
|proration=60% (O)<br />
|circuit=8.1% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L <br />
|startup=12<br />
|active=3 <br />
|recovery=20 <br />
|frameAdv=-5 <br />
|invuln= <br />
|description=Has very long reach. Does not move her forward. Useful to catch people attempting to jump out.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=2[C]<br />
|damage=1300 <br />
|reddamage=1010<br />
|proration=65% (O) <br />
|circuit=11.7% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L <br />
|startup=21<br />
|active=3 <br />
|recovery=16 <br />
|frameAdv=-1 <br />
|invuln= <br />
|description=Doesn't have much uses due to the pushback on block and lack of frame advantage, can frametrap with 22B or 5[B] however. <br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=Fseifuku_ja.png<br />
|caption=<br />
|name=j.A<br />
|linkname=j.A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=202<br />
|proration=75% (O)<br />
|circuit=2.1% <br />
|cancel=SE, N, SP, EX, J<br />
|guard=LHA<br />
|startup=6<br />
|active=4 <br />
|recovery=9<br />
|frameAdv=- <br />
|invuln= <br />
|description=Her fastest air normal. Useful for air to airs. Retains your air options on whiff. Hitbox is not well suited for air to ground. One of the two full moon character's j.A that is not an overhead (Other one being F-Nero).<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=Fseifuku_jb.png<br />
|caption=<br />
|name=j.B<br />
|linkname=j.B<br />
|data= <br />
{{AttackData-MB <br />
|damage=600 <br />
|reddamage=323<br />
|proration=90% (O)<br />
|circuit=5.4% <br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=9<br />
|active=4 <br />
|recovery=- <br />
|frameAdv=- <br />
|invuln=<br />
|description=Horizontal range is pretty short so be careful of using this in the neutral after a jump attack. Useful button for IAD pressure however. Hits behind slightly. Good hitbox downwards, should win over most, if not all normal anti-air attempts.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=Fseifuku_jc.png<br />
|caption=<br />
|name=j.C<br />
|linkname=j.C<br />
|data= <br />
{{AttackData-MB <br />
|damage=900 <br />
|reddamage=606<br />
|proration=85% (O)<br />
|circuit=8.1% <br />
|cancel=SP, EX, J<br />
|guard=HA<br />
|startup=10<br />
|active=4 <br />
|recovery=-<br />
|frameAdv=- <br />
|invuln= <br />
|description=Has a much longer reach than j.B and can hit behind slightly. Strong jump attack.<br />
}}<br />
}}<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">3C</span> =====<br />
{{MoveData<br />
|image=Fseifuku_3c.png<br />
|caption=<br />
|name=3C<br />
|linkname=3C<br />
|data= <br />
{{AttackData-MB <br />
|damage=1000 <br />
|reddamage=555<br />
|proration=65% (O)<br />
|circuit=9.0% <br />
|cancel=SP, EX, (J)<br />
|guard=LH<br />
|startup=10<br />
|active=4 <br />
|recovery=17 <br />
|frameAdv=-3 <br />
|invuln=Clash 10-13<br />
|description=Strong preemptive antiair normal. Useful for catching people that are stuck air blocking a 236 ring. Pressing 8 on hit gives you a super jump.<br><br />
Note that on clash, this normal does not allow you to jump cancel.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MB_C-Seifuku_Throw.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=6/4A+D<br />
|data= <br />
{{AttackData-MB <br />
|damage=1300<br />
|reddamage=505<br />
|proration=100% <br />
|circuit=9.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=<br />
|description=Akiha grabs the opponent by the neck and explodes them. Untechable knockdown.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MB_C-Seifuku_Throw_Air.png<br />
|caption=<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.6/4A+D<br />
|data= <br />
{{AttackData-MB <br />
|damage=1600 (Raw)<br>1300<br />
|reddamage=1212<br />
|proration=100% <br />
|circuit=9.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Aerial version of Seifuku's throw. Untechable knockdown as a combo ender. One of the few air throws that build meter.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Counter</span> =====<br />
{{MoveData<br />
|image=MB_F-Seifuku_236D.png<br />
|image2=MB_F-Seifuku_j.236D.png<br />
|caption=<br />
|name=Shield Counter<br />
|linkname=Shield Counter<br />
|input=236D after a successful Shield (Air OK)<br />
|data= <br />
{{AttackData-MB <br />
|version=Ground<br />
|damage=500 (345)<br />
|reddamage=202<br />
|proration=50%<br />
|circuit=4.5%<br />
|cancel=(SP), (EX), (J)<br />
|guard=LHA<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=<br />
|description=Same animation as 3C.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=500 (345)<br />
|reddamage=202<br />
|proration=50%<br />
|circuit=4.5%<br />
|cancel=<br />
|guard=HA<br />
|startup=9<br />
|active=4<br />
|recovery=<br />
|frameAdv=<br />
|invuln=Full 1-3<br />
|description=Same animation as j.C.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MB_C-Seifuku_214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Bunker<br />
|damage=500 <br />
|reddamage=202<br />
|proration=100% <br />
|circuit=0.0%<br>(-50.0% in blockstun)<br />
|cancel=<br />
|guard=LHA <br />
|startup=26<br />
|active=4 <br />
|recovery=19<br />
|frameAdv=-5 <br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=202<br />
|proration=100%<br />
|circuit=0.0%/-50.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=A version of C-Moon 6C with a bigger hitbox.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Blood Heat</span> =====<br />
{{MoveData<br />
|image=MB_C-Seifuku_ABC.png<br />
|caption=<br />
|name=Blood Heat<br />
|linkname=Blood Heat<br />
|input=A+B+C during MAX<br />
|data= <br />
{{AttackData-MB <br />
|damage=100<br />
|reddamage=0<br />
|proration=100% <br />
|circuit=uses all<br />
|cancel=<br />
|guard=U<br />
|startup=17<br />
|active=7<br />
|recovery=25<br />
|frameAdv=<br />
|invuln=Full 1-24<br />
|description=Wide heat activation hitbox.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MB_C-Seifuku_CSpark.png<br />
|image2=MB_C-Seifuku_CSpark_Air.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=A+B+C during hitstun/blockstun at MAX<br />
|caption=<br />
|data= <br />
{{AttackData-MB<br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
=== Special Moves ===<br />
==== Special Movement ====<br />
===== <span class="invisible-header">Forward Dash</span> =====<br />
{{MoveData<br />
|image=MB_F-Seifuku_66.png<br />
|image2=MB_F-Seifuku_66_Crossup.png<br />
|caption=<br />
|name=(Forward Dash)<br />
|linkname=Forward Dash<br />
|input=66<br />
|data= <br />
{{AttackData-MB <br />
|version=(Crossup)<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup={{Tooltip | text=12 (min)| hovertext=Until the crossup trigger box is first active.}}<br />
|active={{Tooltip | text=19| hovertext=Crossup duration.}}<br />
|recovery=0<br />
|frameAdv=<br />
|invuln=Full (On Active)<br />
|description=Exclusive to F-Moon, Seifuku's forward dash will automatically make her hop behind the opponent on contact. Will not crossup if the opponent is fully corner-backed.<br />
}}<br />
}}<br />
<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=MB_F-Seifuku_236A.png<br />
|image2=MB_F-Seifuku_236B.png<br />
|image3=MB_F-Seifuku_236C.png<br />
|caption=<br />
|name=Brilliant Impetus - Phosphorous Wheel<br />
|linkname=236X<br />
|input=236A/B/C<br />
|data=<br />
{{AttackData-MB-Simple<br />
|description=Throw a ring of fire that does multiple hits. You can only have one ring up at a time.<br><br />
Rings have no hitbox until they're fully set. Slow start up. Great tool for meaties and space control.<br />
}}<br />
{{AttackData-MB<br />
|version=A<br />
|damage=300*4 (930)<br />
|reddamage=(626)<br />
|proration=75%<br />
|circuit=2.7%*4 (10.8%)<br />
|cancel=-EX-<br />
|guard=LHA<br />
|startup=49<br />
|active={{Tooltip | text=40| hovertext=10 x4}}<br />
|recovery={{Tooltip | text=43| hovertext=Full animation.}}<br />
|frameAdv=Plus<br />
|invuln=-<br />
|description=<br />
<br />
Throws a ring of fire in front of F-Seifuku that does 4 hits.<br />
* Sets up F-Seifuku's usual oki.<br />
* EX cancelling into 623C can lock opponent in the corner or hit them jumping out.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=300*4 (930)<br />
|reddamage=(626)<br />
|proration=75%<br />
|circuit=2.7%*4 (10.8%)<br />
|cancel=-EX-<br />
|guard=LHA<br />
|startup=49<br />
|active={{Tooltip | text=40| hovertext=10 x4}}<br />
|recovery={{Tooltip | text=43| hovertext=Full animation.}}<br />
|frameAdv=Plus<br />
|invuln=-<br />
|description=<br />
Throws a ring of diagonally above F-Seifuku. Same damage and meter gain as the A version.<br />
* Can be used to do throw/command grab crouching opponents with some extra damage. Although normal oki is probably preferable to this.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=300*7 (1497)<br />
|reddamage=(1008)<br />
|proration=75% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8+33<br />
|active={{Tooltip | text=70| hovertext=10 x7}}<br />
|recovery={{Tooltip | text=8+29| hovertext=Full animation.}}<br />
|frameAdv=Plus<br />
|invuln=-<br />
|description=Throws a large ring of fire in front of F-Seifuku that lasts longer and does 7 hits.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MB_C-Seifuku_623A.png<br />
|image2=MB_C-Seifuku_623B.png<br />
|image3=MB_C-Seifuku_623C.png<br />
|caption=<br />
|name=Drawing at the Moon<br>(EX: Drawing at the Moon in the Black Sky)<br />
|linkname=623X<br />
|input=623A/B/C<br />
|data=<br />
{{AttackData-MB-Simple<br />
|description=F-Seifuku extends her reach with flames at an upward angle. Air unblockable.<br />
}}<br />
{{AttackData-MB<br />
|version=A<br />
|damage=700<br />
|reddamage=505<br />
|proration=45% (O)<br />
|circuit=6.3%<br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=14<br />
|active=5<br />
|recovery=28<br />
|frameAdv=-9<br />
|invuln=<br />
|description=<br />
The fastest version with 1 hit.<br />
<br>EX cancelling into 214C can make this safe, and allow combo on hit.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=750*2 (1260)<br />
|reddamage=(678)<br />
|proration=80% (O)<br />
|circuit=6.75%*2 (13.5%)<br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=28<br />
|active={{Tooltip | text=6| hovertext=3, 3}}<br />
|recovery=19<br />
|frameAdv=2<br />
|invuln=<br />
|description=Slower start up. Has a slightly higher angle than the A version. 2 hits. Plus on block.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=400*6 (1802)<br />
|reddamage=(907)<br />
|proration=96% (M)*6<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=5+5<br />
|active={{Tooltip | text=18| hovertext=3 x6}}<br />
|recovery=38<br />
|frameAdv=-20<br />
|invuln=Full 1-5<br>Strike 6-21<br />
|description=Same angle as B version. Covers a larger area. Can be used as a reversal or anti-air. Note that it can be thrown on reaction to the flash. <br>F-Seifuku can OS a lot of left/right mixups because of this move and 214C, if you do 4214C or 6236C.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MB_F-Seifuku_214AB.png<br />
|image2=MB_F-Seifuku_214C.png<br />
|caption=A/B<br />
|caption2=EX<br />
|name=Brilliant Impetus - Evening Beauty<br />
|linkname=214X<br />
|input=214A/B/C<br />
|data=<br />
{{AttackData-MB-Simple<br />
|description=F-Seifuku jumps forward and attacks with flames. Very nice hitboxes.<br />
}}<br />
{{AttackData-MB<br />
|version=A<br />
|damage=500*4 (1412)<br />
|reddamage=(995)<br />
|proration=65% (O)<br />
|circuit=4.5%*4 (18.0%)<br />
|cancel=-EX-<br />
|guard=LHA<br />
|startup=32<br />
|active={{Tooltip | text=8| hovertext=2 x4}}<br />
|recovery=12<br />
|frameAdv=3<br />
|invuln=-<br />
|description=<br />
Jumps a short distance. 4 hits. Plus on block, but very reactable and thus easily shieldable. Pretty useless, but can be used as a knowledge check.<br>Can be used in neutral vs opponents that send a lot of time in the air.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=600*4 (1694)<br />
|reddamage=(1140)<br />
|proration=65% (O)<br />
|circuit=5.4%*4 (21.6%)<br />
|cancel=-EX-<br />
|guard=HA<br />
|startup=33<br />
|active={{Tooltip | text=8| hovertext=2 x4}}<br />
|recovery=13<br />
|frameAdv=-3<br />
|invuln=-<br />
|description=Jumps a longer distance. 4 hits. Not plus but safe. Is an overhead. Can go through the opponent but it never actually crosses up, opponent can always block either way. Generally useless. <br>Can also be used in neutral vs opponents that send a lot of time in the air.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=700*4 (2095)<br />
|reddamage=(1208)<br />
|proration=40% (M)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=HA<br />
|startup=1+14<br />
|active={{Tooltip | text=8| hovertext=2 x4}}<br />
|recovery=13<br />
|frameAdv=3<br />
|invuln=Full 1<br />
|description=Same distance as B version. Covers a larger area. 4 hits. Plus on block, combo-able on hit. Overhead.<br>This move technically has only 1 frame of invincibility. However, there is an odd thing about this move, it moves F-Seifuku during screen freeze. So even though this move has 1 frame of invincibility, its very evasive. <br><br />
Because of how much it moves you forward, it's especially good at disrespecting some blockstrings and meaties.<br><br />
However, it is still not a true reversal, so if you jump into active frames, you will get counter hit. <br>Any B or C button into 214C is not shieldable or DP'able, they can't act, but they can get hit. 5B > 214C forces opponent to '''not''' switch block direction.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">22X</span> =====<br />
{{MoveData<br />
|image=MB_H-Seifuku_22AB.png<br />
|image2=MB_H-Seifuku_22C.png<br />
|caption=A/B<br />
|caption2=EX<br />
|name=Breaking Beasts<br>(EX: Breaking Gathered Beasts)<br />
|linkname=22X<br />
|input=22A/B/C <br />
|data=<br />
{{AttackData-MB-Simple<br />
|description=F-Seifuku creates a ring of fire around her feet.<br />
}}<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1300<br />
|reddamage=1010<br />
|proration=75% (O)<br />
|circuit=11.7%<br />
|cancel=-EX-<br />
|guard=L<br />
|startup=13<br />
|active=14<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=<br />
|description=<br />
This version is your oki setup tool. Can also be used in 22A loops, those are hard but give damage and meter.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=1100<br />
|reddamage=808<br />
|proration=80% (M)<br />
|circuit=9.9%<br />
|cancel=<br />
|guard=L<br />
|startup=19<br />
|active=14<br />
|recovery=8<br />
|frameAdv=6<br />
|invuln=<br />
|description=Does less damage than A version and has more startup. However, it's the one used for the loop to generate meter and get oki at the end.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=1800<br />
|reddamage=1212<br />
|proration=75% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=L<br />
|startup=4+10<br />
|active=14<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=<br />
|description=This move can be used to force ring oki or guaranteed to catch tech in the corner. [https://twitter.com/Eika_da/status/1439667400836792328 Video].<br />
<br>Another good quality of this move is that it does a lot of guard damage. 22A also does a lot, so you can do 22A > 22C to do alot of guard damage.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">63214C</span> =====<br />
{{MoveData<br />
|image=Hseifuku_63214c_seq0200.png<br />
|caption=<br />
|name=Brilliant Impetus - Ghost Lantern Maple<br />
|linkname=63214C<br />
|input=63214C<br />
|data=<br />
{{AttackData-MB <br />
|damage=700<br />
|reddamage=505<br />
|proration=35% <br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br>(Whiffs vs Air.)<br />
|startup=6<br />
|active=1<br />
|recovery=29<br />
|frameAdv=<br />
|invuln=<br />
|description=F-Seifuku grabs and jumps over the opponent. Deals a small amount of damage and puts you on the other side of the enemy. Position shifts slightly. Leads into a combo so this will gain you a good amount of meter using this.<br />
}}<br />
}}<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=MB_F-Seifuku_j.236A.png<br />
|image2=MB_F-Seifuku_j.236B.png<br />
|image3=MB_F-Seifuku_j.236C.png<br />
|caption4=(Akiha's position here is from before air momentum takes place.)<br />
|name=Brilliant Impetus - Phosphorous Wheel (Air)<br />
|linkname=j.236X<br />
|input=j.236A/B/C<br />
|data=<br />
{{AttackData-MB-Simple<br />
|description=Air version of [[#236X|236X]]. Recovers in mid-air before the ring becomes active, letting you use air movements or an air normal.<br />
}}<br />
{{AttackData-MB<br />
|version=A<br />
|damage=300*4 (930)<br />
|reddamage=(626)<br />
|proration=75%<br />
|circuit=2.7%*4 (10.8%)<br />
|cancel=-EX-<br />
|guard=LHA<br />
|startup=49<br />
|active={{Tooltip | text=40| hovertext=10 x4}}<br />
|recovery={{Tooltip | text=43| hovertext=Full animation.}}<br />
|frameAdv=<br />
|invuln=-<br />
|description=Throws a ring of fire diagonally downward from F-Seifuku that does 4 hits.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=300*4 (930)<br />
|reddamage=(626)<br />
|proration=75%<br />
|circuit=2.7%*4 (10.8%)<br />
|cancel=-EX-<br />
|guard=LHA<br />
|startup=49<br />
|active={{Tooltip | text=40| hovertext=10 x4}}<br />
|recovery={{Tooltip | text=43| hovertext=Full animation.}}<br />
|frameAdv=<br />
|invuln=-<br />
|description=Throws a ring of fire at a position slightly further and less downward compared to A ring.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=300*7 (1497)<br />
|reddamage=(1008)<br />
|proration=75% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=6+38<br />
|active={{Tooltip | text=70| hovertext=10 x7}}<br />
|recovery={{Tooltip | text=6+35| hovertext=Full animation.}}<br />
|frameAdv=<br />
|invuln=-<br />
|description=Throws a large ring of fire in front of F-Seifuku that lasts longer and does 7 hits. Launches F-Seifuku forward unlike the other versions.<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MB_C-Seifuku_AD_AAD_Throw.png<br />
|image2=MB_C-Seifuku_AD_AAD_Strike.png<br />
|caption=Throw<br />
|caption2=Strike<br />
|name=Red Mistress - Locks of Hair<br />
|linkname=Arc Drive<br />
|input=41236C during MAX/Heat<br />
|data=<br />
{{AttackData-MB <br />
|version=Throw<br>Strike<br />
|damage=10800 (3568)<br>1500<br />
|reddamage=(2390)<br>1212<br />
|proration=50% (O)<br>100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=A<br>LHA<br />
|startup=3+1<br />
|active=1 (26)<br>2<br />
|recovery=42<br />
|frameAdv=-<br>-16<br />
|invuln=Full 1-58<br />
|description=F-Seifuku grabs the opponent and summons a torrent of flames. This AD only connects if F-Seifuku is right next to the opponent, otherwise it will whiff and do no significant damage. <br>There is a way to set this up. When you get oki with 236A, dash in close, 236A again and cancel it into AD immediately. This setup is not bulletproof, heat for example beats it pretty clean. You can try to RPS this setup with 236A > 623C/214C.<br />
}}<br />
}}<br />
<br />
=== Another Arc Drive ===<br />
{{MoveData<br />
|image=MB_C-Seifuku_AD_AAD_Throw.png<br />
|image2=MB_C-Seifuku_AD_AAD_Strike.png<br />
|caption=Throw<br />
|caption2=Strike<br />
|name=Red Mistress - Locks of Hair<br />
|linkname=Another Arc Drive<br />
|input=41236C during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|version=Throw<br>Strike<br />
|damage=19800 (4583)<br>1500<br />
|reddamage=(2841)<br>1176<br />
|proration=50% (O)<br>100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=A<br>LHA<br />
|startup=2+1<br />
|active=1 (26)<br>2<br />
|recovery=42<br />
|frameAdv=-<br>-16<br />
|invuln=Full 1-57<br />
|description=Same move than the Arc Drive, but does more damage. Has same gimmicky setup as AD.<br />
}}<br />
}}<br />
<br />
=== Last Arc ===<br />
{{MoveData<br />
|image=MB_C-Seifuku_LA.png<br />
|caption=<br />
|name=Red Mistress Ubiquitous - Scarlet Maul<br />
|linkname=Last Arc<br />
|input=Grounded EX Shield during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=9250 (3420~5679)<br />
|reddamage=(2699~4481)<br />
|proration=50% + 50% * remaining BH time<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=4+7<br />
|active=2<br />
|recovery=22<br />
|frameAdv=<br />
|invuln=Full<br />
|description=F-Seifuku lifts the opponent up into the air and summons a pillar of flames.<br />
}}<br />
}}<br />
== General Gameplan ==<br />
=== Neutral ===<br />
First you gotta know how to play neutral with this character. It's the hardest part.<br><br />
Aim to turn any hit on the grounded opponent into oki, unless it kills or if you feel like you need to balance HP or if it's in a corner.<br />
<br />
In the air, it is extremely important to know and use your good j.A hitbox. It is slow, but if you use it pre-emptively, it is a strong and safe air button.<br><br />
Hitconfirm j.A into j.C.<br />
<br />
On the ground, you have to make good use of your dash. It can cover whole ground in one dash, and gradually gains speed.<br><br />
Dash 2A > 2C can catch a lot of people trying to backdash when they see you dashing in.<br><br />
Dash 5A is a strong way to poke opponent out of air, especially when you get behind them. You can hit confirm it into 3C and do an air combo.<br />
<br />
Use rings to control space. You keep rest of your air options once it's out, so it can be safe. Watch out for people super jumping to you though, if you get hit the ring gets cancelled.<br><br />
When far away from the opponent you can do grounded 236B (upwards ring), then jump into the ring and j.236B, then airdash. This allows you to more of less safely "crawl" to the enemy.<br />
<br />
=== Okizeme ===<br />
<br />
====Midscreen:====<br />
So you did your oki string or a throw. What now?<br><br />
Do 236A! Then dash towards the opponent and quickly jump directly up.<br><br />
This will make you drift toward the opponent.<br />
<br />
<li style="display: inline-block;"> [[File:fsei_oki.png|thumb|Time to guess!]] </li><br />
At this point, if you do nothing, you will land on the other side of the opponent.<br><br />
Here are your options to mix people up from the image:<br />
# Empty jump into 2A.<br />
# Empty jump into command grab.<br />
# j.BC double overhead into 2A.<br />
# j.BC double overhead into fuzzy j.B.<br />
# j.BC double overhead into ground dash back to noclip through. Only works vs Akiha/V.Akiha.<br />
# j.B tiny delay j.C whiff into 2A.<br />
# j.B tiny delay j.C whiff into command grab.<br />
# Air backdash j.B or j.C. sideswitch feint.<br />
You can also do a gimmick where you AD/AAD opponent from 236A/236C.<br />
236A > dash in > 236A insta-cancel into AD/AAD. This can be beaten by mashing heat or a good DP.<br />
<br />
You can break shield attempts by throwing the opponent, and doing 236A again.<br />
<br />
'''Alternative oki:'''<br><br />
Some characters will be able to backdash out of the ring after your 2A starter into oki string.<br<br />
>To deal with those options, either use less 2A's in that string, or use TK j.236B as an alternative oki:<br />
<br />
<li style="display: inline-block;"> [[File:fsei_oki2.png|thumb|right|Time to guess again!]] </li><br />
This will push you away from the opponent, so you should super air-jump diagonally upwards toward the opponent when they are in blockstun during j.236B.<br><br />
Your options are pretty identical to the above image. But it's harder to do j.BC double overhead. It becomes dependent on your super double jump timing.<br><br />
Also, you technically lose air backdash j.B/j.C option, since they can mash 5A to beat it. But you can still do it, as nobody really mashes there.<br />
<br />
'''Tech punish setup:'''<br><br />
After getting 22A oki, F-Seifuku has a way to catch forward/back techs. However, it requires 100% meter.<br><br />
To do that, do another 22A as an OTG combo, and instantly cancel it into 236C.<br><br />
If they tech back, 236C ring will hit them, and they will be in a combo for a while. But if they tech forward then you can catch them with 2A.<br><br />
Because of how long they will be hit for (if they tech back), you dont need to react to that at all. Have full focus on if they forward tech, you can even just mash 2A pre-emptively and see if they tech other ways.<br><br />
If opponent doesnt tech, or tech's neutral, then they will be forced to block the 236C ring, which takes a while, and you can run your oki from above.<br><br />
This is a very strong tool to force ring oki onto opponent, if you don't want to deal with wakeup DP/mash complications.<br />
<br />
====Corner:====<br />
'''Tech punish OR oki:'''<br><br />
After 22A, instead of doing a ring, you can go for an OTG combo 2AAAAA 5B 2B 3C 22B.<br><br />
This will add about 500 damage to the oki. If they stop teching, you can risk with 236A instead of 22B which will just put a ring on them.<br><br />
Note that you should do exactly five 2A in the OTG, as shown above. It is important, as that is the number that works on all characters. There should be no delays.<br />
<br />
'''Tech punish AND oki:'''<br><br />
You can guarantee tech punish AND get oki if you spend 100%.<br><br />
To do that, do this OTG: 2AAAA 5B 2B 236A insta cancel 22C.<br><br />
If they tech forward (escaping the corner), then they will be hit by 22C, and you can do 3C to get a combo on them.<br><br />
If they dont tech or tech any other way, they will be in a ring oki and you can safely jump in at them.<br />
<br />
'''The oki:'''<br><br />
When the opponent is in the corner, and you get 236A oki, it's less ambiguous for the opponent to block.<br><br />
That's because they don't need to care about left/right mixups.<br><br />
<br />
So once you do the ring, you have the following options to pick from:<br />
# j.BC double overhead into 2A.<br />
# j.B single overhead into 2A.<br />
# j.B IAD j.BC triple overhead into 2A. Corner only, this also avoids shield/bunker attempts.<br />
# j.BC double overhead into fuzzy j.B. This one is easy to do in the corner.<br />
# High hit j.B into command grab. One of the strongest options.<br />
# Empty jump into 2A.<br />
# Empty jump into command grab.<br />
<br />
Because we are in the corner, it is preferable to start air pressure strings with a superjump.<br><br />
This has the benefit of avoiding a lot of DP attempts. As well as making your empty jump 2A look a bit more ambiguous.<br />
<br />
====Beating opponent options:====<br />
Once they realise how annoying F-Seifuku oki is, the opponent will try to break it.<br><br />
To be a good F-Seifuku player, you need to know how to deal with each response.<br />
<br />
# Backdash. <p>This won't work because the ring will hit. However, midscreen, when you do standing ring oki vs characters with long backdash, be sure to gauge the distance. If too far, then TK ring oki is better, as it throws ring further and that can catch all backdashes.<br />
# Shield. <p>This is typically the first option they try to attempt. This is easy to beat, all you need to do is not auto-pilot button pressing during for a bit.</p><p>To beat shield, all you need to do is jump at them without pressing a button and grab them. Note, for the best effect, this should be a command grab.</p><p>You do not need to worry about counters, shield cancels into jump or DP, because ring oki forces 4 shields to come out first before they can do anything. They are locked shielding the ring.</p><br />
# Bunker. <p>More annoying option to deal with, especially midscreen.</p><p>In the corner you can do a double jump to delay j.C to beat this. You get a very good starter with this and have high damage potential.</p><p>Midscreen, this option is annoying because bunker usually moves them forward. The simplest way to beat this option midscreen is to go for the alternative oki, with TK ring. Then when you do air backdash j.C, you will hit them from behind, avoiding bunker and get j.C starter.</p><p>Note, bunker costs 50% meter for C/F moons, and 100% for H moon. The punishes above only work vs C/F moons. To punish H moon, you have to have a hard read and grab(better command grab) them during bunker startup.</p><br />
# DP. <p>Some DPs just get stuffed by the ring, some that are good, are a good option vs this oki.</p><p>I would say the most problematic one is Nanaya DP, because if he hits you with a DP, he can go into throw animation, and the ring will not hit him at all.</p><p>To beat an annoying DP, your best bet is to go for an alternative TK ring oki version, because it pulls you backwards. Their DP then will whiff and you should get a clean punish.<p><br />
# Mashing after blocking the ring. <p>While this is a dumb choice, it also has its point. The point is to never get grabbed.</p><p>To beat this just don't command grab for a while, and press buttons instead.</p><p>Opponents will try to RPS this with DPs, but they take a bigger risk than you. You can condition them to stop and start applying brain if you go for damage enders.</p><br />
<br />
=== Pressure ===<br />
* When you have enemy blocking mid-screen, you can push them into corner but doing B or C button into 214C. It leaves your plus to do another string. There is no gap, so they can't shield it.<br />
* Note that when you do 5B 214C they have to block it the same way they blocked 5B or it will hit. Because of that bunkering it is also weird, normally its towards the same direction e.g. 4 > 214D. But because seifuku is on the other side it's 4 > 236D. And you have to input this very quickly, otherwise multihit will get you.<br />
* In the corner, you can start mashing 2A 5B loop. This is extremely oppressive vs characters who don't have fast 2A/5A. If opponent's fastest normal is active on 5f, then this loop will at worst trade. If you feel like they are about to mash out, stagger 5B with 2B, then 2C.<br />
* You can dash 2A delay command grab if you feel opponent will not mash out.<br />
* If you feel cheeky, you can also dash through opponent for a cross-up. It's slow, but if opponent get hits by it, it's their fault for sleeping.<br />
* In the corner you can prevent people from jumping out by doing 236A insta-cancel into 623C. Even if they shield 623C, 236A will keep you safe. 236A > 214C is also ok to catch jumpouts, you will be able to guard crush with 3C.<br />
* You can also feint 236A > 623C by doing 236A > 236C. They can dash in and 2A you though.<br />
* If in the corner you hit opponent with 2C but was outside of range of 3C to pickup the combo, you can do OTG string 2AAA 5B 3C tiny delay 22B. This will catch them teching neutral or forward.<br />
* You can do 2C into 236A. This is very fake, but you can make people be scared of jumping with methods above.<br />
* After ending a combo with an air throw in the corner, you can meaty 2B. It's a fairly safe meaty, but red hitbox outwards, good distance away. Some DPs might whiff.<br />
* 22A and 22C both do a lot of guard damage! And because each is a single hit, it's not easy to ex-guard like 236C. Another thing to note is that 22A is EX cancellable. This means F-Seifuku can have a burst guard damage by doing 22A > 22C.<br />
<br />
=== Defense ===<br />
* Shielding is very rewarding for F-Seifuku, because you can go into your loops and gain a lot of meter.<br />
* 214C is very evasive, it will avoid/punish a lot of 2B and 2C frame traps.<br />
* F-Seifuku can OS left/right mixups by inputting either 6236C or 4214C. Either 623C or 214C will come out.<br />
* You have an option to shield > command grab. This is good vs F-Moon characters, as shield counter is usually slow to punish their air buttons if they do it low enough, they would just land and block it, and you will be at a disadvantage.<br />
<br />
== Matchup knowledge ==<br />
=== 22B loop information ===<br />
The table below shows difficulty of 22B loops on each character. Note that difficulty in general is subjective, and you might find them easier or harder, however it is good to know if particular character is easier or harder relative to another character.<br><br />
* '''Easy''' means loops should go without problem, and you can use 2AA 2C in them to put opponent a little higher.<br><br />
* '''Easy+''' is same as easy, but the timing of the first 2A should be when the opponent is a little bit higher than usual.<br><br />
* '''Medium''' means you should not go for 2AA 2C extender, and just try to get as many 2A 2C in there. Also hitboxes vary, but timing/opponent height when you do the first 2A is character specific.<br><br />
* '''Hard''' means medium, but with a stricter timing.<br><br />
* '''V.Hard''' and '''VV.Hard''' are Very Hard and Very-Very Hard. It's very hard. You should either give up on doing 22B loops and go for AT ender, or get used to doing 2A <delay> 2C in your loops.<br />
<br />
The corner column means if 22B loops can be done when opponent is in the corner, and you are very close to them. Example scenario is GAT towards corner.<br />
* '''No''' means not possible, go for AT ender route.<br />
* '''Yes''' means possible. Note that you should always try to do micro walk backwards before first 2A though some characters do not need it. Walking back a little gets more space between you and opponent so that 2C's highest hitting point is more aligned to the opponent. <br />
* '''Short''' only means 2AA 2C extender won't work.<br />
* '''Hard''' means you need to do 2A <delay> 2C. <br />
* '''Very Hard''' means you need to do 2A <delay> 2C and be extra precise with the first 2A. <br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Character !! Difficulty !! Corner<br />
|-<br />
| Aoko || Ok || No<br />
|-<br />
| Tohno || Hard || No<br />
|-<br />
| Hime || Medium || No<br />
|-<br />
| Nanaya || Hard || Yes<br />
|-<br />
| Kouma || Easy || No<br />
|-<br />
| Miyako || Easy || Yes<br />
|-<br />
| Ciel || Medium || Yes<br />
|-<br />
| Sion || Easy || No<br />
|-<br />
| Ries || Easy || No<br />
|-<br />
| VSion || Easy || Yes<br />
|-<br />
| Wara || Medium || No<br />
|-<br />
| Roa || Easy+ || No<br />
|-<br />
| Akiha || Easy+ || Hard<br />
|-<br />
| Arc || Easy || Yes<br />
|-<br />
| PCiel || Easy+ || Short only<br />
|-<br />
| WArc || Easy || Yes<br />
|-<br />
| VAkiha || Easy || Hard<br />
|-<br />
| Mech || Easy+ || No<br />
|-<br />
| Seifuku || Easy || Yes<br />
|-<br />
| Satsuki || Easy || Yes<br />
|-<br />
| Len || Medium || Yes<br />
|-<br />
| Ryougi || VV.Hard || No<br />
|-<br />
| WLen || Medium || Yes<br />
|-<br />
| Nero || Medium || Yes<br />
|-<br />
| NAC || Hard || Short only<br />
|-<br />
| Hisui || V.Hard || V.Hard<br />
|-<br />
| Kohaku || Easy || Yes<br />
|}<br />
<br />
=== 5A vs crouching opponents ===<br />
F-Seifuku 5A is great. Hitbox is pretty high, and its relatively fast. It deals more damage than 2A, so for more optimal damage, you should try to put some 5A's into your combo.<br><br />
The problem is that 5A will very quickly start whiffing on crouching opponents.<br><br />
This issue is char specific. 5A will hit its full length on following characters when they are crouching:<br><br />
'''CF-W.Len, Nanaya, Tohno, Hime, Warachia, Nero'''<br />
<br />
Against these characters, your 5A is as good, if not better, as C-Kouma's.<br />
<br />
=== Character knowledge ===<br />
<br />
==== vs Nanaya ====<br />
After finishing your air combo in the corner, F-Seifuku can safely meaty Nanaya with 2B.<br />
<br>If Nanaya DP whiffs, and you get punish. Nanaya cant jump because you should buffer with 3C to confirm into air combo.<br />
<br />
==== vs C-Seifuku ====<br />
You can do 214C to break their usual 22 oki.<br />
<br />
==== vs Nero ====<br />
You can punish his 4C with 214C. Not at max range though.<br />
<br>C-Nero can backdash out of the oki. Recommended to use TK oki version, as super jump forward can allow you do catch it.<br />
<br>F-Nero can dash out of oki in any direction. Best if probably to do standing ring oki, and not jump. Maybe dash > sides switch is good.<br />
<br />
==== vs Akiha/V.Akiha ====<br />
You can noclip them like so: [https://clips.twitch.tv/BillowingBusyJackalPastaThat Clip of the noclip].<br />
<br>It's very easy to do, the only ingredients are 236 hitting them, them blocking, and you jump over hitting them with late j.C.<br />
<br>You can also dash through 5B, to crush low shields, or weird 214C (who knows which way you even have to block now).<br />
<br />
==== vs Hisui/Ryougi ====<br />
Loops don't work very well on these. Can only be done with specific starters to set them up, but the timing window is strict. Starters and routes are seen [https://youtu.be/d1LNu_WKetw here.]<br />
<br>2A <delay> 2C is the [https://twitter.com/Eika_da/status/1500117108423856128 answer].<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
<br />
=== Normal Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=2723<br />
|metergen=???<br />
|metero=???<br />
|link=<br />
|input= *2AAAA > 5B > 2B > 2C > 22A<br />
|simput=<br />
|note= Okizeme Combo. You will be using this combo the most, especially after a command grab due to it's high proration.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4109<br />
|metergen=???<br />
|metero=???<br />
|link=<br />
|input= *2AAAA > 5B > 2B > 2C > 3C > sj8.ABC > dj.BC > AT<br />
|simput=<br />
|note= Basic BnB. Hold 8 during 3C to superjump. j.A can be omitted depending on spacing. If j.A is omitted, j.B will require a slight delay, otherwise you will end up too high to AT.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4319<br />
|metergen=???<br />
|metero=???<br />
|link=<br />
|input= *2AAAA > 5B > 2B > 5C > 3C > sj8.ABC > dj.BC > AT<br />
|simput=<br />
|note= Slightly optimised BnB. This requires better spacing, otherwise 3C whiffs. You have to add some delay to your dj.BC. You can fit j.A in there too, if you feel confident airthrow will also hit.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4492<br />
|metergen=???<br />
|metero=???<br />
|link=<br />
|input= *2AAAA > 5B > 2B > 5C > 3C > IAD > j.C > land > j.AC > dj.BC > AT<br />
|simput=<br />
|note= Optimised midscreen BnB. Corner carries slightly and deals more damage than basic BnB. Easier with higher hitcounts.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Corner, grounded opponent<br />
|character=<br />
|damage=4599<br />
|metergen=???<br />
|metero=???<br />
|link=<br />
|input= *2AAAA > 5B > 2B > 5C > 3C > 623B > j.AC > sdj.BC > AT<br />
|simput=<br />
|note= Optimised corner BnB. Deals more damage than basic combos. The more 2A you do the easier it is, and more damage!<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Corner, grounded opponent<br />
|character=<br />
|damage=6121<br />
|metergen=104.4<br />
|metero=34.8<br />
|link=<br />
|input= *j.BC > j.BC > 2A > 5B > 2B > 5C > 3C > 623B > j.AC > sdj.BC > AT<br />
|simput=<br />
|note= Fuzzy starter. Getting 2nd j.C to hit is not hard, but requires some training. Can be done out of the corner too.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Shield Counter<br />
|character=<br />
|damage=2647<br />
|metergen=103.3%<br />
|metero=33.6%<br />
|link=<br />
|input= *236D > 22A > {2A > 2C > 22B}x3 > 2A > 2C > 22A > 236A<br />
|simput=<br />
|note= Easy 22B loops. 22B scales damage, so go for oki instead of air ender. Unless you want to get into MAX and heat during the air combo. Gives you a lot of meter. You don't have to use 22A at all, but using it as a first 22 and especially the last is not very hard. Very fun to practice and very strong way to gain meter if you can do these loops consistently.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Shield Counter<br />
|character=<br />
|damage=3217(1 rep)<br>3650(2 rep)<br>3977(3 rep)<br />
|metergen=244.7%<br />
|metero=47.3%<br />
|link=<br />
|input= *236D > 22A > {2A > 2C > 22A}x1-3 > 2A > 2C > 3C > j.BC > j.BC > AT<br />
|simput=<br />
|note= Harder 22A loops. Need delays before 2A, input 22A asap after 2C. Always go for air ender if you do these, otherwise go for 22B loops into oki. If towards corner, then 2nd rep should start with 2AA to allow easier 3rd rep. Not really fun to do these loops as timings are char specific... just do 22B loops instead.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Air throw start<br />
|character=<br />
|damage=3053<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= *AT > 5C > 3C > j.BC > j.BC > AT<br />
|simput=<br />
|note= Simple air throw combo that works everywhere. You can use 5B 3C instead of 5C 3C, but you will lose like 70dmg.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Air throw start<br />
|character=<br />
|damage=3034<br />
|metergen=93.6%<br />
|metero=31.2%<br />
|link=<br />
|input= *AT > {2A > 2C > 22B}x1-3 > 2A > 2C > 22A<br />
|simput=<br />
|note= 22B loops into oki. Note that positioning is better if you do super jump > throw start instead of normal jump > throw.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Air throw start, Corner<br />
|character=<br />
|damage=3268<br />
|metergen=181.8%<br />
|metero=90.7%<br />
|link=<br />
|input= *AT > {2A > 2C > 22B}x3 > {2AA > 2C > 22B}x2 > 2AA > 2C > 3C > j.ABC > j.ABC > AT<br />
|simput=<br />
|note= Max 22B loops with meter gain.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Air throw start<br />
|character=<br />
|damage=3467(1 rep)<br>3809(2 rep)<br>4066(3 rep corner)<br />
|metergen=135%<br />
|metero=45%<br />
|link=<br />
|input= *micro walk > {2A > 2C > 22A}x1-3 > 2A > 2C > 3C > j.BC > j.BC > AT<br />
|simput=<br />
|note= Harder 22A loops. Need delays before 2A, input 22A asap after 2C. Always go for air ender if you do these, otherwise go for 22B loops into oki. If towards corner, then 2nd rep should start with 2AA to allow easy 3rd rep. Easier to do than shield 22A loops.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=OTG, Corner<br />
|character=<br />
|damage=3297+<br />
|metergen=84.6%<br />
|metero=28.2%<br />
|link=https://twitter.com/Eika_da/status/1495747337095983111?s=20&t=XVrK9TShnYOTEhcTMUo8IA<br />
|input= *2AAA > 5B > 2B > 2C > 22A > dash > 2AAAAA > 5B > 2B > 3C > 22B<br />
|simput=<br />
|note= 22B catches all tech directions. Note that this combo is very exact. You cannot deviate in 2A count in the OTG part. Can go into loop if 22B hits with 2A 2C.<br />
<br>If opponent doesn't tech, you will just hit them with an invalid 22B. They can then tech out again. If you do 22A after the invalid 22B it catches all tech's again! BUT if they don't tech the 2nd time, you will be punished. Therefore it's recommended to just try to time 2A, as your 2A can reach all tech directions opponent chooses.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=j.B/j.C Air CH<br />
|character=<br />
|damage=5929<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= *j.C CH > walk > {2A > 2C > 22A}x1-3 > 2A > 2C > 3C > j.BC > j.BC > AT<br />
|simput=<br />
|note=You wish you would land these all the time! Used j.C CH starter for this one. Easier when in corner as usual because of spacing and possibility of 2AA in 2nd rep.<br />
}}<br />
<br />
}}<br />
<br />
=== Metered Combos ===<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=4564<br />
|metergen=???<br />
|metero=???<br />
|link=<br />
|input=*2AAAA > 5B > 2B > 2C > 22C > 3C > sj8.BC > dj.AC > AT<br />
|simput=<br />
|note= Metered version of the damage BnB combo if you don't wanna deal with execution of 3C > IAD > j.C > land. Use it when you have meter to burn.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|characters=Hime, Ciel, Ries, Wara, Roa, Arc, Nero, NAC, Neco<br />
|damage=5161<br>vs Hime<br />
|metergen=27% - 100% + 24.4%<br />
|metero=25.1%<br />
|link=<br />
|input=*2AAA > 5B > 2B > 5C > 22C > 3C > sj8.BC > sdj.BC > AT<br />
|simput=<br />
|note=Character specific route that deals great damage off of 2A for 100%.<br>To get 2nd j.BC > AT, you '''need''' to do three 2A at the start, otherwise do j.AC.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=3999<br />
|metergen=???<br />
|metero=???<br />
|link=<br />
|input=*2AAAA > 5B > 2B > 5C > 214C > {2A > 2C > 22B}x2 > 2AA > 2C > 22B > 2A > 2C > 22A<br />
|simput=<br />
|note= Metered version of the oki combo. Use it when you have meter to burn.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, MAX<br />
|character=<br />
|damage=4991<br />
|metergen=???<br />
|metero=???<br />
|link=<br />
|input=*2AAA > 5B > 2B > 2C > 22A > IH > walk > 2A > 2C > delay > 3C > AD<br />
|simput=<br />
|note= IH Combo into AD.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, MAX<br />
|character=<br />
|damage=5120<br />
|metergen=???<br />
|metero=???<br />
|link=<br />
|input=*2AAA > 5B > 2B > 2C > 22A > IH > walk > 2A > 2C > delay > 22C > 3C > sj8.BC > dj.AC > AT<br />
|simput=<br />
|note=<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, MAX<br />
|character=<br />
|damage=5283<br />
|metergen=???<br />
|metero=???<br />
|link=<br />
|input=*2AAA > 5B > 2B > 2C > 22A > IH > walk > 2A > 2C > 22A > 2A > 2C > 3C > sj8.BC > dj.BC > AT<br />
|simput=<br />
|note= IH Combo into AD.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, Corner, MAX<br />
|character=<br />
|damage=5432<br />
|metergen=???<br />
|metero=???<br />
|link=<br />
|input=*2AAA > 5B > 2B > 2C > 22A > IH > walk > 2A'''A''' > 2C > 22A > 2A > 2C > delay > 3C > 623B > j.AC > sdj.BC > AT<br />
|simput=<br />
|note=<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, MAX<br />
|character=<br />
|damage=5634<br />
|metergen=???<br />
|metero=???<br />
|link=<br />
|input=*2AAA > 5B > 2B > 2C > 22A > IH > walk > 2A > 2C > 22A > 2A > 2C > 22C > 3C > sj8.C > dj.BC > AT<br />
|simput=<br />
|note=Can also do sj8.BC > dj.AC if you delay 22C enough. Only adds 26dmg though. <br>Hard to do out of the corner, walk has to be longer there for 3C to hit.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, Corner, MAX<br />
|character=<br />
|damage=5990<br />
|metergen=???<br />
|metero=???<br />
|link=<br />
|input=*2AAA > 5B > 2B > 2C > 22A > IH > walk > 2A > 2C > 22A > 2A'''A''' > 2C > 22A > 2A > 2C > 22C > 3C > sj8.BC > dj.BC > AT<br />
|simput=<br />
|note=VERY hard.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=OTG, Corner<br />
|character=<br />
|damage=3055+<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= *2AAA > 5B > 2B > 2C > 22A > dash > 2AAA > 2AAA > 5B > 2B > 236A > 22C<br />
|simput=<br />
|note= 22C catches their tech out of the corner(front tech) or into the corner (back tech), you can then follow up with 3C into an air combo. This catch nets around 4k. With full combo, OTG and catch result is around 7k of damage.<br />
<br>While this combo is not very strict with hit count. You must cancel 236A into 22C as soon as possible.<br />
<br>If opponent neutral techs or doesn't tech, then you will get + frames and can re-jump.<br />
}}<br />
<br />
}}<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=f&p1char=seifuku F-Seifuku Match Video Database]<br><br />
[https://www.youtube.com/watch?v=MrLwX4shojI XxTexasTimxX guide on F-Seifuku]<br><br />
<br />
== Notable Players ==<br />
{| class="wikitable" <br />
!width="125"|Name!! width="70"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
|-<br />
|[https://mbaacc.melty.games/?p1moon=f&p1char=sei&p1name=Alchemist+of+Atlas Alchemist Of Atlas<br>(Alchemist of Atlas#9350)]|| style="text-align:center;"|<br />
[[File:Sei Color30.png]]<br />
| North America || Netplay || Active || <br />
|-<br />
|[https://mbaacc.melty.games/?p1moon=f&p1char=sei&p1name=Eika Eika<br>(Eika#0643)]|| style="text-align:center;"|<br />
[[File:Sei Color12.png]]<br />
| Europe || Netplay || Active || <br />
|-<br />
|[https://mbaacc.melty.games/?p1moon=f&p1char=sei&p1name=fushigidane+%28フシギダネ%29 fushigidane<br>(フシギダネ)]|| style="text-align:center;"| <br />
[[File:Sei Color06.png]]<br />
| Japan || Play Spot BIG ONE 2nd || Inactive ||<br />
|-<br />
|[https://mbaacc.melty.games/?p1moon=f&p1char=sei&p1name=namiyan+%28なみやん%29 namiyan<br>(なみやん)]|| style="text-align:center;"| <br />
[[File:Sei Color35.png]]<br />
| Japan || A-cho, KoreWaMelty || Inactive ||<br />
|-<br />
|}<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Akiha Tohno (Seifuku)]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/Links&diff=259504Melty Blood/Links2023-05-10T14:35:24Z<p>EikaMikiku: /* Match Video Database(s) */ https</p>
<hr />
<div>==Game Downloads==<br />
<br />
===Support the actual game on Steam===<br />
:https://store.steampowered.com/app/411370/Melty_Blood_Actress_Again_Current_Code/<br />
<br />
===CCCaster v3.1.003===<br />
:Rollback Netcode Client, Latest Version<br />
:https://cdn.discordapp.com/attachments/297140911773843456/1013261656182226985/cccaster.v3.1.003.zip<br />
<br />
===Kosunan's Training Tool===<br />
:Shows frame by frame information<br />
:https://github.com/kosunan/MBAACC_Training<br />
<br />
===Concerto===<br />
:Graphical frontend for CCCaster<br />
:https://github.com/shiburizu/concerto-mbaacc/releases/latest<br />
<br />
===FrameDisplay===<br />
:External Hitbox Viewer<br />
:https://t.co/cSkHDh6LNV<br />
:https://twitter.com/LegendBlueShirt/status/727321280773509123<br />
<br />
===Framestep===<br />
:Frame-by-Frame Advance and In-Game Hitbox Viewer<br />
:https://cdn.discordapp.com/attachments/348827363632480257/423984664005574667/framestep_180315_v0.0001d.2b.7z<br />
<br />
===Wine wrapper for MBAACC===<br />
:Easier setup and play for Mac users<br />
:https://mega.nz/#!cAAC1QDD!6VaSbKRI-Aa4zXTzmiA0X5TEexcfSSudH7rK_FjfdK4<br />
<br />
===File extractor=== <br />
:Extracts packed game data<br />
:https://files.catbox.moe/ghmr93.zip<br />
<br />
===Hanteichan=== <br />
:Advanced framedata editor and viewer. You have to build it yourself, but the github page has instructions.<br />
:https://github.com/Raijinili/Hantei-chan<br />
<br />
==Information and Videos==<br />
<br />
===Match Video Database(s)===<br />
:https://melty.games/<br />
<br />
===CCCaster Tutorials===<br />
<br />
:Video Tutorial<br />
:https://www.youtube.com/watch?v=aMxwkPb5kOM<br />
<br />
:Written Tutorial<br />
:https://pastebin.com/raw/97i5vZcW<br />
<br />
===Sydoh's MBAACC Frame Data Spreadsheet=== <br />
:work in progress<br />
:https://docs.google.com/spreadsheets/d/1k78DjuE317mBGwC74btKVYHGYTBhpbNbkT9-Dt29LQM/edit?usp=sharing<br />
<br />
==Community Invites==<br />
<br />
===Permanent Discord Invite Link===<br />
:https://discordapp.com/invite/0TJ5ma4C19VUCEeV<br />
<br />
===Permanent Alternative Discord Invite Link===<br />
:https://discord.gg/8NrARJA<br />
<br />
===Melty Blood Community Server Discord Invite Link===<br />
:https://discord.gg/j9T6z3mM2m<br />
<br />
===Melty Blood SEA===<br />
:https://discord.gg/pTThFsE<br />
<br />
===Melty Blood Korea===<br />
:http://meltyway.kr/xe/FB/29983<br />
<br />
===Reverse Beat Brasil===<br />
:https://discord.gg/zxqds56YRH<br />
<br />
===Melty Blood Brasil===<br />
:https://discord.gg/uUFEKTD2Ss<br />
<br />
===Melty Sud===<br />
:https://discord.gg/K3aaVmE<br />
<br />
===Melty Blood Turkey===<br />
:https://discord.gg/vj62m6PMbh<br />
<br />
===Melty Blood LAN===<br />
*'''North Latin America, from Ecuador to Mexico'''<br />
:https://discord.gg/abq5TnCawq<br />
<br />
==Outdated==<br />
<br />
===MeltyBread===<br />
:http://www.meltybread.com/<br />
:America's main Melty Blood Website. Here you can find news related to Melty Blood's community and a forum outlining much of the information here for each character. <br />
<br />
===MeltyBread's Youtube Channel===<br />
:http://www.youtube.com/user/MeltyBread<br />
:A great place to find Melty Blood Actress Again tournament videos and casuals. You can also find the occasional character combo video.<br />
<br />
===NicoNico===<br />
:http://www.nicovideo.jp/search/MBAACC<br />
:Japanese Melty videos.<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Akiha_Vermilion/Half_Moon&diff=254111Melty Blood/MBAACC/Akiha Vermilion/Half Moon2023-04-15T18:56:02Z<p>EikaMikiku: /* Non-Situational Combos */ Adjusted combos, removed useless one.</p>
<hr />
<div>{{TOClimit|3}}<br />
<br />
== Character Page Progress ==<br />
{{#lst:Melty_Blood/MBAACC:Roadmap|H-VAkiha}}<br />
<br />
== Overview ==<br />
{{StrengthsAndWeaknesses<br />
|intro=[[File:H vaki.png]] '''H-VAkiha''' is ''speed''.<br />
<br />
|pros=<br />
*'''Lightning fast:''' H-Vaki is one of the most mobile characters in the game with two fast airdashes, great dash speed once she gets moving, and multiple ways to manipulate momentum.<br />
*'''Great corner carry:''' Ground hits and air counterhits readily convert into fullscreen carry and corner oki.<br />
*'''Stable oki:''' H-VAki oki is very safe and maintains consistent offense. Some setups can instead lead into corner mixup.<br />
*'''Good offense:''' Many normals move forward to help keep pressure on, and given the opportunity H-VAki has solid mixup with j.C airdash j.B fuzzy setups.<br />
*'''Half Moon Synergy:''' H-VAki is not meter reliant and plays well with auto-Heat, guard cancel Bunker, and 6AA.<br />
<br />
|cons=<br />
*'''Fragile:''' VAki has the lowest health in the game and limited reversal options. Heat helps extend her life pool, but rounds can snowball against her very quickly.<br />
*'''Poor stray hit conversions:''' Stray hits often lead to air combos and weak airthrow oki.<br />
}}<br />
<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=h&p1char=vakiha H-V.Akiha Match Video Database]<br><br />
[https://drunkardshade.com/2015/08/03/melty-bits-h-v-akiha/ Melty Bits: H-V.Akiha] <br><br />
[https://docs.google.com/document/d/1-A6LD21iHVJMa29i9tS6k9XnlBx6wcL1gQz0GAtu4Gs/edit?usp=sharing @DRK_Player: Playing H-VAkiha.] A PDF mirror of the document is available [[Media:Playing H-VAkiha.pdf|here.]]<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=hvakiha_5a.png<br />
|image2=hvakiha_6a.png<br />
|image3=hvakiha_6aa.png<br />
|caption=Plus on block.<br />
|caption2=Good for staggers.<br />
|caption3=BNB filler.<br />
|name=5A<br />
|linkname=5A<br />
|input=5A~6A~6A<br />
|data= <br />
{{AttackData-MB <br />
|version=5A<br />
|damage=300<br />
|reddamage=115<br />
|proration=75% (O)<br />
|circuit=2.1% <br />
|cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=3<br />
|recovery=8<br />
|frameAdv=1<br />
|invuln=<br />
|description=Insane 5A. Fast, large horizontal range, +1 on block, hits crouchers. Rebeating into it at close range is just as good as whiff cancelling a move for advantage—and you can stagger out of it instead of letting it recover to frametrap people, too, much like a whiff cancel. Since it's plus, if you let it recover, you can frametrap some characters and reset your available normals at the same time. It's an ideal reset point. This is the backbone of H-V.Akiha pressure at close range.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=5A~6A<br />
|damage=600<br />
|reddamage=384<br />
|proration=80% (M)<br />
|circuit=4.2% <br />
|cancel=N, SP, -CH-, EX, (J)<br />
|guard=LH<br />
|startup=8<br />
|active=4<br />
|recovery=16<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Decent 6A that moves VAkiha forward and has very little pushback on block. Useful in combos and stagger pressure.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=5A~6A<br />
|damage=1000<br />
|reddamage=768<br />
|proration=60% (O)<br />
|circuit=7.0% <br />
|cancel=(N), SP, EX, (J)<br />
|guard=LH<br />
|startup=10<br />
|active=4<br />
|recovery=15<br />
|frameAdv=-1<br />
|invuln=<br />
|description=Decent 6AA; mostly used as combo filler. You can use it in pressure, but do note that it can only be cancelled into specials on block.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=vakiha_5b.png<br />
|image2=vakiha_5bBE.png<br />
|image3=vakiha_5bb.png<br />
|caption=Essential pressure tool.<br />
|caption2=Slow but plus.<br />
|caption3=Launcher.<br />
|name=5B<br />
|linkname=5B<br />
|input=5B/[B]~B<br />
|data= <br />
{{AttackData-MB <br />
|version=5B<br />
|damage=550<br />
|reddamage=384<br />
|proration=100%<br />
|circuit=4.2% <br />
|cancel=N, SP, -CH-, EX, (J)<br />
|guard=LH<br />
|startup=7<br />
|active=4<br />
|recovery=12<br />
|frameAdv=-1 ~ 2<br />
|invuln=<br />
|description=The backbone of H-VAki pressure when you're more pushed out. Moves you forward slightly and has a huge cancel window, in addition to being -1 on block; this allows for extremely ambiguous staggers and pressure resets. Since this move moves you forward while the hitbox is out, it can become neutral or plus on block if you're spaced right and it hits in the later frames. <br />
<br />
Be sure to tap the button for at most 3 frames when you use it, or you risk getting a longer startup from partially charging the move. Also note that it trips crouchers on hit. This can happen accidentally if you go for higher damage starters like 5b. In that case, you can either follow it 623b for a short combo or correct it a 2C > 5A6AA > 6C combo variation.<br />
<br />
It's her best normal starter so 5B > 5C > 4C > 5A6AA leads to her most damaging combos on Standing opponents.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=5[B]<br />
|damage=500, 400*3 (1624)<br />
|reddamage=(1146)<br />
|proration=100%<br />
|circuit=2.8%*4 (11.2%)<br />
|cancel=N, SP, -CH-, EX, (J)<br />
|guard=LH<br />
|startup=30<br />
|active={{Tooltip | text=9| hovertext=1, 2, 2, 4}}<br />
|recovery=8<br />
|frameAdv=3<br />
|invuln=<br />
|description=Slow, charged version of 5B. Plus on block, but the long startup limits its usefulness. You can use it as an air counterhit pickup instead of 5B. The multihit will give you enough time to react whether you should go for a ground corner carry route or an air combo depending on the height it hits. It'll do extra damage this way. The half charged version only sees use as a gimmick where you charge it and then go for a low when the opponent expects 6C, or as a way to frame trap from a previous button instead of delaying the cancel.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=~B<br />
|damage=500<br />
|reddamage=240<br />
|proration=70% (O)<br />
|circuit=4.2%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=8<br />
|active=3<br />
|recovery=29<br />
|frameAdv=-14<br />
|invuln=<br />
|description=H-VAki's launcher; mostly used in combos. Sometimes, it's the only option after awkward pickups, like an unexpected 4c on an opponent that just jumped. On hit, hold 8 to get a command superjump to continue your combo. Outside combos, it's mostly used to catch opponents blocking X214 high in the air since it's the only air unblockable move that can hit them. Like 5b, it will slide you forward a bit, although it's not as effective in pressure since it has considerable pushback and its cancel window is very short. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=vakiha_5c.png<br />
|caption= <br />
|name=5C<br />
|linkname=5C<br />
|data= <br />
{{AttackData-MB <br />
|damage=1000<br />
|reddamage=624<br />
|proration=90% (O)<br />
|circuit=7.7% <br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=10<br />
|active=6<br />
|recovery=17<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Big 5C that moves you forward a ton. Good in pressure for catching jumpouts and mash; also sees some use as an antiair, since it's harder to whiff punish than 4c, although it knocks them away and wallslams them on air hit. This moves also sees use as a tech punish.<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=vakiha_2a.png<br />
|caption=<br />
|name=2A<br />
|linkname=2A<br />
|data= <br />
{{AttackData-MB <br />
|damage=350<br />
|reddamage=144<br />
|proration=65% (O)<br />
|circuit=2.8% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=L<br />
|startup=5<br />
|active=3<br />
|recovery=10<br />
|frameAdv=-1<br />
|invuln=<br />
|description=Low-hitting swipe.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=vakiha_2b.png<br />
|image2=vakiha2b2.png<br />
|image3=vakiha_2b3.png<br />
|caption=Underrated button.<br />
|caption2=<br />
|caption3=Slow overhead.<br />
|name=2B<br />
|linkname=2B<br />
|input=2B~2B~2B<br />
|data= <br />
{{AttackData-MB <br />
|version=2B<br />
|damage=250*6 (653)<br />
|reddamage=(460)<br />
|proration=85% (O)<br />
|circuit=2.0%*3 (6.0%)<br />
|cancel=N, SP, -CH-, EX, (J)<br />
|guard=LH<br />
|startup=6<br />
|active={{Tooltip | text=9| hovertext=1, 4, 4}}<br />
|recovery=13<br />
|frameAdv=-2<br />
|invuln=<br />
|description=Big, fast 2B with a lot of pushback on hit or block if most of the hits connect. Although it's a bit hard, you can cancel the move after the first hit to get significantly less pushback. It's a decent abare tool, and can get you to a good spacing fast in pressure. It's also a good button to fight wakeup 5D. However, it doesn't hit low. Since it's so active, it's a good move for catching ground tech attempts. Notice that the amount of hits conecting depends on distance (3 hits being the closest to the opponent and 1 hit the farthest). Because of this, the move is only -2 on block if the three hits are blocked, -6 if two are blocked and -7 if only one of them is blocked (it almost never happens).<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=~2B<br />
|damage=200*3 (580)<br />
|reddamage=(279)<br />
|proration=100% (O)<br />
|circuit=0.7%*3 (2.1%)<br />
|cancel=-CH-<br />
|guard=LA<br />
|startup={{Tooltip | text=1| hovertext=1 ~ 2f if buffered during 2B's last 2 active frames.}}<br />
|active={{Tooltip | text=5| hovertext=6 on hit/block. 3 hits.}}<br />
|recovery=20<br />
|frameAdv=-10 ~ -9<br />
|invuln=<br />
|description=2B's sad followup; hits low, but only cancels into 2BBB and trips on hit, so it's pretty useless. Instantly active if done during 2B's recovery. You can link some normals after it trips, and you may have seen this in combo videos, but there are still no known practical combos that involve this technique.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=~2B~2B<br />
|damage=500<br />
|reddamage=576<br />
|proration=75% (O)<br />
|circuit=4.2% <br />
|cancel=J<br />
|guard=HA<br />
|startup=26<br />
|active=5<br />
|recovery=16<br />
|frameAdv=-3<br />
|invuln=<br />
|description=Very telegraphed overhead that bounces them on hit; you need to jump cancel to follow it up for any damage. It's only usable as a gimmick. It can be jump cancelled for on block for a gimmicky pressure reset, but, since 2BBB is the only thing you can do out of 2BB, the opponent has to be asleep for it to work. The button sees almost no use as a result. If you manage to make both 2B and 2BB whiff, like in a wakeup situation, it can probably catch your opponent off guard the first time.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=vakiha_2c.png<br />
|caption=Sweep.<br />
|name=2C<br />
|linkname=2C<br />
|data= <br />
{{AttackData-MB <br />
|damage=900<br />
|reddamage=480<br />
|proration=60% (O)<br />
|circuit=5.6% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=9<br />
|active=5<br />
|recovery=20<br />
|frameAdv=-7<br />
|invuln=<br />
|description=Does everything you'd expect of a sweep. It's situationally useful as an antiair and abare button, and also sees use as a poke, but it's very easy to whiff punish. This move will slightly slide you forward after using it. 2C is not disjointed, but due to the nature of the game, it has a tendency to trade most of the time when used as anti-air against certain moves, such as C-V.Sion's j.B. If it trades this way, you may be able to follow with 2A > 2C > 5A6AA > delay 6C, or any variation of it. <br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=vakiha_ja.png<br />
|caption=Fast air poke.<br />
|name=j.A<br />
|linkname=j.A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300<br />
|reddamage=144<br />
|proration=72% (O)<br />
|circuit=2.1% <br />
|cancel=SE, N, SP, EX, J<br />
|guard=LHA<br />
|startup=5<br />
|active=4<br />
|recovery=10<br />
|frameAdv=<br />
|invuln=<br />
|description=Passable j.A. The boxes by themselves are weak, but on a character as fast as V.Aki, they work fine. Can also be used in airdash mixup (e.g., IAD j.A > j.66 > j.C for high, IAD j.A, land 2A for low).<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=vakiha_jb.png<br />
|caption=<br />
|name=j.B<br />
|linkname=j.B<br />
|data= <br />
{{AttackData-MB <br />
|damage=700<br />
|reddamage=336<br />
|proration=90% (O)<br />
|circuit=4.9% <br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=7<br />
|active=7<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Fantastic, very active air poke. Go-to air-to-air for opponents above or in front of you. Will whiff on most crouchers after an IAD.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=hvakiha_jc.png<br />
|caption=<br />
|name=j.C<br />
|linkname=j.C<br />
|data= <br />
{{AttackData-MB<br />
|damage=1000<br />
|reddamage=480<br />
|proration=90% (O)<br />
|circuit=7.0% <br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=10<br />
|active=5<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Very strong j.C, and your high of choice in airdash mixups. It has a relative large hitbox in the rear, so it can crossup very easily. Vertical spacing is key for this move. If spaced correctly, it'll basically beat every 5A anti-air. It's worth noting, though, that if you want to air-to-air with this button you need to either 1) be behind them or 2) be a good ways above them and hit the button preemptively.<br />
}}<br />
}}<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">4C</span> =====<br />
{{MoveData<br />
|image=vakiha_4c.png<br />
|caption=Good abare tool.<br />
|name=4C<br />
|linkname=4C<br />
|data= <br />
{{AttackData-MB <br />
|damage=500*2 (984)<br />
|reddamage=(661)<br />
|proration=100%<br />
|circuit=3.5%*2 (7.0%)<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=8<br />
|active={{Tooltip | text=4| hovertext=2, 2}}<br />
|recovery=26<br />
|frameAdv=-10<br />
|invuln=<br />
|description=This button is large, and fast, but it's very easy to whiff punish due to the total duration of the move. It's decent as an antiair, good as a callout in neutral, great in pressure, and fantastic as abare. You will be using it a lot. Frame advantage is -12 if only the first hit connects.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=vakiha_6c.png<br />
|caption=Slow overhead.<br />
|name=6C<br />
|linkname=6C<br />
|data= <br />
{{AttackData-MB <br />
|damage=600<br />
|reddamage=288<br />
|proration=75%<br />
|circuit=5.6%<br />
|cancel=(SP), (EX)<br />
|guard=H<br />
|startup=26<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=<br />
|description=Okay overhead. On hit, it'll send the opponent flying and wallslam them. It's cancellable into a command dash on hit, which is crucial for your midscreen BnB. You can cancel this command dash into another dash. Further, when used after another C normal in pressure (e.g., the string 2AA > 5C > 6C), it will trade with mashing for a full combo, and beat certain options like dodge and F-Kohaku's counter. It's also sometimes used for okizeme when mixed with 5{B} 2a as a low option. <br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MB_C-VAkiha_Throw.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=6/4A+D<br />
|data= <br />
{{AttackData-MB <br />
|damage=170*7 (1076)<br />
|reddamage=(462)<br />
|proration=100% <br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=<br />
|description=V.Akiha grabs the opponent by the neck and goes into a 7-hit sequence. Untechable knockdown.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MB_C-VAkiha_Throw_Air.png<br />
|caption=<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.6/4A+D<br />
|data= <br />
{{AttackData-MB <br />
|damage=1600 (Raw)<br>1000<br />
|reddamage=465<br />
|proration=100% <br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=V.Akiha takes the opponent to the ground with the power of her legs. As a combo ender it will be untechable but will leave you at a distance. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Counter</span> =====<br />
{{MoveData<br />
|image=MB_F-VAkiha_236D.png<br />
|image2=MB_H-VAkiha_236D.png<br />
|image3=MB_F-VAkiha_j.236D.png<br />
|caption=<br />
|name=Shield Counter<br />
|linkname=Shield Counter<br />
|input=Auto after a successful Shield (Air OK)<br />
|data= <br />
{{AttackData-MB <br />
|version=Standing<br />
|damage=500 (345)<br />
|reddamage=198<br />
|proration=50%<br />
|circuit=3.5%<br />
|cancel=(SP), (EX), (J)<br />
|guard=LHA<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=<br />
|description=Same animation as 5BB.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Crouching<br />
|damage=1500 (1117)<br />
|reddamage=714<br />
|proration=50%<br />
|circuit=10.5%<br />
|cancel=(SP), (EX)<br />
|guard=LA<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln= <br />
|description=Same animation as Shield Bunker.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Aerial<br />
|damage=500 (345)<br />
|reddamage=198<br />
|proration=50%<br />
|circuit=3.5%<br />
|cancel=<br />
|guard=HA<br />
|startup=9<br />
|active=4<br />
|recovery=<br />
|frameAdv=<br />
|invuln=Full 1-3<br />
|description=Same animation as C-Moon j.C.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MB_C-VAkiha_214D.png<br />
|image2=MB_H-VAkiha_214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Neutral<br />
|damage=500 <br />
|reddamage=192<br />
|proration=50% <br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA <br />
|startup=26<br />
|active=4 <br />
|recovery=19<br />
|frameAdv=-5 <br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=192<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=V.Akiha's shield bunker is a special slide with low to the ground hitboxes.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Blockstun<br />
|damage=0<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=LHA<br />
|startup=19<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln= <br />
|description=H-Moon specific reversal bunker.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MB_C-VAkiha_CSpark.png<br />
|image2=MB_C-VAkiha_CSpark_Air.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=In Heat:<br>Auto during hitstun<br>A+B+C during blockstun<br />
|caption=<br />
|data= <br />
{{AttackData-MB<br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
=== Special Moves ===<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=MB_H-VAkiha_236A.png<br />
|image2=MB_H-VAkiha_236B.png<br />
|image3=MB_H-VAkiha_236C.png<br />
|caption= <br />
|name=Plucking Birds<br />
|linkname=236X<br />
|input=236A/B/C<br />
|data=<br />
{{AttackData-MB-Simple<br />
|description=Akiha will jump and shoot some short range flame ribbons. These are mostly used as resets.<br />
}}<br />
{{AttackData-MB<br />
|version=A<br />
|damage=800<br />
|reddamage=480<br />
|proration=70% (O)<br />
|circuit=4.2%<br />
|cancel=<br />
|guard=LHA<br />
|startup=41<br />
|active=2<br />
|recovery=6<br />
|frameAdv=13<br />
|invuln=<br />
|description=Akiha jumps a little and throws a flame ribbon. It hops over low moves and is very plus on block, but it's hard to use in pressure because it's so slow. <br />
*It can be timed to safejump after 623b knockdowns. <br />
*It can be used to punish HEAT activations from C and F characters, mostly after a neutral jump j.22A/C on okizeme and sometimes it kills bunkers on wake up or after blocking the setup projectile. <br />
*If the opponent shields it (H or F) and you can react fast enough, you can shield back their Shield Counter.<br><br />
*It can be confirmed with a buffered dash 2A even done at max range.<br><br />
*Some use can be found vs Kohaku cactus oki. Shield into 236A works and VAkiha doesnt get hit. In addition cactus would move forward from under you, so if you land and opponent blocks the ribbon, you are clean plus.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=800<br />
|reddamage=480<br />
|proration=70% (O)<br />
|circuit=4.2%<br />
|cancel=-J-<br />
|guard=LHA<br />
|startup=41<br />
|active=2<br />
|recovery=6<br />
|frameAdv=3<br />
|invuln=<br />
|description=It's kind of like a super backward jump that leaves a ribbon.<br><br />
It won't hit anyone unless they mash big normals. Leaves you with a jump cancel and 2 airdashes.<br><br />
Mostly used after KD to threaten meaty. When opponent crouch blocks, you have an option to air dash j.C to hit overhead. It's a knowledge check.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=400*8 (2848)<br />
|reddamage=(1368)<br />
|proration=70% (O)<br />
|circuit=-100.0%<br />
|cancel=-J-<br />
|guard=LHA<br />
|startup={{Tooltip | text=13+26| hovertext=Post-flash startup may vary.}}<br />
|active={{Tooltip | text=28| hovertext=8 hits.}}<br />
|recovery={{Tooltip | text=13+31| hovertext=Full animation.}}<br />
|frameAdv=33<br />
|invuln=<br />
|description=Akiha jumps high enough so that most normals won't even touch her and shoots a lot of flame ribbons.<br><br />
Useless outside of okizeme. On okizeme, though, it can be used to safejump or visually obscure meaty mixups. If they shield one hit, they're forced to shield the rest, so shields are a free throw.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MB_C-VAkiha_623A.png<br />
|image2=MB_C-VAkiha_623B.png<br />
|image3=MB_C-VAkiha_623C.png<br />
|name=Brilliant Impetus - Autumn Leaves<br />
|linkname=623X<br />
|input=623A/B/C<br />
|caption=<br />
|data= <br />
{{AttackData-MB-Simple<br />
|description=Not your standard DP. These are very punishable on block/whiff. These don't see much use in neutral and their usage as a reversal tool is limited. All of them give a hard knockdown.<br />
<br />
}}<br />
{{AttackData-MB<br />
|version=A<br />
|damage=600, 800 (1282)<br />
|reddamage=(533)<br />
|proration=100%<br />
|circuit=4.2%, 5.6% (9.8%)<br />
|cancel=<br />
|guard=LH, LHA<br />
|startup=7<br />
|active=3 (7) 4<br />
|recovery=23<br />
|frameAdv=-9<br />
|invuln=High 1-9<br />
|description=Very reliable anti-air with mediocre reward. You only get a knockdown on hit, unless the opponent crosses you up, which makes the second hit of 623A whiff. If you get a counterhit this way, which most probably will be the case, you'll be able to convert it into big damage. Usage is matchup specific. Keeps your dash momentum, oddly enough.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=300, 200, 500, 400 (1279)<br />
|reddamage=(519)<br />
|proration=70% (O)<br />
|circuit=2.45%, 1.4*2, 3.5% (8.7%)<br />
|cancel=<br />
|guard=LH (1-2), LHA (3-4)<br />
|startup=9<br />
|active={{Tooltip | text=32| hovertext=2 (4) 2 (10) 3 (7) 4}}<br />
|recovery=23<br />
|frameAdv=-9<br />
|invuln=Low 1-10<br />
|description=Low crushes and gives a hard knockdown; punishable on block. Can be used as a risky reversal against meaty 2As, but it's mostly a combo tool. <br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=200, 300*2, 400 (1089)<br />
|reddamage=(577)<br />
|proration=60% (M)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH (1-2), LHA (3-4)<br />
|startup=6+3<br />
|active={{Tooltip | text=35| hovertext=2 (4) 2 (13) 3 (7) 4}}<br />
|recovery=23<br />
|frameAdv=-9<br />
|invuln=Full 1-10<br />
|description=A real reversal; active on frame 9, invincible until frame 10. The hard knockdown is longer than 623B's. However, it has disgustingly poor vertical reach, and doesn't get too far horizontally before the invuln wears off, either. Prorates very badly. Quite punishable on whiff or block. The last hit is jump/dash cancellable.<br><br />
Save meter to do a bunker instead.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MB_C-VAkiha_214A.png<br />
|image2=MB_C-VAkiha_214B.png<br />
|image3=MB_C-VAkiha_214C.png<br />
|name=Piercing the Moon<br>(EX: Piercing the Waxing Moon)<br />
|linkname=214X<br />
|input=214A/[A]/B/[B]/C<br />
|caption=<br />
|data= <br />
{{AttackData-MB-Simple<br />
|description= Spawns a slowly advancing row of pillars. Useful as a zoning tool, or a situational anti-air; can also be used to end pressure reasonably safely (if uncharged) or to riskily reset pressure with big plus frames (if charged). Very situationally useful as okizeme post airthrow.<br />
}}<br />
{{AttackData-MB<br />
|version=A/B<br />
|damage=400*3 (1009)<br />
|reddamage=(531)<br />
|proration=80% (O)<br />
|circuit=2.1%*3 (6.3%)<br />
|cancel=<br />
|guard=LHA<br />
|startup=21<br />
|active={{Tooltip | text=22| hovertext=3 hits, overlapping hitboxes.}}<br />
|recovery=13<br />
|frameAdv=-14 ~ 0<br />
|invuln=<br />
|description= <br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=[A]/[B]<br />
|damage=400*5 (1578)<br />
|reddamage=(830)<br />
|proration=80% (O)<br />
|circuit=2.1%*5 (10.5%)<br />
|cancel=<br />
|guard=LHA<br />
|startup=29<br />
|active=X {{Tooltip | text=(64)| hovertext=8 (6) 8 (7) 8 (5) 8 (6) 8}}<br />
|recovery=35<br />
|frameAdv=-14 ~ 42<br />
|invuln=<br />
|description='''A:''' Spawns three pillars in front of you; neutral on block if the third pilar is blocked, -7 if the first two hits are blocked and -14 if only the first hit is blocked (it only happens when done very close to a cornered opponent). In Midscreen it can become up to +7 on block if done almost at point blank as the first move in a blockstring or when done after an A button at point blank as the opponent is pushed away. This is the version you usually anti-air with.<br><br />
'''[A]:''' Spawns six pillars in front of you. Primarily used as risky zoning or a risky pressure reset. Can give you good frame advantage for a pressure reset.<br />
<br />
'''B:''' Exactly the same as A except the pillars start just after the range of uncharged A. Making it plus on block is a little more complicated as it needs a very specific distance. Adjust use accordingly.<br><br />
'''[B]:''' Same as [A], but pillars start where uncharged A version ends. Again, adjust use accordingly.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=280*15 (2497)<br />
|reddamage=(1716)<br />
|proration=96% (M)*15<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=2+33<br />
|active=X {{Tooltip | text=(118)| hovertext=15 hits, overlapping hitboxes.}}<br />
|recovery=29<br />
|frameAdv=-8 ~ 90<br />
|invuln=Full 1-9<br />
|description=Slow startup, and the pillars spawn very close to you, and move very slowly ,for a very long time. It has some invincible frames on startup, but doesn't really work as a reversal or anti-air. It's mainly used as a meter dump in neutral to avoid heat, provided you won't get punished.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">22X</span> =====<br />
{{MoveData<br />
|image=MB_H-VAkiha_22A.png<br />
|image2=MB_H-VAkiha_22B.png<br />
|image3=MB_H-VAkiha_22C.png<br />
|caption= <br />
|name=Maximizing Beasts<br />
|linkname=22X<br />
|input=22A/B/C<br />
|data=<br />
{{AttackData-MB <br />
|version=A<br />
|damage=300*3 (802)<br />
|reddamage=(306)<br />
|proration=100%<br />
|circuit={{Tooltip | text=2.1%*3 (6.3%)| hovertext=Drain 3.6% of the opponent's meter and return 1.3%.}}<br />
|cancel=<br />
|guard=LHA<br />
|startup=40<br />
|active={{Tooltip | text=3| hovertext=1, 1, 1&#010;...(4) 2 Including the meter drain box afterwards.}}<br />
|recovery=9<br />
|frameAdv=32<br />
|invuln=Low 12-33<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=300*3 (802)<br />
|reddamage=(306)<br />
|proration=100%<br />
|circuit={{Tooltip | text=2.1%*3 (6.3%)| hovertext=Drain 3.6% of the opponent's meter and return 1.3%.}}<br />
|cancel=<br />
|guard=LHA<br />
|startup=45<br />
|active={{Tooltip | text=3| hovertext=1, 1, 1&#010;...(4) 2 Including the meter drain box afterwards.}}<br />
|recovery=12<br />
|frameAdv=29<br />
|invuln=Low 17-41<br />
|description=* An auto-detonating pit that is very plus on block; it's used primarily for zoning and safe okizeme. Somewhat frustratingly, the pits aren't very active; for the A and B versions, each of the three pit ticks is a single frame, and for the EX version, each tick is active for maybe 3 frames. <br />
* Note that air pits are jump and forward airdash cancellable; furthermore, they have a lot less recovery than the ground pits when TK'd. (In fact, they don't even have any landing recovery.) This makes the ground version pits basically useless. See [[#j.22X]] for air version data.<br />
<br />
'''A:''' The pit appears below VAkiha. The air version pops you up slightly, but keeps your momentum. The last hit drains some small amount of meter on block.<br><br />
'''B:''' Almost exactly the same as A, but B pit appears where the A pit ends. Note also that the air version does not pop you up, unlike A.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=300*5 (1270)<br />
|reddamage=(813)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=2+36<br />
|active=X {{Tooltip | text=(17)| hovertext=5 hits.}}<br />
|recovery=11<br />
|frameAdv=50<br />
|invuln=Full 1-9, Low 10-31<br />
|description=Same as B, but has 5 ticks instead of 3, and the ticks are no longer active for a single frame (17f total active frames, versus 3). This makes it much more forgiving to time as okizeme.<br />
}}<br />
}}<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=MB_H-VAkiha_j.236AB.png<br />
|image2=MB_H-VAkiha_j.236C.png<br />
|caption= <br />
|name=Brilliant Impetus - Temporary String<br />
|linkname=j.236X<br />
|input=j.236A/B/C<br />
|data=<br />
{{AttackData-MB <br />
|version=A<br />
|damage=1200<br />
|reddamage=960<br />
|proration=70% (O)<br />
|circuit=8.4%<br />
|cancel=<br />
|guard=LHA<br />
|startup=56<br />
|active=5<br />
|recovery={{Tooltip | text=18| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=It spawns a red web that explodes after a set time. It's unshieldable, and very plus, but not very active. These are mostly TK'd; if you 66 then TK, you'll drop straight down instead of jutting backwards like you usually would. Webs are her best combo starters on the ground in any of the three versions if you manage to confirm after Web > dash. Notice that webs don't appear as part of the combo hit counter but the damage does add up.<br />
<br />
*j.236A stops you in the air before setting the web, then H-V.Akiha drops at a fixed angle and speed. <br><br />
*j.236A is mostly TK'd and used for okizeme. Meatying with web is strong, safe, and gives you ample plus frames to continue pressure. Do 66 TK j.236A for a throw setup. You land next to them and can throw them after they get up, the web goes off during the throw and adds to your throw damage.<br><br />
*Not jump cancellable so don't do it high in the air.<br />
*For some reason all the web versions are incapable of doing CHs.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=1200<br />
|reddamage=960<br />
|proration=70% (O)<br />
|circuit=8.4%<br />
|cancel=<br />
|guard=LHA<br />
|startup=59<br />
|active=5<br />
|recovery={{Tooltip | text=18| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=j.236B keeps your momentum in the startup. After leaving the web you'll drop in a fixed angle that goes back.<br><br />
*Useful in some autotimed safejump setups.<br><br />
*You keep your air options after doing it so it's somewhat usable in neutral. Can also use it to bail if you overextend pressure.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=2000<br />
|reddamage=1344<br />
|proration=70% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=2+50<br />
|active=5<br />
|recovery={{Tooltip | text=18| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Same as A, except it has a bigger sprite and hitbox, it does more damage and has a slightly faster startup (4f faster). <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.22X</span> =====<br />
{{MoveData<br />
|image=MB_H-VAkiha_22A.png<br />
|image2=MB_H-VAkiha_22B.png<br />
|image3=MB_H-VAkiha_22C.png<br />
|caption= <br />
|name=Maximizing Beasts (Air)<br />
|linkname=j.22X<br />
|input=j.22A/B/C<br />
|data=<br />
{{AttackData-MB <br />
|version=A/B<br />
|damage=300*3 (802)<br />
|reddamage=(306)<br />
|proration=100%<br />
|circuit={{Tooltip | text=2.1%*3 (6.3%)| hovertext=Drain 3.6% of the opponent's meter and return 1.3%.}}<br />
|cancel=<br />
|guard=LHA<br />
|startup=38<br />
|active={{Tooltip | text=3| hovertext=1, 1, 1&#010;...(4) 2 Including the meter drain box afterwards.}}<br />
|recovery=1<br />
|frameAdv=41<br />
|invuln=Low 10-X<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=300*5 (1270)<br />
|reddamage=(813)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=2+36<br />
|active=X {{Tooltip | text=(17)| hovertext=5 hits.}}<br />
|recovery=4<br />
|frameAdv=59<br />
|invuln=Full 1-7, Low 8-X<br />
|description=These are used more often than their ground counterparts thanks to lower recovery, no landing-recovery and being harder to punish in some cases. j.22A and j.22C are the choices for okizeme setups (close to the ground when falling) after a 623B in the corner, j.22A with a forward or neutral jump while j.22C with a backwards jump or after an Instant Air Back Dash (IABD). j.22C is by far the best oki setup projectile for H-V.Akiha in terms of frame advantage as it gives her time to basically do anything she wants, even mixups like 66 > 9 > j.C > air dash j.B/fall 2A (AKA Yuhi Fuzzy).<br />
<br />
The three versions can be used in neutral to force the opponent to jump and they can be confirmed into combos sometimes if the opponent was on the ground or very close to it, though their very slow startup make H-V.Akiha very prone to getting punished on reaction, so be careful with the spacing. <br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MB_C-VAkiha_AD.png<br />
|caption=<br />
|name=Red Mistress - Ubiquitous<br />
|linkname=Arc Drive<br />
|input=41236C during MAX/Heat <br />
|data=<br />
{{AttackData-MB <br />
|damage=650*10 (2813)<br />
|reddamage=(1663)<br />
|proration=50% (O)<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LHA<br />
|startup=3+6<br />
|active={{Tooltip | text=24| hovertext=10 hits.}}<br />
|recovery=62<br />
|frameAdv=-40<br />
|invuln=Full 1-41<br />
|description=Akiha shoots an almost, but not quite, fullscreen laser from her eyes. Has some invincible frames at the startup so it can be used as a reversal, but it's easily punishable on block done up close and it'll end your heat. Also used as a fullscreen punish.<br />
<br />
Believe it or not, this move whiffs on most crouchers.<br />
}}<br />
}}<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
<br />
'''All damage values were calculated on V.Sion using the momiji loop #2 where applicable.'''<br />
<br />
You should always go for the okizeme ender unless you want to end the round.<br />
<br />
=== Non-Situational Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Midscreen or corner<br />
|characters=<br />
|damage=4609<br />
|metergen=89.9%<br />
|metero=42.2%<br />
|link=<br />
|input=*2AA > 5C > 4C > 5B > 2C > 623B > (Momiji loop^) <br />
|simput=<br />
|note=Your BnB midscreen to get meterless oki. Skip 5B or the second hit of 4C when you aren't close enough (like after a blocked j.C). There isn't a way of squeezing any more noticeable damage for getting the meterless oki.<br />
<br>5B would cause them to trip it opponent crouching, but it doesnt matter as 2C would trip them anyway.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Corner<br />
|characters=<br />
|damage=5033<br />
|metergen=92%<br />
|metero=39.4%<br />
|link=<br />
|input=*2AA > 5C > 4C > 5B > 2C > 623B > 5B > 2C > 5C > 4C > j.BC > 66 > j.B > j.BC > AT<br />
|simput=<br />
|note=Optimal damage route for meterless corner combo.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Corner carry<br />
|character=<br />
|damage=4410<br />
|metergen=123.5%<br />
|metero=91.2%<br />
|link=<br />
|input=*2AA > 5C > 4C > 5A6AA > 6C > 66 > delay > 5B > 2C > 2A(w) > (5C) > 4C > 623B > (Momiji Loop^)<br />
|simput=<br />
|note=Be aware of wall bounce from 5C and omit it if you think it will happen.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=6AA Loop, Midscreen<br />
|characters=<br />
|damage=4525<br />
|metergen=130.5%<br />
|metero=108.6%<br />
|link=<br />
|input=*2AA > 5C > 4C > 5A6AA > delay > 4C > 5C > tiny delay > 2C > 5A(w)6AA > 2C > 623B > (Momiji Loop^)<br />
|simput=<br />
|note=Does not work near the corner due to 5C causing wallbounce. 6AA should hit as late as possible.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=6AA Loop, Midscreen<br />
|character=<br />
|damage=4392<br />
|metergen=136.1%<br />
|metero=119.9%<br />
|link=<br />
|input=*2AA > 5C > 4C > 5A6AA > 6C > 66 > delay 4C > 5C > 2C > 5A(w)6AA > 2C > 623B > (Momiji Loop^)<br />
|simput=<br />
|note=Requires a lot of space.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=6AA Loop, Corner carry<br />
|character=<br />
|damage=4620<br />
|metergen=145.2%<br />
|metero=142.1%<br />
|link=<br />
|input=*2AA > 5C > 4C > 5A6AA > delay > 4C > 5C > 2C > 5A(w)6AA > 2C > delay > 5C > 4C > 623B > (Momiji Loop^)<br />
|simput=<br />
|note=Probably worth practicing for the meter and damage. If you end up too close omit the 5C at the end.<br />
<br>Make sure you 623B when opponent is close to ground, so that 623B does 4 hits. Due to this combo having lots of hits, opponent might be able to tech if not all 623B hits connect.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Gap Setup, Corner<br />
|character=<br />
|damage=3066<br />
|metergen=44.8%<br />
|metero=19.2%<br />
|link=<br />
|input=*2AA > 5C > 4C > 5A6AA > 6C, 2C > 2A(w)<br />
|simput=<br />
|note=The only way to get a gap in the corner is by wall-slamming the opponent. Only 5C and 6C have this property. This is the easiest way to set up a gap in the corner.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Gap Setup, Corner<br />
|character=<br />
|damage=4013<br />
|metergen=61.9%<br />
|metero=26.5%<br />
|link=<br />
|input=*2AA > 5C > 4C > 5B > 2C > 623B, 5B > 2C > 2A(w) > 5C, 2C > 2A(w)<br />
|simput=<br />
|note=This is the so called "half momiji" setup. At first you may think a variation of this combo could be done after a corner carry route (6C > 66 etc), but that's not possible since the combo requires a low hitcount.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Gap Setup, Corner<br>(100% meter)<br />
|character=<br />
|damage=3944<br />
|metergen=-100% + 57.7%<br />
|metero=26.9%<br />
|link=<br />
|input=*2AA > 5C > 4C > 5B > 2C > 623B, 4C > 5B > 5C > 623C > dj.8/dj.9/dj.7/anything<br />
|simput=<br />
|note=This is probably not the most optimal way to perform this combo, but it's the most consistent. If you did it correctly, you'll hit the opponent from behind with 623C, and you may be facing the opposite way if you jump cancel. There will be no physical gap at all if you stay in the air when the opponent lands.<br />
<br>Only works on low hitcount. Character specific. First hit of 623C should whiff.<br />
}}<br />
<br />
}}<br />
<br />
=== The Momiji Loop ===<br />
* If you miss one hit of 623B while doing these (i.e you started it too far away) following up with 4C won't work. Use 2B instead.<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Momiji Loop #1<br />
|character=<br />
|damage=<br />
|metergen=46.5%<br />
|metero=<br />
|link=<br />
|input=*delay 4C > 2C > delay 623B, delay 4C > 2C > (delay 5BB >) 623B<br />
|simput=<br />
|note=You should learn this one even if you intend to do the harder ones. You can do 5BB > 623B twice but it will prorate a lot. You must delay the last 623B if 5BB isn't used right before it.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Momiji Loop #2<br />
|character=<br />
|damage=<br />
|metergen=51.0%<br />
|metero=<br />
|link=<br />
|input=*delay 5B > 2C > 2A(w) > 4C > 623B, 5B > 2C > 2A(w) > 4C > 623B<br />
|simput=<br />
|note=Optimized version. Whiffing 2a is optional. It doesn't change anything but the timing. If you are a bit far, you can perform the easier version; it has better reach.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Momiji Loop #3<br />
|characters=<br />
|damage=<br />
|metergen=80.1%<br />
|metero=<br />
|link=<br />
|input=*delay 5B > 2C > 5A(w), 2A > 2C > delay 4C > 623B, 5B > 2C > 5A(w)6AA, 2C > 4C > 5BB > 623B<br />
|simput=<br />
|note=Requires low gravity. The second rep is very finnicky regarding gravity. The 5A whiff doesn't work on everyone. <br> You may replace 5a(w) with 2a(w) but it becomes a 1f link and it works only once.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Momiji Loop <br> (Requires 2B)<br />
|characters=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=*2B > 2C > 2A(w) > 4C > 5BB > 623B, 5B > 2C > 2A(w) > 4C > 623B<br />
|simput=<br />
|note=If 623B missed a few hits, it becomes impossible to follow the combo with 5B or 4C. This is not an unusual occurrence, so learning this variation is a must.<br />
}}<br />
}}<br />
<br />
=== Situational Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
<!-- Standing Shield Counter / Air CH --><br />
{{CollapsingComboData-MB<br />
|condition=Standing Shield Counter<br>/ Air Counterhit<br />
|characters=<br />
|damage=2507<br />
|metergen=41.3%<br />
|metero=<br />
|link=<br />
|input=*5D/Air CH, 5B > 4C > j.ACB > j.AC > AT<br />
|simput=<br />
|note=(Damage calculated from Shield Counter starter)<br>Easy and very stable air confirm. Do this if you can't do the j.BC > j.BC > AT combo.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Standing Shield Counter<br>/ Air Counterhit<br />
|characters=<br />
|damage=3056<br />
|metergen=60.1%<br />
|metero=<br />
|link=<br />
|input=*5D/Air CH, (2C >) 5B > (5C >) 4C > j.(A)BC > dj.(A)BC > AT<br />
|simput=<br />
|note=(Damage calculated from Shield Counter starter)<br>Optimal air combo confirm. The opponent must be as high as possible for 5B > 4C to still connect. j.As are not doable if you decide to use 5C.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Standing Shield Counter<br>/ Air Counterhit<br />
|characters=<br />
|damage=3270<br />
|metergen=95.5%<br />
|metero=<br />
|link=<br />
|input=*5D/Air CH, 4C > 5C > 2C > delay 5A(w)6AA, 2C > (2A(w) > 4C >) 623B > (Momiji Loop^)<br />
|simput=<br />
|note=(Damage calculated from Shield Counter starter and without the optional moves)<br>Do it if you're between 50% to 30% of the screen away from corner. If you wanna do 623B rigtht after 2C, delay the 623B.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Standing Shield Counter<br>/ Air Counterhit<br />
|characters=<br />
|damage=3096<br />
|metergen=99%<br />
|metero=<br />
|link=<br />
|input=*5D/Air CH, 4C > 5C > 2C > delay 5A(w)6AA > delay 6C > 66 > 2C > delay 623B > (Momiji Loop^)<br />
|simput=<br />
|note=Full corner carry version. Do it if you're at least 50% away from the corner.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Standing Shield Counter<br>/ Air Counterhit<br>(Corner)<br />
|characters=<br />
|damage=3311<br />
|metergen=77.3%<br />
|metero=<br />
|link=<br />
|input=*5D/Air CH, 5B > 2C > delay 4C > (Momiji Loop^)<br />
|simput=<br />
|note=(Damage calculated from Shield Counter starter)<br>Only possible near the corner. You can omit everything but 2C.<br />
}}<br />
<br />
<!-- Crouching Shield Counter --><br />
{{CollapsingComboData-MB<br />
|condition=Crouching Shield Counter<br />
|characters=<br />
|damage=3670<br />
|metergen=69.7%<br />
|metero=<br />
|link=<br />
|input=*2D > 623B > (Momiji Loop^)<br />
|simput=<br />
|note=If you aren't near the corner prefer the 2D knockdown instead.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Crouching Shield Counter<br>(100% meter)<br />
|characters=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=*2D > delay 623C, 5B > 2C > 5C > 4C > 623B > (Momiji Loop^ (1 Rep))<br />
|simput=<br />
|note=Metered fullscreen corner carry.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Crouching Shield Counter<br>(Counterhit)<br />
|characters=<br />
|damage=3892<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=*CH 2D, 4C > 5C > 2C > delay 5A6AA, 2C > (2A(w) > 4C >) delay 623B > (Momiji Loop^)<br />
|simput=<br />
|note=Meterless corner carry only possible if 2D htis Counter Hit. Do it if you're between 50% to 30% of the screen away from corner.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Crouching Shield Counter<br>(Counterhit)<br />
|characters=<br />
|damage=3719<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=*CH 2D, 4C > 5C > 2C > delay 5A6AA, delay 6C > 66 > 2C > delay 623B > (Momiji Loop^)<br />
|simput=<br />
|note=Full corner carry variant of the previous one. Do it only if you're at least 50% of the stage away from corner.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Crouching Shield Counter<br>(Counterhit)<br />
|characters=<br />
|damage=3713<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=*CH 2D, 5A > 2C > 2A, 2A > 2C > 5A6AA > delay 6C > 66 > 2C > (Momiji Loop^)<br />
|simput=<br />
|note=The combo routes for this one are very similar to the golden air throw routes, so you can adjust it accordingly and forget about the 6C if you're too close to the corner. For some reason, this combo is much easier than its gAT counterpart, so it's worth practicing.<br />
}}<br />
<br />
<!-- Raw Airthrow --><br />
{{CollapsingComboData-MB<br />
|condition=Raw Airthrow<br />
|characters=<br />
|damage=2980<br />
|metergen=37.8%<br />
|metero=<br />
|link=<br />
|input=*Raw AT, 2A > 5B > 4C > j.BC > dj.BC > AT<br />
|simput=<br />
|note=Basic damage confirm that works everywhere.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Raw Airthrow<br>(Corner)<br />
|characters=<br />
|damage=2183<br />
|metergen=15%<br />
|metero=<br />
|link=<br />
|input=*Raw AT, delay 2A > delay 2C > 623B<br />
|simput=<br />
|note=After 623B a Momiji Loop can be done only in the corner for more damage and meter.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Raw Airthrow<br />
|characters=<br />
|damage=3455<br />
|metergen=83.6%<br />
|metero=<br />
|link=<br />
|input=*Raw AT, 5B > 5C > 2C > delay 5A(w)6AA > 2C > (2A(w) > 4C >) delay 623B > (Momiji Loop^)<br />
|simput=<br />
|note=A very important reason to practice tapping 5B. It can only be done if you're between 50% and 30% of the stage away from the corner. The 5B can be buffered when H-V.Akiha is touching the floor.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Raw Airthrow<br />
|characters=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=*Raw AT, 2A > 5C > 2C > 5A(w)6AA > delay 6C > 66 > 2C > 623B > (Momiji Loop^)<br />
|simput=<br />
|note=Easy, but doesn't work on some characters.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Raw Airthrow<br />
|characters=<br />
|damage=3341<br />
|metergen=87.1%<br />
|metero=<br />
|link=<br />
|input=*Raw AT, 5B > 5C > 2C > delay 5A(w)6AA > delay 6C > 66 > 2C > delay 623B > (Momiji Loop^)<br />
|simput=<br />
|note=Harder than the previous one but works on everyone. Use it if you're at least 50% of the stage away from the corner. The 5B can be buffered when H-V.Akiha is touching the floor.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Raw Airthrow<br />
|characters=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=https://www.youtube.com/watch?v=jiEEQD2y4ec<br />
|input=*Raw AT, 5A > 2C > 2A(w), 2A > 2C > 5A(w)6AA > delay 6C > 66 > 2C > 623B > (Momiji Loop^)<br />
|simput=<br />
|note=<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Raw Airthrow<br />
|characters=<br />
|damage=3601<br />
|metergen=79.8%<br />
|metero=<br />
|link=<br />
|input=*Raw AT, 5A > 2C > 2A(w), 2A > 2C > 5A(w)6AA, 2C > 2A(w) > 2A > 5C > IAD j.C, land j.BC > dj.BC > AT<br />
|simput=<br />
|note=Damage variation of the one above<br />
}}<br />
<br />
<!-- 6C --><br />
{{CollapsingComboData-MB<br />
|condition=Midscreen 6C<br />
|characters=<br />
|damage=4242<br />
|metergen=71.7%<br />
|metero=<br />
|link=<br />
|input=*6C > delay 66 > 5B > 2C > 2A(w) > 4C > 623B > (Momiji Loop^)<br />
|simput=<br />
|note=The dash after 6C needs to be delayed or H-V.Akiha will end up hitting the opponent on the other side. This combo gives Full Corner Carry, and more damage and meter than a 6C combo in the corner (how ironic).<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Corner 6C<br />
|characters=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=*6C, 2C > 2A(w) > 4C > 623B > (Momiji Loop^ (1 Rep))<br />
|simput=<br />
|note=Only one rep of the Momiji Loop can be done because 6C already used one Wallbounce.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Corner 6C<br />
|characters=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=*6C > 66 (cross-under) > 2A(w) > 5C > 2C > 5A6AA > 6C > 66 > 2C > 623B > (Momiji Loop^)<br />
|simput=<br />
|note=<br />
}}<br />
<br />
<!-- 2BBB --><br />
{{CollapsingComboData-MB<br />
|condition=2BBB<br />
|characters=<br />
|damage=3416<br />
|metergen=35.4%<br />
|metero=14.2%<br />
|link=<br />
|input=*2BBB > dj.IAD j.C, land j.BC > dj.C > AT<br />
|simput=<br />
|note=First two 2B's are blocked. Third is an overhead. I hope you aren't planning to hit anyone with this.<br />
}}<br />
<br />
<!-- 623C Reversal --><br />
{{CollapsingComboData-MB<br />
|condition=623C Reversal<br />
|characters=<br />
|damage=3448<br />
|metergen=18.0%<br />
|metero=<br />
|link=<br />
|input=*623C, 4C > 2C > 623B > (Momiji Loop^ (1 Rep))<br />
|simput=<br />
|note=Unstable. Not full corner carry. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=623C Reversal<br />
|characters=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=*623C, 4C > 2C > 5A(w)6AA, 2C > 623B > (Momiji Loop^ (1 Rep))<br />
|simput=<br />
|note=Unstable. Full corner carry. 6AA should hit as late as possible.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=623C Reversal<br />
|characters=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=*623C > j.66 > delay j.C(w), land 5B > 2C > 5C > 4C > 623B > (Momiji Loop^ (1 Rep))<br />
|simput=<br />
|note=Full corner carry. Recommended.<br />
}}<br />
<br />
<br />
}}<br />
<br />
=== OTG ===<br />
Useful if only needing a small amount of damage to kill after a knockdown. You can also incorporate 22C or 623C to relaunch them for more damage and better oki.<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=OTG<br />
|characters=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* 2A*5 > 5BB > 4C > 5C > 5A6A > 2B<br />
|simput=<br />
|note=Probably the longest OTG string possible.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=OTG<br />
|characters=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* 2A*3 > 4C > 5B > 2B<br />
|simput=<br />
|note=It pushes H-V.Akiha just enough to punish forward techs, while keeping the possibility to confirm into Momiji loops with 4 hits in the 623B.<br />
}}<br />
}}<br />
<br />
== General Gameplan ==<br />
H-VAki's mobility and safe tools lend themselves to a strong hit and run gameplan. She is very difficult for opponents to chase down, yet constantly a threat that opponents cannot recklessly overextend against. This lets her dictate tempo in most matchups, engaging when favorable and backing off if things get too dangerous. Once she gets a hit she can convert it to safe, stable corner offense, and if pressure eventually becomes too risky to extend she can back off into neutral. Understanding how to manage these risks is especially important given H-VAki's low health and limited range. She has very few ways to control space outside her immediate vicinity, mostly relying on her top class mobility to close gaps as needed.<br />
<br />
If H-VAki gets a life lead this dynamic shifts even further in her favor, allowing her to minimize risk and interaction with many characters and forcing them into dangerous situations to try and catch her. On the other hand, losing the life lead means H-VAki eventually needs to engage with her opponent. This can diminish the value of her mobility if the opponent is no longer incentivized to approach, though it still makes her own approaches difficult to read and cover.<br />
<br />
=== Neutral ===<br />
H-VAki has a great deal of freedom in neutral. Many characters cannot easily catch her, so mobility is key to staying safe and creating favorable situations. She is especially difficult to catch in the air, but must still manage air options carefully lest she make it easier for the opponent to trap her as she eventually lands. Her air normals cover different angles effectively and can control space, air to air, or initiate her offense. Her ground movement is somewhat more committal, with long startup on her dash that prevents her from blocking. Her dash is extremely fast once in motion however, and complements her air movement as a way to slip under airborne opponents or quickly close space if respected. Her larger ground buttons are somewhat committal for their range, so closing space to start offense is more often the goal than poking. They can nonetheless check approaches, antiair, and keep the opponent from invading her space too freely. Her 214X series also gives her some ground and low air space control while on the ground that can check approaches and leads to offense if blocked.<br />
<br />
=== Pressure ===<br />
H-VAki's offense centers on frame trap pressure to catch defensive options, jump outs, or sneak in throws. She has good frame traps, a variety of forward moving normals to help stay in, good frame advantage with a +1 5A and +2 rebeats into w5A from C normals, and the Half Moon 5A6AA series as an additional threat for extending pressure. Her committal dash makes pressure resets somewhat risky, but she also can layer in IAD resets or go for 214[X] to try and buy another chance at offense. She can also simply reset to neutral to avoid the risk of resetting pressure if desired. H-VAki does also have a standing overhead, and while it's somewhat telegraphed it may catch opponents off guard if used sparingly.<br />
<br />
=== Setplay ===<br />
==== Knockdown times ====<br />
<br />
This data was collected manually using framestep. <br />
The height of the opponent affects the frame advantage. More height equals more advantage.<br />
The following are your untechable knockdowns and their frame advantage against a standing V.Akiha.<br />
<br />
Please, take this as a '''ROUGH''' estimate and not as fixed absolute values.<br />
<br />
{| <br />
|- <br />
! Move !! Frame advantage<br />
|- style="background:#EEEEEE"<br />
| 2c || 45f or 71f if jump cancelled.<br />
|- <br />
| 623b || 63f<br />
|-<br />
|- style="background:#FFEEEE"<br />
| '''623c''' || 71f or '''109f''' if jump cancelled.<br />
|-<br />
| 623a || 18f<br />
|- style="background:#EEEEEE"<br />
| Throw || 39f<br />
|-<br />
| Combo AT || 12f<br />
|- style="background:#EEEEEE"<br />
| Golden AT || 57f or 80f if jump cancelled<br />
|-<br />
| 2d || 47f<br />
|- style="background:#EEEEEE"<br />
| Guard cancel bunker || 55f<br />
|}<br />
<br />
<br />
=== Defense ===<br />
Defense is a very dangerous situation for any VAki moon to be in, and HVaki is no exception. Her low health makes any action on defense a risk, so the best defense is avoiding the situation entirely whenever possible. When she does find herself on defense, jumping out to reset to neutral is often one of her better options. She can also challenge with normals such as 2A, 2B, 2C, or 4C, utilize system mechanics as the situation dictates, or spend meter on guard cancel Bunker when attempting to escape. Her 623C is also a true reversal, albeit with limited invulnerability, and 623A/B have situational defensive value to anti-air and low crush opponent's attacks, respectively.<br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="120"|Name!! width="49"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=vakiha&p1name=Eika Eika]|| style="text-align:center;"| <br />
[[File:MBAACC_VAkiha_Color05.png|Color|44px]] <br />
| Europe || Netplay || Active || <br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=vakiha&p1name=Rhiya Rhiya]|| style="text-align:center;"| <br />
[[File:MBAACC_VAkiha_Color30.png|Color|44px]] <br />
| North America || Netplay || Inactive || Big labber of this character. Can be found and asked questions in the Community Server.<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=vakiha&p1name=tsubasa%20(%E7%BF%BC) Tsubasa<br>(翼)]|| style="text-align:center;"| <br />
[[File:MBAACC_VAkiha_Color32.png|Color|44px]] <br />
| Japan || Play Spot BIG ONE 2nd || Inactive || A longtime Melty player and Japan's gold standard for H-VAki play.<br />
|}<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Akiha Vermilion]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Shiki_Ryougi/Crescent_Moon&diff=244491Melty Blood/MBAACC/Shiki Ryougi/Crescent Moon2023-03-01T10:31:12Z<p>EikaMikiku: /* Notable Players */</p>
<hr />
<div>[[image:Void Shiki.png|<br />
'''Name:''' Shiki Ryougi (両儀 式, Ryōgi Shiki)<br><br />
'''Also known as:''' Monster (Fate/EXTRA) Magus Assassin, Lady of the Void<br><br />
<br><br />
'''Voiced by:''' Maaya Sakamoto(坂本 真綾)<br><br />
'''Type:''' Human (Demon Hunter), Psychic<br><br />
'''Gender:''' Female<br><br />
<br><br />
'''Birthday:''' February 17, 1980<br><br />
'''Height:''' 160cm<br><br />
'''Weight:''' 47kg<br><br />
<br><br />
'''Eye Color:''' Grey<br><br />
'''Hair Color:''' Dark Brown<br><br />
|frame|right]]<br />
<br />
{{TOC limit|3}}<br />
<br />
== Character Page Progress ==<br />
{{#lst:Melty_Blood/MBAACC:Roadmap|C-Ryougi}}<br />
<br />
<br />
== Overview ==<br />
{{StrengthsAndWeaknesses<br />
|intro=[[File:Ryougi_Head.png|link]] '''C-Ryougi''' is a character with great air neutral and gimmicks.<br />
|pros=<br />
*'''Good general mobility''': Decent ground mobility and a very long / fast airdash that is a bit slow to act out of.<br />
*'''Strong neutral''': Being the only Ryougi moon with both an air actionable j.A and a proper jump in, her neutral is much more consistent and lower commitment than H and F-moon.<br />
*'''Large bag of gimmicks''': Unblockables, rekka followups, and a crossup overhead that is jump cancellable on block make her frustrating for people who don't understand what she does.<br />
*'''Incredible Blood Heat''': Just like her F-moon counterpart, Ryougi AAD is one of the best reversals in the game that also happens to be a huge 1f command grab, and her full screen Last Arc notoriously does ''7k damage unscaled''.<br />
*'''Possible safe Heat on every hit''': The wall-bounce on j.236B means almost any air combo gives you time to safely pop heat and heal.<br />
*'''Good damage with meter''': With a single bar you can easily break 5K damage and if you optimize enough you can reach almost 6K. Her unique super "Genei Jin" also allows her to break over 6k with 150 meter.<br />
|cons=<br />
*'''Gimmicky defense outside of system mechanics''': The only true invuln startup reversal outside of Blood Heat she has is 421C, and the superflash is reactable. Without meter she is limited to basic C-moon mechanics<br />
*'''Low average damage without meter''': C-Ryougi's basic BnB doesn't even break 4k, and her other possible higher damage routes such as Rekka loop are very conditional or character specific.<br />
*'''Frequent returns to neutral''': Almost moreso than F-Moon, her pressure doesn't usually last very long. While she does have pretty above average rebeats and a partial chargable 5C, staying in for extended periods of time requires a lot of risk-taking.<br />
*'''Low health''': Ryougi has the 5th lowest effective HP in the game. She bleeds for her mistakes.<br />
*'''Long recovery normals''': On anything that isn't 2/5A, you're stuck in 17f of recovery at best if you whiff a B or C normal. Making her prone to getting backdashed, spotdodged, and whiff punished<br />
|tablewidth=80<br />
<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=Fryougurt5A.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|data= <br />
{{AttackData-MB <br />
|damage=350 <br />
|reddamage=196<br />
|proration=75% (O)<br />
|circuit=3.5% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=LH<br />
|startup=5 <br />
|active=4 <br />
|recovery=9 <br />
|frameAdv=-1 <br />
|invuln= <br />
|description=Tied with 2A for Ryougi's fastest normal. Air unblockable. The range is not much, but it's still decent. If you really need to, you can use it as an emergency anti-air, but you'll probably get beat out.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=HRyougi5b.png<br />
|image2=HRyougi5bb.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|input=5B~B<br />
|data= <br />
{{AttackData-MB<br />
|version=5B<br />
|damage=500<br />
|reddamage=245<br />
|proration=80% (O)<br />
|circuit=5.0%<br />
|cancel=N, SP, CH, EX, (J)<br />
|guard=LH<br />
|startup=9<br />
|active=3<br />
|recovery=18<br />
|frameAdv=-6<br />
|invuln=Clash 9-11<br />
|description=Mid-range knife swipe with excellent horizontal range and clash frames. Moves forward very slightly. Her second best combo starter and best overall standing poke; can be repeated into another delayable 5B. It has terrible lag on whiff however, and is prone to backdash-canceling and dodges.<br />
}}<br />
{{AttackData-MB<br />
|version=5B~B<br />
|damage=600<br />
|reddamage=343<br />
|proration=70%<br />
|circuit=6.0%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=3<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=Clash 5-7<br />
|description=A close range knife swipe follow-up to her 5B. Has good range, but not as long as her 5B. Keeps her in place. Used primarily in combos and pressure strings to add damage/deplete guard meter.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_5C.png<br />
|caption=<br />
|name=5C<br />
|linkname=5C<br />
|input=5[C]<br />
|data= <br />
{{AttackData-MB <br />
|version=5C<br />
|damage=850 <br />
|reddamage=392<br />
|proration=80% (O)<br />
|circuit=8.5% <br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=11 <br />
|active=4 <br />
|recovery=17 <br />
|frameAdv=-4 <br />
|invuln=Clash 11-14<br />
|description=Downward knife swipe with less range than 5B and moves Ryougi forward a bit. Deals a little bit of chip dmg.<br />
}}<br />
{{AttackData-MB <br />
|version=5[C]<br />
|damage=1500 <br />
|reddamage=2940<br />
|proration=100% <br />
|circuit=15.0% <br />
|cancel= <br />
|guard=U <br />
|startup=31 <br />
|active=4 <br />
|recovery=28 <br />
|frameAdv= <br />
|invuln=Clash 31-34<br />
|description=Becomes an unblockable while charged, launching the opponent into an air tech state on hit.<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=HRyougi2a.png<br />
|caption=<br />
|name=2A<br />
|linkname=2A<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=147<br />
|proration=75% (O)<br />
|circuit=3.0%<br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=L<br />
|startup=5<br />
|active=4<br />
|recovery=9<br />
|frameAdv=-1<br />
|invuln=<br />
|description=Close ranged crouching low kick. Fastest normal along with 5A. Best combo starter. Best whiff cancel move for pressure and stagger strings. Can be used for off-the-ground pick ups.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=HRyougi2b.png<br />
|caption=2 frames slower than H-moon 2B for some reason but 2 frames safer<br />
|name=2B<br />
|linkname=2B<br />
|data= <br />
{{AttackData-MB<br />
|damage=550<br />
|reddamage=392<br />
|proration=90% (O)<br />
|circuit=5.5%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=11<br />
|active=3<br />
|recovery=15<br />
|frameAdv=-1<br />
|invuln=Clash 11-13<br />
|description=Mid-range crouching horizontal knife swipe with clash frames. Good range. Highest damage combo starter. Clash hitbox makes this good to bait DPs. Simply press it and if it clashes, do nothing and wait for them to come down. If it blocks, blockstring as normal.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=Fryougurt2C.png<br />
|caption=<br />
|name=2C<br />
|linkname=2C<br />
|data= <br />
{{AttackData-MB <br />
|damage=900 <br />
|reddamage=490<br />
|proration=55% (O)<br />
|circuit=9.0% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L <br />
|startup=14 <br />
|active=2 <br />
|recovery=28 <br />
|frameAdv=-12 <br />
|invuln= <br />
|description=Slow, long-range crouching low slash that also moves Ryougi forward. Gives an untechable knockdown and hits at a very large arc in front, behind, and a little bit above her. Great option after a ground throw, as it will hit exactly on wakeup of most characters. Very useful in blockstrings and staggering combos as it propels Ryougi forward, allowing her to catch any backdash cancels. Had its active frames nerfed from AA to CC, changing the timings on many of her corner combos.<br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_j.A.png<br />
|caption=<br />
|name=j.A<br />
|linkname=j.A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=147<br />
|proration=75% (O)<br />
|circuit=3.0%<br />
|cancel=SE, N, -SP-, -EX-, (J)<br />
|guard=LHA<br />
|startup=7<br />
|active=4<br />
|recovery=10<br />
|frameAdv= <br />
|invuln= <br />
|description=A downward stab. You can cancel this move into commands and EX edges even if you whiff.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_j.B.png<br />
|caption=Ryougi's only jump-in button across three moons. <br />
|name=j.B<br />
|linkname=j.B<br />
|data= <br />
{{AttackData-MB <br />
|damage=550 <br />
|reddamage=294<br />
|proration=80% (O)<br />
|circuit=5.5% <br />
|cancel=N, SP, EX, (J)<br />
|guard=HA <br />
|startup=7<br />
|active=4 <br />
|recovery= <br />
|frameAdv= <br />
|invuln= <br />
|description=Downward swipe. Good for both air to air and air to ground. Cornerstone of your gameplan. Use this move, but try not to overuse it. It's not THAT good, but it is very good. Can hit behind on everyone except: <b>Tohno, Sion, Satsuki, Len, WLen</b><br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_j.C.png<br />
|caption=<br />
|name=j.C<br />
|linkname=j.C<br />
|data= <br />
{{AttackData-MB <br />
|damage=850 <br />
|reddamage=392<br />
|proration=90% (O)<br />
|circuit=8.5% <br />
|cancel=N, SP, EX, (J)<br />
|guard=HA<br />
|startup=8<br />
|active=4 <br />
|recovery= <br />
|frameAdv= <br />
|invuln= <br />
|description=Upward swipe, useful when they are above you<br />
<br />
}}<br />
}}<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_6C.png<br />
|image2=MB_C-Ryougi_6C_BE.png<br />
|caption=<br />
|name=6C<br />
|input=6[C]<br>[[#6C~214C|(6C~214C)]]<br />
|linkname=6C<br />
|data= <br />
{{AttackData-MB <br />
|version=6C<br />
|damage=850 <br />
|reddamage=588<br />
|proration=85% (M)<br />
|circuit=8.5% <br />
|cancel=N, SP, (CH), EX, {{Tooltip | text=(J)*| hovertext=On hit against an airborne opponent only.}}<br />
|guard=L <br />
|startup=15 <br />
|active=3 <br />
|recovery=24 <br />
|frameAdv=-9 <br />
|invuln= <br />
|description=Low-hitting standing slash. On hit against a grounded opponent, this will make Ryougi switch sides and allows for an [[#6C~214C|unique EX followup with 214C]]. As this switches sides, it allows for a gimmicky reset should you hit someone with it (ex. whatever into 5C 6C then do 2A into a combo or another reset). This is mostly a knowledge check, but is pretty practical and can even catch people who know it off guard.<br><br />
This move can be late cancelled into normals. However only 5A and 2A are fast enough to continue a combo. 5A rarely has range (very character specific, e.g. nero). <br><br />
But if you start your combo with 5A, then you can do something like 5A 5BB 5C 6C > 2A 2B 2C 236A~236A~236A. It works on all characters.<br />
}}<br />
{{AttackData-MB <br />
|version=6[C]<br />
|damage=1500 <br />
|reddamage=2940<br />
|proration=100% <br />
|circuit=15.0% <br />
|cancel= <br />
|guard=U <br />
|startup=33 <br />
|active=3 <br />
|recovery=29 <br />
|frameAdv= <br />
|invuln= <br />
|description=Becomes an unblockable when charged.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_Throw.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=6/4A+D<br />
|data= <br />
{{AttackData-MB <br />
|damage=1500<br />
|reddamage=980<br />
|proration=100% <br />
|circuit=15.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv={{Tooltip | text=13 ~ 18| hovertext=13 - Everyone else &#010;14 - Tohno, Nanaya, Warachia, Satsuki &#010;15 - P.Ciel &#010;16 - Kouma, Warc &#010;17 - Aoko, Len, W.Len, Nero &#010;18 - Riesbyfe}}<br />
|invuln=<br />
|description=Ryougi pins the opponent to the ground then stabs them in the chest.<br>One of the trickiest ground throws due to a bug where opponents cannot run their reversal options on wakeup on the neutral frame. So after the throw, if you meaty when with a normal on their neutral frame, they are forced to block it or get hit.<br>Out of the corner, Ryougi will not jump out far away, and you can also try to time another ground throw. Opponents will be forced to tech it or be put in a loop situation.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_Throw_Air_Raw.png<br />
|image2=MB_C-Ryougi_Throw_Air_Ender.png<br />
|caption=Raw<br />
|caption2=Combo Ender<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.6/4A+D<br />
|data= <br />
{{AttackData-MB <br />
|version=Raw /<br>Combo Ender<br />
|damage=1600 (1408)<br>1000<br />
|reddamage=(862)<br>784<br />
|proration=35%<br>100%<br />
|circuit=0.0%<br>10.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=-<br>{{Tooltip | text=4 ~ 9| hovertext=4 - Everyone else &#010;5 - Tohno, Nanaya, Warachia, Satsuki &#010;6 - P.Ciel &#010;7 - Kouma, Warc &#010;8 - Aoko, Len, W.Len, Nero &#010;9 - Riesbyfe}}<br />
|invuln=<br />
|description=Has completely different animations for whether this is done raw or during a combo. For the former, Ryougi will launch the opponent diagonally downward then slice them, resulting in a ground bounce. For the latter, she will drop the opponent straight below her then stab them like in her ground throw.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Bunker<br />
|damage=500 <br />
|reddamage=196 <br />
|proration=100% <br />
|circuit=0.0%<br>(-50.0% in blockstun)<br />
|cancel=<br />
|guard=LHA <br />
|startup=26<br />
|active=4 <br />
|recovery=19<br />
|frameAdv=-5 <br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=196<br />
|proration=100%<br />
|circuit=0.0%/-50.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=A standing-height slash.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Heat</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_ABC.png<br />
|caption=<br />
|name=Heat<br />
|linkname=Heat<br />
|input=A+B+C <br />
|data= <br />
{{AttackData-MB <br />
|damage=100<br />
|reddamage=0<br />
|proration=100% <br />
|circuit=-100.0% (min)<br />
|cancel=<br />
|guard=U<br />
|startup=17<br />
|active=2<br />
|recovery=29<br />
|frameAdv=<br />
|invuln=Full 1-18<br />
|description=Hitbox covers Ryougi completely.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_CSpark.png<br />
|image2=MB_C-Ryougi_CSpark_Air.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=A+B+C during hitstun/blockstun at MAX<br />
|caption=<br />
|data= <br />
{{AttackData-MB<br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
<br />
=== Special Moves ===<br />
'''Note''': C-Ryougi has two moves where she throws her knife and takes out a second knife. She must retrieve the thrown knife from the ground (with 22A/B/C) before she can throw it again.<br />
<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=Mbacryougi236.png<br />
|image2=Mbacryougi236236.png<br />
|image3=Mbacryougi236214.png<br />
|image4=Mbacryougi236a.png<br />
|image5=Mbacryougi236b.png<br />
|image6=Mbacryougi236c.png<br />
|image7=Mbacryougilowkick.png<br />
|image8=MB_C-Ryougi_236C.png<br />
|caption=A/B<br />
|caption2=~236X<br />
|caption3=~214X<br />
|caption4=~236A (Ender)<br />
|caption5=~236B (Ender)<br />
|caption6=~236C (Ender)<br />
|caption7=~214D/X (Ender)<br />
|caption8=EX<br />
|name=Double Belfry <br>(EX: Belfry - Kiyohime Passing)<br />
|linkname=236X<br />
|input=236A/B/C <br>(236A/B~236X / 214X/D)<br>(~236A/B/C / 214X)<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=750<br />
|reddamage=539<br />
|proration=80% (O)<br />
|circuit=7.5%<br />
|cancel=-CH-<br />
|guard=LH<br />
|startup=10<br />
|active=4<br />
|recovery=21<br />
|frameAdv=-7<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=750<br />
|reddamage=539<br />
|proration=80% (O)<br />
|circuit=7.5%<br />
|cancel=-CH-<br />
|guard=LH<br />
|startup=16<br />
|active=3<br />
|recovery=33<br />
|frameAdv=-18<br />
|invuln=<br />
|description=*Ryougi's rekka series starter.<br />
<br />
'''A:''' Ryougi low-profiles and dashes forward with a low knife cut (but it hits mid).<br><br />
'''B:''' Has a slower start-up than the A version, but covers slightly more ground.<br />
}}<br />
{{AttackData-MB<br />
|version=~236X<br />
|damage=900<br />
|reddamage=735<br />
|proration=80% (O)<br />
|circuit=9.0%<br />
|cancel=-CH-<br />
|guard=LH<br />
|startup=5<br />
|active=5<br />
|recovery=19<br />
|frameAdv=-6<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=~214X<br />
|damage=1200<br />
|reddamage=882<br />
|proration=75% (O)<br />
|circuit=12.0%<br />
|cancel=-CH-<br />
|guard=H<br />
|startup=26 ~ 27<br />
|active=3<br />
|recovery=19<br />
|frameAdv=-7<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=~214D<br />
|damage=450<br />
|reddamage=343<br />
|proration=50% (O)<br />
|circuit=4.5%<br />
|cancel=-EX-<br />
|guard=L<br />
|startup=11<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln=<br />
|description=*Second part of the rekka. <br />
<br />
'''236X:''' Ryougi does a second low knife cut. Still hits mid.<br><br />
'''214X:''' Ryougi does an overhead knife strike. This has a lot of start-up, and does not combo from the previous hit.<br><br />
'''214D:''' Ryougi does a sweep, but you have to be very close to the opponent otherwise it won't connect. This ends the rekka. Hard knockdown on hit.<br />
}}<br />
{{AttackData-MB<br />
|version=236A<br />
|damage=700<br />
|reddamage=392<br />
|proration=50% (O)<br />
|circuit=7.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=8 ~ 9<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-6<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=236B<br />
|damage=1200<br />
|reddamage=784<br />
|proration=40% (M)<br />
|circuit=12.0% <br />
|cancel=<br />
|guard=LH<br />
|startup=12 ~ 13<br />
|active=6<br />
|recovery=25 <br />
|frameAdv=-13<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=236C<br />
|damage=1500<br />
|reddamage=980<br />
|proration=100%<br />
|circuit=15.0%<br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=20 ~ 21<br />
|active=10<br />
|recovery=16<br />
|frameAdv=-10<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=214X/D<br />
|damage=450<br />
|reddamage=343<br />
|proration=50% (O)<br />
|circuit=4.5%<br />
|cancel=-EX-<br />
|guard=L<br />
|startup=9<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln=<br />
|description=*Rekka enders. <br />
<br />
'''236A:''' Ryougi ends the rekka with a low horizontal knife cut. Hard knockdown on hit.<br><br />
'''236B:''' Ends the rekka with a knife uppercut. Launches into hard knockdown on hit.<br><br />
'''236C:''' Ends the rekka with a knife thrust. If you're close enough to the opponent, this move can cross-up. Launches high-up into an air-tech state on hit.<br><br />
'''214X/D:''' Ends the rekka with the small sweep.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=3000 (2640)<br />
|reddamage=2156<br />
|proration=100%<br />
|circuit=-100%<br />
|cancel=<br />
|guard=LH<br />
|startup=1+10<br />
|active=6<br />
|recovery=32 <br />
|frameAdv=-12 <br />
|invuln=Full 1-4 and 11-20 <br />
|description=Ryougi dashes forward and covers around 3/4 of the screen. Very good at blowing through a character setting up summons or charged projectiles, but don't overuse it, as you only have 4 invincible frames.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_623AB.png<br />
|image2=MB_C-Ryougi_623C.png<br />
|caption=<br />
|name=Bamboo Fence Melody <br> (EX: Mournful Slicing Bamboo Fence)<br />
|linkname=623X<br />
|input=623A/B/C<br>(Hold OK)<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1200<br />
|reddamage=1078<br />
|proration=80% (O)<br />
|circuit=9.8%<br />
|cancel=<br />
|guard=L<br />
|startup=15<br />
|active=4<br />
|recovery=31<br />
|frameAdv={{Tooltip | text=-4 to -9 | hovertext=-4 = Very far away, hitting on last frame.&#10;-7 = Crossup miscreen.&#10;-9 = Corner.}} <br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[A]<br />
|damage=1500<br />
|reddamage=3430<br />
|proration=100%<br />
|circuit=15.0%<br />
|cancel=<br />
|guard=U<br />
|startup=38<br />
|active=5<br />
|recovery=35<br />
|frameAdv= <br />
|invuln=<br />
|description=* Ryougi runs forward then perform a low-hitting slash that cross-ups the opponent. All versions can be held to make Ryougi run farther and turn the slash into an unblockable.<br />
<br />
Hard knockdown on hit, launches upward when charged.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1200<br />
|reddamage=1078<br />
|proration=55% (O)<br />
|circuit=9.8%<br />
|cancel=<br />
|guard=L<br />
|startup=22<br />
|active=4<br />
|recovery=28<br />
|frameAdv={{Tooltip | text=-1 to -6 | hovertext=-1 = Very far away, hitting on last frame.&#10;-4 = Crossup miscreen.&#10;-6 = Corner.}} <br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[B]<br />
|damage=1500<br />
|reddamage=3430<br />
|proration=100%<br />
|circuit=15.0%<br />
|cancel=<br />
|guard=U<br />
|startup=45<br />
|active=5<br />
|recovery=35<br />
|frameAdv= <br />
|invuln=<br />
|description=Both uncharged and charged versions launches upward on hit, with the former being air techable.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1200<br />
|reddamage=1078<br />
|proration=60% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=L<br />
|startup=1+18<br />
|active=5<br />
|recovery=35<br />
|frameAdv={{Tooltip | text=-3 to -9 | hovertext=-3 = Very far away, hitting on last frame.&#10;-7 = Crossup miscreen.&#10;-9 = Corner.}}<br />
|invuln=9-23<br />
|description=Can launch on OTG, giving it niche use as an extender after a rekka.<br />
}}<br />
{{AttackData-MB<br />
|version=[EX]<br />
|damage=1900<br />
|reddamage=4410<br />
|proration=100%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=U<br />
|startup=1+39<br />
|active=5<br />
|recovery=35<br />
|frameAdv=<br />
|invuln=9-23<br />
|description=Untechable launch on hit. Super flash makes this insanely reactable. Use at own risk.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MBFRyougi214A.png<br />
|image2=MBFRyougi214B.png<br />
|image3=MBFRyougi214EX.png<br />
|caption=<br />
|name=Avidya Moon<br />
|linkname=214X<br />
|input=214A/B/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1000<br />
|reddamage=931<br />
|proration={{Tooltip | text=(90% (M))| hovertext=Hitstun-extending hitbox.}}, 85% (M)<br />
|circuit=10.0%<br />
|cancel=-EX-<br />
|guard=H<br />
|startup={{Tooltip | text=24| hovertext=Hitstun-extending hitbox active on frames 11-13.}}<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-6<br />
|invuln=<br />
|description=* Slashing flip. Air-unblockable.<br />
<br />
Slash forward. Wallslams on hit.<br><br />
Has a "hitbox" that extends hitstun on standing opponents during a combo.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1200<br />
|reddamage=980<br />
|proration=50% (O)<br />
|circuit=12.0% <br />
|cancel=-EX-<br />
|guard=H<br />
|startup=27<br />
|active=3<br />
|recovery=24 <br />
|frameAdv=-8 <br />
|invuln=<br />
|description=Slash downward. Overhead. Knocks opponent up. While a highly risky move, it beats backdash on wakeup, something C-Ryougi is prone to. The threat of this move is important to instill in your opponent, to tell them they can't backdash for free.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1400<br />
|reddamage=980<br />
|proration=50% (M)<br />
|circuit=-100.0%<br />
|cancel=N, SP, EX, J<br />
|guard=LH<br />
|startup=1+14<br />
|active=4<br />
|recovery=22 <br />
|frameAdv=-9<br />
|invuln=Full 1<br />
|description=Slash forward. Knocks opponent up. Can cancel on hit or block (e.g. attack or dash).<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">421X</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_421AB.png<br />
|image2=MB_C-Ryougi_421C.png<br />
|caption=A/B<br />
|caption2=EX<br />
|name=Glass Moon Saka<br />
|linkname=421X<br />
|input=421A/B/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1200<br />
|reddamage=980<br />
|proration=85% (M)<br />
|circuit=12.0%<br />
|cancel=SP, EX<br />
|guard=H<br />
|startup=29 ~ 30<br />
|active=2<br />
|recovery=26<br />
|frameAdv=-9<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1200<br />
|reddamage=980<br />
|proration=85% (M)<br />
|circuit=12.0%<br />
|cancel=SP, EX, J<br />
|guard=H<br />
|startup=35 ~ 36<br />
|active=2<br />
|recovery=26<br />
|frameAdv=-9 <br>17 (Jump cancel)<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1200<br />
|reddamage=980<br />
|proration=85% (M)<br />
|circuit=-100.0%<br />
|cancel=SP, EX, J<br />
|guard=H<br />
|startup=5+(21 ~ 6)<br />
|active=2<br />
|recovery=26<br />
|frameAdv=-9 <br>17 (Jump cancel)<br />
|invuln=<br />
|description=* Run forward and flipjump to slash the opponent from behind. All versions are downward slashes, overheads, air unblockable.<br />
*A: You can cancel an airdodge if you hit and jump to be safe.<br />
*B and EX versions are jump cancellable on block, making them safe overheads that can be used in pressure. EX version is mostly useful as a way to escape the corner, as the super flash makes it reactable. The B version is actually a good combo starter in the corner, as you can quickly cancel the hit into backwards airdash to link a j.BC. (If you cancel it to jump you will have +17 frames advantage to do what you want)<br />
<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">22X</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_22A.png<br />
|image2=MB_C-Ryougi_22B.png<br />
|image3=MB_C-Ryougi_22C.png<br />
|image4=MB_C-Ryougi_22X_Pickup.png<br />
|caption=<br />
|name=Hidden Dagger<br />
|linkname=22X<br />
|input=22A/[A]/B/[B]/C<br>(~22X Near Knife)<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=950<br />
|reddamage=735<br />
|proration=60% (O)<br />
|circuit=9.5%<br />
|cancel=<br />
|guard=LA<br />
|startup=17<br />
|active={{Tooltip | text=11| hovertext=Maximum amount of frames the knife can travel.}}<br />
|recovery=24<br />
|frameAdv=-3<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[A]<br />
|damage=1000<br />
|reddamage=686<br />
|proration=100%<br />
|circuit=10.0%<br />
|cancel=<br />
|guard=LA<br />
|startup=34<br />
|active={{Tooltip | text=9| hovertext=Maximum amount of frames the knife can travel.}}<br />
|recovery=22<br />
|frameAdv=2<br />
|invuln=<br />
|description=* Ryougi throws her knife, piercing the opponent. If it hits the floor, it will stay in the ground. If it hits the edge of the screen, it will bounce off and spin to the ground.<br />
<br />
Ryougi throws the knife at the ground at a low angle, hitting the ground over halfway across the screen. Can be charged for a hard knockdown and to make it unshieldable.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=950<br />
|reddamage=735<br />
|proration=60% (O)<br />
|circuit=9.5%<br />
|cancel=<br />
|guard=LA<br />
|startup=17<br />
|active={{Tooltip | text=17| hovertext=Maximum amount of frames the knife can travel.}}<br />
|recovery=18<br />
|frameAdv=-3<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[B]<br />
|damage=1000<br />
|reddamage=686<br />
|proration=100%<br />
|circuit=10.0%<br />
|cancel=<br />
|guard=LA<br />
|startup=34<br />
|active={{Tooltip | text=15| hovertext=Maximum amount of frames the knife can travel.}}<br />
|recovery=16<br />
|frameAdv=2<br />
|invuln=<br />
|description=Ryougi throws the knife at a somewhat higher angle, reaching almost full screen. Can be charged for a hard knockdown and to make it unshieldable.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1700<br />
|reddamage=1372<br />
|proration=60% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=1+6 <br />
|active={{Tooltip | text=X| hovertext=Depends on how long the knife travels.}}<br />
|recovery=24<br />
|frameAdv=8<br />
|invuln=Full 1<br />
|description=Ryougi throws the knife in a straight line, wallslamming the opponent. Useful for extending pressure during blockstring.<br />
}}<br />
{{AttackData-MB<br />
|version=~22X<br>(Pickup)<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=17| hovertext=Full duration. &#010;Knife picked up on frame 12.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Ryougi picks her knife back up. Can be used to cancel special-cancellable moves near the knife's position.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">63214C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_63214C.png<br />
|image2=MB_C-Ryougi_63214C_5X.png<br />
|image3=Mbacryougi236214.png<br />
|image4=Mbacryougilowkick.png<br />
|image5=Mbacryougi236236.png<br />
|image6=Mbacryougi236b.png<br />
|image7=MB_C-Ryougi_63214C_D.png<br />
|caption=Why you play this moon.<br />
|caption2=~5X<br />
|caption3=~6X<br />
|caption4=~2X<br />
|caption5=~4X<br />
|caption6=~8X<br />
|caption7=~D<br />
|name=Selfless Knowledge - Empty Heart, Possess Truth<br />
|linkname=63214C<br />
|input=63214C<br>(~2/4/5/6/8X or D)<br />
|data=<br />
{{AttackData-MB<br />
|version=63214C<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=-150.0%<br />
|cancel=-CH-<br />
|guard=<br />
|startup={{Tooltip | text=1+5| hovertext=Until the first attack can be performed.}}<br />
|active=X<br />
|recovery=70<br />
|frameAdv= <br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=~5X<br />
|damage=500<br />
|reddamage=392<br />
|proration=90% (M)<br />
|circuit=0.0%<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=9<br />
|active=4<br />
|recovery=26<br />
|frameAdv=-12<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=~6X<br />
|damage=1200<br />
|reddamage=980<br />
|proration=75% (O)<br />
|circuit=0.0%<br />
|cancel=-CH-<br />
|guard=HA<br />
|startup=24<br />
|active=3<br />
|recovery=18<br />
|frameAdv=-6<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=~2X<br />
|damage=200<br />
|reddamage=98<br />
|proration=50% (O)<br />
|circuit=0.0% <br />
|cancel=-CH-<br />
|guard=LA<br />
|startup=5<br />
|active=3<br />
|recovery=30 <br />
|frameAdv=-15<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~4X<br />
|damage=400<br />
|reddamage=196<br />
|proration=90% (M)<br />
|circuit=0.0%<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=8 <br />
|active=3<br />
|recovery=17<br />
|frameAdv=-3<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~8X<br />
|damage=700<br />
|reddamage=392<br />
|proration=70% (O)<br />
|circuit=0.0% <br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=6<br />
|active=6<br />
|recovery=29<br />
|frameAdv=-17<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=D<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit= <br />
|cancel=<br />
|guard=<br />
|startup= <br />
|active=<br />
|recovery={{Tooltip | text=44| hovertext=Full duration.}} <br />
|frameAdv= <br />
|invuln=<br />
|description=* Custom combo EX. Nicknamed "Genei Jin" after a similar Street Fighter move. Ryougi runs forward. Pressing a direction and an attack button causes her to attack.<br />
<br />
'''5X:'''236A/B slash.<br><br />
'''6X:''' 236A/B~214X overhead slash.<br><br />
'''2X:''' 236A/B~214D low sweep.<br><br />
'''4X:''' 236A/B~236X slash.<br><br />
'''8X:''' 236B rekka ender slash. Launches the opponent. (If you have the guts to spend 150 meter you can use it as anti air)<br><br />
'''D:''' Rolls forward, going through the opponent.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">6C~214C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_6C_214C.png<br />
|caption=<br />
|name=Culled Long-Sleeved Kimono<br />
|linkname=6C~214C<br />
|input=6C(Hit)~214C<br />
|data=<br />
{{AttackData-MB <br />
|damage=2500 (2907)<br />
|reddamage=(2071)<br />
|proration=50%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=U<br />
|startup=4+2<br />
|active=3<br />
|recovery=22 <br />
|frameAdv= <br />
|invuln=<br />
|description=Ryougi stabs the opponent from behind after 6C. Meter break the opponent at the cost of 100% meter, for roughly 3k damage.<br><br />
Can only be used if the 6C successfully moves her behind the opponent (i.e. successful uncharged hit against grounded opponent). Meter break lasts 5 seconds.<br />
<br />
Damage includes the 6C.<br />
}}<br />
}}<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=Mbacryougij236a.png<br />
|image2=Mbacryougij236b.png<br />
|image3=Mbacryougij236c.png<br />
|caption=<br />
|name=Glass Moon<br />
|linkname=j.236X<br />
|input=j.236A/B/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1500<br />
|reddamage=1372<br />
|proration=75% (O)<br />
|circuit=15.0%<br />
|cancel=<br />
|guard=HA<br />
|startup=18<br />
|active=2<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} <br />
|frameAdv=-17 (TK)<br />
|invuln=<br />
|description=* Rising crescent slash. Wallslams. Can TK. <br />
<br />
Slower. Overhead. You should probably never use this outside of one or two specific combo routes.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1600<br />
|reddamage=1470<br />
|proration=75% (O)<br />
|circuit=16.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=11<br />
|active=2<br />
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}} <br />
|frameAdv=-5 (TK)<br />
|invuln=<br />
|description=Faster. Not an overhead. Your main meterless ender if you need more damage. Due to being only 10f and covering her whole body, can be used in niche scramble situations.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=2200<br />
|reddamage=1960<br />
|proration=40% (O)<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=HA<br />
|startup=1+10<br />
|active=2<br />
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}} <br />
|frameAdv=-6 (TK)<br />
|invuln=Full 1-14<br />
|description=Invincible, overhead version. A metered version that adds about 300 damage to any combo. Nice as a finisher. (can be used as a situational reversal but you need 3 frames to do it)<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.22X</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_j.22A.png<br />
|image2=MB_C-Ryougi_j.22B.png<br />
|image3=MB_C-Ryougi_j.22C.png<br />
|caption=<br />
|name=Hidden Dagger (Air)<br />
|linkname=j.22X<br />
|input=j.22A/B/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A / B<br />
|damage=950<br />
|reddamage=735<br />
|proration=90% (M)<br />
|circuit=9.5% <br />
|cancel=<br />
|guard=LHA<br />
|startup=20 / 21<br />
|active={{Tooltip | text=X| hovertext=Depends on how long the knife travels.}}<br />
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}} <br />
|frameAdv= <br />
|invuln=<br />
|description=Ryougi flips then throws the knife at a downward angle. A version goes forward, B goes backward.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=950<br />
|reddamage=735<br />
|proration=50% (M)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=1+0<br />
|active={{Tooltip | text=X| hovertext=Depends on how long the knife travels.}}<br />
|recovery={{Tooltip | text=17| hovertext=Landing recovery.}} <br />
|frameAdv= <br />
|invuln=<br />
|description=Ryougi flips backward and throws the knife straight forward. Air-untechable knockdown.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">44/66/22X</span> =====<br />
{{MoveData<br />
|image=Mbacryougitumblingcat.png<br />
|image2=Mbacryougitumblingcatex.png<br />
|caption=A/B<br />
|caption2=EX<br />
|name=Stumbling Cat<br />
|linkname=44/66/22X<br />
|input=(During Air Tech)<br>44/66/22A/B/C <br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1100<br />
|reddamage=735<br />
|proration=50% <br />
|circuit=11.0% <br />
|cancel=<br />
|guard=LHA<br />
|startup=21<br />
|active=2<br />
|recovery={{Tooltip | text=7| hovertext=Landing recovery.}} <br />
|frameAdv={{Tooltip | text=9| hovertext=Lowest height.}} <br />
|invuln=Full 1-3<br />
|description=* A command air tech. Attack out of air recovery. The direction determines the direction of the tech. Wallslams.<br />
While seemingly a gimmick at first, this command tech (colloquially called "nekotech") is surprisingly useful. It can punish most Shield Bunkers on hit, and even things like Roa 623B. Basically anything that leaves them close to you and in an air tech state. You can combo off it if you get hit while they're in the corner, but this is exceedingly rare. Good to know though.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1100<br />
|reddamage=735<br />
|proration=50% <br />
|circuit=11.0% <br />
|cancel=<br />
|guard=LHA<br />
|startup=16<br />
|active=2<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} <br />
|frameAdv={{Tooltip | text=1| hovertext=Lowest height.}} <br />
|invuln=Full 1-3<br />
|description=Faster, but with longer landing recovery. This is the version you want to use. <br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1800<br />
|reddamage=1176<br />
|proration=75%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=6+7<br />
|active=2<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} <br />
|frameAdv={{Tooltip | text=-4| hovertext=Lowest height.}} <br />
|invuln=Full 1-14<br />
|description=Fully invincible until end of active frames. <br />
<br />
<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MB_C-Ryougi_AD.png<br />
|caption=<br />
|name=Mystic Eyes of Death Perception - Five Scenic Collapse<br />
|linkname=Arc Drive<br />
|input=41236C during MAX/Heat <br />
|data=<br />
{{AttackData-MB <br />
|damage=3500 (3080)<br />
|reddamage=(4761)<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U, LHA<br />
|startup=17+4<br />
|active=2 (35) 5<br />
|recovery=45<br />
|frameAdv=-31<br />
|invuln=Full 1-2, 17-70<br />
|description=A weaker version of Seven Scenic Demise, it acts the same way in that it can OTG and blow through projectiles, but it has a slower startup and does less damage. You can jump out during the super flash.<br><br />
You can also just block it, as it only becomes unblockable if you're near Ryougi during the startup of the super, and even then you can just mash 88 and you'll be able to jump out of it 80% of the time. If blocked, Ryougi will not be in counterhit state, but have enough time to combo off the recovery. You shouldn't use this move. <br />
}}<br />
}}<br />
<br />
=== Another Arc Drive ===<br />
{{MoveData<br />
|image=MB_C-Ryougi_AAD.png<br />
|caption=<br />
|name=Mystic Eyes of Death Perception - Seven Scenic Demise<br />
|linkname=Another Arc Drive<br />
|input=41236C during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=5000 (4400)<br />
|reddamage=(7936)<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U, LHA<br />
|startup={{Tooltip | text=3+20*| hovertext=Unblockable hitbox active during superflash.}} <br />
|active=5<br />
|recovery=45<br />
|frameAdv=-31<br />
|invuln=Full 1-36<br />
|description=Ryougi freezes the opponent in place, seeing the lines of death and cutting them apart. Active on frame 1, it is an unblockable super that works as a grab/throw. You have to jump before the super flash, or you'll be caught by it. Can OTG and blow through projectiles. You can't dodge it, as dodge runs out of active frames before the appearance of the lines. Very strong reversal at the cost of BLOOD HEAT.<br />
}}<br />
}}<br />
<br />
=== Last Arc ===<br />
{{MoveData<br />
|image=MBFRyougiLA.png<br />
|caption=<br />
|name=Pure Knowledge - Empty Boundaries<br />
|linkname=Last Arc<br />
|input=Grounded EX Shield during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=7000<br />
|reddamage=6860<br />
|proration=N/A<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=0<br />
|active=5<br />
|recovery=26 <br />
|frameAdv=<br />
|invuln=Full 1-8<br />
|description=The move is akin to a throw/uses the throw animation, so it will whiff/cancel/not activate when shielding DPs. If during BLOOD HEAT, a DP is EX shielded, the screen will flash white as if to signal the activation of the Last Arc, but the throw whiff animation will come out instead. Will activate when shielding any projectile, from Hime pillar to Aoko's Arc Drive.<br />
<br />
One of only two Last Arcs (the other being Roa) which ignore Last Arc proration (100% to 50% based on Blood Heat duration).<br />
}}<br />
}}<br />
== General Gameplan ==<br />
C Ryougi is generally considered the worst of the three moons, due to her mostly gimmicky pressure and smaller buttons compared to the other moons. That being said, she gains a few notable things over said moons: An invincible reversal in the form of Heat on demand, which also increases her survivability when able to heal red health. She also gains an actual jump in button in the form of jB, which is also an incredible button that is used very liberally. C Ryougi wants to use her fast movement and great air buttons to confirm hits and keep you on the ground.<br />
<br />
=== Neutral ===<br />
Mostly being precise with j.B and 5B.<br />
<br>Use your quick airdashes to get in or retreat.<br />
<br>Retreating is important for C-Ryougi, as it sets up her quick airdash to get in when the moment presents itself.<br />
<br />
=== Offense ===<br />
C-Ryougi has mediocre pressure and usually ends up giving up on it and falling back to neutral, unless you want to take some risk.<br />
<br>Example blockstring: ...5B > 2C > 5A(whiff) > 5B > 2C... <br />
Cancelling into an A normal from 5C is +1, and +2 on 2C. 5BB is -1.<br />
If you want to take risks, you should go for rekka high/low (236A>214A/214D), frame traps(half charge 5C or 6C), unblockables (use 5C or 6C the others are too slow), or the 421 series for a crossup overhead (preferably B because that one is jump cancellable so you won't die on block)<br />
Should you get a hard knockdown through A rekka, 214B, or 421B, you can time safejump with j.B or, should you be feeling frisky, use 623[A]/[B] as a meaty. Because these moves are unblockable and provide untechable knockdown, they're a good choice should you be fighting an opponent without a meterless reversal, or without meter for said reversal. Possible to be jumped out of should the meaty not be tight enough.<br />
<br />
=== Pressure ===<br />
[[image: Ryougi10.png|frame|right]]<br />
Let's be honest, maybe it doesn't have the best pressure, but it exists and it's risky.<br />
*Corner Blockstring example: 5BB > 2B > 2C >5C > 6C > 236A~236A~236C > 22C +8 on block, this is where you decide what to do, you have several options:<br />
<br />
*1. You can do 2A to follow up with a rebeat based pressure ending with 5a whiff when you are at a safe distance.<br />
<br />
*2.You can do a strike throw and do meaty 2C and continue with point 1 or use 421X as a mix (be very careful with this option, it is advisable to use version B or C to cancel it in case it is blocked)<br />
<br />
*3.Be creative, the pressure doesn't just keep the opponent stuck in the corner, generally the players are mashing on pressure, you can do staggers and delays on the blockstring to get counters and combos (don't put too much delay, you have to practice them)<br />
<br />
*Example: 5BB delay 2C, 5BB delay 2B<br />
*Note1: Don't overextend yourself with rebeat pressure as it tends to stop working and will eventually do something to you, sometimes it's better to just go back to neutral.<br />
<br />
*Note2: Ryougi can break guard bar easily, if you see that his opponent has little bar use the example of blockstring.<br />
<br />
*You can also use the rekkas: the 236AB series is very easy to block, but can stagger on the last rekka, you can make delay 236C, 236B and 214X rekka enders.<br />
<br />
==== Unblockables ====<br />
You have 5 unblockable moves. They are generally weak, but work well vs F-Moon opponents, because they don't have the option to dodge.<br />
<br>Since they cannot dodge, they are forced to shield it, or use some kind of reversal. They usually shield it, as it is easier.<br />
<br>You cannot combo from hitting an unblockable.<br />
* 5[C] is the fastest unblockable. Active on 31st frame. Main drawback of this move is that opponent can tech in the air after getting hit.<br />
* 6[C] is active on 33rd frame. However opponent cannot tech in the air, so you can catch them teching on the ground if you guess right. It also has bigger range than 5[C] and doesn't move you forwards. Range can be important, as even if they shield it, some shield counters will whiff.<br />
* 623[A] is active on 38th frame. This is an unblockable you want to do as a meaty rather than pressure reset. As meaty it is fairly safe to do midscreen, because you will dash behind the opponent even if they shield. It can still be punished by unorthodox means like weird specials, good backdashes.<br>Sometimes this move is useful to use after ending combo with j.236B. Opponent is going to be high in the air, and will not see where you are on the ground. So this move might catch them off guard.<br />
* 623[B] is active on 45th frame. Useless, same properties as 623[A] just slower.<br />
* 623[C] is active on 40th frame. Same properties as 623[A] just a bit more dmg + screen flash might scare opponents into trying to block it.<br />
<br />
One big note about unblockables is that they do big amounts of red hp damage.<br />
* 5[C] and 6[C] do 1500 normal hp dmg, and 3000 red hp dmg.<br />
* 623[A] and 623[B] do 1500 normal hp dmg, and 3500 red hp dmg.<br />
* 623[C] does 1900 normal hp dmg, and a whopping 4500 red hp dmg.<br />
So consider opponents red hp gauge and if you want to clear it.<br />
<br />
==== 421 series ====<br />
C-Ryougi has a unique 421 series that crosses up and hits overhead. The monke flip.<br />
<br>This move pretty good as it can be cancelled from normals, and is not easy to punish.<br />
* 421A is the fast version. Active on frame 30. Big drawback is that it is not jump cancellable, making it risky vs shields. You can still special cancel it with j.236C to punish a shield counter, and it will combo into it on hit.<br />
* 421B is slower. Active on 36th frame. Can be jump cancelled. Has a weird airdash restriction, if you started combo/blockstring off of ground dash cancel e.g. dash > 2A, then you will not be allowed to airdash after this move.<br>If you fully recover the dash, then do 2A > 421B > jump cancel, then you can airdash.<br />
* 421C, active on 27th frame (there is some flash freeze, so this is very much reactable). Mainly used as an escape tool from the corner, some starting frames are hit invulnerable.<br />
<br />
==== Okizeme/Setups ====<br />
C-Ryougi has a 50/50 setup in the corner.<br />
<br>It's fairly technical because it's character specific.<br />
<br>The combo string is '''2AAA > 2B > 5BB > 5C > 2C > (delay?) 5A > 236C'''.<br />
<br />
Doesn't work on '''Aoko, Tohno, All Akihas, and Kohaku'''. Always out of the corner.<br />
<br>Always crosses up on '''Kouma, Miyako, Len, WLen.''' Can still be used as a knowledge check.<br />
<br />
Works on rest of the characters, however the delay varies to get crossup or not per character.<br />
<br>The lower the opponent(more delay) before 236C, the bigger the odds that they will be pulled out of the corner.<br />
<br />
C-Ryougi has universal okizeme options to choose from as well. As long as the opponent is airborne you can use 236A~236A~236A and you can manually time a safe jump on every character mid-screen. If they are in the corner you can manually time a super jump forward(29) to meaty them safely.<br />
<br />
Here are some of her okizeme routes from her TKj.236B routes in the corner: <br />
<br />
*'''...>2C > TKj.236B, 5BB > 214A, 2C > 5C > 236C'''<br />
<br />
This route uses meter but gives full you plenty of time to set up a 50/50 in or out of the corner. The hard part is watching the height as some characters float too high and go over Ryougi, so you need to delay your link of the TKj.236B and the 5BB. Do note that the 2C can change which side the opponent is on so be sure to watch carefully, you ''should'' be able to control it if you watch your links and their height.<br />
<br />
*'''...>2C > TKj.236B, 5BB > 214A, 2C > 2A(w) > (2A) > 236A~236A~236A'''<br />
<br />
Does not use meter nor grants a 50/50 but it is her one of her more damaging corner enders without meter. Due to ending in the 236A rekka ender she can super jump after to safe jump. Be wary of the height and timing as the second 2A can whiff sometimes. If the 2A(w) > 2A is too hard feel free to just do 2A into rekka.<br />
<br />
=== Defense ===<br />
* 421C<br />
No invincibility on start up but it gains some soon after so it can be used against certain set ups in pressure to reset back to neutral. If it is shielded it's fine, it can be canceled with jump so you can air block or air dash back to get away. Because it does cross up it does get you out of the corner which can be life saving in some match ups, also the angle it hits at makes it tough to duck under.<br />
<br />
* 214C<br />
Similar to 421C but it has invincibility on start up, but not for very long(frames 1 to 3). Even if shielded you are still able to jump cancel it adding some extra safety. The hitbox is very high and will not hit crouching characters, so if they meaty with a low, long range move you're probably getting punished as their move will recover in time. Can be used to break out similar to 421C as the invincibility on start up is always appreciated. <br />
<br />
* TK j.236C<br />
A rarer but situational reversal option. Due to being a TK input it takes 3 frames minimum before invincibility will activate, and the TK motion can be hard to squeeze out in tight blockstrings, but it is a quick option that is only about -6 with decent push back so not the worst option. It can also be used as a panic option to get someone off of you in the air if they are going to land before you, but do know that while you are strike invincible you are not throw invincible and after the flash you can be gAT out of it still.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
<br />
=== Normal Combos ===<br />
NOTE1: In most of these combos, j236B ender can (and usually should) be swapped for an airthrow to gain oki at the cost of damage. Use 236B should you feel more damage is needed to finish off an opponent.<br />
<br />
NOTE2: Starting a combo with 2B > 5B > 5C usually will improve his damage quite nicely.<br />
<br />
NOTE3: Many times they may not respect the airthrow they may jump or do something else, if you notice that go for damage or use J.22C to get okizeme<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4203<br />
|metergen=101<br />
|metero=30.3<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > 6C > j.BC > (airdash j.C) > sjc > j.BC j.236B/AT<br />
|simput=<br />
|note=Basic combo. Airdash j.C is optional, but its a free damage and is not very hard to do, although may not work on some characters, in which case you should just skip it. Airdash j.C is height specific, and grounded 2C 6C starter allows for it to be a reliable option. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4305<br />
|metergen=136.5<br />
|metero=<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > 6C > 22A/B, 2A > 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=There is a delay between 2C > 5C, this applies for all combos below. Combo gives good meter, but it's arguable if tossing a knife in this combo is worth it.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4334<br />
|metergen=152.3<br />
|metero=47.5<br />
|link=<br />
|input=*2A > 2B > 5BB > 5C > 2C > 6C > 22A/B, 2A > 2C > 623B, 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note= Advanced combo for more damage, but is impractical for the damage gained. Does not work with more than 1x 2A, because opponent lands before 623B due to gravity. Might be char specific.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=4760<br />
|metergen=94.8 - 100<br />
|metero=42.5<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 236A~236A~236C > 214C > j.A(w), land 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=The opponent has to be on the ground when you start the Rekkas, or else "236C" will not hit.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter, far from corner<br />
|character=<br />
|damage=5142<br />
|metergen=99.1 - 100<br />
|metero=45.5<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 236A~236A~236C > 22C, 214A > 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Needs to be done far away from the corner. Good damage. Delay between 22C and 214A is key for consistency. Try adding micro walk back before 2C to make it not hit behind and whiff 5C. Otherwise 2C > 5C can be changed to 2C > 2B.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 150% meter<br />
|character=<br />
|damage=6124<br />
|metergen= 55.8 - 150<br />
|metero=49.4<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 63214C~[8 > (delay > 6~8)x3 > 4(whiff)] > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Great damage. Can be used if you started combo with 120 meter. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, midscreen or slightly further<br />
|character=<br />
|damage=4014(4202)<br />
|metergen=90.0(???)<br />
|metero=<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 214A, 5BB(tk.236B) > j.BC > j.BC > AT/j236B<br />
|simput=<br />
|note=A slightly more damaging BnB with more corner carry and meter gain. Will not work at certain ranges. tk.236B is inconsistent, more research is needed as to who it works on.<br />
}}<br />
}}<br />
<br />
=== Corner Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4577<br />
|metergen=119.5<br />
|metero=36.9<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 214A > 2A > 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Corner combo for damage. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=3962<br />
|metergen=53 - 100<br />
|metero=20.3<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 214A > 2A > 2C > 236C<br />
|simput=<br />
|note=Corner combo with meter, less damage but good okizeme. Depending on the delay between 2C and 236C you can force opponent be in the corner, or slightly out of it. So air dashing over them after 236C is a left/right mixup and then land > 2A is a left/right mixup. Might be character specific.<br />
}}<br />
}}<br />
<br />
=== Tigerknee Corner Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4449<br />
|metergen=111.5<br />
|metero=33.4<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > 6C > TK j.236B > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Basic version, easy to execute.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4651<br />
|metergen=115<br />
|metero=35.6<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > TK j.236B, 5BB > 214A > j.BC > j.BC > j.236B<br />
|simput=<br />
|note=Advanced version, "5BB" link is tricky.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4948<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=*2AA > 2B > 5B > 5C > TK j.236B, 5BB > 214A > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=More advanced BnB. Doesn't work with 3x 2A. Also, instead of j.BC j.ABC you can also do j.C dash j.C j.BC. It will bump damage to 5004.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=5446<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=*2AA > 2B > 5B > 5C > TK j.236B, 5C 5BB > 214A > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Optimised BnB. Second 5C is a just frame, and a difficult one at that. Difficult because 5C can also be held, increasing it's startup.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=4715<br />
|metergen=86 - 100<br />
|metero=29.1<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > TK j.236B, 5BB > 214A, 2C > 236C <br />
|simput=<br />
|note=Meter version, okizeme. Sometimes 2C will hit behind, so will need to do 214C to get 236C, it will still hit.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=2B starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=5787<br />
|metergen=80<br />
|metero=36.8<br />
|link=<br />
|input=*2B > 5B > 5C > 236A~236A~236C > 22C > 5C > TK j.236B > j.BC > j.BC > j.236B<br />
|simput=<br />
|note=Ultra optimized version with a high degree of difficulty I think, you have little time to link the 5C after having used the 22C, you also have little time to connect the JB after the TK<br />
}}<br />
}}<br />
<br />
==== J.22C Combo Pre Enders ====<br />
The J.22C is a very good pre ender to continue the pressure after a combo.<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=From air combo, Knife, 100% meter<br />
|damage=Combo dependent<br />
|metergen=<br />
|metero=<br />
|input= *Air Combo > j.22C, 2C > 236A~236A~236A<br />
|simput=<br />
|note=Rekka ender for okizeme, Be careful with different types of reversal<br />
<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=From air combo, Knife, 100% meter<br />
|damage=Combo dependent<br />
|metergen=<br />
|metero=<br />
|input= *Air Combo > j.22C, 2C > 236C<br />
|simput=<br />
|note=236C ender, great okizeme option, you will have a lot of advantage thanks to the HKD<br />
<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=From air combo, Knife, 100% meter<br />
|damage=Combo dependent<br />
|metergen=<br />
|metero=<br />
|input= *Air Combo > j.22C, 2C > 623A<br />
|simput=<br />
|note=623A Ender, Similar to 236C it will give you good Okizeme but be careful with the different types of reversal<br />
}}<br />
}}<br />
<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=c&p1char=ryougi C-Ryougi Match Video Database]<br><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="120"|Name!! width="44"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
|-<br />
| [https://mbaacc.melty.games/?p1moon=c&p1char=ryougi&p1name=ieda%20(%E3%81%84%E3%81%88%E3%81%A0) ieda<br>(いえだ)]|| style="text-align:center;"| <br />
[[File:MBAACC_Ryougi_Color10.png|Color|39px]] <br />
| Japan || KorewaMelty || Inactive || <br />
|-<br />
| [https://mbaacc.melty.games/?p1moon=c&p1char=ryougi&p1name=Rymaru Rymaru]|| style="text-align:center;"| <br />
[[File:MBAACC_Ryougi_Color01.png|Color|39px]] <br />
| Brazil || Netplay || Active || <br />
|-<br />
| [https://mbaacc.melty.games/?p1moon=c&p1char=ryougi&p1name=taico-+%28%E3%81%9F%E3%81%84%E3%81%93%29 taico-<br>(たいこ)]|| style="text-align:center;"| <br />
[[File:MBAACC_Ryougi_Color15.png|Color|39px]] <br />
| Japan || Play Spot BIG ONE 2nd || Active ||<br />
|-<br />
| [https://mbaacc.melty.games/?p1name=Riv_Lv Riv_Lv]|| style="text-align:center;"| <br />
[[File:Ryougi_Color2.png|Color|48px]] <br />
| NA || Netplay || Active ||<br />
|}<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Shiki Ryougi]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=File:Ryougi_Color2.png&diff=244490File:Ryougi Color2.png2023-03-01T10:26:09Z<p>EikaMikiku: </p>
<hr />
<div></div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Hisui/Half_Moon&diff=242738Melty Blood/MBAACC/Hisui/Half Moon2023-02-21T08:36:26Z<p>EikaMikiku: /* Overview */</p>
<hr />
<div>{{TOClimit|3}}<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=h&p1char=hisui H-Hisui Match Video Database]<br><br />
[https://www.youtube.com/watch?v=FjnZmsf0hzs H-Hisui Combos & Tech video by Eika (Nov 2020)]<br><br />
[https://www.youtube.com/watch?v=AzQe-8xb7bQ H-Hisui 22C Oki routes video by Eika]<br><br />
[https://docs.google.com/spreadsheets/d/1k78DjuE317mBGwC74btKVYHGYTBhpbNbkT9-Dt29LQM/edit#gid=410566062 H-Hisui Frame Data]<br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name!! width="85"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=hisui&p1name=Eika Eika] || style="text-align:center;"|<br />
[[File:Hisui Color24.png]]<br />
| Europe || Netplay || Active || Can also find all the plays on [https://www.youtube.com/results?search_query=Eika+h-hisui&sp=CAI%253D YouTube.]<br />
|-<br />
|}<br />
<br />
== Overview ==<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
[[File:HisuiEmote.png|link=]] '''H-Hisui''' is a well rounded character that specialises in strike/throw pressure.<br />
<br />
|pros=<br />
*'''Great movement''': Great movement. She is very nimble. Her j.6B removes her landing recovery and can modify air dash momentum. She is able to hang in the air a bit with j.236 and j.2C.<br />
*'''Good oki''': H-Hisui is able to optimise her pressure when she has stool oki. Luckily she has oki routes that deal even more damage than normal F-Hisui oki routes.<br />
*'''Trademark j.B''': One move that stands out compared to other Hisui moons is j.B. It hits behind her, which allows for IAD j.B approaches.<br />
*'''AD availability''': One of the best AD in the game. And it is available without sacrificing health recovery and without a need to manually heat. Along with a good meter gain, AD becomes a great tool for most situations.<br />
<br />
|cons=<br />
*'''Poor pressure reward''': While H-Hisui block strings and pressure resets are very nice, she has trouble opening up turtling opponents. The best tool for that she has is a throw, and if you are in a big life deficit, it will take a long time to equalise.<br />
*'''Poor defence''': Half moon, no meterless reversal, and even 623C is not a real reversal.<br />
<br />
|tablewidth=80<br />
}}<br />
<br />
== General Gameplan ==<br />
You want the enemy to be annoyed at your projectiles.<br />
<br />
To do that first see how they deal with spamming them, if they have issues, then you should be able to spam 214 to win.<br />
<br>If they are able to move around projectiles, or in between <code>214B</code>, then you are playing versus a competent opponent. You can make it safer to spam projectiles by putting down stool.<br />
<br><code>623B</code> can be used to deter people going over your head to avoid <code>214B</code> spam.<br />
<br>Versus competent opponents you should 214 sparingly, as recovery is high, so if they are able to get through to you they will likely punish. Therefore it is important to have a separate plan than zoning.<br />
<br />
Another way to play H-Hisui is to play aggressively.<br />
<br>You will need to super dash around whole map doing <code>j.6B</code>, making it scary for enemies to move without blocking or initiating their pressure.<br />
<br>Of course you will still need to use <code>214B</code> occasionally to support your super dash advances.<br />
<br><code>j.236</code> series is a great spacing tool that is pretty much unbeatable by any normals. Also <code>j.236A</code> has a very short startup, it can help you win a lot of scrambles. <code>j.236AB</code> series can be cancelled to EX version to lead into a combo: <code>j.236B j.236C 5B 6C j.ABC j.ABC AT</code> for example.<br />
<br>It is also hard to shield j.236 series, each hit has to be shielded individually and quickly. It often beats ex shield into 5A due to extended hitbox.<br />
<br />
H-Hisui oki is good. She has similar setup to F-Hisui chair.<br />
<br>It is important to set your play for the future. This means going for oki when the time is right.<br />
<br>The time is right is usually close to the corner, or when you have some spare meter.<br />
<br>When you have meter, you can end midscreen combo with <code>6B > j.[C] > 236C > 623A > 22C</code>.<br />
<br>When you are in the corner you can go for <code>236B~236B > jumpback > j.[C] > land > 22C</code>. This will plant a stool some distance away from the opponent, so they can't 214D it.<br />
<br>Once you have a stool, you can <code>dash > 5A</code> or do tick throws.<br />
<br />
=== Pressure ===<br />
H-Hisui pressure is linear, most of the pressure comes from her staggers, frame traps, and throw resets.<br />
<br>So a lot of the time, you will need to have a plan what to do after throw.<br />
<br>Luckily, Hisui throw is very good, leaving you able to tech punish, or setup okizeme if not teched.<br />
<br />
==== Stagger pressure ====<br />
#Remember to mixup stagger pressure with throws, Hisui has plenty of good raw ground throw options.<br />
#<code>2A 5[C]</code> is a frame trap.<br />
#:Try not to abuse this, as <code>5[C]</code> is pretty slow, and people can often react to it when they half expect it.<br>So make sure you throw a bunch, then this will give you sweet counter hits for maximum damage combos.<br />
#:You can also use tactic where you do obvious <code>5[C]</code> often. And you need to expect shield so on reaction you can start holding jump back. This way you will block the counter and will be able to dash punish. Works best vs H moon, ok vs F moon. Doesn't work vs C moon since exshield into normal is too fast.<br />
#Run out of buttons to press, then do <code>214B</code>.<br />
#:Once you run out of buttons, you will have some space between you and the enemy.<br />
#:If they keep jumping out, teach them not to do that by doing <code>236B236B</code> quickly.<br />
#:Once they know to stay put, you can do <code>214B</code>. The book will hit, after some delay. By then you will have recovered and can frame trap with 5A or catch jumpouts.<br />
#<code>6C[C]</code><br />
#:Is a curious button. It is an overhead, but its very telegraphed by the first <code>6C</code>.<br />
#:However, you can make it threatening, since <code>6C</code> can be cancelled into <code>2C</code>.<br />
#:<code>6C[C]</code> has to be blocked high, shielded high, where as <code>2C</code> has to be blocked low, and shielded low.<br />
#:The more you wait, the more ambiguous it gets. Obviously good opponents will still be able to react to the overhead, but its a good "are you ready for this mixup" check. If the opponent is competent, drop this tactic immediately and always go for quick 6C > 2C.<br />
#:When <code>2C</code> hits, safest move is <code>236B</code>, since enemy will be far away. Train to see if <code>5C</code> will hit (it usually does). Can also do 214B.<br />
#<code>623C</code> dust pressure to keep enemy in the corner.<br />
#:Can be used after blocked <code>6C6[C]236C</code>.<br />
#:Can be used after blocked <code>2A 5[C]</code> frametrap.<br />
#:Can be used after blocked <code>236B236B</code> jumpout prevention.<br />
#:Leaves you +, so you can do a jump in pressure after. For example super dash forward, <code>j.B</code> dash cancel <code>j.B</code>. Or maybe instead of second <code>j.B</code> do <code>j.6B</code> and throw.<br />
<br />
==== Ground throw / Not teched air throw oki ====<br />
#Ambiguous crossup with <code>j.2C</code>.<br />
#:If they start shielding, start throwing, but remember if they shielded low or high.<br>This is to see if they like shielding low or high more, then instead of throwing you can also start with a button that will beat the shield <code>5B</code> or <code>2B</code> and on counter hit do <code>5[C]</code> for maximum damage combos. Usually people shield low, because they cheat with 1A+D OS which does low shield or throws tech, therefore 5B meaty is good to start with.<br />
#In the corner best oki is probably throw > 22A bento.<br />
#:Once you planted a bento, do meaty 2C into 22C. Opponent will not be able to jumpout during 22C because bento will explode.<br />
#:Once stool is down, you can dash 5A to catch opponents trying to jump out. If they didn't jump out, you can start doing hit/throw mixups with stool keeping you safe.<br />
#When miscreen, jump up, drift towards opponent and <code>j.236B</code>.<br />
#:This works because it catches backdashes.<br>Once you land, you will be plus, so you can <code>dash 2A</code>.<br />
#:Versus some characters Hisui can actually jump behind them. So this will be more threatening as this hits from the front.<br />
#:As said above, you can cancel <code>j.236B</code> to <code>j.236C</code> when confirming a hit. Although usually you can simply land and do <code>2A > 2B > 2C</code> starter into air combo.<br />
#Character specific true 50/50.<br />
#:Works on <code>Warachia, Riesbyfe, Mech, NecoMech, Warc</code>.<br />
#:After ground grab jump up and drift towards opponent. You will jump behind.<br />
#:After ground grab jump up and drift towards opponent, and do late <code>j.6B</code>. You will stay in front.<br />
#:Reversed on Warc for reasons unknown (stays in front without <code>j.6B</code> and behind when you do <code>j.6B</code>).<br />
<br />
=== Defense ===<br />
#AD<br />
#:Has a lot of iframes.<br />
#:Air unblockable, unshieldable, plus on block. Truly one of the best ADs in the game.<br />
#:Can setup a tick throw after it with <code>IAD > j.6B</code><br />
#Shield<br />
#:Most rewarding when near the corner, because you can get a lot of meter that way, or setup oki with <code>236B~236B > j.[C] > 22C</code>.<br />
#:The shield counter hitbox is very good, even moving forward a little.<br />
#Half moon Bunker<br />
#:Once of the safest way to stop opponent's pressure.<br />
#:Gives HKD. So you can either setup stool, go to j.2C ambiguous crossup or have safe meaty j.6B as your pressure starter.<br />
#623C keep out<br />
#:Very fast to come out, so useful to do this when opponent tries to frame trap you.<br />
#:Usually best when you in the corner. This is because dust is moving away very slowly. Even if opponent jumps at you avoiding the dust, they might not be able to start their pressure as pushback will take them to dust.<br />
#j.236C has 6 iframes<br />
#:Can be useful if you think opponent will anti air you somehow.<br />
#:Can be used to stuff shield counters too, but jump back block is preferable.<br />
#236C has 5 iframes<br />
#:Can be used as a reversal vs meaties. Very punishable. <br />
#214C has few iframes and low invul<br />
#:Iframes aren't super important for this move, it's more about the low invul.<br />
#:Incredible reward if opponent dashes in pressing low buttons and gets counter hit by all projectiles. They go into ~3 second stun, you can start your most damaging 5[C] starter combo.<br />
#:Before you use this, you should know opponents hitboxes. Make sure 2A doesn't hit high enough, and maybe 2B too. Very much punishable on block.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
These all work anywhere.<br><br />
For all starters involving <code>5A6AA 2C</code>, delay the <code>2C</code> as long as possible or the followup combo may drop.<br><br />
All starters ending in <code>6B</code> or <code>5A6AA</code> can lead into <code>j.[C]</code>, allowing for a rejump or hard knockdown for okizeme.<br><br />
<br />
=== Meterless combos ===<br />
==== 2A starter combos: ====<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=2A Midscreen (Easy)<br />
|character=<br />
|damage=4262<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* 2AAA > 5B > 2B > 2C > 5C > 6C > j.BC > dj.ABC > AT<br />
|simput=<br />
|note= <code>5C</code> might hit only once, depending on the distance.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=2A Midscreen (Easy)<br />
|character=<br />
|damage=4339<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* 2AAA > 5B > 5C(1) > 5A(w)6AA > 2C > 6B > j.BC > dj.ABC > AT<br />
|simput=<br />
|note= <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=2A Midscreen (Optimal)<br />
|character=<br />
|damage=4692<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* 2AAA > 5B > 5C(1) > 5A(w)6AA > 2C > 5C > 5B > 6C > j.BC > dj.ABC > AT<br />
|simput=<br />
|note= <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=2A Corner<br />
|character=<br />
|damage=4982<br />
|metergen=89.6%<br />
|metero=<br />
|link=<br />
|input=* 2AAA > 5B > 5C > 2C > 6C > 6B > j.[C]B > land > j.ABC > dash > j.B > sdj.ABC > AT<br />
|simput=<br />
|note=Combo without 123 > 2C link. Less meter/damage than optimal, but good enough for how simple it is.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=2A Corner (Optimal)<br />
|character=<br />
|damage=5053<br />
|metergen=105.7%<br />
|metero=<br />
|link=<br />
|input=* 2AAA > 5B > 5C(1) > 5A(w)6AA > 2C > 5C > 5B > 6B > j.[C]B > land > j.ABC > dash > j.B > sdj.ABC > AT<br />
|simput=<br />
|note=<br />
}}<br />
}}<br />
<br />
==== 5[C] starter combos: ====<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=5[C] Midscreen (Optimal)<br />
|character=<br />
|damage=5379<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* 5[C] > 5A6AA > 2C > 5{C} > 5B > 6C > j.BC > dj.ABC > AT<br />
|simput=<br />
|note=<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=5[C] Corner (Optimal)<br />
|character=<br />
|damage=5851<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* 5[C] > 5A6AA > 2C > 5{C} > 5B > 6B > j.[C]B, land j.ABC > dash > j.B > dj.ABC > AT<br />
|simput=<br />
|note=<br />
}}<br />
}}<br />
<br />
==== Raw airthrow starter combos: ====<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Raw Airthrow (Easy)<br />
|character=<br />
|damage=2826<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* Raw AT > 2AAA > 5C > j.BC > dj.ABC > AT<br />
|simput=<br />
|note=<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Raw Airthrow (Easy)<br />
|character=<br />
|damage=2853<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* Raw AT > j.6B > land > j.ABC > dj.ABC > AT<br />
|simput=<br />
|note=<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Raw Airthrow (Hard)<br />
|character=<br />
|damage=3029<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* Raw AT > j.2[C] > 6C > j.BC > dj.ABC > AT<br />
|simput=<br />
|note=<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Raw Airthrow (Hard)<br />
|character=<br />
|damage=3047<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* Raw AT > j.6B > land > 5B > 6C > j.BC > dj.ABC > AT<br />
|simput=<br />
|note=<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Raw Airthrow towards Corner (Hard)<br />
|character=<br />
|damage=3412<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* Raw AT > j.6B > land > 5B > 6B > j.[C]B > land > j.ABC > dj.ABC > AT<br />
|simput=<br />
|note=<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Raw Airthrow (Harder)<br />
|character=<br />
|damage=3416<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* Raw AT > j.6B > land > 2C > 5{C} > 5B > 6C > j.BC > sdj.ABC > AT<br />
|simput=<br />
|note=<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Raw Airthrow towards Corner (Harder)<br />
|character=<br />
|damage=3694<br />
|metergen=81.5%<br />
|metero=34.9%<br />
|link=<br />
|input=* Raw AT > j.6B > land > 2C > 5{C} > 6B > j.[C]B > land > j.ABC > dj.ABC > AT<br />
|simput=<br />
|note=<br />
}}<br />
}}<br />
<br />
=== 22C oki routes ===<br />
You can also do routes with 5A6AA string in them, they are a lot harder because 5A6AA shortens untech time for the opponent. So the 623A window is very tight.<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=100% meter<br />
|character=<br />
|damage=4383<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=*2AAA > 5B > 5C(1) > 5A(w)6AA > 2C > 5C > 236C > 2C > 5C > 5B > 6B > j.[C] > 22C<br />
|simput=<br />
|note=<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Midscreen<br />
|character=<br />
|damage=3544<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* 2AAA > 5B > 5C > 2C > 236B~236B > j8.[C] > 22C<br />
|simput=<br />
|note=<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Midscreen<br />
|character=<br />
|damage=3789<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* 2AAA > 5B > 5C > 2C > 236B~236B > j.[C]B > 623A > 22C<br />
|simput=<br />
|note=<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Midscreen<br />
|character=<br />
|damage=4302<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* 5[C] > 2A > 5B > 2C > 236B~236B > j.[C]B > 623A > 22C<br />
|simput=<br />
|note=<br />
}}<br />
}}<br />
<br />
=== Metered combos ===<br />
Generally, you are not going to use these, as they wont deal much more than meterless combos.<br><br />
If you have heat, might as well spend it on Arc drive instead.<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=j.236C<br />
|character=<br />
|damage=~3600<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* j.236A > j.236C, 5B > 6C > j.BC > dj.BC > AT<br />
|simput=<br />
|note=(Damage depends on the number of j.236A hits)<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=623C<br />
|character=<br />
|damage=5296<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* 5[C] > 623C, 5B > 5C > 214B, 5B > 5C(1) > 5A6AA > 2C > 6B > j.ABC > dj.ABC > AT<br />
|simput=<br />
|note=<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=OTG<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* 2AAA > 2B > 236C<br />
|simput=<br />
|note=Can end midscreen combo with 6B > j.[C] and go into this for corner carry.<br />
}}<br />
}}<br />
<br />
=== Arc Drive combos ===<br />
'''Note:'''<br />
<br>AD > 2C link is character specific, and depends on gravity.<br />
<br>Raw AD into 2C works with most characters.<br />
<br>However 5[C] AD starter might make 2C not work for some, e.g. Ryougi.<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Anywhere, 2A starter, Easy<br />
|character=<br />
|damage=5155<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* 2AAA > 5B > 5C > 6C > AD > 5B > 6C > j.BC > dj.ABC > AT<br />
|simput=<br />
|note=<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Anywhere, 2A starter, Optimal<br />
|character=<br />
|damage=5510<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* 2AAA > 5B > 5C > 6C > AD > 2C > 5{C} > 5B > 6C > j.BC > dj.ABC > AT<br />
|simput=<br />
|note=<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Corner, 2A starter, Optimal<br />
|character=<br />
|damage=5772<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* 2AAA > 5B > 5C > 6C > AD > 2C > 5{C} > 5B > 6B > j.[C]B > land > j.ABC > dj.ABC > AT<br />
|simput=<br />
|note=<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Anywhere, 5[C] starter, Easy<br />
|character=<br />
|damage=6327<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* 5[C] > AD > 5B > 6C > j.BC > j.ABC > AT<br />
|simput=<br />
|note=<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Anywhere, 5[C] starter<br />
|character=<br />
|damage=6470<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* 5[C] > AD > 5A > 5{C} > 6C > j.BC > j.BC > AT<br />
|simput=<br />
|note=<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Anywhere, 5[C] starter, Optimal<br />
|character=<br />
|damage=6568<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* 5[C] > AD > 2C > 5{C} > 5B > 6C > j.BC > dj.ABC > AT<br />
|simput=<br />
|note=<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Corner, 5[C] starter<br />
|character=<br />
|damage=6739<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* 5[C] > AD > 5B > 6B > j.[C]B > land > j.ABC > dj.ABC > AT<br />
|simput=<br />
|note=<code>5B > 6B</code> should come out ASAP.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Corner, 5[C] starter, Optimal<br />
|character=<br />
|damage=6931<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=* 5[C] > AD > 2C > delay > 5{C} > 5B > 6B > j.[C]B > land > j.ABC > dj.ABC > AT<br />
|simput=<br />
|note=<code>2C</code> should come out ASAP. Delay between 2C and 5{C} to make sure j.[C] hits.<br />
}}<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=Fhisui5A.png<br />
|image2=Hhisui5A6A.PNG<br />
|image3=Hhisui5A6AA.PNG<br />
|caption=<br />
|name=5A<br />
|input=5A~6A~6A<br />
|linkname=5A<br />
|data=<br />
{{AttackData-MB <br />
|version=5A<br />
|damage=300<br />
|reddamage=192<br />
|proration=78% (O)<br />
|circuit=2.1%<br />
|cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=3<br />
|recovery=8<br />
|frameAdv=1<br />
|invuln=<br />
|description= <code>5A</code> is not as bad as it looks. Hits crouching. 1 frame slower than <code>2A</code>. Can be used to stop people jumping out from corner. For example after getting <code>2AAA > 2B > 2C > 214B</code> string getting blocked in the corner, opponent has time to jump out, dash <code>5A</code> would catch them, where as dash <code>2A</code> would whiff. Leads to <code>5A6AA</code> string.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=5A~6A<br />
|damage=600<br />
|reddamage=384<br />
|proration=80% (M)<br />
|circuit=4.2%<br />
|cancel=N, SP, -CH-, EX, (J)<br />
|guard=LH<br />
|startup=7<br />
|active=4<br />
|recovery=17<br />
|frameAdv=-6<br />
|invuln=<br />
|description= First <code>6A</code> part of the string is pretty much <code>5A</code> from C-Hisui, so it can be used as an anti-air.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=5A~6A~6A<br />
|damage=1000<br />
|reddamage=768<br />
|proration=60% (O)<br />
|circuit=7.0%<br />
|cancel=(N), SP, EX, (J)<br />
|guard=LH<br />
|startup=10<br />
|active=7<br />
|recovery=11<br />
|frameAdv=0<br />
|invuln=<br />
|description= Second <code>6A</code> is an amazing move, the bucket. The bucket has really good hitbox and a million active frames. Bucket can be delayed for frame traps and catching people jumping out. It is also a really good anti-air.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=Hhisui5B.PNG<br />
|caption=<br />
|name=5B<br />
|input=<br />
|linkname=5B<br />
|data= <br />
{{AttackData-MB <br />
|damage=600<br />
|reddamage=528<br />
|proration=80% (O)<br />
|circuit=4.9%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=8<br />
|active=6<br />
|recovery=13<br />
|frameAdv=-4<br />
|invuln= <br />
|description=Has a lot of active frames, a good meaty. Ground counter hits should be confirmed into <code>5[C]</code> for max damage combos. Not a good anti-air, <code>5A6AA</code> is more successful, since you might get away whiffing with the help of some bucket magic. Must be shielded high.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=Fhisui5c.png<br />
|image2=Fhisui5cBE.png<br />
|caption=<br />
|name=5C<br />
|input=5{C}/[C]<br />
|linkname=5C<br />
|data=<br />
{{AttackData-MB<br />
|version=5C<br />
|damage=400, 700 (1078)<br />
|reddamage=(849)<br />
|proration=100%<br />
|circuit=4.9%, 5.6% (10.5%)<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=13<br />
|active={{Tooltip | text=6| hovertext=2, 4}}<br />
|recovery=14<br />
|frameAdv=0<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=5{C}<br />
|damage=400*2, 700 (1443)<br />
|reddamage=(1110)<br />
|proration=100%<br />
|circuit=2.8%, 4.9%, 5.6% (13.3%)<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=15<br />
|active={{Tooltip | text=7~18| hovertext=1~12, 2, 4}}<br />
|recovery=14<br />
|frameAdv=0<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=5[C]<br />
|damage=400, 600, 800 (1731)<br />
|reddamage=(927)<br />
|proration=100%<br />
|circuit=2.8%, 4.9%, 5.6% (13.3%)<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=15<br />
|active={{Tooltip | text=18| hovertext=12, 2, 4}}<br />
|recovery=21<br />
|frameAdv=-7<br />
|invuln=<br />
|description=The monster truck move. Especially when held. <code>5[C]</code> Can be used to catch teching, if opponent doesn't tech, releasing the button asap would increase recovery speed, so you dont get punished. Max damage combo starter. Hits 3 times.<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=Hhisui2A.PNG<br />
|caption=<br />
|name=2A<br />
|input=<br />
|linkname=2A<br />
|data=<br />
{{AttackData-MB <br />
|damage=300<br />
|reddamage=134<br />
|proration=75% (O)<br />
|circuit=2.1%<br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=LH<br />
|startup=4<br />
|active=4<br />
|recovery=8<br />
|frameAdv=0<br />
|invuln=<br />
|description=Mediocre <code>2A</code>. Fast to come out, decent hitbox. Can be blocked standing.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=Fhisui2b.png<br />
|caption=<br />
|name=2B<br />
|input=<br />
|linkname=2B<br />
|data=<br />
{{AttackData-MB <br />
|damage=550<br />
|reddamage=288<br />
|proration=80% (O)<br />
|circuit=4.2% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=7<br />
|active=6<br />
|recovery=12<br />
|frameAdv=-3<br />
|invuln=<br />
|description=Nothing special, must be shielded/blocked crouching.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=Fhisui2c.png<br />
|caption=<br />
|name=2C<br />
|input=<br />
|linkname=2C<br />
|data=<br />
{{AttackData-MB <br />
|damage=1000<br />
|reddamage=624<br />
|proration=60% (O)<br />
|circuit=7.7% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=9<br />
|active=3<br />
|recovery=23<br />
|frameAdv=-8<br />
|invuln=<br />
|description=Somewhat fast. Has good range. Can be used to catch wakeup backdashing after <code>2A(w) > 2C</code>. Must be shielded/blocked crouching.<br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=Fhisui_ja.png<br />
|caption=<br />
|name=j.A<br />
|input=<br />
|linkname=j.A<br />
|data=<br />
{{AttackData-MB <br />
|damage=300<br />
|reddamage=144<br />
|proration=75% (O)<br />
|circuit=2.8%<br />
|cancel=SE, N, SP, EX, J<br />
|guard=LHA<br />
|startup=5<br />
|active=4<br />
|recovery=10<br />
|frameAdv= <br />
|invuln=<br />
|description=Decent <code>j.A</code>, fast to come out, has nice hitbox position.<br><br />
Can be cancelled into <code>j.236</code> series for some hard/swaggy char specific combos.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=HhisuiJB.PNG<br />
|caption=<br />
|name=j.B<br />
|input=<br />
|linkname=j.B<br />
|data=<br />
{{AttackData-MB <br />
|damage=700<br />
|reddamage=384<br />
|proration=90% (O)<br />
|circuit=4.9%<br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=8<br />
|active=5<br />
|recovery=<br />
|frameAdv= <br />
|invuln=<br />
|description=H-Hisui's trademark <code>j.B</code>, other Hisui moons wish they had it. Hits behind which allows for super jump air backdash shenanigans.<br><br />
Can be air dash cancelled, allows for some additional pressure in the corner.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=HhisuiJC.PNG<br />
|image2=HhisuiJCC.PNG<br />
|caption=<br />
|name=j.C<br />
|input=j.[C]<br />
|linkname=j.C<br />
|data=<br />
{{AttackData-MB<br />
|version=j.C<br />
|damage=1000<br />
|reddamage=432<br />
|proration=90% (M)<br />
|circuit=7.7%<br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=10<br />
|active=4<br />
|recovery= <br />
|frameAdv= <br />
|invuln=<br />
|description=Good hitbox, can be held for table slam into OTG.<br><br />
Used in the corner combos, since can be reverse beat to <code>j.A</code> or <code>j.B</code> for re-jump air combo.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=j.[C]<br />
|damage=1200<br />
|reddamage=576<br />
|proration=95% (O)<br />
|circuit=10.5%<br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=21<br />
|active=4<br />
|recovery= <br />
|frameAdv= <br />
|invuln=<br />
|description=<code>j.[C]</code> can be used to create ambiguous left/right mixup using <code>j.2[C]</code> (or <code>j.2C</code>) after super double jump. e.g. <code>2C > 6B > j.[C] > sdj.2[C]</code>. Timing specific, can land left or right of the opponent.<br />
}}<br />
}}<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">4B</span> =====<br />
{{MoveData<br />
|image=Fhisui4b.png<br />
|caption=<br />
|name=4B<br />
|input=4[B]<br />
|linkname=4B<br />
|data=<br />
{{AttackData-MB <br />
|version=4B<br />
|damage=100<br />
|reddamage=96<br />
|proration=100%<br />
|circuit=4.2%, 3.5% (7.7%)<br />
|cancel=<br />
|guard=U<br>(Whiffs vs Crouch.)<br />
|startup=16<br />
|active={{Tooltip | text=4| hovertext=1, 3. The box that triggers meter drain is active for 3 frames after this attack's actual hit.}}<br />
|recovery=17<br />
|frameAdv= <br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=4[B] (Max)<br />
|damage=100<br />
|reddamage=96<br />
|proration=100%<br />
|circuit=4.2%, 3.5%*5 (21.7%)<br />
|cancel=<br />
|guard=U<br>(Whiffs vs Crouch.)<br />
|startup=16 <br />
|active=4 (13) 3 (13) 3 (13) 3 (13) 3<br />
|recovery=17<br />
|frameAdv= <br />
|invuln=<br />
|description=Generally a useless move. Can sometimes come out instead of backdash if you use <code>A+B</code> to do it.<br><br />
Drains opponent meter, can be held to drain more.<br><br />
Can be successfully used from <code>6C</code> i.e <code>2AAA > 2B > 5C > 6C > 4B</code><br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">6B</span> =====<br />
{{MoveData<br />
|image=Hhisui6B.PNG<br />
|caption=<br />
|name=6B<br />
|input=<br />
|linkname=6B<br />
|data=<br />
{{AttackData-MB <br />
|damage=800<br />
|reddamage=432<br />
|proration=65% (O)<br />
|circuit=4.2%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=15<br />
|active=5<br />
|recovery=16 <br />
|frameAdv=-6<br />
|invuln=Clash 15-19<br />
|description=Good move, launcher. Low scaling, means move has high damage potential.<br><br />
Allows for <code>j.[C]</code> which is the primary function of this move.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.6B</span> =====<br />
{{MoveData<br />
|image=Fhisui_j6b.png<br />
|caption=<br />
|name=j.6B<br />
|input=<br />
|linkname=j.6B<br />
|data=<br />
{{AttackData-MB <br />
|damage=750<br />
|reddamage=384<br />
|proration=70% (O)<br />
|circuit=5.25%<br />
|cancel=<br />
|guard=LHA<br />
|startup=25<br />
|active=6<br />
|recovery= <br />
|frameAdv= <br />
|invuln=<br />
|description=Underrated move. Allows for very creative zoning and safe meaty.<br><br />
Example safe meaty: Throw (causes OTG), super jump over opponent, air backdash <code>j.6B</code> wait for hit/CH/block/backdash then re-start pressure.<br><br />
Can be used to tick throw: <code>IAD j.6B throw</code><br><br />
Can cancel into itself: <code>IAD j.6B > j.6B > (combo)</code><br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.2C</span> =====<br />
{{MoveData<br />
|image=Fhisui_j2c.png<br />
|image2=HhisuiJ2CC.PNG<br />
|caption=<br />
|name=j.2C<br />
|input=j.2[C]<br />
|linkname=j.2C<br />
|data=<br />
{{AttackData-MB<br />
|version=j.2C<br />
|damage=600 <br />
|reddamage=288<br />
|proration=100%<br />
|circuit=3.5%<br />
|cancel=<br />
|guard=LHA<br />
|startup=15<br />
|active={{Tooltip | text=X| hovertext=Until landing.}}<br />
|recovery={{Tooltip | text=4| hovertext=Landing recovery.}}<br />
|frameAdv=8 (TK)<br />
|invuln=<br />
|description=Without this move H-Hisui would be a bad character, instead of a mid-tier character.<br><br />
Can be used for left/right mixup on the OTG opponent.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=j.2[C]<br />
|damage=1000 <br />
|reddamage=672<br />
|proration=80% (O)<br />
|circuit=7.0%<br />
|cancel=<br />
|guard=HA<br />
|startup=24 <br />
|active={{Tooltip | text=X| hovertext=Until landing.}}<br />
|recovery={{Tooltip | text=4| hovertext=Landing recovery.}}<br />
|frameAdv=12 (TK)<br />
|invuln=<br />
|description=<code>j.2[C]</code> is + on block and an overhead.<br><br />
Destroys opponents who mash <code>5A</code> anti-airs, because of the nicely positioned hitbox.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MBCHisuiThrow.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=6/4A+D<br />
|data= <br />
{{AttackData-MB <br />
|damage=1000<br />
|reddamage=480<br />
|proration=100% <br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=<br />
|description=Hisui grabs and headbutts the opponent. Untechable knockdown.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MBCHisuiThrowAir.png<br />
|caption=<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.6/4A+D<br />
|data= <br />
{{AttackData-MB <br />
|damage=1600 (Raw)/1200<br />
|reddamage=465<br />
|proration=30% <br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Hisui takes the opponent to the ground with her. Results in a sideswitch. Ground techable if done as a combo ender.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Counter</span> =====<br />
{{MoveData<br />
|image=MBHHisuiSC.png<br />
|image2=MBHHisuiSCLow.png<br />
|image3=MBHHisuiSCAir.png<br />
|caption=<br />
|name=Shield Counter<br />
|linkname=Shield Counter<br />
|input=Auto after a successful Shield (Air OK)<br />
|data= <br />
{{AttackData-MB <br />
|version=Standing<br />
|damage=500 (345)<br />
|reddamage=198<br />
|proration=50%<br />
|circuit=3.5%<br />
|cancel=(SP), (EX), (J)<br />
|guard=LHA<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=<br />
|description=Same animation as 6B<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Crouching<br />
|damage=1500 (1117)<br />
|reddamage=714<br />
|proration=50%<br />
|circuit=10.5%<br />
|cancel=(SP), (EX)<br />
|guard=LA<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln= <br />
|description=Same animation as 2C.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Aerial<br />
|damage=500 (345)<br />
|reddamage=198<br />
|proration=50%<br />
|circuit=3.5%<br />
|cancel=<br />
|guard=HA<br />
|startup=9<br />
|active=4<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Same animation as C-Moon j.B.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MBCHisui214D.png<br />
|image2=MBHHisui214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Neutral<br />
|damage=500 <br />
|reddamage=192<br />
|proration=50% <br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA <br />
|startup=26<br />
|active=4 <br />
|recovery=19<br />
|frameAdv=-5 <br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=192<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=Performs her 5B as a shield bunker.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Blockstun<br />
|damage=0<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=LHA<br />
|startup=19<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln= <br />
|description=H-Moon specific reversal bunker.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MBCHisuiCSpark.png<br />
|image2=MBCHisuiCSparkAir.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=In Heat:<br>Auto during hitstun<br>A+B+C during blockstun<br />
|caption=<br />
|data= <br />
{{AttackData-MB<br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
=== Special Moves ===<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=Fhisui236AB.png<br />
|image2=Fhisui236AB~A.png<br />
|image3=Fhisui236AB~B.png<br />
|image4=MBCHisui236C.png<br />
|caption=A/B<br />
|caption2=A followup<br />
|caption3=B followup<br />
|caption4=EX<br />
|name=This ladle is solid.<br />
|input=236A/B/C<br>(236A/B~236A/B)<br />
|linkname=236X<br />
|data=<br />
{{AttackData-MB<br />
|version=A <br />
|damage=320*6, 600 (2257)<br />
|reddamage=(843)<br />
|proration=100%<br />
|circuit=1.4%*6, 2.8% (11.2%)<br />
|cancel=-CH-, -EX-<br />
|guard=LHA (1-6), LH (7)<br />
|startup=9<br />
|active={{Tooltip | text=18| hovertext=6 hits.}} (9) 3<br />
|recovery=19<br />
|frameAdv=-4<br />
|invuln=<br />
|description=* Ladlepokes, aka yayaya. Hisui pokes forwards with her ladle several times and then does a followup attack. For both the A and B versions, the followup can be accessed immediately by repeating the input.<br />
<br />
The followup strike gives a hard knockdown. Can be relatively safe because of pushback, though this depends on spacing.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=250*9, 600 (2396)<br />
|reddamage=(1032)<br />
|proration=100%*6, 70% (O)<br />
|circuit=0.84%*9, 2.8% (10.36%)<br />
|cancel=-CH-, -EX-, (J)<br />
|guard=LHA (1-9), LH (10)<br />
|startup=13<br />
|active={{Tooltip | text=27| hovertext=9 hits.}} (7) 4<br />
|recovery=19<br />
|frameAdv=-8<br />
|invuln=<br />
|description= The followup strike launches and can be followed up with <code>j.[C]</code>. Usually used on far <code>2C</code> confirms. Can catch backdashes.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=200*12, 600 (2358)<br />
|reddamage=(1668)<br />
|proration=100%, 75% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=2+6<br />
|active={{Tooltip | text=44| hovertext=12 hits.}} (7) 4<br />
|recovery=24<br />
|frameAdv=-16<br />
|invuln=Full 1-5<br />
|description=OTGs and also stops time for a moment when activated, allowing it to connect very quickly. Gives an untechable launch which can be followed up with <code>2C</code> into a hard knockdown via <code>623A</code> or <code>6C~6C</code>. Uses 100% meter.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=Hhisui623A.PNG<br />
|image2=Hhisui623B.PNG<br />
|image3=MBCHisui623C.png<br />
|caption=<br />
|name=Please excuse me.<br />
|input=623A/B/C<br />
|linkname=623X<br />
|data=<br />
{{AttackData-MB<br />
|version=A <br />
|damage=650*2 (1279)<br />
|reddamage=(567)<br />
|proration=100%<br />
|circuit=3.5%*2 (7.0%)<br />
|cancel=EX<br />
|guard=LH<br />
|startup=12<br />
|active=2 (9) 4<br />
|recovery=10<br />
|frameAdv=-4<br />
|invuln=<br />
|description=* Dust.<br />
<br />
Air unblockable dust cloud in front of Hisui. Has very solid range and knocks down on hit. You have time to set up a bento or a stool after this hits.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=1000<br />
|reddamage=576<br />
|proration=70% (O)<br />
|circuit=7.0%<br />
|cancel=EX<br />
|guard=LH<br />
|startup=11<br />
|active={{Tooltip | text=2 (8) 4| hovertext=Single hit.}}<br />
|recovery=17<br />
|frameAdv=-19, -9<br />
|invuln=High 1-32<br />
|description= Upwards dust, also air unblockable but does not give a hard knockdown like the A version does. This move is a very strong anti-air if you can get it out. Don't whiff it though. Head hurtbox is removed during the move.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=500*N<br />
|reddamage=480*N<br />
|proration=80% (M)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=1+2<br />
|active=152<br />
|recovery={{Tooltip | text=1+31| hovertext=Full animation.}}<br />
|frameAdv=-2 (min)<br />
|invuln=Full 1<br />
|description= Creates a dust cloud which slowly glides forwards, hitting up to four times. Useful in pressure and getting out of pressure. Uses 100% meter. Opponents might get block stuck in the cloud, and can be hit out of it by ground moves.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=Fhisui214x.png<br />
|caption=<br />
|name=That is dangerous.<br />
|input=214A/B/C<br />
|linkname=214X<br />
|data=<br />
{{AttackData-MB<br />
|version=A <br />
|damage=700<br />
|reddamage=528<br />
|proration=100%<br />
|circuit=1.96%<br />
|cancel=<br />
|guard=LHA<br />
|startup=10<br />
|active=X<br />
|recovery=32<br />
|frameAdv=-7<br />
|invuln=<br />
|description=* Item toss; Hisui's main set of projectiles.<br />
<br />
Hisui tosses a tray horizontally. Some characters can crouch under this, and it is unsafe on at point blank. Useful to stop IAD advances.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=500, 1000 (1387)<br />
|reddamage=(473)<br />
|proration=100%, 80% (O)<br />
|circuit=1.96%*2 (3.92%)<br />
|cancel=<br />
|guard=LHA<br />
|startup=23<br />
|active=X<br />
|recovery=32<br />
|frameAdv=-7<br />
|invuln=<br />
|description= Hisui tosses a book which travels a short range horizontally and a vase in a high arc. Slow on startup, but controls a lot of space. If the opponent in the corner there is a sweetspot at around 62% of the screen away, where both projectiles would hit at different times even when crouching. Slow/big characters will have trouble escaping. Shielding is hard because its easy to mess up the timing. Good pressure tool, if the opponent is in the corner, dash <code>2A</code> or <code>5A</code> is a frame trap.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage={{Tooltip | text=Random*| hovertext=Book: 500 &#010;Tray: 700 &#010;Hanger: 800&#010;Lamp: 900 &#010;Pot/Vase: 1000}}<br />
|reddamage={{Tooltip | text=Random*| hovertext=Hanger: 192 &#010;Book: 240 &#010;Pot: 288&#010;Lamp: 384&#010;Tray: 528 &#010;Vase: 576}}<br />
|proration={{Tooltip | text=Random*| hovertext=Pot/Vase: 80% &#010;Lamp: 90% &#010;Tray/Hanger/Book: 100%}} (O)<br />
|circuit=1.96%*N<br />
|cancel=<br />
|guard=LHA<br />
|startup=8+8<br />
|active=X<br />
|recovery=33<br />
|frameAdv=<br />
|invuln=Full 1-3, Low 4-15<br />
|description= Hisui tosses 3-5 random items, covering a lot of space. Uses 100% meter. This move is usually has no point except using the rest of the heat bar. However, it has no low hurtbox. This means that if you know someone will dash <code>2A</code> spam, you can use this to get a massive counter hit stun into high damage <code>5[C]</code> combo.<br />
<br />
214C low invincibility will avoid most character's 2A. However there are exceptions whose 2A is tall enough:<br />
<pre><br />
Moons Character<br />
CH Arc<br />
C Red Arc<br />
CHF Hime<br />
F Hisui<br />
CHF Kohaku<br />
CHF KohaMech<br />
H WLen<br />
CF Nanaya<br />
CHF Nero<br />
F Ryougi<br />
C Satsuki<br />
CHF Tohno<br />
F Wara<br />
</pre><br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">22X</span> =====<br />
{{MoveData<br />
|image=MBCHisui22AB.png<br />
|image2=Hhisui22A.PNG<br />
|caption=<br />
|caption2=Stool feared by many.<br />
|name=I did my best.<br />
|input=22A/B/C (No EX)<br />
|linkname=22X<br />
|data=<br />
{{AttackData-MB <br />
|version=A/B<br>(Explosion)<br />
|damage=600<br />
|reddamage=384<br />
|proration=50% (O)<br />
|circuit=5.6% <br />
|cancel=<br />
|guard=LH<br />
|startup=92<br>9/93<br />
|active={{Tooltip | text=180| hovertext=Explosion trigger box's active frames.}}<br>2<br />
|recovery={{Tooltip | text=50| hovertext=Full animation.}}<br />
|frameAdv= <br />
|invuln=<br />
|description=* Item set. Most typically used for okizeme.<br />
<br />
'''A''':Close bento. Hisui pulls out a tablecloth and sets a plum sandwhich bento on it, which will explode when stood upon because she can't cook. Launches on hit; you can follow up a connected bento with <code>j.[C]</code> into a combo.<br />
<br />
'''B''': Far bento. Like the A version, but the cloth travels further along the ground and it becomes active more slowly as a result.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=C<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit={{Tooltip | text=1.4%| hovertext=On Clash.}}<br />
|cancel=<br />
|guard=<br />
|startup=35<br />
|active={{Tooltip | text=300| hovertext=Clash box's active frames.}}<br />
|recovery={{Tooltip | text=41| hovertext=Full animation.}}<br />
|frameAdv=<br />
|invuln=Clash<br>(While Active)<br />
|description=Hisui pulls out a stool which will clash any one attack that touches it, keeping you safe and allowing you to punish with a combo of your choice. You can have two stools set up at once. Does not cost meter. Arguably the only option for H-Hisui, because of how good it is for her game plan.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=Hhisui6C.PNG<br />
|image2=Hhisui6CC.PNG<br />
|image3=Hhisui6CC236C.PNG<br />
|caption=<br />
|name=Hisui's 3 Step Cooking<br />
|input=6C~6C/[C]~236C<br />
|linkname=6C<br />
|data=<br />
{{AttackData-MB<br />
|version=6C<br />
|damage=750<br />
|reddamage=480<br />
|proration=75% (O)<br />
|circuit=4.9%<br />
|cancel=N, SP, -CH-, EX, (J)<br />
|guard=LH<br />
|startup=15<br />
|active=3<br />
|recovery=21<br />
|frameAdv=-6<br />
|invuln=<br />
|description=* Boing.<br />
Starter for the <code>6C~6C~236C</code> target combo.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=6C~6C<br />
|damage=600<br />
|reddamage=384<br />
|proration=100%<br />
|circuit=4.2%<br />
|cancel=-CH-<br />
|guard=LH<br />
|startup=13<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-6<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=6C~6[C]<br />
|damage=1200<br />
|reddamage=768<br />
|proration=100%<br />
|circuit=7.0%<br />
|cancel=-CH-<br />
|guard=H<br />
|startup=24<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-6<br />
|invuln=<br />
|description=Second <code>6C</code> can be held for overhead.<br />
<br>Instead of second <code>6[C]</code> (overhead) you can cancel to <code>2C</code> (hits low). Always delay <code>6C</code> as much as possible, because delay increases ambiguity between overhead/low attack.<br />
<br>Example overhead cancel combo: <code>2AAA > 5B > 5C > 6C~6[C]~236C</code> If in the corner, you can follow up with <code>5A > 5C(1) > j.BC > dj.ABC > AT</code><br />
<br>Example low cancel combo: <code>2AAA > 5B > 5C > 6C (hold this as much as possible) > 2C > 236B~236B(might need to cancel 236B early before opponent falls away) j.BC > dj.ABC > AT</code><br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=6C~6C/6[C]~236C<br />
|damage=800<br />
|reddamage=672<br />
|proration=50% (O)<br />
|circuit=4.2%<br />
|cancel=<br />
|guard=LH<br />
|startup=14<br />
|active=6<br />
|recovery=21<br />
|frameAdv=-9<br />
|invuln=<br />
|description=Follow up after 6CC or 6C[C].<br />
}}<br />
}}<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=Fhisui_j236AB.png<br />
|image2=Fhisui_j236c.png<br />
|caption=<br />
|name=This ladle is solid. (Air)<br />
|input=j.236A/B/C<br />
|linkname=j.236X<br />
|data=<br />
{{AttackData-MB <br />
|version=A<br />
|damage=250*8 (1778)<br />
|reddamage=(816)<br />
|proration=100%<br />
|circuit=1.05%*8 (8.4%)<br />
|cancel=EX<br />
|guard=LHA<br />
|startup=9<br />
|active={{Tooltip | text=16| hovertext=8 hits. 2 x8}}<br />
|recovery={{Tooltip | text=0| hovertext=Instantly recovers on landing.}}<br />
|frameAdv=10 (TK)<br />
|invuln=<br />
|description=* Air yayaya. Really good neutral tool. All versions can auto correct themselves if you do 2369 movement instead of 236.<br />
<br />
Starts up very fast, but the duration is low, so if this runs out while you are in the air, you might get punished. TK motion can be applied to use this as an additional pressure tool.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=250*12 (2479)<br />
|reddamage=(1138)<br />
|proration=100%<br />
|circuit=1.05%*12 (12.6%)<br />
|cancel=EX<br />
|guard=LHA<br />
|startup=13<br />
|active={{Tooltip | text=24| hovertext=12 hits. 2 x12}}<br />
|recovery={{Tooltip | text=0| hovertext=Instantly recovers on landing.}}<br />
|frameAdv=10 (TK)<br />
|invuln=<br />
|description=Starts up slowly, but pokes more times. Does a lot of damage for a single move (~2200).<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=250*N<br />
|reddamage=172*N<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=3+4<br />
|active=X<br />
|recovery={{Tooltip | text=0| hovertext=Instantly recovers on landing.}}<br />
|frameAdv=10 (TK)<br />
|invuln=Full 1-6<br />
|description=Pretty useless, though it can be hit-confirmed from the A or B versions and leads into an air combo. Uses 100% meter. Can be used to continue pressure.<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=Fhisuiad.png<br />
|image2=Fhisuiaad.png<br />
|caption=Uncharged<br />
|caption2=Fully Charged<br />
|name=Dark Jade Fist<br />
|input=41236C/[C] during Heat<br />
|linkname=Arc Drive<br />
|data=<br />
{{AttackData-MB <br />
|version=(Min. Charge)<br />
|damage=1000*3 (2629)<br />
|reddamage=(2526)<br />
|proration=90% (M)*3<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LH<br />
|startup=3+1+2<br />
|active=X<br />
|recovery=25<br />
|frameAdv=27<br />
|invuln=Full 1-24<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=(Max. Charge)<br />
|damage=800*8 (4668)<br />
|reddamage=(3325)<br />
|proration=95% (M)*8<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LH<br />
|startup=3+378+379<br />
|active=X<br />
|recovery=25<br />
|frameAdv=92<br />
|invuln=Full 1-3, 375-398<br />
|description=* Invincible, air unblockable, unshieldable, delayable hadoken. Can be held.<br><br />
Beware of moves like Ciel's <code>236C</code>. Those easily punish this AD<br />
}}<br />
}}<br />
<br />
<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Hisui]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=File:HisuiEmote.png&diff=242737File:HisuiEmote.png2023-02-21T08:15:12Z<p>EikaMikiku: Used in summary for hisui</p>
<hr />
<div>== Summary ==<br />
Used in summary for hisui</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Warachia/Full_Moon&diff=242130Melty Blood/MBAACC/Warachia/Full Moon2023-02-18T23:29:26Z<p>EikaMikiku: /* 22X */</p>
<hr />
<div>{{TOC limit|3}}<br />
== Character Page Progress ==<br />
{{#lst:Melty_Blood/MBAACC:Roadmap|F-Warachia}}<br />
==Guides==<br />
Made by the tech master himself. It's got all you need to play the character probably more. Brasil's own nightmare that gives a gift to you.<br />
*[https://docs.google.com/document/d/1B6P_jfmq6FpDce5XNPAHyKuAfebcTzkKHlzli6HYaPE/edit F-Wara guide by Receita Federal]<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=f&p1char=wara F-Warachia Match Video Database]<br><br />
[https://docs.google.com/document/d/1B6P_jfmq6FpDce5XNPAHyKuAfebcTzkKHlzli6HYaPE/edit F-Wara guide by Receita Federal]<br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name!! width="85"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=f&p1char=wara&p1name=kuroshiro%20(%E9%BB%92%E7%99%BD) kuroshiro<br>(黒白)] || style="text-align:center;"| [[File:Warachia_Color24.png|Color|100px]] <br />
| Japan || A-cho,<br>Play Spot BIG ONE 2nd || Active || Funny Warachia. He is the player that comes to mind for F-Wara due to his proficiency, techs and solid play that perfectly defines the character.<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=f&p1char=wara&p1name=Receita%20Federal ReceitaFederal<br>] || style="text-align:center;"| [[File:Warachia_Color06.png|Color|100px]]<br />
| South America|| Netplay || Active || True man of South America. Mostly posts tech on his [https://twitter.com/MillerRobert1 twitter] <br />
<br />
⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿<br><br />
⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠿⠿⠛⠉⠛⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿<br><br />
⣿⣿⣿⣿⣿⣿⣿⠟⠋⠀⠀⠀⠀⠀⠀⢸⣿⣿⣿⣿⣿⢏⣾⣿⣿⣿⣿⣿⣿⣿<br><br />
⣿⣿⣿⣿⣿⠿⠇⠀⠀⠀⠀⠀⠀⠀⠀⠈⠻⢿⣿⣿⢋⣾⡿⠿⣛⣻⣽⣿⣿⣿<br><br />
⣿⣿⣿⡏⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣄⠈⠁⠉⠒⣚⣉⣉⣛⣛⣻⣿⣿<br><br />
⣿⣿⣿⡇⠀⣤⣾⠃⠀⠀⠀⠀⠀⠀⠀⠀⠀⠉⠃⣤⣶⡝⢶⣬⣙⢿⣿⣿⣿⣿<br><br />
⣿⣿⣿⣿⡀⣿⣿⣦⣾⡄⠀⣾⠖⠀⣀⣾⣷⣿⣿⣾⣿⣿⣆⣿⣿⣷⣿⣿⣿⣿<br><br />
⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⡆⠀⣤⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣼⣿⣿⣿⣿⣿⣿<br><br />
⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡄⢰⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿<br><br />
⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿<br><br />
ES BRASILERO Y TIENE MIX TIENE FACHA TIENE FACTOR INTIMIDANTE NO TIENE RUN UP THROW ES FWARA<br />
|-<br />
|}<br />
<br />
== Overview ==<br />
[[File:MBFWarachiaDash.png|thumb|right|upright=1.0|F-Warachia's movement options are different from other moons. His forward dash goes airborne (Morrigan-style dash), his airdash goes slightly downwards and his air backdash slightly upwards.]]<br />
{| class="wikitable" <br />
|+Strengths / Weaknesses<br />
|- <br />
|Strengths<br />
| <br />
*Text goes here after asterisk<br />
*Text goes here after asterisk<br />
|-<br />
|Weaknesses<br />
|<br />
*Place text here be sure to use "*" for each point*<br />
|}<br />
<br />
== General Gameplan ==<br />
Always remember that F-Wara's dash is the only one that goes airborne. It's not very fast, so mobility isn't as great as his other Moons, but he makes up for this with mixups, zoning and move priority (eventhough his other Moons have plenty of it).<br />
<br />
A few tips on his dash: If you're using A+B to dash, if you input 6A+B and instantly change your direction to 4, you will still continue dashing in the same direction. The only way to stop dashing is to put your stick to neutral, or let go of your direction keys, where you will start falling. If you are trying to do dash j.A instant overhead, if you input the j.A right after you let go of your directions, the forward and upward momentum will still continue, sending you further while doing j.A. This will have you fly over your crouching opponent, whiffing your overhead. To avoid this, input your dash, let go of your directions and let yourself fall for a teeny, weeny bit before inputting j.A. The j.A will come out while you are falling, keeping you in place and successfully hitting a crouching opponent.<br />
<br />
236, 214 and 22 are all EX-cancellable, meaning they are IH cancellable as well. Basically, you can IH right after the projectile comes out.<br />
<br />
=== Neutral ===<br />
F-Wara maintains the range of all his other Moons' j.B. As F-Wara's dash is airborne, you will find yourself spending a lot of time in the air if you choose to be more mobile. Use jB to keep your opponent at bay or to get counterhits. On the ground, you can use all his forms of the 22 series which he retains from the other Moons as well. As usual, use them wisely because they come out slowly and if you get hit, the tornado disappears. Don't react to jump-ins or rush-ins using them; predict when they will come at you and use them.<br />
<br />
TK j.236 fireballs are also good zoning tools. TK j.2369A can get air CH's from careless jump-ins. More details on the fireballs are in the specials section.<br />
<br />
<br />
=== Pressure ===<br />
F-Wara has quite good pressure tools at his disposal.<br />
<br />
* 2B is your main tool in blockstrings. It has forward momentum, relatively fast and quite advantageous on block. Even if you're too far away for it to hit, if your opponent decides to poke, he/she will eat counterhit because of the extended hitbox touching your 2B.<br />
* 2B recover 2A is airtight with good timing and at point blank.<br />
* If you're too far, BE2C is a good stagger.<br />
* Mix in IAD j.B if you're too far away and the opponent starts poking. IAD j.B j.236B will get the fireball to hit. This stuffs out pokes and lets you land and followup with combo or pressure. j.236A, however, will have the fireball appear behind your opponent.<br />
* If the opponent starts respecting, put in some dash high/low mixups. This is the main girth of F-Wara's mixup game. Basically, dash j.A for an overhead, or dash jC to whiff and land and go low with 2A or throw. IAD's are about the same, only slower.<br />
<br />
<br />
<u>'''Throw/Post-j421 Okizeme'''</u><br />
*Throws and j.421C should give you enough time to set up a Haze and do a dash high/low, given that the opponent respects. With good timing, this tactic beats pokes, but it all has to be done as early as possible. With the Haze there, feel free to go to Haze combos for maximum damage if you land a hit. If you smell a DP, just set the Haze up and wait it out to block it.<br />
<br />
* TK j.2369A can cross-up or not depending on timing. If you input the 2369 slowly, you will cross-up.<br />
* 236B will summon a fireball right when the opponent wakes up, stuffing out pokes. You will recover soon enough to continue pressure, with a 2A followup being airtight, or even better, dash high/low. Again, if you sense a DP coming, just summon it and wait it out.<br />
*A raw dash will almost always crossup on a knockdown'd opponent. If you input the dash late, right when he/she starts to wake up, his/her collision box will start rising, causing your dash to not cross-up.<br />
<br />
=== Defense ===<br />
place text here*<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
<br />
=== Normal Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= * 2A > (5B(2) >) 2B > 2C > 6C j.C > dj.C > AT/j.421C<br />
|simput=<br />
|note= The most basic of combos. As usual, starting with 2A prorates and deals less damage. 5B(2) can be omitted because in some, if not most cases, it will push you out too far to connect 2B.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= * 2A > (5B(2) >) 2B > 2C > 6C > 22A, sj8.B > dj.C > AT/j.421C<br />
|simput=<br />
|note= Same as above, with the added spice of 22A tornado, just because you can. Be sure to manually do sj8 right after the tornado.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= * 2A > 5B > 2C > 6C > (22A, sj8) j.C dj.C > AT/j.421C<br />
|simput=<br />
|note= Same as the basic, only without 2B. Depending on timing and spacing (not sure if by character), 2C might be only one hit, so you gotta be careful.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= * 2A > 5B > 5C > j.C > dj.C > AT/j.421C<br />
|simput=<br />
|note= A good combo with good range and can easily confirm into EX 623C combo. So far on Ryougi (not sure if there are others), 5C will be 2 hits instead of 3 unless you delay a bit after 5B.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= * 2A > 5B > 5C > 6C > sj8.C > dj.C > AT/j.421C<br />
|simput=<br />
|note= Does more damage than above, but is character specific. Replacing the first j.C with j.B has higher chance of success.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= * 2A > 5B > 2C(1) > 2A > 2C/5C > 6C > (22A) j.C > dj.C > AT/j.421C<br />
|simput=<br />
|note= Only works if 2C hits late, letting you recover to catch the opponent with a 2A and followup. Not worth doing on purpose because it is very dependent on timing and spacing, but I thought I'd throw it here.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= * (Anything) > 2C > 6C > 623A<br />
|simput=<br />
|note= This is your standard oki combo because 623A gives hard knockdown. Bear in mind that only the last hit causes the hard knockdown, meaning all 6 hits must connect. If only 5 hits connect, prepare for the opponent to tech. Doing 2B 2C 6C is no problem. For 5B 2C 6C, be sure to do 2C delay 6C. If you don't delay, 623A has a chance of doing only 5 hits and giving no hard knockdown.<br />
}}<br />
}}<br />
<br />
=== Metered Combos ===<br />
F-Wara only has one EX move that can be used in combos, and that is 623C, and even that is under conditions. Basically, 623C isn't a free ride to damage when used in combos. You have to make sure that 623C can be combo'd afterwards. Basically, 623C can be split into a few parts:<br />
<br />
# Wara goes up.<br />
# Wara goes down.<br />
# Wara goes up again.<br />
# Wara goes down again.<br />
# Wara goes up once more.<br />
# Wara goes down once more.<br />
# Wara goes up a final time.<br />
# Wara goes down a final time.<br />
# Wara lands and recovers.<br />
<br />
Normally, a combo with 623C will have parts 1, 5 and 9 land hits on the opponent. The most important part to remember is that no.9 MUST hit. This will kick the opponent up a final time to give you enough time to recover and followup. HOWEVER, if no.7 hits, chances are that the combo is ruined because this will hit the opponent and make no.9 whiff instead, causing him/her to hit the floor before you can followup. But do not fret, all of 623C's hits are untechable, so if you realize you cannot combo anymore, change to oki.<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= * 2A > 5B > 5C > 6C > 623C (, 2B(1) > 2[C])xN<br />
|simput=<br />
|note= This is so far the most reliable universal starter to the EX combo which often fulfills the conditions to make followup possible. Do 2B too early, the opponent can airtech. Do 2B too late, it will OTG. Sometimes 2[C] will be one hit only because of bad timing or spacing where the opponent is too high or far away. If this happens, either switch to 2A 2C ender or try to continue the loop which will be harder. After the loop, you can do 6C 623A for oki or aerial combo for damage, which by now should not be necessary because the full combo would already net around 5k and an aerial combo won't add much more because of the high hit count.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= * (Anything) > 2C > 214A > 623C<br />
|simput=<br />
|note= This will summon a Haze right when you knock the opponent down, then cancel it into 623C to deal more damage and kick the opponent into the air, giving them airtime and you more time to do oki, but not combo because this will not meet the above-mentioned requirements. TKj.2369A followup will bring you closer to the opponent and put a fireball above them, stuffing out jump-outs and continuing pressure. If your mixups manage to hit, proceed with Haze combos for maximum damage since the Haze is out. In the corner, use 214B instead.<br />
}}<br />
}}<br />
<br />
=== Haze Combos ===<br />
F-Wara's 214 Haze increases the aerial hitstun of your moves if your opponent is touching it. This makes certain combos possible in the presence of Haze.<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 214 set beforehand<br />
|character=<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input= * 2A > 5B > 2[C] > (2B > 2[C])xN<br />
|simput=<br />
|note=The same rules apply as the EX combos.<br />
}}<br />
}}<br />
<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=MBFWarachia5A.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|data= <br />
{{AttackData-MB <br />
|damage=500<br />
|reddamage=303<br />
|proration=78% (O)<br />
|circuit=4.5% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=4<br />
|recovery=5<br />
|frameAdv=3<br />
|invuln= <br />
|description=A high jab into the air. Whiffs crouchers. Relatively short range, as per many other F-Moon characters.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=MBFWarachia5B.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|data= <br />
{{AttackData-MB <br />
|damage=600, 450*2 (1284)<br />
|reddamage=(746)<br />
|proration=80% (O)<br />
|circuit=6.3%, 4.05%*2 (14.4%)<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=9<br />
|active={{Tooltip | text=9| hovertext=3, 3, 3}}<br />
|recovery=12<br />
|frameAdv=2<br />
|invuln= <br />
|description=3 hits. Third hit kicks the opponent into the air.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MBFWarachia5C.png<br />
|caption=<br />
|name=5C<br />
|linkname=5C<br />
|data= <br />
{{AttackData-MB <br />
|damage=500*3 (1452)<br />
|reddamage=(880)<br />
|proration=100%<br />
|circuit=4.5%*3 (13.5%)<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=11<br />
|active={{Tooltip | text=9| hovertext=2, 3, 4}}<br />
|recovery=15<br />
|frameAdv={{Tooltip | text=-1/-4| hovertext=-1 if first hit connects, -4 otherwise.}}<br />
|invuln= <br />
|description=3 hits. A relatively fast (compared to his other Moons' 5C's), far-reaching move.<br />
}}<br />
}}<br />
<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=MBFWarachia2A.png<br />
|caption=<br />
|name=2A<br />
|linkname=2A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300<br />
|reddamage=151<br />
|proration=76% (O)<br />
|circuit=2.1% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=L<br />
|startup=4<br />
|active=4<br />
|recovery=5<br />
|frameAdv=3<br />
|invuln= <br />
|description=Low-hitting poke. Reaches further than it seems.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=MBFWarachia2B.png<br />
|caption=<br />
|name=2B<br />
|linkname=2B<br />
|data= <br />
{{AttackData-MB <br />
|damage=400*2 (748)<br />
|reddamage=(566)<br />
|proration=90% (O)<br />
|circuit=3.6%*2 (7.2%)<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=8<br />
|active={{Tooltip | text=7| hovertext=4, 3}}<br />
|recovery=8<br />
|frameAdv=4<br />
|invuln= <br />
|description=2 hits, hits low, has forward momentum, advantageous on block and main girth of blockstrings. The first hit has very little hitstun. If you somehow do a 2A > 2B(1) > 2C combo, the opponent can recover so fast that they block the 2C because of low hitstun.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=MBFWarachia2C.png<br />
|image2=MBFWarachia2XC.png<br />
|caption=<br />
|name=2C<br />
|linkname=2C<br />
|input=2[C]<br />
|data= <br />
{{AttackData-MB <br />
|version=2C<br />
|damage=800, 600 (1157)<br />
|reddamage=(846)<br />
|proration=70% (O)<br />
|circuit=7.2%, 5.4% (12.6%)<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=11<br />
|active={{Tooltip | text=8| hovertext=4, 4}}<br />
|recovery=17<br />
|frameAdv=-3<br />
|invuln= <br />
|description=2 hits. Rare example of a mid-hitting 2C. Untechable knockdown on hit.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=2[C]<br />
|damage=1000, 700 (1417)<br />
|reddamage=(1007)<br />
|proration=70% (O)<br />
|circuit=9.0%, 6.3% (15.3%)<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=20<br />
|active={{Tooltip | text=8| hovertext=4, 4}}<br />
|recovery=10<br />
|frameAdv=4<br />
|invuln= <br />
|description=Held version does more damage and recovers faster.<br />
}}<br />
}}<br />
<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MBFWarachiajA.png<br />
|caption=<br />
|name=j.A<br />
|linkname=j.A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300<br />
|reddamage=101<br />
|proration=75% (O)<br />
|circuit=2.1%<br />
|cancel=SE, N, SP, EX, J<br />
|guard=HA<br />
|startup=7<br />
|active=4<br />
|recovery=10<br />
|frameAdv=<br />
|invuln= <br />
|description=Fast overhead. Coupled with dashing, it makes an almost instant overhead.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MBCWarachiajB.png<br />
|caption=<br />
|name=j.B<br />
|linkname=j.B<br />
|data= <br />
{{AttackData-MB <br />
|damage=800<br />
|reddamage=606<br />
|proration=90% (O)<br />
|circuit=7.2%<br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=9<br />
|active=10<br />
|recovery=<br />
|frameAdv=<br />
|invuln= <br />
|description=Unlike the other Moons, this one is only 1 hit, but has long active frames, making it hit even when you execute it while falling from the highest point of a jump. Its range is just as good as the other moons, but because of its 1-hit nature, it makes tricks like air-to-air j.B land j.B > dj.C AT/j.421C a la C-Moon no longer doable.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MBCWarachiajC.png<br />
|caption=<br />
|name=j.C<br />
|linkname=j.C<br />
|data= <br />
{{AttackData-MB <br />
|damage=400*3 (1162)<br />
|reddamage=(702)<br />
|proration=100%<br />
|circuit=5.4%*3 (16.2%)<br />
|cancel={{Tooltip | text=N, SP, EX, J| hovertext=Third hit only.}}<br />
|guard=HA<br />
|startup=12<br />
|active={{Tooltip | text=8| hovertext=2, 2, 4}}<br />
|recovery=<br />
|frameAdv=<br />
|invuln= <br />
|description=3 hits, only last hit is cancellable to anything. Its only difference from other moons is being 1 frame faster.<br />
}}<br />
}}<br />
<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MBCWarachia6C.png<br />
|image2=MBCWarachia6XC.png<br />
|caption=<br />
|name=6C<br />
|linkname=6C<br />
|input=6[C]<br />
|data= <br />
{{AttackData-MB <br />
|version=6C<br />
|damage=1000<br />
|reddamage=707<br />
|proration=75% (O)<br />
|circuit=11.7%<br />
|cancel=SP, EX, (J)<br />
|guard=LHA<br />
|startup=16<br />
|active=7<br />
|recovery=19<br />
|frameAdv=-8<br />
|invuln= <br />
|description=Launcher. Although it reaches high, it's air-blockable and quite slow, making it a bad anti-air. <br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=6[C]<br />
|damage=1500<br />
|reddamage=1010<br />
|proration=60% (O)<br />
|circuit=13.5%<br />
|cancel=SP, EX, (J)<br />
|guard=H<br />
|startup=29<br />
|active=7<br />
|recovery=14<br />
|frameAdv=-3<br />
|invuln= <br />
|description=Held version is an overhead, but be careful as it is only special cancellable on block.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.2C</span> =====<br />
{{MoveData<br />
|image=MBCWarachiaj2C.png<br />
|caption=<br />
|name=j.2C<br />
|linkname=j.2C<br />
|data= <br />
{{AttackData-MB <br />
|damage=1000<br />
|reddamage=606<br />
|proration=60% (O)<br />
|circuit=9.9%<br />
|cancel=N/A<br />
|guard=HA<br />
|startup=22<br />
|active=2<br />
|recovery=<br />
|frameAdv=<br />
|invuln= <br />
|description=Delayed downward hitting move like j.C, only it knocks down the opponent. Instantly inputting this as a TK (ie j8.2C) gives OTG opportunities, which unfortunately F-Wara can't make much use of. However, he can use that time for mixups instead.<br />
}}<br />
}}<br />
<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MBCWarachiaThrow.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=6/4A+D<br />
|data= <br />
{{AttackData-MB <br />
|damage=1300<br />
|reddamage=606<br />
|proration=60% <br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=<br />
|description=Wara cloaks the opponent and makes them fall from the top of the screen. Untechable knockdown.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MBCWarachiaThrowAir.png<br />
|caption=<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.6/4A+D<br />
|data= <br />
{{AttackData-MB <br />
|damage=1600 (Raw)/1200<br />
|reddamage=505<br />
|proration=30% <br />
|circuit=0.0%<br />
|cancel=(Any if Raw)<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} <br />
|frameAdv=<br />
|invuln=<br />
|description=Standard type of grab and slash air throw.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Counter</span> =====<br />
{{MoveData<br />
|image=MBHWarachiaSC.png<br />
|image2=MBHWarachiaSCAir.png<br />
|caption=<br />
|name=Shield Counter<br />
|linkname=Shield Counter<br />
|input=236D after a successful Shield (Air OK)<br />
|data= <br />
{{AttackData-MB <br />
|version=Ground<br />
|damage=500 (345)<br />
|reddamage=202<br />
|proration=50%<br />
|circuit=4.5%<br />
|cancel=(SP), (EX), (J)<br />
|guard=LHA<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln= <br />
|description=Same as his Shield Bunker.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Aerial<br />
|damage=500 (345)<br />
|reddamage=202<br />
|proration=50%<br />
|circuit=3.5%<br />
|cancel=<br />
|guard=HA<br />
|startup=9<br />
|active=4<br />
|recovery=<br />
|frameAdv=<br />
|invuln=Full 1-8<br />
|description=Same animation as j.C/j.2C. Has the unique property of being fully invulnerable during startup.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MBCWarachia214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Bunker<br />
|damage=500 <br />
|reddamage=202<br />
|proration=50% <br />
|circuit=0.0%<br>(-50.0% in blockstun)<br />
|cancel=<br />
|guard=LHA <br />
|startup=26<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5 <br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=202<br />
|proration=50%<br />
|circuit=0.0%/-50.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=A 6C with extended hurtboxes.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Blood Heat</span> =====<br />
{{MoveData<br />
|image=MBCWarachiaHeat.png<br />
|caption=<br />
|name=Blood Heat<br />
|linkname=Blood Heat<br />
|input=A+B+C during MAX<br />
|data= <br />
{{AttackData-MB <br />
|damage=100<br />
|reddamage=0<br />
|proration=100% <br />
|circuit=-100.0% (min)<br />
|cancel=<br />
|guard=U<br />
|startup=21<br />
|active=8<br />
|recovery=25<br />
|frameAdv=<br />
|invuln=Full 1-28<br />
|description=This is the largest Heat hitbox in the game, though most of that reach is behind him. Tied for second longest Heat startup with V.Sion and Aoko. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MBCWarachiaCSpark.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=A+B+C during hitstun/blockstun at MAX<br />
|caption=<br />
|data= <br />
{{AttackData-MB<br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
<br />
=== Special Moves ===<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=MBFWarachia236A.png<br />
|image2=MBFWarachia236BC.png<br />
|caption2=No fireball sprites, framedisplay is bugged.<br />
|name=Virus Egg (Demagogue)<br />
|linkname=236X<br />
|input=236A/B/C<br />
|data= <br />
{{AttackData-MB <br />
|version=A<br />
|damage=100<br />
|reddamage=101<br />
|proration=70% (O)<br />
|circuit=4.5%<br />
|cancel=<br />
|guard=LHA<br />
|startup=15<br />
|active={{Tooltip | text=X| hovertext=Projectile lasts 109 frames max. Reflectable projectile box starts being active 4 frames prior to the hitbox.}}<br />
|recovery=41<br />
|frameAdv={{Tooltip | text=-21| hovertext=Point-blank advantage.}}<br />
|invuln= <br />
|description=* Summons a fireball in front of F-Wara. Two fireballs can be active at once. Trying to perform the EX version while one fireball is already active will make you perform the B version instead. This rule applies no matter whether you've used the grounded version or the airborne one.<br />
<br />
Quickly summons a fireball that doesn't travel far and moves up and down very little, whiffing crouchers.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=100<br />
|reddamage=101<br />
|proration=70% (O)<br />
|circuit=4.5%<br />
|cancel=<br />
|guard=LHA<br />
|startup=29<br />
|active={{Tooltip | text=X| hovertext=Projectile lasts 221 frames max. Reflectable projectile box starts being active 4 frames prior to the hitbox.}}<br />
|recovery=29<br />
|frameAdv={{Tooltip | text=-9| hovertext=Point-blank advantage.}}<br />
|invuln= <br />
|description=Takes a while to start up, then summons a fireball that travels twice as far as A version and moves up and down a lot, hitting crouchers. Has less recovery after the projectile become active than the A version.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=1500<br />
|reddamage=1212<br />
|proration=70% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=6+23<br />
|active={{Tooltip | text=X| hovertext=Projectile lasts 221 frames max. Reflectable projectile box starts being active 4 frames after the hitbox, and it temporarily disappears for a few frames at an interval, for some reason.}}<br />
|recovery=29<br />
|frameAdv={{Tooltip | text=-3| hovertext=Point-blank advantage.}}<br />
|invuln= <br />
|description=EX version is similar to the B one, but is much more damaging, and induces more blockstun along with taking away around 30% of your opponent's guard bar.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MBFWarachia623A.png<br />
|image2=MBFWarachia623B.png<br />
|image3=MBFWarachia623C.png<br />
|caption=<br />
|name=Creature Channel (Conflict)<br />
|linkname=623X<br />
|input=623A/B/C<br />
|data= <br />
{{AttackData-MB <br />
|version=A<br />
|damage=350*6 (1935)<br />
|reddamage=(1116)<br />
|proration=100%<br />
|circuit=2.7%*6 (16.2%)<br />
|cancel=<br />
|guard=LHA<br />
|startup=10<br />
|active={{Tooltip | text=40| hovertext=Six hits maximum.}}<br />
|recovery=28<br />
|frameAdv={{Tooltip | text=-8| hovertext=Best case.}}<br />
|invuln=Full 7-49<br />
|description=* Turns F-Wara into a 2D spinning top of doom.<br />
<br />
Goes in an upward arc and lands a little further in front. Last hit leads to an untechable knockdown.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=350*7 (2219)<br />
|reddamage=(1279)<br />
|proration=100%<br />
|circuit=2.7%*7 (18.9%)<br />
|cancel=<br />
|guard=LHA<br />
|startup=18<br />
|active={{Tooltip | text=46| hovertext=7 hits maximum.}}<br />
|recovery=28<br />
|frameAdv={{Tooltip | text=-8| hovertext=Best case.}}<br />
|invuln=Full 14-63<br />
|description=Goes in a straight line forward. Last hit also leads to an untechable knockdown.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=400*17 (2456)<br />
|reddamage=(1855)<br />
|proration=50% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=11+11<br />
|active={{Tooltip | text=108| hovertext=17 hits maximum.}}<br />
|recovery=35<br />
|frameAdv=-10<br />
|invuln=Full 1-129<br />
|description=Sends F-Wara in a crazy amusement park ride of death as described in the metered combo section. All hits leads to an untechable knockdown. Can be used as a sort of DP if the opponent decides to use a late meaty. If the conditions stated before are met, followup with 2B 2C is possible.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MBFWarachia214A.png<br />
|image2=MBFWarachia214B.png<br />
|image3=MBFWarachia214C.png<br />
|caption=<br />
|name=Black Crack<br />
|linkname=214X<br />
|input=214A/B/C<br />
|data= <br />
{{AttackData-MB <br />
|version=A<br />
|damage=100*N<br />
|reddamage=50*N<br />
|proration=100%<br />
|circuit=1.8%*N<br />
|cancel<br />
|guard=U<br />
|startup=30<br />
|active={{Tooltip | text=X| hovertext=Projectile lasts for a 356 frame period. &#010; 4 (28) x12}}<br />
|recovery=9<br />
|frameAdv=<br />
|invuln=<br />
|description=* Referred to as Haze, which is a better name overall. Summons a TV static projectile that increases aerial hitstun, deals very little damage and gives you and your opponent meter depending on the version used. Only one haze can be active at a time.<br />
<br />
Generates a forward moving haze which lasts for ~6 seconds. Gives you 1.8% and the opponent 0.6% each instance. A haze passing by a stationary opponent causes 5 instances. Maximum of 12 instances.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=150*N<br />
|reddamage=101*N<br />
|proration=100%<br />
|circuit=4.5%*N<br />
|cancel=<br />
|guard=U<br />
|startup=30<br />
|active={{Tooltip | text=X| hovertext=Projectile lasts for a 164 frame period. &#010; 4 (28) x6}}<br />
|recovery=9<br />
|frameAdv=<br />
|invuln=<br />
|description=Generates a stationary haze which lasts for ~3 seconds. Gives you 4.5% and the opponent 1.5% each instance. Maximum of 6 instances.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=300*N<br />
|reddamage=202*N<br />
|proration=100%<br />
|circuit=-100.0%, 4.5%*N<br />
|cancel=<br />
|guard=U<br />
|startup=2+27<br />
|active={{Tooltip | text=X| hovertext=Projectile lasts for a 164 frame period. &#010; 4 (28) x6}}<br />
|recovery=10<br />
|frameAdv=<br />
|invuln=<br />
|description=Generates a bigger stationary haze which does the same thing as B haze, except that it deals more damage. Same hitbox as B despite the bigger sprite.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">421X</span> =====<br />
{{MoveData<br />
|image=MBCWarachia421ABC.png<br />
|caption=<br />
|name=Creature Channel (S)<br />
|linkname=421X<br />
|input=421A/B/C (No EX)<br />
|data= <br />
{{AttackData-MB <br />
|version=A<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=26| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=Full 7-20<br />
|description=* Just your everyday teleport. Use the B and C version to occasionally escape corner pressure when there's a big window of opportunity, but the long recovery won't help you much.<br />
<br />
Puts F-Wara back right where he originally was. Recovers quickly.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=35| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=Full 7-20<br />
|description=Puts F-Wara a little further in front with a slightly longer recovery.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=C<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=41| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=Full 7-20<br />
|description=Puts F-Wara a lot further in front with a long recovery.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">22X</span> =====<br />
{{MoveData<br />
|image=MBCWarachia22AB.png<br />
|image2=MBCWarachia22XAB.png<br />
|image3=MBCWarachia22C.png<br />
|caption=<br />
|name=Fumble Code (Apothesis)<br />
|linkname=22X<br />
|input=22A/[A]/B/[B]/C<br />
|data= <br />
{{AttackData-MB <br />
|version=A<br />
|damage=250*9 (1753)<br />
|reddamage=(1417)<br />
|proration=100%<br />
|circuit=1.8%*9 (16.2%)<br />
|cancel=-EX-<br />
|guard=LHA<br />
|startup=25<br />
|active={{Tooltip | text=X| hovertext=21 frames. Wara recovers during active frames.&#010;3, 2, 2, 2, 2, 2, 2, 2, 2, 2 (9 Hits)}}<br />
|recovery=18<br />
|frameAdv=-7<br />
|invuln= <br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=[A]<br />
|damage=250*9 (1753)<br />
|reddamage=(1417)<br />
|proration=100%<br />
|circuit=1.8%*9 (16.2%)<br />
|cancel=-EX-<br />
|guard=LHA<br />
|startup=24<br />
|active={{Tooltip | text=X| hovertext=21 frames. Wara recovers during active frames.&#010;3, 2, 2, 2, 2, 2, 2, 2, 2, 2 (9 Hits)}}<br />
|recovery=21<br />
|frameAdv=-7<br />
|invuln= <br />
|description=* Summons a tornado that spikes out from the ground. Reaches as high as any character can jump (except maybe Hime). If you get hit while summoning, the tornado will disappear.<br />
<br />
A version summons a tornado right in front of you. The charged version goes ahead a little further.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=250*9 (1753)<br />
|reddamage=(1417)<br />
|proration=100%<br />
|circuit=1.8%*9 (16.2%)<br />
|cancel=-EX-<br />
|guard=LHA<br />
|startup=25<br />
|active={{Tooltip | text=X| hovertext=21 frames. Wara recovers during active frames.&#010;3, 2, 2, 2, 2, 2, 2, 2, 2, 2 (9 Hits)}}<br />
|recovery=20<br />
|frameAdv=-9<br />
|invuln= <br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=[B]<br />
|damage=250*9 (1753)<br />
|reddamage=(1417)<br />
|proration=100%<br />
|circuit=1.8%*9 (16.2%)<br />
|cancel=-EX-<br />
|guard=LHA<br />
|startup=24<br />
|active={{Tooltip | text=X| hovertext=21 frames. Wara recovers during active frames.&#010;3, 2, 2, 2, 2, 2, 2, 2, 2, 2 (9 Hits)}}<br />
|recovery=23<br />
|frameAdv=-9<br />
|invuln= <br />
|description=B version summons a tornado a little further than 22[A]. 22[B] almost traverses the entire screen. <br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=250*N<br />
|reddamage=101*N<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=6+12<br />
|active={{Tooltip | text=X| hovertext=Period of 60 frames. Wara recovers during active frames.&#010;3, 2, 2, 2, 2 (2), 2 (2) x11, 3}}<br />
|recovery=44<br />
|frameAdv=-8 to +34<br />
|invuln= <br />
|description=Summons a big tornado right in front of you which slowly moves forward. If opponents get hit, they get sent upwards.<br><br />
Used to get +frames when opponent is in the corner.<br />
}}<br />
}}<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=MBFWarachiaj236A.png<br />
|image2=MBFWarachiaj236BC.png<br />
|caption=<br />
|name=Virus Egg (Demagogue) (Air)<br />
|linkname=j.236X<br />
|input=j.236A/B/C<br />
|data= <br />
{{AttackData-MB <br />
|version=A<br />
|damage=100<br />
|reddamage=101<br />
|proration=70% (O)<br />
|circuit=4.5%<br />
|cancel=<br />
|guard=LHA<br />
|startup=17<br />
|active={{Tooltip | text=X| hovertext=Projectile lasts 109 frames maximum. Reflectable projectile box starts being active 4 frames prior to the hitbox.}}<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=-6 (TK)<br />
|invuln= <br />
|description=* Aerial fireball summons. Works the same as grounded version.<br />
<br />
Summons an A version fireball. Follows the momentum of the jump; moves forward with a forward jump, backwards with a backward jump and floats a little with a neutral jump.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br />
|damage=100<br />
|reddamage=101<br />
|proration=70% (O)<br />
|circuit=4.5%<br />
|cancel=<br />
|guard=LHA<br />
|startup=17<br />
|active={{Tooltip | text=X| hovertext=Projectile lasts 221 frames maximum. Reflectable projectile box starts being active 4 frames prior to the hitbox.}}<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv={{Tooltip | text=-1| hovertext=Lowest height.}}<br />
|invuln= <br />
|description=Completely stops all jump momentum before summoning a B version fireball. Once the summoning is complete, the jump momentum is resumed. If TK'd close to the ground, F-Wara will summon, then continue to float upwards, continuing the arc of the jump. No aerial movement after summoning.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=1500<br />
|reddamage=1212<br />
|proration=70% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=1+20<br />
|active={{Tooltip | text=X| hovertext=Projectile lasts 221 frames maximum. Reflectable projectile box starts being active 4 frames after the hitbox, and it temporarily disappears for a few frames at an interval, for some reason.}}<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=2 (TK)<br />
|invuln=Full 1-4<br />
|description=Summons an EX fireball. No matter the momentum, F-Wara will float a little backwards.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.421X</span> =====<br />
{{MoveData<br />
|image=MBCWarachiaj421AB.png<br />
|image2=MBCWarachiaj421C.png<br />
|caption=<br />
|name=Creature Channel (No Id)<br>(Ex: Creature Channel (Gestalt))<br />
|linkname=j.421X<br />
|input=j.421A/[A]/B/[B]/C<br />
|data= <br />
{{AttackData-MB <br />
|version=A<br>/ [A]<br />
|damage=350*N<br />
|reddamage=202*N<br />
|proration=100%<br />
|circuit=2.7%*N<br />
|cancel=<br />
|guard=LHA<br />
|startup=13<br />
|active={{Tooltip | text=17~48| hovertext=Active until Wara leaves the screen. Amount of hit varies.&#010;12 (2) X}}<br />
|recovery=53~54<br>/ 73~74<br />
|frameAdv=<br />
|invuln={{Tooltip | text=Full 9-X| hovertext=Hurtboxes reappear during recovery.}}<br />
|description=* Your ordinary Wara-certified aerial top-spinner.<br />
<br />
Spins forward.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=B<br>/ [B]<br />
|damage=280*N<br />
|reddamage=151*N<br />
|proration=100%<br />
|circuit=1.35%*N<br />
|cancel=<br />
|guard=LHA<br />
|startup=13<br />
|active={{Tooltip | text=19~66| hovertext=Active until Wara leaves the screen. Amount of hit varies.}}<br />
|recovery=61~62<br>/ 81~82<br />
|frameAdv=<br />
|invuln={{Tooltip | text=Full 9-X| hovertext=Hurtboxes reappear during recovery.}}<br />
|description=Spins forward with a little delay.<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=EX<br />
|damage=500*N<br />
|reddamage=404*N<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=1+13<br />
|active={{Tooltip | text=31~67| hovertext=Active until Wara leaves the screen. Amount of hit varies.}}<br />
|recovery=57~93<br />
|frameAdv=<br />
|invuln={{Tooltip | text=Full 11-X| hovertext=Hurtboxes reappear during recovery.}}<br />
|description=Spins forward with lots of untechable hits.<br />
}}<br />
}}<br />
<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MBCWarachiaAD.png<br />
|caption=<br />
|name=Night on the Blood Liar (Unzanity)<br />
|linkname=Arc Drive<br />
|input=41236C during Max/Heat<br />
|data= <br />
{{AttackData-MB <br />
|damage=100, 500*10, 4000 (3284)<br />
|reddamage=(2584)<br />
|proration=50% (O)<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LHA<br />
|startup=6+13<br />
|active=1 (1) 2 (2) 2 (2) 2 (2) 2 (2) 2 (4) 2<br />
|recovery=48<br />
|frameAdv=-32<br />
|invuln=Full 1-88<br />
|description=One of the more useful arc drives in the game. It is a multi-hitting tornado that ends in a large untechable knockdown. It has full invincibility from start to finish and is great for punishing moves full screen. Is unsafe on block, but it is hard to punish fullscreen. <br />
}}<br />
}}<br />
<br />
=== Another Arc Drive ===<br />
{{MoveData<br />
|image=MBCWarachiaAAD.png<br />
|caption=<br />
|name=Night on the Blood Liar (Inzanity)<br />
|linkname=Another Arc Drive<br />
|input=41236C during Blood Heat<br />
|data= <br />
{{AttackData-MB <br />
|damage=15020 (5014)<br />
|reddamage=(3764)<br />
|proration=<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LHA<br />
|startup=5+12<br />
|active=2 (2) 2 (2) 2 (2) 2 (2) 2 (4) 2<br />
|recovery=46<br />
|frameAdv=-27<br />
|invuln=Full 1-2; 5-81<br />
|description=Similar to the above, adds various C/H-Wara 214 summons for more damage if this hits.<br />
}}<br />
}}<br />
<br />
<br />
=== Last Arc ===<br />
{{MoveData<br />
|image=MBCWarachiaLA.png<br />
|image2=MBCWarachiaLA2.png<br />
|caption=<br />
|name=Night Ruler the Blood Dealer<br />
|linkname=Last Arc<br />
|input=Grounded EX Shield during Blood Heat<br />
|data= <br />
{{AttackData-MB <br />
|damage=15410 (3700 ~ 7000)<br />
|reddamage=(3100 ~ 5700)<br />
|proration=50% + 50% * remaining BH time <br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=6+9<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=Full<br />
|description=Performs a large unblockable attack similar to j.421C, moving forward then back across the screen. If either of these attacks connects, a final blockable fullscreen attack will trigger after the second pass. Circuit Breaks the opponent on superflash; this effect is unavoidable.<br />
<br />
While difficult, it's sometimes possible to maneuver around the first two attacks and punish Wara's recovery. Characters with sufficient invulnerability can also attempt to invul through hits, including use of EX moves so long as their superflash (and thus meter spend) triggers before the Last Arc superflash. Getting hit while armored will still trigger the final attack sequence. More practically, Wara's Last Arc damage is heavily dependent on maximizing the number of hits that connect. Opponents can greatly reduce damage taken by jumping to take an air hit rather than getting hit on the ground, sometimes reducing damage by more than 50%. In some circumstances this can even leave Wara punishable on hit:<br />
<br />
*Air hits will often lead to knockdown before the second pass, which will OTG. This will usually still connect to the final attack, but that sequence becomes ground techable. This typically leaves Wara -8~9 on neutral tech.<br />
*Knockdown will sometimes instead occur from the second pass with enough time to enter wakeup before the final sequence, or it may connect on a downed opponent in the middle of its hitbox and thus give the opponent time to recover before the final sequence. This will greatly reduce damage and leave Wara -28 on block.<br />
<br />
Wara's Last Arc is in counterhit state for the duration of its recovery.<br />
}}<br />
}}<br />
<br />
<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Warachia]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/Advanced_Mechanics&diff=241343Melty Blood/Advanced Mechanics2023-02-16T10:02:22Z<p>EikaMikiku: /* Backdash Frame Data */</p>
<hr />
<div>==Damage Modifier==<br />
The damage modifier system works much like Act Cadenza. Each character has a set life total of 11400, but take different amounts of damage at different points of their life bars. Another thing to note is that there is a '''Stance Modifier''' that changes the Damage modifier depending on if the character is in Stand, Crouch, or Jump state.<br />
<br />
These are the values for the Stance Modifier<br><br />
*Jump: x0.88<br />
*Stand: x1.00<br />
*Crouch: x1.08<br />
<br />
These values modify the '''Damage Modifier''' during combos, as well. For example, if you combo them on the ground, then knock them in the air, they will get the Jump Stance modifier when they are in the air. Damage Modifier values are consistent across all moon styles for every character except [[Melty_Blood/MBAACC/Mech-Hisui|Mech-Hisui]], [[Melty_Blood/MBAACC/Nero_Chaos|Nero]], and [[Melty_Blood/MBAACC/Neco_%26_Mech|Neco-Mech]]. For the [[Melty_Blood/MBAACC/Hisui_%26_Kohaku|Maids (Hisui & Kohaku)]] team characters, they each have their own Damage Modifiers. <br />
<br />
If damage ends up becoming a decimal, it will always round down.<br />
<br />
For in-depth data on character health and damage modifiers, either see the [[#Health_Values|"Health Values"]] section below, or the [https://docs.google.com/spreadsheets/d/1k78DjuE317mBGwC74btKVYHGYTBhpbNbkT9-Dt29LQM/edit#gid=238078674 "Health and Damage"] section of the [https://docs.google.com/spreadsheets/d/1k78DjuE317mBGwC74btKVYHGYTBhpbNbkT9-Dt29LQM/edit MBAACC frame data spreadsheet].<br />
<br />
===Hit Count Scaling===<br />
The damage of each hit in any combo is, in addition to the other scaling methods, scaled by the number of hits in a combo. Each hit in a combo further reduces the amount of damage done by subtracting 1/32nd of the original damage of that hit, so the first hit in a combo does 32/32 times its normal damage, the next hit 31/32, and so on. This continues until the combo hits a minimum at which point the damage cannot be reduced any further by hit count alone. For each quartile of health that the enemy is missing, the combo is treated as being 1 hit longer for the purpose of calculating the damage of each hit.<br />
<br />
===Correction Value===<br />
When starting a combo, one factor to keep in mind is '''Correction Value''' (also referred to as '''proration'''). This value, among other factors, determines how much damage any individual hit in a combo will deal. Formally, the correction value is a value in the interval between 0% and 100% that can only ever decrease or remain the same as a result of a hit. Most hits have a modifier that acts as an upper clamp on the correction value, setting the correction value to the fixed modifier if the fixed modifier is lower (i.e. closer to 0), or leaving it alone otherwise. Some hits have a scaling multiplier that always decreases the current correction value by some factor (less than one). Cancelling any special move into an EX move or Arc Drive super adds a 65% scaling multiplier. An OTG relaunch (distinct from a normal OTG hit) also concurs with a 65% scaling multiplier. All of these updates to the correction value occur '''after''' the hit's damage is calculated; as a consequence, the damage that an individual hit is not affected by how it changes the correction value.<br />
<br />
The '''Reverse Penalty''' is a value closely related to the correction value. It inhabits the interval between 0% and 55%. Unlike the correction value, the reverse penalty is not tied to a specific combo, and exists throughout the game and changes in response to the actions that a character takes. By default the reverse penalty is 0%. It can increase as a result of specific actions being taken, such as performing a reverse beat (adds 22.5% reverse penalty), cancelling shield or EX-shield into something other than another shield (40% for actions that can only be done out of EX-shield, 30% for actions that can be done out of either), or even performing multiple jabs in quick succession (adds 0.8% reverse penalty). After taking an action that raises the reverse penalty, it remains at that value for a duration proportional to the amount by which it was raised, then decreases linearly towards 0 again. The significance of the reverse penalty is its role in determining correction value: if the correction value is greater than the reverse penalty minus one, it is set to {{Tooltip|text=that value|hovertext=The reverse penalty minus one.}}. Notably, unlike the ways mentioned before, it updates the correction value '''before''' the hit's damage is calculated.<br />
<br />
===Reduce===<br />
You can '''Reduce''' by pressing A, B, C or D in a 5 frame window as you get hit, this reduces incoming damage by 30%.<br />
*The window for damage reducing is 3 frames from before you get hit to 1 frame after being hit, with 9 to 4 frames before being hit counting as failed reduce.<br />
<br />
<br />
===Critical Hit===<br />
There is also a mechanic in Melty Blood called '''Critical Hit'''. It happens randomly on any hit and will multiply the damage dealt by 1.15x. <br />
<br />
<br />
===Damage Scaling Chart===<br />
(ROUND DOWN ON EACH STEP ONLY)<br />
int Damage = BaseDmg - BaseDmg/32 * (Hits - 1 + QrtLifeLost);<br />
Damage = Damage * Def;<br />
Damage = Damage * Stance;<br />
Damage = Damage * PrevProration;<br />
<br />
BaseDmg = With "Attack display" on in training mode, check "Damage" number inside brackets<br />
Hits = Combo hit count<br />
QtrLifeLost = Add 1 for each 25% of life lost (maximum of 3)<br />
PrevProration = Correction value BEFORE the move hit (100% for 1st hit in combo)<br />
Def = Defence multiplier for current life bar quarter (check game files for it)<br />
Stance=Air/OTG: 0.88<br />
Stand : 1.00<br />
Crouch : 1.08<br />
<br />
'''Example:'''<br/><br />
* CRoa Arc Drive (7000 base damage) vs VSion with 70% health left. 14 hit combo.<br/><br />
* - 0.88 stance because Roa AD always hits in midair stance.<br/><br />
* VSion Multipliers: 0002.p/data/v_sion_1_c.txt -> Guard = 1.0, 0.95, 0.9, 0.9<br/><br />
<br />
floor( floor( floor( BaseDmg - BaseDmg/32*(Hits-1+QrtLifeLost) ) * Def) * Stance) * PrevProration<br />
<br />
floor( floor( floor(7000 - 7000/32 * (14-1+1) ) * 0.95) * 0.88) * 0.5<br />
floor( floor( floor(7000 - 218.75 * 14) * 0.95) * 0.88) * 0.5<br />
floor( floor( 3937 * 0.95) * 0.88) * 0.5<br />
floor(3740 * 0.88) * 0.5 = 1645 damage<br />
<br />
==Health Values==<br />
{| class="wikitable sortable"<br />
|-<br />
! rowspan="2"|Character Name<br />
! colspan="4"|Damage Modifier (Health %)<br />
! rowspan="2"|Net Health<br />
! rowspan="2"|Grade<br />
|-<br />
! 100% <br />
! 75%<br />
! 50%<br />
! 25%<br />
|-<br />
|[[Melty_Blood/MBAACC/Akiha_Tohno|Akiha]]|| 0.920|| 0.823|| 0.768|| 0.725|| '''14202'''|| S++<br />
|-<br />
|[[Melty_Blood/MBAACC/Nero_Chaos|Nero]] (C)|| 0.900|| 0.842|| 0.815|| 0.725|| '''13979'''|| S+<br />
|-<br />
|[[Melty_Blood/MBAACC/Arcueid_Brunestud|Arcueid]]|| 0.900|| 0.871|| 0.796|| 0.725|| '''13950'''|| S+<br />
|-<br />
|[[Melty_Blood/MBAACC/Nero_Chaos|Nero]] (H/F)|| 0.900|| 0.852|| 0.815|| 0.725|| '''13939'''|| S+<br />
|-<br />
|[[Melty_Blood/MBAACC/Kouma_Kishima|Kouma]]|| 0.920|| 0.871|| 0.796|| 0.725|| '''13881'''|| S<br />
|-<br />
|[[Melty_Blood/MBAACC/White_Len|White Len]]|| 1.000|| 0.871|| 0.750|| 0.725|| '''13853'''|| S<br />
|-<br />
|[[Melty_Blood/MBAACC/Satsuki_Yumiduka|Satsuki]]|| 1.000|| 0.871|| 0.843|| 0.725|| '''13433'''|| A<br />
|-<br />
|[[Melty_Blood/MBAACC/Riesbyfe_Stridberg|Riesbyfe]]|| 1.020|| 0.871|| 0.843|| 0.725|| '''13378'''|| A-<br />
|-<br />
|[[Melty_Blood/MBAACC/Hisui|Hisui]]|| 0.850|| 0.920|| 0.862|| 0.815|| '''13253'''|| B+<br />
|-<br />
|[[Melty_Blood/MBAACC/Shiki_Tohno|Tohno]]|| 0.920|| 0.871|| 0.862|| 0.860|| '''12990'''|| B-<br />
|-<br />
|[[Melty_Blood/MBAACC/Kohaku|Kohaku]]|| 0.900|| 0.871|| 0.937|| 0.815|| '''12977'''|| B-<br />
|-<br />
|[[Melty_Blood/MBAACC/Roa|Roa]]|| 0.950|| 0.920|| 0.843|| 0.815|| '''12975'''|| B-<br />
|-<br />
|[[Melty_Blood/MBAACC/Sion_Eltnam_Atlasia|Sion]]|| 0.950|| 0.920|| 0.843|| 0.815|| '''12975'''|| B-<br />
|-<br />
|[[Melty_Blood/MBAACC/Ciel|Ciel]]|| 0.900|| 0.871|| 0.843|| 0.906|| '''12965'''|| B-<br />
|-<br />
|[[Melty_Blood/MBAACC/Akiha_Tohno_(Seifuku)|Seifuku]]|| 0.900|| 0.871|| 0.843|| 0.906|| '''12965'''|| B-<br />
|-<br />
|[[Melty_Blood/MBAACC/Miyako_Arima|Miyako]]|| 1.000|| 0.920|| 0.843|| 0.815|| '''12825'''|| C+<br />
|-<br />
|[[Melty_Blood/MBAACC/Sion_TATARI|V.Sion]]|| 1.000|| 0.920|| 0.843|| 0.815|| '''12825'''|| C+<br />
|-<br />
|[[Melty_Blood/MBAACC/Hisui_%26_Kohaku|Hisui (Maids)]]|| 0.879|| 0.952|| 0.892|| 0.843|| '''12811'''|| C+<br />
|-<br />
|[[Melty_Blood/MBAACC/Mech-Hisui|Mech-Hisui]] (F)|| 0.850|| 0.842|| 0.937|| 0.951|| '''12776'''|| C<br />
|-<br />
|[[Melty_Blood/MBAACC/Mech-Hisui|Mech-Hisui]] (C)|| 0.870|| 0.871|| 0.937|| 0.906|| '''12735'''|| C<br />
|-<br />
|[[Melty_Blood/MBAACC/Warachia|Warachia]]|| 1.100|| 1.017|| 0.843|| 0.725|| '''12705'''|| C<br />
|-<br />
|[[Melty_Blood/MBAACC/Aoko_Aozaki|Aoko]]|| 1.000|| 0.968|| 0.843|| 0.815|| '''12671'''|| C<br />
|-<br />
|[[Melty_Blood/MBAACC/Red_Arcueid|Red Arcueid]]|| 0.950|| 0.968|| 0.890|| 0.815|| '''12643'''|| C-<br />
|-<br />
|[[Melty_Blood/MBAACC/Neco_%26_Mech|Neco-Mech]] (C)|| 0.870|| 0.920|| 0.937|| 0.906|| '''12561'''|| D<br />
|-<br />
|[[Melty_Blood/MBAACC/Hisui_%26_Kohaku|Kohaku (Maids)]]|| 0.931|| 0.901|| 0.970|| 0.843|| '''12543'''|| D<br />
|-<br />
|[[Melty_Blood/MBAACC/Neco-Arc|Neco-Arc]]|| 1.400|| 0.678|| 1.031|| 0.815|| '''12500'''|| D<br />
|-<br />
|[[Melty_Blood/MBAACC/Shiki_Nanaya|Nanaya]]|| 1.000|| 0.968|| 0.890|| 0.815|| '''12493'''|| D<br />
|-<br />
|[[Melty_Blood/MBAACC/Koha_%26_Mech|Koha-Mech]]|| 0.900|| 0.920|| 0.937|| 0.906|| '''12451'''|| D<br />
|-<br />
|[[Melty_Blood/MBAACC/Powered_Ciel|Powered Ciel]]|| 0.950|| 0.920|| 0.890|| 0.906|| '''12445'''|| D<br />
|-<br />
|[[Melty_Blood/MBAACC/Mech-Hisui|Mech-Hisui]] (H)|| 1.200|| 0.968|| 0.843|| 0.770|| '''12401'''|| D<br />
|-<br />
|[[Melty_Blood/MBAACC/Neco_%26_Mech|Neco-Mech]] (H)|| 1.200|| 1.017|| 0.843|| 0.770|| '''12259'''|| E<br />
|-<br />
|[[Melty_Blood/MBAACC/Len|Len]]|| 1.100|| 0.968|| 0.890|| 0.815|| '''12234'''|| E<br />
|-<br />
|[[Melty_Blood/MBAACC/Shiki_Ryougi|Ryougi]]|| 1.050|| 0.988|| 0.918|| 0.860|| '''12017'''|| F<br />
|-<br />
|[[Melty_Blood/MBAACC/Archetype:_Earth|Hime]]|| 1.000|| 0.968|| 0.937|| 0.906|| '''11981'''|| F<br />
|-<br />
|[[Melty_Blood/MBAACC/Neco_%26_Mech|Neco-Mech]] (F)|| 0.950|| 0.968|| 1.031|| 0.996|| '''11569'''|| G<br />
|-<br />
|[[Melty_Blood/MBAACC/Neco-Arc_Chaos|NAC]]|| 1.600|| 0.678|| 1.312|| 0.996|| '''11018'''|| H<br />
|-<br />
|[[Melty_Blood/MBAACC/Akiha_Vermillion|V.Akiha]]|| 1.150|| 1.114|| 1.031|| 0.906|| '''10946'''|| H-<br />
|}<br />
<br />
==Wakeup Timings==<br />
Each character has their own animations for being knocked down and getting up. There's three types of knockdown animations and two types of wakeup animations, and they each have their own duration:<br />
<br />
Launchers, groundbounces, and a few character-specific actions have the opponent land '''head-first''' before collapsing onto their front, then go into their '''prone''' wakeup animation.<br><br />
Sweeps trip the opponent have them land on their '''front''', then go into their '''prone''' wakeup animation.<br><br />
All other knockdowns have the opponent land on their '''back''', then go into their '''supine''' wakeup animation.<br><br />
(Exception: [[Melty_Blood/MBAACC/Archetype:_Earth|Hime]]'s head-first animation falls onto her back and sweeps use her back animation; her two wakeup animations are identical.)<br />
<br />
The following is a table of knockdown and wakeup times per type and character.<br><br />
For knockdowns, the total duration of the knockdown and wakeup time together is listed first, which in most cases is the number most worth paying attention to. In parenthesis is the knockdown time alone, which defines how long you can strike the opponent OTG, as long as they are not in an uncomboable state as a result of being hit by certain moves or using up your bounce/OTG limit in your combo.<br><br />
The wakeup time alone is also listed separately, which may be useful for characters who have time to react to that animation beginning in order to time their okizeme.<br />
<br />
{| class="wikitable sortable" style="text-align: right; background:#f0f1f2; color:#000000;" <br />
|- align="center" style="background:#e8eaec;"<br />
! rowspan="2"|Character Name<br />
! colspan="3"|Knockdown Type<br />
! colspan="2"|Wakeup Type<br />
|- align="center" style="background:#e8eaec;"<br />
! style="width: 75px;"|Head-first<br />
! style="width: 75px;"|Front<br />
! style="width: 75px;"|Back<br />
! style="width: 50px;"|Prone<br />
! style="width: 50px;"|Supine<br />
|-<br />
|align="left" style="background:#e8eaec;"|[[Melty_Blood/MBAACC/Akiha_Tohno|Akiha]]||style="background:#c8cbd8;"| '''60''' (34)||style="background:#c8cbd8;"| '''55''' (29)|| '''49''' (27)||style="background:#dcd0c8;"| 26||style="background:#f4f0ee;"| 22<br />
|-<br />
|align="left" style="background:#e8eaec;"|[[Melty_Blood/MBAACC/Akiha_Tohno_(Seifuku)|Seifuku]]|| '''56''' (34)|| '''51''' (29)|| '''49''' (27)||style="background:#f4f0ee;"| 22||style="background:#f4f0ee;"| 22<br />
|-<br />
|align="left" style="background:#e8eaec;"|[[Melty_Blood/MBAACC/Akiha_Vermillion|V.Akiha]]|| '''56''' (34)|| '''51''' (29)|| '''49''' (27)||style="background:#f4f0ee;"| 22||style="background:#f4f0ee;"| 22<br />
|-<br />
|align="left" style="background:#e8eaec;"|[[Melty_Blood/MBAACC/Aoko_Aozaki|Aoko]]||style="background:#c8cbd8;"| '''61''' (34)||style="background:#c8cbd8;"| '''56''' (29)||style="background:#c8cbd8;"| '''53''' (26)||style="background:#dcd0c8;"| 27||style="background:#dcd0c8;"| 27<br />
|-<br />
|align="left" style="background:#e8eaec;"|[[Melty_Blood/MBAACC/Arcueid_Brunestud|Arcueid]]|| '''56''' (34)|| '''51''' (29)|| '''49''' (27)||style="background:#f4f0ee;"| 22||style="background:#f4f0ee;"| 22<br />
|-<br />
|align="left" style="background:#e8eaec;"|[[Melty_Blood/MBAACC/Red_Arcueid|Red Arcueid]]||style="background:#fafaff;"| '''55''' (34)||style="background:#fafaff;"| '''50''' (29)||style="background:#d8dbe4;"| '''52''' (27)||style="background:#fff8f4;"| 21||style="background:#e8e0dc;"| 25<br />
|-<br />
|align="left" style="background:#e8eaec;"|[[Melty_Blood/MBAACC/Archetype:_Earth|Hime]]|| '''57''' (35)||style="background:#ffffff;"| '''49''' (27)|| '''49''' (27)||style="background:#f4f0ee;"| 22||style="background:#f4f0ee;"| 22<br />
|-<br />
|align="left" style="background:#e8eaec;"|[[Melty_Blood/MBAACC/Ciel|Ciel]]|| '''56''' (34)|| '''51''' (29)|| '''49''' (27)||style="background:#f4f0ee;"| 22||style="background:#f4f0ee;"| 22<br />
|-<br />
|align="left" style="background:#e8eaec;"|[[Melty_Blood/MBAACC/Powered_Ciel|Powered Ciel]]|| '''57''' (35)|| '''51''' (29)||style="background:#d8dbe4;"| '''51''' (27)||style="background:#f4f0ee;"| 22||style="background:#e8e0dc;"| 24<br />
|-<br />
|align="left" style="background:#e8eaec;"|[[Melty_Blood/MBAACC/Hisui|Hisui]]|| '''56''' (34)|| '''51''' (29)|| '''49''' (27)||style="background:#f4f0ee;"| 22||style="background:#f4f0ee;"| 22<br />
|-<br />
|align="left" style="background:#e8eaec;"|[[Melty_Blood/MBAACC/Mech-Hisui|Mech-Hisui]]|| '''56''' (34)|| '''51''' (29)|| '''49''' (27)||style="background:#f4f0ee;"| 22||style="background:#f4f0ee;"| 22<br />
|-<br />
|align="left" style="background:#e8eaec;"|[[Melty_Blood/MBAACC/Kohaku|Kohaku]]|| '''56''' (34)||style="background:#d8dbe4;"| '''54''' (32)|| '''49''' (27)||style="background:#f4f0ee;"| 22||style="background:#f4f0ee;"| 22<br />
|-<br />
|align="left" style="background:#e8eaec;"|[[Melty_Blood/MBAACC/Kouma_Kishima|Kouma]]||style="background:#c8cbd8;"| '''60''' (36)||style="background:#d8dbe4;"| '''53''' (29)||style="background:#bcc0ca;"| '''56''' (31)||style="background:#e8e0dc;"| 24||style="background:#e8e0dc;"| 25<br />
|-<br />
|align="left" style="background:#e8eaec;"|[[Melty_Blood/MBAACC/Miyako_Arima|Miyako]]||style="background:#ffffff;"| '''54''' (32)|| '''51''' (29)|| '''49''' (27)||style="background:#f4f0ee;"| 22||style="background:#f4f0ee;"| 22<br />
|-<br />
|align="left" style="background:#e8eaec;"|[[Melty_Blood/MBAACC/Len|Len]]|| '''57''' (35)|| '''51''' (29)||style="background:#c8cbd8;"| '''53''' (27)||style="background:#f4f0ee;"| 22||style="background:#dcd0c8;"| 26<br />
|-<br />
|align="left" style="background:#e8eaec;"|[[Melty_Blood/MBAACC/White_Len|White Len]]||style="background:#bcc0ca;"| '''63''' (41)||style="background:#ffffff;"| '''48''' (26)|| '''50''' (24)||style="background:#f4f0ee;"| 22||style="background:#dcd0c8;"| 26<br />
|-<br />
|align="left" style="background:#e8eaec;"|[[Melty_Blood/MBAACC/Neco-Arc|Neco-Arc]]|| '''56''' (34)|| '''51''' (29)|| '''49''' (27)||style="background:#f4f0ee;"| 22||style="background:#f4f0ee;"| 22<br />
|-<br />
|align="left" style="background:#e8eaec;"|[[Melty_Blood/MBAACC/Neco-Arc_Chaos|NAC]]|| '''56''' (34)|| '''51''' (29)|| '''49''' (27)||style="background:#f4f0ee;"| 22||style="background:#f4f0ee;"| 22<br />
|-<br />
|align="left" style="background:#e8eaec;"|[[Melty_Blood/MBAACC/Nero_Chaos|Nero]]||style="background:#d8dbe4;"| '''59''' (34)||style="background:#d8dbe4;"| '''54''' (29)||style="background:#c8cbd8;"| '''53''' (27)||style="background:#e8e0dc;"| 25||style="background:#dcd0c8;"| 26<br />
|-<br />
|align="left" style="background:#e8eaec;"|[[Melty_Blood/MBAACC/Riesbyfe_Stridberg|Riesbyfe]]||style="background:#c8cbd8;"| '''61''' (37)||style="background:#ffffff;"| '''48''' (24)||style="background:#bcc0ca;"| '''57''' (30)||style="background:#e8e0dc;"| 24||style="background:#dcd0c8;"| 27<br />
|-<br />
|align="left" style="background:#e8eaec;"|[[Melty_Blood/MBAACC/Roa|Roa]]||style="background:#d8dbe4;"| '''58''' (36)|| '''51''' (29)|| '''49''' (27)||style="background:#f4f0ee;"| 22||style="background:#f4f0ee;"| 22<br />
|-<br />
|align="left" style="background:#e8eaec;"|[[Melty_Blood/MBAACC/Satsuki_Yumiduka|Satsuki]]||style="background:#a8acba;"| '''65''' (41)||style="background:#d8dbe4;"| '''53''' (29)|| '''50''' (27)||style="background:#e8e0dc;"| 24||style="background:#f4f0ee;"| 23<br />
|-<br />
|align="left" style="background:#e8eaec;"|[[Melty_Blood/MBAACC/Shiki_Tohno|Tohno]]||style="background:#d8dbe4;"| '''59''' (37)|| '''51''' (29)|| '''50''' (27)||style="background:#f4f0ee;"| 22||style="background:#f4f0ee;"| 23<br />
|-<br />
|align="left" style="background:#e8eaec;"|[[Melty_Blood/MBAACC/Shiki_Nanaya|Nanaya]]|| '''56''' (34)|| '''51''' (29)|| '''50''' (27)||style="background:#f4f0ee;"| 22||style="background:#f4f0ee;"| 23<br />
|-<br />
|align="left" style="background:#e8eaec;"|[[Melty_Blood/MBAACC/Shiki_Ryougi|Ryougi]]|| '''57''' (33)||style="background:#d8dbe4;"| '''53''' (29)|| '''49''' (27)||style="background:#e8e0dc;"| 24||style="background:#f4f0ee;"| 22<br />
|-<br />
|align="left" style="background:#e8eaec;"|[[Melty_Blood/MBAACC/Sion_Eltnam_Atlasia|Sion]]|| '''56''' (34)|| '''51''' (29)|| '''49''' (27)||style="background:#f4f0ee;"| 22||style="background:#f4f0ee;"| 22<br />
|-<br />
|align="left" style="background:#e8eaec;"|[[Melty_Blood/MBAACC/Sion_TATARI|V.Sion]]|| '''56''' (34)|| '''51''' (29)|| '''49''' (27)||style="background:#f4f0ee;"| 22||style="background:#f4f0ee;"| 22<br />
|-<br />
|align="left" style="background:#e8eaec;"|[[Melty_Blood/MBAACC/Warachia|Warachia]]|| '''56''' (34)|| '''51''' (29)|| '''50''' (27)||style="background:#f4f0ee;"| 22||style="background:#f4f0ee;"| 23<br />
|}<br />
==Backdash Frame Data==<br />
{| class="wikitable sortable"<br />
|-<br />
!|Character Name<br />
!|IFrames<br />
!|Duration<br />
!|Distance<br />
!|Airborne punish<br />
!|{{Tooltip|text=EBR|hovertext=Eika's Backdash Rating. Formula: (IFrames/Duration) * ((Distance+5)/5) * (Distance/Duration) * (IF AirPunish THEN 1.2 ELSE 1 END IF) * 1000}}<br />
|-<br />
|[[Melty_Blood/MBAACC/Shiki_Tohno|Tohno]] (F) || 13 || 22 || 1.415 || No || 48.76<br />
|-<br />
|[[Melty_Blood/MBAACC/Akiha_Vermillion|V.Akiha]] || 15 || 24 || 1.046 || Yes || 39.53<br />
|-<br />
|[[Melty_Blood/MBAACC/Neco-Arc_Chaos|NAC]] (C+F) || 16 || 21 || 0.915 || No || 39.27<br />
|-<br />
|[[Melty_Blood/MBAACC/Neco-Arc|Neco-Arc]] (C+H) || 16 || 21 || 0.915 || No || 39.27<br />
|-<br />
|[[Melty_Blood/MBAACC/Shiki_Nanaya|Nanaya]] || 12 || 19 || 0.980 || No || 38.96<br />
|-<br />
|[[Melty_Blood/MBAACC/Akiha_Tohno_(Seifuku)|Seifuku]] || 16 || 26 || 1.092 || Yes || 37.79<br />
|-<br />
|[[Melty_Blood/MBAACC/Mech-Hisui|Mech-Hisui]] (F) || 16 || 28 || 1.380 || No || 35.93<br />
|-<br />
|[[Melty_Blood/MBAACC/Akiha_Tohno|Akiha]] || 16 || 26 || 1.030 || Yes || 35.28<br />
|-<br />
|[[Melty_Blood/MBAACC/Warachia|Warachia]] || 16 || 24 || 1.033 || No || 34.62<br />
|-<br />
|[[Melty_Blood/MBAACC/Shiki_Tohno|Tohno]] (C+H) || 12 || 22 || 1.122 || No || 34.06<br />
|-<br />
|[[Melty_Blood/MBAACC/Roa|Roa]] || 16 || 27 || 1.187 || No || 32.24<br />
|-<br />
|[[Melty_Blood/MBAACC/Mech-Hisui|Mech-Hisui]] (C+H) || 16 || 28 || 1.213 || No || 30.76<br />
|-<br />
|[[Melty_Blood/MBAACC/Nero_Chaos|Nero]] (C+F) (fwd.) || 53 || 56 || 1.373 || No || 29.58<br />
|-<br />
|[[Melty_Blood/MBAACC/Hisui|Hisui]] || 16 || 28 || 1.000 || Yes || 29.39<br />
|-<br />
|[[Melty_Blood/MBAACC/Miyako_Arima|Miyako]] || 15 || 28 || 1.218 || No || 28.98<br />
|-<br />
|[[Melty_Blood/MBAACC/Aoko_Aozaki|Aoko]] || 16 || 25 || 0.805 || Yes || 28.71<br />
|-<br />
|[[Melty_Blood/MBAACC/Riesbyfe_Stridberg|Riesbyfe]] || 16 || 23 || 0.805 || No || 28.27<br />
|-<br />
|[[Melty_Blood/MBAACC/Satsuki_Yumiduka|Satsuki]] || 16 || 29 || 1.168 || No || 27.41<br />
|-<br />
|[[Melty_Blood/MBAACC/Powered_Ciel|Powered Ciel]] || 16 || 29 || 0.977 || Yes || 26.66<br />
|-<br />
|[[Melty_Blood/MBAACC/Sion_Eltnam_Atlasia|Sion]] || 16 || 25 || 0.750 || Yes || 26.50<br />
|-<br />
|[[Melty_Blood/MBAACC/Archetype:_Earth|Hime]] || 16 || 32 || 1.142 || Yes || 26.30<br />
|-<br />
|[[Melty_Blood/MBAACC/Kouma_Kishima|Kouma]] || 16 || 29 || 1.089 || No || 25.23<br />
|-<br />
|[[Melty_Blood/MBAACC/Sion_TATARI|V.Sion]] (C) || 16 || 26 || 0.768 || Yes || 25.16<br />
|-<br />
|[[Melty_Blood/MBAACC/Nero_Chaos|Nero]] (F) (back) || 51 || 60 || 1.373 || No || 24.79<br />
|-<br />
|[[Melty_Blood/MBAACC/Shiki_Ryougi|Ryougi]] || 16 || 29 || 0.912 || Yes || 24.62<br />
|-<br />
|[[Melty_Blood/MBAACC/Ciel|Ciel]] || 16 || 29 || 1.057 || No || 24.36<br />
|-<br />
|[[Melty_Blood/MBAACC/Neco_%26_Mech|Neco-Mech]] || 16 || 28 || 0.995 || No || 24.35<br />
|-<br />
|[[Melty_Blood/MBAACC/Len|Len]] || 16 || 31 || 1.181 || No || 24.31<br />
|-<br />
|[[Melty_Blood/MBAACC/White_Len|White Len]] (H) || 16 || 31 || 1.181 || No || 24.31<br />
|-<br />
|[[Melty_Blood/MBAACC/Red_Arcueid|Red Arcueid]] || 16 || 29 || 0.892 || Yes || 24.00<br />
|-<br />
|[[Melty_Blood/MBAACC/Arcueid_Brunestud|Arcueid]] || 16 || 25 || 0.686 || Yes || 23.97<br />
|-<br />
|[[Melty_Blood/MBAACC/Kohaku|Kohaku]] || 16 || 27 || 0.757 || Yes || 22.96<br />
|-<br />
|[[Melty_Blood/MBAACC/White_Len|White Len]] (C+F) || 24 || 29 || 0.686 || No || 22.26<br />
|-<br />
|[[Melty_Blood/MBAACC/Sion_TATARI|V.Sion]] (H+F) || 16 || 25 || 0.672 || No || 19.52<br />
|-<br />
|[[Melty_Blood/MBAACC/Nero_Chaos|Nero]] (C+H) || 16 || 29 || 0.817 || No || 18.08<br />
|-<br />
|[[Melty_Blood/MBAACC/Neco-Arc|Neco-Arc]] (F) || 16 || 30 || 0.775 || No || 15.91<br />
|-<br />
|[[Melty_Blood/MBAACC/Neco-Arc_Chaos|NAC]] (H) || 16 || 30 || 0.737 || No || 15.03<br />
|}<br />
<br />
==Shield Frame Data==<br />
{| class="wikitable"<br />
|-<br />
| Startup<br />
|<br />
All shields have 0f startup, they are instant.<br><br />
Held shield for 5 or more frames drains meter.<br />
|-<br />
| rowspan="2" | Crescent Moon<br />
|<br />
'''EX Shield''' = Ground Tap Shield = 4 frames.<br><br />
Air Tap Shield = 6 Frames.<br><br />
Can cancel into any attack, when successful.<br><br />
'''Normal Shield''' = Hold for 5 or more frames.<br><br />
Cannot cancel into normals, but can cancel into any other attack, when successful.<br />
|-<br />
|<br />
Held shield drains 0.2 meter per frame for 60 frames (12 spent).<br />
|-<br />
| Half Moon<br />
|<br />
'''Normal Shield''' = Ground Tap Shield = 6 frames.<br><br />
Air Tap Shield = 8 Frames.<br><br />
'''Cannot hold.'''<br><br />
Causes Auto-Shield Counter on a successful shield of a "physical" attack.<br><br />
Projectiles do not trigger the Auto-Shield Counter, but it can be manually inputted (236D).<br />
|-<br />
| rowspan="2" | Full Moon<br />
|<br />
'''Cannot EX Shield''' = Ground Tap Shield = 4 frames.<br><br />
Air Tap Shield = 6 Frames.<br><br />
Only counts for Last Arc.<br><br />
'''Normal Shield''' = Tap or Hold.<br><br />
Can only cancel into Shield Counter (236D), specials or supers, when successful.<br />
|-<br />
|<br />
Held shield drains 1.0 meter per frame for 25 frames (25 spent).<br />
|-<br />
| Recovery<br />
| All shields recover in 19 frames.<br />
|}<br />
<br />
==Buffered Moves==<br />
Like many games, Melty Blood allows you to input most actions slightly before you would be able to use them and have them come out on the first possible frame if you keep holding the button down. However, not all moves can be buffered for the same amount of time.<br />
<br />
{| class="wikitable"<br />
|- align="center" style="background:#e8eaec;"<br />
|| '''Buffer Time'''<br />
|| '''Action'''<br />
|-<br />
| align="right" | 0<br />
|| Non-Command Normals<br />
|-<br />
| align="right" rowspan="2" | 1<br />
|| Standing Shield<br />
|-<br />
|| Air Shield<br />
|-<br />
| align="right" rowspan="2" | 2<br />
|| 2E Dodge/Airdodge<br />
|-<br />
|| 4E/6E Throw/Airthrow<br />
|-<br />
| align="right" rowspan="7" | 3<br />
|| Specials / EXs / Arc Drives<br />
|-<br />
|| Command Normals<br />
|-<br />
|| Crouching Shield<br />
|-<br />
|| Shield Bunker<br />
|-<br />
|| A+B Dash/Backdash/Airdash*/Dodge/Air Dodge<br />
|-<br />
|| 4/6 A+D Throw<br />
|-<br />
|| Heat Activate / Meter Charge<br />
|-<br />
| align="right" rowspan="2" | 6<br />
|| 44/66 Dash/Backdash<br />
|-<br />
|| 22 Fastfall (Nanaya/Hime only)<br />
|}<br />
<br />
Airdashes have a minimum height requirement. Below this height, AB will result in an air B normal. Because of how MBAACC handles resolving inputs involving multiple buttons, using AB to instant airdash (both forward and backward) effectively has a 1f buffer (2f window for earliest IAD). Otherwise the buffer window is 3f as stated.<br />
<br />
==Landing Recovery Rules==<br />
*Jumping with no action has no landing recovery<br />
*An air normal as Crescent or Half Moon has 2 frames landing recovery, +1 blockable neutral frame<br />
*Doing an air normal as Full Moon has only 1 blockable neutral frame<br />
*Airdash landing recovery depends on the character and whether its cancelled into another move. If cancelled into a normal, recovery defaults to the normal's recovery.<br />
<br />
==Combos==<br />
===Grounded jump cancel===<br />
<br />
Some moves can be cancelled by a jump. However, if you've already jump-cancelled a ground move, you can't jump-cancel another ground move during the same combo. Double jumps are not counted.<br />
<br />
===Bounce===<br />
<br />
During a combo, when the opponent hits the floor, or hits the wall from certain attacks, there will be a white shockwave emanating from the point of impact and they will bounce. After three bounces, they are invincible until they recover from the combo.<br />
<br />
Almost all throws, including command grabs, reset the bounce counter. (Exceptions include [[Melty Blood/MBAACC/Len|Len]]'s and [[Melty Blood/MBAACC/White Len|White Len]]'s Air Throws.) For example, [[Melty Blood/MBAACC/Satsuki Yumizuka|Satsuki]] has a lot of bounces in her combos, and uses her grabs to stop the bounce counter from reaching 3.<br />
<br />
==Universal Option Selects==<br />
While not on the same level of dependency as with other French Bread titles like Under Night or Type Lumina, there are a bunch of useful option selects that any character is able to use effectively.<br />
<br />
===5A or Throw (5A6E)===<br />
If your character has a 5A that whiffs on crouching opponents, by performing the input above, one of two things will happen:<br />
<br />
- If they are standing or trying to jump, another 5A will come out.<br />
<br />
- If they are crouching, you will whiff cancel the 5A into a throw.<br />
<br />
'''Pros:''' Forces your opponent to stand block more, opening themselves to your lows. <br />
<br />
'''Cons:''' Can often lose if the opponent is preemptively pressing an attack that goes under your 5A <br />
<br />
{{{!}} class="mw-collapsible mw-collapsed wikitable"<br />
{{!}}-<br />
{{!}}+'''5A that whiffs on crouchers'''<br />
{{!}}-<br />
!Character<br />
!Move<br />
{{!}}-<br />
{{!}}WArc<br />
{{!}}All Moons<br />
{{!}}-<br />
{{!}}Akiha<br />
{{!}}Crescent Moon<br />
{{!}}-<br />
{{!}}VAkiha<br />
{{!}}Crescent Moon<br />
{{!}}-<br />
{{!}}Hisui<br />
{{!}}Crescent Moon <br />
{{!}}-<br />
{{!}}Mech-Hisui<br />
{{!}}Crescent Moon <br />
{{!}}-<br />
{{!}}Kohaku<br />
{{!}}Crescent Moon<br />
{{!}}-<br />
{{!}}Nanaya<br />
{{!}}All Moons<br />
{{!}}-<br />
{{!}}Nero<br />
{{!}}All Moons<br />
{{!}}-<br />
{{!}}Ryougi<br />
{{!}}Half Moon* Note 1<br />
{{!}}-<br />
{{!}}Warachia<br />
{{!}}Full Moon<br />
{{!}}-<br />
{{!}}}<br />
</div><br />
</div><br />
<br />
*Note 1: Half Moon Ryougi is the only character that will get a shield instead of a throw when doing 5A6E, so while it does whiff, she can't use this OS. Reasons as to why are unknown, spaghetti code is the most likely one.<br />
<br />
===Crouch Tech (1A+D)===<br />
One of the most common OS is also found here. Picture this situation.<br />
<br />
-Your opponent has finished their blockstring with a Rebeat and are now +1, and they are using their dash to close the gap, their most likely options are one of these two, another 5A/2A to restart pressure, or a throw. Since they are really fast, you can't react to which one they are going to do, so you have to predict, right?<br />
<br />
By doing 1A+D as they are next to you, one of two things will happen<br />
<br />
-If they do the 2A/5A, it will get shielded.<br />
<br />
-If they go for the throw, you'll get the throw tech.<br />
<br />
Depending on your moon, you'll want to add different things you do after the 1A+D<br />
<br />
''-Crescent:'' 1A+D~A. If you shield, a 2A will come out, if you throw tech, the A input won't result in an attack.<br />
''-Half:'' Since your shield is automatic, just do 1A+D.<br />
<br />
''-Full:'' 1A+D~236D/Special input of your choice: Same logic with Crescent. Since Full can instead choose to use a special instead of their normal shield counter, you can decide which one to use depending on the situation.<br />
<br />
'''Pros:''' A lot of the regular pressure in Melty is now easier to dealt with, forces your opponent to restructure their offense, often with more risky alternatives.<br />
<br />
'''Cons:''' If they do nothing, choose to go with an air dash, or dash and do a 5B/5C to crush your low shield, it will give them a counter hit starter, so the risk of failing to crouch tech is high.<br />
<br />
===Anti-Shield Counter OS (1A71A)===<br />
This is an OS that's specially useful against Half Moon as they cannot change the timing that they shield counter. It goes as follows:<br />
<br />
-If they block your first 2A, a second one will come out.<br />
<br />
-If they shield it, you will jump cancel the 2A and block their shield counter.<br />
<br />
'''Pros:''' Makes a lot of your pressure safer, can be used to combat crouch tech or characters with specially deadly shield counter follow-ups.<br><br />
'''Cons:''' Less reliable against Full, and very risky against Crescent, since their shield follow-up will often be a normal, which can hit you while air blocking. Also, if they simply get hit, you'll jump cancel away, ending your pressure most of the time.<br />
<br />
===Anti-Heat OS (2AA 5B+D)===<br />
Whenever the opponent has access to Heat, you can use this OS. It would look like this in practice:<br />
<br />
-If they don't Heat, you initiate your blockstring or combo.<br />
<br />
-If they Heat, your 2A will cancel into a shield.<br />
<br />
Note: Does not lead into a confirm if the character lacks a self-chaining 2A like C-Seifuku<br />
<br />
'''Pros:''' Allows you to punish Heat while also keeping your advantage<br />
<br />
'''Cons:''' Can often lose against other reversals<br />
<br />
===Anti-Bunker OS (5A6EEE)===<br />
Specially useful against Half Moon players that have a habit of using Bunker whenever they find themselves in a tough spot. Contrary to the 5A6E OS, your 5A needs to not whiff on crouchers to effective.<br />
<br />
Note: Does not work if you are Half Moon yourself or if you can't self-chain your 5A like F-Ries.<br />
<br />
-If they block, you keep doing 5As.<br />
<br />
-If they shield bunker, you will throw them.<br />
<br />
'''Pros:''' Still grants you a blockstring while not having to hard call out the bunker.<br />
<br />
'''Cons:''' Doesn't work in all ranges, and you also don't really force a mix-up aside of bunker or no bunker, but this can be remedied if you deliberately go for other blockstring options.<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Kouma_Kishima/Crescent_Moon&diff=239786Melty Blood/MBAACC/Kouma Kishima/Crescent Moon2023-02-09T15:59:39Z<p>EikaMikiku: /* Overview */ STUPID BITCH FUCK YOUR MEMES :)</p>
<hr />
<div>{{TOC limit|3}}<br />
==Character Page Progress ==<br />
{{#lst:Melty_Blood/MBAACC:Roadmap|C-Kouma}}<br />
<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=c&p1char=kouma C-Kouma Match Video Database]<br><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name!! width="85"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=c&p1char=kouma&p1name=akatsuki%20(%E6%9C%B1%E6%9C%88) akatsuki<br>(朱月)]|| style="text-align:center;"|<br />
[[File:Kouma Color16.png|50px]]<br />
| Japan || A-cho,<br>KorewaMelty,<br>Play Spot BIG ONE 2nd || Active || Very technical, the JP Kouma to watch for loops and optimal conversions.<br />
<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=c&p1char=kouma&p1name=ari%20(%E3%81%82%E3%82%8A) ari<br>(あり)]|| style="text-align:center;"|<br />
[[File:Kouma Color09.png|50px]]<br />
| Japan || Kirisugu, KorewaMelty || Inactive || Shows off strong tick throws and post throw mixups. Displays very strong movement using his ground dash and momentum drift to maneuver even the most difficult matchups.<br />
<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=c&p1char=kouma&p1name=Inami Inami]|| style="text-align:center;"|<br />
[[File:Kouma Color12.png|50px]]<br />
| North America || Netplay || Inactive || Positions herself aggressively, using preemptive buttons to score rewarding counter-hits. Shows off good pressure and has a lot of footage to watch showing technical aspects of C-Kouma.<br />
<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=c&p1char=kouma&p1name=JIN JIN<br>(JIN#7090)]|| style="text-align:center;"|<br />
[[File:Kouma Color29.png|Color|50px]]<br />
| Japan || A-cho,<br>Nihonbashi Athena || Active || The gold standard for C-Kouma. Shows off many of C-Kouma's unique answers to situations. Strong combos, pressure, defense, and neutral allow him to use C-Kouma at a very high level. Occasionally posts tech to his [https://twitter.com/JIN_kouma29 Twitter]. Very ready to answer questions on Discord if you ask!<br />
<br />
|-<br />
| Lily<br>(Lilianna#1381)|| style="text-align:center;"|<br />
[[File:Kouma Color19.png|50px]]<br />
| North America || Netplay || Inactive || Found in the Melty Blood Community Server and Meltycord. Shows off a more grounded game with C-Kouma, utilizing many dash unders and grounded anti airs. Frequently will play for time out.<br />
<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=c&p1char=kouma&p1name=mudaniku%20(%E3%82%80%E3%81%A0%E3%81%AB%E3%81%8F) mudaniku<br>(むだにく)]|| style="text-align:center;"|<br />
[[File:Kouma Color30.png|50px]]<br />
| Japan || A-cho || Inactive || The original great C-Kouma. Footage is a bit outdated, but still shows off strong situational awareness and C-Kouma fundamental concepts.<br />
<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=c&p1char=kouma&p1name=Skeleton Skeleton]|| style="text-align:center;"|<br />
[[File:Kouma Color03.png|50px]]<br />
| North America || Next Level, Netplay || Active || This is my color, don't take it.<br />
<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=c&p1char=kouma&p1name=TRG TRG]|| style="text-align:center;"|<br />
[[File:Kouma Color29.png|Color|50px]]<br />
| Japan || A-cho,<br>Play Spot BIG ONE 2nd || Active || Primarily plays F but shows strong proficiency with C at times too.<br />
<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=c&p1char=kouma&p1name=Zashinu%20(Zash%E7%8A%AC) zashinu<br>(Zash犬)]|| style="text-align:center;"|<br />
[[File:Kouma Color36.png|50px]]<br />
| Japan || A-cho,<br>KorewaMelty,<br>Play Spot BIG ONE 2nd || Inactive || Shows off a proactive style of play that demonstrates how to overwhelm the opponent. Good at making opponents uncomfortable even in advantageous situations. His style sometimes borders on recklessness, leading to volatile results.<br />
|<br />
|}<br />
<br />
== Overview ==<br />
<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
[[File:Kouma's head .png|link=]] '''C-Kouma''' is a hard-hitting stagger pressure king.<br />
|pros=<br />
*'''Large Health Pool''': Has the 5th highest health in the game, which lets him take some more hits than other characters.<br />
*'''High Damage''': Does 4-5k off of every confirm.<br />
*'''Diverse Metered Reversals''': Heat, 22C, 623C, and 214C are all useful reversals, each with their own benefits and counterplay.<br />
*'''Good Stagger Pressure''': Rebeats, a plethora of lows, good stagger windows, vacuuming 5B~[B] and a command grab help make C-Kouma's pressure scary to deal with.<br />
*'''Good Mixups After Command Grab''': C-Kouma gets good setups off of his command grab.<br />
|cons=<br />
*'''Slow Pokes''': Although C-Kouma has the tools to adapt to neutral situations, his slow/stubby buttons mean that he needs to vary his approach to be effective.<br />
*'''Meter Hungry''': Although C-Kouma has many great uses for meter, such as for oki, reversals, and pressure extension, his meter gain is only average.<br />
*'''Mediocre Anti-airs''': 623A and 22A are useful, but can sometimes be beaten out by stronger jump in buttons.<br />
|tablewidth=80<br />
}}<br />
C-Kouma is the version of Kouma that trades away many of Full Moon's more straightforwardly useful tools in exchange for higher damage and a more flexible air game. The biggest difference between C-Kouma and his other two moons is C's ability to cancel air normals like any other character in the game, allowing him to make full use of his high damage air moves in combos. In addition, after C-Kouma recovers from performing an air normal, he retains all of his options! This makes options like rising [[#j.B|j.B]] much more viable. Kouma has quite a few reversal options, in [[#Heat|Heat]], [[#22C|22C]], [[#623C|623C]], and [[#214C|214C]]. Despite these strengths, C-Kouma suffers from a lack of solid ground normals, often forcing him to approach at awkward angles often predictably, making neutral quite difficult.<br />
<br />
== General Gameplan ==<br />
Kouma is a decent grappler with a fairly strong air game. When played properly, he can threaten multiple avenues of attack with his strong forward mobility in conjunction with options like his [[#j.214X|divekicks]], [[#Aerial_Normals|air normals]] that allow action after recovering from a whiff, and of course, his [[#214X|command grab]].<br />
<br />
=== Neutral ===<br />
C-Kouma's neutral can be a bit difficult to navigate due to his smaller overall buttons and somewhat slower frame data. C-Kouma possesses a unique trait to retain air options off of any air button. What C-Kouma lacks in solid options, he makes up for with his versatility in playing neutral. His 5A and 2A are relatively fast at 5 frames, having averagely sized hitboxes and a decent amount of active frames, but have no disjointed hitbox. His 5B and 5C normals are among the slowest of their kind in the game (active on frame 11), and have relatively poor hurtbox placement to boot, making them rather difficult to use in neutral. Kouma's walk speed is pretty slow. His dash and air dash are solid, covering good distance quickly and letting him make the most of his relatively small normals. The grounded dash can sometimes slip under certain moves, like F-Aoko's projetile. C-Kouma's usage of 668 is very strong, allowing him to enter the air and potentially threaten using his dash momentum very well. This allows him to potentially cover large amounts of space quickly using his air dash or covering small space using forward drift out of 668. All of these options come from a rather non-committal action that allows him to conserve multiple options and is key to playing neutral with C-Kouma. His backdash leaves something to be desired, having a fair bit of recovery, making it extremely unsafe to use when not actually dodging a hit. C-Kouma tends to try anti airing with [[#623X|623A]] and [[#22X|22A]] but his strongest anti air option lies within using his dash to get under jumping opponents and catching landings using 2C. C-Kouma can also beat many air moves such as all of F-Ryougi's buttons, C-Arc 63214A/B, or most crossup hitbox moves using his 2B to low profile these moves and score an air counter hit. With meter, you can use [[#j.236X|j.236C]] to anti air and get a combo. Even if it is blocked, it still retains your advantage in nearly any situation it's used in. C-Kouma's j.B is quite active, allowing him to potentially poke out against many moves that extend their hurtbox outwards such as Nero j.C or Kohaku j.B with rather low commitment due to retaining air options on whiff. Using this tool to its full potential helps form a strong core of his air game when combined with the rest of his tool kit. His j.C being a very strong jump in and in the first 3 active frames, actually has a sizable hitbox extending inwards that allows j.C to hit crossup. His [[#j.214X|divekicks]] can be used in a variety of ways to score counter hits, whiff punish from the air, or safely alter landing timing. [[#j.214X|j.214A]] in particular has the strength of being EX cancelable on whiff, allowing you to make it safe with [[#22X|22C]] in many situations. [[#j.214X|j.214B]] performs a bounce back after connecting and allows you to retain any air options you had before you divekicked, while also being EX cancelable on hit/block.<br />
<br />
=== Pressure ===<br />
If you can make it past neutral, Kouma begins to excel - keeping your opponent in a constant state of pressure is the easiest way to victory. Kouma has a lot of different tricks up his sleeve to open people up in just about every way, depending on the opponent. All 3 of his [[#Crouching_Normals|crouching normals]], as well as [[#236X|236A]] (and [[#623X|623B]], if you're a crackhead) hit low, allowing him to effectively catch premature jumpouts, backdashes, and special inputs. [[#6C|6C]] is a standing overhead that, while slow, can be cancelled into any of his normals, allowing a blocked [[#6C|6C]] to continue pressure and a hit [[#6C|6C]] to start a combo. [[#214X|214A]] is your primary mix-up tool, allowing you to punish an enemy complacent in just blocking you. In pressure, staggers are your friend, C-Kouma possesses very long stagger windows on his moves giving him a large variety of timings to perform staggers. Delaying your hits with the right time can mask a dash-in that can let you potentially [[#214X|214A]] or continue the pressure. [[#5B|5B~[B]]] pulls your opponent back towards you, allowing pressure to continue indefinitely without needing to dash back in, should your opponent not contest it. [[#5B|5B~B]] has many different cancel windows that allow you to frame trap, charge, or potentially refresh your normals letting [[#5B|5B]] recover. If your opponent begins to shield as F/H moon [[#5B|5B~[B]]], you can try using [[#236X|236A]] or [[#214X|214A]] to beat the shield attempt from an F/H moon. The key to success is remaining ambiguous by not establishing a recognizable pattern - do different resets in different places with different timings while doing pressure to punish escape attempts that would work if you remained stagnant. Of his moves with advantage on block, [[#2C|2C]] is +1 and [[#236X|236A]] can be plus depending on spacing. After [[#236X|236A]] on block, you can potentially frame trap again with [[#5A|5A]] to continue your turn. When utilizing [[#2A|2A]] whiff in pressure you begin to acquire some nice frame data.<br />
*[[#5B|5B]] becomes -2<br />
*[[#5B|5B~B]] becomes -2<br />
*[[#5C|5C]] becomes +1<br />
*[[#2C|2C]] stays +1<br />
*[[#6C|6C]] becomes 0<br />
You retain the option to whiff cancel into something to score counter hits or hit people jumping out while also remaining ambiguous with possible reset attempts.<br />
Staggering your [[#236X|rekka series]] can be rather effective at catching jump or mash attempts, though they are all shieldable standing. This gives you the option to potentially dash-in after performing your [[#236X|rekka series]] due to the fear of a follow up. Concerning pressure resets, staggered use of your normals can mask a dash-in, [[#5B|5B~[B]]] forgoes the need for one, and a well placed TK [[#j.236X|236C]] will put you closer at considerable advantage if in the corner. Strategic use of divekicks can also be a powerful reset tool, as they will beat out many common low abare tools. It's important to be prepared to respond to EX Guards as C-Kouma, just a couple of EX Guards and C-Kouma's turn is over. Utilizing [[#214X|214A]] and dash-in resets is important in catching out EX Guards.<br />
<br />
=== Okizeme ===<br />
==== Air Throw ender, after BnB, assuming normal wakeup time ====<br />
5B, 2C will hit meaty and will beat low and high shield respectively. For non-meaty options, dash 5B and dash 2B come out decently quickly, and must be shielded in the proper direction, with 5B coming out slowly enough that a bunker inputted immediately will be punished; a dash into 2B can be delayed to a similar effect. Both of these options are effective at beating fuzzy jump with 2B being particularly effective due to being a low. 2C at max range avoids several reversals, allowing a punish. Dash 5A will also hit meaty on many characters, allowing a quick start to pressure. Against opponents who backdash on wakeup, dash 5A/2A > 2C will cover a backdash, as well as dash 5B~B; if the opponent's backdash is airborne, the former is preferable, as the resulting confirm is better and easier. Dash 22A will trade favorably with some reversals. As with pressure, dashing into a delayed 214A can be a good way to punish a complacent opponent. Divekicks and IADs should also be considered when conditioning. Dash tk j.236C when you have the meter to afford it has the use of being very + if blocked, beating most reversals and low shield in addition to most cancel options if shielded standing, trading with wake up bunker, and creating guard break opportunities against jumping opponents.<br />
<br />
==== j.214C ender, after BnB, assuming normal wakeup time ====<br />
Similar to above, but Kouma lands closer to his opponent, allowing for slightly more time to act before the opponent wakes up. This makes dash 5B and 2B hit meaty. 6C is also an option that while not hitting meaty, makes many heat hitboxes whiff. Unlike air throw ender, this leaves you at enough advantage to bait many DPs (except particularly massive ones) by super jumping forward.<br />
<br />
==== 214A or Air Throw > 6C, midscreen ====<br />
Kouma has access to sandoori and drift mixups after these knockdowns. The former consists of a super jump forward and an airdash back coupled with a falling j.C. The j.C can hit (same side, high) or whiff, allowing Kouma to instead use 2A for a fast low or 214A for a command grab. The drift mixup simply involves dashing forward, neutral jumping, and holding back, allowing Kouma to come down on either side of his opponent for a meaty 2A. For both mixups, 5B, 2B, and 214A are useful against opponents who like to shield. You're able to use 22C following a 214A knockdown as well to gain armor and have time to meaty. This armor will allow you to armor through wakeup options such as heat and various other reversals (e.g. Nanaya 623x) and be able to punish.<br />
<br />
=== Defense ===<br />
Being a C-Moon character, Kouma has access to Ex-Guard, a long held shield, and Ex-Shield. Ex-Guard is helpful in every situation, and using it to cause an opponent to whiff can turn the tide in your favor, as a quick low sweep can catch a recovering opponent, or dash 214A can catch one who understands the necessity to block after a whiff. Held shield is especially powerful for Kouma, moreso than other characters, as he can cancel into 214A, which cannot be jumped if cancelled into immediately on the ground, and can catch an airborne opponent landing if delayed slightly. Do however mindful of your opponent's remaining air options when using this option as if they have a double jump or airdash left to cancel into on shield you may end up getting whiff punished. Shield into 22A is another decent option for opponents with multi-hit jump-ins. Ex-Shield into 5A is another powerful anti-jump-in tool that allows Kouma to convert into a corner carrying combo. 2C and 623A are your primary tools for stopping a grounded approach, as they come out pretty quickly, have decent active frames, far reach (comparatively), and enough disjoint to get the job done. 623A and 22A are Kouma's best anti airs, but neither are particularly reliable against some of the stronger jump-ins in the game, so take care to understand their frame data as well as your opponent's. 623A and 5C are good tools for stuffing IADs. Against characters with telegraphed moves with long recovery, especially ones that move them forward (e.g. Satsuki 3[C], Hisui 5[C]), dodge can work wonders in conjunction with a followup 5A or 214A. Notably, Kouma's dash can low profile certain attacks and projectiles, allowing him to escape under opponents or punish through a projectile. Another tool of note when holding pressure in the corner is that 2B and 2C move Kouma forward slightly, allowing you to pull yourself out of the corner and potentially make some IAD buttons whiff, letting you to take the corner and start your own pressure.<br />
<br />
C-Kouma also has a variety of metered reversals, with each one covering different options that the opponent might do. 214C has decently long reach and can latch onto enemy hurtboxes allowing it to disrespect many staggers and make a lot of characters tread carefully and second guess running their pressure. 623C is a DP with a fair bit of invuln that, while not great in terms of catching people above you vertically, does have a lot of horizontal reach allowing it to beat certain strong moves such as C-Nero 5[C] at many ranges, but is also only air unblockable for the first handful of active frames. 22C can function as an opt out against left/right mixups if you don't think that the opponent will meaty with something that they can whiff cancel into shield/throw in reaction to the superflash. j.236C can disrespect improperly timed meaties and function as a costly antiair that confirms into 3k on hit in most cases and if blocked will usually result in either a return to neutral or a scramble situation in your favor. C-Kouma is a character that can easily make a lot of characters think twice about running parts of their offense as long you retain 100 meter to spare. Even without using them, the threat of C-Kouma's reversals can often give you openings to get out if you keep a good eye for them. On the other hand, a savvy opponent expecting a reversal can simply wait for superflash, as all 3 can be punished by an opponent who simply waits and reacts appropriately. Presenting your reversals allows you to gain more options on wakeup if they fear your reversals and elect to wait for the superflash, helping you possibly get your turn back with a more risky option such as wakeup jump, mash, or even dash 2A.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
<br />
===Starters===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent,<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|input=*(2A)/(5A) > 2B > 5B~B > 5C > 2C<br />
|simput=<br />
|note=Your main starter on a grounded opponent. On an airborne opponent, immediately jump-cancel into an air string instead.<br />
}}<br />
}}<br />
<br />
=== Enders ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent,<br />
|damage=<br />
|metergen=<br />
|metero=<br />
|input= *j.BC > AT/j.214C<br />
|simput=<br />
|note=Standard air throw ender OR j.214C for a better knockdown situation and a little more damage.<br />
}}<br />
}}<br />
<br />
=== OTG Pick ups ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=OTG Starter<br />
|damage=1251 (2C Knockdown)<br>826 (236A Knockdown)<br />
|metergen=23.5% (2C Knockdown)<br>17.5% (236A Knockdown)<br />
|metero=7% (2C Knockdown)<br>5.2% (236A Knockdown)<br />
|input=*2AA > 2B<br />
|simput<br />
|note=Midscreen OTG combo. You can chase any tech with a well timed dash 2C.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=OTG Starter<br />
|damage=3381<br />
|metergen=38.9%<br />
|metero=22.5%<br />
|input=*6C > 2C > 236A~delay 236B~236C > j.CB > dj.BC > AT/j.214C<br />
|simput<br />
|note=Can only be performed from 2C or no tech from normal throw.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=OTG Starter, 100% meter<br />
|damage=2893 (2C Knockdown)<br>2580 (236A Knockdown)<br />
|metergen=-84.6% (2C Knockdown)<br>-90.6% (236A Knockdown)<br />
|metero=19.9% (2C Knockdown)<br>18.1% (236A Knockdown)<br />
|input=*tk.236C > sj9.CB > dj.BC > AT/j.214C<br />
|simput<br />
|note=Midscreen OTG relaunch combo. j.236C must be done right after the knockdown to be able to OTG from midscreen.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=OTG Starter, Corner-only<br />
|damage=1836 (2C Knockdown)<br>1427 (236A Knockdown)<br />
|metergen=49% (2C Knockdown)<br>43% (236A Knockdown)<br />
|metero=14.7% (2C Knockdown)<br>12.9% (236A Knockdown)<br />
|input=*2AAAA > 2C > 5AAA > 2B<br />
|simput<br />
|note=Basic corner OTG combo. Most common from stray 236A but can happen from stray 2C as well. You can punish any tech with 2B. You can cut out 1 2A to make punishing techs easier.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=OTG Starter, Corner-only<br />
|damage=1894 (2C Knockdown)<br>1485 (236A Knockdown)<br />
|metergen=51% (2C Knockdown)<br>45% (236A Knockdown)<br />
|metero=15.3% (2C Knockdown)<br>13.5% (236A Knockdown)<br />
|input=*2AAAA > 2C > 5AAA > 5C > 8<br />
|simput=<br />
|note=Corner OTG combo that can be unsafe if you don't jump cancel. You can do iad forwards or backwards to punish a tech with a j.C.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=OTG Starter, Corner-only, 100% meter<br />
|damage=3002 (2C Knockdown)<br>2593 (236A Knockdown)<br />
|metergen=-61.1% (2C Knockdown)<br>-67.1% (236A Knockdown)<br />
|metero=26.9% (2C Knockdown)<br>25.1% (236A Knockdown)<br />
|input=*2AAAA > 2C > tk.236C > sj9.CB > dj.BC > AT<br />
|simput=<br />
|note=OTG relaunch combo using j.236C.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=OTG Starter, Blood Heat<br />
|damage=6200 (2C Knockdown)<br>5826 (236A Knockdown)<br />
|metergen=-All (2C Knockdown)<br>-All (236A Knockdown)<br />
|metero=24.5% (2C Knockdown)<br>22.7% (236A Knockdown)<br />
|input=*2C > AAD<br />
|simput=<br />
|note=OTG Pickup with AAD.<br />
}}<br />
}}<br />
<br />
=== Normal Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|damage=5248 (2B Starter)<br>4875 (5A Starter)<br>4775 (2A Starter)<br />
|metergen=81% (2B Starter)<br>84% (5A Starter)<br>84.5% (2A Starter)<br />
|metero=24.3% (2B Starter)<br>25.2% (5A Starter)<br>25.3% (2A Starter)<br />
|input=*(5A/2A) > 2B > 5B~B > 5C > 2C > 236A~236C > j.CB > dj.BC > AT/j.214C<br />
|simput=<br />
|note=This is his most basic bread and butter combo. It does the most damage when started with 2B and has to be used at close range. May have to omit 5B~B depending on your distance on the starter.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|damage=5498 (2B starter)<br>5109 (5A Starter)<br>5009 (2A Starter)<br />
|metergen=84.5% (2B starter)<br>87.5% (5A Starter)<br>88% (2A Starter)<br />
|metero=25.3% (2B starter)<br>26.2% (5A Starter)<br>26.4% (2A Starter)<br />
|input=*(5A/2A) > 2B > 5B~B > 5C > 2C > 236A~delay 236B~236C > j.CB > dj.BC > AT/j.214C<br />
|simput=<br />
|note=The standard BnB you should be trying to go for. Due to distance you may have to cut 5B~B out of the combo for 2C to connect. The delay on 236B is done to make sure 236C connects on certain characters such as Ryougi and Ciel.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|damage=5615 (2B starter)<br>5219 (5A Starter)<br>5119 (2A Starter)<br />
|metergen=89.5% (2B starter)<br>92.5% (5A Starter)<br>93% (2A Starter)<br />
|metero=26.8% (2B starter)<br>27.7% (5A Starter)<br>27.9% (2A Starter)<br />
|input=*(5A/2A) > 2B > 5B~B > 5C > 2C > 236A~delay 236B~236C~delay 236C > delay j.CB > sdj.BC > AT/j.214C<br />
|simput=<br />
|note=The most optimized universal BnB. It takes a bit of work to properly land. The final rekka extension can be added onto any rekka sequence. The final rekka extension is much easier at higher gravities, making it useful after long combos such as loops.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|damage=4975 (2B Starter)<br>4613 (5A Starter)<br>4513 (2A Starter)<br />
|metergen=58.5% (2B Starter)<br>61.5% (5A Starter)<br>62% (2A Starter)<br />
|metero=18.6% (2B Starter)<br>19.5% (5A Starter)<br>19.7% (2A Starter)<br />
|input=*(5A/2A) > 2B > 5B~B > 5C > 2C > 236A~delay 236B~delay 236C~delay 236C~236C<br />
|simput=<br />
|note=This is a full rekka combo that will throw the opponent into the corner. This can be used to create a heat opportunity or tech trap. You can cut out any rekka before 236C as well for faster routing into rekka ender to avoid things like burst. You can catch any tech using 2B. If they don't tech, you get a safejump using j.C.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100%/200% meter<br />
|damage= 5864 (2B Starter)<br>5435 (5A Starter)<br>5335 (2A Starter)<br />
|metergen= -33.2% (2B Starter)<br> -30.2% (5A Starter)<br>-29.7% (2A Starter)<br />
|metero= 32% (2B Starter)<br>32.9% (5A Starter)<br>33% (2A Starter)<br />
|input=* (5A/2A) > 2B > 5B~B > 5C > 2C > 236A~delay 236B~delay 236C >delay tk.236C > sj8.C > dj.CB > AT/j.214C<br />
|simput=<br />
|note= Meter dump combo, can also be ended in j.214C for better oki from MAX. If performed in the corner the air combo should be performed as sj8.CB > dj.BC > AT. Good way to get the most out of your damage.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=5B CH starter, grounded opponent<br />
|damage=5864<br />
|metergen=84.5%<br />
|metero=25.3%<br />
|input=*CH 5B~[B] > 2B > 5C > 2C > 236A~delay 236B~236C > j.CB > dj.BC > AT/j.214C<br />
|simput=<br />
|note= High damaging combo from a counterhit 5B. This allows you to combo into 5B[B], pulling them back in to get more normals in even from a range. More common to have happen because of 5B's slow speed letting it stagger easy. Also effective at crushing low shield.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=6C starter, crouching opponent, far range<br />
|damage=4636<br />
|metergen=65.5%<br />
|metero=19.6%<br />
|input=* 6C > 2C > 236A~delay 236B~236C> j.CB > dj.BC > AT/j.214C<br />
|simput=<br />
|note= More common 6C hit 1-2 character lengths away. If you've already used 2C, you can go right into 236A.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=6C starter, crouching opponent, close range<br />
|damage=5737<br />
|metergen=98%<br />
|metero=29.4%<br />
|input=*6C > 2A > 2B > 5B~B > 5C > 2C > 236A~delay 236B~236C > j.CB > dj.BC > AT/j.214C<br />
|simput=<br />
|note= Point blank 6C confirm with all normals available. You can cut out any normal you don't have available after 6C, since 6C combos into 236A.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=214A [4] Midscreen starter<br />
|damage=3702<br />
|metergen=40%<br />
|metero=14.2%<br />
|input=* 214A [4], 66 5C > j.CB > dj.BC > AT<br />
|simput=<br />
|note=This works from about the middle of the screen. It's possible to fit a 5A in before 5C for slightly higher damage and meter gain for increased effort.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=214A [4] Near corner starter<br />
|damage=4019<br />
|metergen=55.5%<br />
|metero=18.8%<br />
|input=* 214A [4], 2C > 236A~delay 236B~236C > j.CB > dj.BC > AT/j.214C<br />
|simput=<br />
|note=The highest damage pickup not counting loops from your wall slam follow-up. To get a feel for the spacing, jump behind your opponent in training mode from their starting space and 214A [4] from there, this position is nearly the max range.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|characters=Everyone except Kouma<br />
|damage=5805 (2B Starter)<br>5302 (2A Starter)<br />
|metergen=99% (2B Starter)<br>102.5% (2A Starter)<br />
|metero=29.7% (2B Starter)<br>30.7% (2A Starter)<br />
|input=* (2A) > 2B > 5B(~B) > 5C > 2C > (delay) 5A > 236A, 5A > 236A~delay 236B~236C~delay 236C > j.CB > dj.BC > AT/j.214C<br />
|simput=<br />
|note=The nearly universal single rep 236A loop. Most characters require a delay for the first 5A, or else the first 236A will whiff. A couple of characters will make 5A whiff if you do 5B~B in the corner, use 5B in those situations instead. Replace all 5A's with 2A's and omit 5B~B on Necos, because 5A will whiff due to their small hurtbox, and 5B~B will push them out of range of your 2A.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Airborne CH starter<br />
|damage=3329 (j.A Starter)<br>3631 (j.B Starter)<br>3851 (j.C Starter)<br />
|metergen=46% (j.A Starter)<br>49.5% (j.B Starter)<br>52% (j.C Starter)<br />
|metero=13.8% (j.A Starter)<br>14.8% (j.B Starter)<br>15.6% (j.C Starter)<br />
|input=* CH j.A/B/C, 5A > 5C > j.CB > dj.BC > AT<br />
|simput=<br />
|note= Most basic air CH pickup. If you catch with 5A too high you may have to do (j.C > dj.CB > AT) for your air combo.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Airborne CH starter<br />
|damage=3833 (j.A Starter)<br>4237 (j.B Starter)<br>4431 (j.C Starter)<br />
|metergen=58.5% (j.A Starter)<br>62% (j.B Starter)<br>64.5% (j.C Starter)<br />
|metero=17.5% (j.A Starter)<br>18.6% (j.B Starter)<br>19.3% (j.C Starter)<br />
|input=* CH j.A/B/C, 2C > 236A~delay 236B~236C > j.CB >dj.BC > AT/j.214C<br />
|simput=<br />
|note= The common pickup you should try to aim for from any CH that launches the opponent. High damage for how basic it is.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Airborne CH starter<br />
|damage=4207 (j.A Starter)<br>4606 (j.B Starter)<br>4826 (j.C Starter)<br />
|metergen=68.5% (j.A Starter)<br>72% (j.B Starter)<br>74.5% (j.C Starter)<br />
|metero=20.5% (j.A Starter)<br>21.6% (j.B Starter)<br>22.3% (j.C Starter)<br />
|input=* CH j.A/B/C, 6C, 2C > 236A~delay 236B~236C > j.CB > dj.BC > AT/j.214C<br />
|simput=<br />
|note= Optimal universal air CH pickup. In most cases your air CH needs to happen while your falling to have enough time to land into 6C. Very high damage and sets up the chance to perform loops.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=gAT starter<br />
|damage=3008<br />
|metergen=46%<br />
|metero=13.8%<br />
|input=* gAT, delay 5AA > 5C > j.CB > dj.BC > AT<br />
|simput=<br />
|note= Basic gAT combo. Deals decent damage for how easy it is.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=gAT starter<br />
|damage=3139<br />
|metergen=49%<br />
|metero=14.7%<br />
|input=* gAT, delay 5A > 236A~delay 236B~236C > j.CB > dj.BC > AT<br />
|simput=<br />
|note=Optimal universal gAT combo. Grants more meter, damage, and corner carry.<br />
}}<br />
}}<br />
<br />
=== Corner Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100%/200% meter<br />
|damage=5905 (2B Starter)<br>5471 (5A Starter)<br>5371 (2A Starter)<br />
|metergen=-27.7% (2B Starter)<br>-24.7% (5A Starter)<br>-24.2% (2A Starter)<br />
|metero=34.7% (2B Starter)<br>35.6% (5A Starter)<br>35.8% (2A Starter)<br />
|input=*(5A/2A) > 2B > 5B~B > 5C > 2C > 236A~delay 236C > delay j.C > j.236C > sj8.BC > dj.CB > AT/j.214C<br />
|simput=<br />
|note= Corner exclusive rejump j.236C combo. It adds a small amount of damage over the normal j.236C launch combo but generates more meter.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=214A [4] starter, cornered<br />
|damage=3788<br />
|metergen=46%<br />
|metero=16%<br />
|input=* 214A [4], delay 5AA > 5C > j.CB > dj.BC > AT<br />
|simput=<br />
|note= This combo is performed while in the corner most often from 5D > 214A. Basic follow-up that allows you to take the corner for your own pressure and okizeme. Against Roa, you have to microwalk out of the corner to keep Roa in the corner.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=214A [4] starter, cornered<br />
|damage=3908<br />
|metergen=49%<br />
|metero=16.9%<br />
|input=* 214A [4], delay 5A > 236A~delay 236B~236C > j.CB > dj.BC > AT/j.214C<br />
|simput=<br />
|note= More optimal version of the above combo. Highest damage universal 214A [4] route from the corner. Against Roa, you have to microwalk out of the corner to keep Roa in the corner.<br />
}}<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=MBCKouma5A.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=400<br />
|reddamage=196<br />
|proration=70% (O)<br />
|circuit=3.0%<br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|frameAdv=0<br />
|invuln=<br />
|description=Pretty good poke, all things considered. Hits crouchers, works well in stagger pressure, and is a good followup after EX shield.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=MBCKouma5B.png<br />
|image2=MBCKouma5BB.png<br />
|image3=MBCKouma5BXB.png<br />
|caption=5B<br />
|caption2=5B~B<br />
|caption3=5B~[B]<br />
|name=5B<br />
|linkname=5B<br />
|input=5B~B/[B]<br />
|data=<br />
{{AttackData-MB<br />
|version=5B<br />
|damage=600<br />
|reddamage=441<br />
|proration=85% (O)<br />
|circuit=6.0%<br />
|cancel=N, SP, -CH-, EX, (J)<br />
|guard=LH<br />
|startup=11<br />
|active=4<br />
|recovery=17<br />
|frameAdv=-6<br />
|invuln=<br />
|description=A slow, but far reaching normal with decent horizontal disjoint mostly used in combos or pressure, but can be used to good effect as a meaty, as at the range at which air throw ender puts you, this will avoid heat setups, as well as blow up low shield. Because it has a followup, you can punish dodge as well.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~B<br />
|damage=700<br />
|reddamage=441<br />
|proration=100%<br />
|circuit=7.0%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=10<br />
|active=6<br />
|recovery=14<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Used in pressure to catch people expecting 5B~[B], as well as punishing dodges and backdashes if close enough (the latter is usually only worthwhile if said backdash isn't airborne, due to Kouma's lackluster confirms off an airborne 5B hit). Can be half charged.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~[B]<br />
|damage=700<br />
|reddamage=441<br />
|proration=100%<br />
|circuit=7.0%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=23<br />
|active=6<br />
|recovery=14<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Pulls the opponent toward you on block or hit, allowing pressure to continue if uncontested. Has a 9 frame gap meaning the opponent can potentially mash out with faster normals if they respond quickly enough.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MBCKouma5C.png<br />
|caption=<br />
|name=5C<br />
|linkname=5C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=900<br />
|reddamage=784<br />
|proration=90% (O)<br />
|circuit=9.0%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=11<br />
|active=4<br />
|recovery=21<br />
|frameAdv=-7<br />
|invuln=<br />
|description=As fast as 5B, but a bit higher reaching, so should be used instead in neutral.<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=MBCKouma2A.png<br />
|caption=<br />
|name=2A<br />
|linkname=2A<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=196<br />
|proration=70% (O)<br />
|circuit=3.5%<br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=L<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|frameAdv=0<br />
|invuln=<br />
|description=Fairly standard 2A. Hits low. Use in pressure to condition against escape attempts that require not holding down, such as any special move, backdash, or jump.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=MBCKouma2B.png<br />
|caption=<br />
|name=2B<br />
|linkname=2B<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=600<br />
|reddamage=392<br />
|proration=85% (O)<br />
|circuit=7.0%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=9<br />
|active=6<br />
|recovery=9<br />
|frameAdv=0<br />
|invuln=<br />
|description=Reach isn't the greatest but a useful pressure tool thanks to being 0 on block, moving you forward, and even keeping you just barely in range for a command grab when blocked at point blank. Hits low, and is generally your best starter. Used to beat standing shield and set up a 50/50 in the corner on some characters when followed with 214a on block. Keeps a low profile and moves you forward, so can be good for last-second repositioning to beat a jump in.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=MBCKouma2C.png<br />
|caption=<br />
|name=2C<br />
|linkname=2C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=950<br />
|reddamage=568<br />
|proration=65% (O)<br />
|circuit=9.5%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=10<br />
|active=3<br />
|recovery=14<br />
|frameAdv=1<br />
|invuln=<br />
|description=A very strong sweep. With "only" 9 frames of startup and a decently large hitbox, dashing 2C will catch many grounded opponents off guard. Keeps a low profile and moves you forward, so can be good for last-second repositioning to beat a jump in.<br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MBCKoumajA.png<br />
|caption=<br />
|name=j.A<br />
|linkname=j.A<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=147<br />
|proration=75% (O)<br />
|circuit=3.0%<br />
|cancel=SE, N, SP, EX, J<br />
|guard=LHA<br />
|startup=5<br />
|active=4<br />
|recovery=10<br />
|frameAdv=<br />
|invuln=<br />
|description=Standard j.A, used to snipe slower moves out of startup for a counter hit.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MBCKoumajB.png<br />
|caption=<br />
|name=j.B<br />
|linkname=j.B<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=650<br />
|reddamage=441<br />
|proration=90% (O)<br />
|circuit=6.5%<br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=7<br />
|active=6<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=A deceptively strong tool in neutral game. Works well beating out other air options due to its 6 active frames, and functions well in an [[Melty_Blood/Glossary#Instant_Air_.28Back.29Dash_.28IAD.2FIABD.29|IAD]].<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MBCKoumajC.png<br />
|caption=<br />
|name=j.C<br />
|linkname=j.C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=900<br />
|reddamage=588<br />
|proration=90% (O)<br />
|circuit=9.0%<br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=11<br />
|active=5<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=Your biggest, slowest, hardest hitting air normal. Has good downward reach.<br />
}}<br />
}}<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MBCKouma6C.png<br />
|caption=<br />
|name=6C<br />
|linkname=6C<br />
|input=<br />
|data=<br />
{{AttackData-MB<br />
|damage=1000<br />
|reddamage=784<br />
|proration=65% (M)<br />
|circuit=10.0%<br />
|cancel=N, SP, EX, (J)<br />
|guard=HA<br />
|startup=28<br />
|active=5<br />
|recovery=16<br />
|frameAdv=-4<br />
|invuln=<br />
|description=A very telegraphed overhead, but strong nonetheless. Can be cancelled into normals on block or hit, allowing a full combo or continuing pressure after. Your best pickup for OTG and air counter hits.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MBCKoumaThrow.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=6/4A+D<br />
|data=<br />
{{AttackData-MB<br />
|damage=1300<br />
|reddamage=784<br />
|proration=70%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=<br />
|description=Despite the fact that Kouma has access to a command grab, this is still really strong. Ground techable, but you can punish any tech from anywhere onscreen with dash 2C into your combo, and you can sometimes punish no tech with 6C OTG (Some characters are too short to be hit where they land, but of these, many can be hit by microwalking before 6C).<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MBCKoumaThrowAir.png<br />
|caption=<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.6/4A+D<br />
|data=<br />
{{AttackData-MB<br />
|damage=1600<br />
|reddamage=588<br />
|proration=30%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Decent air ender, allows for 5B or 2C [[Melty_Blood/Glossary#Meaty|meaty]] without moving or 5A/2A meaty after a dash forward. Ground bounces the opponent when done raw.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MBCKoumaShieldBunker.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data=<br />
{{AttackData-MB<br />
|version=Bunker<br />
|damage=500<br />
|reddamage=196<br />
|proration=50%<br />
|circuit=0.0%<br>(-50.0% in blockstun)<br />
|cancel=<br />
|guard=LHA<br />
|startup=26<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=196<br />
|proration=50%<br />
|circuit=0.0%/-50.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=A fairly standard shield bunker.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Heat</span> =====<br />
{{MoveData<br />
|image=MBCKoumaHeat.png<br />
|name=Heat<br />
|linkname=Heat<br />
|input=A+B+C<br />
|caption=<br />
|data=<br />
{{AttackData-MB<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=-100.0% (min)<br />
|cancel=<br />
|guard=U<br />
|startup=16<br />
|active=2<br />
|recovery=25<br />
|frameAdv=<br />
|invuln=Full 1-17<br />
|description=Despite having many metered reversal options, heat remains a staple, as its lack of super flash makes reacting to it much more difficult.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MBCKoumaCircuitSpark.png<br />
|image2=MBCKoumaCircuitSparkAir.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=A+B+C during hitstun/blockstun at MAX<br />
|caption=<br />
|data=<br />
{{AttackData-MB<br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
<br />
=== Special Moves ===<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=MBCKouma236A.png<br />
|image2=MBCKouma236B.png<br />
|image3=MBCKouma236C1.png<br />
|image4=MBCKouma236C2.png<br />
|image5=MBCKouma236C3.png<br />
|name=Buza Palm<br />
|linkname=236X<br />
|input=236A/B/C (No EX)<br>(236A~236B~236C~236C~236C)<br />
|caption=A<br />
|caption2=B<br />
|caption3=C<br />
|caption4=~236C 1<br />
|caption5=~236C 2<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=500<br />
|reddamage=392<br />
|proration=70% (O)<br />
|circuit=3.5%<br />
|cancel=-CH-, -EX-<br />
|guard=L<br />
|startup=15<br />
|active=4<br />
|recovery=15<br />
|frameAdv={{Tooltip | text=-1| hovertext=Point-blank advantage.}}<br />
|invuln=Super Armor 4-11<br />
|description=This is probably Kouma's most useful rekka. It is used in his standard combo and can be used as a stagger in strings. There is super armor on the startup of this version so if timed correctly, it can be used to poke out of moves or setups that have short active frames, like F-Akiha's flame pillars. When used in a string, this rekka is best used at the end of your string since it can go from -1 to +3 on block depending of the distance, leaving Kouma open to do more mixup options.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=800<br />
|reddamage=392<br />
|proration=70% (O)<br />
|circuit=3.5%<br />
|cancel=-CH-, -EX-<br />
|guard=LH<br />
|startup=11<br />
|active=3<br />
|recovery=21<br />
|frameAdv=-9<br />
|invuln=<br />
|description=Used in combos, or staggered after 236A<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=C<br />
|damage=800<br />
|reddamage=490<br />
|proration=70% (O)<br />
|circuit=8.0%<br />
|cancel=-CH-<br />
|guard=LH<br />
|startup=11<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-6<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~236C (1)<br />
|damage=500<br />
|reddamage=294<br />
|proration=65% (O)<br />
|circuit=5.0%<br />
|cancel=(CH)<br />
|guard=LHA<br />
|startup=12<br />
|active=4<br />
|recovery=22<br />
|frameAdv=-8<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~236C (2)<br />
|damage=2100<br />
|reddamage=<br />
|proration=<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=This isn't an EX, just a third rekka. It can be input two additional times for (respectively) an upward reaching air-blockable hit and an air grab. Notably, even if the second 236C is blocked, the air grab can (and typically will) still work. The grab throws the opponent full screen with a techable knockdown that can be punished at all ranges, so is best not teched at all. As such you can sometimes get a heat off. If your opponent knows this, however, they might tech in scenarios where they expect your heat, so opting not to heat and instead waiting to punish a tech can lead to big damage.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MBCKouma623A.png<br />
|image2=MBCKouma623B.png<br />
|image3=MBCKouma623BX.png<br />
|image4=MBCKouma623C.png<br />
|name=Asamprajnata<br>(EX: Unicorn - Indra's Net)<br />
|linkname=623X<br />
|input=623A/B/C<br>(623B~236X)<br />
|caption=A<br />
|caption3=B<br />
|caption4=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=800<br />
|reddamage=490<br />
|proration=70% (O)<br />
|circuit=10.0%<br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=9<br />
|active=8<br />
|recovery=13<br />
|frameAdv=-3<br />
|invuln=<br />
|description=A subpar launcher, but one of your better anti-airs and anti-approach tools. Will trade or beat cleanly many approach options due to its 8 active frames and good hitbox, though will lose to any move with a low profile. Useful as a launcher in specific matchups where getting off the ground quickly is necessary (e.g. Nero).<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=400*2, 800 (1400)<br />
|reddamage=(1027)<br />
|proration=100%<br />
|circuit=3.0%*2, 8.0% (14.0%)<br />
|cancel=-CH-<br />
|guard=L, LH<br />
|startup=6<br />
|active=6 (6) 3<br />
|recovery=35<br />
|frameAdv=-29<br />
|invuln=High 1-5<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~236X<br />
|damage=600 (1877)<br />
|reddamage=(1417)<br />
|proration=80% (M)<br />
|circuit=6.0% (20.0%)<br />
|cancel=<br />
|guard=LHA<br />
|startup=14<br />
|active=2<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=A very unsafe multi-hit DP. The move starts with a bit of upper-body invulnerability, but is not a good or reliable anti-air. Inputting 236X afterwards does a followup kick that causes a techable ground bounce. Can be used sparingly to catch fleeing opponents, as it remains air unblockable until the followup. Interestingly, the first hit is low.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=800*2, 400*6 (3270)<br />
|reddamage=(2824)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH (2), LHA (4)<br />
|startup=4+3<br />
|active={{Tooltip | text=6 (2) 13| hovertext=2, 4 (2) 3, 2, 2, 2, 2, 2}}<br />
|recovery=36<br />
|frameAdv={{Tooltip | text=-24| hovertext=Best-case advantage. (On corner-backed opponent)}}<br />
|invuln=Full 1-11<br />
|description=A very situational reversal. Air unblockable for the first few hits, so can be used in matchups where the opponent hangs in the air on your wakeup (e.g. C-Roa).<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MBCKouma214A.png<br />
|image2=MBCKouma214B.png<br />
|image3=MBCKouma214AB2.png<br />
|image4=MBCKouma214AB4.png<br />
|image5=MBCKouma214AB236C.png<br />
|image6=MBCKouma214C.png<br />
|name=Cremation<br>(EX 1: Unicorn - Purifying Flame Ecstasy)<br>(EX 2: Unicorn - Endowed With Destruction)<br />
|linkname=214X<br />
|input=214A/B/C<br>(214A/B~2/4/236C)<br />
|caption=A<br />
|caption2=B<br />
|caption3=~2<br />
|caption4=~4<br />
|caption5=~236C<br />
|caption6=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br>~2/4<br />
|damage=2000<br>2200/2700<br />
|reddamage=1470<br>980/1470<br />
|proration=100%<br>100%/25%<br />
|circuit=0.0%<br />
|cancel=(CH)<br />
|guard=U<br />
|startup=4<br />
|active=1<br />
|recovery=27<br />
|frameAdv=<br />
|invuln=<br />
|description=The most important tool in your kit. A very fast command grab with a very easy input means this move can be done very quickly. Applications include in close stagger pressure, after a reset, and after a held shield. After a successful grab, you can hold 2, 4, or input 236/623C for different followups. Doing none causes the enemy to be dropped at Kouma's feet with plenty of time to set up. Holding 2 causes Kouma to throw the enemy to the ground on his opposite side, dealing more damage but switching side and reducing the amount of time the enemy takes to recover. Holding 4 will cause Kouma to throw the enemy backwards, hitting the wall if close enough, and is comboable.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br>~2/4<br />
|damage=2000<br>2200/2700<br />
|reddamage=1470<br>980/1470<br />
|proration=100%<br>100%/25%<br />
|circuit=0.0%<br />
|cancel=(CH)<br />
|guard=U<br />
|startup=29<br />
|active=1<br />
|recovery=14<br />
|frameAdv=<br />
|invuln=<br />
|description=A command grab with much larger but far more telegraphed. Generally better to avoid, though can be easier in some setups due to the startup time, meaning there is no need to stagger instead of cancelling any normal immediately. Like the A version, after a successful grab, you can input a followup.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=A/B~623C<br>A/B~236C<br />
|damage=3000<br />
|reddamage=2164<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=The highest damage followup after 214A/B if you're not close enough to the corner to combo after 214A/B~4, generally used to ensure a kill. Either 623C or 236C can be used to the same effect.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=3200<br />
|reddamage=(2254)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=U<br />
|startup=6+7<br />
|active=1<br />
|recovery=36<br />
|frameAdv=<br />
|invuln=Full 1-12<br />
|description=A reversal EX command grab. Can be jumped on reaction, but has full body invulnerability until after the grab, so it is used best while being pressured by a grounded opponent or on wakeup.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">22X</span> =====<br />
{{MoveData<br />
|image=MBCKouma22A.png<br />
|image2=MBCKouma22B.png<br />
|image3=MBCKouma22C.png<br />
|name=Plated God<br />
|linkname=22X<br />
|input=22A/B/C<br />
|caption=A<br />
|caption2=B<br />
|caption3=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1000<br />
|reddamage=735<br />
|proration=75% (O)<br />
|circuit=8.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=9<br />
|active=4<br />
|recovery=32<br />
|frameAdv=-8<br />
|invuln=Reflect 9-13<br>Super Armor 6-22<br />
|description=A decent armored anti-air that launches on hit. Can only be confirmed on counter hit. Has projectile reflection properties. Its strangely shaped hitbox makes it good for beating out moves with low hurtboxes or generally catching any airborne opponent not already directly over you.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=58| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=Full 6-25<br>Super Armor 26-37<br />
|description=Looks similar to 22A, but has no hitbox. Instead, Kouma dashes forward after a delay with a decent amount of invulnerability and armor. Used in specific matchups to safely close distance (e.g. C-Roa).<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=1000<br />
|reddamage=588<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8+12<br />
|active=2<br />
|recovery=26<br />
|frameAdv=-10<br />
|invuln=Full 1-8<br>Reflect 9-32<br>Super Armor 9-157<br />
|description=Similar to 22A, but with key differences. Notably, has some startup invulnerability immediately followed by super armor that lasts until a couple seconds after the move ends, persisting through Kouma's other actions. The hitbox of the move itself is larger, though air blockable. Similarly, it can only be confirmed on a counter hit. Can be thrown before active frames on reaction to super flash. Key points of how armor functions are very helpful in understanding the applications of this move: Any time Kouma is hit, he will continue to do whatever he was doing after a short delay. This can cause Kouma to become stun-locked, but unlike in a combo, there is no push-back for the attacker. Additionally, these hits can be cancelled as normal, so an opponent that hits the armor at the start of this move can avoid being counter-hit by it simply by jump cancelling, as it is air blockable. Despite this, when used appropriately, it can be an extremely powerful tool that discourages opponents from contesting you, allowing more opportunities for command grabs during the period of armor after its use.<br />
}}<br />
}}<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=MBCKoumaj236AB.png<br />
|image2=MBCKouma623BX.png<br />
|image3=MBCKoumaj236C.png<br />
|name=Asamprajnata (Air)<br>(EX: Unicorn - Indra's Net)<br />
|linkname=j.236X<br />
|input=j.236A/B/C<br>(j.236A/B~236X)<br />
|caption=A/B<br />
|caption3=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=800<br />
|reddamage=588<br />
|proration=100%<br />
|circuit=8.0%<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=10<br />
|active=3<br />
|recovery=<br />
|frameAdv=-9 (TK)<br />
|invuln=<br />
|description=A single hit air kick that can be followed up. Generally not used in favor of j.236B.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=500, 700 (1096)<br />
|reddamage=(809)<br />
|proration=100%<br />
|circuit=5.0%, 6.0% (11.0%)<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=8<br />
|active={{Tooltip | text=5| hovertext=2, 3}}<br />
|recovery=<br />
|frameAdv=-9 (TK)<br />
|invuln=<br />
|description=Similar to j.236A, but starts up faster with 2 hits instead of 1. Used as a meterless high-damage ender and for particular traps in the corner.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~236X<br />
|damage=600<br />
|reddamage=<br />
|proration=80% (M)<br />
|circuit=6.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=14<br />
|active=2<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|description=This followup to j.236A/B causes Kouma to kick the opponent down, causing a techable ground bounce. Should the opponent not ground tech, this can lead to a high damage grounded followup. Should the opponent tech, depending on spacing and the direction of the tech, they can be punished. An opponent that techs forward out of the corner can be punished if this move is spaced such that Kouma lands close enough to the location of the opponent that he is within range of his A normals. An opponent that techs backward into the corner can be punished similarly if Kouma is near enough to use A normals. An opponent that neutral techs can always block anything you can throw at them, but can be command grabbed if they choose to block instead of jumping.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=300, 600, 350*5 (1749)<br />
|reddamage=(1413)<br />
|proration=70% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=3+2<br />
|active={{Tooltip | text=2 (2) 13| hovertext=2 (2) 3, 2, 2, 2, 2, 2}}<br />
|recovery=<br />
|frameAdv=18 (min. height, all hits blocked)<br>(TK)<br />
|invuln=Strike 1-10<br />
|description=Your most reliable high damage combo ender in addition to an incredibly useful pressure tool, anti-air, and abare option when [[Melty_Blood/Glossary#Tiger_knee_.28TK.29|TK]]'d. Also surprisingly strong as an in-air reversal, especially in guard break scenarios that have a gap. Notably not a good tool against tick air throw setups, as it isn't throw invulnerable.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.214X</span> =====<br />
{{MoveData<br />
|image=MBCKoumaj214AB.png<br />
|image2=MBCKoumaj214C.png<br />
|name=Flaming Comet<br />
|linkname=j.214X<br />
|input=j.214A/B/C<br />
|caption=A/B<br />
|caption2=EX<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1000<br />
|reddamage=784<br />
|proration=70% (O)<br />
|circuit=10.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=13<br />
|active={{Tooltip | text=X| hovertext=Until landing.}}<br />
|recovery={{Tooltip | text=14| hovertext=Landing recovery.}}<br />
|frameAdv=3 (TK)<br />
|invuln=<br />
|description=A very strong divekick. The landing recovery can be EX cancelled, allowing Kouma to punish his opponent for attempting to punish if whiffed or blocked far from the ground. Ranges from unsafe if chicken blocked or Ex-Guarded high up on tall characters to plus when connecting on block just before Kouma reaches the ground.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=1000<br />
|reddamage=784<br />
|proration=100%<br />
|circuit=10.0%<br />
|cancel=EX, J<br />
|guard=LHA<br />
|startup=15<br />
|active={{Tooltip | text=X| hovertext=Until landing.}}<br />
|recovery={{Tooltip | text=21| hovertext=Landing recovery.}}<br />
|frameAdv=-7 (TK)<br />
|invuln=<br />
|description=Slower to start up and recover on landing, but Kouma bounces off and retains his air options after this is blocked, allowing pressure start after an air dash or similar gap closer. Recovery on landing ```NOT``` EX cancellable.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX (Whiff)<br />
|damage=600, 1900 (1895)<br />
|reddamage=(1625)<br />
|proration=80% (M)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=2+9<br />
|active=2<br />
|recovery=<br />
|frameAdv=-3 (TK)<br />
|invuln=<br />
|description=Not a divekick. A 2-hit combo ender that gives decent knockdown with better damage than a plain air throw, but requires good spacing to ensure the second hit doesn't whiff.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.22X</span> =====<br />
{{MoveData<br />
|image=MBCKoumaj22A.png<br />
|image2=MBCKoumaj22B.png<br />
|image3=MBCKoumaj22C.png<br />
|name=Plated God (Air)<br />
|linkname=j.22X<br />
|input=j.22A/B/C (No EX)<br />
|caption=A<br />
|caption2=B<br />
|caption3=C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=38| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=A command airdash that leaves you open for a bit on landing. Not often used outside of particular matchups that require you to stagger your landing (e.g. C-Roa).<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=B<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=38| hovertext=Full duration.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=A longer command airdash that leaves you open for a bit on landing. Not often used outside of particular matchups that require you to stagger your landing (e.g. C-Roa).<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=C<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=10| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=A move that feints the command airdash, but cancels Kouma's momentum and allows him to fall straight down. Leaves you open for a bit on landing.<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MBCKoumaAD.png<br />
|image2=MBCKoumaADAAD.png<br />
|name=Unicorn - Jambu in Flames<br />
|linkname=Arc Drive<br />
|input=41236C during Max/Heat<br />
|caption=<br />
|data=<br />
{{AttackData-MB<br />
|version=(Grab)<br>(Hit)<br />
|damage=900*10, 1200 (4017)<br>2500<br />
|reddamage=(2458)<br>(2058)<br />
|proration=50%<br>80%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br>LHA<br />
|startup=5+1<br />
|active={{Tooltip | text=1 (3) 8| hovertext=First command grab box active on the last frame of superflash.}}<br />
|recovery=43<br />
|frameAdv=-21<br />
|invuln=Full 1-10<br />
|description=A command grab. Not jumpable on reaction to super flash. If the grab whiffs, has an air blockable strike hitbox. Both will whiff an opponent already in hitstun, so it cannot be used in combos.<br />
}}<br />
}}<br />
<br />
=== Another Arc Drive ===<br />
{{MoveData<br />
|image=MBCKoumaAAD.png<br />
|image2=MBCKoumaADAAD.png<br />
|name=Crimson Lord - Jambudvipa Weariness Purification<br />
|linkname=Another Arc Drive<br />
|input=41236C in Blood Heat<br />
|caption=<br />
|data=<br />
{{AttackData-MB<br />
|version=(Grab)<br>(Hit)<br />
|damage=16600 (5518)<br>3200<br />
|reddamage=(4136)<br>(2524)<br />
|proration=50%<br>80%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br>LHA<br />
|startup=5+1<br />
|active={{Tooltip | text=2 (2) 12| hovertext=First command grab box active on the last frame of superflash and the frame after.}}<br />
|recovery=26<br />
|frameAdv=-21<br />
|invuln=Full 1-10<br />
|description=Longer reach, better damage, and can be comboed into, even grabbing airborne enemies so long as they are in hitstun.<br />
}}<br />
}}<br />
<br />
=== Last Arc ===<br />
{{MoveData<br />
|image=MBCKoumaLA.png<br />
|name=Yama's Judgement<br />
|linkname=Last Arc<br />
|input=Aerial EX Shield during Blood Heat<br />
|caption=<br />
|data=<br />
{{AttackData-MB<br />
|damage=1200*7, 1300 (base)<br />
|reddamage=<br />
|proration=50% + 50% * remaining BH time<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=Full<br />
|description=A Last Arc that activates only in the air. Generally one of the more difficult to avoid.<br />
}}<br />
}}<br />
<br />
<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Kouma Kishima]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Shiki_Ryougi/Crescent_Moon&diff=239105Melty Blood/MBAACC/Shiki Ryougi/Crescent Moon2023-02-06T16:16:57Z<p>EikaMikiku: /* Tigerknee Corner Combos */</p>
<hr />
<div>[[image:Void Shiki.png|<br />
'''Name:''' Shiki Ryougi (両儀 式, Ryōgi Shiki)<br><br />
'''Also known as:''' Monster (Fate/EXTRA) Magus Assassin, Lady of the Void<br><br />
<br><br />
'''Voiced by:''' Maaya Sakamoto(坂本 真綾)<br><br />
'''Type:''' Human (Demon Hunter), Psychic<br><br />
'''Gender:''' Female<br><br />
<br><br />
'''Birthday:''' February 17, 1980<br><br />
'''Height:''' 160cm<br><br />
'''Weight:''' 47kg<br><br />
<br><br />
'''Eye Color:''' Grey<br><br />
'''Hair Color:''' Dark Brown<br><br />
|frame|right]]<br />
<br />
{{TOC limit|3}}<br />
<br />
== Character Page Progress ==<br />
{{#lst:Melty_Blood/MBAACC:Roadmap|C-Ryougi}}<br />
<br />
<br />
== Overview ==<br />
{{StrengthsAndWeaknesses<br />
|intro=[[File:Ryougi_Head.png|link]] '''C-Ryougi''' actually has air buttons.<br />
|pros=<br />
*'''Good general mobility''': Decent ground mobility and a very long / fast airdash that is a bit slow to act out of.<br />
*'''Strong neutral''': Being the only Ryougi moon with both an air actionable j.A and a proper jump in, her neutral is much more consistent and lower commitment than H and F-moon.<br />
*'''Large bag of gimmicks''': Unblockables, rekka followups, and a crossup overhead that is jump cancellable on block make her frustrating for people who don't understand what she does.<br />
*'''Incredible Blood Heat''': Just like her F-moon counterpart, Ryougi AAD is one of the best reversals in the game that also happens to be a huge 1f command grab, and her full screen Last Arc notoriously does ''7k damage unscaled''.<br />
*'''Good conversions with 150 meter''': Her unique "Genei Jin" super gives her access to enhanced metered conversions anywhere on the screen that can break 6k.<br />
*'''Possible safe Heat on every hit''': Personally what I think her strongest Pro compared to H and F moon is, the wall-bounce on j.236B means almost any air combo gives you time to safely pop heat and heal.<br />
*'''Good damage with meter''': With a single bar you can easily break 5K damage and if you optimize enough you can reach almost 6K.<br />
*'''Crescent Moon Mechanics''': C Ryougi has the ability to use: Ex Shield, Shield, Ex Guard and Heat at any time you have meter, if you know how to use them you will you will definitely improve a lot.<br />
|cons=<br />
*'''Gimmicky defense outside of system mechanics''': The only true invuln startup reversal outside of Blood Heat she has is 421C, and the superflash is reactable. Without meter she is limited to basic C-moon mechanics<br />
*'''Low average damage without meter''': C-Ryougi's basic BnB doesn't even break 4k, and her other possible higher damage routes such as Rekka loop are very conditional or character specific.<br />
*'''Frequent returns to neutral''': Almost moreso than F-Moon, her pressure doesn't usually last very long. While she does have pretty above average rebeats and a partial chargable 5C, staying in for extended periods of time requires a lot of risk-taking.<br />
*'''Low health''': Ryougi has the 5th effective HP in the game. She bleeds for her mistakes.<br />
*'''Long recovery normals''': On anything that isn't 2/5A, you're stuck in 17f of recovery at best if you whiff a B or C normal. Making her prone to getting backdashed, spotdodged, and whiff punished<br />
|tablewidth=80<br />
<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=Fryougurt5A.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|data= <br />
{{AttackData-MB <br />
|damage=350 <br />
|reddamage=196<br />
|proration=75% (O)<br />
|circuit=3.5% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=LH<br />
|startup=5 <br />
|active=4 <br />
|recovery=9 <br />
|frameAdv=-1 <br />
|invuln= <br />
|description=Tied with 2A for Ryougi's fastest normal. Air unblockable. The range is not much, but it's still decent. If you really need to, you can use it as an emergency anti-air, but you'll probably get beat out.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=HRyougi5b.png<br />
|image2=HRyougi5bb.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|input=5B~B<br />
|data= <br />
{{AttackData-MB<br />
|version=5B<br />
|damage=500<br />
|reddamage=245<br />
|proration=80% (O)<br />
|circuit=5.0%<br />
|cancel=N, SP, CH, EX, (J)<br />
|guard=LH<br />
|startup=9<br />
|active=3<br />
|recovery=18<br />
|frameAdv=-6<br />
|invuln=Clash 9-11<br />
|description=Mid-range knife swipe with excellent horizontal range and clash frames. Moves forward very slightly. Her second best combo starter and best overall standing poke; can be repeated into another delayable 5B. It has terrible lag on whiff however, and is prone to backdash-canceling and dodges.<br />
}}<br />
{{AttackData-MB<br />
|version=5B~B<br />
|damage=600<br />
|reddamage=343<br />
|proration=70%<br />
|circuit=6.0%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=3<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=Clash 5-7<br />
|description=A close range knife swipe follow-up to her 5B. Has good range, but not as long as her 5B. Keeps her in place. Used primarily in combos and pressure strings to add damage/deplete guard meter.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_5C.png<br />
|caption=<br />
|name=5C<br />
|linkname=5C<br />
|input=5[C]<br />
|data= <br />
{{AttackData-MB <br />
|version=5C<br />
|damage=850 <br />
|reddamage=392<br />
|proration=80% (O)<br />
|circuit=8.5% <br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=11 <br />
|active=4 <br />
|recovery=17 <br />
|frameAdv=-4 <br />
|invuln=Clash 11-14<br />
|description=Downward knife swipe with less range than 5B and moves Ryougi forward a bit. Deals a little bit of chip dmg.<br />
}}<br />
{{AttackData-MB <br />
|version=5[C]<br />
|damage=1500 <br />
|reddamage=2940<br />
|proration=100% <br />
|circuit=15.0% <br />
|cancel= <br />
|guard=U <br />
|startup=31 <br />
|active=4 <br />
|recovery=28 <br />
|frameAdv= <br />
|invuln=Clash 31-34<br />
|description=Becomes an unblockable while charged, launching the opponent into an air tech state on hit.<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=HRyougi2a.png<br />
|caption=<br />
|name=2A<br />
|linkname=2A<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=147<br />
|proration=75% (O)<br />
|circuit=3.0%<br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=L<br />
|startup=5<br />
|active=4<br />
|recovery=9<br />
|frameAdv=-1<br />
|invuln=<br />
|description=Close ranged crouching low kick. Fastest normal along with 5A. Best combo starter. Best whiff cancel move for pressure and stagger strings. Can be used for off-the-ground pick ups.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=HRyougi2b.png<br />
|caption=2 frames slower than H-moon 2B for some reason but 2 frames safer<br />
|name=2B<br />
|linkname=2B<br />
|data= <br />
{{AttackData-MB<br />
|damage=550<br />
|reddamage=392<br />
|proration=90% (O)<br />
|circuit=5.5%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=11<br />
|active=3<br />
|recovery=15<br />
|frameAdv=-1<br />
|invuln=Clash 11-13<br />
|description=Mid-range crouching horizontal knife swipe with clash frames. Good range. Highest damage combo starter. Clash hitbox makes this good to bait DPs. Simply press it and if it clashes, do nothing and wait for them to come down. If it blocks, blockstring as normal.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=Fryougurt2C.png<br />
|caption=<br />
|name=2C<br />
|linkname=2C<br />
|data= <br />
{{AttackData-MB <br />
|damage=900 <br />
|reddamage=490<br />
|proration=55% (O)<br />
|circuit=9.0% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L <br />
|startup=14 <br />
|active=2 <br />
|recovery=28 <br />
|frameAdv=-12 <br />
|invuln= <br />
|description=Slow, long-range crouching low slash that also moves Ryougi forward. Gives an untechable knockdown and hits at a very large arc in front, behind, and a little bit above her. Great option after a ground throw, as it will hit exactly on wakeup of most characters. Very useful in blockstrings and staggering combos as it propels Ryougi forward, allowing her to catch any backdash cancels. Had its active frames nerfed from AA to CC, changing the timings on many of her corner combos.<br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_j.A.png<br />
|caption=<br />
|name=j.A<br />
|linkname=j.A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=147<br />
|proration=75% (O)<br />
|circuit=3.0%<br />
|cancel=SE, N, -SP-, -EX-, (J)<br />
|guard=LHA<br />
|startup=7<br />
|active=4<br />
|recovery=10<br />
|frameAdv= <br />
|invuln= <br />
|description=A downward stab. You can cancel this move into commands and EX edges even if you whiff.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_j.B.png<br />
|caption=Ryougi's only jump-in button across three moons. <br />
|name=j.B<br />
|linkname=j.B<br />
|data= <br />
{{AttackData-MB <br />
|damage=550 <br />
|reddamage=294<br />
|proration=80% (O)<br />
|circuit=5.5% <br />
|cancel=N, SP, EX, (J)<br />
|guard=HA <br />
|startup=7<br />
|active=4 <br />
|recovery= <br />
|frameAdv= <br />
|invuln= <br />
|description=Downward swipe. Good for both air to air and air to ground. Cornerstone of your gameplan. Use this move, but try not to overuse it. It's not THAT good, but it is very good. Can hit behind on everyone except: <b>Tohno, Sion, Satsuki, Len, WLen</b><br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_j.C.png<br />
|caption=<br />
|name=j.C<br />
|linkname=j.C<br />
|data= <br />
{{AttackData-MB <br />
|damage=850 <br />
|reddamage=392<br />
|proration=90% (O)<br />
|circuit=8.5% <br />
|cancel=N, SP, EX, (J)<br />
|guard=HA<br />
|startup=8<br />
|active=4 <br />
|recovery= <br />
|frameAdv= <br />
|invuln= <br />
|description=Upward swipe, useful when they are above you<br />
<br />
}}<br />
}}<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_6C.png<br />
|image2=MB_C-Ryougi_6C_BE.png<br />
|caption=<br />
|name=6C<br />
|input=6[C]<br>[[#6C~214C|(6C~214C)]]<br />
|linkname=6C<br />
|data= <br />
{{AttackData-MB <br />
|version=6C<br />
|damage=850 <br />
|reddamage=588<br />
|proration=85% (M)<br />
|circuit=8.5% <br />
|cancel=N, SP, (CH), EX, {{Tooltip | text=(J)*| hovertext=On hit against an airborne opponent only.}}<br />
|guard=L <br />
|startup=15 <br />
|active=3 <br />
|recovery=24 <br />
|frameAdv=-9 <br />
|invuln= <br />
|description=Low-hitting standing slash. On hit against a grounded opponent, this will make Ryougi switch sides and allows for an [[#6C~214C|unique EX followup with 214C]]. As this switches sides, it allows for a gimmicky reset should you hit someone with it (ex. whatever into 5C 6C then do 2A into a combo or another reset). This is mostly a knowledge check, but is pretty practical and can even catch people who know it off guard.<br><br />
This move can be late cancelled into normals. However only 5A and 2A are fast enough to continue a combo. 5A rarely has range (very character specific, e.g. nero). <br><br />
But if you start your combo with 5A, then you can do something like 5A 5BB 5C 6C > 2A 2B 2C 236A~236A~236A. It works on all characters.<br />
}}<br />
{{AttackData-MB <br />
|version=6[C]<br />
|damage=1500 <br />
|reddamage=2940<br />
|proration=100% <br />
|circuit=15.0% <br />
|cancel= <br />
|guard=U <br />
|startup=33 <br />
|active=3 <br />
|recovery=29 <br />
|frameAdv= <br />
|invuln= <br />
|description=Becomes an unblockable when charged.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_Throw.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=6/4A+D<br />
|data= <br />
{{AttackData-MB <br />
|damage=1500<br />
|reddamage=980<br />
|proration=100% <br />
|circuit=15.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv={{Tooltip | text=13 ~ 18| hovertext=13 - Everyone else &#010;14 - Tohno, Nanaya, Warachia, Satsuki &#010;15 - P.Ciel &#010;16 - Kouma, Warc &#010;17 - Aoko, Len, W.Len, Nero &#010;18 - Riesbyfe}}<br />
|invuln=<br />
|description=Ryougi pins the opponent to the ground then stabs them in the chest.<br>One of the trickiest ground throws due to a bug where opponents cannot run their reversal options on wakeup on the neutral frame. So after the throw, if you meaty when with a normal on their neutral frame, they are forced to block it or get hit.<br>Out of the corner, Ryougi will not jump out far away, and you can also try to time another ground throw. Opponents will be forced to tech it or be put in a loop situation.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_Throw_Air_Raw.png<br />
|image2=MB_C-Ryougi_Throw_Air_Ender.png<br />
|caption=Raw<br />
|caption2=Combo Ender<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.6/4A+D<br />
|data= <br />
{{AttackData-MB <br />
|version=Raw /<br>Combo Ender<br />
|damage=1600 (1408)<br>1000<br />
|reddamage=(862)<br>784<br />
|proration=35%<br>100%<br />
|circuit=0.0%<br>10.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=-<br>{{Tooltip | text=4 ~ 9| hovertext=4 - Everyone else &#010;5 - Tohno, Nanaya, Warachia, Satsuki &#010;6 - P.Ciel &#010;7 - Kouma, Warc &#010;8 - Aoko, Len, W.Len, Nero &#010;9 - Riesbyfe}}<br />
|invuln=<br />
|description=Has completely different animations for whether this is done raw or during a combo. For the former, Ryougi will launch the opponent diagonally downward then slice them, resulting in a ground bounce. For the latter, she will drop the opponent straight below her then stab them like in her ground throw.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Bunker<br />
|damage=500 <br />
|reddamage=196 <br />
|proration=100% <br />
|circuit=0.0%<br>(-50.0% in blockstun)<br />
|cancel=<br />
|guard=LHA <br />
|startup=26<br />
|active=4 <br />
|recovery=19<br />
|frameAdv=-5 <br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=196<br />
|proration=100%<br />
|circuit=0.0%/-50.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=A standing-height slash.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Heat</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_ABC.png<br />
|caption=<br />
|name=Heat<br />
|linkname=Heat<br />
|input=A+B+C <br />
|data= <br />
{{AttackData-MB <br />
|damage=100<br />
|reddamage=0<br />
|proration=100% <br />
|circuit=-100.0% (min)<br />
|cancel=<br />
|guard=U<br />
|startup=17<br />
|active=2<br />
|recovery=29<br />
|frameAdv=<br />
|invuln=Full 1-18<br />
|description=Hitbox covers Ryougi completely.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_CSpark.png<br />
|image2=MB_C-Ryougi_CSpark_Air.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=A+B+C during hitstun/blockstun at MAX<br />
|caption=<br />
|data= <br />
{{AttackData-MB<br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
<br />
=== Special Moves ===<br />
'''Note''': C-Ryougi has two moves where she throws her knife and takes out a second knife. She must retrieve the thrown knife from the ground (with 22A/B/C) before she can throw it again.<br />
<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=Mbacryougi236.png<br />
|image2=Mbacryougi236236.png<br />
|image3=Mbacryougi236214.png<br />
|image4=Mbacryougi236a.png<br />
|image5=Mbacryougi236b.png<br />
|image6=Mbacryougi236c.png<br />
|image7=Mbacryougilowkick.png<br />
|image8=MB_C-Ryougi_236C.png<br />
|caption=A/B<br />
|caption2=~236X<br />
|caption3=~214X<br />
|caption4=~236A (Ender)<br />
|caption5=~236B (Ender)<br />
|caption6=~236C (Ender)<br />
|caption7=~214D/X (Ender)<br />
|caption8=EX<br />
|name=Double Belfry <br>(EX: Belfry - Kiyohime Passing)<br />
|linkname=236X<br />
|input=236A/B/C <br>(236A/B~236X / 214X/D)<br>(~236A/B/C / 214X)<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=750<br />
|reddamage=539<br />
|proration=80% (O)<br />
|circuit=7.5%<br />
|cancel=-CH-<br />
|guard=LH<br />
|startup=10<br />
|active=4<br />
|recovery=21<br />
|frameAdv=-7<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=750<br />
|reddamage=539<br />
|proration=80% (O)<br />
|circuit=7.5%<br />
|cancel=-CH-<br />
|guard=LH<br />
|startup=16<br />
|active=3<br />
|recovery=33<br />
|frameAdv=-18<br />
|invuln=<br />
|description=*Ryougi's rekka series starter.<br />
<br />
'''A:''' Ryougi low-profiles and dashes forward with a low knife cut (but it hits mid).<br><br />
'''B:''' Has a slower start-up than the A version, but covers slightly more ground.<br />
}}<br />
{{AttackData-MB<br />
|version=~236X<br />
|damage=900<br />
|reddamage=735<br />
|proration=80% (O)<br />
|circuit=9.0%<br />
|cancel=-CH-<br />
|guard=LH<br />
|startup=5<br />
|active=5<br />
|recovery=19<br />
|frameAdv=-6<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=~214X<br />
|damage=1200<br />
|reddamage=882<br />
|proration=75% (O)<br />
|circuit=12.0%<br />
|cancel=-CH-<br />
|guard=H<br />
|startup=26 ~ 27<br />
|active=3<br />
|recovery=19<br />
|frameAdv=-7<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=~214D<br />
|damage=450<br />
|reddamage=343<br />
|proration=50% (O)<br />
|circuit=4.5%<br />
|cancel=-EX-<br />
|guard=L<br />
|startup=11<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln=<br />
|description=*Second part of the rekka. <br />
<br />
'''236X:''' Ryougi does a second low knife cut. Still hits mid.<br><br />
'''214X:''' Ryougi does an overhead knife strike. This has a lot of start-up, and does not combo from the previous hit.<br><br />
'''214D:''' Ryougi does a sweep, but you have to be very close to the opponent otherwise it won't connect. This ends the rekka. Hard knockdown on hit.<br />
}}<br />
{{AttackData-MB<br />
|version=236A<br />
|damage=700<br />
|reddamage=392<br />
|proration=50% (O)<br />
|circuit=7.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=8 ~ 9<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-6<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=236B<br />
|damage=1200<br />
|reddamage=784<br />
|proration=40% (M)<br />
|circuit=12.0% <br />
|cancel=<br />
|guard=LH<br />
|startup=12 ~ 13<br />
|active=6<br />
|recovery=25 <br />
|frameAdv=-13<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=236C<br />
|damage=1500<br />
|reddamage=980<br />
|proration=100%<br />
|circuit=15.0%<br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=20 ~ 21<br />
|active=10<br />
|recovery=16<br />
|frameAdv=-10<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=214X/D<br />
|damage=450<br />
|reddamage=343<br />
|proration=50% (O)<br />
|circuit=4.5%<br />
|cancel=-EX-<br />
|guard=L<br />
|startup=9<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln=<br />
|description=*Rekka enders. <br />
<br />
'''236A:''' Ryougi ends the rekka with a low horizontal knife cut. Hard knockdown on hit.<br><br />
'''236B:''' Ends the rekka with a knife uppercut. Launches into hard knockdown on hit.<br><br />
'''236C:''' Ends the rekka with a knife thrust. If you're close enough to the opponent, this move can cross-up. Launches high-up into an air-tech state on hit.<br><br />
'''214X/D:''' Ends the rekka with the small sweep.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=3000 (2640)<br />
|reddamage=2156<br />
|proration=100%<br />
|circuit=-100%<br />
|cancel=<br />
|guard=LH<br />
|startup=1+10<br />
|active=6<br />
|recovery=32 <br />
|frameAdv=-12 <br />
|invuln=Full 1-4 and 11-20 <br />
|description=Ryougi dashes forward and covers around 3/4 of the screen. Very good at blowing through a character setting up summons or charged projectiles, but don't overuse it, as you only have 4 invincible frames.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_623AB.png<br />
|image2=MB_C-Ryougi_623C.png<br />
|caption=<br />
|name=Bamboo Fence Melody <br> (EX: Mournful Slicing Bamboo Fence)<br />
|linkname=623X<br />
|input=623A/B/C<br>(Hold OK)<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1200<br />
|reddamage=1078<br />
|proration=80% (O)<br />
|circuit=9.8%<br />
|cancel=<br />
|guard=L<br />
|startup=15<br />
|active=4<br />
|recovery=31<br />
|frameAdv={{Tooltip | text=-4 to -9 | hovertext=-4 = Very far away, hitting on last frame.&#10;-7 = Crossup miscreen.&#10;-9 = Corner.}} <br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[A]<br />
|damage=1500<br />
|reddamage=3430<br />
|proration=100%<br />
|circuit=15.0%<br />
|cancel=<br />
|guard=U<br />
|startup=38<br />
|active=5<br />
|recovery=35<br />
|frameAdv= <br />
|invuln=<br />
|description=* Ryougi runs forward then perform a low-hitting slash that cross-ups the opponent. All versions can be held to make Ryougi run farther and turn the slash into an unblockable.<br />
<br />
Hard knockdown on hit, launches upward when charged.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1200<br />
|reddamage=1078<br />
|proration=55% (O)<br />
|circuit=9.8%<br />
|cancel=<br />
|guard=L<br />
|startup=22<br />
|active=4<br />
|recovery=28<br />
|frameAdv={{Tooltip | text=-1 to -6 | hovertext=-1 = Very far away, hitting on last frame.&#10;-4 = Crossup miscreen.&#10;-6 = Corner.}} <br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[B]<br />
|damage=1500<br />
|reddamage=3430<br />
|proration=100%<br />
|circuit=15.0%<br />
|cancel=<br />
|guard=U<br />
|startup=45<br />
|active=5<br />
|recovery=35<br />
|frameAdv= <br />
|invuln=<br />
|description=Both uncharged and charged versions launches upward on hit, with the former being air techable.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1200<br />
|reddamage=1078<br />
|proration=60% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=L<br />
|startup=1+18<br />
|active=5<br />
|recovery=35<br />
|frameAdv={{Tooltip | text=-3 to -9 | hovertext=-3 = Very far away, hitting on last frame.&#10;-7 = Crossup miscreen.&#10;-9 = Corner.}}<br />
|invuln=9-23<br />
|description=Can launch on OTG, giving it niche use as an extender after a rekka.<br />
}}<br />
{{AttackData-MB<br />
|version=[EX]<br />
|damage=1900<br />
|reddamage=4410<br />
|proration=100%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=U<br />
|startup=1+39<br />
|active=5<br />
|recovery=35<br />
|frameAdv=<br />
|invuln=9-23<br />
|description=Untechable launch on hit. Super flash makes this insanely reactable. Use at own risk.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MBFRyougi214A.png<br />
|image2=MBFRyougi214B.png<br />
|image3=MBFRyougi214EX.png<br />
|caption=<br />
|name=Avidya Moon<br />
|linkname=214X<br />
|input=214A/B/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1000<br />
|reddamage=931<br />
|proration={{Tooltip | text=(90% (M))| hovertext=Hitstun-extending hitbox.}}, 85% (M)<br />
|circuit=10.0%<br />
|cancel=-EX-<br />
|guard=H<br />
|startup={{Tooltip | text=24| hovertext=Hitstun-extending hitbox active on frames 11-13.}}<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-6<br />
|invuln=<br />
|description=* Slashing flip. Air-unblockable.<br />
<br />
Slash forward. Wallslams on hit.<br><br />
Has a "hitbox" that extends hitstun on standing opponents during a combo.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1200<br />
|reddamage=980<br />
|proration=50% (O)<br />
|circuit=12.0% <br />
|cancel=-EX-<br />
|guard=H<br />
|startup=27<br />
|active=3<br />
|recovery=24 <br />
|frameAdv=-8 <br />
|invuln=<br />
|description=Slash downward. Overhead. Knocks opponent up. While a highly risky move, it beats backdash on wakeup, something C-Ryougi is prone to. The threat of this move is important to instill in your opponent, to tell them they can't backdash for free.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1400<br />
|reddamage=980<br />
|proration=50% (M)<br />
|circuit=-100.0%<br />
|cancel=N, SP, EX, J<br />
|guard=LH<br />
|startup=1+14<br />
|active=4<br />
|recovery=22 <br />
|frameAdv=-9<br />
|invuln=Full 1<br />
|description=Slash forward. Knocks opponent up. Can cancel on hit or block (e.g. attack or dash).<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">421X</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_421AB.png<br />
|image2=MB_C-Ryougi_421C.png<br />
|caption=A/B<br />
|caption2=EX<br />
|name=Glass Moon Saka<br />
|linkname=421X<br />
|input=421A/B/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1200<br />
|reddamage=980<br />
|proration=85% (M)<br />
|circuit=12.0%<br />
|cancel=SP, EX<br />
|guard=H<br />
|startup=29 ~ 30<br />
|active=2<br />
|recovery=26<br />
|frameAdv=-9<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1200<br />
|reddamage=980<br />
|proration=85% (M)<br />
|circuit=12.0%<br />
|cancel=SP, EX, J<br />
|guard=H<br />
|startup=35 ~ 36<br />
|active=2<br />
|recovery=26<br />
|frameAdv=-9<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1200<br />
|reddamage=980<br />
|proration=85% (M)<br />
|circuit=-100.0%<br />
|cancel=SP, EX, J<br />
|guard=H<br />
|startup=5+(21 ~ 6)<br />
|active=2<br />
|recovery=26<br />
|frameAdv=-9<br />
|invuln=<br />
|description=* Run forward and flipjump to slash the opponent from behind. All versions are downward slashes, overheads, air unblockable.<br />
*A: You can cancel an airdodge if you hit and jump to be safe.<br />
*B and EX versions are jump cancellable on block, making them safe overheads that can be used in pressure. EX version is mostly useful as a way to escape the corner, as the super flash makes it reactable. The B version is actually a good combo starter in the corner, as you can quickly cancel the hit into backwards airdash to link a j.BC. (If you cancel it to jump you will have +17 frames advantage to do what you want)<br />
<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">22X</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_22A.png<br />
|image2=MB_C-Ryougi_22B.png<br />
|image3=MB_C-Ryougi_22C.png<br />
|image4=MB_C-Ryougi_22X_Pickup.png<br />
|caption=<br />
|name=Hidden Dagger<br />
|linkname=22X<br />
|input=22A/[A]/B/[B]/C<br>(~22X Near Knife)<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=950<br />
|reddamage=735<br />
|proration=60% (O)<br />
|circuit=9.5%<br />
|cancel=<br />
|guard=LA<br />
|startup=17<br />
|active={{Tooltip | text=11| hovertext=Maximum amount of frames the knife can travel.}}<br />
|recovery=24<br />
|frameAdv=-3<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[A]<br />
|damage=1000<br />
|reddamage=686<br />
|proration=100%<br />
|circuit=10.0%<br />
|cancel=<br />
|guard=LA<br />
|startup=34<br />
|active={{Tooltip | text=9| hovertext=Maximum amount of frames the knife can travel.}}<br />
|recovery=22<br />
|frameAdv=2<br />
|invuln=<br />
|description=* Ryougi throws her knife, piercing the opponent. If it hits the floor, it will stay in the ground. If it hits the edge of the screen, it will bounce off and spin to the ground.<br />
<br />
Ryougi throws the knife at the ground at a low angle, hitting the ground over halfway across the screen. Can be charged for a hard knockdown and to make it unshieldable.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=950<br />
|reddamage=735<br />
|proration=60% (O)<br />
|circuit=9.5%<br />
|cancel=<br />
|guard=LA<br />
|startup=17<br />
|active={{Tooltip | text=17| hovertext=Maximum amount of frames the knife can travel.}}<br />
|recovery=18<br />
|frameAdv=-3<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[B]<br />
|damage=1000<br />
|reddamage=686<br />
|proration=100%<br />
|circuit=10.0%<br />
|cancel=<br />
|guard=LA<br />
|startup=34<br />
|active={{Tooltip | text=15| hovertext=Maximum amount of frames the knife can travel.}}<br />
|recovery=16<br />
|frameAdv=2<br />
|invuln=<br />
|description=Ryougi throws the knife at a somewhat higher angle, reaching almost full screen. Can be charged for a hard knockdown and to make it unshieldable.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1700<br />
|reddamage=1372<br />
|proration=60% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=1+6 <br />
|active={{Tooltip | text=X| hovertext=Depends on how long the knife travels.}}<br />
|recovery=24<br />
|frameAdv=8<br />
|invuln=Full 1<br />
|description=Ryougi throws the knife in a straight line, wallslamming the opponent. Useful for extending pressure during blockstring.<br />
}}<br />
{{AttackData-MB<br />
|version=~22X<br>(Pickup)<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=17| hovertext=Full duration. &#010;Knife picked up on frame 12.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Ryougi picks her knife back up. Can be used to cancel special-cancellable moves near the knife's position.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">63214C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_63214C.png<br />
|image2=MB_C-Ryougi_63214C_5X.png<br />
|image3=Mbacryougi236214.png<br />
|image4=Mbacryougilowkick.png<br />
|image5=Mbacryougi236236.png<br />
|image6=Mbacryougi236b.png<br />
|image7=MB_C-Ryougi_63214C_D.png<br />
|caption=Why you play this moon.<br />
|caption2=~5X<br />
|caption3=~6X<br />
|caption4=~2X<br />
|caption5=~4X<br />
|caption6=~8X<br />
|caption7=~D<br />
|name=Selfless Knowledge - Empty Heart, Possess Truth<br />
|linkname=63214C<br />
|input=63214C<br>(~2/4/5/6/8X or D)<br />
|data=<br />
{{AttackData-MB<br />
|version=63214C<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=-150.0%<br />
|cancel=-CH-<br />
|guard=<br />
|startup={{Tooltip | text=1+5| hovertext=Until the first attack can be performed.}}<br />
|active=X<br />
|recovery=70<br />
|frameAdv= <br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=~5X<br />
|damage=500<br />
|reddamage=392<br />
|proration=90% (M)<br />
|circuit=0.0%<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=9<br />
|active=4<br />
|recovery=26<br />
|frameAdv=-12<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=~6X<br />
|damage=1200<br />
|reddamage=980<br />
|proration=75% (O)<br />
|circuit=0.0%<br />
|cancel=-CH-<br />
|guard=HA<br />
|startup=24<br />
|active=3<br />
|recovery=18<br />
|frameAdv=-6<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=~2X<br />
|damage=200<br />
|reddamage=98<br />
|proration=50% (O)<br />
|circuit=0.0% <br />
|cancel=-CH-<br />
|guard=LA<br />
|startup=5<br />
|active=3<br />
|recovery=30 <br />
|frameAdv=-15<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~4X<br />
|damage=400<br />
|reddamage=196<br />
|proration=90% (M)<br />
|circuit=0.0%<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=8 <br />
|active=3<br />
|recovery=17<br />
|frameAdv=-3<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~8X<br />
|damage=700<br />
|reddamage=392<br />
|proration=70% (O)<br />
|circuit=0.0% <br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=6<br />
|active=6<br />
|recovery=29<br />
|frameAdv=-17<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=D<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit= <br />
|cancel=<br />
|guard=<br />
|startup= <br />
|active=<br />
|recovery={{Tooltip | text=44| hovertext=Full duration.}} <br />
|frameAdv= <br />
|invuln=<br />
|description=* Custom combo EX. Nicknamed "Genei Jin" after a similar Street Fighter move. Ryougi runs forward. Pressing a direction and an attack button causes her to attack.<br />
<br />
'''5X:'''236A/B slash.<br><br />
'''6X:''' 236A/B~214X overhead slash.<br><br />
'''2X:''' 236A/B~214D low sweep.<br><br />
'''4X:''' 236A/B~236X slash.<br><br />
'''8X:''' 236B rekka ender slash. Launches the opponent. (If you have the guts to spend 150 meter you can use it as anti air)<br><br />
'''D:''' Rolls forward, going through the opponent.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">6C~214C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_6C_214C.png<br />
|caption=<br />
|name=Culled Long-Sleeved Kimono<br />
|linkname=6C~214C<br />
|input=6C(Hit)~214C<br />
|data=<br />
{{AttackData-MB <br />
|damage=2500 (2907)<br />
|reddamage=(2071)<br />
|proration=50%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=U<br />
|startup=4+2<br />
|active=3<br />
|recovery=22 <br />
|frameAdv= <br />
|invuln=<br />
|description=Ryougi stabs the opponent from behind after 6C. Meter break the opponent at the cost of 100% meter, for roughly 3k damage.<br><br />
Can only be used if the 6C successfully moves her behind the opponent (i.e. successful uncharged hit against grounded opponent). Meter break lasts 5 seconds.<br />
<br />
Damage includes the 6C.<br />
}}<br />
}}<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=Mbacryougij236a.png<br />
|image2=Mbacryougij236b.png<br />
|image3=Mbacryougij236c.png<br />
|caption=<br />
|name=Glass Moon<br />
|linkname=j.236X<br />
|input=j.236A/B/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1500<br />
|reddamage=1372<br />
|proration=75% (O)<br />
|circuit=15.0%<br />
|cancel=<br />
|guard=HA<br />
|startup=18<br />
|active=2<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} <br />
|frameAdv=-17 (TK)<br />
|invuln=<br />
|description=* Rising crescent slash. Wallslams. Can TK. <br />
<br />
Slower. Overhead. You should probably never use this outside of one or two specific combo routes.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1600<br />
|reddamage=1470<br />
|proration=75% (O)<br />
|circuit=16.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=11<br />
|active=2<br />
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}} <br />
|frameAdv=-5 (TK)<br />
|invuln=<br />
|description=Faster. Not an overhead. Your main meterless ender if you need more damage. Due to being only 10f and covering her whole body, can be used in niche scramble situations.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=2200<br />
|reddamage=1960<br />
|proration=40% (O)<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=HA<br />
|startup=1+10<br />
|active=2<br />
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}} <br />
|frameAdv=-6 (TK)<br />
|invuln=Full 1-14<br />
|description=Invincible, overhead version. A metered version that adds about 300 damage to any combo. Nice as a finisher. (can be used as a situational reversal but you need 3 frames to do it)<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.22X</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_j.22A.png<br />
|image2=MB_C-Ryougi_j.22B.png<br />
|image3=MB_C-Ryougi_j.22C.png<br />
|caption=<br />
|name=Hidden Dagger (Air)<br />
|linkname=j.22X<br />
|input=j.22A/B/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A / B<br />
|damage=950<br />
|reddamage=735<br />
|proration=90% (M)<br />
|circuit=9.5% <br />
|cancel=<br />
|guard=LHA<br />
|startup=20 / 21<br />
|active={{Tooltip | text=X| hovertext=Depends on how long the knife travels.}}<br />
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}} <br />
|frameAdv= <br />
|invuln=<br />
|description=Ryougi flips then throws the knife at a downward angle. A version goes forward, B goes backward.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=950<br />
|reddamage=735<br />
|proration=50% (M)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=1+0<br />
|active={{Tooltip | text=X| hovertext=Depends on how long the knife travels.}}<br />
|recovery={{Tooltip | text=17| hovertext=Landing recovery.}} <br />
|frameAdv= <br />
|invuln=<br />
|description=Ryougi flips backward and throws the knife straight forward. Air-untechable knockdown.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">44/66/22X</span> =====<br />
{{MoveData<br />
|image=Mbacryougitumblingcat.png<br />
|image2=Mbacryougitumblingcatex.png<br />
|caption=A/B<br />
|caption2=EX<br />
|name=Stumbling Cat<br />
|linkname=44/66/22X<br />
|input=(During Air Tech)<br>44/66/22A/B/C <br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1100<br />
|reddamage=735<br />
|proration=50% <br />
|circuit=11.0% <br />
|cancel=<br />
|guard=LHA<br />
|startup=21<br />
|active=2<br />
|recovery={{Tooltip | text=7| hovertext=Landing recovery.}} <br />
|frameAdv={{Tooltip | text=9| hovertext=Lowest height.}} <br />
|invuln=Full 1-3<br />
|description=* A command air tech. Attack out of air recovery. The direction determines the direction of the tech. Wallslams.<br />
While seemingly a gimmick at first, this command tech (colloquially called "nekotech") is surprisingly useful. It can punish most Shield Bunkers on hit, and even things like Roa 623B. Basically anything that leaves them close to you and in an air tech state. You can combo off it if you get hit while they're in the corner, but this is exceedingly rare. Good to know though.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1100<br />
|reddamage=735<br />
|proration=50% <br />
|circuit=11.0% <br />
|cancel=<br />
|guard=LHA<br />
|startup=16<br />
|active=2<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} <br />
|frameAdv={{Tooltip | text=1| hovertext=Lowest height.}} <br />
|invuln=Full 1-3<br />
|description=Faster, but with longer landing recovery. This is the version you want to use. <br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1800<br />
|reddamage=1176<br />
|proration=75%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=6+7<br />
|active=2<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} <br />
|frameAdv={{Tooltip | text=-4| hovertext=Lowest height.}} <br />
|invuln=Full 1-14<br />
|description=Fully invincible until end of active frames. <br />
<br />
<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MB_C-Ryougi_AD.png<br />
|caption= https://www.youtube.com/watch?v=37XdN_91dDE<br />
|name=Mystic Eyes of Death Perception - Five Scenic Collapse<br />
|linkname=Arc Drive<br />
|input=41236C during MAX/Heat <br />
|data=<br />
{{AttackData-MB <br />
|damage=3500 (3080)<br />
|reddamage=(4761)<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U, LHA<br />
|startup=17+4<br />
|active=2 (35) 5<br />
|recovery=45<br />
|frameAdv=-31<br />
|invuln=Full 1-2, 17-70<br />
|description=A weaker version of Seven Scenic Demise, it acts the same way in that it can OTG and blow through projectiles, but it has a slower startup and does less damage. You can jump out during the super flash.<br><br />
You can also just block it, as it only becomes unblockable if you're near Ryougi during the startup of the super, and even then you can just mash 88 and you'll be able to jump out of it 80% of the time. If blocked, Ryougi will not be in counterhit state, but have enough time to combo off the recovery. You shouldn't use this move. <br />
}}<br />
}}<br />
<br />
=== Another Arc Drive ===<br />
{{MoveData<br />
|image=MB_C-Ryougi_AAD.png<br />
|caption=<br />
|name=Mystic Eyes of Death Perception - Seven Scenic Demise<br />
|linkname=Another Arc Drive<br />
|input=41236C during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=5000 (4400)<br />
|reddamage=(7936)<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U, LHA<br />
|startup={{Tooltip | text=3+20*| hovertext=Unblockable hitbox active during superflash.}} <br />
|active=5<br />
|recovery=45<br />
|frameAdv=-31<br />
|invuln=Full 1-36<br />
|description=Ryougi freezes the opponent in place, seeing the lines of death and cutting them apart. Active on frame 1, it is an unblockable super that works as a grab/throw. You have to jump before the super flash, or you'll be caught by it. Can OTG and blow through projectiles. You can't dodge it, as dodge runs out of active frames before the appearance of the lines. Very strong reversal at the cost of BLOOD HEAT.<br />
}}<br />
}}<br />
<br />
=== Last Arc ===<br />
{{MoveData<br />
|image=MBFRyougiLA.png<br />
|caption=<br />
|name=Pure Knowledge - Empty Boundaries<br />
|linkname=Last Arc<br />
|input=Grounded EX Shield during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=7000<br />
|reddamage=6860<br />
|proration=N/A<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=0<br />
|active=5<br />
|recovery=26 <br />
|frameAdv=<br />
|invuln=Full 1-8<br />
|description=The move is akin to a throw/uses the throw animation, so it will whiff/cancel/not activate when shielding DPs. If during BLOOD HEAT, a DP is EX shielded, the screen will flash white as if to signal the activation of the Last Arc, but the throw whiff animation will come out instead. Will activate when shielding any projectile, from Hime pillar to Aoko's Arc Drive.<br />
<br />
One of only two Last Arcs (the other being Roa) which ignore Last Arc proration (100% to 50% based on Blood Heat duration).<br />
}}<br />
}}<br />
== General Gameplan ==<br />
C Ryougi is generally considered the worst of the three moons, due to her mostly gimmicky pressure and smaller buttons compared to the other moons. That being said, she gains a few notable things over said moons: An invincible reversal in the form of Heat on demand, which also increases her survivability when able to heal red health. She also gains an actual jump in button in the form of jB, which is also an incredible button that is used very liberally. C Ryougi wants to use her fast movement and great air buttons to confirm hits and keep you on the ground.<br />
<br />
=== Neutral ===<br />
Mostly being precise with j.B and 5B.<br />
<br>Use your quick airdashes to get in or retreat.<br />
<br>Retreating is important for C-Ryougi, as it sets up her quick airdash to get in when the moment presents itself.<br />
<br />
=== Offense ===<br />
C-Ryougi has mediocre pressure and usually ends up giving up on it and falling back to neutral, unless you want to take some risk.<br />
<br>Example blockstring: ...5B > 2C > 5A(whiff) > 5B > 2C... <br />
Cancelling into an A normal from 5C is +1, and +2 on 2C. 5BB is -1.<br />
If you want to take risks, you should go for rekka high/low (236A>214A/214D), frame traps(half charge 5C or 6C), unblockables (use 5C or 6C the others are too slow), or the 421 series for a crossup overhead (preferably B because that one is jump cancellable so you won't die on block)<br />
Should you get a hard knockdown through A rekka, 214B, or 421B, you can time safejump with j.B or, should you be feeling frisky, use 623[A]/[B] as a meaty. Because these moves are unblockable and provide untechable knockdown, they're a good choice should you be fighting an opponent without a meterless reversal, or without meter for said reversal. Possible to be jumped out of should the meaty not be tight enough.<br />
<br />
=== Pressure ===<br />
[[image: Ryougi10.png|frame|right]]<br />
Let's be honest, maybe it doesn't have the best pressure, but it exists and it's risky.<br />
*Corner Blockstring example: 5BB > 2B > 2C >5C > 6C > 236A~236A~236C > 22C +8 on block, this is where you decide what to do, you have several options:<br />
<br />
*1. You can do 2A to follow up with a rebeat based pressure ending with 5a whiff when you are at a safe distance.<br />
<br />
*2.You can do a strike throw and do meaty 2C and continue with point 1 or use 421X as a mix (be very careful with this option, it is advisable to use version B or C to cancel it in case it is blocked)<br />
<br />
*3.Be creative, the pressure doesn't just keep the opponent stuck in the corner, generally the players are mashing on pressure, you can do staggers and delays on the blockstring to get counters and combos (don't put too much delay, you have to practice them)<br />
<br />
*Example: 5BB delay 2C, 5BB delay 2B<br />
*Note1: Don't overextend yourself with rebeat pressure as it tends to stop working and will eventually do something to you, sometimes it's better to just go back to neutral.<br />
<br />
*Note2: Ryougi can break guard bar easily, if you see that his opponent has little bar use the example of blockstring.<br />
<br />
*You can also use the rekkas: the 236AB series is very easy to block, but can stagger on the last rekka, you can make delay 236C, 236B and 214X rekka enders.<br />
<br />
==== Unblockables ====<br />
You have 5 unblockable moves. They are generally weak, but work well vs F-Moon opponents, because they don't have the option to dodge.<br />
<br>Since they cannot dodge, they are forced to shield it, or use some kind of reversal. They usually shield it, as it is easier.<br />
<br>You cannot combo from hitting an unblockable.<br />
* 5[C] is the fastest unblockable. Active on 31st frame. Main drawback of this move is that opponent can tech in the air after getting hit.<br />
* 6[C] is active on 33rd frame. However opponent cannot tech in the air, so you can catch them teching on the ground if you guess right. It also has bigger range than 5[C] and doesn't move you forwards. Range can be important, as even if they shield it, some shield counters will whiff.<br />
* 623[A] is active on 38th frame. This is an unblockable you want to do as a meaty rather than pressure reset. As meaty it is fairly safe to do midscreen, because you will dash behind the opponent even if they shield. It can still be punished by unorthodox means like weird specials, good backdashes.<br>Sometimes this move is useful to use after ending combo with j.236B. Opponent is going to be high in the air, and will not see where you are on the ground. So this move might catch them off guard.<br />
* 623[B] is active on 45th frame. Useless, same properties as 623[A] just slower.<br />
* 623[C] is active on 40th frame. Same properties as 623[A] just a bit more dmg + screen flash might scare opponents into trying to block it.<br />
<br />
One big note about unblockables is that they do big amounts of red hp damage.<br />
* 5[C] and 6[C] do 1500 normal hp dmg, and 3000 red hp dmg.<br />
* 623[A] and 623[B] do 1500 normal hp dmg, and 3500 red hp dmg.<br />
* 623[C] does 1900 normal hp dmg, and a whopping 4500 red hp dmg.<br />
So consider opponents red hp gauge and if you want to clear it.<br />
<br />
==== 421 series ====<br />
C-Ryougi has a unique 421 series that crosses up and hits overhead. The monke flip.<br />
<br>This move pretty good as it can be cancelled from normals, and is not easy to punish.<br />
* 421A is the fast version. Active on frame 30. Big drawback is that it is not jump cancellable, making it risky vs shields. You can still special cancel it with j.236C to punish a shield counter, and it will combo into it on hit.<br />
* 421B is slower. Active on 36th frame. Can be jump cancelled. Has a weird airdash restriction, if you started combo/blockstring off of ground dash cancel e.g. dash > 2A, then you will not be allowed to airdash after this move.<br>If you fully recover the dash, then do 2A > 421B > jump cancel, then you can airdash.<br />
* 421C, active on 27th frame (there is some flash freeze, so this is very much reactable). Mainly used as an escape tool from the corner, some starting frames are hit invulnerable.<br />
<br />
==== Okizeme/Setups ====<br />
C-Ryougi has a 50/50 setup in the corner.<br />
<br>It's fairly technical because it's character specific.<br />
<br>The combo string is '''2AAA > 2B > 5BB > 5C > 2C > (delay?) 5A > 236C'''.<br />
<br />
Doesn't work on '''Aoko, Tohno, All Akihas, and Kohaku'''. Always out of the corner.<br />
<br>Always crosses up on '''Kouma, Miyako, Len, WLen.''' Can still be used as a knowledge check.<br />
<br />
Works on rest of the characters, however the delay varies to get crossup or not per character.<br />
<br>The lower the opponent(more delay) before 236C, the bigger the odds that they will be pulled out of the corner.<br />
<br />
C-Ryougi has universal okizeme options to choose from as well. As long as the opponent is airborne you can use 236A~236A~236A and you can manually time a safe jump on every character mid-screen. If they are in the corner you can manually time a super jump forward(29) to meaty them safely.<br />
<br />
Here are some of her okizeme routes from her TKj.236B routes in the corner: <br />
<br />
*'''...>2C > TKj.236B, 5BB > 214A, 2C > 5C > 236C'''<br />
<br />
This route uses meter but gives full you plenty of time to set up a 50/50 in or out of the corner. The hard part is watching the height as some characters float too high and go over Ryougi, so you need to delay your link of the TKj.236B and the 5BB. Do note that the 2C can change which side the opponent is on so be sure to watch carefully, you ''should'' be able to control it if you watch your links and their height.<br />
<br />
*'''...>2C > TKj.236B, 5BB > 214A, 2C > 2A(w) > (2A) > 236A~236A~236A'''<br />
<br />
Does not use meter nor grants a 50/50 but it is her one of her more damaging corner enders without meter. Due to ending in the 236A rekka ender she can super jump after to safe jump. Be wary of the height and timing as the second 2A can whiff sometimes. If the 2A(w) > 2A is too hard feel free to just do 2A into rekka.<br />
<br />
=== Defense ===<br />
* 421C<br />
No invincibility on start up but it gains some soon after so it can be used against certain set ups in pressure to reset back to neutral. If it is shielded it's fine, it can be canceled with jump so you can air block or air dash back to get away. Because it does cross up it does get you out of the corner which can be life saving in some match ups, also the angle it hits at makes it tough to duck under.<br />
<br />
* 214C<br />
Similar to 421C but it has invincibility on start up, but not for very long(frames 1 to 3). Even if shielded you are still able to jump cancel it adding some extra safety. The hitbox is very high and will not hit crouching characters, so if they meaty with a low, long range move you're probably getting punished as their move will recover in time. Can be used to break out similar to 421C as the invincibility on start up is always appreciated. <br />
<br />
* TK j.236C<br />
A rarer but situational reversal option. Due to being a TK input it takes 3 frames minimum before invincibility will activate, and the TK motion can be hard to squeeze out in tight blockstrings, but it is a quick option that is only about -6 with decent push back so not the worst option. It can also be used as a panic option to get someone off of you in the air if they are going to land before you, but do know that while you are strike invincible you are not throw invincible and after the flash you can be gAT out of it still.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
<br />
=== Normal Combos ===<br />
NOTE1: In most of these combos, j236B ender can (and usually should) be swapped for an airthrow to gain oki at the cost of damage. Use 236B should you feel more damage is needed to finish off an opponent.<br />
<br />
NOTE2: Starting a combo with 2B > 5B > 5C usually will improve his damage quite nicely.<br />
<br />
NOTE3: Many times they may not respect the airthrow they may jump or do something else, if you notice that go for damage or use J.22C to get okizeme<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4203<br />
|metergen=101<br />
|metero=30.3<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > 6C > j.BC > (airdash j.C) > sjc > j.BC j.236B/AT<br />
|simput=<br />
|note=Basic combo. Airdash j.C is optional, but its a free damage and is not very hard to do, although may not work on some characters, in which case you should just skip it. Airdash j.C is height specific, and grounded 2C 6C starter allows for it to be a reliable option. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4305<br />
|metergen=136.5<br />
|metero=<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > 6C > 22A/B, 2A > 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=There is a delay between 2C > 5C, this applies for all combos below. Combo gives good meter, but it's arguable if tossing a knife in this combo is worth it.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4334<br />
|metergen=152.3<br />
|metero=47.5<br />
|link=<br />
|input=*2A > 2B > 5BB > 5C > 2C > 6C > 22A/B, 2A > 2C > 623B, 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note= Advanced combo for more damage, but is impractical for the damage gained. Does not work with more than 1x 2A, because opponent lands before 623B due to gravity. Might be char specific.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=4760<br />
|metergen=94.8 - 100<br />
|metero=42.5<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 236A~236A~236C > 214C > j.A(w), land 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=The opponent has to be on the ground when you start the Rekkas, or else "236C" will not hit.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter, far from corner<br />
|character=<br />
|damage=5142<br />
|metergen=99.1 - 100<br />
|metero=45.5<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 236A~236A~236C > 22C, 214A > 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Needs to be done far away from the corner. Good damage. Delay between 22C and 214A is key for consistency. Try adding micro walk back before 2C to make it not hit behind and whiff 5C. Otherwise 2C > 5C can be changed to 2C > 2B.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 150% meter<br />
|character=<br />
|damage=6124<br />
|metergen= 55.8 - 150<br />
|metero=49.4<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 63214C~[8 > (delay > 6~8)x3 > 4(whiff)] > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Great damage. Can be used if you started combo with 120 meter. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, midscreen or slightly further<br />
|character=<br />
|damage=4014(4202)<br />
|metergen=90.0(???)<br />
|metero=<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 214A, 5BB(tk.236B) > j.BC > j.BC > AT/j236B<br />
|simput=<br />
|note=A slightly more damaging BnB with more corner carry and meter gain. Will not work at certain ranges. tk.236B is inconsistent, more research is needed as to who it works on.<br />
}}<br />
}}<br />
<br />
=== Corner Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4577<br />
|metergen=119.5<br />
|metero=36.9<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 214A > 2A > 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Corner combo for damage. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=3962<br />
|metergen=53 - 100<br />
|metero=20.3<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 214A > 2A > 2C > 236C<br />
|simput=<br />
|note=Corner combo with meter, less damage but good okizeme. Depending on the delay between 2C and 236C you can force opponent be in the corner, or slightly out of it. So air dashing over them after 236C is a left/right mixup and then land > 2A is a left/right mixup. Might be character specific.<br />
}}<br />
}}<br />
<br />
=== Tigerknee Corner Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4449<br />
|metergen=111.5<br />
|metero=33.4<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > 6C > TK j.236B > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Basic version, easy to execute.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4651<br />
|metergen=115<br />
|metero=35.6<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > TK j.236B, 5BB > 214A > j.BC > j.BC > j.236B<br />
|simput=<br />
|note=Advanced version, "5BB" link is tricky.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4948<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=*2AA > 2B > 5B > 5C > TK j.236B, 5BB > 214A > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=More advanced BnB. Doesn't work with 3x 2A. Also, instead of j.BC j.ABC you can also do j.C dash j.C j.BC. It will bump damage to 5004.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=5446<br />
|metergen=<br />
|metero=<br />
|link=<br />
|input=*2AA > 2B > 5B > 5C > TK j.236B, 5C 5BB > 214A > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Optimised BnB. Second 5C is a just frame, and a difficult one at that. Difficult because 5C can also be held, increasing it's startup.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=4715<br />
|metergen=86 - 100<br />
|metero=29.1<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > TK j.236B, 5BB > 214A, 2C > 236C <br />
|simput=<br />
|note=Meter version, okizeme. Sometimes 2C will hit behind, so will need to do 214C to get 236C, it will still hit.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=2B starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=5787<br />
|metergen=80<br />
|metero=36.8<br />
|link=<br />
|input=*2B > 5B > 5C > 236A~236A~236C > 22C > 5C > TK j.236B > j.BC > j.BC > j.236B<br />
|simput=<br />
|note=Ultra optimized version with a high degree of difficulty I think, you have little time to link the 5C after having used the 22C, you also have little time to connect the JB after the TK<br />
}}<br />
}}<br />
<br />
==== J.22C Combo Pre Enders ====<br />
The J.22C is a very good pre ender to continue the pressure after a combo.<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=From air combo, Knife, 100% meter<br />
|damage=Combo dependent<br />
|metergen=<br />
|metero=<br />
|input= *Air Combo > j.22C, 2C > 236A~236A~236A<br />
|simput=<br />
|note=Rekka ender for okizeme, Be careful with different types of reversal<br />
<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=From air combo, Knife, 100% meter<br />
|damage=Combo dependent<br />
|metergen=<br />
|metero=<br />
|input= *Air Combo > j.22C, 2C > 236C<br />
|simput=<br />
|note=236C ender, great okizeme option, you will have a lot of advantage thanks to the HKD<br />
<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=From air combo, Knife, 100% meter<br />
|damage=Combo dependent<br />
|metergen=<br />
|metero=<br />
|input= *Air Combo > j.22C, 2C > 623A<br />
|simput=<br />
|note=623A Ender, Similar to 236C it will give you good Okizeme but be careful with the different types of reversal<br />
}}<br />
}}<br />
<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=c&p1char=ryougi C-Ryougi Match Video Database]<br><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="120"|Name!! width="44"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=c&p1char=ryougi&p1name=ieda%20(%E3%81%84%E3%81%88%E3%81%A0) ieda<br>(いえだ)]|| style="text-align:center;"| <br />
[[File:MBAACC_Ryougi_Color10.png|Color|39px]] <br />
| Japan || KorewaMelty || Inactive || <br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=c&p1char=ryougi&p1name=Rymaru Rymaru]|| style="text-align:center;"| <br />
[[File:MBAACC_Ryougi_Color01.png|Color|39px]] <br />
| Brazil || Netplay || Active || <br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=c&p1char=ryougi&p1name=taico-+%28%E3%81%9F%E3%81%84%E3%81%93%29 taico-<br>(たいこ)]|| style="text-align:center;"| <br />
[[File:MBAACC_Ryougi_Color15.png|Color|39px]] <br />
| Japan || Play Spot BIG ONE 2nd || Active ||<br />
|}<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Shiki Ryougi]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Shiki_Ryougi/Crescent_Moon&diff=239100Melty Blood/MBAACC/Shiki Ryougi/Crescent Moon2023-02-06T15:10:57Z<p>EikaMikiku: /* 623X */</p>
<hr />
<div>[[image:Void Shiki.png|<br />
'''Name:''' Shiki Ryougi (両儀 式, Ryōgi Shiki)<br><br />
'''Also known as:''' Monster (Fate/EXTRA) Magus Assassin, Lady of the Void<br><br />
<br><br />
'''Voiced by:''' Maaya Sakamoto(坂本 真綾)<br><br />
'''Type:''' Human (Demon Hunter), Psychic<br><br />
'''Gender:''' Female<br><br />
<br><br />
'''Birthday:''' February 17, 1980<br><br />
'''Height:''' 160cm<br><br />
'''Weight:''' 47kg<br><br />
<br><br />
'''Eye Color:''' Grey<br><br />
'''Hair Color:''' Dark Brown<br><br />
|frame|right]]<br />
<br />
{{TOC limit|3}}<br />
<br />
== Character Page Progress ==<br />
{{#lst:Melty_Blood/MBAACC:Roadmap|C-Ryougi}}<br />
<br />
<br />
== Overview ==<br />
{{StrengthsAndWeaknesses<br />
|intro=[[File:Ryougi_Head.png|link]] '''C-Ryougi''' actually has air buttons.<br />
|pros=<br />
*'''Good general mobility''': Decent ground mobility and a very long / fast airdash that is a bit slow to act out of.<br />
*'''Strong neutral''': Being the only Ryougi moon with both an air actionable j.A and a proper jump in, her neutral is much more consistent and lower commitment than H and F-moon.<br />
*'''Large bag of gimmicks''': Unblockables, rekka followups, and a crossup overhead that is jump cancellable on block make her frustrating for people who don't understand what she does.<br />
*'''Incredible Blood Heat''': Just like her F-moon counterpart, Ryougi AAD is one of the best reversals in the game that also happens to be a huge 1f command grab, and her full screen Last Arc notoriously does ''7k damage unscaled''.<br />
*'''Good conversions with 150 meter''': Her unique "Genei Jin" super gives her access to enhanced metered conversions anywhere on the screen that can break 6k.<br />
*'''Possible safe Heat on every hit''': Personally what I think her strongest Pro compared to H and F moon is, the wall-bounce on j.236B means almost any air combo gives you time to safely pop heat and heal.<br />
*'''Good damage with meter''': With a single bar you can easily break 5K damage and if you optimize enough you can reach almost 6K.<br />
*'''Crescent Moon Mechanics''': C Ryougi has the ability to use: Ex Shield, Shield, Ex Guard and Heat at any time you have meter, if you know how to use them you will you will definitely improve a lot.<br />
|cons=<br />
*'''Gimmicky defense outside of system mechanics''': The only true invuln startup reversal outside of Blood Heat she has is 421C, and the superflash is reactable. Without meter she is limited to basic C-moon mechanics<br />
*'''Low average damage without meter''': C-Ryougi's basic BnB doesn't even break 4k, and her other possible higher damage routes such as Rekka loop are very conditional or character specific.<br />
*'''Frequent returns to neutral''': Almost moreso than F-Moon, her pressure doesn't usually last very long. While she does have pretty above average rebeats and a partial chargable 5C, staying in for extended periods of time requires a lot of risk-taking.<br />
*'''Low health''': Ryougi has the 5th effective HP in the game. She bleeds for her mistakes.<br />
*'''Long recovery normals''': On anything that isn't 2/5A, you're stuck in 17f of recovery at best if you whiff a B or C normal. Making her prone to getting backdashed, spotdodged, and whiff punished<br />
|tablewidth=80<br />
<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=Fryougurt5A.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|data= <br />
{{AttackData-MB <br />
|damage=350 <br />
|reddamage=196<br />
|proration=75% (O)<br />
|circuit=3.5% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=LH<br />
|startup=5 <br />
|active=4 <br />
|recovery=9 <br />
|frameAdv=-1 <br />
|invuln= <br />
|description=Tied with 2A for Ryougi's fastest normal. Air unblockable. The range is not much, but it's still decent. If you really need to, you can use it as an emergency anti-air, but you'll probably get beat out.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=HRyougi5b.png<br />
|image2=HRyougi5bb.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|input=5B~B<br />
|data= <br />
{{AttackData-MB<br />
|version=5B<br />
|damage=500<br />
|reddamage=245<br />
|proration=80% (O)<br />
|circuit=5.0%<br />
|cancel=N, SP, CH, EX, (J)<br />
|guard=LH<br />
|startup=9<br />
|active=3<br />
|recovery=18<br />
|frameAdv=-6<br />
|invuln=Clash 9-11<br />
|description=Mid-range knife swipe with excellent horizontal range and clash frames. Moves forward very slightly. Her second best combo starter and best overall standing poke; can be repeated into another delayable 5B. It has terrible lag on whiff however, and is prone to backdash-canceling and dodges.<br />
}}<br />
{{AttackData-MB<br />
|version=5B~B<br />
|damage=600<br />
|reddamage=343<br />
|proration=70%<br />
|circuit=6.0%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=3<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=Clash 5-7<br />
|description=A close range knife swipe follow-up to her 5B. Has good range, but not as long as her 5B. Keeps her in place. Used primarily in combos and pressure strings to add damage/deplete guard meter.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_5C.png<br />
|caption=<br />
|name=5C<br />
|linkname=5C<br />
|input=5[C]<br />
|data= <br />
{{AttackData-MB <br />
|version=5C<br />
|damage=850 <br />
|reddamage=392<br />
|proration=80% (O)<br />
|circuit=8.5% <br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=11 <br />
|active=4 <br />
|recovery=17 <br />
|frameAdv=-4 <br />
|invuln=Clash 11-14<br />
|description=Downward knife swipe with less range than 5B and moves Ryougi forward a bit. Deals a little bit of chip dmg.<br />
}}<br />
{{AttackData-MB <br />
|version=5[C]<br />
|damage=1500 <br />
|reddamage=2940<br />
|proration=100% <br />
|circuit=15.0% <br />
|cancel= <br />
|guard=U <br />
|startup=31 <br />
|active=4 <br />
|recovery=28 <br />
|frameAdv= <br />
|invuln=Clash 31-34<br />
|description=Becomes an unblockable while charged, launching the opponent into an air tech state on hit.<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=HRyougi2a.png<br />
|caption=<br />
|name=2A<br />
|linkname=2A<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=147<br />
|proration=75% (O)<br />
|circuit=3.0%<br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=L<br />
|startup=5<br />
|active=4<br />
|recovery=9<br />
|frameAdv=-1<br />
|invuln=<br />
|description=Close ranged crouching low kick. Fastest normal along with 5A. Best combo starter. Best whiff cancel move for pressure and stagger strings. Can be used for off-the-ground pick ups.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=HRyougi2b.png<br />
|caption=2 frames slower than H-moon 2B for some reason but 2 frames safer<br />
|name=2B<br />
|linkname=2B<br />
|data= <br />
{{AttackData-MB<br />
|damage=550<br />
|reddamage=392<br />
|proration=90% (O)<br />
|circuit=5.5%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=11<br />
|active=3<br />
|recovery=15<br />
|frameAdv=-1<br />
|invuln=Clash 11-13<br />
|description=Mid-range crouching horizontal knife swipe with clash frames. Good range. Highest damage combo starter. Clash hitbox makes this good to bait DPs. Simply press it and if it clashes, do nothing and wait for them to come down. If it blocks, blockstring as normal.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=Fryougurt2C.png<br />
|caption=<br />
|name=2C<br />
|linkname=2C<br />
|data= <br />
{{AttackData-MB <br />
|damage=900 <br />
|reddamage=490<br />
|proration=55% (O)<br />
|circuit=9.0% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L <br />
|startup=14 <br />
|active=2 <br />
|recovery=28 <br />
|frameAdv=-12 <br />
|invuln= <br />
|description=Slow, long-range crouching low slash that also moves Ryougi forward. Gives an untechable knockdown and hits at a very large arc in front, behind, and a little bit above her. Great option after a ground throw, as it will hit exactly on wakeup of most characters. Very useful in blockstrings and staggering combos as it propels Ryougi forward, allowing her to catch any backdash cancels. Had its active frames nerfed from AA to CC, changing the timings on many of her corner combos.<br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_j.A.png<br />
|caption=<br />
|name=j.A<br />
|linkname=j.A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=147<br />
|proration=75% (O)<br />
|circuit=3.0%<br />
|cancel=SE, N, -SP-, -EX-, (J)<br />
|guard=LHA<br />
|startup=7<br />
|active=4<br />
|recovery=10<br />
|frameAdv= <br />
|invuln= <br />
|description=A downward stab. You can cancel this move into commands and EX edges even if you whiff.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_j.B.png<br />
|caption=Ryougi's only jump-in button across three moons. <br />
|name=j.B<br />
|linkname=j.B<br />
|data= <br />
{{AttackData-MB <br />
|damage=550 <br />
|reddamage=294<br />
|proration=80% (O)<br />
|circuit=5.5% <br />
|cancel=N, SP, EX, (J)<br />
|guard=HA <br />
|startup=7<br />
|active=4 <br />
|recovery= <br />
|frameAdv= <br />
|invuln= <br />
|description=Downward swipe. Good for both air to air and air to ground. Cornerstone of your gameplan. Use this move, but try not to overuse it. It's not THAT good, but it is very good. Can hit behind on everyone except: <b>Tohno, Sion, Satsuki, Len, WLen</b><br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_j.C.png<br />
|caption=<br />
|name=j.C<br />
|linkname=j.C<br />
|data= <br />
{{AttackData-MB <br />
|damage=850 <br />
|reddamage=392<br />
|proration=90% (O)<br />
|circuit=8.5% <br />
|cancel=N, SP, EX, (J)<br />
|guard=HA<br />
|startup=8<br />
|active=4 <br />
|recovery= <br />
|frameAdv= <br />
|invuln= <br />
|description=Upward swipe, useful when they are above you<br />
<br />
}}<br />
}}<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_6C.png<br />
|image2=MB_C-Ryougi_6C_BE.png<br />
|caption=<br />
|name=6C<br />
|input=6[C]<br>[[#6C~214C|(6C~214C)]]<br />
|linkname=6C<br />
|data= <br />
{{AttackData-MB <br />
|version=6C<br />
|damage=850 <br />
|reddamage=588<br />
|proration=85% (M)<br />
|circuit=8.5% <br />
|cancel=N, SP, (CH), EX, {{Tooltip | text=(J)*| hovertext=On hit against an airborne opponent only.}}<br />
|guard=L <br />
|startup=15 <br />
|active=3 <br />
|recovery=24 <br />
|frameAdv=-9 <br />
|invuln= <br />
|description=Low-hitting standing slash. On hit against a grounded opponent, this will make Ryougi switch sides and allows for an [[#6C~214C|unique EX followup with 214C]]. As this switches sides, it allows for a gimmicky reset should you hit someone with it (ex. whatever into 5C 6C then do 2A into a combo or another reset). This is mostly a knowledge check, but is pretty practical and can even catch people who know it off guard.<br><br />
This move can be late cancelled into normals. However only 5A and 2A are fast enough to continue a combo. 5A rarely has range (very character specific, e.g. nero). <br><br />
But if you start your combo with 5A, then you can do something like 5A 5BB 5C 6C > 2A 2B 2C 236A~236A~236A. It works on all characters.<br />
}}<br />
{{AttackData-MB <br />
|version=6[C]<br />
|damage=1500 <br />
|reddamage=2940<br />
|proration=100% <br />
|circuit=15.0% <br />
|cancel= <br />
|guard=U <br />
|startup=33 <br />
|active=3 <br />
|recovery=29 <br />
|frameAdv= <br />
|invuln= <br />
|description=Becomes an unblockable when charged.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_Throw.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=6/4A+D<br />
|data= <br />
{{AttackData-MB <br />
|damage=1500<br />
|reddamage=980<br />
|proration=100% <br />
|circuit=15.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv={{Tooltip | text=13 ~ 18| hovertext=13 - Everyone else &#010;14 - Tohno, Nanaya, Warachia, Satsuki &#010;15 - P.Ciel &#010;16 - Kouma, Warc &#010;17 - Aoko, Len, W.Len, Nero &#010;18 - Riesbyfe}}<br />
|invuln=<br />
|description=Ryougi pins the opponent to the ground then stabs them in the chest.<br>One of the trickiest ground throws due to a bug where opponents cannot run their reversal options on wakeup on the neutral frame. So after the throw, if you meaty when with a normal on their neutral frame, they are forced to block it or get hit.<br>Out of the corner, Ryougi will not jump out far away, and you can also try to time another ground throw. Opponents will be forced to tech it or be put in a loop situation.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_Throw_Air_Raw.png<br />
|image2=MB_C-Ryougi_Throw_Air_Ender.png<br />
|caption=Raw<br />
|caption2=Combo Ender<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.6/4A+D<br />
|data= <br />
{{AttackData-MB <br />
|version=Raw /<br>Combo Ender<br />
|damage=1600 (1408)<br>1000<br />
|reddamage=(862)<br>784<br />
|proration=35%<br>100%<br />
|circuit=0.0%<br>10.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=-<br>{{Tooltip | text=4 ~ 9| hovertext=4 - Everyone else &#010;5 - Tohno, Nanaya, Warachia, Satsuki &#010;6 - P.Ciel &#010;7 - Kouma, Warc &#010;8 - Aoko, Len, W.Len, Nero &#010;9 - Riesbyfe}}<br />
|invuln=<br />
|description=Has completely different animations for whether this is done raw or during a combo. For the former, Ryougi will launch the opponent diagonally downward then slice them, resulting in a ground bounce. For the latter, she will drop the opponent straight below her then stab them like in her ground throw.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Bunker<br />
|damage=500 <br />
|reddamage=196 <br />
|proration=100% <br />
|circuit=0.0%<br>(-50.0% in blockstun)<br />
|cancel=<br />
|guard=LHA <br />
|startup=26<br />
|active=4 <br />
|recovery=19<br />
|frameAdv=-5 <br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=196<br />
|proration=100%<br />
|circuit=0.0%/-50.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=A standing-height slash.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Heat</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_ABC.png<br />
|caption=<br />
|name=Heat<br />
|linkname=Heat<br />
|input=A+B+C <br />
|data= <br />
{{AttackData-MB <br />
|damage=100<br />
|reddamage=0<br />
|proration=100% <br />
|circuit=-100.0% (min)<br />
|cancel=<br />
|guard=U<br />
|startup=17<br />
|active=2<br />
|recovery=29<br />
|frameAdv=<br />
|invuln=Full 1-18<br />
|description=Hitbox covers Ryougi completely.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_CSpark.png<br />
|image2=MB_C-Ryougi_CSpark_Air.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=A+B+C during hitstun/blockstun at MAX<br />
|caption=<br />
|data= <br />
{{AttackData-MB<br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
<br />
=== Special Moves ===<br />
'''Note''': C-Ryougi has two moves where she throws her knife and takes out a second knife. She must retrieve the thrown knife from the ground (with 22A/B/C) before she can throw it again.<br />
<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=Mbacryougi236.png<br />
|image2=Mbacryougi236236.png<br />
|image3=Mbacryougi236214.png<br />
|image4=Mbacryougi236a.png<br />
|image5=Mbacryougi236b.png<br />
|image6=Mbacryougi236c.png<br />
|image7=Mbacryougilowkick.png<br />
|image8=MB_C-Ryougi_236C.png<br />
|caption=A/B<br />
|caption2=~236X<br />
|caption3=~214X<br />
|caption4=~236A (Ender)<br />
|caption5=~236B (Ender)<br />
|caption6=~236C (Ender)<br />
|caption7=~214D/X (Ender)<br />
|caption8=EX<br />
|name=Double Belfry <br>(EX: Belfry - Kiyohime Passing)<br />
|linkname=236X<br />
|input=236A/B/C <br>(236A/B~236X / 214X/D)<br>(~236A/B/C / 214X)<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=750<br />
|reddamage=539<br />
|proration=80% (O)<br />
|circuit=7.5%<br />
|cancel=-CH-<br />
|guard=LH<br />
|startup=10<br />
|active=4<br />
|recovery=21<br />
|frameAdv=-7<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=750<br />
|reddamage=539<br />
|proration=80% (O)<br />
|circuit=7.5%<br />
|cancel=-CH-<br />
|guard=LH<br />
|startup=16<br />
|active=3<br />
|recovery=33<br />
|frameAdv=-18<br />
|invuln=<br />
|description=*Ryougi's rekka series starter.<br />
<br />
'''A:''' Ryougi low-profiles and dashes forward with a low knife cut (but it hits mid).<br><br />
'''B:''' Has a slower start-up than the A version, but covers slightly more ground.<br />
}}<br />
{{AttackData-MB<br />
|version=~236X<br />
|damage=900<br />
|reddamage=735<br />
|proration=80% (O)<br />
|circuit=9.0%<br />
|cancel=-CH-<br />
|guard=LH<br />
|startup=5<br />
|active=5<br />
|recovery=19<br />
|frameAdv=-6<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=~214X<br />
|damage=1200<br />
|reddamage=882<br />
|proration=75% (O)<br />
|circuit=12.0%<br />
|cancel=-CH-<br />
|guard=H<br />
|startup=26 ~ 27<br />
|active=3<br />
|recovery=19<br />
|frameAdv=-7<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=~214D<br />
|damage=450<br />
|reddamage=343<br />
|proration=50% (O)<br />
|circuit=4.5%<br />
|cancel=-EX-<br />
|guard=L<br />
|startup=11<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln=<br />
|description=*Second part of the rekka. <br />
<br />
'''236X:''' Ryougi does a second low knife cut. Still hits mid.<br><br />
'''214X:''' Ryougi does an overhead knife strike. This has a lot of start-up, and does not combo from the previous hit.<br><br />
'''214D:''' Ryougi does a sweep, but you have to be very close to the opponent otherwise it won't connect. This ends the rekka. Hard knockdown on hit.<br />
}}<br />
{{AttackData-MB<br />
|version=236A<br />
|damage=700<br />
|reddamage=392<br />
|proration=50% (O)<br />
|circuit=7.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=8 ~ 9<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-6<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=236B<br />
|damage=1200<br />
|reddamage=784<br />
|proration=40% (M)<br />
|circuit=12.0% <br />
|cancel=<br />
|guard=LH<br />
|startup=12 ~ 13<br />
|active=6<br />
|recovery=25 <br />
|frameAdv=-13<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=236C<br />
|damage=1500<br />
|reddamage=980<br />
|proration=100%<br />
|circuit=15.0%<br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=20 ~ 21<br />
|active=10<br />
|recovery=16<br />
|frameAdv=-10<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=214X/D<br />
|damage=450<br />
|reddamage=343<br />
|proration=50% (O)<br />
|circuit=4.5%<br />
|cancel=-EX-<br />
|guard=L<br />
|startup=9<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln=<br />
|description=*Rekka enders. <br />
<br />
'''236A:''' Ryougi ends the rekka with a low horizontal knife cut. Hard knockdown on hit.<br><br />
'''236B:''' Ends the rekka with a knife uppercut. Launches into hard knockdown on hit.<br><br />
'''236C:''' Ends the rekka with a knife thrust. If you're close enough to the opponent, this move can cross-up. Launches high-up into an air-tech state on hit.<br><br />
'''214X/D:''' Ends the rekka with the small sweep.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=3000 (2640)<br />
|reddamage=2156<br />
|proration=100%<br />
|circuit=-100%<br />
|cancel=<br />
|guard=LH<br />
|startup=1+10<br />
|active=6<br />
|recovery=32 <br />
|frameAdv=-12 <br />
|invuln=Full 1-4 and 11-20 <br />
|description=Ryougi dashes forward and covers around 3/4 of the screen. Very good at blowing through a character setting up summons or charged projectiles, but don't overuse it, as you only have 4 invincible frames.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_623AB.png<br />
|image2=MB_C-Ryougi_623C.png<br />
|caption=<br />
|name=Bamboo Fence Melody <br> (EX: Mournful Slicing Bamboo Fence)<br />
|linkname=623X<br />
|input=623A/B/C<br>(Hold OK)<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1200<br />
|reddamage=1078<br />
|proration=80% (O)<br />
|circuit=9.8%<br />
|cancel=<br />
|guard=L<br />
|startup=15<br />
|active=4<br />
|recovery=31<br />
|frameAdv={{Tooltip | text=-4 to -9 | hovertext=-4 = Very far away, hitting on last frame.&#10;-7 = Crossup miscreen.&#10;-9 = Corner.}} <br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[A]<br />
|damage=1500<br />
|reddamage=3430<br />
|proration=100%<br />
|circuit=15.0%<br />
|cancel=<br />
|guard=U<br />
|startup=38<br />
|active=5<br />
|recovery=35<br />
|frameAdv= <br />
|invuln=<br />
|description=* Ryougi runs forward then perform a low-hitting slash that cross-ups the opponent. All versions can be held to make Ryougi run farther and turn the slash into an unblockable.<br />
<br />
Hard knockdown on hit, launches upward when charged.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1200<br />
|reddamage=1078<br />
|proration=55% (O)<br />
|circuit=9.8%<br />
|cancel=<br />
|guard=L<br />
|startup=22<br />
|active=4<br />
|recovery=28<br />
|frameAdv={{Tooltip | text=-1 to -6 | hovertext=-1 = Very far away, hitting on last frame.&#10;-4 = Crossup miscreen.&#10;-6 = Corner.}} <br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[B]<br />
|damage=1500<br />
|reddamage=3430<br />
|proration=100%<br />
|circuit=15.0%<br />
|cancel=<br />
|guard=U<br />
|startup=45<br />
|active=5<br />
|recovery=35<br />
|frameAdv= <br />
|invuln=<br />
|description=Both uncharged and charged versions launches upward on hit, with the former being air techable.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1200<br />
|reddamage=1078<br />
|proration=60% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=L<br />
|startup=1+18<br />
|active=5<br />
|recovery=35<br />
|frameAdv={{Tooltip | text=-3 to -9 | hovertext=-3 = Very far away, hitting on last frame.&#10;-7 = Crossup miscreen.&#10;-9 = Corner.}}<br />
|invuln=9-23<br />
|description=Can launch on OTG, giving it niche use as an extender after a rekka.<br />
}}<br />
{{AttackData-MB<br />
|version=[EX]<br />
|damage=1900<br />
|reddamage=4410<br />
|proration=100%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=U<br />
|startup=1+39<br />
|active=5<br />
|recovery=35<br />
|frameAdv=<br />
|invuln=9-23<br />
|description=Untechable launch on hit. Super flash makes this insanely reactable. Use at own risk.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MBFRyougi214A.png<br />
|image2=MBFRyougi214B.png<br />
|image3=MBFRyougi214EX.png<br />
|caption=<br />
|name=Avidya Moon<br />
|linkname=214X<br />
|input=214A/B/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1000<br />
|reddamage=931<br />
|proration={{Tooltip | text=(90% (M))| hovertext=Hitstun-extending hitbox.}}, 85% (M)<br />
|circuit=10.0%<br />
|cancel=-EX-<br />
|guard=H<br />
|startup={{Tooltip | text=24| hovertext=Hitstun-extending hitbox active on frames 11-13.}}<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-6<br />
|invuln=<br />
|description=* Slashing flip. Air-unblockable.<br />
<br />
Slash forward. Wallslams on hit.<br><br />
Has a "hitbox" that extends hitstun on standing opponents during a combo.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1200<br />
|reddamage=980<br />
|proration=50% (O)<br />
|circuit=12.0% <br />
|cancel=-EX-<br />
|guard=H<br />
|startup=27<br />
|active=3<br />
|recovery=24 <br />
|frameAdv=-8 <br />
|invuln=<br />
|description=Slash downward. Overhead. Knocks opponent up. While a highly risky move, it beats backdash on wakeup, something C-Ryougi is prone to. The threat of this move is important to instill in your opponent, to tell them they can't backdash for free.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1400<br />
|reddamage=980<br />
|proration=50% (M)<br />
|circuit=-100.0%<br />
|cancel=N, SP, EX, J<br />
|guard=LH<br />
|startup=1+14<br />
|active=4<br />
|recovery=22 <br />
|frameAdv=-9<br />
|invuln=Full 1<br />
|description=Slash forward. Knocks opponent up. Can cancel on hit or block (e.g. attack or dash).<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">421X</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_421AB.png<br />
|image2=MB_C-Ryougi_421C.png<br />
|caption=A/B<br />
|caption2=EX<br />
|name=Glass Moon Saka<br />
|linkname=421X<br />
|input=421A/B/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1200<br />
|reddamage=980<br />
|proration=85% (M)<br />
|circuit=12.0%<br />
|cancel=SP, EX<br />
|guard=H<br />
|startup=29 ~ 30<br />
|active=2<br />
|recovery=26<br />
|frameAdv=-9<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1200<br />
|reddamage=980<br />
|proration=85% (M)<br />
|circuit=12.0%<br />
|cancel=SP, EX, J<br />
|guard=H<br />
|startup=35 ~ 36<br />
|active=2<br />
|recovery=26<br />
|frameAdv=-9<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1200<br />
|reddamage=980<br />
|proration=85% (M)<br />
|circuit=-100.0%<br />
|cancel=SP, EX, J<br />
|guard=H<br />
|startup=5+(21 ~ 6)<br />
|active=2<br />
|recovery=26<br />
|frameAdv=-9<br />
|invuln=<br />
|description=* Run forward and flipjump to slash the opponent from behind. All versions are downward slashes, overheads, air unblockable.<br />
*A: You can cancel an airdodge if you hit and jump to be safe.<br />
*B and EX versions are jump cancellable on block, making them safe overheads that can be used in pressure. EX version is mostly useful as a way to escape the corner, as the super flash makes it reactable. The B version is actually a good combo starter in the corner, as you can quickly cancel the hit into backwards airdash to link a j.BC. (If you cancel it to jump you will have +17 frames advantage to do what you want)<br />
<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">22X</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_22A.png<br />
|image2=MB_C-Ryougi_22B.png<br />
|image3=MB_C-Ryougi_22C.png<br />
|image4=MB_C-Ryougi_22X_Pickup.png<br />
|caption=<br />
|name=Hidden Dagger<br />
|linkname=22X<br />
|input=22A/[A]/B/[B]/C<br>(~22X Near Knife)<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=950<br />
|reddamage=735<br />
|proration=60% (O)<br />
|circuit=9.5%<br />
|cancel=<br />
|guard=LA<br />
|startup=17<br />
|active={{Tooltip | text=11| hovertext=Maximum amount of frames the knife can travel.}}<br />
|recovery=24<br />
|frameAdv=-3<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[A]<br />
|damage=1000<br />
|reddamage=686<br />
|proration=100%<br />
|circuit=10.0%<br />
|cancel=<br />
|guard=LA<br />
|startup=34<br />
|active={{Tooltip | text=9| hovertext=Maximum amount of frames the knife can travel.}}<br />
|recovery=22<br />
|frameAdv=2<br />
|invuln=<br />
|description=* Ryougi throws her knife, piercing the opponent. If it hits the floor, it will stay in the ground. If it hits the edge of the screen, it will bounce off and spin to the ground.<br />
<br />
Ryougi throws the knife at the ground at a low angle, hitting the ground over halfway across the screen. Can be charged for a hard knockdown and to make it unshieldable.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=950<br />
|reddamage=735<br />
|proration=60% (O)<br />
|circuit=9.5%<br />
|cancel=<br />
|guard=LA<br />
|startup=17<br />
|active={{Tooltip | text=17| hovertext=Maximum amount of frames the knife can travel.}}<br />
|recovery=18<br />
|frameAdv=-3<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[B]<br />
|damage=1000<br />
|reddamage=686<br />
|proration=100%<br />
|circuit=10.0%<br />
|cancel=<br />
|guard=LA<br />
|startup=34<br />
|active={{Tooltip | text=15| hovertext=Maximum amount of frames the knife can travel.}}<br />
|recovery=16<br />
|frameAdv=2<br />
|invuln=<br />
|description=Ryougi throws the knife at a somewhat higher angle, reaching almost full screen. Can be charged for a hard knockdown and to make it unshieldable.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1700<br />
|reddamage=1372<br />
|proration=60% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=1+6 <br />
|active={{Tooltip | text=X| hovertext=Depends on how long the knife travels.}}<br />
|recovery=24<br />
|frameAdv=8<br />
|invuln=Full 1<br />
|description=Ryougi throws the knife in a straight line, wallslamming the opponent. Useful for extending pressure during blockstring.<br />
}}<br />
{{AttackData-MB<br />
|version=~22X<br>(Pickup)<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=17| hovertext=Full duration. &#010;Knife picked up on frame 12.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Ryougi picks her knife back up. Can be used to cancel special-cancellable moves near the knife's position.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">63214C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_63214C.png<br />
|image2=MB_C-Ryougi_63214C_5X.png<br />
|image3=Mbacryougi236214.png<br />
|image4=Mbacryougilowkick.png<br />
|image5=Mbacryougi236236.png<br />
|image6=Mbacryougi236b.png<br />
|image7=MB_C-Ryougi_63214C_D.png<br />
|caption=Why you play this moon.<br />
|caption2=~5X<br />
|caption3=~6X<br />
|caption4=~2X<br />
|caption5=~4X<br />
|caption6=~8X<br />
|caption7=~D<br />
|name=Selfless Knowledge - Empty Heart, Possess Truth<br />
|linkname=63214C<br />
|input=63214C<br>(~2/4/5/6/8X or D)<br />
|data=<br />
{{AttackData-MB<br />
|version=63214C<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=-150.0%<br />
|cancel=-CH-<br />
|guard=<br />
|startup={{Tooltip | text=1+5| hovertext=Until the first attack can be performed.}}<br />
|active=X<br />
|recovery=70<br />
|frameAdv= <br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=~5X<br />
|damage=500<br />
|reddamage=392<br />
|proration=90% (M)<br />
|circuit=0.0%<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=9<br />
|active=4<br />
|recovery=26<br />
|frameAdv=-12<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=~6X<br />
|damage=1200<br />
|reddamage=980<br />
|proration=75% (O)<br />
|circuit=0.0%<br />
|cancel=-CH-<br />
|guard=HA<br />
|startup=24<br />
|active=3<br />
|recovery=18<br />
|frameAdv=-6<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=~2X<br />
|damage=200<br />
|reddamage=98<br />
|proration=50% (O)<br />
|circuit=0.0% <br />
|cancel=-CH-<br />
|guard=LA<br />
|startup=5<br />
|active=3<br />
|recovery=30 <br />
|frameAdv=-15<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~4X<br />
|damage=400<br />
|reddamage=196<br />
|proration=90% (M)<br />
|circuit=0.0%<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=8 <br />
|active=3<br />
|recovery=17<br />
|frameAdv=-3<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~8X<br />
|damage=700<br />
|reddamage=392<br />
|proration=70% (O)<br />
|circuit=0.0% <br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=6<br />
|active=6<br />
|recovery=29<br />
|frameAdv=-17<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=D<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit= <br />
|cancel=<br />
|guard=<br />
|startup= <br />
|active=<br />
|recovery={{Tooltip | text=44| hovertext=Full duration.}} <br />
|frameAdv= <br />
|invuln=<br />
|description=* Custom combo EX. Nicknamed "Genei Jin" after a similar Street Fighter move. Ryougi runs forward. Pressing a direction and an attack button causes her to attack.<br />
<br />
'''5X:'''236A/B slash.<br><br />
'''6X:''' 236A/B~214X overhead slash.<br><br />
'''2X:''' 236A/B~214D low sweep.<br><br />
'''4X:''' 236A/B~236X slash.<br><br />
'''8X:''' 236B rekka ender slash. Launches the opponent. (If you have the guts to spend 150 meter you can use it as anti air)<br><br />
'''D:''' Rolls forward, going through the opponent.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">6C~214C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_6C_214C.png<br />
|caption=<br />
|name=Culled Long-Sleeved Kimono<br />
|linkname=6C~214C<br />
|input=6C(Hit)~214C<br />
|data=<br />
{{AttackData-MB <br />
|damage=2500 (2907)<br />
|reddamage=(2071)<br />
|proration=50%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=U<br />
|startup=4+2<br />
|active=3<br />
|recovery=22 <br />
|frameAdv= <br />
|invuln=<br />
|description=Ryougi stabs the opponent from behind after 6C. Meter break the opponent at the cost of 100% meter, for roughly 3k damage.<br><br />
Can only be used if the 6C successfully moves her behind the opponent (i.e. successful uncharged hit against grounded opponent). Meter break lasts 5 seconds.<br />
<br />
Damage includes the 6C.<br />
}}<br />
}}<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=Mbacryougij236a.png<br />
|image2=Mbacryougij236b.png<br />
|image3=Mbacryougij236c.png<br />
|caption=<br />
|name=Glass Moon<br />
|linkname=j.236X<br />
|input=j.236A/B/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1500<br />
|reddamage=1372<br />
|proration=75% (O)<br />
|circuit=15.0%<br />
|cancel=<br />
|guard=HA<br />
|startup=18<br />
|active=2<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} <br />
|frameAdv=-17 (TK)<br />
|invuln=<br />
|description=* Rising crescent slash. Wallslams. Can TK. <br />
<br />
Slower. Overhead. You should probably never use this outside of one or two specific combo routes.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1600<br />
|reddamage=1470<br />
|proration=75% (O)<br />
|circuit=16.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=11<br />
|active=2<br />
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}} <br />
|frameAdv=-5 (TK)<br />
|invuln=<br />
|description=Faster. Not an overhead. Your main meterless ender if you need more damage. Due to being only 10f and covering her whole body, can be used in niche scramble situations.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=2200<br />
|reddamage=1960<br />
|proration=40% (O)<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=HA<br />
|startup=1+10<br />
|active=2<br />
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}} <br />
|frameAdv=-6 (TK)<br />
|invuln=Full 1-14<br />
|description=Invincible, overhead version. A metered version that adds about 300 damage to any combo. Nice as a finisher. (can be used as a situational reversal but you need 3 frames to do it)<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.22X</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_j.22A.png<br />
|image2=MB_C-Ryougi_j.22B.png<br />
|image3=MB_C-Ryougi_j.22C.png<br />
|caption=<br />
|name=Hidden Dagger (Air)<br />
|linkname=j.22X<br />
|input=j.22A/B/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A / B<br />
|damage=950<br />
|reddamage=735<br />
|proration=90% (M)<br />
|circuit=9.5% <br />
|cancel=<br />
|guard=LHA<br />
|startup=20 / 21<br />
|active={{Tooltip | text=X| hovertext=Depends on how long the knife travels.}}<br />
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}} <br />
|frameAdv= <br />
|invuln=<br />
|description=Ryougi flips then throws the knife at a downward angle. A version goes forward, B goes backward.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=950<br />
|reddamage=735<br />
|proration=50% (M)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=1+0<br />
|active={{Tooltip | text=X| hovertext=Depends on how long the knife travels.}}<br />
|recovery={{Tooltip | text=17| hovertext=Landing recovery.}} <br />
|frameAdv= <br />
|invuln=<br />
|description=Ryougi flips backward and throws the knife straight forward. Air-untechable knockdown.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">44/66/22X</span> =====<br />
{{MoveData<br />
|image=Mbacryougitumblingcat.png<br />
|image2=Mbacryougitumblingcatex.png<br />
|caption=A/B<br />
|caption2=EX<br />
|name=Stumbling Cat<br />
|linkname=44/66/22X<br />
|input=(During Air Tech)<br>44/66/22A/B/C <br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1100<br />
|reddamage=735<br />
|proration=50% <br />
|circuit=11.0% <br />
|cancel=<br />
|guard=LHA<br />
|startup=21<br />
|active=2<br />
|recovery={{Tooltip | text=7| hovertext=Landing recovery.}} <br />
|frameAdv={{Tooltip | text=9| hovertext=Lowest height.}} <br />
|invuln=Full 1-3<br />
|description=* A command air tech. Attack out of air recovery. The direction determines the direction of the tech. Wallslams.<br />
While seemingly a gimmick at first, this command tech (colloquially called "nekotech") is surprisingly useful. It can punish most Shield Bunkers on hit, and even things like Roa 623B. Basically anything that leaves them close to you and in an air tech state. You can combo off it if you get hit while they're in the corner, but this is exceedingly rare. Good to know though.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1100<br />
|reddamage=735<br />
|proration=50% <br />
|circuit=11.0% <br />
|cancel=<br />
|guard=LHA<br />
|startup=16<br />
|active=2<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} <br />
|frameAdv={{Tooltip | text=1| hovertext=Lowest height.}} <br />
|invuln=Full 1-3<br />
|description=Faster, but with longer landing recovery. This is the version you want to use. <br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1800<br />
|reddamage=1176<br />
|proration=75%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=6+7<br />
|active=2<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} <br />
|frameAdv={{Tooltip | text=-4| hovertext=Lowest height.}} <br />
|invuln=Full 1-14<br />
|description=Fully invincible until end of active frames. <br />
<br />
<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MB_C-Ryougi_AD.png<br />
|caption= https://www.youtube.com/watch?v=37XdN_91dDE<br />
|name=Mystic Eyes of Death Perception - Five Scenic Collapse<br />
|linkname=Arc Drive<br />
|input=41236C during MAX/Heat <br />
|data=<br />
{{AttackData-MB <br />
|damage=3500 (3080)<br />
|reddamage=(4761)<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U, LHA<br />
|startup=17+4<br />
|active=2 (35) 5<br />
|recovery=45<br />
|frameAdv=-31<br />
|invuln=Full 1-2, 17-70<br />
|description=A weaker version of Seven Scenic Demise, it acts the same way in that it can OTG and blow through projectiles, but it has a slower startup and does less damage. You can jump out during the super flash.<br><br />
You can also just block it, as it only becomes unblockable if you're near Ryougi during the startup of the super, and even then you can just mash 88 and you'll be able to jump out of it 80% of the time. If blocked, Ryougi will not be in counterhit state, but have enough time to combo off the recovery. You shouldn't use this move. <br />
}}<br />
}}<br />
<br />
=== Another Arc Drive ===<br />
{{MoveData<br />
|image=MB_C-Ryougi_AAD.png<br />
|caption=<br />
|name=Mystic Eyes of Death Perception - Seven Scenic Demise<br />
|linkname=Another Arc Drive<br />
|input=41236C during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=5000 (4400)<br />
|reddamage=(7936)<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U, LHA<br />
|startup={{Tooltip | text=3+20*| hovertext=Unblockable hitbox active during superflash.}} <br />
|active=5<br />
|recovery=45<br />
|frameAdv=-31<br />
|invuln=Full 1-36<br />
|description=Ryougi freezes the opponent in place, seeing the lines of death and cutting them apart. Active on frame 1, it is an unblockable super that works as a grab/throw. You have to jump before the super flash, or you'll be caught by it. Can OTG and blow through projectiles. You can't dodge it, as dodge runs out of active frames before the appearance of the lines. Very strong reversal at the cost of BLOOD HEAT.<br />
}}<br />
}}<br />
<br />
=== Last Arc ===<br />
{{MoveData<br />
|image=MBFRyougiLA.png<br />
|caption=<br />
|name=Pure Knowledge - Empty Boundaries<br />
|linkname=Last Arc<br />
|input=Grounded EX Shield during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=7000<br />
|reddamage=6860<br />
|proration=N/A<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=0<br />
|active=5<br />
|recovery=26 <br />
|frameAdv=<br />
|invuln=Full 1-8<br />
|description=The move is akin to a throw/uses the throw animation, so it will whiff/cancel/not activate when shielding DPs. If during BLOOD HEAT, a DP is EX shielded, the screen will flash white as if to signal the activation of the Last Arc, but the throw whiff animation will come out instead. Will activate when shielding any projectile, from Hime pillar to Aoko's Arc Drive.<br />
<br />
One of only two Last Arcs (the other being Roa) which ignore Last Arc proration (100% to 50% based on Blood Heat duration).<br />
}}<br />
}}<br />
== General Gameplan ==<br />
C Ryougi is generally considered the worst of the three moons, due to her mostly gimmicky pressure and smaller buttons compared to the other moons. That being said, she gains a few notable things over said moons: An invincible reversal in the form of Heat on demand, which also increases her survivability when able to heal red health. She also gains an actual jump in button in the form of jB, which is also an incredible button that is used very liberally. C Ryougi wants to use her fast movement and great air buttons to confirm hits and keep you on the ground.<br />
<br />
=== Neutral ===<br />
Mostly being precise with j.B and 5B.<br />
<br>Use your quick airdashes to get in or retreat.<br />
<br>Retreating is important for C-Ryougi, as it sets up her quick airdash to get in when the moment presents itself.<br />
<br />
=== Offense ===<br />
C-Ryougi has mediocre pressure and usually ends up giving up on it and falling back to neutral, unless you want to take some risk.<br />
<br>Example blockstring: ...5B > 2C > 5A(whiff) > 5B > 2C... <br />
Cancelling into an A normal from 5C is +1, and +2 on 2C. 5BB is -1.<br />
If you want to take risks, you should go for rekka high/low (236A>214A/214D), frame traps(half charge 5C or 6C), unblockables (use 5C or 6C the others are too slow), or the 421 series for a crossup overhead (preferably B because that one is jump cancellable so you won't die on block)<br />
Should you get a hard knockdown through A rekka, 214B, or 421B, you can time safejump with j.B or, should you be feeling frisky, use 623[A]/[B] as a meaty. Because these moves are unblockable and provide untechable knockdown, they're a good choice should you be fighting an opponent without a meterless reversal, or without meter for said reversal. Possible to be jumped out of should the meaty not be tight enough.<br />
<br />
=== Pressure ===<br />
[[image: Ryougi10.png|frame|right]]<br />
Let's be honest, maybe it doesn't have the best pressure, but it exists and it's risky.<br />
*Corner Blockstring example: 5BB > 2B > 2C >5C > 6C > 236A~236A~236C > 22C +8 on block, this is where you decide what to do, you have several options:<br />
<br />
*1. You can do 2A to follow up with a rebeat based pressure ending with 5a whiff when you are at a safe distance.<br />
<br />
*2.You can do a strike throw and do meaty 2C and continue with point 1 or use 421X as a mix (be very careful with this option, it is advisable to use version B or C to cancel it in case it is blocked)<br />
<br />
*3.Be creative, the pressure doesn't just keep the opponent stuck in the corner, generally the players are mashing on pressure, you can do staggers and delays on the blockstring to get counters and combos (don't put too much delay, you have to practice them)<br />
<br />
*Example: 5BB delay 2C, 5BB delay 2B<br />
*Note1: Don't overextend yourself with rebeat pressure as it tends to stop working and will eventually do something to you, sometimes it's better to just go back to neutral.<br />
<br />
*Note2: Ryougi can break guard bar easily, if you see that his opponent has little bar use the example of blockstring.<br />
<br />
*You can also use the rekkas: the 236AB series is very easy to block, but can stagger on the last rekka, you can make delay 236C, 236B and 214X rekka enders.<br />
<br />
==== Unblockables ====<br />
You have 5 unblockable moves. They are generally weak, but work well vs F-Moon opponents, because they don't have the option to dodge.<br />
<br>Since they cannot dodge, they are forced to shield it, or use some kind of reversal. They usually shield it, as it is easier.<br />
<br>You cannot combo from hitting an unblockable.<br />
* 5[C] is the fastest unblockable. Active on 31st frame. Main drawback of this move is that opponent can tech in the air after getting hit.<br />
* 6[C] is active on 33rd frame. However opponent cannot tech in the air, so you can catch them teching on the ground if you guess right. It also has bigger range than 5[C] and doesn't move you forwards. Range can be important, as even if they shield it, some shield counters will whiff.<br />
* 623[A] is active on 38th frame. This is an unblockable you want to do as a meaty rather than pressure reset. As meaty it is fairly safe to do midscreen, because you will dash behind the opponent even if they shield. It can still be punished by unorthodox means like weird specials, good backdashes.<br>Sometimes this move is useful to use after ending combo with j.236B. Opponent is going to be high in the air, and will not see where you are on the ground. So this move might catch them off guard.<br />
* 623[B] is active on 45th frame. Useless, same properties as 623[A] just slower.<br />
* 623[C] is active on 40th frame. Same properties as 623[A] just a bit more dmg + screen flash might scare opponents into trying to block it.<br />
<br />
One big note about unblockables is that they do big amounts of red hp damage.<br />
* 5[C] and 6[C] do 1500 normal hp dmg, and 3000 red hp dmg.<br />
* 623[A] and 623[B] do 1500 normal hp dmg, and 3500 red hp dmg.<br />
* 623[C] does 1900 normal hp dmg, and a whopping 4500 red hp dmg.<br />
So consider opponents red hp gauge and if you want to clear it.<br />
<br />
==== 421 series ====<br />
C-Ryougi has a unique 421 series that crosses up and hits overhead. The monke flip.<br />
<br>This move pretty good as it can be cancelled from normals, and is not easy to punish.<br />
* 421A is the fast version. Active on frame 30. Big drawback is that it is not jump cancellable, making it risky vs shields. You can still special cancel it with j.236C to punish a shield counter, and it will combo into it on hit.<br />
* 421B is slower. Active on 36th frame. Can be jump cancelled. Has a weird airdash restriction, if you started combo/blockstring off of ground dash cancel e.g. dash > 2A, then you will not be allowed to airdash after this move.<br>If you fully recover the dash, then do 2A > 421B > jump cancel, then you can airdash.<br />
* 421C, active on 27th frame (there is some flash freeze, so this is very much reactable). Mainly used as an escape tool from the corner, some starting frames are hit invulnerable.<br />
<br />
==== Okizeme/Setups ====<br />
C-Ryougi has a 50/50 setup in the corner.<br />
<br>It's fairly technical because it's character specific.<br />
<br>The combo string is '''2AAA > 2B > 5BB > 5C > 2C > (delay?) 5A > 236C'''.<br />
<br />
Doesn't work on '''Aoko, Tohno, All Akihas, and Kohaku'''. Always out of the corner.<br />
<br>Always crosses up on '''Kouma, Miyako, Len, WLen.''' Can still be used as a knowledge check.<br />
<br />
Works on rest of the characters, however the delay varies to get crossup or not per character.<br />
<br>The lower the opponent(more delay) before 236C, the bigger the odds that they will be pulled out of the corner.<br />
<br />
C-Ryougi has universal okizeme options to choose from as well. As long as the opponent is airborne you can use 236A~236A~236A and you can manually time a safe jump on every character mid-screen. If they are in the corner you can manually time a super jump forward(29) to meaty them safely.<br />
<br />
Here are some of her okizeme routes from her TKj.236B routes in the corner: <br />
<br />
*'''...>2C > TKj.236B, 5BB > 214A, 2C > 5C > 236C'''<br />
<br />
This route uses meter but gives full you plenty of time to set up a 50/50 in or out of the corner. The hard part is watching the height as some characters float too high and go over Ryougi, so you need to delay your link of the TKj.236B and the 5BB. Do note that the 2C can change which side the opponent is on so be sure to watch carefully, you ''should'' be able to control it if you watch your links and their height.<br />
<br />
*'''...>2C > TKj.236B, 5BB > 214A, 2C > 2A(w) > (2A) > 236A~236A~236A'''<br />
<br />
Does not use meter nor grants a 50/50 but it is her one of her more damaging corner enders without meter. Due to ending in the 236A rekka ender she can super jump after to safe jump. Be wary of the height and timing as the second 2A can whiff sometimes. If the 2A(w) > 2A is too hard feel free to just do 2A into rekka.<br />
<br />
=== Defense ===<br />
* 421C<br />
No invincibility on start up but it gains some soon after so it can be used against certain set ups in pressure to reset back to neutral. If it is shielded it's fine, it can be canceled with jump so you can air block or air dash back to get away. Because it does cross up it does get you out of the corner which can be life saving in some match ups, also the angle it hits at makes it tough to duck under.<br />
<br />
* 214C<br />
Similar to 421C but it has invincibility on start up, but not for very long(frames 1 to 3). Even if shielded you are still able to jump cancel it adding some extra safety. The hitbox is very high and will not hit crouching characters, so if they meaty with a low, long range move you're probably getting punished as their move will recover in time. Can be used to break out similar to 421C as the invincibility on start up is always appreciated. <br />
<br />
* TK j.236C<br />
A rarer but situational reversal option. Due to being a TK input it takes 3 frames minimum before invincibility will activate, and the TK motion can be hard to squeeze out in tight blockstrings, but it is a quick option that is only about -6 with decent push back so not the worst option. It can also be used as a panic option to get someone off of you in the air if they are going to land before you, but do know that while you are strike invincible you are not throw invincible and after the flash you can be gAT out of it still.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
<br />
=== Normal Combos ===<br />
NOTE1: In most of these combos, j236B ender can (and usually should) be swapped for an airthrow to gain oki at the cost of damage. Use 236B should you feel more damage is needed to finish off an opponent.<br />
<br />
NOTE2: Starting a combo with 2B > 5B > 5C usually will improve his damage quite nicely.<br />
<br />
NOTE3: Many times they may not respect the airthrow they may jump or do something else, if you notice that go for damage or use J.22C to get okizeme<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4203<br />
|metergen=101<br />
|metero=30.3<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > 6C > j.BC > (airdash j.C) > sjc > j.BC j.236B/AT<br />
|simput=<br />
|note=Basic combo. Airdash j.C is optional, but its a free damage and is not very hard to do, although may not work on some characters, in which case you should just skip it. Airdash j.C is height specific, and grounded 2C 6C starter allows for it to be a reliable option. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4305<br />
|metergen=136.5<br />
|metero=<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > 6C > 22A/B, 2A > 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=There is a delay between 2C > 5C, this applies for all combos below. Combo gives good meter, but it's arguable if tossing a knife in this combo is worth it.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4334<br />
|metergen=152.3<br />
|metero=47.5<br />
|link=<br />
|input=*2A > 2B > 5BB > 5C > 2C > 6C > 22A/B, 2A > 2C > 623B, 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note= Advanced combo for more damage, but is impractical for the damage gained. Does not work with more than 1x 2A, because opponent lands before 623B due to gravity. Might be char specific.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=4760<br />
|metergen=94.8 - 100<br />
|metero=42.5<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 236A~236A~236C > 214C > j.A(w), land 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=The opponent has to be on the ground when you start the Rekkas, or else "236C" will not hit.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter, far from corner<br />
|character=<br />
|damage=5142<br />
|metergen=99.1 - 100<br />
|metero=45.5<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 236A~236A~236C > 22C, 214A > 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Needs to be done far away from the corner. Good damage. Delay between 22C and 214A is key for consistency. Try adding micro walk back before 2C to make it not hit behind and whiff 5C. Otherwise 2C > 5C can be changed to 2C > 2B.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 150% meter<br />
|character=<br />
|damage=6124<br />
|metergen= 55.8 - 150<br />
|metero=49.4<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 63214C~[8 > (delay > 6~8)x3 > 4(whiff)] > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Great damage. Can be used if you started combo with 120 meter. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, midscreen or slightly further<br />
|character=<br />
|damage=4014(4202)<br />
|metergen=90.0(???)<br />
|metero=<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 214A, 5BB(tk.236B) > j.BC > j.BC > AT/j236B<br />
|simput=<br />
|note=A slightly more damaging BnB with more corner carry and meter gain. Will not work at certain ranges. tk.236B is inconsistent, more research is needed as to who it works on.<br />
}}<br />
}}<br />
<br />
=== Corner Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4577<br />
|metergen=119.5<br />
|metero=36.9<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 214A > 2A > 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Corner combo for damage. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=3962<br />
|metergen=53 - 100<br />
|metero=20.3<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 214A > 2A > 2C > 236C<br />
|simput=<br />
|note=Corner combo with meter, less damage but good okizeme. Depending on the delay between 2C and 236C you can force opponent be in the corner, or slightly out of it. So air dashing over them after 236C is a left/right mixup and then land > 2A is a left/right mixup. Might be character specific.<br />
}}<br />
}}<br />
<br />
=== Tigerknee Corner Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4449<br />
|metergen=111.5<br />
|metero=33.4<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > 6C > TK j.236B > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Basic version, easy to execute.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4651<br />
|metergen=115<br />
|metero=35.6<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > TK j.236B, 5BB > 214A > j.BC > j.BC > j.236B<br />
|simput=<br />
|note=Advanced version, "5BB" link is tricky.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=4715<br />
|metergen=86 - 100<br />
|metero=29.1<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > TK j.236B, 5BB > 214A, 2C > 236C <br />
|simput=<br />
|note=Meter version, okizeme. Sometimes 2C will hit behind, so will need to do 214C to get 236C, it will still hit.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=2B starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=5787<br />
|metergen=80<br />
|metero=36.8<br />
|link=<br />
|input=*2B > 5B > 5C > 236A~236A~236C > 22C > 5C > TK j.236B > j.BC > j.BC > j.236B<br />
|simput=<br />
|note=Ultra optimized version with a high degree of difficulty I think, you have little time to link the 5C after having used the 22C, you also have little time to connect the JB after the TK<br />
}}<br />
}}<br />
<br />
==== J.22C Combo Pre Enders ====<br />
The J.22C is a very good pre ender to continue the pressure after a combo.<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=From air combo, Knife, 100% meter<br />
|damage=Combo dependent<br />
|metergen=<br />
|metero=<br />
|input= *Air Combo > j.22C, 2C > 236A~236A~236A<br />
|simput=<br />
|note=Rekka ender for okizeme, Be careful with different types of reversal<br />
<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=From air combo, Knife, 100% meter<br />
|damage=Combo dependent<br />
|metergen=<br />
|metero=<br />
|input= *Air Combo > j.22C, 2C > 236C<br />
|simput=<br />
|note=236C ender, great okizeme option, you will have a lot of advantage thanks to the HKD<br />
<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=From air combo, Knife, 100% meter<br />
|damage=Combo dependent<br />
|metergen=<br />
|metero=<br />
|input= *Air Combo > j.22C, 2C > 623A<br />
|simput=<br />
|note=623A Ender, Similar to 236C it will give you good Okizeme but be careful with the different types of reversal<br />
}}<br />
}}<br />
<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=c&p1char=ryougi C-Ryougi Match Video Database]<br><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="120"|Name!! width="44"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=c&p1char=ryougi&p1name=ieda%20(%E3%81%84%E3%81%88%E3%81%A0) ieda<br>(いえだ)]|| style="text-align:center;"| <br />
[[File:MBAACC_Ryougi_Color10.png|Color|39px]] <br />
| Japan || KorewaMelty || Inactive || <br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=c&p1char=ryougi&p1name=Rymaru Rymaru]|| style="text-align:center;"| <br />
[[File:MBAACC_Ryougi_Color01.png|Color|39px]] <br />
| Brazil || Netplay || Active || <br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=c&p1char=ryougi&p1name=taico-+%28%E3%81%9F%E3%81%84%E3%81%93%29 taico-<br>(たいこ)]|| style="text-align:center;"| <br />
[[File:MBAACC_Ryougi_Color15.png|Color|39px]] <br />
| Japan || Play Spot BIG ONE 2nd || Active ||<br />
|}<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Shiki Ryougi]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Shiki_Ryougi/Crescent_Moon&diff=238245Melty Blood/MBAACC/Shiki Ryougi/Crescent Moon2023-02-01T20:54:20Z<p>EikaMikiku: /* 6C */</p>
<hr />
<div>[[image:Void Shiki.png|<br />
'''Name:''' Shiki Ryougi (両儀 式, Ryōgi Shiki)<br><br />
'''Also known as:''' Monster (Fate/EXTRA) Magus Assassin, Lady of the Void<br><br />
<br><br />
'''Voiced by:''' Maaya Sakamoto(坂本 真綾)<br><br />
'''Type:''' Human (Demon Hunter), Psychic<br><br />
'''Gender:''' Female<br><br />
<br><br />
'''Birthday:''' February 17, 1980<br><br />
'''Height:''' 160cm<br><br />
'''Weight:''' 47kg<br><br />
<br><br />
'''Eye Color:''' Grey<br><br />
'''Hair Color:''' Dark Brown<br><br />
|frame|right]]<br />
<br />
{{TOC limit|3}}<br />
<br />
== Character Page Progress ==<br />
{{#lst:Melty_Blood/MBAACC:Roadmap|C-Ryougi}}<br />
<br />
<br />
== Overview ==<br />
{{StrengthsAndWeaknesses<br />
|intro=[[File:Ryougi_Head.png|link]] '''C-Ryougi''' actually has air buttons.<br />
|pros=<br />
*'''Good general mobility''': Decent ground mobility and a very long / fast airdash that is a bit slow to act out of.<br />
*'''Strong neutral''': Being the only Ryougi moon with both an air actionable j.A and a proper jump in, her neutral is much more consistent and lower commitment than H and F-moon.<br />
*'''Large bag of gimmicks''': Unblockables, rekka followups, and a crossup overhead that is jump cancellable on block make her frustrating for people who don't understand what she does.<br />
*'''Incredible Blood Heat''': Just like her F-moon counterpart, Ryougi AAD is one of the best reversals in the game that also happens to be a huge 1f command grab, and her full screen Last Arc notoriously does ''7k damage unscaled''.<br />
*'''Good conversions with 150 meter''': Her unique "Genei Jin" super gives her access to enhanced metered conversions anywhere on the screen that can break 6k.<br />
*'''Possible safe Heat on every hit''': Personally what I think her strongest Pro compared to H and F moon is, the wall-bounce on j.236B means almost any air combo gives you time to safely pop heat and heal.<br />
*'''Good damage with meter''': With a single bar you can easily break 5K damage and if you optimize enough you can reach almost 6K.<br />
*'''Crescent Moon Mechanics''': C Ryougi has the ability to use: Ex Shield, Shield, Ex Guard and Heat at any time you have meter, if you know how to use them you will you will definitely improve a lot.<br />
|cons=<br />
*'''Gimmicky defense outside of system mechanics''': The only true invuln startup reversal outside of Blood Heat she has is 421C, and the superflash is reactable. Without meter she is limited to basic C-moon mechanics<br />
*'''Low average damage without meter''': C-Ryougi's basic BnB doesn't even break 4k, and her other possible higher damage routes such as Rekka loop are very conditional or character specific.<br />
*'''Frequent returns to neutral''': Almost moreso than F-Moon, her pressure doesn't usually last very long. While she does have pretty above average rebeats and a partial chargable 5C, staying in for extended periods of time requires a lot of risk-taking.<br />
*'''Low health''': Ryougi has the 5th effective HP in the game. She bleeds for her mistakes.<br />
*'''Long recovery normals''': On anything that isn't 2/5A, you're stuck in 17f of recovery at best if you whiff a B or C normal. Making her prone to getting backdashed, spotdodged, and whiff punished<br />
|tablewidth=80<br />
<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=Fryougurt5A.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|data= <br />
{{AttackData-MB <br />
|damage=350 <br />
|reddamage=196<br />
|proration=75% (O)<br />
|circuit=3.5% <br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=LH<br />
|startup=5 <br />
|active=4 <br />
|recovery=9 <br />
|frameAdv=-1 <br />
|invuln= <br />
|description=Tied with 2A for Ryougi's fastest normal. Air unblockable. The range is not much, but it's still decent. If you really need to, you can use it as an emergency anti-air, but you'll probably get beat out.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=HRyougi5b.png<br />
|image2=HRyougi5bb.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|input=5B~B<br />
|data= <br />
{{AttackData-MB<br />
|version=5B<br />
|damage=500<br />
|reddamage=245<br />
|proration=80% (O)<br />
|circuit=5.0%<br />
|cancel=N, SP, CH, EX, (J)<br />
|guard=LH<br />
|startup=9<br />
|active=3<br />
|recovery=18<br />
|frameAdv=-6<br />
|invuln=Clash 9-11<br />
|description=Mid-range knife swipe with excellent horizontal range and clash frames. Moves forward very slightly. Her second best combo starter and best overall standing poke; can be repeated into another delayable 5B. It has terrible lag on whiff however, and is prone to backdash-canceling and dodges.<br />
}}<br />
{{AttackData-MB<br />
|version=5B~B<br />
|damage=600<br />
|reddamage=343<br />
|proration=70%<br />
|circuit=6.0%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=3<br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln=Clash 5-7<br />
|description=A close range knife swipe follow-up to her 5B. Has good range, but not as long as her 5B. Keeps her in place. Used primarily in combos and pressure strings to add damage/deplete guard meter.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_5C.png<br />
|caption=<br />
|name=5C<br />
|linkname=5C<br />
|input=5[C]<br />
|data= <br />
{{AttackData-MB <br />
|version=5C<br />
|damage=850 <br />
|reddamage=392<br />
|proration=80% (O)<br />
|circuit=8.5% <br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=11 <br />
|active=4 <br />
|recovery=17 <br />
|frameAdv=-4 <br />
|invuln=Clash 11-14<br />
|description=Downward knife swipe with less range than 5B and moves Ryougi forward a bit. Deals a little bit of chip dmg.<br />
}}<br />
{{AttackData-MB <br />
|version=5[C]<br />
|damage=1500 <br />
|reddamage=2940<br />
|proration=100% <br />
|circuit=15.0% <br />
|cancel= <br />
|guard=U <br />
|startup=31 <br />
|active=4 <br />
|recovery=28 <br />
|frameAdv= <br />
|invuln=Clash 31-34<br />
|description=Becomes an unblockable while charged, launching the opponent into an air tech state on hit.<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=HRyougi2a.png<br />
|caption=<br />
|name=2A<br />
|linkname=2A<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=147<br />
|proration=75% (O)<br />
|circuit=3.0%<br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=L<br />
|startup=5<br />
|active=4<br />
|recovery=9<br />
|frameAdv=-1<br />
|invuln=<br />
|description=Close ranged crouching low kick. Fastest normal along with 5A. Best combo starter. Best whiff cancel move for pressure and stagger strings. Can be used for off-the-ground pick ups.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=HRyougi2b.png<br />
|caption=2 frames slower than H-moon 2B for some reason but 2 frames safer<br />
|name=2B<br />
|linkname=2B<br />
|data= <br />
{{AttackData-MB<br />
|damage=550<br />
|reddamage=392<br />
|proration=90% (O)<br />
|circuit=5.5%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=11<br />
|active=3<br />
|recovery=15<br />
|frameAdv=-1<br />
|invuln=Clash 11-13<br />
|description=Mid-range crouching horizontal knife swipe with clash frames. Good range. Highest damage combo starter. Clash hitbox makes this good to bait DPs. Simply press it and if it clashes, do nothing and wait for them to come down. If it blocks, blockstring as normal.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=Fryougurt2C.png<br />
|caption=<br />
|name=2C<br />
|linkname=2C<br />
|data= <br />
{{AttackData-MB <br />
|damage=900 <br />
|reddamage=490<br />
|proration=55% (O)<br />
|circuit=9.0% <br />
|cancel=N, SP, EX, (J)<br />
|guard=L <br />
|startup=14 <br />
|active=2 <br />
|recovery=28 <br />
|frameAdv=-12 <br />
|invuln= <br />
|description=Slow, long-range crouching low slash that also moves Ryougi forward. Gives an untechable knockdown and hits at a very large arc in front, behind, and a little bit above her. Great option after a ground throw, as it will hit exactly on wakeup of most characters. Very useful in blockstrings and staggering combos as it propels Ryougi forward, allowing her to catch any backdash cancels. Had its active frames nerfed from AA to CC, changing the timings on many of her corner combos.<br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_j.A.png<br />
|caption=<br />
|name=j.A<br />
|linkname=j.A<br />
|data= <br />
{{AttackData-MB <br />
|damage=300 <br />
|reddamage=147<br />
|proration=75% (O)<br />
|circuit=3.0%<br />
|cancel=SE, N, -SP-, -EX-, (J)<br />
|guard=LHA<br />
|startup=7<br />
|active=4<br />
|recovery=10<br />
|frameAdv= <br />
|invuln= <br />
|description=A downward stab. You can cancel this move into commands and EX edges even if you whiff.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_j.B.png<br />
|caption=Ryougi's only jump-in button across three moons. <br />
|name=j.B<br />
|linkname=j.B<br />
|data= <br />
{{AttackData-MB <br />
|damage=550 <br />
|reddamage=294<br />
|proration=80% (O)<br />
|circuit=5.5% <br />
|cancel=N, SP, EX, (J)<br />
|guard=HA <br />
|startup=7<br />
|active=4 <br />
|recovery= <br />
|frameAdv= <br />
|invuln= <br />
|description=Downward swipe. Good for both air to air and air to ground. Cornerstone of your gameplan. Use this move, but try not to overuse it. It's not THAT good, but it is very good. Can hit behind on everyone except: <b>Tohno, Sion, Satsuki, Len, WLen</b><br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_j.C.png<br />
|caption=<br />
|name=j.C<br />
|linkname=j.C<br />
|data= <br />
{{AttackData-MB <br />
|damage=850 <br />
|reddamage=392<br />
|proration=90% (O)<br />
|circuit=8.5% <br />
|cancel=N, SP, EX, (J)<br />
|guard=HA<br />
|startup=8<br />
|active=4 <br />
|recovery= <br />
|frameAdv= <br />
|invuln= <br />
|description=Upward swipe, useful when they are above you<br />
<br />
}}<br />
}}<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_6C.png<br />
|image2=MB_C-Ryougi_6C_BE.png<br />
|caption=<br />
|name=6C<br />
|input=6[C]<br>[[#6C~214C|(6C~214C)]]<br />
|linkname=6C<br />
|data= <br />
{{AttackData-MB <br />
|version=6C<br />
|damage=850 <br />
|reddamage=588<br />
|proration=85% (M)<br />
|circuit=8.5% <br />
|cancel=N, SP, (CH), EX, {{Tooltip | text=(J)*| hovertext=On hit against an airborne opponent only.}}<br />
|guard=L <br />
|startup=15 <br />
|active=3 <br />
|recovery=24 <br />
|frameAdv=-9 <br />
|invuln= <br />
|description=Low-hitting standing slash. On hit against a grounded opponent, this will make Ryougi switch sides and allows for an [[#6C~214C|unique EX followup with 214C]]. As this switches sides, it allows for a gimmicky reset should you hit someone with it (ex. whatever into 5C 6C then do 2A into a combo or another reset). This is mostly a knowledge check, but is pretty practical and can even catch people who know it off guard.<br><br />
This move can be late cancelled into normals. However only 5A and 2A are fast enough to continue a combo. 5A rarely has range (very character specific, e.g. nero). <br><br />
But if you start your combo with 5A, then you can do something like 5A 5BB 5C 6C > 2A 2B 2C 236A~236A~236A. It works on all characters.<br />
}}<br />
{{AttackData-MB <br />
|version=6[C]<br />
|damage=1500 <br />
|reddamage=2940<br />
|proration=100% <br />
|circuit=15.0% <br />
|cancel= <br />
|guard=U <br />
|startup=33 <br />
|active=3 <br />
|recovery=29 <br />
|frameAdv= <br />
|invuln= <br />
|description=Becomes an unblockable when charged.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_Throw.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=6/4A+D<br />
|data= <br />
{{AttackData-MB <br />
|damage=1500<br />
|reddamage=980<br />
|proration=100% <br />
|circuit=15.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv={{Tooltip | text=13 ~ 18| hovertext=13 - Everyone else &#010;14 - Tohno, Nanaya, Warachia, Satsuki &#010;15 - P.Ciel &#010;16 - Kouma, Warc &#010;17 - Aoko, Len, W.Len, Nero &#010;18 - Riesbyfe}}<br />
|invuln=<br />
|description=Ryougi pins the opponent to the ground then stabs them in the chest.<br>One of the trickiest ground throws due to a bug where opponents cannot run their reversal options on wakeup on the neutral frame. So after the throw, if you meaty when with a normal on their neutral frame, they are forced to block it or get hit.<br>Out of the corner, Ryougi will not jump out far away, and you can also try to time another ground throw. Opponents will be forced to tech it or be put in a loop situation.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_Throw_Air_Raw.png<br />
|image2=MB_C-Ryougi_Throw_Air_Ender.png<br />
|caption=Raw<br />
|caption2=Combo Ender<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.6/4A+D<br />
|data= <br />
{{AttackData-MB <br />
|version=Raw /<br>Combo Ender<br />
|damage=1600 (1408)<br>1000<br />
|reddamage=(862)<br>784<br />
|proration=35%<br>100%<br />
|circuit=0.0%<br>10.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=-<br>{{Tooltip | text=4 ~ 9| hovertext=4 - Everyone else &#010;5 - Tohno, Nanaya, Warachia, Satsuki &#010;6 - P.Ciel &#010;7 - Kouma, Warc &#010;8 - Aoko, Len, W.Len, Nero &#010;9 - Riesbyfe}}<br />
|invuln=<br />
|description=Has completely different animations for whether this is done raw or during a combo. For the former, Ryougi will launch the opponent diagonally downward then slice them, resulting in a ground bounce. For the latter, she will drop the opponent straight below her then stab them like in her ground throw.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Bunker<br />
|damage=500 <br />
|reddamage=196 <br />
|proration=100% <br />
|circuit=0.0%<br>(-50.0% in blockstun)<br />
|cancel=<br />
|guard=LHA <br />
|startup=26<br />
|active=4 <br />
|recovery=19<br />
|frameAdv=-5 <br />
|invuln=Clash 1-10<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=196<br />
|proration=100%<br />
|circuit=0.0%/-50.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=A standing-height slash.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Heat</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_ABC.png<br />
|caption=<br />
|name=Heat<br />
|linkname=Heat<br />
|input=A+B+C <br />
|data= <br />
{{AttackData-MB <br />
|damage=100<br />
|reddamage=0<br />
|proration=100% <br />
|circuit=-100.0% (min)<br />
|cancel=<br />
|guard=U<br />
|startup=17<br />
|active=2<br />
|recovery=29<br />
|frameAdv=<br />
|invuln=Full 1-18<br />
|description=Hitbox covers Ryougi completely.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_CSpark.png<br />
|image2=MB_C-Ryougi_CSpark_Air.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=A+B+C during hitstun/blockstun at MAX<br />
|caption=<br />
|data= <br />
{{AttackData-MB<br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
<br />
=== Special Moves ===<br />
'''Note''': C-Ryougi has two moves where she throws her knife and takes out a second knife. She must retrieve the thrown knife from the ground (with 22A/B/C) before she can throw it again.<br />
<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=Mbacryougi236.png<br />
|image2=Mbacryougi236236.png<br />
|image3=Mbacryougi236214.png<br />
|image4=Mbacryougi236a.png<br />
|image5=Mbacryougi236b.png<br />
|image6=Mbacryougi236c.png<br />
|image7=Mbacryougilowkick.png<br />
|image8=MB_C-Ryougi_236C.png<br />
|caption=A/B<br />
|caption2=~236X<br />
|caption3=~214X<br />
|caption4=~236A (Ender)<br />
|caption5=~236B (Ender)<br />
|caption6=~236C (Ender)<br />
|caption7=~214D/X (Ender)<br />
|caption8=EX<br />
|name=Double Belfry <br>(EX: Belfry - Kiyohime Passing)<br />
|linkname=236X<br />
|input=236A/B/C <br>(236A/B~236X / 214X/D)<br>(~236A/B/C / 214X)<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=750<br />
|reddamage=539<br />
|proration=80% (O)<br />
|circuit=7.5%<br />
|cancel=-CH-<br />
|guard=LH<br />
|startup=10<br />
|active=4<br />
|recovery=21<br />
|frameAdv=-7<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=750<br />
|reddamage=539<br />
|proration=80% (O)<br />
|circuit=7.5%<br />
|cancel=-CH-<br />
|guard=LH<br />
|startup=16<br />
|active=3<br />
|recovery=33<br />
|frameAdv=-18<br />
|invuln=<br />
|description=*Ryougi's rekka series starter.<br />
<br />
'''A:''' Ryougi low-profiles and dashes forward with a low knife cut (but it hits mid).<br><br />
'''B:''' Has a slower start-up than the A version, but covers slightly more ground.<br />
}}<br />
{{AttackData-MB<br />
|version=~236X<br />
|damage=900<br />
|reddamage=735<br />
|proration=80% (O)<br />
|circuit=9.0%<br />
|cancel=-CH-<br />
|guard=LH<br />
|startup=5<br />
|active=5<br />
|recovery=19<br />
|frameAdv=-6<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=~214X<br />
|damage=1200<br />
|reddamage=882<br />
|proration=75% (O)<br />
|circuit=12.0%<br />
|cancel=-CH-<br />
|guard=H<br />
|startup=26 ~ 27<br />
|active=3<br />
|recovery=19<br />
|frameAdv=-7<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=~214D<br />
|damage=450<br />
|reddamage=343<br />
|proration=50% (O)<br />
|circuit=4.5%<br />
|cancel=-EX-<br />
|guard=L<br />
|startup=11<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln=<br />
|description=*Second part of the rekka. <br />
<br />
'''236X:''' Ryougi does a second low knife cut. Still hits mid.<br><br />
'''214X:''' Ryougi does an overhead knife strike. This has a lot of start-up, and does not combo from the previous hit.<br><br />
'''214D:''' Ryougi does a sweep, but you have to be very close to the opponent otherwise it won't connect. This ends the rekka. Hard knockdown on hit.<br />
}}<br />
{{AttackData-MB<br />
|version=236A<br />
|damage=700<br />
|reddamage=392<br />
|proration=50% (O)<br />
|circuit=7.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=8 ~ 9<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-6<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=236B<br />
|damage=1200<br />
|reddamage=784<br />
|proration=40% (M)<br />
|circuit=12.0% <br />
|cancel=<br />
|guard=LH<br />
|startup=12 ~ 13<br />
|active=6<br />
|recovery=25 <br />
|frameAdv=-13<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=236C<br />
|damage=1500<br />
|reddamage=980<br />
|proration=100%<br />
|circuit=15.0%<br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=20 ~ 21<br />
|active=10<br />
|recovery=16<br />
|frameAdv=-10<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=214X/D<br />
|damage=450<br />
|reddamage=343<br />
|proration=50% (O)<br />
|circuit=4.5%<br />
|cancel=-EX-<br />
|guard=L<br />
|startup=9<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln=<br />
|description=*Rekka enders. <br />
<br />
'''236A:''' Ryougi ends the rekka with a low horizontal knife cut. Hard knockdown on hit.<br><br />
'''236B:''' Ends the rekka with a knife uppercut. Launches into hard knockdown on hit.<br><br />
'''236C:''' Ends the rekka with a knife thrust. If you're close enough to the opponent, this move can cross-up. Launches high-up into an air-tech state on hit.<br><br />
'''214X/D:''' Ends the rekka with the small sweep.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=3000 (2640)<br />
|reddamage=2156<br />
|proration=100%<br />
|circuit=-100%<br />
|cancel=<br />
|guard=LH<br />
|startup=1+10<br />
|active=6<br />
|recovery=32 <br />
|frameAdv=-12 <br />
|invuln=Full 1-4 and 11-20 <br />
|description=Ryougi dashes forward and covers around 3/4 of the screen. Very good at blowing through a character setting up summons or charged projectiles, but don't overuse it, as you only have 4 invincible frames.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_623AB.png<br />
|image2=MB_C-Ryougi_623C.png<br />
|caption=<br />
|name=Bamboo Fence Melody <br> (EX: Mournful Slicing Bamboo Fence)<br />
|linkname=623X<br />
|input=623A/B/C<br>(Hold OK)<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1200<br />
|reddamage=1078<br />
|proration=80% (O)<br />
|circuit=9.8%<br />
|cancel=<br />
|guard=L<br />
|startup=15<br />
|active=4<br />
|recovery=31<br />
|frameAdv=-7<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[A]<br />
|damage=1500<br />
|reddamage=3430<br />
|proration=100%<br />
|circuit=15.0%<br />
|cancel=<br />
|guard=U<br />
|startup=38<br />
|active=5<br />
|recovery=35<br />
|frameAdv= <br />
|invuln=<br />
|description=* Ryougi runs forward then perform a low-hitting slash that cross-ups the opponent. All versions can be held to make Ryougi run farther and turn the slash into an unblockable.<br />
<br />
Hard knockdown on hit, launches upward when charged.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1200<br />
|reddamage=1078<br />
|proration=55% (O)<br />
|circuit=9.8%<br />
|cancel=<br />
|guard=L<br />
|startup=22<br />
|active=4<br />
|recovery=28<br />
|frameAdv=-4<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[B]<br />
|damage=1500<br />
|reddamage=3430<br />
|proration=100%<br />
|circuit=15.0%<br />
|cancel=<br />
|guard=U<br />
|startup=45<br />
|active=5<br />
|recovery=35<br />
|frameAdv= <br />
|invuln=<br />
|description=Both uncharged and charged versions launches upward on hit, with the former being air techable.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1200<br />
|reddamage=1078<br />
|proration=60% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=L<br />
|startup=1+18<br />
|active=5<br />
|recovery=35<br />
|frameAdv=-7<br />
|invuln=9-23<br />
|description=Can launch on OTG, giving it niche use as an extender after a rekka.<br />
}}<br />
{{AttackData-MB<br />
|version=[EX]<br />
|damage=1900<br />
|reddamage=4410<br />
|proration=100%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=U<br />
|startup=1+39<br />
|active=5<br />
|recovery=35<br />
|frameAdv=<br />
|invuln=9-23<br />
|description=Untechable launch on hit. Super flash makes this insanely reactable. Use at own risk.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MBFRyougi214A.png<br />
|image2=MBFRyougi214B.png<br />
|image3=MBFRyougi214EX.png<br />
|caption=<br />
|name=Avidya Moon<br />
|linkname=214X<br />
|input=214A/B/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1000<br />
|reddamage=931<br />
|proration={{Tooltip | text=(90% (M))| hovertext=Hitstun-extending hitbox.}}, 85% (M)<br />
|circuit=10.0%<br />
|cancel=-EX-<br />
|guard=H<br />
|startup={{Tooltip | text=24| hovertext=Hitstun-extending hitbox active on frames 11-13.}}<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-6<br />
|invuln=<br />
|description=* Slashing flip. Air-unblockable.<br />
<br />
Slash forward. Wallslams on hit.<br><br />
Has a "hitbox" that extends hitstun on standing opponents during a combo.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1200<br />
|reddamage=980<br />
|proration=50% (O)<br />
|circuit=12.0% <br />
|cancel=-EX-<br />
|guard=H<br />
|startup=27<br />
|active=3<br />
|recovery=24 <br />
|frameAdv=-8 <br />
|invuln=<br />
|description=Slash downward. Overhead. Knocks opponent up. While a highly risky move, it beats backdash on wakeup, something C-Ryougi is prone to. The threat of this move is important to instill in your opponent, to tell them they can't backdash for free.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1400<br />
|reddamage=980<br />
|proration=50% (M)<br />
|circuit=-100.0%<br />
|cancel=N, SP, EX, J<br />
|guard=LH<br />
|startup=1+14<br />
|active=4<br />
|recovery=22 <br />
|frameAdv=-9<br />
|invuln=Full 1<br />
|description=Slash forward. Knocks opponent up. Can cancel on hit or block (e.g. attack or dash).<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">421X</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_421AB.png<br />
|image2=MB_C-Ryougi_421C.png<br />
|caption=A/B<br />
|caption2=EX<br />
|name=Glass Moon Saka<br />
|linkname=421X<br />
|input=421A/B/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1200<br />
|reddamage=980<br />
|proration=85% (M)<br />
|circuit=12.0%<br />
|cancel=SP, EX<br />
|guard=H<br />
|startup=29 ~ 30<br />
|active=2<br />
|recovery=26<br />
|frameAdv=-9<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1200<br />
|reddamage=980<br />
|proration=85% (M)<br />
|circuit=12.0%<br />
|cancel=SP, EX, J<br />
|guard=H<br />
|startup=35 ~ 36<br />
|active=2<br />
|recovery=26<br />
|frameAdv=-9<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1200<br />
|reddamage=980<br />
|proration=85% (M)<br />
|circuit=-100.0%<br />
|cancel=SP, EX, J<br />
|guard=H<br />
|startup=5+(21 ~ 6)<br />
|active=2<br />
|recovery=26<br />
|frameAdv=-9<br />
|invuln=<br />
|description=* Run forward and flipjump to slash the opponent from behind. All versions are downward slashes, overheads, air unblockable.<br />
*A: You can cancel an airdodge if you hit and jump to be safe.<br />
*B and EX versions are jump cancellable on block, making them safe overheads that can be used in pressure. EX version is mostly useful as a way to escape the corner, as the super flash makes it reactable. The B version is actually a good combo starter in the corner, as you can quickly cancel the hit into backwards airdash to link a j.BC. (If you cancel it to jump you will have +17 frames advantage to do what you want)<br />
<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">22X</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_22A.png<br />
|image2=MB_C-Ryougi_22B.png<br />
|image3=MB_C-Ryougi_22C.png<br />
|image4=MB_C-Ryougi_22X_Pickup.png<br />
|caption=<br />
|name=Hidden Dagger<br />
|linkname=22X<br />
|input=22A/[A]/B/[B]/C<br>(~22X Near Knife)<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=950<br />
|reddamage=735<br />
|proration=60% (O)<br />
|circuit=9.5%<br />
|cancel=<br />
|guard=LA<br />
|startup=17<br />
|active={{Tooltip | text=11| hovertext=Maximum amount of frames the knife can travel.}}<br />
|recovery=24<br />
|frameAdv=-3<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[A]<br />
|damage=1000<br />
|reddamage=686<br />
|proration=100%<br />
|circuit=10.0%<br />
|cancel=<br />
|guard=LA<br />
|startup=34<br />
|active={{Tooltip | text=9| hovertext=Maximum amount of frames the knife can travel.}}<br />
|recovery=22<br />
|frameAdv=2<br />
|invuln=<br />
|description=* Ryougi throws her knife, piercing the opponent. If it hits the floor, it will stay in the ground. If it hits the edge of the screen, it will bounce off and spin to the ground.<br />
<br />
Ryougi throws the knife at the ground at a low angle, hitting the ground over halfway across the screen. Can be charged for a hard knockdown and to make it unshieldable.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=950<br />
|reddamage=735<br />
|proration=60% (O)<br />
|circuit=9.5%<br />
|cancel=<br />
|guard=LA<br />
|startup=17<br />
|active={{Tooltip | text=17| hovertext=Maximum amount of frames the knife can travel.}}<br />
|recovery=18<br />
|frameAdv=-3<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=[B]<br />
|damage=1000<br />
|reddamage=686<br />
|proration=100%<br />
|circuit=10.0%<br />
|cancel=<br />
|guard=LA<br />
|startup=34<br />
|active={{Tooltip | text=15| hovertext=Maximum amount of frames the knife can travel.}}<br />
|recovery=16<br />
|frameAdv=2<br />
|invuln=<br />
|description=Ryougi throws the knife at a somewhat higher angle, reaching almost full screen. Can be charged for a hard knockdown and to make it unshieldable.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1700<br />
|reddamage=1372<br />
|proration=60% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=1+6 <br />
|active={{Tooltip | text=X| hovertext=Depends on how long the knife travels.}}<br />
|recovery=24<br />
|frameAdv=8<br />
|invuln=Full 1<br />
|description=Ryougi throws the knife in a straight line, wallslamming the opponent. Useful for extending pressure during blockstring.<br />
}}<br />
{{AttackData-MB<br />
|version=~22X<br>(Pickup)<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery={{Tooltip | text=17| hovertext=Full duration. &#010;Knife picked up on frame 12.}}<br />
|frameAdv=<br />
|invuln=<br />
|description=Ryougi picks her knife back up. Can be used to cancel special-cancellable moves near the knife's position.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">63214C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_63214C.png<br />
|image2=MB_C-Ryougi_63214C_5X.png<br />
|image3=Mbacryougi236214.png<br />
|image4=Mbacryougilowkick.png<br />
|image5=Mbacryougi236236.png<br />
|image6=Mbacryougi236b.png<br />
|image7=MB_C-Ryougi_63214C_D.png<br />
|caption=Why you play this moon.<br />
|caption2=~5X<br />
|caption3=~6X<br />
|caption4=~2X<br />
|caption5=~4X<br />
|caption6=~8X<br />
|caption7=~D<br />
|name=Selfless Knowledge - Empty Heart, Possess Truth<br />
|linkname=63214C<br />
|input=63214C<br>(~2/4/5/6/8X or D)<br />
|data=<br />
{{AttackData-MB<br />
|version=63214C<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=-150.0%<br />
|cancel=-CH-<br />
|guard=<br />
|startup={{Tooltip | text=1+5| hovertext=Until the first attack can be performed.}}<br />
|active=X<br />
|recovery=70<br />
|frameAdv= <br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=~5X<br />
|damage=500<br />
|reddamage=392<br />
|proration=90% (M)<br />
|circuit=0.0%<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=9<br />
|active=4<br />
|recovery=26<br />
|frameAdv=-12<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=~6X<br />
|damage=1200<br />
|reddamage=980<br />
|proration=75% (O)<br />
|circuit=0.0%<br />
|cancel=-CH-<br />
|guard=HA<br />
|startup=24<br />
|active=3<br />
|recovery=18<br />
|frameAdv=-6<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|version=~2X<br />
|damage=200<br />
|reddamage=98<br />
|proration=50% (O)<br />
|circuit=0.0% <br />
|cancel=-CH-<br />
|guard=LA<br />
|startup=5<br />
|active=3<br />
|recovery=30 <br />
|frameAdv=-15<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~4X<br />
|damage=400<br />
|reddamage=196<br />
|proration=90% (M)<br />
|circuit=0.0%<br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=8 <br />
|active=3<br />
|recovery=17<br />
|frameAdv=-3<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~8X<br />
|damage=700<br />
|reddamage=392<br />
|proration=70% (O)<br />
|circuit=0.0% <br />
|cancel=-CH-<br />
|guard=LHA<br />
|startup=6<br />
|active=6<br />
|recovery=29<br />
|frameAdv=-17<br />
|invuln=<br />
|description=<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=D<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit= <br />
|cancel=<br />
|guard=<br />
|startup= <br />
|active=<br />
|recovery={{Tooltip | text=44| hovertext=Full duration.}} <br />
|frameAdv= <br />
|invuln=<br />
|description=* Custom combo EX. Nicknamed "Genei Jin" after a similar Street Fighter move. Ryougi runs forward. Pressing a direction and an attack button causes her to attack.<br />
<br />
'''5X:'''236A/B slash.<br><br />
'''6X:''' 236A/B~214X overhead slash.<br><br />
'''2X:''' 236A/B~214D low sweep.<br><br />
'''4X:''' 236A/B~236X slash.<br><br />
'''8X:''' 236B rekka ender slash. Launches the opponent. (If you have the guts to spend 150 meter you can use it as anti air)<br><br />
'''D:''' Rolls forward, going through the opponent.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">6C~214C</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_6C_214C.png<br />
|caption=<br />
|name=Culled Long-Sleeved Kimono<br />
|linkname=6C~214C<br />
|input=6C(Hit)~214C<br />
|data=<br />
{{AttackData-MB <br />
|damage=2500 (2907)<br />
|reddamage=(2071)<br />
|proration=50%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=U<br />
|startup=4+2<br />
|active=3<br />
|recovery=22 <br />
|frameAdv= <br />
|invuln=<br />
|description=Ryougi stabs the opponent from behind after 6C. Meter break the opponent at the cost of 100% meter, for roughly 3k damage.<br><br />
Can only be used if the 6C successfully moves her behind the opponent (i.e. successful uncharged hit against grounded opponent). Meter break lasts 5 seconds.<br />
<br />
Damage includes the 6C.<br />
}}<br />
}}<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=Mbacryougij236a.png<br />
|image2=Mbacryougij236b.png<br />
|image3=Mbacryougij236c.png<br />
|caption=<br />
|name=Glass Moon<br />
|linkname=j.236X<br />
|input=j.236A/B/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1500<br />
|reddamage=1372<br />
|proration=75% (O)<br />
|circuit=15.0%<br />
|cancel=<br />
|guard=HA<br />
|startup=18<br />
|active=2<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} <br />
|frameAdv=-17 (TK)<br />
|invuln=<br />
|description=* Rising crescent slash. Wallslams. Can TK. <br />
<br />
Slower. Overhead. You should probably never use this outside of one or two specific combo routes.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1600<br />
|reddamage=1470<br />
|proration=75% (O)<br />
|circuit=16.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=11<br />
|active=2<br />
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}} <br />
|frameAdv=-5 (TK)<br />
|invuln=<br />
|description=Faster. Not an overhead. Your main meterless ender if you need more damage. Due to being only 10f and covering her whole body, can be used in niche scramble situations.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=2200<br />
|reddamage=1960<br />
|proration=40% (O)<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=HA<br />
|startup=1+10<br />
|active=2<br />
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}} <br />
|frameAdv=-6 (TK)<br />
|invuln=Full 1-14<br />
|description=Invincible, overhead version. A metered version that adds about 300 damage to any combo. Nice as a finisher. (can be used as a situational reversal but you need 3 frames to do it)<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.22X</span> =====<br />
{{MoveData<br />
|image=MB_C-Ryougi_j.22A.png<br />
|image2=MB_C-Ryougi_j.22B.png<br />
|image3=MB_C-Ryougi_j.22C.png<br />
|caption=<br />
|name=Hidden Dagger (Air)<br />
|linkname=j.22X<br />
|input=j.22A/B/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A / B<br />
|damage=950<br />
|reddamage=735<br />
|proration=90% (M)<br />
|circuit=9.5% <br />
|cancel=<br />
|guard=LHA<br />
|startup=20 / 21<br />
|active={{Tooltip | text=X| hovertext=Depends on how long the knife travels.}}<br />
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}} <br />
|frameAdv= <br />
|invuln=<br />
|description=Ryougi flips then throws the knife at a downward angle. A version goes forward, B goes backward.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=EX<br />
|damage=950<br />
|reddamage=735<br />
|proration=50% (M)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=1+0<br />
|active={{Tooltip | text=X| hovertext=Depends on how long the knife travels.}}<br />
|recovery={{Tooltip | text=17| hovertext=Landing recovery.}} <br />
|frameAdv= <br />
|invuln=<br />
|description=Ryougi flips backward and throws the knife straight forward. Air-untechable knockdown.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">44/66/22X</span> =====<br />
{{MoveData<br />
|image=Mbacryougitumblingcat.png<br />
|image2=Mbacryougitumblingcatex.png<br />
|caption=A/B<br />
|caption2=EX<br />
|name=Stumbling Cat<br />
|linkname=44/66/22X<br />
|input=(During Air Tech)<br>44/66/22A/B/C <br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1100<br />
|reddamage=735<br />
|proration=50% <br />
|circuit=11.0% <br />
|cancel=<br />
|guard=LHA<br />
|startup=21<br />
|active=2<br />
|recovery={{Tooltip | text=7| hovertext=Landing recovery.}} <br />
|frameAdv={{Tooltip | text=9| hovertext=Lowest height.}} <br />
|invuln=Full 1-3<br />
|description=* A command air tech. Attack out of air recovery. The direction determines the direction of the tech. Wallslams.<br />
While seemingly a gimmick at first, this command tech (colloquially called "nekotech") is surprisingly useful. It can punish most Shield Bunkers on hit, and even things like Roa 623B. Basically anything that leaves them close to you and in an air tech state. You can combo off it if you get hit while they're in the corner, but this is exceedingly rare. Good to know though.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1100<br />
|reddamage=735<br />
|proration=50% <br />
|circuit=11.0% <br />
|cancel=<br />
|guard=LHA<br />
|startup=16<br />
|active=2<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} <br />
|frameAdv={{Tooltip | text=1| hovertext=Lowest height.}} <br />
|invuln=Full 1-3<br />
|description=Faster, but with longer landing recovery. This is the version you want to use. <br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=1800<br />
|reddamage=1176<br />
|proration=75%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=6+7<br />
|active=2<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} <br />
|frameAdv={{Tooltip | text=-4| hovertext=Lowest height.}} <br />
|invuln=Full 1-14<br />
|description=Fully invincible until end of active frames. <br />
<br />
<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MB_C-Ryougi_AD.png<br />
|caption= https://www.youtube.com/watch?v=37XdN_91dDE<br />
|name=Mystic Eyes of Death Perception - Five Scenic Collapse<br />
|linkname=Arc Drive<br />
|input=41236C during MAX/Heat <br />
|data=<br />
{{AttackData-MB <br />
|damage=3500 (3080)<br />
|reddamage=(4761)<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U, LHA<br />
|startup=17+4<br />
|active=2 (35) 5<br />
|recovery=45<br />
|frameAdv=-31<br />
|invuln=Full 1-2, 17-70<br />
|description=A weaker version of Seven Scenic Demise, it acts the same way in that it can OTG and blow through projectiles, but it has a slower startup and does less damage. You can jump out during the super flash.<br><br />
You can also just block it, as it only becomes unblockable if you're near Ryougi during the startup of the super, and even then you can just mash 88 and you'll be able to jump out of it 80% of the time. If blocked, Ryougi will not be in counterhit state, but have enough time to combo off the recovery. You shouldn't use this move. <br />
}}<br />
}}<br />
<br />
=== Another Arc Drive ===<br />
{{MoveData<br />
|image=MB_C-Ryougi_AAD.png<br />
|caption=<br />
|name=Mystic Eyes of Death Perception - Seven Scenic Demise<br />
|linkname=Another Arc Drive<br />
|input=41236C during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=5000 (4400)<br />
|reddamage=(7936)<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U, LHA<br />
|startup={{Tooltip | text=3+20*| hovertext=Unblockable hitbox active during superflash.}} <br />
|active=5<br />
|recovery=45<br />
|frameAdv=-31<br />
|invuln=Full 1-36<br />
|description=Ryougi freezes the opponent in place, seeing the lines of death and cutting them apart. Active on frame 1, it is an unblockable super that works as a grab/throw. You have to jump before the super flash, or you'll be caught by it. Can OTG and blow through projectiles. You can't dodge it, as dodge runs out of active frames before the appearance of the lines. Very strong reversal at the cost of BLOOD HEAT.<br />
}}<br />
}}<br />
<br />
=== Last Arc ===<br />
{{MoveData<br />
|image=MBFRyougiLA.png<br />
|caption=<br />
|name=Pure Knowledge - Empty Boundaries<br />
|linkname=Last Arc<br />
|input=Grounded EX Shield during Blood Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=7000<br />
|reddamage=6860<br />
|proration=N/A<br />
|circuit=removes all<br />
|cancel=<br />
|guard=U<br />
|startup=0<br />
|active=5<br />
|recovery=26 <br />
|frameAdv=<br />
|invuln=Full 1-8<br />
|description=The move is akin to a throw/uses the throw animation, so it will whiff/cancel/not activate when shielding DPs. If during BLOOD HEAT, a DP is EX shielded, the screen will flash white as if to signal the activation of the Last Arc, but the throw whiff animation will come out instead. Will activate when shielding any projectile, from Hime pillar to Aoko's Arc Drive.<br />
<br />
One of only two Last Arcs (the other being Roa) which ignore Last Arc proration (100% to 50% based on Blood Heat duration).<br />
}}<br />
}}<br />
== General Gameplan ==<br />
C Ryougi is generally considered the worst of the three moons, due to her mostly gimmicky pressure and smaller buttons compared to the other moons. That being said, she gains a few notable things over said moons: An invincible reversal in the form of Heat on demand, which also increases her survivability when able to heal red health. She also gains an actual jump in button in the form of jB, which is also an incredible button that is used very liberally. C Ryougi wants to use her fast movement and great air buttons to confirm hits and keep you on the ground.<br />
<br />
=== Neutral ===<br />
Mostly being precise with j.B and 5B.<br />
<br>Use your quick airdashes to get in or retreat.<br />
<br>Retreating is important for C-Ryougi, as it sets up her quick airdash to get in when the moment presents itself.<br />
<br />
=== Offense ===<br />
C-Ryougi has mediocre pressure and usually ends up giving up on it and falling back to neutral, unless you want to take some risk.<br />
<br>Example blockstring: ...5B > 2C > 5A(whiff) > 5B > 2C... <br />
Cancelling into an A normal from 5C is +1, and +2 on 2C. 5BB is -1.<br />
If you want to take risks, you should go for rekka high/low (236A>214A/214D), frame traps(half charge 5C or 6C), unblockables (use 5C or 6C the others are too slow), or the 421 series for a crossup overhead (preferably B because that one is jump cancellable so you won't die on block)<br />
Should you get a hard knockdown through A rekka, 214B, or 421B, you can time safejump with j.B or, should you be feeling frisky, use 623[A]/[B] as a meaty. Because these moves are unblockable and provide untechable knockdown, they're a good choice should you be fighting an opponent without a meterless reversal, or without meter for said reversal. Possible to be jumped out of should the meaty not be tight enough.<br />
<br />
=== Pressure ===<br />
[[image: Ryougi10.png|frame|right]]<br />
Let's be honest, maybe it doesn't have the best pressure, but it exists and it's risky.<br />
*Corner Blockstring example: 5BB > 2B > 2C >5C > 6C > 236A~236A~236C > 22C +8 on block, this is where you decide what to do, you have several options:<br />
<br />
*1. You can do 2A to follow up with a rebeat based pressure ending with 5a whiff when you are at a safe distance.<br />
<br />
*2.You can do a strike throw and do meaty 2C and continue with point 1 or use 421X as a mix (be very careful with this option, it is advisable to use version B or C to cancel it in case it is blocked)<br />
<br />
*3.Be creative, the pressure doesn't just keep the opponent stuck in the corner, generally the players are mashing on pressure, you can do staggers and delays on the blockstring to get counters and combos (don't put too much delay, you have to practice them)<br />
<br />
*Example: 5BB delay 2C, 5BB delay 2B<br />
*Note1: Don't overextend yourself with rebeat pressure as it tends to stop working and will eventually do something to you, sometimes it's better to just go back to neutral.<br />
<br />
*Note2: Ryougi can break guard bar easily, if you see that his opponent has little bar use the example of blockstring.<br />
<br />
*You can also use the rekkas: the 236AB series is very easy to block, but can stagger on the last rekka, you can make delay 236C, 236B and 214X rekka enders.<br />
<br />
==== Unblockables ====<br />
You have 5 unblockable moves. They are generally weak, but work well vs F-Moon opponents, because they don't have the option to dodge.<br />
<br>Since they cannot dodge, they are forced to shield it, or use some kind of reversal. They usually shield it, as it is easier.<br />
<br>You cannot combo from hitting an unblockable.<br />
* 5[C] is the fastest unblockable. Active on 31st frame. Main drawback of this move is that opponent can tech in the air after getting hit.<br />
* 6[C] is active on 33rd frame. However opponent cannot tech in the air, so you can catch them teching on the ground if you guess right. It also has bigger range than 5[C] and doesn't move you forwards. Range can be important, as even if they shield it, some shield counters will whiff.<br />
* 623[A] is active on 38th frame. This is an unblockable you want to do as a meaty rather than pressure reset. As meaty it is fairly safe to do midscreen, because you will dash behind the opponent even if they shield. It can still be punished by unorthodox means like weird specials, good backdashes.<br>Sometimes this move is useful to use after ending combo with j.236B. Opponent is going to be high in the air, and will not see where you are on the ground. So this move might catch them off guard.<br />
* 623[B] is active on 45th frame. Useless, same properties as 623[A] just slower.<br />
* 623[C] is active on 40th frame. Same properties as 623[A] just a bit more dmg + screen flash might scare opponents into trying to block it.<br />
<br />
One big note about unblockables is that they do big amounts of red hp damage.<br />
* 5[C] and 6[C] do 1500 normal hp dmg, and 3000 red hp dmg.<br />
* 623[A] and 623[B] do 1500 normal hp dmg, and 3500 red hp dmg.<br />
* 623[C] does 1900 normal hp dmg, and a whopping 4500 red hp dmg.<br />
So consider opponents red hp gauge and if you want to clear it.<br />
<br />
==== 421 series ====<br />
C-Ryougi has a unique 421 series that crosses up and hits overhead. The monke flip.<br />
<br>This move pretty good as it can be cancelled from normals, and is not easy to punish.<br />
* 421A is the fast version. Active on frame 30. Big drawback is that it is not jump cancellable, making it risky vs shields. You can still special cancel it with j.236C to punish a shield counter, and it will combo into it on hit.<br />
* 421B is slower. Active on 36th frame. Can be jump cancelled. Has a weird airdash restriction, if you started combo/blockstring off of ground dash cancel e.g. dash > 2A, then you will not be allowed to airdash after this move.<br>If you fully recover the dash, then do 2A > 421B > jump cancel, then you can airdash.<br />
* 421C, active on 27th frame (there is some flash freeze, so this is very much reactable). Mainly used as an escape tool from the corner, some starting frames are hit invulnerable.<br />
<br />
==== Okizeme/Setups ====<br />
C-Ryougi has a 50/50 setup in the corner.<br />
<br>It's fairly technical because it's character specific.<br />
<br>The combo string is '''2AAA > 2B > 5BB > 5C > 2C > (delay?) 5A > 236C'''.<br />
<br />
Doesn't work on '''Aoko, Tohno, All Akihas, and Kohaku'''. Always out of the corner.<br />
<br>Always crosses up on '''Kouma, Miyako, Len, WLen.''' Can still be used as a knowledge check.<br />
<br />
Works on rest of the characters, however the delay varies to get crossup or not per character.<br />
<br>The lower the opponent(more delay) before 236C, the bigger the odds that they will be pulled out of the corner.<br />
<br />
C-Ryougi has universal okizeme options to choose from as well. As long as the opponent is airborne you can use 236A~236A~236A and you can manually time a safe jump on every character mid-screen. If they are in the corner you can manually time a super jump forward(29) to meaty them safely.<br />
<br />
Here are some of her okizeme routes from her TKj.236B routes in the corner: <br />
<br />
*'''...>2C > TKj.236B, 5BB > 214A, 2C > 5C > 236C'''<br />
<br />
This route uses meter but gives full you plenty of time to set up a 50/50 in or out of the corner. The hard part is watching the height as some characters float too high and go over Ryougi, so you need to delay your link of the TKj.236B and the 5BB. Do note that the 2C can change which side the opponent is on so be sure to watch carefully, you ''should'' be able to control it if you watch your links and their height.<br />
<br />
*'''...>2C > TKj.236B, 5BB > 214A, 2C > 2A(w) > (2A) > 236A~236A~236A'''<br />
<br />
Does not use meter nor grants a 50/50 but it is her one of her more damaging corner enders without meter. Due to ending in the 236A rekka ender she can super jump after to safe jump. Be wary of the height and timing as the second 2A can whiff sometimes. If the 2A(w) > 2A is too hard feel free to just do 2A into rekka.<br />
<br />
=== Defense ===<br />
* 421C<br />
No invincibility on start up but it gains some soon after so it can be used against certain set ups in pressure to reset back to neutral. If it is shielded it's fine, it can be canceled with jump so you can air block or air dash back to get away. Because it does cross up it does get you out of the corner which can be life saving in some match ups, also the angle it hits at makes it tough to duck under.<br />
<br />
* 214C<br />
Similar to 421C but it has invincibility on start up, but not for very long(frames 1 to 3). Even if shielded you are still able to jump cancel it adding some extra safety. The hitbox is very high and will not hit crouching characters, so if they meaty with a low, long range move you're probably getting punished as their move will recover in time. Can be used to break out similar to 421C as the invincibility on start up is always appreciated. <br />
<br />
* TK j.236C<br />
A rarer but situational reversal option. Due to being a TK input it takes 3 frames minimum before invincibility will activate, and the TK motion can be hard to squeeze out in tight blockstrings, but it is a quick option that is only about -6 with decent push back so not the worst option. It can also be used as a panic option to get someone off of you in the air if they are going to land before you, but do know that while you are strike invincible you are not throw invincible and after the flash you can be gAT out of it still.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
<br />
=== Normal Combos ===<br />
NOTE1: In most of these combos, j236B ender can (and usually should) be swapped for an airthrow to gain oki at the cost of damage. Use 236B should you feel more damage is needed to finish off an opponent.<br />
<br />
NOTE2: Starting a combo with 2B > 5B > 5C usually will improve his damage quite nicely.<br />
<br />
NOTE3: Many times they may not respect the airthrow they may jump or do something else, if you notice that go for damage or use J.22C to get okizeme<br />
<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4203<br />
|metergen=101<br />
|metero=30.3<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > 6C > j.BC > (airdash j.C) > sjc > j.BC j.236B/AT<br />
|simput=<br />
|note=Basic combo. Airdash j.C is optional, but its a free damage and is not very hard to do, although may not work on some characters, in which case you should just skip it. Airdash j.C is height specific, and grounded 2C 6C starter allows for it to be a reliable option. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4305<br />
|metergen=136.5<br />
|metero=<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > 6C > 22A/B, 2A > 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=There is a delay between 2C > 5C, this applies for all combos below. Combo gives good meter, but it's arguable if tossing a knife in this combo is worth it.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4334<br />
|metergen=152.3<br />
|metero=47.5<br />
|link=<br />
|input=*2A > 2B > 5BB > 5C > 2C > 6C > 22A/B, 2A > 2C > 623B, 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note= Advanced combo for more damage, but is impractical for the damage gained. Does not work with more than 1x 2A, because opponent lands before 623B due to gravity. Might be char specific.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=4760<br />
|metergen=94.8 - 100<br />
|metero=42.5<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 236A~236A~236C > 214C > j.A(w), land 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=The opponent has to be on the ground when you start the Rekkas, or else "236C" will not hit.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter, far from corner<br />
|character=<br />
|damage=5142<br />
|metergen=99.1 - 100<br />
|metero=45.5<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 236A~236A~236C > 22C, 214A > 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Needs to be done far away from the corner. Good damage. Delay between 22C and 214A is key for consistency. Try adding micro walk back before 2C to make it not hit behind and whiff 5C. Otherwise 2C > 5C can be changed to 2C > 2B.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 150% meter<br />
|character=<br />
|damage=6124<br />
|metergen= 55.8 - 150<br />
|metero=49.4<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 63214C~[8 > (delay > 6~8)x3 > 4(whiff)] > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Great damage. Can be used if you started combo with 120 meter. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, midscreen or slightly further<br />
|character=<br />
|damage=4014(4202)<br />
|metergen=90.0(???)<br />
|metero=<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 214A, 5BB(tk.236B) > j.BC > j.BC > AT/j236B<br />
|simput=<br />
|note=A slightly more damaging BnB with more corner carry and meter gain. Will not work at certain ranges. tk.236B is inconsistent, more research is needed as to who it works on.<br />
}}<br />
}}<br />
<br />
=== Corner Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4577<br />
|metergen=119.5<br />
|metero=36.9<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 214A > 2A > 2C > 5C > 5BB > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Corner combo for damage. <br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=3962<br />
|metergen=53 - 100<br />
|metero=20.3<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 214A > 2A > 2C > 236C<br />
|simput=<br />
|note=Corner combo with meter, less damage but good okizeme. Depending on the delay between 2C and 236C you can force opponent be in the corner, or slightly out of it. So air dashing over them after 236C is a left/right mixup and then land > 2A is a left/right mixup. Might be character specific.<br />
}}<br />
}}<br />
<br />
=== Tigerknee Corner Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4449<br />
|metergen=111.5<br />
|metero=33.4<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > 6C > TK j.236B > j.BC > j.ABC > j.236B<br />
|simput=<br />
|note=Basic version, easy to execute.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4651<br />
|metergen=115<br />
|metero=35.6<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > TK j.236B, 5BB > 214A > j.BC > j.BC > j.236B<br />
|simput=<br />
|note=Advanced version, "5BB" link is tricky.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=4715<br />
|metergen=86 - 100<br />
|metero=29.1<br />
|link=<br />
|input=*2AA > 2B > 5BB > 5C > 2C > TK j.236B, 5BB > 214A, 2C > 236C <br />
|simput=<br />
|note=Meter version, okizeme. Sometimes 2C will hit behind, so will need to do 214C to get 236C, it will still hit.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=2B starter, grounded opponent, 100% meter<br />
|character=<br />
|damage=5787<br />
|metergen=80<br />
|metero=36.8<br />
|link=<br />
|input=*2B > 5B > 5C > 236A~236A~236C > 22C > 5C > TK j.236B > j.BC > j.BC > j.236B<br />
|simput=<br />
|note=Ultra optimized version with a high degree of difficulty I think, you have little time to link the 5C after having used the 22C, you also have little time to connect the JB after the TK<br />
}}<br />
}}<br />
<br />
==== J.22C Combo Pre Enders ====<br />
The J.22C is a very good pre ender to continue the pressure after a combo.<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=From air combo, Knife, 100% meter<br />
|damage=Combo dependent<br />
|metergen=<br />
|metero=<br />
|input= *Air Combo > j.22C, 2C > 236A~236A~236A<br />
|simput=<br />
|note=Rekka ender for okizeme, Be careful with different types of reversal<br />
<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=From air combo, Knife, 100% meter<br />
|damage=Combo dependent<br />
|metergen=<br />
|metero=<br />
|input= *Air Combo > j.22C, 2C > 236C<br />
|simput=<br />
|note=236C ender, great okizeme option, you will have a lot of advantage thanks to the HKD<br />
<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=From air combo, Knife, 100% meter<br />
|damage=Combo dependent<br />
|metergen=<br />
|metero=<br />
|input= *Air Combo > j.22C, 2C > 623A<br />
|simput=<br />
|note=623A Ender, Similar to 236C it will give you good Okizeme but be careful with the different types of reversal<br />
}}<br />
}}<br />
<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=c&p1char=ryougi C-Ryougi Match Video Database]<br><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="120"|Name!! width="44"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=c&p1char=ryougi&p1name=ieda%20(%E3%81%84%E3%81%88%E3%81%A0) ieda<br>(いえだ)]|| style="text-align:center;"| <br />
[[File:MBAACC_Ryougi_Color10.png|Color|39px]] <br />
| Japan || KorewaMelty || Inactive || <br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=c&p1char=ryougi&p1name=Rymaru Rymaru]|| style="text-align:center;"| <br />
[[File:MBAACC_Ryougi_Color01.png|Color|39px]] <br />
| Brazil || Netplay || Active || <br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=c&p1char=ryougi&p1name=taico-+%28%E3%81%9F%E3%81%84%E3%81%93%29 taico-<br>(たいこ)]|| style="text-align:center;"| <br />
[[File:MBAACC_Ryougi_Color15.png|Color|39px]] <br />
| Japan || Play Spot BIG ONE 2nd || Active ||<br />
|}<br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Shiki Ryougi]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Half_Moon&diff=234801Melty Blood/MBAACC/Roa/Half Moon2023-01-21T14:40:54Z<p>EikaMikiku: /* 236X */</p>
<hr />
<div>{{TOC limit|3}}<br />
== Character Page Progress ==<br />
<br />
{{#lst:Melty_Blood/MBAACC:Roadmap|H-Roa}}<br />
<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=h&p1char=roa H-Roa Match Video Database]<br><br />
[https://drunkardshade.com/2015/08/13/melty-bits-h-roa/ Melty Bits: H-Roa]'''<br><br />
[https://www.youtube.com/watch?v=2Pj7WIS1aR8 H-Roa Tutorial] by sibladeko (tonberry)<br><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name!! width="80"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=grungrah grungrah]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color27.png|Color|75px]] <br />
| North America || Chicago Melty, Netplay || Inactive || <br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=Janson%20(J%E3%82%A2%E3%83%B3%E3%82%BD%E3%83%B3) Janson (Jアンソン)]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color35.png|Color|75px]] <br />
| Japan || A-cho || Inactive || <br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=red%20melon%20(%E8%B5%A4%E3%81%84%E3%83%A1%E3%83%AD%E3%83%B3) Red Melon (赤いメロン)]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color13.png|Color|75px]] <br />
| Japan || Play Spot BIG ONE 2nd || Active || Known mostly for C-Roa, but also proficient with a secondary H-Roa. Mostly uses H to fight Nero.<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=tamao%20(%E3%81%9F%E3%81%BE%E3%81%8A) tamao (たまお)]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color11.png|Color|75px]] <br />
| Japan || A-cho || Inactive || Uses multiple colors.<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=Tonberry TonberryMage]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color27.png|Color|75px]] <br />
| North America || || Inactive || Was one of the very best players in the NA scene while active. Not a lot of footage.<br />
|}<br />
<br />
== Overview ==<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
[[File:MBAACC_Roa_Face.png]] '''H-Roa''' is an easy but effective 'all-rounder', with excellent space control tools and well rounded offense.<br />
|pros=<br />
* ''' Very strong neutral''': Aside from Roa's universally strong mobility, H-Roa has his 214X and 236X series, which are a powerful and versitile set of tools to dominate the screen.<br />
* '''Good offense''': Reverse beat, strong reset options and a lot of forward-advancing normals let H-Roa stay on the offensive for a long time.<br />
* '''Effective meter management''': Overall has great uses for meter, most notably bunker, 236C and 214C, which helps him manage one of H-Moon's main weaknesses.<br />
* '''Stable and consistent gameplan''': H-Roa is easy to learn and his tools are consistent enough to reliably challenge a few top tiers, like C-Nero.<br />
|cons=<br />
* '''Linear strike/throw''': H-Roa lacks reliable mixups to open opponents up, so his offense is primarily focused on risky and straightforward pressure.<br />
* '''Subpar meterless conversions''': Without spending meter, H-Roa has to opt out of getting good damage or oki from his conversions. <br />
* '''Generally unremarkable normals''': While H-Roa has no actually bad normals, the majority aren't anything special and often get forshadowed by the opponent's<br />
|tablewidth=80<br />
}}<br />
<br />
== General Gameplan ==<br />
Your win condition, basically, is getting a 236B in. With a myriad of options afterwards, your gameplan is focused on pressuring your opponent relentlessly until they crack; either by pressing a button or by getting guard crushed. Momentum is everything, and just as how getting a good meaty 236B can spell victory, losing that momentum can spell defeat.<br />
<br />
=== Neutral ===<br />
Roa's neutral is considerably good, featuring very good poking tools for space control and an incredibly good dash, backdash and airdash. His 236A sports a very good startup time for it's reach and usability, being able to punish many things at long range, most namely being able to interrupt or punish Nero's summons on reaction, and his 214A/B covering good angles with air-unblockable properties and massive damage on counter hit. While his ground-to-air game is decent, it requires either a 214A/B, a rising j.A or a shield, the first option being a preemptive option due to it's startup and the third not being heldable. You'll use your aerial buttons a lot to control the ground, so get used to j.A for air to airs and j.B to protect space. 236A/B are air-unblockable, however, so if you see an opportunity to hit someone that's too far away for j.A/214A/B and/or close to landing, do it.<br />
Also, fair to note, if you get a 214A/B in, you can link a 236C. Incredibly important should an opponent not get counter hit but you still want that hard knockdown.<br />
<br />
=== Pressure ===<br />
H-Roa's ace in the hole. The move that defines the entire character. Everything you do as H-Roa is done to reach the goal of making your opponent block a 236B, to which you follow up with a 2A > 5B. Should they block, you continue your blockstring the way you see fit. Should they get hit, you follow up with a simple air combo.<br />
Once you get a good knockdown with 236A, you'll more often than not time this to hit meaty and start your relentless pressure.<br />
Unfortunately, the opponent can hold up and jump over your 236B. To condition the opponent to not do that, you can do a lot of things; delayed 6C and 6[C] will catch anyone trying to jump, a delayed 214B will also do fine, and at times you can try reverse beating into 5A/2A and IADing into an air throw or an air combo.<br />
<br />
Once the opponent is conditioned to not jump out, you can jump cancel your 6C and 6[C], and IAD into a j.B or j.C and continue your pressure.<br />
<br />
As a Half-Moon, meter management is important so you don't get into heat and lose everything, so 214C will do great for that purpose. You can get ''a whole second of plus frames, should everything be spaced properly.'' Far more than enough to continue your blockstring or extend a combo.<br />
<br />
Also fair to note, doing 5A6A > 2A > 5A6A is a good option if the opponent is prone to backdashing and you don't want to do a hard read, as 5A6A will catch people backdashing and can be confirmed into another 6A.<br />
<br />
=== Okizeme ===<br />
<br />
I'm afraid this is where I stop singing his praises. You can do generic stuff should you want; neutral jump drifting, crossups, tick throws, super jump to backdash j,C or 236A for sameside, it's all stuff that isn't really unique to him or doesn't net enough reward to be worth doing instead of continuing pressure with plus frames.<br />
<br />
=== Defense ===<br />
<br />
Defense is pretty cut and dry. Block is always a good option, 623B is there should you want to gamble, and 2A is a good abare tool, but worth noting that Half-Moon has the best version of Shield Bunker for 100% meter only. If you're not using meter to extend combos with 214C, you're using it to escape pressure with Shield Bunker, which once successful on hit, gets you a hard knockdown and you already know what a knockdown means for H-Roa.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
'''IMPORTANT NOTE ABOUT ALL COMBOS LISTED: ''' Only AT enders are listed. Any combo which ends in an airthrow can also end in j.236B or j.236C. j.236B only beats AT for damage if all three hits connect, and you must sdj to land all three. Combos can be done at any position on the stage unless otherwise specified.<br />
<br />
=== Normal Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=3534<br />
|metergen=46.5%<br />
|metero=19.9%<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A<br />
|simput=<br />
|note= Standard okizeme combo. Allows for 236B oki. Can be done off 2A, j.B, or j.C, but 5A can whiff if the j.B/j.C isn't close enough.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4339<br />
|metergen=52.8%<br />
|metero=22.6%<br />
|link=<br />
|input= *5B > 2B > 5C(1) > 5A6AA > 6C > j.BC > j.BC > AT <br />
|simput=<br />
|note= Standard combo without the 6[C] link.}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=3213<br />
|metergen=32.2<br />
|metero=13.8<br />
|link=<br />
|input= *5B > 2B > 5C(2) > 6C > 236A<br />
|simput=<br />
|note= Use if you're too far away for 6AAA to land.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4722<br />
|metergen=64.7<br />
|metero=27.7<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 214A, j.BC > dj.BC > AT<br />
|simput=<br />
|note= AT => 214B isn't airtight but will force opponent to block if they lack a good reversal (beats out several DPs, notably most Nanaya DPs) If you're struggling to land the first j.B, hold 8/9 after the 214A and input j.B as soon as you're off the ground.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=236B starter, grounded opponent<br />
|character=<br />
|damage=4410<br />
|metergen=38.1%<br />
|metero=16.3%<br />
|link=<br />
|input= *236B, 2A > 5B > j.BC > dj.BC > AT<br />
|simput=<br />
|note= You can do 5B > 6C, which adds 500 damage, but also requires a sdj to hit some characters and is significantly tighter.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded/air opponent<br />
|character=<br />
|damage=3706<br />
|metergen=42.0%<br />
|metero=18.0%<br />
|link=<br />
|input= *(214A/B), (2C >) 6C > j.BC > dj.BC > AT<br />
|simput=<br />
|note= Baby confirm, works from basically anywhere. 2C is optional, but makes the combo easier to land. Removing it adds 200 damage & slightly less meter.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded/air opponent<br />
|character=<br />
|damage=4571<br />
|metergen=45.5%<br />
|metero=19.5%<br />
|link=<br />
|input= *(214A/B), 6[C] > delay 214A/B, j.BC > dj.BC > AT<br />
|simput=<br />
|note= Slightly harder. You can do this off aerial hits that are further away - your range is dependent upon the range you can land 6[C] at.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded/air opponent<br />
|character=<br />
|damage=4598<br />
|metergen=47.6%<br />
|metero=20.4%<br />
|link=https://youtu.be/I3TFtQODm6I<br />
|input= *(214A/B), 6[C], 5A > 6C > j.BC > dj.BC > AT<br />
|simput=<br />
|note= 6[C] > 5A is a link. You can only do this if you're within 5A range or closer (roughly the same range as 214A). Hit the 6[C] above the middle of its hitbox so the opponent pops up enough for your 5A to land. If this explanation doesn't make sense, look at the video.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= CH starter, grounded opponent<br />
|character=<br />
|damage=5150<br />
|metergen=39.2%<br />
|metero=16.8%<br />
|link=<br />
|input= *CH 236B, 6C > j.BC > dj.BC > AT<br />
|simput=<br />
|note= Counterhit confirm. You can add a 2A in for more stability, but you lose 500 damage. You can also do this route off an aerial 236A counterhit most of the time.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition= CH starter, grounded opponent<br />
|character=<br />
|damage=4958<br />
|metergen=38.1%<br />
|metero=16.3%<br />
|link=<br />
|input= *6[C] > IAD 9 j.C, land j.BC > dj.BC > AT<br />
|simput=<br />
|note= Counterhit confirm. IAD 8/9 will work, IAD 7 won't. You have to do this immediately following the 6[C] otherwise it'll drop. If you didn't get the CH, you have enough time to do a non-236B meaty anyway, so this is worth going for whenever possible.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Raw Airthrow starter, airborne opponent<br />
|character=<br />
|damage=2061<br />
|metergen=12.6%<br />
|metero=5.4%<br />
|link=<br />
|input= *Raw AT, land 2A > 236A<br />
|simput=<br />
|note= Pretty easy to do. 2A must happen as soon as you hit the ground, otherwise the 236A KD is techable.<br />
}}<br />
}}<br />
<br />
=== Metered Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=4516<br />
|metergen=46.5% - 100.0%<br />
|metero=43.2%<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A > 236C<br />
|simput=<br />
|note= Meter dump variant of your BnB. Gives oki and damage. You can 214A instead of 236A for slightly more damage.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>Heat mode<br />
|character<br />
|damage=5544<br />
|metergen=-all%<br />
|metero=25.1<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A > 41236C<br />
|simput=<br />
|note= Max damage heat version.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=5696<br />
|metergen=-66%*<br />
|metero=29.0%<br />
|link=https://youtu.be/kG1oqOYcICs<br />
|input= *CH 214A/B, delay 6[C] > 214C, 6[C], 5A > 6C > j.BC > j.BC AT<br />
|simput=<br />
|note= Only generates 16% before superflash. Delay first 6[C] such that they're just barely not OTG'd by the 214C. Second 6[C] should hit as close to the end of 214C as possible. If this explanation doesn't make sense, look at the video.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=4885<br />
|metergen=-68%<br />
|metero=37.4%<br />
|link=<br />
|input= *CH 214A/B, delay 6[C], 5A > 6C > 214B > 236C<br />
|simput=<br />
|note= Corner only. Same rules as usual apply to the 6[C], 5A > 6C.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=4464<br />
|metergen=-84%<br />
|metero=20.1%<br />
|link=<br />
|input= *236A > 214C, 6C > j.BC > j.BC > AT<br />
|simput=<br />
|note= OTG meter dump combo off 236A, no CH required.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=5045<br />
|metergen=-82%<br />
|metero=25.2%<br />
|link=<br />
|input= *236A > 214C, 6[C], 5A > 6C > j.BC > j.BC > AT<br />
|simput=<br />
|note= OTG combo off 236A with meterdump. The 6[C] timing changes based on how many hits of 214C connect.<br />
}}<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_5A.png<br />
|image2=MB_H_Roa_5A6A.png<br />
|image3=MB_H_Roa_5A6AA.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|input=5A~6A~6A<br />
|data=<br />
{{AttackData-MB<br />
|version=5A<br />
|damage=300<br />
|reddamage=192<br />
|proration=75% (O)<br />
|circuit=2.1%<br />
|cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=4<br />
|recovery=9<br />
|frameAdv=-1<br />
|invuln=<br />
|description=Pretty bad mid kick. Unless you're using this for stagger pressure using 5A6A > 2A > 5A6A, you're much better off saving this for rebeat.<br />
}}<br />
{{AttackData-MB<br />
|version=5A~6A<br />
|damage=600<br />
|reddamage=384<br />
|proration=80% (M)<br />
|circuit=4.2%<br />
|cancel=N, SP, -CH-, EX, (J)<br />
|guard=LH<br />
|startup=8<br />
|active=4<br />
|recovery=16<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Can be used in pressure by rebeating to 2A afterwards. Better hitbox than 5A, but you lose 5A(w) in case you need to cancel a poorly spaced 5C. On the upside, it is forward advancing so it keeps pressure on.<br />
}}<br />
{{AttackData-MB<br />
|version=5A~6A~6A<br />
|damage=1000<br />
|reddamage=768<br />
|proration=60% (O)<br />
|circuit=7.0%<br />
|cancel=(N), SP, EX, (J)<br />
|guard=LH<br />
|startup=10<br />
|active=4<br />
|recovery=17<br />
|frameAdv=-3<br />
|invuln=<br />
|description=Launches on hit. Mostly combo filler, but you can cancel this into specials so it doesn't necessarily kill your pressure.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_5B.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|data=<br />
{{AttackData-MB<br />
|damage=550<br />
|reddamage=384<br />
|proration=80% (O)<br />
|circuit=3.85%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=9<br />
|active=5<br />
|recovery=13<br />
|frameAdv=-3<br />
|invuln=<br />
|description=Pretty solid mid. Can be used to catch 236B normal hits, but the window is pretty tight.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_5C.png<br />
|linkname=5C<br />
|caption=<br />
|name=5C<br />
|data=<br />
{{AttackData-MB<br />
|damage=400, 550 (825)<br />
|reddamage=(548)<br />
|proration=80% (O), 90% (M)<br />
|circuit=2.8%, 3.85% (6.65%)<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=9<br />
|active=3 (10) 7<br />
|recovery=14<br />
|frameAdv=-16, -3 ~ 0<br />
|invuln= <br />
|description=This button looks really cool, until you realize the second hit whiffs most crouching hitboxes (unless you're point blank), and then you recognize that it just blows. Hitting with the later hitbox of 5C(2) is 0 on block. You should be cancelling before the second hit in nearly every situation.<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_2A.png<br />
|linkname=2A<br />
|caption=<br />
|name=2A<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=192<br />
|proration=75% (O)<br />
|circuit=2.1%<br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|frameAdv=0<br />
|invuln= <br />
|description=Somewhat stubby normal, but good for staggers and tick throws since it's 0 on block. Unless you plan on staggering 5A6A > 2A > 5A6AA, use this as your redash.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_2B.png<br />
|linkname=2B<br />
|caption=<br />
|name=2B<br />
|data=<br />
{{AttackData-MB<br />
|damage=550<br />
|reddamage=336<br />
|proration=80% (O)<br />
|circuit=4.2%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=8<br />
|active=6<br />
|recovery=14<br />
|frameAdv=-5<br />
|invuln= <br />
|description= It's a low poke, and that's pretty much what it's good for. 7f startup means you can use this out of a blocked 236B to frametrap, but obviously you have to be careful not to do this too often, as it's only airtight if your input is frame perfect, so you can get reversal'd. On the other hand, makes for a decent frametrap & leaves both your A normals open for rebeats if you want.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_2C.png<br />
|linkname=2C<br />
|caption=<br />
|name=2C<br />
|data=<br />
{{AttackData-MB<br />
|damage=900<br />
|reddamage=672<br />
|proration=55% (O)<br />
|circuit=6.3%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=9<br />
|active=11<br />
|recovery=13<br />
|frameAdv=-6<br />
|invuln= <br />
|description=One of H-Roa's rare good normals. At 11f active, you can use this to confirm off pretty much any counterhit 214 or 6C, and you can afford to be far more lenient with your timing. Dash 2C will cover a large amount of space on the ground. 2C can be used to punish any tech in the corner on reaction, and dash 2C will cover both neutral and forward tech at midscreen.<br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_jA.png<br />
|linkname=j.A<br />
|caption=<br />
|name=j.A<br />
|data=<br />
{{AttackData-MB<br />
|damage=250<br />
|reddamage=144<br />
|proration=75% (O)<br />
|circuit=1.75%<br />
|cancel=SE, N, SP, EX, J<br />
|guard=LHA<br />
|startup=6<br />
|active=4<br />
|recovery=10<br />
|frameAdv=-<br />
|invuln= <br />
|description=Strong air-to-air poke. Use this to scout in the air, control space, and more.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_jB.png<br />
|linkname=j.B<br />
|caption=<br />
|name=j.B<br />
|data=<br />
{{AttackData-MB<br />
|damage=600<br />
|reddamage=288<br />
|proration=85%<br />
|circuit=4.2%<br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=7<br />
|active=4<br />
|recovery=-<br />
|frameAdv=-<br />
|invuln= <br />
|description=H-Roa's best air normal. You can use this in IAD Resets to force stand block & also to tag people above you as the top of the hitbox is disjointed. You'll be using this a lot both to protect space and contest air buttons. Be aware it doesn't hit below you.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_jC.png<br />
|linkname=j.C<br />
|caption=<br />
|name=j.C<br />
|data=<br />
{{AttackData-MB<br />
|damage=950<br />
|reddamage=672<br />
|proration=90% (O)<br />
|circuit=6.65%<br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=8<br />
|active=4<br />
|recovery=-<br />
|frameAdv=-<br />
|invuln= <br />
|description=The bottom part of your pants leg is disjointed. This is your normal of choice if your opponent is below you, and your best jump-in.<br />
}}<br />
}}<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_6C.png<br />
|image2=MB_H_Roa_6C_Charged.png<br />
|linkname=6C<br />
|caption=<br />
|name=6C<br />
|input=6[C]<br />
|data=<br />
{{AttackData-MB<br />
|version=6C<br />
|damage=1000<br />
|reddamage=678<br />
|proration=100%<br />
|circuit=7.0%<br />
|cancel=SP, EX, J<br />
|guard=LH<br />
|startup=13<br />
|active=2<br />
|recovery=17<br />
|frameAdv=-1 {{Tooltip | text=(+18)| hovertext=On jump cancel.}}<br />
|invuln=<br />
|description=+18 when jump cancelled. You can end blockstrings on this often, but be careful not to get too predictable. You can frametrap with a 214B afterwards, but if it's blocked you return to neutral.<br />
}}<br />
{{AttackData-MB<br />
|version=6[C]<br />
|damage=1400<br />
|reddamage=1152<br />
|proration=100%<br />
|circuit=9.8%<br />
|cancel=SP, EX, J<br />
|guard=LH<br />
|startup=25<br />
|active=5<br />
|recovery=14<br />
|frameAdv=-1 {{Tooltip | text=(+18)| hovertext=On jump cancel.}}<br />
|invuln=<br />
|description=As before, +18 when jump cancelled. You can use this to catch mashing, as it's mostly disjointed. It also does significantly more guard damage.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_Throw.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=4/6A+D<br>(~2)<br />
|data=<br />
{{AttackData-MB<br />
|version=Neutral<br />
|damage=1000<br />
|reddamage=384<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=-<br />
|invuln=See desc<br />
|description= Ground throw. On hit, invuln during throw animation. Techable knockdown, can OTG off this. Use 2C to catch techs on reaction in the corner / dash 2C to catch forward/neutral tech outside the corner.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~2<br />
|damage=800<br />
|reddamage=384<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=See desc<br />
|description= Same as above, but HKD & opponent is invulnerable on the ground.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_Airthrow.png<br />
|caption=<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.4/6A+D<br />
|data=<br />
{{AttackData-MB<br />
|damage=1600 (Raw)<br>1200 (Ender)<br />
|reddamage=576<br />
|proration=100%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=-<br />
|invuln=<br />
|description=Regular as an airthrow ender. Recovery is on landing. Usually inferior to j.236B ender since you don't get anything besides 214B antijump, unless your opponent is very patient on wakeup.<br />
<br />
OTG-able ground bounce as a combo starter.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Counter</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_SC.png<br />
|image2=MB_F_Roa_2C.png<br />
|image3=MB_H_Roa_jSC.png<br />
|caption=<br />
|name=Shield Counter<br />
|linkname=Shield Counter<br />
|input=Auto after a successful shield (Air OK)<br>/ 5D/2D~236D<br />
|data=<br />
{{AttackData-MB <br />
|version=Standing<br />
|damage=500 (345)<br />
|reddamage=198<br />
|proration=40% <br />
|circuit=3.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LHA <br />
|startup=9<br />
|active=4 <br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln= <br />
|description=H-Roa's standing shield counter. Looks like 5C(1). This applies for the other shield counters as well: "For H-Moon, shielding hits that would cause Auto Shield Counter, if the shield is successful on the first frame of the shield box, there is a 2 frame window where throw can be input after the shield." Window is 14f if it wouldn't trigger shield counter, and can also be cancelled into dash. You can manually input a shield counter with 236D on projectiles.<br />
}}<br />
{{AttackData-MB <br />
|version=Crouching<br />
|damage=1500 (1035)<br />
|reddamage=662<br />
|proration=50% <br />
|circuit=10.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LA <br />
|startup=9<br />
|active=4 <br />
|recovery=18 <br />
|frameAdv=-4 <br />
|invuln= <br />
|description=H-Roa's crouching shield counter. Looks like 2C. Same notes as above.<br />
}}<br />
{{AttackData-MB <br />
|version=Air<br />
|damage=500 (345)<br />
|reddamage=198<br />
|proration=50% <br />
|circuit=3.5%<br />
|cancel=<br />
|guard=HA <br />
|startup=9<br />
|active=4 <br />
|recovery=<br />
|frameAdv=+14<br />
|invuln= <br />
|description=Air shield counter.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_214D.png<br />
|image2=MB_H_Roa_214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Neutral<br />
|damage=500<br />
|reddamage=192<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=26<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=Clash 1-10<br />
}}<br />
{{AttackData-MB <br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=192<br />
|proration=100%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=Similar to C-Moon 6C.<br />
}}<br />
{{AttackData-MB <br />
|version=Blockstun<br />
|damage=0<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=LHA<br />
|startup=19<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln= <br />
|description=H-Moon specific reversal bunker.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_CSpark.png<br />
|image2=MB_C_Roa_CSpark_Air.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=In Heat:<br>Auto during hitstun<br>A+B+C during blockstun<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
=== Special Moves ===<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_236AB.png<br />
|image2=MB_H_Roa_236B_BE.png<br />
|image3=MB_H_Roa_236C.png<br />
|caption=SOKO DAROU!<br />
|caption2=Feint<br />
|caption3=Your opponent whiffed something... or you're about to eat 5k.<br />
|name=Thunder Flash<br>(EX: Seventh Heaven (Original Sin))<br />
|input=236A/B/[B]/C<br />
|linkname=236X<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1500<br />
|reddamage=1152<br />
|proration=100%<br />
|circuit=10.5%<br />
|cancel=<br />
|guard=LH<br />
|startup=12<br />
|active=5<br />
|recovery=29<br />
|frameAdv=-6 to -3<br />
|invuln=High 4-11, Full 12-27<br />
|description= Soko Darou A is mainly used to disrespect spacing and punish whiffed normals. <br><br />
While it can be -6 on block, there are 5 active frames with each hitbox having an individual hitstun. <br><br />
So hitting with the 3rd active frame or later leaves you safe on block (5th frame if ex-guard is accounted).<br><br />
You should only be using this when you're /sure/ it'll hit, since your reward off this is either meh damage if you have meter, OTG 2A mash in the corner for a bit more meter and maybe a tech trap, or (most likely) 236B oki. However, this move /is/ air unblockable, and therefore your go-to for sniping landings and other reads. <br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1500<br />
|reddamage=1152<br />
|proration=100%<br />
|circuit=10.5%<br />
|cancel=<br />
|guard=LH<br />
|startup=32*<br />
|active=5<br />
|recovery=13<br />
|frameAdv=7<br />
|invuln=High 7-31, Full 32-47<br />
|description=Holding B can delay the startup to up to 42f, depending on how long B is held. -- H-Roa's bread and butter and the skill that makes people hate your character. At +7 on block, this special can be used to reset, start pressure, and gives H-Roa some of his best damage on a counterhit. This will also cross up your opponent if used near max range. Additionally, you can half-charge it to try to get your opponent to flinch.<br />
}}<br />
{{AttackData-MB<br />
|version=[B]<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=20<br />
|active=X<br />
|recovery=16<br />
|frameAdv=<br />
|invuln=<br />
|description=This is the feint/fake. You can use this in your pressure into redash, as a way to fake people out who expect Soko B. You can also use this as a (gimmicky) oki setup, where you do 236[B] 2A, 236[B] throw, or 236{B}. If they start throw teching, use 236[B] 5B to call it out. You mainly use this move for mind games, as it has a decent amount of recovery.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=400, 300*20 (3043)<br />
|reddamage=(3195)<br />
|proration=50% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=5+7<br />
|active={{Tooltip | text=120| hovertext=3 (2) x19, 3 (6) 16}}<br />
|recovery=26<br />
|frameAdv=-24<br />
|invuln=High 3-11, Full 12-132<br />
|description=While this move doesn't have full invul like Ciel's 236C, at first glance this might make this move look useless. <br><br />
However it has a hidden property — it's projectile invulnerable.<br><br />
So use this to punish a lot of situations where opponent uses some kind of projectile.<br><br />
Note that this move has the following downsides:<br />
* The startup is not fast.<br />
* It is air blockable.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_623A.png<br />
|image2=MB_H_Roa_623B.png<br />
|image3=MB_H_Roa_623C.png<br />
|caption=<br />
|caption2=<br />
|caption3=<br />
|name=Rising Thunder<br>(EX: Rising Thunder Praise)<br />
|input=623A/B/C<br />
|linkname=623X<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=500, 1000 (1351)<br />
|reddamage=(1038)<br />
|proration=100%<br />
|circuit=2.1%, 7.0% (9.1%)<br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=5<br />
|active={{Tooltip | text=7| hovertext=4, 3}}<br />
|recovery=42<br />
|frameAdv=-31, -27<br />
|invuln=<br />
|description=This move is pretty bad. Its only purpose is as a fast antiair, since both hits are AUB. However, you're better off just doing rising j.A or 214B. Ideally, this move almost never comes out.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=500*3, 1000 (2133)<br />
|reddamage=(1639)<br />
|proration=100%<br />
|circuit=2.1%*3, 7.0% (13.3%)<br />
|cancel=<br />
|guard=LH (1), LHA (2-4)<br />
|startup=4<br />
|active={{Tooltip | text=12| hovertext=4, 4, 2, 2}}<br />
|recovery=46<br />
|frameAdv=-40, -36,<br>-32, -30<br />
|invuln=Full 1-5<br />
|description=H-Roa's meterless reversal (and invuln, too!). Only the first hit is AUB, but you can use this like you would any other DP. Goes at a solid angle, is invuln... what more do you want? You can use this to tack on damage after your OTG ground throw if you *really* want.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=400*6, 1000 (2706)<br />
|reddamage=(1982)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=2+0<br />
|active={{Tooltip | text=25| hovertext=4 x5, 2, 3}}<br />
|recovery=44<br />
|frameAdv=-58 (min)<br />
|invuln=Full 1-4<br />
|description=Faster than B version, with higher damage and wallslam for better frame advantage on hit, while maintaining invincibility. Notably, the 2+0 startup means this cannot be safejumped by C/H moon characters unless their safejump outspaces it.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_214A.png<br />
|image2=MB_H_Roa_214B.png<br />
|image3=MB_H_Roa_214C.png<br />
|caption=Covers your head and cross-ups.<br />
|caption2=Hold down the air game<br />
|caption3=Pressure resets everywhere...<br />
|name=Thunder Needle - Moment<br>(EX: Thunder Needle - Moment Viper)<br />
|input=214A/B/C<br />
|linkname=214X<br />
|data=<br />
{{AttackData-MB<br />
|version=A/B<br />
|damage=1000<br />
|reddamage=768<br />
|proration=70% (O)<br />
|circuit=7.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=16<br />
|active={{Tooltip | text=12| hovertext=Single Hit. 4 (2) 2 (2) 2}}<br />
|recovery=14<br />
|frameAdv=-4<br />
|invuln=<br />
|description=A version will cover behind you, B version won't. Only the first hit of this will cover your head, so you actually can be hit through this even without disjoints. However, this special is extremely good and once again gives you very solid damage on counterhit. This move is air unblockable, so use this to preemptively anti-air, and use 214B to poke. Be aware of its significant startup and recovery, because you can be hit out of startup easily, and opponents can whiff punish you if they have particularly long-reaching normals (Satsuki dash 2C, for example). <br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=450*8 (2867)<br />
|reddamage=(2427)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=5+13<br />
|active=X {{Tooltip | text=(55)| hovertext=2 (1) 1 (3) x7, 2 (1) 1}}<br />
|recovery=16<br />
|frameAdv=12 ~ 61<br />
|invuln=<br />
|description= This move is (in my opinion) H-Roa's best special. You can use it to lock down neutral, dump in pressure for absolutely free meter dump, or use to extend some of your combos for extra damage. Additionally, it recovers during active frames, so it's deceptively hard to punish. You should be using this often. Also, it's one of the only ways to keep your turn after a point blank 236B midscreen, so you can use it for that as well. <br />
}}<br />
}}<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_j236A.png<br />
|image2=MB_H_Roa_j236B.png<br />
|image3=MB_H_Roa_j236C.png<br />
|caption=Fast<br />
|caption2=Covers your head and feet<br />
|caption3=Reversal time!<br />
|name=Brilliant Impetus - Ghost Tail<br />
|linkname=j.236X<br />
|input=j.236A/B/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=800<br />
|reddamage=480<br />
|proration=75% (O)<br />
|circuit=5.6%<br />
|cancel=(EX), (J)<br />
|guard=LHA<br />
|startup=12<br />
|active=3<br />
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}}<br />
|frameAdv=3 (TK)<br />
|invuln=<br />
|description=Slow for an air-to-air, but can be used to change your momentum to throw off landing snipes. Be careful though, because this move doesn't cover above or below you, and leaves you open to punishes if you whiff it too high. However, it's plus on TK, so you can do tk j.236A in pressure and keep your turn. Also, you can link it in certain air combos with j.bc j.236a sdj j.bc AT for style points. Use this at the end of your combos to return to neutral, but be aware it's a bit more height-sensitive than j.236B. However, it has less landing recovery, <br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=700*3 (1579)<br />
|reddamage=(866)<br />
|proration=75% (O)<br />
|circuit=4.9%*3 (14.7%)<br />
|cancel=EX, J<br />
|guard=LHA<br />
|startup=15<br />
|active=3 (3) 3 (3) 3<br />
|recovery={{Tooltip | text=9| hovertext=Landing recovery.}}<br />
|frameAdv=-1 (TK)<br />
|invuln=<br />
|description=This move looks really bad. It's slower than j.236A, has more recovery, and gives your opponent more time to react. However: it requires 3 shields AND covers above and below you, while j.236A doesn't. You can use this to catch people trying to antiair you at weird angles, since it's disjointed. Use this at the end of your combos to return to neutral, while leaving your opponent in an awkward situation.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=400*6 (1591)<br />
|reddamage=(1145)<br />
|proration=75% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=3+11<br />
|active={{Tooltip | text=12| hovertext=2 x6}}<br />
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}}<br />
|frameAdv=5 (TK)<br />
|invuln=Full 1-25<br />
|description=This is a true air reversal. With that said, it's still an air reversal, and metered on a half moon character with mediocre meter gain. You can use this to tack on extra damage at the end of an air combo. It covers slightly more room than j.236B, and it's +5, but the pushback means that you can't really use it like you would j.236A. It does require individual shields, for any players crazy enough to go for it,<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MBHRoaAD.png<br />
|caption=<br />
|name=Heavenly Crashing Thunder<br />
|linkname=Arc Drive<br />
|input=41236C during Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=7000 (3080)<br />
|reddamage=(2137)<br />
|proration=50% (O)<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LH<br />
|startup=7+6<br />
|active=2<br />
|recovery=38<br />
|frameAdv=-15<br />
|invuln=Full 7-8, 13-14<br />
|description=Use as combo ender or as an OTG, otherwise it's not super useful since it's a hitgrab. If you combo someone in heat, this is what you should be going into, but I often find having an extra 214C/236C is useful, since H-Roa rarely gets a clean grounded hit in pressure & having the ability to either extend pressure or confirm a 214B frametrap is more useful than having the extra damage. <br />
}}<br />
}} <br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Michael Roa Valdamjong]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Half_Moon&diff=234761Melty Blood/MBAACC/Roa/Half Moon2023-01-21T13:24:50Z<p>EikaMikiku: /* 236X */</p>
<hr />
<div>{{TOC limit|3}}<br />
== Character Page Progress ==<br />
<br />
{{#lst:Melty_Blood/MBAACC:Roadmap|H-Roa}}<br />
<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=h&p1char=roa H-Roa Match Video Database]<br><br />
[https://drunkardshade.com/2015/08/13/melty-bits-h-roa/ Melty Bits: H-Roa]'''<br><br />
[https://www.youtube.com/watch?v=2Pj7WIS1aR8 H-Roa Tutorial] by sibladeko (tonberry)<br><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name!! width="80"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=grungrah grungrah]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color27.png|Color|75px]] <br />
| North America || Chicago Melty, Netplay || Inactive || <br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=Janson%20(J%E3%82%A2%E3%83%B3%E3%82%BD%E3%83%B3) Janson (Jアンソン)]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color35.png|Color|75px]] <br />
| Japan || A-cho || Inactive || <br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=red%20melon%20(%E8%B5%A4%E3%81%84%E3%83%A1%E3%83%AD%E3%83%B3) Red Melon (赤いメロン)]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color13.png|Color|75px]] <br />
| Japan || Play Spot BIG ONE 2nd || Active || Known mostly for C-Roa, but also proficient with a secondary H-Roa. Mostly uses H to fight Nero.<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=tamao%20(%E3%81%9F%E3%81%BE%E3%81%8A) tamao (たまお)]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color11.png|Color|75px]] <br />
| Japan || A-cho || Inactive || Uses multiple colors.<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=Tonberry TonberryMage]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color27.png|Color|75px]] <br />
| North America || || Inactive || Was one of the very best players in the NA scene while active. Not a lot of footage.<br />
|}<br />
<br />
== Overview ==<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
[[File:MBAACC_Roa_Face.png]] '''H-Roa''' is an easy but effective 'all-rounder', with excellent space control tools and well rounded offense.<br />
|pros=<br />
* ''' Very strong neutral''': Aside from Roa's universally strong mobility, H-Roa has his 214X and 236X series, which are a powerful and versitile set of tools to dominate the screen.<br />
* '''Good offense''': Reverse beat, strong reset options and a lot of forward-advancing normals let H-Roa stay on the offensive for a long time.<br />
* '''Effective meter management''': Overall has great uses for meter, most notably bunker, 236C and 214C, which helps him manage one of H-Moon's main weaknesses.<br />
* '''Stable and consistent gameplan''': H-Roa is easy to learn and his tools are consistent enough to reliably challenge a few top tiers, like C-Nero.<br />
|cons=<br />
* '''Linear strike/throw''': H-Roa lacks reliable mixups to open opponents up, so his offense is primarily focused on risky and straightforward pressure.<br />
* '''Subpar meterless conversions''': Without spending meter, H-Roa has to opt out of getting good damage or oki from his conversions. <br />
* '''Generally unremarkable normals''': While H-Roa has no actually bad normals, the majority aren't anything special and often get forshadowed by the opponent's<br />
|tablewidth=80<br />
}}<br />
<br />
== General Gameplan ==<br />
Your win condition, basically, is getting a 236B in. With a myriad of options afterwards, your gameplan is focused on pressuring your opponent relentlessly until they crack; either by pressing a button or by getting guard crushed. Momentum is everything, and just as how getting a good meaty 236B can spell victory, losing that momentum can spell defeat.<br />
<br />
=== Neutral ===<br />
Roa's neutral is considerably good, featuring very good poking tools for space control and an incredibly good dash, backdash and airdash. His 236A sports a very good startup time for it's reach and usability, being able to punish many things at long range, most namely being able to interrupt or punish Nero's summons on reaction, and his 214A/B covering good angles with air-unblockable properties and massive damage on counter hit. While his ground-to-air game is decent, it requires either a 214A/B, a rising j.A or a shield, the first option being a preemptive option due to it's startup and the third not being heldable. You'll use your aerial buttons a lot to control the ground, so get used to j.A for air to airs and j.B to protect space. 236A/B are air-unblockable, however, so if you see an opportunity to hit someone that's too far away for j.A/214A/B and/or close to landing, do it.<br />
Also, fair to note, if you get a 214A/B in, you can link a 236C. Incredibly important should an opponent not get counter hit but you still want that hard knockdown.<br />
<br />
=== Pressure ===<br />
H-Roa's ace in the hole. The move that defines the entire character. Everything you do as H-Roa is done to reach the goal of making your opponent block a 236B, to which you follow up with a 2A > 5B. Should they block, you continue your blockstring the way you see fit. Should they get hit, you follow up with a simple air combo.<br />
Once you get a good knockdown with 236A, you'll more often than not time this to hit meaty and start your relentless pressure.<br />
Unfortunately, the opponent can hold up and jump over your 236B. To condition the opponent to not do that, you can do a lot of things; delayed 6C and 6[C] will catch anyone trying to jump, a delayed 214B will also do fine, and at times you can try reverse beating into 5A/2A and IADing into an air throw or an air combo.<br />
<br />
Once the opponent is conditioned to not jump out, you can jump cancel your 6C and 6[C], and IAD into a j.B or j.C and continue your pressure.<br />
<br />
As a Half-Moon, meter management is important so you don't get into heat and lose everything, so 214C will do great for that purpose. You can get ''a whole second of plus frames, should everything be spaced properly.'' Far more than enough to continue your blockstring or extend a combo.<br />
<br />
Also fair to note, doing 5A6A > 2A > 5A6A is a good option if the opponent is prone to backdashing and you don't want to do a hard read, as 5A6A will catch people backdashing and can be confirmed into another 6A.<br />
<br />
=== Okizeme ===<br />
<br />
I'm afraid this is where I stop singing his praises. You can do generic stuff should you want; neutral jump drifting, crossups, tick throws, super jump to backdash j,C or 236A for sameside, it's all stuff that isn't really unique to him or doesn't net enough reward to be worth doing instead of continuing pressure with plus frames.<br />
<br />
=== Defense ===<br />
<br />
Defense is pretty cut and dry. Block is always a good option, 623B is there should you want to gamble, and 2A is a good abare tool, but worth noting that Half-Moon has the best version of Shield Bunker for 100% meter only. If you're not using meter to extend combos with 214C, you're using it to escape pressure with Shield Bunker, which once successful on hit, gets you a hard knockdown and you already know what a knockdown means for H-Roa.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
'''IMPORTANT NOTE ABOUT ALL COMBOS LISTED: ''' Only AT enders are listed. Any combo which ends in an airthrow can also end in j.236B or j.236C. j.236B only beats AT for damage if all three hits connect, and you must sdj to land all three. Combos can be done at any position on the stage unless otherwise specified.<br />
<br />
=== Normal Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=3534<br />
|metergen=46.5%<br />
|metero=19.9%<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A<br />
|simput=<br />
|note= Standard okizeme combo. Allows for 236B oki. Can be done off 2A, j.B, or j.C, but 5A can whiff if the j.B/j.C isn't close enough.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4339<br />
|metergen=52.8%<br />
|metero=22.6%<br />
|link=<br />
|input= *5B > 2B > 5C(1) > 5A6AA > 6C > j.BC > j.BC > AT <br />
|simput=<br />
|note= Standard combo without the 6[C] link.}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=3213<br />
|metergen=32.2<br />
|metero=13.8<br />
|link=<br />
|input= *5B > 2B > 5C(2) > 6C > 236A<br />
|simput=<br />
|note= Use if you're too far away for 6AAA to land.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4722<br />
|metergen=64.7<br />
|metero=27.7<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 214A, j.BC > dj.BC > AT<br />
|simput=<br />
|note= AT => 214B isn't airtight but will force opponent to block if they lack a good reversal (beats out several DPs, notably most Nanaya DPs) If you're struggling to land the first j.B, hold 8/9 after the 214A and input j.B as soon as you're off the ground.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=236B starter, grounded opponent<br />
|character=<br />
|damage=4410<br />
|metergen=38.1%<br />
|metero=16.3%<br />
|link=<br />
|input= *236B, 2A > 5B > j.BC > dj.BC > AT<br />
|simput=<br />
|note= You can do 5B > 6C, which adds 500 damage, but also requires a sdj to hit some characters and is significantly tighter.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded/air opponent<br />
|character=<br />
|damage=3706<br />
|metergen=42.0%<br />
|metero=18.0%<br />
|link=<br />
|input= *(214A/B), (2C >) 6C > j.BC > dj.BC > AT<br />
|simput=<br />
|note= Baby confirm, works from basically anywhere. 2C is optional, but makes the combo easier to land. Removing it adds 200 damage & slightly less meter.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded/air opponent<br />
|character=<br />
|damage=4571<br />
|metergen=45.5%<br />
|metero=19.5%<br />
|link=<br />
|input= *(214A/B), 6[C] > delay 214A/B, j.BC > dj.BC > AT<br />
|simput=<br />
|note= Slightly harder. You can do this off aerial hits that are further away - your range is dependent upon the range you can land 6[C] at.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded/air opponent<br />
|character=<br />
|damage=4598<br />
|metergen=47.6%<br />
|metero=20.4%<br />
|link=https://youtu.be/I3TFtQODm6I<br />
|input= *(214A/B), 6[C], 5A > 6C > j.BC > dj.BC > AT<br />
|simput=<br />
|note= 6[C] > 5A is a link. You can only do this if you're within 5A range or closer (roughly the same range as 214A). Hit the 6[C] above the middle of its hitbox so the opponent pops up enough for your 5A to land. If this explanation doesn't make sense, look at the video.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= CH starter, grounded opponent<br />
|character=<br />
|damage=5150<br />
|metergen=39.2%<br />
|metero=16.8%<br />
|link=<br />
|input= *CH 236B, 6C > j.BC > dj.BC > AT<br />
|simput=<br />
|note= Counterhit confirm. You can add a 2A in for more stability, but you lose 500 damage. You can also do this route off an aerial 236A counterhit most of the time.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition= CH starter, grounded opponent<br />
|character=<br />
|damage=4958<br />
|metergen=38.1%<br />
|metero=16.3%<br />
|link=<br />
|input= *6[C] > IAD 9 j.C, land j.BC > dj.BC > AT<br />
|simput=<br />
|note= Counterhit confirm. IAD 8/9 will work, IAD 7 won't. You have to do this immediately following the 6[C] otherwise it'll drop. If you didn't get the CH, you have enough time to do a non-236B meaty anyway, so this is worth going for whenever possible.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Raw Airthrow starter, airborne opponent<br />
|character=<br />
|damage=2061<br />
|metergen=12.6%<br />
|metero=5.4%<br />
|link=<br />
|input= *Raw AT, land 2A > 236A<br />
|simput=<br />
|note= Pretty easy to do. 2A must happen as soon as you hit the ground, otherwise the 236A KD is techable.<br />
}}<br />
}}<br />
<br />
=== Metered Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=4516<br />
|metergen=46.5% - 100.0%<br />
|metero=43.2%<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A > 236C<br />
|simput=<br />
|note= Meter dump variant of your BnB. Gives oki and damage. You can 214A instead of 236A for slightly more damage.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>Heat mode<br />
|character<br />
|damage=5544<br />
|metergen=-all%<br />
|metero=25.1<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A > 41236C<br />
|simput=<br />
|note= Max damage heat version.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=5696<br />
|metergen=-66%*<br />
|metero=29.0%<br />
|link=https://youtu.be/kG1oqOYcICs<br />
|input= *CH 214A/B, delay 6[C] > 214C, 6[C], 5A > 6C > j.BC > j.BC AT<br />
|simput=<br />
|note= Only generates 16% before superflash. Delay first 6[C] such that they're just barely not OTG'd by the 214C. Second 6[C] should hit as close to the end of 214C as possible. If this explanation doesn't make sense, look at the video.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=4885<br />
|metergen=-68%<br />
|metero=37.4%<br />
|link=<br />
|input= *CH 214A/B, delay 6[C], 5A > 6C > 214B > 236C<br />
|simput=<br />
|note= Corner only. Same rules as usual apply to the 6[C], 5A > 6C.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=4464<br />
|metergen=-84%<br />
|metero=20.1%<br />
|link=<br />
|input= *236A > 214C, 6C > j.BC > j.BC > AT<br />
|simput=<br />
|note= OTG meter dump combo off 236A, no CH required.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=5045<br />
|metergen=-82%<br />
|metero=25.2%<br />
|link=<br />
|input= *236A > 214C, 6[C], 5A > 6C > j.BC > j.BC > AT<br />
|simput=<br />
|note= OTG combo off 236A with meterdump. The 6[C] timing changes based on how many hits of 214C connect.<br />
}}<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_5A.png<br />
|image2=MB_H_Roa_5A6A.png<br />
|image3=MB_H_Roa_5A6AA.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|input=5A~6A~6A<br />
|data=<br />
{{AttackData-MB<br />
|version=5A<br />
|damage=300<br />
|reddamage=192<br />
|proration=75% (O)<br />
|circuit=2.1%<br />
|cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=4<br />
|recovery=9<br />
|frameAdv=-1<br />
|invuln=<br />
|description=Pretty bad mid kick. Unless you're using this for stagger pressure using 5A6A > 2A > 5A6A, you're much better off saving this for rebeat.<br />
}}<br />
{{AttackData-MB<br />
|version=5A~6A<br />
|damage=600<br />
|reddamage=384<br />
|proration=80% (M)<br />
|circuit=4.2%<br />
|cancel=N, SP, -CH-, EX, (J)<br />
|guard=LH<br />
|startup=8<br />
|active=4<br />
|recovery=16<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Can be used in pressure by rebeating to 2A afterwards. Better hitbox than 5A, but you lose 5A(w) in case you need to cancel a poorly spaced 5C. On the upside, it is forward advancing so it keeps pressure on.<br />
}}<br />
{{AttackData-MB<br />
|version=5A~6A~6A<br />
|damage=1000<br />
|reddamage=768<br />
|proration=60% (O)<br />
|circuit=7.0%<br />
|cancel=(N), SP, EX, (J)<br />
|guard=LH<br />
|startup=10<br />
|active=4<br />
|recovery=17<br />
|frameAdv=-3<br />
|invuln=<br />
|description=Launches on hit. Mostly combo filler, but you can cancel this into specials so it doesn't necessarily kill your pressure.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_5B.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|data=<br />
{{AttackData-MB<br />
|damage=550<br />
|reddamage=384<br />
|proration=80% (O)<br />
|circuit=3.85%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=9<br />
|active=5<br />
|recovery=13<br />
|frameAdv=-3<br />
|invuln=<br />
|description=Pretty solid mid. Can be used to catch 236B normal hits, but the window is pretty tight.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_5C.png<br />
|linkname=5C<br />
|caption=<br />
|name=5C<br />
|data=<br />
{{AttackData-MB<br />
|damage=400, 550 (825)<br />
|reddamage=(548)<br />
|proration=80% (O), 90% (M)<br />
|circuit=2.8%, 3.85% (6.65%)<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=9<br />
|active=3 (10) 7<br />
|recovery=14<br />
|frameAdv=-16, -3 ~ 0<br />
|invuln= <br />
|description=This button looks really cool, until you realize the second hit whiffs most crouching hitboxes (unless you're point blank), and then you recognize that it just blows. Hitting with the later hitbox of 5C(2) is 0 on block. You should be cancelling before the second hit in nearly every situation.<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_2A.png<br />
|linkname=2A<br />
|caption=<br />
|name=2A<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=192<br />
|proration=75% (O)<br />
|circuit=2.1%<br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|frameAdv=0<br />
|invuln= <br />
|description=Somewhat stubby normal, but good for staggers and tick throws since it's 0 on block. Unless you plan on staggering 5A6A > 2A > 5A6AA, use this as your redash.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_2B.png<br />
|linkname=2B<br />
|caption=<br />
|name=2B<br />
|data=<br />
{{AttackData-MB<br />
|damage=550<br />
|reddamage=336<br />
|proration=80% (O)<br />
|circuit=4.2%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=8<br />
|active=6<br />
|recovery=14<br />
|frameAdv=-5<br />
|invuln= <br />
|description= It's a low poke, and that's pretty much what it's good for. 7f startup means you can use this out of a blocked 236B to frametrap, but obviously you have to be careful not to do this too often, as it's only airtight if your input is frame perfect, so you can get reversal'd. On the other hand, makes for a decent frametrap & leaves both your A normals open for rebeats if you want.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_2C.png<br />
|linkname=2C<br />
|caption=<br />
|name=2C<br />
|data=<br />
{{AttackData-MB<br />
|damage=900<br />
|reddamage=672<br />
|proration=55% (O)<br />
|circuit=6.3%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=9<br />
|active=11<br />
|recovery=13<br />
|frameAdv=-6<br />
|invuln= <br />
|description=One of H-Roa's rare good normals. At 11f active, you can use this to confirm off pretty much any counterhit 214 or 6C, and you can afford to be far more lenient with your timing. Dash 2C will cover a large amount of space on the ground. 2C can be used to punish any tech in the corner on reaction, and dash 2C will cover both neutral and forward tech at midscreen.<br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_jA.png<br />
|linkname=j.A<br />
|caption=<br />
|name=j.A<br />
|data=<br />
{{AttackData-MB<br />
|damage=250<br />
|reddamage=144<br />
|proration=75% (O)<br />
|circuit=1.75%<br />
|cancel=SE, N, SP, EX, J<br />
|guard=LHA<br />
|startup=6<br />
|active=4<br />
|recovery=10<br />
|frameAdv=-<br />
|invuln= <br />
|description=Strong air-to-air poke. Use this to scout in the air, control space, and more.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_jB.png<br />
|linkname=j.B<br />
|caption=<br />
|name=j.B<br />
|data=<br />
{{AttackData-MB<br />
|damage=600<br />
|reddamage=288<br />
|proration=85%<br />
|circuit=4.2%<br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=7<br />
|active=4<br />
|recovery=-<br />
|frameAdv=-<br />
|invuln= <br />
|description=H-Roa's best air normal. You can use this in IAD Resets to force stand block & also to tag people above you as the top of the hitbox is disjointed. You'll be using this a lot both to protect space and contest air buttons. Be aware it doesn't hit below you.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_jC.png<br />
|linkname=j.C<br />
|caption=<br />
|name=j.C<br />
|data=<br />
{{AttackData-MB<br />
|damage=950<br />
|reddamage=672<br />
|proration=90% (O)<br />
|circuit=6.65%<br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=8<br />
|active=4<br />
|recovery=-<br />
|frameAdv=-<br />
|invuln= <br />
|description=The bottom part of your pants leg is disjointed. This is your normal of choice if your opponent is below you, and your best jump-in.<br />
}}<br />
}}<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_6C.png<br />
|image2=MB_H_Roa_6C_Charged.png<br />
|linkname=6C<br />
|caption=<br />
|name=6C<br />
|input=6[C]<br />
|data=<br />
{{AttackData-MB<br />
|version=6C<br />
|damage=1000<br />
|reddamage=678<br />
|proration=100%<br />
|circuit=7.0%<br />
|cancel=SP, EX, J<br />
|guard=LH<br />
|startup=13<br />
|active=2<br />
|recovery=17<br />
|frameAdv=-1 {{Tooltip | text=(+18)| hovertext=On jump cancel.}}<br />
|invuln=<br />
|description=+18 when jump cancelled. You can end blockstrings on this often, but be careful not to get too predictable. You can frametrap with a 214B afterwards, but if it's blocked you return to neutral.<br />
}}<br />
{{AttackData-MB<br />
|version=6[C]<br />
|damage=1400<br />
|reddamage=1152<br />
|proration=100%<br />
|circuit=9.8%<br />
|cancel=SP, EX, J<br />
|guard=LH<br />
|startup=25<br />
|active=5<br />
|recovery=14<br />
|frameAdv=-1 {{Tooltip | text=(+18)| hovertext=On jump cancel.}}<br />
|invuln=<br />
|description=As before, +18 when jump cancelled. You can use this to catch mashing, as it's mostly disjointed. It also does significantly more guard damage.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_Throw.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=4/6A+D<br>(~2)<br />
|data=<br />
{{AttackData-MB<br />
|version=Neutral<br />
|damage=1000<br />
|reddamage=384<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=-<br />
|invuln=See desc<br />
|description= Ground throw. On hit, invuln during throw animation. Techable knockdown, can OTG off this. Use 2C to catch techs on reaction in the corner / dash 2C to catch forward/neutral tech outside the corner.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~2<br />
|damage=800<br />
|reddamage=384<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=See desc<br />
|description= Same as above, but HKD & opponent is invulnerable on the ground.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_Airthrow.png<br />
|caption=<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.4/6A+D<br />
|data=<br />
{{AttackData-MB<br />
|damage=1600 (Raw)<br>1200 (Ender)<br />
|reddamage=576<br />
|proration=100%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=-<br />
|invuln=<br />
|description=Regular as an airthrow ender. Recovery is on landing. Usually inferior to j.236B ender since you don't get anything besides 214B antijump, unless your opponent is very patient on wakeup.<br />
<br />
OTG-able ground bounce as a combo starter.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Counter</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_SC.png<br />
|image2=MB_F_Roa_2C.png<br />
|image3=MB_H_Roa_jSC.png<br />
|caption=<br />
|name=Shield Counter<br />
|linkname=Shield Counter<br />
|input=Auto after a successful shield (Air OK)<br>/ 5D/2D~236D<br />
|data=<br />
{{AttackData-MB <br />
|version=Standing<br />
|damage=500 (345)<br />
|reddamage=198<br />
|proration=40% <br />
|circuit=3.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LHA <br />
|startup=9<br />
|active=4 <br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln= <br />
|description=H-Roa's standing shield counter. Looks like 5C(1). This applies for the other shield counters as well: "For H-Moon, shielding hits that would cause Auto Shield Counter, if the shield is successful on the first frame of the shield box, there is a 2 frame window where throw can be input after the shield." Window is 14f if it wouldn't trigger shield counter, and can also be cancelled into dash. You can manually input a shield counter with 236D on projectiles.<br />
}}<br />
{{AttackData-MB <br />
|version=Crouching<br />
|damage=1500 (1035)<br />
|reddamage=662<br />
|proration=50% <br />
|circuit=10.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LA <br />
|startup=9<br />
|active=4 <br />
|recovery=18 <br />
|frameAdv=-4 <br />
|invuln= <br />
|description=H-Roa's crouching shield counter. Looks like 2C. Same notes as above.<br />
}}<br />
{{AttackData-MB <br />
|version=Air<br />
|damage=500 (345)<br />
|reddamage=198<br />
|proration=50% <br />
|circuit=3.5%<br />
|cancel=<br />
|guard=HA <br />
|startup=9<br />
|active=4 <br />
|recovery=<br />
|frameAdv=+14<br />
|invuln= <br />
|description=Air shield counter.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_214D.png<br />
|image2=MB_H_Roa_214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Neutral<br />
|damage=500<br />
|reddamage=192<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=26<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=Clash 1-10<br />
}}<br />
{{AttackData-MB <br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=192<br />
|proration=100%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=Similar to C-Moon 6C.<br />
}}<br />
{{AttackData-MB <br />
|version=Blockstun<br />
|damage=0<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=LHA<br />
|startup=19<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln= <br />
|description=H-Moon specific reversal bunker.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_CSpark.png<br />
|image2=MB_C_Roa_CSpark_Air.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=In Heat:<br>Auto during hitstun<br>A+B+C during blockstun<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
=== Special Moves ===<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_236AB.png<br />
|image2=MB_H_Roa_236B_BE.png<br />
|image3=MB_H_Roa_236C.png<br />
|caption=SOKO DAROU!<br />
|caption2=Feint<br />
|caption3=Your opponent whiffed something... or you're about to eat 5k.<br />
|name=Thunder Flash<br>(EX: Seventh Heaven (Original Sin))<br />
|input=236A/B/[B]/C<br />
|linkname=236X<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1500<br />
|reddamage=1152<br />
|proration=100%<br />
|circuit=10.5%<br />
|cancel=<br />
|guard=LH<br />
|startup=12<br />
|active=5<br />
|recovery=29<br />
|frameAdv=-6 to -3<br />
|invuln=High 4-11, Full 12-27<br />
|description= Soko Darou A is mainly used to disrespect spacing and punish whiffed normals. <br><br />
While it can be -6 on block, there are 5 active frames with each hitbox having an individual hitstun. <br><br />
So hitting with the 2nd active frame or later leaves you safe on block (4th frame if ex-guard is accounted).<br><br />
You should only be using this when you're /sure/ it'll hit, since your reward off this is either meh damage if you have meter, OTG 2A mash in the corner for a bit more meter and maybe a tech trap, or (most likely) 236B oki. However, this move /is/ air unblockable, and therefore your go-to for sniping landings and other reads. <br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1500<br />
|reddamage=1152<br />
|proration=100%<br />
|circuit=10.5%<br />
|cancel=<br />
|guard=LH<br />
|startup=32*<br />
|active=5<br />
|recovery=13<br />
|frameAdv=7<br />
|invuln=High 7-31, Full 32-47<br />
|description=Holding B can delay the startup to up to 42f, depending on how long B is held. -- H-Roa's bread and butter and the skill that makes people hate your character. At +7 on block, this special can be used to reset, start pressure, and gives H-Roa some of his best damage on a counterhit. This will also cross up your opponent if used near max range. Additionally, you can half-charge it to try to get your opponent to flinch.<br />
}}<br />
{{AttackData-MB<br />
|version=[B]<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=20<br />
|active=X<br />
|recovery=16<br />
|frameAdv=<br />
|invuln=<br />
|description=This is the feint/fake. You can use this in your pressure into redash, as a way to fake people out who expect Soko B. You can also use this as a (gimmicky) oki setup, where you do 236[B] 2A, 236[B] throw, or 236{B}. If they start throw teching, use 236[B] 5B to call it out. You mainly use this move for mind games, as it has a decent amount of recovery.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=400, 300*20 (3043)<br />
|reddamage=(3195)<br />
|proration=50% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=5+7<br />
|active={{Tooltip | text=120| hovertext=3 (2) x19, 3 (6) 16}}<br />
|recovery=26<br />
|frameAdv=-24<br />
|invuln=High 3-11, Full 12-132<br />
|description=While this move doesn't have full invul like Ciel's 236C, at first glance this might make this move look useless. <br><br />
However it has a hidden property — it's projectile invulnerable.<br><br />
So use this to punish a lot of situations where opponent uses some kind of projectile.<br><br />
Note that this move has the following downsides:<br />
* The startup is not fast.<br />
* It is air blockable.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_623A.png<br />
|image2=MB_H_Roa_623B.png<br />
|image3=MB_H_Roa_623C.png<br />
|caption=<br />
|caption2=<br />
|caption3=<br />
|name=Rising Thunder<br>(EX: Rising Thunder Praise)<br />
|input=623A/B/C<br />
|linkname=623X<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=500, 1000 (1351)<br />
|reddamage=(1038)<br />
|proration=100%<br />
|circuit=2.1%, 7.0% (9.1%)<br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=5<br />
|active={{Tooltip | text=7| hovertext=4, 3}}<br />
|recovery=42<br />
|frameAdv=-31, -27<br />
|invuln=<br />
|description=This move is pretty bad. Its only purpose is as a fast antiair, since both hits are AUB. However, you're better off just doing rising j.A or 214B. Ideally, this move almost never comes out.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=500*3, 1000 (2133)<br />
|reddamage=(1639)<br />
|proration=100%<br />
|circuit=2.1%*3, 7.0% (13.3%)<br />
|cancel=<br />
|guard=LH (1), LHA (2-4)<br />
|startup=4<br />
|active={{Tooltip | text=12| hovertext=4, 4, 2, 2}}<br />
|recovery=46<br />
|frameAdv=-40, -36,<br>-32, -30<br />
|invuln=Full 1-5<br />
|description=H-Roa's meterless reversal (and invuln, too!). Only the first hit is AUB, but you can use this like you would any other DP. Goes at a solid angle, is invuln... what more do you want? You can use this to tack on damage after your OTG ground throw if you *really* want.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=400*6, 1000 (2706)<br />
|reddamage=(1982)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=2+0<br />
|active={{Tooltip | text=25| hovertext=4 x5, 2, 3}}<br />
|recovery=44<br />
|frameAdv=-58 (min)<br />
|invuln=Full 1-4<br />
|description=Faster than B version, with higher damage and wallslam for better frame advantage on hit, while maintaining invincibility. Notably, the 2+0 startup means this cannot be safejumped by C/H moon characters unless their safejump outspaces it.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_214A.png<br />
|image2=MB_H_Roa_214B.png<br />
|image3=MB_H_Roa_214C.png<br />
|caption=Covers your head and cross-ups.<br />
|caption2=Hold down the air game<br />
|caption3=Pressure resets everywhere...<br />
|name=Thunder Needle - Moment<br>(EX: Thunder Needle - Moment Viper)<br />
|input=214A/B/C<br />
|linkname=214X<br />
|data=<br />
{{AttackData-MB<br />
|version=A/B<br />
|damage=1000<br />
|reddamage=768<br />
|proration=70% (O)<br />
|circuit=7.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=16<br />
|active={{Tooltip | text=12| hovertext=Single Hit. 4 (2) 2 (2) 2}}<br />
|recovery=14<br />
|frameAdv=-4<br />
|invuln=<br />
|description=A version will cover behind you, B version won't. Only the first hit of this will cover your head, so you actually can be hit through this even without disjoints. However, this special is extremely good and once again gives you very solid damage on counterhit. This move is air unblockable, so use this to preemptively anti-air, and use 214B to poke. Be aware of its significant startup and recovery, because you can be hit out of startup easily, and opponents can whiff punish you if they have particularly long-reaching normals (Satsuki dash 2C, for example). <br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=450*8 (2867)<br />
|reddamage=(2427)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=5+13<br />
|active=X {{Tooltip | text=(55)| hovertext=2 (1) 1 (3) x7, 2 (1) 1}}<br />
|recovery=16<br />
|frameAdv=12 ~ 61<br />
|invuln=<br />
|description= This move is (in my opinion) H-Roa's best special. You can use it to lock down neutral, dump in pressure for absolutely free meter dump, or use to extend some of your combos for extra damage. Additionally, it recovers during active frames, so it's deceptively hard to punish. You should be using this often. Also, it's one of the only ways to keep your turn after a point blank 236B midscreen, so you can use it for that as well. <br />
}}<br />
}}<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_j236A.png<br />
|image2=MB_H_Roa_j236B.png<br />
|image3=MB_H_Roa_j236C.png<br />
|caption=Fast<br />
|caption2=Covers your head and feet<br />
|caption3=Reversal time!<br />
|name=Brilliant Impetus - Ghost Tail<br />
|linkname=j.236X<br />
|input=j.236A/B/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=800<br />
|reddamage=480<br />
|proration=75% (O)<br />
|circuit=5.6%<br />
|cancel=(EX), (J)<br />
|guard=LHA<br />
|startup=12<br />
|active=3<br />
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}}<br />
|frameAdv=3 (TK)<br />
|invuln=<br />
|description=Slow for an air-to-air, but can be used to change your momentum to throw off landing snipes. Be careful though, because this move doesn't cover above or below you, and leaves you open to punishes if you whiff it too high. However, it's plus on TK, so you can do tk j.236A in pressure and keep your turn. Also, you can link it in certain air combos with j.bc j.236a sdj j.bc AT for style points. Use this at the end of your combos to return to neutral, but be aware it's a bit more height-sensitive than j.236B. However, it has less landing recovery, <br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=700*3 (1579)<br />
|reddamage=(866)<br />
|proration=75% (O)<br />
|circuit=4.9%*3 (14.7%)<br />
|cancel=EX, J<br />
|guard=LHA<br />
|startup=15<br />
|active=3 (3) 3 (3) 3<br />
|recovery={{Tooltip | text=9| hovertext=Landing recovery.}}<br />
|frameAdv=-1 (TK)<br />
|invuln=<br />
|description=This move looks really bad. It's slower than j.236A, has more recovery, and gives your opponent more time to react. However: it requires 3 shields AND covers above and below you, while j.236A doesn't. You can use this to catch people trying to antiair you at weird angles, since it's disjointed. Use this at the end of your combos to return to neutral, while leaving your opponent in an awkward situation.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=400*6 (1591)<br />
|reddamage=(1145)<br />
|proration=75% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=3+11<br />
|active={{Tooltip | text=12| hovertext=2 x6}}<br />
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}}<br />
|frameAdv=5 (TK)<br />
|invuln=Full 1-25<br />
|description=This is a true air reversal. With that said, it's still an air reversal, and metered on a half moon character with mediocre meter gain. You can use this to tack on extra damage at the end of an air combo. It covers slightly more room than j.236B, and it's +5, but the pushback means that you can't really use it like you would j.236A. It does require individual shields, for any players crazy enough to go for it,<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MBHRoaAD.png<br />
|caption=<br />
|name=Heavenly Crashing Thunder<br />
|linkname=Arc Drive<br />
|input=41236C during Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=7000 (3080)<br />
|reddamage=(2137)<br />
|proration=50% (O)<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LH<br />
|startup=7+6<br />
|active=2<br />
|recovery=38<br />
|frameAdv=-15<br />
|invuln=Full 7-8, 13-14<br />
|description=Use as combo ender or as an OTG, otherwise it's not super useful since it's a hitgrab. If you combo someone in heat, this is what you should be going into, but I often find having an extra 214C/236C is useful, since H-Roa rarely gets a clean grounded hit in pressure & having the ability to either extend pressure or confirm a 214B frametrap is more useful than having the extra damage. <br />
}}<br />
}} <br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Michael Roa Valdamjong]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Half_Moon&diff=234757Melty Blood/MBAACC/Roa/Half Moon2023-01-21T13:24:26Z<p>EikaMikiku: /* 236X */</p>
<hr />
<div>{{TOC limit|3}}<br />
== Character Page Progress ==<br />
<br />
{{#lst:Melty_Blood/MBAACC:Roadmap|H-Roa}}<br />
<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=h&p1char=roa H-Roa Match Video Database]<br><br />
[https://drunkardshade.com/2015/08/13/melty-bits-h-roa/ Melty Bits: H-Roa]'''<br><br />
[https://www.youtube.com/watch?v=2Pj7WIS1aR8 H-Roa Tutorial] by sibladeko (tonberry)<br><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name!! width="80"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=grungrah grungrah]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color27.png|Color|75px]] <br />
| North America || Chicago Melty, Netplay || Inactive || <br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=Janson%20(J%E3%82%A2%E3%83%B3%E3%82%BD%E3%83%B3) Janson (Jアンソン)]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color35.png|Color|75px]] <br />
| Japan || A-cho || Inactive || <br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=red%20melon%20(%E8%B5%A4%E3%81%84%E3%83%A1%E3%83%AD%E3%83%B3) Red Melon (赤いメロン)]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color13.png|Color|75px]] <br />
| Japan || Play Spot BIG ONE 2nd || Active || Known mostly for C-Roa, but also proficient with a secondary H-Roa. Mostly uses H to fight Nero.<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=tamao%20(%E3%81%9F%E3%81%BE%E3%81%8A) tamao (たまお)]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color11.png|Color|75px]] <br />
| Japan || A-cho || Inactive || Uses multiple colors.<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=Tonberry TonberryMage]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color27.png|Color|75px]] <br />
| North America || || Inactive || Was one of the very best players in the NA scene while active. Not a lot of footage.<br />
|}<br />
<br />
== Overview ==<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
[[File:MBAACC_Roa_Face.png]] '''H-Roa''' is an easy but effective 'all-rounder', with excellent space control tools and well rounded offense.<br />
|pros=<br />
* ''' Very strong neutral''': Aside from Roa's universally strong mobility, H-Roa has his 214X and 236X series, which are a powerful and versitile set of tools to dominate the screen.<br />
* '''Good offense''': Reverse beat, strong reset options and a lot of forward-advancing normals let H-Roa stay on the offensive for a long time.<br />
* '''Effective meter management''': Overall has great uses for meter, most notably bunker, 236C and 214C, which helps him manage one of H-Moon's main weaknesses.<br />
* '''Stable and consistent gameplan''': H-Roa is easy to learn and his tools are consistent enough to reliably challenge a few top tiers, like C-Nero.<br />
|cons=<br />
* '''Linear strike/throw''': H-Roa lacks reliable mixups to open opponents up, so his offense is primarily focused on risky and straightforward pressure.<br />
* '''Subpar meterless conversions''': Without spending meter, H-Roa has to opt out of getting good damage or oki from his conversions. <br />
* '''Generally unremarkable normals''': While H-Roa has no actually bad normals, the majority aren't anything special and often get forshadowed by the opponent's<br />
|tablewidth=80<br />
}}<br />
<br />
== General Gameplan ==<br />
Your win condition, basically, is getting a 236B in. With a myriad of options afterwards, your gameplan is focused on pressuring your opponent relentlessly until they crack; either by pressing a button or by getting guard crushed. Momentum is everything, and just as how getting a good meaty 236B can spell victory, losing that momentum can spell defeat.<br />
<br />
=== Neutral ===<br />
Roa's neutral is considerably good, featuring very good poking tools for space control and an incredibly good dash, backdash and airdash. His 236A sports a very good startup time for it's reach and usability, being able to punish many things at long range, most namely being able to interrupt or punish Nero's summons on reaction, and his 214A/B covering good angles with air-unblockable properties and massive damage on counter hit. While his ground-to-air game is decent, it requires either a 214A/B, a rising j.A or a shield, the first option being a preemptive option due to it's startup and the third not being heldable. You'll use your aerial buttons a lot to control the ground, so get used to j.A for air to airs and j.B to protect space. 236A/B are air-unblockable, however, so if you see an opportunity to hit someone that's too far away for j.A/214A/B and/or close to landing, do it.<br />
Also, fair to note, if you get a 214A/B in, you can link a 236C. Incredibly important should an opponent not get counter hit but you still want that hard knockdown.<br />
<br />
=== Pressure ===<br />
H-Roa's ace in the hole. The move that defines the entire character. Everything you do as H-Roa is done to reach the goal of making your opponent block a 236B, to which you follow up with a 2A > 5B. Should they block, you continue your blockstring the way you see fit. Should they get hit, you follow up with a simple air combo.<br />
Once you get a good knockdown with 236A, you'll more often than not time this to hit meaty and start your relentless pressure.<br />
Unfortunately, the opponent can hold up and jump over your 236B. To condition the opponent to not do that, you can do a lot of things; delayed 6C and 6[C] will catch anyone trying to jump, a delayed 214B will also do fine, and at times you can try reverse beating into 5A/2A and IADing into an air throw or an air combo.<br />
<br />
Once the opponent is conditioned to not jump out, you can jump cancel your 6C and 6[C], and IAD into a j.B or j.C and continue your pressure.<br />
<br />
As a Half-Moon, meter management is important so you don't get into heat and lose everything, so 214C will do great for that purpose. You can get ''a whole second of plus frames, should everything be spaced properly.'' Far more than enough to continue your blockstring or extend a combo.<br />
<br />
Also fair to note, doing 5A6A > 2A > 5A6A is a good option if the opponent is prone to backdashing and you don't want to do a hard read, as 5A6A will catch people backdashing and can be confirmed into another 6A.<br />
<br />
=== Okizeme ===<br />
<br />
I'm afraid this is where I stop singing his praises. You can do generic stuff should you want; neutral jump drifting, crossups, tick throws, super jump to backdash j,C or 236A for sameside, it's all stuff that isn't really unique to him or doesn't net enough reward to be worth doing instead of continuing pressure with plus frames.<br />
<br />
=== Defense ===<br />
<br />
Defense is pretty cut and dry. Block is always a good option, 623B is there should you want to gamble, and 2A is a good abare tool, but worth noting that Half-Moon has the best version of Shield Bunker for 100% meter only. If you're not using meter to extend combos with 214C, you're using it to escape pressure with Shield Bunker, which once successful on hit, gets you a hard knockdown and you already know what a knockdown means for H-Roa.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
'''IMPORTANT NOTE ABOUT ALL COMBOS LISTED: ''' Only AT enders are listed. Any combo which ends in an airthrow can also end in j.236B or j.236C. j.236B only beats AT for damage if all three hits connect, and you must sdj to land all three. Combos can be done at any position on the stage unless otherwise specified.<br />
<br />
=== Normal Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=3534<br />
|metergen=46.5%<br />
|metero=19.9%<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A<br />
|simput=<br />
|note= Standard okizeme combo. Allows for 236B oki. Can be done off 2A, j.B, or j.C, but 5A can whiff if the j.B/j.C isn't close enough.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4339<br />
|metergen=52.8%<br />
|metero=22.6%<br />
|link=<br />
|input= *5B > 2B > 5C(1) > 5A6AA > 6C > j.BC > j.BC > AT <br />
|simput=<br />
|note= Standard combo without the 6[C] link.}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=3213<br />
|metergen=32.2<br />
|metero=13.8<br />
|link=<br />
|input= *5B > 2B > 5C(2) > 6C > 236A<br />
|simput=<br />
|note= Use if you're too far away for 6AAA to land.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4722<br />
|metergen=64.7<br />
|metero=27.7<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 214A, j.BC > dj.BC > AT<br />
|simput=<br />
|note= AT => 214B isn't airtight but will force opponent to block if they lack a good reversal (beats out several DPs, notably most Nanaya DPs) If you're struggling to land the first j.B, hold 8/9 after the 214A and input j.B as soon as you're off the ground.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=236B starter, grounded opponent<br />
|character=<br />
|damage=4410<br />
|metergen=38.1%<br />
|metero=16.3%<br />
|link=<br />
|input= *236B, 2A > 5B > j.BC > dj.BC > AT<br />
|simput=<br />
|note= You can do 5B > 6C, which adds 500 damage, but also requires a sdj to hit some characters and is significantly tighter.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded/air opponent<br />
|character=<br />
|damage=3706<br />
|metergen=42.0%<br />
|metero=18.0%<br />
|link=<br />
|input= *(214A/B), (2C >) 6C > j.BC > dj.BC > AT<br />
|simput=<br />
|note= Baby confirm, works from basically anywhere. 2C is optional, but makes the combo easier to land. Removing it adds 200 damage & slightly less meter.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded/air opponent<br />
|character=<br />
|damage=4571<br />
|metergen=45.5%<br />
|metero=19.5%<br />
|link=<br />
|input= *(214A/B), 6[C] > delay 214A/B, j.BC > dj.BC > AT<br />
|simput=<br />
|note= Slightly harder. You can do this off aerial hits that are further away - your range is dependent upon the range you can land 6[C] at.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded/air opponent<br />
|character=<br />
|damage=4598<br />
|metergen=47.6%<br />
|metero=20.4%<br />
|link=https://youtu.be/I3TFtQODm6I<br />
|input= *(214A/B), 6[C], 5A > 6C > j.BC > dj.BC > AT<br />
|simput=<br />
|note= 6[C] > 5A is a link. You can only do this if you're within 5A range or closer (roughly the same range as 214A). Hit the 6[C] above the middle of its hitbox so the opponent pops up enough for your 5A to land. If this explanation doesn't make sense, look at the video.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= CH starter, grounded opponent<br />
|character=<br />
|damage=5150<br />
|metergen=39.2%<br />
|metero=16.8%<br />
|link=<br />
|input= *CH 236B, 6C > j.BC > dj.BC > AT<br />
|simput=<br />
|note= Counterhit confirm. You can add a 2A in for more stability, but you lose 500 damage. You can also do this route off an aerial 236A counterhit most of the time.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition= CH starter, grounded opponent<br />
|character=<br />
|damage=4958<br />
|metergen=38.1%<br />
|metero=16.3%<br />
|link=<br />
|input= *6[C] > IAD 9 j.C, land j.BC > dj.BC > AT<br />
|simput=<br />
|note= Counterhit confirm. IAD 8/9 will work, IAD 7 won't. You have to do this immediately following the 6[C] otherwise it'll drop. If you didn't get the CH, you have enough time to do a non-236B meaty anyway, so this is worth going for whenever possible.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Raw Airthrow starter, airborne opponent<br />
|character=<br />
|damage=2061<br />
|metergen=12.6%<br />
|metero=5.4%<br />
|link=<br />
|input= *Raw AT, land 2A > 236A<br />
|simput=<br />
|note= Pretty easy to do. 2A must happen as soon as you hit the ground, otherwise the 236A KD is techable.<br />
}}<br />
}}<br />
<br />
=== Metered Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=4516<br />
|metergen=46.5% - 100.0%<br />
|metero=43.2%<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A > 236C<br />
|simput=<br />
|note= Meter dump variant of your BnB. Gives oki and damage. You can 214A instead of 236A for slightly more damage.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>Heat mode<br />
|character<br />
|damage=5544<br />
|metergen=-all%<br />
|metero=25.1<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A > 41236C<br />
|simput=<br />
|note= Max damage heat version.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=5696<br />
|metergen=-66%*<br />
|metero=29.0%<br />
|link=https://youtu.be/kG1oqOYcICs<br />
|input= *CH 214A/B, delay 6[C] > 214C, 6[C], 5A > 6C > j.BC > j.BC AT<br />
|simput=<br />
|note= Only generates 16% before superflash. Delay first 6[C] such that they're just barely not OTG'd by the 214C. Second 6[C] should hit as close to the end of 214C as possible. If this explanation doesn't make sense, look at the video.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=4885<br />
|metergen=-68%<br />
|metero=37.4%<br />
|link=<br />
|input= *CH 214A/B, delay 6[C], 5A > 6C > 214B > 236C<br />
|simput=<br />
|note= Corner only. Same rules as usual apply to the 6[C], 5A > 6C.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=4464<br />
|metergen=-84%<br />
|metero=20.1%<br />
|link=<br />
|input= *236A > 214C, 6C > j.BC > j.BC > AT<br />
|simput=<br />
|note= OTG meter dump combo off 236A, no CH required.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=5045<br />
|metergen=-82%<br />
|metero=25.2%<br />
|link=<br />
|input= *236A > 214C, 6[C], 5A > 6C > j.BC > j.BC > AT<br />
|simput=<br />
|note= OTG combo off 236A with meterdump. The 6[C] timing changes based on how many hits of 214C connect.<br />
}}<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_5A.png<br />
|image2=MB_H_Roa_5A6A.png<br />
|image3=MB_H_Roa_5A6AA.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|input=5A~6A~6A<br />
|data=<br />
{{AttackData-MB<br />
|version=5A<br />
|damage=300<br />
|reddamage=192<br />
|proration=75% (O)<br />
|circuit=2.1%<br />
|cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=4<br />
|recovery=9<br />
|frameAdv=-1<br />
|invuln=<br />
|description=Pretty bad mid kick. Unless you're using this for stagger pressure using 5A6A > 2A > 5A6A, you're much better off saving this for rebeat.<br />
}}<br />
{{AttackData-MB<br />
|version=5A~6A<br />
|damage=600<br />
|reddamage=384<br />
|proration=80% (M)<br />
|circuit=4.2%<br />
|cancel=N, SP, -CH-, EX, (J)<br />
|guard=LH<br />
|startup=8<br />
|active=4<br />
|recovery=16<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Can be used in pressure by rebeating to 2A afterwards. Better hitbox than 5A, but you lose 5A(w) in case you need to cancel a poorly spaced 5C. On the upside, it is forward advancing so it keeps pressure on.<br />
}}<br />
{{AttackData-MB<br />
|version=5A~6A~6A<br />
|damage=1000<br />
|reddamage=768<br />
|proration=60% (O)<br />
|circuit=7.0%<br />
|cancel=(N), SP, EX, (J)<br />
|guard=LH<br />
|startup=10<br />
|active=4<br />
|recovery=17<br />
|frameAdv=-3<br />
|invuln=<br />
|description=Launches on hit. Mostly combo filler, but you can cancel this into specials so it doesn't necessarily kill your pressure.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_5B.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|data=<br />
{{AttackData-MB<br />
|damage=550<br />
|reddamage=384<br />
|proration=80% (O)<br />
|circuit=3.85%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=9<br />
|active=5<br />
|recovery=13<br />
|frameAdv=-3<br />
|invuln=<br />
|description=Pretty solid mid. Can be used to catch 236B normal hits, but the window is pretty tight.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_5C.png<br />
|linkname=5C<br />
|caption=<br />
|name=5C<br />
|data=<br />
{{AttackData-MB<br />
|damage=400, 550 (825)<br />
|reddamage=(548)<br />
|proration=80% (O), 90% (M)<br />
|circuit=2.8%, 3.85% (6.65%)<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=9<br />
|active=3 (10) 7<br />
|recovery=14<br />
|frameAdv=-16, -3 ~ 0<br />
|invuln= <br />
|description=This button looks really cool, until you realize the second hit whiffs most crouching hitboxes (unless you're point blank), and then you recognize that it just blows. Hitting with the later hitbox of 5C(2) is 0 on block. You should be cancelling before the second hit in nearly every situation.<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_2A.png<br />
|linkname=2A<br />
|caption=<br />
|name=2A<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=192<br />
|proration=75% (O)<br />
|circuit=2.1%<br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|frameAdv=0<br />
|invuln= <br />
|description=Somewhat stubby normal, but good for staggers and tick throws since it's 0 on block. Unless you plan on staggering 5A6A > 2A > 5A6AA, use this as your redash.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_2B.png<br />
|linkname=2B<br />
|caption=<br />
|name=2B<br />
|data=<br />
{{AttackData-MB<br />
|damage=550<br />
|reddamage=336<br />
|proration=80% (O)<br />
|circuit=4.2%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=8<br />
|active=6<br />
|recovery=14<br />
|frameAdv=-5<br />
|invuln= <br />
|description= It's a low poke, and that's pretty much what it's good for. 7f startup means you can use this out of a blocked 236B to frametrap, but obviously you have to be careful not to do this too often, as it's only airtight if your input is frame perfect, so you can get reversal'd. On the other hand, makes for a decent frametrap & leaves both your A normals open for rebeats if you want.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_2C.png<br />
|linkname=2C<br />
|caption=<br />
|name=2C<br />
|data=<br />
{{AttackData-MB<br />
|damage=900<br />
|reddamage=672<br />
|proration=55% (O)<br />
|circuit=6.3%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=9<br />
|active=11<br />
|recovery=13<br />
|frameAdv=-6<br />
|invuln= <br />
|description=One of H-Roa's rare good normals. At 11f active, you can use this to confirm off pretty much any counterhit 214 or 6C, and you can afford to be far more lenient with your timing. Dash 2C will cover a large amount of space on the ground. 2C can be used to punish any tech in the corner on reaction, and dash 2C will cover both neutral and forward tech at midscreen.<br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_jA.png<br />
|linkname=j.A<br />
|caption=<br />
|name=j.A<br />
|data=<br />
{{AttackData-MB<br />
|damage=250<br />
|reddamage=144<br />
|proration=75% (O)<br />
|circuit=1.75%<br />
|cancel=SE, N, SP, EX, J<br />
|guard=LHA<br />
|startup=6<br />
|active=4<br />
|recovery=10<br />
|frameAdv=-<br />
|invuln= <br />
|description=Strong air-to-air poke. Use this to scout in the air, control space, and more.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_jB.png<br />
|linkname=j.B<br />
|caption=<br />
|name=j.B<br />
|data=<br />
{{AttackData-MB<br />
|damage=600<br />
|reddamage=288<br />
|proration=85%<br />
|circuit=4.2%<br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=7<br />
|active=4<br />
|recovery=-<br />
|frameAdv=-<br />
|invuln= <br />
|description=H-Roa's best air normal. You can use this in IAD Resets to force stand block & also to tag people above you as the top of the hitbox is disjointed. You'll be using this a lot both to protect space and contest air buttons. Be aware it doesn't hit below you.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_jC.png<br />
|linkname=j.C<br />
|caption=<br />
|name=j.C<br />
|data=<br />
{{AttackData-MB<br />
|damage=950<br />
|reddamage=672<br />
|proration=90% (O)<br />
|circuit=6.65%<br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=8<br />
|active=4<br />
|recovery=-<br />
|frameAdv=-<br />
|invuln= <br />
|description=The bottom part of your pants leg is disjointed. This is your normal of choice if your opponent is below you, and your best jump-in.<br />
}}<br />
}}<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_6C.png<br />
|image2=MB_H_Roa_6C_Charged.png<br />
|linkname=6C<br />
|caption=<br />
|name=6C<br />
|input=6[C]<br />
|data=<br />
{{AttackData-MB<br />
|version=6C<br />
|damage=1000<br />
|reddamage=678<br />
|proration=100%<br />
|circuit=7.0%<br />
|cancel=SP, EX, J<br />
|guard=LH<br />
|startup=13<br />
|active=2<br />
|recovery=17<br />
|frameAdv=-1 {{Tooltip | text=(+18)| hovertext=On jump cancel.}}<br />
|invuln=<br />
|description=+18 when jump cancelled. You can end blockstrings on this often, but be careful not to get too predictable. You can frametrap with a 214B afterwards, but if it's blocked you return to neutral.<br />
}}<br />
{{AttackData-MB<br />
|version=6[C]<br />
|damage=1400<br />
|reddamage=1152<br />
|proration=100%<br />
|circuit=9.8%<br />
|cancel=SP, EX, J<br />
|guard=LH<br />
|startup=25<br />
|active=5<br />
|recovery=14<br />
|frameAdv=-1 {{Tooltip | text=(+18)| hovertext=On jump cancel.}}<br />
|invuln=<br />
|description=As before, +18 when jump cancelled. You can use this to catch mashing, as it's mostly disjointed. It also does significantly more guard damage.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_Throw.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=4/6A+D<br>(~2)<br />
|data=<br />
{{AttackData-MB<br />
|version=Neutral<br />
|damage=1000<br />
|reddamage=384<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=-<br />
|invuln=See desc<br />
|description= Ground throw. On hit, invuln during throw animation. Techable knockdown, can OTG off this. Use 2C to catch techs on reaction in the corner / dash 2C to catch forward/neutral tech outside the corner.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~2<br />
|damage=800<br />
|reddamage=384<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=See desc<br />
|description= Same as above, but HKD & opponent is invulnerable on the ground.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_Airthrow.png<br />
|caption=<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.4/6A+D<br />
|data=<br />
{{AttackData-MB<br />
|damage=1600 (Raw)<br>1200 (Ender)<br />
|reddamage=576<br />
|proration=100%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=-<br />
|invuln=<br />
|description=Regular as an airthrow ender. Recovery is on landing. Usually inferior to j.236B ender since you don't get anything besides 214B antijump, unless your opponent is very patient on wakeup.<br />
<br />
OTG-able ground bounce as a combo starter.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Counter</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_SC.png<br />
|image2=MB_F_Roa_2C.png<br />
|image3=MB_H_Roa_jSC.png<br />
|caption=<br />
|name=Shield Counter<br />
|linkname=Shield Counter<br />
|input=Auto after a successful shield (Air OK)<br>/ 5D/2D~236D<br />
|data=<br />
{{AttackData-MB <br />
|version=Standing<br />
|damage=500 (345)<br />
|reddamage=198<br />
|proration=40% <br />
|circuit=3.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LHA <br />
|startup=9<br />
|active=4 <br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln= <br />
|description=H-Roa's standing shield counter. Looks like 5C(1). This applies for the other shield counters as well: "For H-Moon, shielding hits that would cause Auto Shield Counter, if the shield is successful on the first frame of the shield box, there is a 2 frame window where throw can be input after the shield." Window is 14f if it wouldn't trigger shield counter, and can also be cancelled into dash. You can manually input a shield counter with 236D on projectiles.<br />
}}<br />
{{AttackData-MB <br />
|version=Crouching<br />
|damage=1500 (1035)<br />
|reddamage=662<br />
|proration=50% <br />
|circuit=10.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LA <br />
|startup=9<br />
|active=4 <br />
|recovery=18 <br />
|frameAdv=-4 <br />
|invuln= <br />
|description=H-Roa's crouching shield counter. Looks like 2C. Same notes as above.<br />
}}<br />
{{AttackData-MB <br />
|version=Air<br />
|damage=500 (345)<br />
|reddamage=198<br />
|proration=50% <br />
|circuit=3.5%<br />
|cancel=<br />
|guard=HA <br />
|startup=9<br />
|active=4 <br />
|recovery=<br />
|frameAdv=+14<br />
|invuln= <br />
|description=Air shield counter.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_214D.png<br />
|image2=MB_H_Roa_214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Neutral<br />
|damage=500<br />
|reddamage=192<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=26<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=Clash 1-10<br />
}}<br />
{{AttackData-MB <br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=192<br />
|proration=100%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=Similar to C-Moon 6C.<br />
}}<br />
{{AttackData-MB <br />
|version=Blockstun<br />
|damage=0<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=LHA<br />
|startup=19<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln= <br />
|description=H-Moon specific reversal bunker.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_CSpark.png<br />
|image2=MB_C_Roa_CSpark_Air.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=In Heat:<br>Auto during hitstun<br>A+B+C during blockstun<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
=== Special Moves ===<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_236AB.png<br />
|image2=MB_H_Roa_236B_BE.png<br />
|image3=MB_H_Roa_236C.png<br />
|caption=SOKO DAROU!<br />
|caption2=Feint<br />
|caption3=Your opponent whiffed something... or you're about to eat 5k.<br />
|name=Thunder Flash<br>(EX: Seventh Heaven (Original Sin))<br />
|input=236A/B/[B]/C<br />
|linkname=236X<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1500<br />
|reddamage=1152<br />
|proration=100%<br />
|circuit=10.5%<br />
|cancel=<br />
|guard=LH<br />
|startup=12<br />
|active=5<br />
|recovery=29<br />
|frameAdv=-6 to -3<br />
|invuln=High 4-11, Full 12-27<br />
|description= Soko Darou A is mainly used to disrespect spacing and punish whiffed normals. <br><br />
While it can be -6 on block, there are 5 active frames with each hitbox having an individual hitstun. <br><br />
So hitting with the 2nd active frame or later leaves you safe on block even (4th frame if ex-guard is accounted).<br><br />
You should only be using this when you're /sure/ it'll hit, since your reward off this is either meh damage if you have meter, OTG 2A mash in the corner for a bit more meter and maybe a tech trap, or (most likely) 236B oki. However, this move /is/ air unblockable, and therefore your go-to for sniping landings and other reads. <br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1500<br />
|reddamage=1152<br />
|proration=100%<br />
|circuit=10.5%<br />
|cancel=<br />
|guard=LH<br />
|startup=32*<br />
|active=5<br />
|recovery=13<br />
|frameAdv=7<br />
|invuln=High 7-31, Full 32-47<br />
|description=Holding B can delay the startup to up to 42f, depending on how long B is held. -- H-Roa's bread and butter and the skill that makes people hate your character. At +7 on block, this special can be used to reset, start pressure, and gives H-Roa some of his best damage on a counterhit. This will also cross up your opponent if used near max range. Additionally, you can half-charge it to try to get your opponent to flinch.<br />
}}<br />
{{AttackData-MB<br />
|version=[B]<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=20<br />
|active=X<br />
|recovery=16<br />
|frameAdv=<br />
|invuln=<br />
|description=This is the feint/fake. You can use this in your pressure into redash, as a way to fake people out who expect Soko B. You can also use this as a (gimmicky) oki setup, where you do 236[B] 2A, 236[B] throw, or 236{B}. If they start throw teching, use 236[B] 5B to call it out. You mainly use this move for mind games, as it has a decent amount of recovery.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=400, 300*20 (3043)<br />
|reddamage=(3195)<br />
|proration=50% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=5+7<br />
|active={{Tooltip | text=120| hovertext=3 (2) x19, 3 (6) 16}}<br />
|recovery=26<br />
|frameAdv=-24<br />
|invuln=High 3-11, Full 12-132<br />
|description=While this move doesn't have full invul like Ciel's 236C, at first glance this might make this move look useless. <br><br />
However it has a hidden property — it's projectile invulnerable.<br><br />
So use this to punish a lot of situations where opponent uses some kind of projectile.<br><br />
Note that this move has the following downsides:<br />
* The startup is not fast.<br />
* It is air blockable.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_623A.png<br />
|image2=MB_H_Roa_623B.png<br />
|image3=MB_H_Roa_623C.png<br />
|caption=<br />
|caption2=<br />
|caption3=<br />
|name=Rising Thunder<br>(EX: Rising Thunder Praise)<br />
|input=623A/B/C<br />
|linkname=623X<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=500, 1000 (1351)<br />
|reddamage=(1038)<br />
|proration=100%<br />
|circuit=2.1%, 7.0% (9.1%)<br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=5<br />
|active={{Tooltip | text=7| hovertext=4, 3}}<br />
|recovery=42<br />
|frameAdv=-31, -27<br />
|invuln=<br />
|description=This move is pretty bad. Its only purpose is as a fast antiair, since both hits are AUB. However, you're better off just doing rising j.A or 214B. Ideally, this move almost never comes out.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=500*3, 1000 (2133)<br />
|reddamage=(1639)<br />
|proration=100%<br />
|circuit=2.1%*3, 7.0% (13.3%)<br />
|cancel=<br />
|guard=LH (1), LHA (2-4)<br />
|startup=4<br />
|active={{Tooltip | text=12| hovertext=4, 4, 2, 2}}<br />
|recovery=46<br />
|frameAdv=-40, -36,<br>-32, -30<br />
|invuln=Full 1-5<br />
|description=H-Roa's meterless reversal (and invuln, too!). Only the first hit is AUB, but you can use this like you would any other DP. Goes at a solid angle, is invuln... what more do you want? You can use this to tack on damage after your OTG ground throw if you *really* want.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=400*6, 1000 (2706)<br />
|reddamage=(1982)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=2+0<br />
|active={{Tooltip | text=25| hovertext=4 x5, 2, 3}}<br />
|recovery=44<br />
|frameAdv=-58 (min)<br />
|invuln=Full 1-4<br />
|description=Faster than B version, with higher damage and wallslam for better frame advantage on hit, while maintaining invincibility. Notably, the 2+0 startup means this cannot be safejumped by C/H moon characters unless their safejump outspaces it.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_214A.png<br />
|image2=MB_H_Roa_214B.png<br />
|image3=MB_H_Roa_214C.png<br />
|caption=Covers your head and cross-ups.<br />
|caption2=Hold down the air game<br />
|caption3=Pressure resets everywhere...<br />
|name=Thunder Needle - Moment<br>(EX: Thunder Needle - Moment Viper)<br />
|input=214A/B/C<br />
|linkname=214X<br />
|data=<br />
{{AttackData-MB<br />
|version=A/B<br />
|damage=1000<br />
|reddamage=768<br />
|proration=70% (O)<br />
|circuit=7.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=16<br />
|active={{Tooltip | text=12| hovertext=Single Hit. 4 (2) 2 (2) 2}}<br />
|recovery=14<br />
|frameAdv=-4<br />
|invuln=<br />
|description=A version will cover behind you, B version won't. Only the first hit of this will cover your head, so you actually can be hit through this even without disjoints. However, this special is extremely good and once again gives you very solid damage on counterhit. This move is air unblockable, so use this to preemptively anti-air, and use 214B to poke. Be aware of its significant startup and recovery, because you can be hit out of startup easily, and opponents can whiff punish you if they have particularly long-reaching normals (Satsuki dash 2C, for example). <br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=450*8 (2867)<br />
|reddamage=(2427)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=5+13<br />
|active=X {{Tooltip | text=(55)| hovertext=2 (1) 1 (3) x7, 2 (1) 1}}<br />
|recovery=16<br />
|frameAdv=12 ~ 61<br />
|invuln=<br />
|description= This move is (in my opinion) H-Roa's best special. You can use it to lock down neutral, dump in pressure for absolutely free meter dump, or use to extend some of your combos for extra damage. Additionally, it recovers during active frames, so it's deceptively hard to punish. You should be using this often. Also, it's one of the only ways to keep your turn after a point blank 236B midscreen, so you can use it for that as well. <br />
}}<br />
}}<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_j236A.png<br />
|image2=MB_H_Roa_j236B.png<br />
|image3=MB_H_Roa_j236C.png<br />
|caption=Fast<br />
|caption2=Covers your head and feet<br />
|caption3=Reversal time!<br />
|name=Brilliant Impetus - Ghost Tail<br />
|linkname=j.236X<br />
|input=j.236A/B/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=800<br />
|reddamage=480<br />
|proration=75% (O)<br />
|circuit=5.6%<br />
|cancel=(EX), (J)<br />
|guard=LHA<br />
|startup=12<br />
|active=3<br />
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}}<br />
|frameAdv=3 (TK)<br />
|invuln=<br />
|description=Slow for an air-to-air, but can be used to change your momentum to throw off landing snipes. Be careful though, because this move doesn't cover above or below you, and leaves you open to punishes if you whiff it too high. However, it's plus on TK, so you can do tk j.236A in pressure and keep your turn. Also, you can link it in certain air combos with j.bc j.236a sdj j.bc AT for style points. Use this at the end of your combos to return to neutral, but be aware it's a bit more height-sensitive than j.236B. However, it has less landing recovery, <br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=700*3 (1579)<br />
|reddamage=(866)<br />
|proration=75% (O)<br />
|circuit=4.9%*3 (14.7%)<br />
|cancel=EX, J<br />
|guard=LHA<br />
|startup=15<br />
|active=3 (3) 3 (3) 3<br />
|recovery={{Tooltip | text=9| hovertext=Landing recovery.}}<br />
|frameAdv=-1 (TK)<br />
|invuln=<br />
|description=This move looks really bad. It's slower than j.236A, has more recovery, and gives your opponent more time to react. However: it requires 3 shields AND covers above and below you, while j.236A doesn't. You can use this to catch people trying to antiair you at weird angles, since it's disjointed. Use this at the end of your combos to return to neutral, while leaving your opponent in an awkward situation.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=400*6 (1591)<br />
|reddamage=(1145)<br />
|proration=75% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=3+11<br />
|active={{Tooltip | text=12| hovertext=2 x6}}<br />
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}}<br />
|frameAdv=5 (TK)<br />
|invuln=Full 1-25<br />
|description=This is a true air reversal. With that said, it's still an air reversal, and metered on a half moon character with mediocre meter gain. You can use this to tack on extra damage at the end of an air combo. It covers slightly more room than j.236B, and it's +5, but the pushback means that you can't really use it like you would j.236A. It does require individual shields, for any players crazy enough to go for it,<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MBHRoaAD.png<br />
|caption=<br />
|name=Heavenly Crashing Thunder<br />
|linkname=Arc Drive<br />
|input=41236C during Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=7000 (3080)<br />
|reddamage=(2137)<br />
|proration=50% (O)<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LH<br />
|startup=7+6<br />
|active=2<br />
|recovery=38<br />
|frameAdv=-15<br />
|invuln=Full 7-8, 13-14<br />
|description=Use as combo ender or as an OTG, otherwise it's not super useful since it's a hitgrab. If you combo someone in heat, this is what you should be going into, but I often find having an extra 214C/236C is useful, since H-Roa rarely gets a clean grounded hit in pressure & having the ability to either extend pressure or confirm a 214B frametrap is more useful than having the extra damage. <br />
}}<br />
}} <br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Michael Roa Valdamjong]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=File:EikaTierList.png&diff=231368File:EikaTierList.png2023-01-07T18:50:54Z<p>EikaMikiku: EikaMikiku uploaded a new version of File:EikaTierList.png</p>
<hr />
<div>[[Category:Melty Blood]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Half_Moon&diff=231357Melty Blood/MBAACC/Roa/Half Moon2023-01-07T15:11:37Z<p>EikaMikiku: /* 236X */</p>
<hr />
<div>{{TOC limit|3}}<br />
== Character Page Progress ==<br />
<br />
{{#lst:Melty_Blood/MBAACC:Roadmap|H-Roa}}<br />
<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=h&p1char=roa H-Roa Match Video Database]<br><br />
[https://drunkardshade.com/2015/08/13/melty-bits-h-roa/ Melty Bits: H-Roa]'''<br><br />
[https://www.youtube.com/watch?v=2Pj7WIS1aR8 H-Roa Tutorial] by sibladeko (tonberry)<br><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name!! width="80"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=grungrah grungrah]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color27.png|Color|75px]] <br />
| North America || Chicago Melty, Netplay || Inactive || <br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=Janson%20(J%E3%82%A2%E3%83%B3%E3%82%BD%E3%83%B3) Janson (Jアンソン)]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color35.png|Color|75px]] <br />
| Japan || A-cho || Inactive || <br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=red%20melon%20(%E8%B5%A4%E3%81%84%E3%83%A1%E3%83%AD%E3%83%B3) Red Melon (赤いメロン)]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color13.png|Color|75px]] <br />
| Japan || Play Spot BIG ONE 2nd || Active || Known mostly for C-Roa, but also proficient with a secondary H-Roa. Mostly uses H to fight Nero.<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=tamao%20(%E3%81%9F%E3%81%BE%E3%81%8A) tamao (たまお)]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color11.png|Color|75px]] <br />
| Japan || A-cho || Inactive || Uses multiple colors.<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=Tonberry TonberryMage]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color27.png|Color|75px]] <br />
| North America || || Inactive || Was one of the very best players in the NA scene while active. Not a lot of footage.<br />
|}<br />
<br />
== Overview ==<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
[[File:MBAACC_Roa_Face.png]] '''H-Roa''' is an easy but effective 'all-rounder', with excellent space control tools and well rounded offense.<br />
|pros=<br />
* ''' Very strong neutral''': Aside from Roa's universally strong mobility, H-Roa has his 214X and 236X series, which are a powerful and versitile set of tools to dominate the screen.<br />
* '''Good offense''': Reverse beat, strong reset options and a lot of forward-advancing normals let H-Roa stay on the offensive for a long time.<br />
* '''Effective meter management''': Overall has great uses for meter, most notably bunker, 236C and 214C, which helps him manage one of H-Moon's main weaknesses.<br />
* '''Stable and consistent gameplan''': H-Roa is easy to learn and his tools are consistent enough to reliably challenge a few top tiers, like C-Nero.<br />
|cons=<br />
* '''Linear strike/throw''': H-Roa lacks reliable mixups to open opponents up, so his offense is primarily focused on risky and straightforward pressure.<br />
* '''Subpar meterless conversions''': Without spending meter, H-Roa has to opt out of getting good damage or oki from his conversions. <br />
* '''Generally unremarkable normals''': While H-Roa has no actually bad normals, the majority aren't anything special and often get forshadowed by the opponent's<br />
|tablewidth=80<br />
}}<br />
<br />
== General Gameplan ==<br />
Your win condition, basically, is getting a 236B in. With a myriad of options afterwards, your gameplan is focused on pressuring your opponent relentlessly until they crack; either by pressing a button or by getting guard crushed. Momentum is everything, and just as how getting a good meaty 236B can spell victory, losing that momentum can spell defeat.<br />
<br />
=== Neutral ===<br />
Roa's neutral is considerably good, featuring very good poking tools for space control and an incredibly good dash, backdash and airdash. His 236A sports a very good startup time for it's reach and usability, being able to punish many things at long range, most namely being able to interrupt or punish Nero's summons on reaction, and his 214A/B covering good angles with air-unblockable properties and massive damage on counter hit. While his ground-to-air game is decent, it requires either a 214A/B, a rising j.A or a shield, the first option being a preemptive option due to it's startup and the third not being heldable. You'll use your aerial buttons a lot to control the ground, so get used to j.A for air to airs and j.B to protect space. 236A/B are air-unblockable, however, so if you see an opportunity to hit someone that's too far away for j.A/214A/B and/or close to landing, do it.<br />
Also, fair to note, if you get a 214A/B in, you can link a 236C. Incredibly important should an opponent not get counter hit but you still want that hard knockdown.<br />
<br />
=== Pressure ===<br />
H-Roa's ace in the hole. The move that defines the entire character. Everything you do as H-Roa is done to reach the goal of making your opponent block a 236B, to which you follow up with a 2A > 5B. Should they block, you continue your blockstring the way you see fit. Should they get hit, you follow up with a simple air combo.<br />
Once you get a good knockdown with 236A, you'll more often than not time this to hit meaty and start your relentless pressure.<br />
Unfortunately, the opponent can hold up and jump over your 236B. To condition the opponent to not do that, you can do a lot of things; delayed 6C and 6[C] will catch anyone trying to jump, a delayed 214B will also do fine, and at times you can try reverse beating into 5A/2A and IADing into an air throw or an air combo.<br />
<br />
Once the opponent is conditioned to not jump out, you can jump cancel your 6C and 6[C], and IAD into a j.B or j.C and continue your pressure.<br />
<br />
As a Half-Moon, meter management is important so you don't get into heat and lose everything, so 214C will do great for that purpose. You can get ''a whole second of plus frames, should everything be spaced properly.'' Far more than enough to continue your blockstring or extend a combo.<br />
<br />
Also fair to note, doing 5A6A > 2A > 5A6A is a good option if the opponent is prone to backdashing and you don't want to do a hard read, as 5A6A will catch people backdashing and can be confirmed into another 6A.<br />
<br />
=== Okizeme ===<br />
<br />
I'm afraid this is where I stop singing his praises. You can do generic stuff should you want; neutral jump drifting, crossups, tick throws, super jump to backdash j,C or 236A for sameside, it's all stuff that isn't really unique to him or doesn't net enough reward to be worth doing instead of continuing pressure with plus frames.<br />
<br />
=== Defense ===<br />
<br />
Defense is pretty cut and dry. Block is always a good option, 623B is there should you want to gamble, and 2A is a good abare tool, but worth noting that Half-Moon has the best version of Shield Bunker for 100% meter only. If you're not using meter to extend combos with 214C, you're using it to escape pressure with Shield Bunker, which once successful on hit, gets you a hard knockdown and you already know what a knockdown means for H-Roa.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
'''IMPORTANT NOTE ABOUT ALL COMBOS LISTED: ''' Only AT enders are listed. Any combo which ends in an airthrow can also end in j.236B or j.236C. j.236B only beats AT for damage if all three hits connect, and you must sdj to land all three. Combos can be done at any position on the stage unless otherwise specified.<br />
<br />
=== Normal Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=3534<br />
|metergen=46.5%<br />
|metero=19.9%<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A<br />
|simput=<br />
|note= Standard okizeme combo. Allows for 236B oki. Can be done off 2A, j.B, or j.C, but 5A can whiff if the j.B/j.C isn't close enough.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4339<br />
|metergen=52.8%<br />
|metero=22.6%<br />
|link=<br />
|input= *5B > 2B > 5C(1) > 5A6AA > 6C > j.BC > j.BC > AT <br />
|simput=<br />
|note= Standard combo without the 6[C] link.}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=3213<br />
|metergen=32.2<br />
|metero=13.8<br />
|link=<br />
|input= *5B > 2B > 5C(2) > 6C > 236A<br />
|simput=<br />
|note= Use if you're too far away for 6AAA to land.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4722<br />
|metergen=64.7<br />
|metero=27.7<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 214A, j.BC > dj.BC > AT<br />
|simput=<br />
|note= AT => 214B isn't airtight but will force opponent to block if they lack a good reversal (beats out several DPs, notably most Nanaya DPs) If you're struggling to land the first j.B, hold 8/9 after the 214A and input j.B as soon as you're off the ground.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=236B starter, grounded opponent<br />
|character=<br />
|damage=4410<br />
|metergen=38.1%<br />
|metero=16.3%<br />
|link=<br />
|input= *236B, 2A > 5B > j.BC > dj.BC > AT<br />
|simput=<br />
|note= You can do 5B > 6C, which adds 500 damage, but also requires a sdj to hit some characters and is significantly tighter.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded/air opponent<br />
|character=<br />
|damage=3706<br />
|metergen=42.0%<br />
|metero=18.0%<br />
|link=<br />
|input= *(214A/B), (2C >) 6C > j.BC > dj.BC > AT<br />
|simput=<br />
|note= Baby confirm, works from basically anywhere. 2C is optional, but makes the combo easier to land. Removing it adds 200 damage & slightly less meter.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded/air opponent<br />
|character=<br />
|damage=4571<br />
|metergen=45.5%<br />
|metero=19.5%<br />
|link=<br />
|input= *(214A/B), 6[C] > delay 214A/B, j.BC > dj.BC > AT<br />
|simput=<br />
|note= Slightly harder. You can do this off aerial hits that are further away - your range is dependent upon the range you can land 6[C] at.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded/air opponent<br />
|character=<br />
|damage=4598<br />
|metergen=47.6%<br />
|metero=20.4%<br />
|link=https://youtu.be/I3TFtQODm6I<br />
|input= *(214A/B), 6[C], 5A > 6C > j.BC > dj.BC > AT<br />
|simput=<br />
|note= 6[C] > 5A is a link. You can only do this if you're within 5A range or closer (roughly the same range as 214A). Hit the 6[C] above the middle of its hitbox so the opponent pops up enough for your 5A to land. If this explanation doesn't make sense, look at the video.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= CH starter, grounded opponent<br />
|character=<br />
|damage=5150<br />
|metergen=39.2%<br />
|metero=16.8%<br />
|link=<br />
|input= *CH 236B, 6C > j.BC > dj.BC > AT<br />
|simput=<br />
|note= Counterhit confirm. You can add a 2A in for more stability, but you lose 500 damage. You can also do this route off an aerial 236A counterhit most of the time.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition= CH starter, grounded opponent<br />
|character=<br />
|damage=4958<br />
|metergen=38.1%<br />
|metero=16.3%<br />
|link=<br />
|input= *6[C] > IAD 9 j.C, land j.BC > dj.BC > AT<br />
|simput=<br />
|note= Counterhit confirm. IAD 8/9 will work, IAD 7 won't. You have to do this immediately following the 6[C] otherwise it'll drop. If you didn't get the CH, you have enough time to do a non-236B meaty anyway, so this is worth going for whenever possible.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Raw Airthrow starter, airborne opponent<br />
|character=<br />
|damage=2061<br />
|metergen=12.6%<br />
|metero=5.4%<br />
|link=<br />
|input= *Raw AT, land 2A > 236A<br />
|simput=<br />
|note= Pretty easy to do. 2A must happen as soon as you hit the ground, otherwise the 236A KD is techable.<br />
}}<br />
}}<br />
<br />
=== Metered Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=4516<br />
|metergen=46.5% - 100.0%<br />
|metero=43.2%<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A > 236C<br />
|simput=<br />
|note= Meter dump variant of your BnB. Gives oki and damage. You can 214A instead of 236A for slightly more damage.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>Heat mode<br />
|character<br />
|damage=5544<br />
|metergen=-all%<br />
|metero=25.1<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A > 41236C<br />
|simput=<br />
|note= Max damage heat version.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=5696<br />
|metergen=-66%*<br />
|metero=29.0%<br />
|link=https://youtu.be/kG1oqOYcICs<br />
|input= *CH 214A/B, delay 6[C] > 214C, 6[C], 5A > 6C > j.BC > j.BC AT<br />
|simput=<br />
|note= Only generates 16% before superflash. Delay first 6[C] such that they're just barely not OTG'd by the 214C. Second 6[C] should hit as close to the end of 214C as possible. If this explanation doesn't make sense, look at the video.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=4885<br />
|metergen=-68%<br />
|metero=37.4%<br />
|link=<br />
|input= *CH 214A/B, delay 6[C], 5A > 6C > 214B > 236C<br />
|simput=<br />
|note= Corner only. Same rules as usual apply to the 6[C], 5A > 6C.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=4464<br />
|metergen=-84%<br />
|metero=20.1%<br />
|link=<br />
|input= *236A > 214C, 6C > j.BC > j.BC > AT<br />
|simput=<br />
|note= OTG meter dump combo off 236A, no CH required.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=5045<br />
|metergen=-82%<br />
|metero=25.2%<br />
|link=<br />
|input= *236A > 214C, 6[C], 5A > 6C > j.BC > j.BC > AT<br />
|simput=<br />
|note= OTG combo off 236A with meterdump. The 6[C] timing changes based on how many hits of 214C connect.<br />
}}<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_5A.png<br />
|image2=MB_H_Roa_5A6A.png<br />
|image3=MB_H_Roa_5A6AA.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|input=5A~6A~6A<br />
|data=<br />
{{AttackData-MB<br />
|version=5A<br />
|damage=300<br />
|reddamage=192<br />
|proration=75% (O)<br />
|circuit=2.1%<br />
|cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=4<br />
|recovery=9<br />
|frameAdv=-1<br />
|invuln=<br />
|description=Pretty bad mid kick. Unless you're using this for stagger pressure using 5A6A > 2A > 5A6A, you're much better off saving this for rebeat.<br />
}}<br />
{{AttackData-MB<br />
|version=5A~6A<br />
|damage=600<br />
|reddamage=384<br />
|proration=80% (M)<br />
|circuit=4.2%<br />
|cancel=N, SP, -CH-, EX, (J)<br />
|guard=LH<br />
|startup=8<br />
|active=4<br />
|recovery=16<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Can be used in pressure by rebeating to 2A afterwards. Better hitbox than 5A, but you lose 5A(w) in case you need to cancel a poorly spaced 5C. On the upside, it is forward advancing so it keeps pressure on.<br />
}}<br />
{{AttackData-MB<br />
|version=5A~6A~6A<br />
|damage=1000<br />
|reddamage=768<br />
|proration=60% (O)<br />
|circuit=7.0%<br />
|cancel=(N), SP, EX, (J)<br />
|guard=LH<br />
|startup=10<br />
|active=4<br />
|recovery=17<br />
|frameAdv=-3<br />
|invuln=<br />
|description=Launches on hit. Mostly combo filler, but you can cancel this into specials so it doesn't necessarily kill your pressure.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_5B.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|data=<br />
{{AttackData-MB<br />
|damage=550<br />
|reddamage=384<br />
|proration=80% (O)<br />
|circuit=3.85%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=9<br />
|active=5<br />
|recovery=13<br />
|frameAdv=-3<br />
|invuln=<br />
|description=Pretty solid mid. Can be used to catch 236B normal hits, but the window is pretty tight.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_5C.png<br />
|linkname=5C<br />
|caption=<br />
|name=5C<br />
|data=<br />
{{AttackData-MB<br />
|damage=400, 550 (825)<br />
|reddamage=(548)<br />
|proration=80% (O), 90% (M)<br />
|circuit=2.8%, 3.85% (6.65%)<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=9<br />
|active=3 (10) 7<br />
|recovery=14<br />
|frameAdv=-16, -3 ~ 0<br />
|invuln= <br />
|description=This button looks really cool, until you realize the second hit whiffs most crouching hitboxes (unless you're point blank), and then you recognize that it just blows. Hitting with the later hitbox of 5C(2) is 0 on block. You should be cancelling before the second hit in nearly every situation.<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_2A.png<br />
|linkname=2A<br />
|caption=<br />
|name=2A<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=192<br />
|proration=75% (O)<br />
|circuit=2.1%<br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|frameAdv=0<br />
|invuln= <br />
|description=Somewhat stubby normal, but good for staggers and tick throws since it's 0 on block. Unless you plan on staggering 5A6A > 2A > 5A6AA, use this as your redash.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_2B.png<br />
|linkname=2B<br />
|caption=<br />
|name=2B<br />
|data=<br />
{{AttackData-MB<br />
|damage=550<br />
|reddamage=336<br />
|proration=80% (O)<br />
|circuit=4.2%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=8<br />
|active=6<br />
|recovery=14<br />
|frameAdv=-5<br />
|invuln= <br />
|description= It's a low poke, and that's pretty much what it's good for. 7f startup means you can use this out of a blocked 236B to frametrap, but obviously you have to be careful not to do this too often, as it's only airtight if your input is frame perfect, so you can get reversal'd. On the other hand, makes for a decent frametrap & leaves both your A normals open for rebeats if you want.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_2C.png<br />
|linkname=2C<br />
|caption=<br />
|name=2C<br />
|data=<br />
{{AttackData-MB<br />
|damage=900<br />
|reddamage=672<br />
|proration=55% (O)<br />
|circuit=6.3%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=9<br />
|active=11<br />
|recovery=13<br />
|frameAdv=-6<br />
|invuln= <br />
|description=One of H-Roa's rare good normals. At 11f active, you can use this to confirm off pretty much any counterhit 214 or 6C, and you can afford to be far more lenient with your timing. Dash 2C will cover a large amount of space on the ground. 2C can be used to punish any tech in the corner on reaction, and dash 2C will cover both neutral and forward tech at midscreen.<br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_jA.png<br />
|linkname=j.A<br />
|caption=<br />
|name=j.A<br />
|data=<br />
{{AttackData-MB<br />
|damage=250<br />
|reddamage=144<br />
|proration=75% (O)<br />
|circuit=1.75%<br />
|cancel=SE, N, SP, EX, J<br />
|guard=LHA<br />
|startup=6<br />
|active=4<br />
|recovery=10<br />
|frameAdv=-<br />
|invuln= <br />
|description=Strong air-to-air poke. Use this to scout in the air, control space, and more.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_jB.png<br />
|linkname=j.B<br />
|caption=<br />
|name=j.B<br />
|data=<br />
{{AttackData-MB<br />
|damage=600<br />
|reddamage=288<br />
|proration=85%<br />
|circuit=4.2%<br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=7<br />
|active=4<br />
|recovery=-<br />
|frameAdv=-<br />
|invuln= <br />
|description=H-Roa's best air normal. You can use this in IAD Resets to force stand block & also to tag people above you as the top of the hitbox is disjointed. You'll be using this a lot both to protect space and contest air buttons. Be aware it doesn't hit below you.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_jC.png<br />
|linkname=j.C<br />
|caption=<br />
|name=j.C<br />
|data=<br />
{{AttackData-MB<br />
|damage=950<br />
|reddamage=672<br />
|proration=90% (O)<br />
|circuit=6.65%<br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=8<br />
|active=4<br />
|recovery=-<br />
|frameAdv=-<br />
|invuln= <br />
|description=The bottom part of your pants leg is disjointed. This is your normal of choice if your opponent is below you, and your best jump-in.<br />
}}<br />
}}<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_6C.png<br />
|image2=MB_H_Roa_6C_Charged.png<br />
|linkname=6C<br />
|caption=<br />
|name=6C<br />
|input=6[C]<br />
|data=<br />
{{AttackData-MB<br />
|version=6C<br />
|damage=1000<br />
|reddamage=678<br />
|proration=100%<br />
|circuit=7.0%<br />
|cancel=SP, EX, J<br />
|guard=LH<br />
|startup=13<br />
|active=2<br />
|recovery=17<br />
|frameAdv=-1 {{Tooltip | text=(+18)| hovertext=On jump cancel.}}<br />
|invuln=<br />
|description=+18 when jump cancelled. You can end blockstrings on this often, but be careful not to get too predictable. You can frametrap with a 214B afterwards, but if it's blocked you return to neutral.<br />
}}<br />
{{AttackData-MB<br />
|version=6[C]<br />
|damage=1400<br />
|reddamage=1152<br />
|proration=100%<br />
|circuit=9.8%<br />
|cancel=SP, EX, J<br />
|guard=LH<br />
|startup=25<br />
|active=5<br />
|recovery=14<br />
|frameAdv=-1 {{Tooltip | text=(+18)| hovertext=On jump cancel.}}<br />
|invuln=<br />
|description=As before, +18 when jump cancelled. You can use this to catch mashing, as it's mostly disjointed. It also does significantly more guard damage.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_Throw.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=4/6A+D<br>(~2)<br />
|data=<br />
{{AttackData-MB<br />
|version=Neutral<br />
|damage=1000<br />
|reddamage=384<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=-<br />
|invuln=See desc<br />
|description= Ground throw. On hit, invuln during throw animation. Techable knockdown, can OTG off this. Use 2C to catch techs on reaction in the corner / dash 2C to catch forward/neutral tech outside the corner.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~2<br />
|damage=800<br />
|reddamage=384<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=See desc<br />
|description= Same as above, but HKD & opponent is invulnerable on the ground.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_Airthrow.png<br />
|caption=<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.4/6A+D<br />
|data=<br />
{{AttackData-MB<br />
|damage=1600 (Raw)<br>1200 (Ender)<br />
|reddamage=576<br />
|proration=100%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=-<br />
|invuln=<br />
|description=Regular as an airthrow ender. Recovery is on landing. Usually inferior to j.236B ender since you don't get anything besides 214B antijump, unless your opponent is very patient on wakeup.<br />
<br />
OTG-able ground bounce as a combo starter.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Counter</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_SC.png<br />
|image2=MB_F_Roa_2C.png<br />
|image3=MB_H_Roa_jSC.png<br />
|caption=<br />
|name=Shield Counter<br />
|linkname=Shield Counter<br />
|input=Auto after a successful shield (Air OK)<br>/ 5D/2D~236D<br />
|data=<br />
{{AttackData-MB <br />
|version=Standing<br />
|damage=500 (345)<br />
|reddamage=198<br />
|proration=40% <br />
|circuit=3.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LHA <br />
|startup=9<br />
|active=4 <br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln= <br />
|description=H-Roa's standing shield counter. Looks like 5C(1). This applies for the other shield counters as well: "For H-Moon, shielding hits that would cause Auto Shield Counter, if the shield is successful on the first frame of the shield box, there is a 2 frame window where throw can be input after the shield." Window is 14f if it wouldn't trigger shield counter, and can also be cancelled into dash. You can manually input a shield counter with 236D on projectiles.<br />
}}<br />
{{AttackData-MB <br />
|version=Crouching<br />
|damage=1500 (1035)<br />
|reddamage=662<br />
|proration=50% <br />
|circuit=10.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LA <br />
|startup=9<br />
|active=4 <br />
|recovery=18 <br />
|frameAdv=-4 <br />
|invuln= <br />
|description=H-Roa's crouching shield counter. Looks like 2C. Same notes as above.<br />
}}<br />
{{AttackData-MB <br />
|version=Air<br />
|damage=500 (345)<br />
|reddamage=198<br />
|proration=50% <br />
|circuit=3.5%<br />
|cancel=<br />
|guard=HA <br />
|startup=9<br />
|active=4 <br />
|recovery=<br />
|frameAdv=+14<br />
|invuln= <br />
|description=Air shield counter.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_214D.png<br />
|image2=MB_H_Roa_214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Neutral<br />
|damage=500<br />
|reddamage=192<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=26<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=Clash 1-10<br />
}}<br />
{{AttackData-MB <br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=192<br />
|proration=100%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=Similar to C-Moon 6C.<br />
}}<br />
{{AttackData-MB <br />
|version=Blockstun<br />
|damage=0<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=LHA<br />
|startup=19<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln= <br />
|description=H-Moon specific reversal bunker.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_CSpark.png<br />
|image2=MB_C_Roa_CSpark_Air.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=In Heat:<br>Auto during hitstun<br>A+B+C during blockstun<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
=== Special Moves ===<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_236AB.png<br />
|image2=MB_H_Roa_236B_BE.png<br />
|image3=MB_H_Roa_236C.png<br />
|caption=SOKO DAROU!<br />
|caption2=Feint<br />
|caption3=Your opponent whiffed something... or you're about to eat 5k.<br />
|name=Thunder Flash<br>(EX: Seventh Heaven (Original Sin))<br />
|input=236A/B/[B]/C<br />
|linkname=236X<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1500<br />
|reddamage=1152<br />
|proration=100%<br />
|circuit=10.5%<br />
|cancel=<br />
|guard=LH<br />
|startup=12<br />
|active=5<br />
|recovery=29<br />
|frameAdv=-6<br />
|invuln=High 4-11, Full 12-27<br />
|description= Soko Darou A is mainly used to disrespect spacing and punish whiffed normals. While it is -6 on block normally, there's 5 active frames with individual hitboxes, so hitting with the 3rd active frame or later leaves you safe on block. You should only be using this when you're /sure/ it'll hit, since your reward off this is either meh damage if you have meter, OTG 2A mash in the corner for a bit more meter and maybe a tech trap, or (most likely) 236B oki. However, this move /is/ air unblockable, and therefore your go-to for sniping landings and other reads. <br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1500<br />
|reddamage=1152<br />
|proration=100%<br />
|circuit=10.5%<br />
|cancel=<br />
|guard=LH<br />
|startup=32*<br />
|active=5<br />
|recovery=13<br />
|frameAdv=7<br />
|invuln=High 7-31, Full 32-47<br />
|description=Holding B can delay the startup to up to 42f, depending on how long B is held. -- H-Roa's bread and butter and the skill that makes people hate your character. At +7 on block, this special can be used to reset, start pressure, and gives H-Roa some of his best damage on a counterhit. This will also cross up your opponent if used near max range. Additionally, you can half-charge it to try to get your opponent to flinch.<br />
}}<br />
{{AttackData-MB<br />
|version=[B]<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=20<br />
|active=X<br />
|recovery=16<br />
|frameAdv=<br />
|invuln=<br />
|description=This is the feint/fake. You can use this in your pressure into redash, as a way to fake people out who expect Soko B. You can also use this as a (gimmicky) oki setup, where you do 236[B] 2A, 236[B] throw, or 236{B}. If they start throw teching, use 236[B] 5B to call it out. You mainly use this move for mind games, as it has a decent amount of recovery.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=400, 300*20 (3043)<br />
|reddamage=(3195)<br />
|proration=50% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=5+7<br />
|active={{Tooltip | text=120| hovertext=3 (2) x19, 3 (6) 16}}<br />
|recovery=26<br />
|frameAdv=-24<br />
|invuln=High 3-11, Full 12-132<br />
|description=While this move doesn't have full invul like Ciel's 236C, at first glance this might make this move look useless. <br><br />
However it has a hidden property — it's projectile invulnerable.<br><br />
So use this to punish a lot of situations where opponent uses some kind of projectile.<br><br />
Note that this move has the following downsides:<br />
* The startup is not fast.<br />
* It is air blockable.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_623A.png<br />
|image2=MB_H_Roa_623B.png<br />
|image3=MB_H_Roa_623C.png<br />
|caption=<br />
|caption2=<br />
|caption3=<br />
|name=Rising Thunder<br>(EX: Rising Thunder Praise)<br />
|input=623A/B/C<br />
|linkname=623X<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=500, 1000 (1351)<br />
|reddamage=(1038)<br />
|proration=100%<br />
|circuit=2.1%, 7.0% (9.1%)<br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=5<br />
|active={{Tooltip | text=7| hovertext=4, 3}}<br />
|recovery=42<br />
|frameAdv=-31, -27<br />
|invuln=<br />
|description=This move is pretty bad. Its only purpose is as a fast antiair, since both hits are AUB. However, you're better off just doing rising j.A or 214B. Ideally, this move almost never comes out.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=500*3, 1000 (2133)<br />
|reddamage=(1639)<br />
|proration=100%<br />
|circuit=2.1%*3, 7.0% (13.3%)<br />
|cancel=<br />
|guard=LH (1), LHA (2-4)<br />
|startup=4<br />
|active={{Tooltip | text=12| hovertext=4, 4, 2, 2}}<br />
|recovery=46<br />
|frameAdv=-40, -36,<br>-32, -30<br />
|invuln=Full 1-5<br />
|description=H-Roa's meterless reversal (and invuln, too!). Only the first hit is AUB, but you can use this like you would any other DP. Goes at a solid angle, is invuln... what more do you want? You can use this to tack on damage after your OTG ground throw if you *really* want.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=400*6, 1000 (2706)<br />
|reddamage=(1982)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=2+0<br />
|active={{Tooltip | text=25| hovertext=4 x5, 2, 3}}<br />
|recovery=44<br />
|frameAdv=-58 (min)<br />
|invuln=Full 1-4<br />
|description=Faster than B version, with higher damage and wallslam for better frame advantage on hit, while maintaining invincibility. Notably, the 2+0 startup means this cannot be safejumped by C/H moon characters unless their safejump outspaces it.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_214A.png<br />
|image2=MB_H_Roa_214B.png<br />
|image3=MB_H_Roa_214C.png<br />
|caption=Covers your head and cross-ups.<br />
|caption2=Hold down the air game<br />
|caption3=Pressure resets everywhere...<br />
|name=Thunder Needle - Moment<br>(EX: Thunder Needle - Moment Viper)<br />
|input=214A/B/C<br />
|linkname=214X<br />
|data=<br />
{{AttackData-MB<br />
|version=A/B<br />
|damage=1000<br />
|reddamage=768<br />
|proration=70% (O)<br />
|circuit=7.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=16<br />
|active={{Tooltip | text=12| hovertext=Single Hit. 4 (2) 2 (2) 2}}<br />
|recovery=14<br />
|frameAdv=-4<br />
|invuln=<br />
|description=A version will cover behind you, B version won't. Only the first hit of this will cover your head, so you actually can be hit through this even without disjoints. However, this special is extremely good and once again gives you very solid damage on counterhit. This move is air unblockable, so use this to preemptively anti-air, and use 214B to poke. Be aware of its significant startup and recovery, because you can be hit out of startup easily, and opponents can whiff punish you if they have particularly long-reaching normals (Satsuki dash 2C, for example). <br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=450*8 (2867)<br />
|reddamage=(2427)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=5+13<br />
|active=X {{Tooltip | text=(55)| hovertext=2 (1) 1 (3) x7, 2 (1) 1}}<br />
|recovery=16<br />
|frameAdv=12 ~ 61<br />
|invuln=<br />
|description= This move is (in my opinion) H-Roa's best special. You can use it to lock down neutral, dump in pressure for absolutely free meter dump, or use to extend some of your combos for extra damage. Additionally, it recovers during active frames, so it's deceptively hard to punish. You should be using this often. Also, it's one of the only ways to keep your turn after a point blank 236B midscreen, so you can use it for that as well. <br />
}}<br />
}}<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_j236A.png<br />
|image2=MB_H_Roa_j236B.png<br />
|image3=MB_H_Roa_j236C.png<br />
|caption=Fast<br />
|caption2=Covers your head and feet<br />
|caption3=Reversal time!<br />
|name=Brilliant Impetus - Ghost Tail<br />
|linkname=j.236X<br />
|input=j.236A/B/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=800<br />
|reddamage=480<br />
|proration=75% (O)<br />
|circuit=5.6%<br />
|cancel=(EX), (J)<br />
|guard=LHA<br />
|startup=12<br />
|active=3<br />
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}}<br />
|frameAdv=3 (TK)<br />
|invuln=<br />
|description=Slow for an air-to-air, but can be used to change your momentum to throw off landing snipes. Be careful though, because this move doesn't cover above or below you, and leaves you open to punishes if you whiff it too high. However, it's plus on TK, so you can do tk j.236A in pressure and keep your turn. Also, you can link it in certain air combos with j.bc j.236a sdj j.bc AT for style points. Use this at the end of your combos to return to neutral, but be aware it's a bit more height-sensitive than j.236B. However, it has less landing recovery, <br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=700*3 (1579)<br />
|reddamage=(866)<br />
|proration=75% (O)<br />
|circuit=4.9%*3 (14.7%)<br />
|cancel=EX, J<br />
|guard=LHA<br />
|startup=15<br />
|active=3 (3) 3 (3) 3<br />
|recovery={{Tooltip | text=9| hovertext=Landing recovery.}}<br />
|frameAdv=-1 (TK)<br />
|invuln=<br />
|description=This move looks really bad. It's slower than j.236A, has more recovery, and gives your opponent more time to react. However: it requires 3 shields AND covers above and below you, while j.236A doesn't. You can use this to catch people trying to antiair you at weird angles, since it's disjointed. Use this at the end of your combos to return to neutral, while leaving your opponent in an awkward situation.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=400*6 (1591)<br />
|reddamage=(1145)<br />
|proration=75% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=3+11<br />
|active={{Tooltip | text=12| hovertext=2 x6}}<br />
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}}<br />
|frameAdv=5 (TK)<br />
|invuln=Full 1-25<br />
|description=This is a true air reversal. With that said, it's still an air reversal, and metered on a half moon character with mediocre meter gain. You can use this to tack on extra damage at the end of an air combo. It covers slightly more room than j.236B, and it's +5, but the pushback means that you can't really use it like you would j.236A. It does require individual shields, for any players crazy enough to go for it,<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MBHRoaAD.png<br />
|caption=<br />
|name=Heavenly Crashing Thunder<br />
|linkname=Arc Drive<br />
|input=41236C during Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=7000 (3080)<br />
|reddamage=(2137)<br />
|proration=50% (O)<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LH<br />
|startup=7+6<br />
|active=2<br />
|recovery=38<br />
|frameAdv=-15<br />
|invuln=Full 7-8, 13-14<br />
|description=Use as combo ender or as an OTG, otherwise it's not super useful since it's a hitgrab. If you combo someone in heat, this is what you should be going into, but I often find having an extra 214C/236C is useful, since H-Roa rarely gets a clean grounded hit in pressure & having the ability to either extend pressure or confirm a 214B frametrap is more useful than having the extra damage. <br />
}}<br />
}} <br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Michael Roa Valdamjong]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Half_Moon&diff=230876Melty Blood/MBAACC/Roa/Half Moon2023-01-05T16:51:03Z<p>EikaMikiku: /* 236X */</p>
<hr />
<div>{{TOC limit|3}}<br />
== Character Page Progress ==<br />
<br />
{{#lst:Melty_Blood/MBAACC:Roadmap|H-Roa}}<br />
<br />
== Additional Resources ==<br />
[http://mbaacc.melty.games/?p1moon=h&p1char=roa H-Roa Match Video Database]<br><br />
[https://drunkardshade.com/2015/08/13/melty-bits-h-roa/ Melty Bits: H-Roa]'''<br><br />
[https://www.youtube.com/watch?v=2Pj7WIS1aR8 H-Roa Tutorial] by sibladeko (tonberry)<br><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name!! width="80"|Color<br />
!width="125"|Region !! Common Venues !! Status !! Details<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=grungrah grungrah]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color27.png|Color|75px]] <br />
| North America || Chicago Melty, Netplay || Inactive || <br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=Janson%20(J%E3%82%A2%E3%83%B3%E3%82%BD%E3%83%B3) Janson (Jアンソン)]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color35.png|Color|75px]] <br />
| Japan || A-cho || Inactive || <br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=red%20melon%20(%E8%B5%A4%E3%81%84%E3%83%A1%E3%83%AD%E3%83%B3) Red Melon (赤いメロン)]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color13.png|Color|75px]] <br />
| Japan || Play Spot BIG ONE 2nd || Active || Known mostly for C-Roa, but also proficient with a secondary H-Roa. Mostly uses H to fight Nero.<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=tamao%20(%E3%81%9F%E3%81%BE%E3%81%8A) tamao (たまお)]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color11.png|Color|75px]] <br />
| Japan || A-cho || Inactive || Uses multiple colors.<br />
|-<br />
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=Tonberry TonberryMage]|| style="text-align:center;"| <br />
[[File:MBAACC_Roa_Color27.png|Color|75px]] <br />
| North America || || Inactive || Was one of the very best players in the NA scene while active. Not a lot of footage.<br />
|}<br />
<br />
== Overview ==<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
[[File:MBAACC_Roa_Face.png]] '''H-Roa''' is an easy but effective 'all-rounder', with excellent space control tools and well rounded offense.<br />
|pros=<br />
* ''' Very strong neutral''': Aside from Roa's universally strong mobility, H-Roa has his 214X and 236X series, which are a powerful and versitile set of tools to dominate the screen.<br />
* '''Good offense''': Reverse beat, strong reset options and a lot of forward-advancing normals let H-Roa stay on the offensive for a long time.<br />
* '''Effective meter management''': Overall has great uses for meter, most notably bunker, 236C and 214C, which helps him manage one of H-Moon's main weaknesses.<br />
* '''Stable and consistent gameplan''': H-Roa is easy to learn and his tools are consistent enough to reliably challenge a few top tiers, like C-Nero.<br />
|cons=<br />
* '''Linear strike/throw''': H-Roa lacks reliable mixups to open opponents up, so his offense is primarily focused on risky and straightforward pressure.<br />
* '''Subpar meterless conversions''': Without spending meter, H-Roa has to opt out of getting good damage or oki from his conversions. <br />
* '''Generally unremarkable normals''': While H-Roa has no actually bad normals, the majority aren't anything special and often get forshadowed by the opponent's<br />
|tablewidth=80<br />
}}<br />
<br />
== General Gameplan ==<br />
Your win condition, basically, is getting a 236B in. With a myriad of options afterwards, your gameplan is focused on pressuring your opponent relentlessly until they crack; either by pressing a button or by getting guard crushed. Momentum is everything, and just as how getting a good meaty 236B can spell victory, losing that momentum can spell defeat.<br />
<br />
=== Neutral ===<br />
Roa's neutral is considerably good, featuring very good poking tools for space control and an incredibly good dash, backdash and airdash. His 236A sports a very good startup time for it's reach and usability, being able to punish many things at long range, most namely being able to interrupt or punish Nero's summons on reaction, and his 214A/B covering good angles with air-unblockable properties and massive damage on counter hit. While his ground-to-air game is decent, it requires either a 214A/B, a rising j.A or a shield, the first option being a preemptive option due to it's startup and the third not being heldable. You'll use your aerial buttons a lot to control the ground, so get used to j.A for air to airs and j.B to protect space. 236A/B are air-unblockable, however, so if you see an opportunity to hit someone that's too far away for j.A/214A/B and/or close to landing, do it.<br />
Also, fair to note, if you get a 214A/B in, you can link a 236C. Incredibly important should an opponent not get counter hit but you still want that hard knockdown.<br />
<br />
=== Pressure ===<br />
H-Roa's ace in the hole. The move that defines the entire character. Everything you do as H-Roa is done to reach the goal of making your opponent block a 236B, to which you follow up with a 2A > 5B. Should they block, you continue your blockstring the way you see fit. Should they get hit, you follow up with a simple air combo.<br />
Once you get a good knockdown with 236A, you'll more often than not time this to hit meaty and start your relentless pressure.<br />
Unfortunately, the opponent can hold up and jump over your 236B. To condition the opponent to not do that, you can do a lot of things; delayed 6C and 6[C] will catch anyone trying to jump, a delayed 214B will also do fine, and at times you can try reverse beating into 5A/2A and IADing into an air throw or an air combo.<br />
<br />
Once the opponent is conditioned to not jump out, you can jump cancel your 6C and 6[C], and IAD into a j.B or j.C and continue your pressure.<br />
<br />
As a Half-Moon, meter management is important so you don't get into heat and lose everything, so 214C will do great for that purpose. You can get ''a whole second of plus frames, should everything be spaced properly.'' Far more than enough to continue your blockstring or extend a combo.<br />
<br />
Also fair to note, doing 5A6A > 2A > 5A6A is a good option if the opponent is prone to backdashing and you don't want to do a hard read, as 5A6A will catch people backdashing and can be confirmed into another 6A.<br />
<br />
=== Okizeme ===<br />
<br />
I'm afraid this is where I stop singing his praises. You can do generic stuff should you want; neutral jump drifting, crossups, tick throws, super jump to backdash j,C or 236A for sameside, it's all stuff that isn't really unique to him or doesn't net enough reward to be worth doing instead of continuing pressure with plus frames.<br />
<br />
=== Defense ===<br />
<br />
Defense is pretty cut and dry. Block is always a good option, 623B is there should you want to gamble, and 2A is a good abare tool, but worth noting that Half-Moon has the best version of Shield Bunker for 100% meter only. If you're not using meter to extend combos with 214C, you're using it to escape pressure with Shield Bunker, which once successful on hit, gets you a hard knockdown and you already know what a knockdown means for H-Roa.<br />
<br />
== Combos ==<br />
{{ComboLegend-MB}}<br />
'''IMPORTANT NOTE ABOUT ALL COMBOS LISTED: ''' Only AT enders are listed. Any combo which ends in an airthrow can also end in j.236B or j.236C. j.236B only beats AT for damage if all three hits connect, and you must sdj to land all three. Combos can be done at any position on the stage unless otherwise specified.<br />
<br />
=== Normal Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=3534<br />
|metergen=46.5%<br />
|metero=19.9%<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A<br />
|simput=<br />
|note= Standard okizeme combo. Allows for 236B oki. Can be done off 2A, j.B, or j.C, but 5A can whiff if the j.B/j.C isn't close enough.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4339<br />
|metergen=52.8%<br />
|metero=22.6%<br />
|link=<br />
|input= *5B > 2B > 5C(1) > 5A6AA > 6C > j.BC > j.BC > AT <br />
|simput=<br />
|note= Standard combo without the 6[C] link.}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=3213<br />
|metergen=32.2<br />
|metero=13.8<br />
|link=<br />
|input= *5B > 2B > 5C(2) > 6C > 236A<br />
|simput=<br />
|note= Use if you're too far away for 6AAA to land.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br />
|character=<br />
|damage=4722<br />
|metergen=64.7<br />
|metero=27.7<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 214A, j.BC > dj.BC > AT<br />
|simput=<br />
|note= AT => 214B isn't airtight but will force opponent to block if they lack a good reversal (beats out several DPs, notably most Nanaya DPs) If you're struggling to land the first j.B, hold 8/9 after the 214A and input j.B as soon as you're off the ground.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=236B starter, grounded opponent<br />
|character=<br />
|damage=4410<br />
|metergen=38.1%<br />
|metero=16.3%<br />
|link=<br />
|input= *236B, 2A > 5B > j.BC > dj.BC > AT<br />
|simput=<br />
|note= You can do 5B > 6C, which adds 500 damage, but also requires a sdj to hit some characters and is significantly tighter.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded/air opponent<br />
|character=<br />
|damage=3706<br />
|metergen=42.0%<br />
|metero=18.0%<br />
|link=<br />
|input= *(214A/B), (2C >) 6C > j.BC > dj.BC > AT<br />
|simput=<br />
|note= Baby confirm, works from basically anywhere. 2C is optional, but makes the combo easier to land. Removing it adds 200 damage & slightly less meter.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded/air opponent<br />
|character=<br />
|damage=4571<br />
|metergen=45.5%<br />
|metero=19.5%<br />
|link=<br />
|input= *(214A/B), 6[C] > delay 214A/B, j.BC > dj.BC > AT<br />
|simput=<br />
|note= Slightly harder. You can do this off aerial hits that are further away - your range is dependent upon the range you can land 6[C] at.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded/air opponent<br />
|character=<br />
|damage=4598<br />
|metergen=47.6%<br />
|metero=20.4%<br />
|link=https://youtu.be/I3TFtQODm6I<br />
|input= *(214A/B), 6[C], 5A > 6C > j.BC > dj.BC > AT<br />
|simput=<br />
|note= 6[C] > 5A is a link. You can only do this if you're within 5A range or closer (roughly the same range as 214A). Hit the 6[C] above the middle of its hitbox so the opponent pops up enough for your 5A to land. If this explanation doesn't make sense, look at the video.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= CH starter, grounded opponent<br />
|character=<br />
|damage=5150<br />
|metergen=39.2%<br />
|metero=16.8%<br />
|link=<br />
|input= *CH 236B, 6C > j.BC > dj.BC > AT<br />
|simput=<br />
|note= Counterhit confirm. You can add a 2A in for more stability, but you lose 500 damage. You can also do this route off an aerial 236A counterhit most of the time.<br />
}}<br />
<br />
{{CollapsingComboData-MB<br />
|condition= CH starter, grounded opponent<br />
|character=<br />
|damage=4958<br />
|metergen=38.1%<br />
|metero=16.3%<br />
|link=<br />
|input= *6[C] > IAD 9 j.C, land j.BC > dj.BC > AT<br />
|simput=<br />
|note= Counterhit confirm. IAD 8/9 will work, IAD 7 won't. You have to do this immediately following the 6[C] otherwise it'll drop. If you didn't get the CH, you have enough time to do a non-236B meaty anyway, so this is worth going for whenever possible.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition= Raw Airthrow starter, airborne opponent<br />
|character=<br />
|damage=2061<br />
|metergen=12.6%<br />
|metero=5.4%<br />
|link=<br />
|input= *Raw AT, land 2A > 236A<br />
|simput=<br />
|note= Pretty easy to do. 2A must happen as soon as you hit the ground, otherwise the 236A KD is techable.<br />
}}<br />
}}<br />
<br />
=== Metered Combos ===<br />
{{CollapsingComboTable-MB<br />
|data=<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=4516<br />
|metergen=46.5% - 100.0%<br />
|metero=43.2%<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A > 236C<br />
|simput=<br />
|note= Meter dump variant of your BnB. Gives oki and damage. You can 214A instead of 236A for slightly more damage.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>Heat mode<br />
|character<br />
|damage=5544<br />
|metergen=-all%<br />
|metero=25.1<br />
|link=<br />
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A > 41236C<br />
|simput=<br />
|note= Max damage heat version.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=5696<br />
|metergen=-66%*<br />
|metero=29.0%<br />
|link=https://youtu.be/kG1oqOYcICs<br />
|input= *CH 214A/B, delay 6[C] > 214C, 6[C], 5A > 6C > j.BC > j.BC AT<br />
|simput=<br />
|note= Only generates 16% before superflash. Delay first 6[C] such that they're just barely not OTG'd by the 214C. Second 6[C] should hit as close to the end of 214C as possible. If this explanation doesn't make sense, look at the video.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=CH starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=4885<br />
|metergen=-68%<br />
|metero=37.4%<br />
|link=<br />
|input= *CH 214A/B, delay 6[C], 5A > 6C > 214B > 236C<br />
|simput=<br />
|note= Corner only. Same rules as usual apply to the 6[C], 5A > 6C.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=4464<br />
|metergen=-84%<br />
|metero=20.1%<br />
|link=<br />
|input= *236A > 214C, 6C > j.BC > j.BC > AT<br />
|simput=<br />
|note= OTG meter dump combo off 236A, no CH required.<br />
}}<br />
{{CollapsingComboData-MB<br />
|condition=Normal starter, grounded opponent<br>100% meter<br />
|character<br />
|damage=5045<br />
|metergen=-82%<br />
|metero=25.2%<br />
|link=<br />
|input= *236A > 214C, 6[C], 5A > 6C > j.BC > j.BC > AT<br />
|simput=<br />
|note= OTG combo off 236A with meterdump. The 6[C] timing changes based on how many hits of 214C connect.<br />
}}<br />
}}<br />
<br />
== Move Descriptions ==<br />
{{AttackData-MB/Infobox}}<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_5A.png<br />
|image2=MB_H_Roa_5A6A.png<br />
|image3=MB_H_Roa_5A6AA.png<br />
|caption=<br />
|name=5A<br />
|linkname=5A<br />
|input=5A~6A~6A<br />
|data=<br />
{{AttackData-MB<br />
|version=5A<br />
|damage=300<br />
|reddamage=192<br />
|proration=75% (O)<br />
|circuit=2.1%<br />
|cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=4<br />
|recovery=9<br />
|frameAdv=-1<br />
|invuln=<br />
|description=Pretty bad mid kick. Unless you're using this for stagger pressure using 5A6A > 2A > 5A6A, you're much better off saving this for rebeat.<br />
}}<br />
{{AttackData-MB<br />
|version=5A~6A<br />
|damage=600<br />
|reddamage=384<br />
|proration=80% (M)<br />
|circuit=4.2%<br />
|cancel=N, SP, -CH-, EX, (J)<br />
|guard=LH<br />
|startup=8<br />
|active=4<br />
|recovery=16<br />
|frameAdv=-5<br />
|invuln=<br />
|description=Can be used in pressure by rebeating to 2A afterwards. Better hitbox than 5A, but you lose 5A(w) in case you need to cancel a poorly spaced 5C. On the upside, it is forward advancing so it keeps pressure on.<br />
}}<br />
{{AttackData-MB<br />
|version=5A~6A~6A<br />
|damage=1000<br />
|reddamage=768<br />
|proration=60% (O)<br />
|circuit=7.0%<br />
|cancel=(N), SP, EX, (J)<br />
|guard=LH<br />
|startup=10<br />
|active=4<br />
|recovery=17<br />
|frameAdv=-3<br />
|invuln=<br />
|description=Launches on hit. Mostly combo filler, but you can cancel this into specials so it doesn't necessarily kill your pressure.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_5B.png<br />
|caption=<br />
|name=5B<br />
|linkname=5B<br />
|data=<br />
{{AttackData-MB<br />
|damage=550<br />
|reddamage=384<br />
|proration=80% (O)<br />
|circuit=3.85%<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=9<br />
|active=5<br />
|recovery=13<br />
|frameAdv=-3<br />
|invuln=<br />
|description=Pretty solid mid. Can be used to catch 236B normal hits, but the window is pretty tight.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_5C.png<br />
|linkname=5C<br />
|caption=<br />
|name=5C<br />
|data=<br />
{{AttackData-MB<br />
|damage=400, 550 (825)<br />
|reddamage=(548)<br />
|proration=80% (O), 90% (M)<br />
|circuit=2.8%, 3.85% (6.65%)<br />
|cancel=N, SP, EX, (J)<br />
|guard=LH<br />
|startup=9<br />
|active=3 (10) 7<br />
|recovery=14<br />
|frameAdv=-16, -3 ~ 0<br />
|invuln= <br />
|description=This button looks really cool, until you realize the second hit whiffs most crouching hitboxes (unless you're point blank), and then you recognize that it just blows. Hitting with the later hitbox of 5C(2) is 0 on block. You should be cancelling before the second hit in nearly every situation.<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=MB_F_Roa_2A.png<br />
|linkname=2A<br />
|caption=<br />
|name=2A<br />
|data=<br />
{{AttackData-MB<br />
|damage=300<br />
|reddamage=192<br />
|proration=75% (O)<br />
|circuit=2.1%<br />
|cancel=-SE-, -N-, -SP-, -EX-, (J)<br />
|guard=LH<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|frameAdv=0<br />
|invuln= <br />
|description=Somewhat stubby normal, but good for staggers and tick throws since it's 0 on block. Unless you plan on staggering 5A6A > 2A > 5A6AA, use this as your redash.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_2B.png<br />
|linkname=2B<br />
|caption=<br />
|name=2B<br />
|data=<br />
{{AttackData-MB<br />
|damage=550<br />
|reddamage=336<br />
|proration=80% (O)<br />
|circuit=4.2%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=8<br />
|active=6<br />
|recovery=14<br />
|frameAdv=-5<br />
|invuln= <br />
|description= It's a low poke, and that's pretty much what it's good for. 7f startup means you can use this out of a blocked 236B to frametrap, but obviously you have to be careful not to do this too often, as it's only airtight if your input is frame perfect, so you can get reversal'd. On the other hand, makes for a decent frametrap & leaves both your A normals open for rebeats if you want.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_2C.png<br />
|linkname=2C<br />
|caption=<br />
|name=2C<br />
|data=<br />
{{AttackData-MB<br />
|damage=900<br />
|reddamage=672<br />
|proration=55% (O)<br />
|circuit=6.3%<br />
|cancel=N, SP, EX, (J)<br />
|guard=L<br />
|startup=9<br />
|active=11<br />
|recovery=13<br />
|frameAdv=-6<br />
|invuln= <br />
|description=One of H-Roa's rare good normals. At 11f active, you can use this to confirm off pretty much any counterhit 214 or 6C, and you can afford to be far more lenient with your timing. Dash 2C will cover a large amount of space on the ground. 2C can be used to punish any tech in the corner on reaction, and dash 2C will cover both neutral and forward tech at midscreen.<br />
}}<br />
}}<br />
<br />
==== Aerial Normals ====<br />
===== <span class="invisible-header">j.A</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_jA.png<br />
|linkname=j.A<br />
|caption=<br />
|name=j.A<br />
|data=<br />
{{AttackData-MB<br />
|damage=250<br />
|reddamage=144<br />
|proration=75% (O)<br />
|circuit=1.75%<br />
|cancel=SE, N, SP, EX, J<br />
|guard=LHA<br />
|startup=6<br />
|active=4<br />
|recovery=10<br />
|frameAdv=-<br />
|invuln= <br />
|description=Strong air-to-air poke. Use this to scout in the air, control space, and more.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.B</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_jB.png<br />
|linkname=j.B<br />
|caption=<br />
|name=j.B<br />
|data=<br />
{{AttackData-MB<br />
|damage=600<br />
|reddamage=288<br />
|proration=85%<br />
|circuit=4.2%<br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=7<br />
|active=4<br />
|recovery=-<br />
|frameAdv=-<br />
|invuln= <br />
|description=H-Roa's best air normal. You can use this in IAD Resets to force stand block & also to tag people above you as the top of the hitbox is disjointed. You'll be using this a lot both to protect space and contest air buttons. Be aware it doesn't hit below you.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">j.C</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_jC.png<br />
|linkname=j.C<br />
|caption=<br />
|name=j.C<br />
|data=<br />
{{AttackData-MB<br />
|damage=950<br />
|reddamage=672<br />
|proration=90% (O)<br />
|circuit=6.65%<br />
|cancel=N, SP, EX, J<br />
|guard=HA<br />
|startup=8<br />
|active=4<br />
|recovery=-<br />
|frameAdv=-<br />
|invuln= <br />
|description=The bottom part of your pants leg is disjointed. This is your normal of choice if your opponent is below you, and your best jump-in.<br />
}}<br />
}}<br />
<br />
==== Command Normals ====<br />
===== <span class="invisible-header">6C</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_6C.png<br />
|image2=MB_H_Roa_6C_Charged.png<br />
|linkname=6C<br />
|caption=<br />
|name=6C<br />
|input=6[C]<br />
|data=<br />
{{AttackData-MB<br />
|version=6C<br />
|damage=1000<br />
|reddamage=678<br />
|proration=100%<br />
|circuit=7.0%<br />
|cancel=SP, EX, J<br />
|guard=LH<br />
|startup=13<br />
|active=2<br />
|recovery=17<br />
|frameAdv=-1 {{Tooltip | text=(+18)| hovertext=On jump cancel.}}<br />
|invuln=<br />
|description=+18 when jump cancelled. You can end blockstrings on this often, but be careful not to get too predictable. You can frametrap with a 214B afterwards, but if it's blocked you return to neutral.<br />
}}<br />
{{AttackData-MB<br />
|version=6[C]<br />
|damage=1400<br />
|reddamage=1152<br />
|proration=100%<br />
|circuit=9.8%<br />
|cancel=SP, EX, J<br />
|guard=LH<br />
|startup=25<br />
|active=5<br />
|recovery=14<br />
|frameAdv=-1 {{Tooltip | text=(+18)| hovertext=On jump cancel.}}<br />
|invuln=<br />
|description=As before, +18 when jump cancelled. You can use this to catch mashing, as it's mostly disjointed. It also does significantly more guard damage.<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Ground Throw</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_Throw.png<br />
|caption=<br />
|name=Ground Throw<br />
|linkname=Ground Throw<br />
|input=4/6A+D<br>(~2)<br />
|data=<br />
{{AttackData-MB<br />
|version=Neutral<br />
|damage=1000<br />
|reddamage=384<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=-<br />
|invuln=See desc<br />
|description= Ground throw. On hit, invuln during throw animation. Techable knockdown, can OTG off this. Use 2C to catch techs on reaction in the corner / dash 2C to catch forward/neutral tech outside the corner.<br />
}}<br />
{{AttackData-MB<br />
|header=no<br />
|version=~2<br />
|damage=800<br />
|reddamage=384<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=3<br />
|active=1<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=See desc<br />
|description= Same as above, but HKD & opponent is invulnerable on the ground.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_Airthrow.png<br />
|caption=<br />
|name=Air Throw<br />
|linkname=Air Throw<br />
|input=j.4/6A+D<br />
|data=<br />
{{AttackData-MB<br />
|damage=1600 (Raw)<br>1200 (Ender)<br />
|reddamage=576<br />
|proration=100%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=U<br />
|startup=2<br />
|active=1<br />
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}<br />
|frameAdv=-<br />
|invuln=<br />
|description=Regular as an airthrow ender. Recovery is on landing. Usually inferior to j.236B ender since you don't get anything besides 214B antijump, unless your opponent is very patient on wakeup.<br />
<br />
OTG-able ground bounce as a combo starter.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Counter</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_SC.png<br />
|image2=MB_F_Roa_2C.png<br />
|image3=MB_H_Roa_jSC.png<br />
|caption=<br />
|name=Shield Counter<br />
|linkname=Shield Counter<br />
|input=Auto after a successful shield (Air OK)<br>/ 5D/2D~236D<br />
|data=<br />
{{AttackData-MB <br />
|version=Standing<br />
|damage=500 (345)<br />
|reddamage=198<br />
|proration=40% <br />
|circuit=3.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LHA <br />
|startup=9<br />
|active=4 <br />
|recovery=18<br />
|frameAdv=-4<br />
|invuln= <br />
|description=H-Roa's standing shield counter. Looks like 5C(1). This applies for the other shield counters as well: "For H-Moon, shielding hits that would cause Auto Shield Counter, if the shield is successful on the first frame of the shield box, there is a 2 frame window where throw can be input after the shield." Window is 14f if it wouldn't trigger shield counter, and can also be cancelled into dash. You can manually input a shield counter with 236D on projectiles.<br />
}}<br />
{{AttackData-MB <br />
|version=Crouching<br />
|damage=1500 (1035)<br />
|reddamage=662<br />
|proration=50% <br />
|circuit=10.5%<br />
|cancel=SP, EX, (J)<br />
|guard=LA <br />
|startup=9<br />
|active=4 <br />
|recovery=18 <br />
|frameAdv=-4 <br />
|invuln= <br />
|description=H-Roa's crouching shield counter. Looks like 2C. Same notes as above.<br />
}}<br />
{{AttackData-MB <br />
|version=Air<br />
|damage=500 (345)<br />
|reddamage=198<br />
|proration=50% <br />
|circuit=3.5%<br />
|cancel=<br />
|guard=HA <br />
|startup=9<br />
|active=4 <br />
|recovery=<br />
|frameAdv=+14<br />
|invuln= <br />
|description=Air shield counter.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Shield Bunker</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_214D.png<br />
|image2=MB_H_Roa_214D.png<br />
|caption=<br />
|name=Shield Bunker<br />
|linkname=Shield Bunker<br />
|input=214D in neutral or blockstun<br />
|data= <br />
{{AttackData-MB <br />
|version=Neutral<br />
|damage=500<br />
|reddamage=192<br />
|proration=50%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=26<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln=Clash 1-10<br />
}}<br />
{{AttackData-MB <br />
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}<br />
|damage=500<br />
|reddamage=192<br />
|proration=100%<br />
|circuit=0.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=8<br />
|active=4<br />
|recovery=19<br />
|frameAdv=-5<br />
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}<br />
|description=Similar to C-Moon 6C.<br />
}}<br />
{{AttackData-MB <br />
|version=Blockstun<br />
|damage=0<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=-100.0% <br />
|cancel=<br />
|guard=LHA<br />
|startup=19<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-7<br />
|invuln= <br />
|description=H-Moon specific reversal bunker.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Circuit Spark</span> =====<br />
{{MoveData<br />
|image=MB_C_Roa_CSpark.png<br />
|image2=MB_C_Roa_CSpark_Air.png<br />
|name=Circuit Spark<br />
|linkname=Circuit Spark<br />
|input=In Heat:<br>Auto during hitstun<br>A+B+C during blockstun<br />
|caption=<br />
|data= <br />
{{AttackData-MB <br />
|version=Ground<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=11<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invuln=Full 1-39<br />
|description=<br />
}}<br />
{{AttackData-MB <br />
|header=no<br />
|version=Air<br />
|damage=100<br />
|reddamage=0<br />
|proration=100%<br />
|circuit=removes all<br />
|cancel= <br />
|guard=U<br />
|startup=12<br />
|active=10<br />
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}<br />
|frameAdv=<br />
|invuln=Strike 1-30<br />
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.<br />
}}<br />
}}<br />
<br />
=== Special Moves ===<br />
==== Grounded Specials ====<br />
===== <span class="invisible-header">236X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_236AB.png<br />
|image2=MB_H_Roa_236B_BE.png<br />
|image3=MB_H_Roa_236C.png<br />
|caption=SOKO DAROU!<br />
|caption2=Feint<br />
|caption3=Your opponent whiffed something... or you're about to eat 5k.<br />
|name=Thunder Flash<br>(EX: Seventh Heaven (Original Sin))<br />
|input=236A/B/[B]/C<br />
|linkname=236X<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=1500<br />
|reddamage=1152<br />
|proration=100%<br />
|circuit=10.5%<br />
|cancel=<br />
|guard=LH<br />
|startup=12<br />
|active=5<br />
|recovery=29<br />
|frameAdv=-6<br />
|invuln=High 4-11, Full 12-27<br />
|description= Soko Darou A is mainly used to disrespect spacing and punish whiffed normals. While it is -6 on block normally, there's 5 active frames with individual hitboxes, so hitting with the 3rd active frame or later leaves you safe on block. You should only be using this when you're /sure/ it'll hit, since your reward off this is either meh damage if you have meter, OTG 2A mash in the corner for a bit more meter and maybe a tech trap, or (most likely) 236B oki. However, this move /is/ air unblockable, and therefore your go-to for sniping landings and other reads. <br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=1500<br />
|reddamage=1152<br />
|proration=100%<br />
|circuit=10.5%<br />
|cancel=<br />
|guard=LH<br />
|startup=32*<br />
|active=5<br />
|recovery=13<br />
|frameAdv=7<br />
|invuln=High 7-31, Full 32-47<br />
|description=Holding B can delay the startup to up to 42f, depending on how long B is held. -- H-Roa's bread and butter and the skill that makes people hate your character. At +7 on block, this special can be used to reset, start pressure, and gives H-Roa some of his best damage on a counterhit. This will also cross up your opponent if used near max range. Additionally, you can half-charge it to try to get your opponent to flinch.<br />
}}<br />
{{AttackData-MB<br />
|version=[B]<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel=<br />
|guard=<br />
|startup=20<br />
|active=X<br />
|recovery=16<br />
|frameAdv=<br />
|invuln=<br />
|description=This is the feint/fake. You can use this in your pressure into redash, as a way to fake people out who expect Soko B. You can also use this as a (gimmicky) oki setup, where you do 236[B] 2A, 236[B] throw, or 236{B}. If they start throw teching, use 236[B] 5B to call it out. You mainly use this move for mind games, as it has a decent amount of recovery.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=400, 300*20 (3043)<br />
|reddamage=(3195)<br />
|proration=50% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=5+7<br />
|active={{Tooltip | text=120| hovertext=3 (2) x19, 3 (6) 16}}<br />
|recovery=26<br />
|frameAdv=-24<br />
|invuln=High 3-11, Full 12-132<br />
|description=While this move doesn't have full invul like Ciel's 236C, at first glance this might make this move look useless. <br><br />
However it has a hidden property — it's projectile invulnerable.<br><br />
So use this to punish a lot of situations where opponent uses some kind of projectile.<br><br />
Note that this move has the following downsides:<br />
* The startup is not fast.<br />
* It is air blockable.<br />
* It's range is not full screen.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_623A.png<br />
|image2=MB_H_Roa_623B.png<br />
|image3=MB_H_Roa_623C.png<br />
|caption=<br />
|caption2=<br />
|caption3=<br />
|name=Rising Thunder<br>(EX: Rising Thunder Praise)<br />
|input=623A/B/C<br />
|linkname=623X<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=500, 1000 (1351)<br />
|reddamage=(1038)<br />
|proration=100%<br />
|circuit=2.1%, 7.0% (9.1%)<br />
|cancel=-EX-<br />
|guard=LH<br />
|startup=5<br />
|active={{Tooltip | text=7| hovertext=4, 3}}<br />
|recovery=42<br />
|frameAdv=-31, -27<br />
|invuln=<br />
|description=This move is pretty bad. Its only purpose is as a fast antiair, since both hits are AUB. However, you're better off just doing rising j.A or 214B. Ideally, this move almost never comes out.<br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=500*3, 1000 (2133)<br />
|reddamage=(1639)<br />
|proration=100%<br />
|circuit=2.1%*3, 7.0% (13.3%)<br />
|cancel=<br />
|guard=LH (1), LHA (2-4)<br />
|startup=4<br />
|active={{Tooltip | text=12| hovertext=4, 4, 2, 2}}<br />
|recovery=46<br />
|frameAdv=-40, -36,<br>-32, -30<br />
|invuln=Full 1-5<br />
|description=H-Roa's meterless reversal (and invuln, too!). Only the first hit is AUB, but you can use this like you would any other DP. Goes at a solid angle, is invuln... what more do you want? You can use this to tack on damage after your OTG ground throw if you *really* want.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=400*6, 1000 (2706)<br />
|reddamage=(1982)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=2+0<br />
|active={{Tooltip | text=25| hovertext=4 x5, 2, 3}}<br />
|recovery=44<br />
|frameAdv=-58 (min)<br />
|invuln=Full 1-4<br />
|description=Faster than B version, with higher damage and wallslam for better frame advantage on hit, while maintaining invincibility. Notably, the 2+0 startup means this cannot be safejumped by C/H moon characters unless their safejump outspaces it.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_214A.png<br />
|image2=MB_H_Roa_214B.png<br />
|image3=MB_H_Roa_214C.png<br />
|caption=Covers your head and cross-ups.<br />
|caption2=Hold down the air game<br />
|caption3=Pressure resets everywhere...<br />
|name=Thunder Needle - Moment<br>(EX: Thunder Needle - Moment Viper)<br />
|input=214A/B/C<br />
|linkname=214X<br />
|data=<br />
{{AttackData-MB<br />
|version=A/B<br />
|damage=1000<br />
|reddamage=768<br />
|proration=70% (O)<br />
|circuit=7.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=16<br />
|active={{Tooltip | text=12| hovertext=Single Hit. 4 (2) 2 (2) 2}}<br />
|recovery=14<br />
|frameAdv=-4<br />
|invuln=<br />
|description=A version will cover behind you, B version won't. Only the first hit of this will cover your head, so you actually can be hit through this even without disjoints. However, this special is extremely good and once again gives you very solid damage on counterhit. This move is air unblockable, so use this to preemptively anti-air, and use 214B to poke. Be aware of its significant startup and recovery, because you can be hit out of startup easily, and opponents can whiff punish you if they have particularly long-reaching normals (Satsuki dash 2C, for example). <br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=450*8 (2867)<br />
|reddamage=(2427)<br />
|proration=100%<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LH<br />
|startup=5+13<br />
|active=X {{Tooltip | text=(55)| hovertext=2 (1) 1 (3) x7, 2 (1) 1}}<br />
|recovery=16<br />
|frameAdv=12 ~ 61<br />
|invuln=<br />
|description= This move is (in my opinion) H-Roa's best special. You can use it to lock down neutral, dump in pressure for absolutely free meter dump, or use to extend some of your combos for extra damage. Additionally, it recovers during active frames, so it's deceptively hard to punish. You should be using this often. Also, it's one of the only ways to keep your turn after a point blank 236B midscreen, so you can use it for that as well. <br />
}}<br />
}}<br />
<br />
==== Aerial Specials ====<br />
===== <span class="invisible-header">j.236X</span> =====<br />
{{MoveData<br />
|image=MB_H_Roa_j236A.png<br />
|image2=MB_H_Roa_j236B.png<br />
|image3=MB_H_Roa_j236C.png<br />
|caption=Fast<br />
|caption2=Covers your head and feet<br />
|caption3=Reversal time!<br />
|name=Brilliant Impetus - Ghost Tail<br />
|linkname=j.236X<br />
|input=j.236A/B/C<br />
|data=<br />
{{AttackData-MB<br />
|version=A<br />
|damage=800<br />
|reddamage=480<br />
|proration=75% (O)<br />
|circuit=5.6%<br />
|cancel=(EX), (J)<br />
|guard=LHA<br />
|startup=12<br />
|active=3<br />
|recovery={{Tooltip | text=3| hovertext=Landing recovery.}}<br />
|frameAdv=3 (TK)<br />
|invuln=<br />
|description=Slow for an air-to-air, but can be used to change your momentum to throw off landing snipes. Be careful though, because this move doesn't cover above or below you, and leaves you open to punishes if you whiff it too high. However, it's plus on TK, so you can do tk j.236A in pressure and keep your turn. Also, you can link it in certain air combos with j.bc j.236a sdj j.bc AT for style points. Use this at the end of your combos to return to neutral, but be aware it's a bit more height-sensitive than j.236B. However, it has less landing recovery, <br />
}}<br />
{{AttackData-MB<br />
|version=B<br />
|damage=700*3 (1579)<br />
|reddamage=(866)<br />
|proration=75% (O)<br />
|circuit=4.9%*3 (14.7%)<br />
|cancel=EX, J<br />
|guard=LHA<br />
|startup=15<br />
|active=3 (3) 3 (3) 3<br />
|recovery={{Tooltip | text=9| hovertext=Landing recovery.}}<br />
|frameAdv=-1 (TK)<br />
|invuln=<br />
|description=This move looks really bad. It's slower than j.236A, has more recovery, and gives your opponent more time to react. However: it requires 3 shields AND covers above and below you, while j.236A doesn't. You can use this to catch people trying to antiair you at weird angles, since it's disjointed. Use this at the end of your combos to return to neutral, while leaving your opponent in an awkward situation.<br />
}}<br />
{{AttackData-MB<br />
|version=EX<br />
|damage=400*6 (1591)<br />
|reddamage=(1145)<br />
|proration=75% (O)<br />
|circuit=-100.0%<br />
|cancel=<br />
|guard=LHA<br />
|startup=3+11<br />
|active={{Tooltip | text=12| hovertext=2 x6}}<br />
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}}<br />
|frameAdv=5 (TK)<br />
|invuln=Full 1-25<br />
|description=This is a true air reversal. With that said, it's still an air reversal, and metered on a half moon character with mediocre meter gain. You can use this to tack on extra damage at the end of an air combo. It covers slightly more room than j.236B, and it's +5, but the pushback means that you can't really use it like you would j.236A. It does require individual shields, for any players crazy enough to go for it,<br />
}}<br />
}}<br />
<br />
=== Arc Drive ===<br />
{{MoveData<br />
|image=MBHRoaAD.png<br />
|caption=<br />
|name=Heavenly Crashing Thunder<br />
|linkname=Arc Drive<br />
|input=41236C during Heat<br />
|data=<br />
{{AttackData-MB <br />
|damage=7000 (3080)<br />
|reddamage=(2137)<br />
|proration=50% (O)<br />
|circuit=removes all<br />
|cancel=<br />
|guard=LH<br />
|startup=7+6<br />
|active=2<br />
|recovery=38<br />
|frameAdv=-15<br />
|invuln=Full 7-8, 13-14<br />
|description=Use as combo ender or as an OTG, otherwise it's not super useful since it's a hitgrab. If you combo someone in heat, this is what you should be going into, but I often find having an extra 214C/236C is useful, since H-Roa rarely gets a clean grounded hit in pressure & having the ability to either extend pressure or confirm a 214B frametrap is more useful than having the extra damage. <br />
}}<br />
}} <br />
<br />
{{Navbox-MBAACC}}<br />
<br />
[[Category:Melty Blood Actress Again Current Code]]<br />
[[Category:Michael Roa Valdamjong]]</div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=Template:Navbox-MBAACC/Char_mini&diff=229715Template:Navbox-MBAACC/Char mini2022-12-31T11:03:23Z<p>EikaMikiku: Border color fix</p>
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{{Navbox-MBAACC/Char mini|name=Miyako|moons=cf}}{{clear}}<br />
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[[Category:Melty Blood Actress Again Current Code]]<br />
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</noinclude></div>EikaMikikuhttps://wiki.gbl.gg/index.php?title=User:EikaMikiku&diff=229714User:EikaMikiku2022-12-31T11:02:04Z<p>EikaMikiku: </p>
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<div>{| class="wikitable"<br />
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{{Navbox/Row| text=<span >[S+]</span> | iconwidth=62 | textwidth=84 | hideLabel=true | textsize=0<br />
| data=<br />
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{{Navbox-MBAACC/Char mini|name=Seifuku |moons=f |pname=Akiha Tohno (Seifuku) }}<br />
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