https://wiki.gbl.gg/api.php?hidebots=1&urlversion=1&days=7&limit=50&target=Melty_Blood%2FMBAACC%2FAkiha_Tohno%2FHalf_Moon&action=feedrecentchanges&feedformat=atomMizuumi Wiki - Changes related to "Melty Blood/MBAACC/Akiha Tohno/Half Moon" [en]2024-03-29T15:35:46ZRelated changesMediaWiki 1.39.2https://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Aoko_Aozaki/Full_Moon&diff=317011&oldid=317009Melty Blood/MBAACC/Aoko Aozaki/Full Moon2024-03-27T07:41:23Z<p><span dir="auto"><span class="autocomment">Overview</span></span></p>
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<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div> </div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"><br></ins></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>F-Aoko is the closest thing to the Shoto character archetype in MBAACC, even though no such archetype exists in this game. Fitted with a plethora of great normals, orbs for both setplay and zoning, a meterless DP, and even a fireball, she's got it all. She'll take you far in Melty, provided you have a strong understanding of the game's fundamentals and pressure game. While her orbs aren't as strong or as versatile compared to her other two moons, she can still sit back and turn the screen into a veritable minefield using 236X, 214X, and j214X. When the situation calls for it, she can transition from zoning to rushdown in an instant with her above average mobility and somewhat cheesy neutral skip in 236C. With the power of 5B, j.B, j.C, and her double airdash, she's a huge threat on the approach, any blocked normal leading to nightmarish stagger pressure. Her EX moves provide tons of utility, chief among these being 214C (Referred to as Blue Fire), a hellishly plus lingering mass of projectiles that enables real high/low mixups on block. Despite all this, she is not without her (admittedly minor) flaws. For one, her lower than average effective HP pool means mistakes hurt quite a bit. Her meterless DP also leaves much to be desired; its slow startup makes it easy to OS / safejump, and on hit the situation you're left in is awkward to navigate (opponent right above your head, lengthy recovery, likely crossed up). She also has a notable amount of dead / useless moves in her kit. For example, 22C doesnt really have a good use case, same deal with 421C. This might make her seem painfully linear at times, but her other metered options are so strong that it becomes a non-issue. 214C and 236C are the definition of brute force, and are very difficult for the opponent to properly defend against. </div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>F-Aoko is the closest thing to the Shoto character archetype in MBAACC, even though no such archetype exists in this game. Fitted with a plethora of great normals, orbs for both setplay and zoning, a meterless DP, and even a fireball, she's got it all. She'll take you far in Melty, provided you have a strong understanding of the game's fundamentals and pressure game. While her orbs aren't as strong or as versatile compared to her other two moons, she can still sit back and turn the screen into a veritable minefield using 236X, 214X, and j214X. When the situation calls for it, she can transition from zoning to rushdown in an instant with her above average mobility and somewhat cheesy neutral skip in 236C. With the power of 5B, j.B, j.C, and her double airdash, she's a huge threat on the approach, any blocked normal leading to nightmarish stagger pressure. Her EX moves provide tons of utility, chief among these being 214C (Referred to as Blue Fire), a hellishly plus lingering mass of projectiles that enables real high/low mixups on block. Despite all this, she is not without her (admittedly minor) flaws. For one, her lower than average effective HP pool means mistakes hurt quite a bit. Her meterless DP also leaves much to be desired; its slow startup makes it easy to OS / safejump, and on hit the situation you're left in is awkward to navigate (opponent right above your head, lengthy recovery, likely crossed up). She also has a notable amount of dead / useless moves in her kit. For example, 22C doesnt really have a good use case, same deal with 421C. This might make her seem painfully linear at times, but her other metered options are so strong that it becomes a non-issue. 214C and 236C are the definition of brute force, and are very difficult for the opponent to properly defend against. </div></td></tr>
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</table>Vsolidhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Shiki_Ryougi/Half_Moon&diff=317010&oldid=312232Melty Blood/MBAACC/Shiki Ryougi/Half Moon2024-03-27T07:41:01Z<p><span dir="auto"><span class="autocomment">Overview</span></span></p>
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<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div> </div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"><br></ins></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>H-Ryougi trades C-Ryougi's gimmicks, F-Ryougi's improved rekkas, and both moons' unblockables for a toolkit focused almost entirely on her unique set of knife toss moves. Knife toss specials have fantastic all-around utility, and she arguably has the best pressure and okizeme of the three moons because of them. Her normals are a mixture of F and C's (debatably lesser) normals with all their pros and cons. Her ground buttons (disregarding command normals) are mostly the same as C-Ryougi's with one important exception, she takes 5C from F-Ryougi instead, giving her much better horizontal reach and ability to convert at range. Her air buttons are the exact same as F-Ryougi's, except jB has been split into two separate normals with j6B being the upwards hit.<br></div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>H-Ryougi trades C-Ryougi's gimmicks, F-Ryougi's improved rekkas, and both moons' unblockables for a toolkit focused almost entirely on her unique set of knife toss moves. Knife toss specials have fantastic all-around utility, and she arguably has the best pressure and okizeme of the three moons because of them. Her normals are a mixture of F and C's (debatably lesser) normals with all their pros and cons. Her ground buttons (disregarding command normals) are mostly the same as C-Ryougi's with one important exception, she takes 5C from F-Ryougi instead, giving her much better horizontal reach and ability to convert at range. Her air buttons are the exact same as F-Ryougi's, except jB has been split into two separate normals with j6B being the upwards hit.<br></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>This combination of strengths and weaknesses from her other two moons paired with her unique kit makes her overall much more suited for rushdown. That being said, the flaws in her neutral game and lack of safe ways to close the gap mean she often has to bide her time and play passive until an opening presents itself. H-Ryougi rewards good patience, tests your opponent's patience, and looks very cool while doing so.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>This combination of strengths and weaknesses from her other two moons paired with her unique kit makes her overall much more suited for rushdown. That being said, the flaws in her neutral game and lack of safe ways to close the gap mean she often has to bide her time and play passive until an opening presents itself. H-Ryougi rewards good patience, tests your opponent's patience, and looks very cool while doing so.</div></td></tr>
</table>Vsolidhttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Aoko_Aozaki/Full_Moon&diff=317009&oldid=311149Melty Blood/MBAACC/Aoko Aozaki/Full Moon2024-03-27T07:39:55Z<p><span dir="auto"><span class="autocomment">Overview: </span> un-ESL'd the character description a tiny bit... ok a lot its a total rewrite</span></p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>F-Aoko<del style="font-weight: bold; text-decoration: none;">, </del>the <del style="font-weight: bold; text-decoration: none;">so-called "</del>Shoto<del style="font-weight: bold; text-decoration: none;">" of </del>MBAACC <del style="font-weight: bold; text-decoration: none;">(if </del>such <del style="font-weight: bold; text-decoration: none;">a thing even </del>exists<del style="font-weight: bold; text-decoration: none;">)</del>. Fitted with a <del style="font-weight: bold; text-decoration: none;">lot </del>of <del style="font-weight: bold; text-decoration: none;">good </del>normals for <del style="font-weight: bold; text-decoration: none;">neutral</del>, <del style="font-weight: bold; text-decoration: none;">plenty of orbs </del>and even a fireball, <del style="font-weight: bold; text-decoration: none;">F-Aoko is a character whose basics will carry </del>you far in Melty <del style="font-weight: bold; text-decoration: none;">as long as </del>you have strong understanding of the game's fundamentals. While her orbs aren't as <del style="font-weight: bold; text-decoration: none;">varied </del>or <del style="font-weight: bold; text-decoration: none;">strong </del>as <del style="font-weight: bold; text-decoration: none;">in </del>her other moons, she can still <del style="font-weight: bold; text-decoration: none;">very easily </del>sit back and turn the screen into a minefield using 236X, 214X, and j214X. <del style="font-weight: bold; text-decoration: none;">She </del>can <del style="font-weight: bold; text-decoration: none;">also quickly </del>transition from zoning to rushdown in an instant. With the power of 5B, j.B, j.C, and her airdash <del style="font-weight: bold; text-decoration: none;">movement</del>, she <del style="font-weight: bold; text-decoration: none;">can quickly be in your face with </del>stagger pressure <del style="font-weight: bold; text-decoration: none;">and okizeme</del>. Her EX moves <del style="font-weight: bold; text-decoration: none;">also </del>provide tons of utility, chief among <del style="font-weight: bold; text-decoration: none;">those </del>being 214C (<del style="font-weight: bold; text-decoration: none;">"blue fiyah"</del>) <del style="font-weight: bold; text-decoration: none;">which can lock </del>the opponent <del style="font-weight: bold; text-decoration: none;">down long enough </del>for <del style="font-weight: bold; text-decoration: none;">her </del>to <del style="font-weight: bold; text-decoration: none;">enforce </del>a <del style="font-weight: bold; text-decoration: none;">mixup. A </del>stable character <del style="font-weight: bold; text-decoration: none;">among many in </del>the <del style="font-weight: bold; text-decoration: none;">world of Melty</del>.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>F-Aoko <ins style="font-weight: bold; text-decoration: none;">is the closest thing to </ins>the Shoto <ins style="font-weight: bold; text-decoration: none;">character archetype in </ins>MBAACC<ins style="font-weight: bold; text-decoration: none;">, even though no </ins>such <ins style="font-weight: bold; text-decoration: none;">archetype </ins>exists <ins style="font-weight: bold; text-decoration: none;">in this game</ins>. Fitted with a <ins style="font-weight: bold; text-decoration: none;">plethora </ins>of <ins style="font-weight: bold; text-decoration: none;">great </ins>normals<ins style="font-weight: bold; text-decoration: none;">, orbs </ins>for <ins style="font-weight: bold; text-decoration: none;">both setplay and zoning, a meterless DP</ins>, and even a fireball, <ins style="font-weight: bold; text-decoration: none;">she's got it all. She'll take </ins>you far in Melty<ins style="font-weight: bold; text-decoration: none;">, provided </ins>you have <ins style="font-weight: bold; text-decoration: none;">a </ins>strong understanding of the game's fundamentals <ins style="font-weight: bold; text-decoration: none;">and pressure game</ins>. While her orbs aren't as <ins style="font-weight: bold; text-decoration: none;">strong </ins>or as <ins style="font-weight: bold; text-decoration: none;">versatile compared to </ins>her other <ins style="font-weight: bold; text-decoration: none;">two </ins>moons, she can still sit back and turn the screen into a <ins style="font-weight: bold; text-decoration: none;">veritable </ins>minefield using 236X, 214X, and j214X. <ins style="font-weight: bold; text-decoration: none;">When the situation calls for it, she </ins>can transition from zoning to rushdown in an instant <ins style="font-weight: bold; text-decoration: none;">with her above average mobility and somewhat cheesy neutral skip in 236C</ins>. With the power of 5B, j.B, j.C, and her <ins style="font-weight: bold; text-decoration: none;">double </ins>airdash, she<ins style="font-weight: bold; text-decoration: none;">'s a huge threat on the approach, any blocked normal leading to nightmarish </ins>stagger pressure. Her EX moves provide tons of utility, chief among <ins style="font-weight: bold; text-decoration: none;">these </ins>being 214C (<ins style="font-weight: bold; text-decoration: none;">Referred to as Blue Fire</ins>)<ins style="font-weight: bold; text-decoration: none;">, a hellishly plus lingering mass of projectiles that enables real high/low mixups on block. Despite all this, she is not without her (admittedly minor) flaws. For one, her lower than average effective HP pool means mistakes hurt quite a bit. Her meterless DP also leaves much to be desired; its slow startup makes it easy to OS / safejump, and on hit </ins>the <ins style="font-weight: bold; text-decoration: none;">situation you're left in is awkward to navigate (</ins>opponent <ins style="font-weight: bold; text-decoration: none;">right above your head, lengthy recovery, likely crossed up). She also has a notable amount of dead / useless moves in her kit. For example, 22C doesnt really have a good use case, same deal with 421C. This might make her seem painfully linear at times, but her other metered options are so strong that it becomes a non-issue. 214C and 236C are the definition of brute force, and are very difficult </ins>for <ins style="font-weight: bold; text-decoration: none;">the opponent </ins>to <ins style="font-weight: bold; text-decoration: none;">properly defend against. </ins></div></td></tr>
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<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">If you're looking for </ins>a stable<ins style="font-weight: bold; text-decoration: none;">, low-execution </ins>character <ins style="font-weight: bold; text-decoration: none;">with an aggressive flavor and powerful meter burn options, and dont mind having some mild defensive woes or only half the functioning moves other characters might have, F-Aoko is </ins>the <ins style="font-weight: bold; text-decoration: none;">one for you</ins>.</div></td></tr>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>=== Unique Mechanics ===</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>=== Unique Mechanics ===</div></td></tr>
</table>Vsolidhttps://wiki.gbl.gg/index.php?title=Melty_Blood/Advanced_Mechanics&diff=316774&oldid=316516Melty Blood/Advanced Mechanics2024-03-26T22:16:54Z<p><span dir="auto"><span class="autocomment">Defense Modifier</span></span></p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Defense Modifier===</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Defense Modifier===</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Each character has 4 Defense Modifier values which act as multipliers on damage taken by that character. For each 25% (2850) of the opponent's Missing Health, the opponent's Defense Modifier will change. For most characters the Defense Modifier decreases as their health drops (resulting in less damage taken), but a few characters break this trend. Defense Modifiers are shared between moons for all characters except [[Melty_Blood/MBAACC/Mech-Hisui|Mech-Hisui]], [[Melty_Blood/MBAACC/Nero_Chaos|Nero]], and [[Melty_Blood/MBAACC/Neco_%26_Mech|Neco-Mech]]. [[Melty_Blood/MBAACC/Hisui_%26_Kohaku|Maids (Hisui & Kohaku)]] have <del style="font-weight: bold; text-decoration: none;">separate </del>Defense Modifiers <del style="font-weight: bold; text-decoration: none;">for each Maid, </del>and use the values for whichever Maid is currently the lead.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Each character has 4 Defense Modifier values which act as multipliers on damage taken by that character. For each 25% (2850) of the opponent's Missing Health, the opponent's Defense Modifier will change. For most characters the Defense Modifier decreases as their health drops (resulting in less damage taken), but a few characters break this trend. Defense Modifiers are shared between moons for all characters except [[Melty_Blood/MBAACC/Mech-Hisui|Mech-Hisui]], [[Melty_Blood/MBAACC/Nero_Chaos|Nero]], and [[Melty_Blood/MBAACC/Neco_%26_Mech|Neco-Mech]]. [[Melty_Blood/MBAACC/Hisui_%26_Kohaku|Maids (Hisui & Kohaku)]] have <ins style="font-weight: bold; text-decoration: none;">the same </ins>Defense Modifiers <ins style="font-weight: bold; text-decoration: none;">as Hisui and Kohaku do separately </ins>and use the values for whichever Maid is currently the lead<ins style="font-weight: bold; text-decoration: none;">, but they also have a separate 1.035x multiplier on received damage</ins>.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>For in-depth data on character health and Defense Modifiers, either see the [[#Health_Values|"Health Values"]] section below<del style="font-weight: bold; text-decoration: none;">, </del>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].</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>For in-depth data on character health and Defense 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]<ins style="font-weight: bold; text-decoration: none;">. Note that the Defense Modifiers listed here and on the character pages take into account the Hit Count multiplier and Stance multiplier as explained below (as well as the Maids specific multiplier). For example, V.Sion's actual Defense Modifiers are 1.00, 0.95, 0.90, 0.90, but her values listed are 1.00 * 32/32 (1.000), 0.95 * 31/32 (0.920), 0.90 * 30/32 (0.843), and 0.90 * 29/32 (0.815), and on her character page the health values for jump and crouch are these same values multiplied by 0.88 and 1.08 respectively. This is done to get a more accurate Net Health value, but is not accurate to how the game handles these values</ins>.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Hit Count===</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Hit Count===</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l23">Line 23:</td>
<td colspan="2" class="diff-lineno">Line 23:</td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Correction Value===</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Correction Value===</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>By default, the Correction Value is 100% and acts as a multiplier on damage dealt. Some hits will reduce this value while others will leave it the same, but the Correction Value will never increase mid-combo. After a hit, the new Correction Value is determined by the hits assigned proration and the type of proration that the hit has: override, or multiplicative. Override proration works by overriding the Correction Value with the hit's proration value if and only if that proration value is lower. Multiplicative proration works by multiplying the current Correction Value by the hit's proration value to calculate the new Correction Value. The Correction Value is updated after the hit has dealt its damage, so a hit's proration does not effect its own damage, only the damage of following hits. EX Cancels and OTG Relaunches both apply 65% multiplicative proration. The EX Cancel proration occurs upon EX Flash and is thus applied before the hit. The OTG Relaunch proration does not apply to hit grabs, and it occurs before the hit's normal proration but otherwise functions normally, only applying to hits after the relaunch.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>By default, the Correction Value is 100% and acts as a multiplier on damage dealt. Some hits will reduce this value while others will leave it the same, but the Correction Value will never increase mid-combo. After a hit, the new Correction Value is determined by the hits assigned proration and the type of proration that the hit has: override, or multiplicative. Override proration works by overriding the Correction Value with the hit's proration value if and only if that proration value is lower. Multiplicative proration works by multiplying the current Correction Value by the hit's proration value to calculate the new Correction Value. The Correction Value is updated after the hit has dealt its damage, so a hit's proration does not effect its own damage, only the damage of following hits. EX Cancels and OTG Relaunches both apply 65% multiplicative proration. The EX Cancel proration occurs upon EX Flash and is thus applied before the hit. The OTG Relaunch proration does not apply to hit grabs, and it occurs before the hit's normal proration but otherwise functions normally, only applying to hits after the relaunch.</div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">Proration is often also used to refer to the Correction Value itself.</ins></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>=====Reverse Penalty=====</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>=====Reverse Penalty=====</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l50">Line 50:</td>
<td colspan="2" class="diff-lineno">Line 52:</td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>¹Cancelling a shield into another shield does not incur the penalty.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>¹Cancelling a shield into another shield does not incur the penalty.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>After the specified number of frames have passed, the Reverse Penalty value will decay at a linear rate of 0.2475% / F. Although Reverse Penalty is stored to several decimal places, the game rounds up to the nearest whole percent for damage calculations. The in-game Attack Display may not always line up with the effective value of Reverse Penalty since the number shown is rounded to the nearest tenth of a percent (0.05 rounds down), while the value used for calculations is always rounded up. For example, an internal value of 9.98% will display 10.0% and use 10% for damage, while an internal value of 10.02% will still display 10.0% but will use 11% for damage. The Attack Display's Correction Value will, however, be accurate (after one Reverse Beat the display will show a Reverse Penalty of 22.5% (22.55% internally), but hitting the opponent with an attack <del style="font-weight: bold; text-decoration: none;">with a high enough Correction Value </del>will properly display a Correction Value of 77%).</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>After the specified number of frames have passed, the Reverse Penalty value will decay at a linear rate of 0.2475% / F. Although Reverse Penalty is stored to several decimal places, the game rounds up to the nearest whole percent for damage calculations. The in-game Attack Display may not always line up with the effective value of Reverse Penalty since the number shown is rounded to the nearest tenth of a percent (0.05 rounds down), while the value used for calculations is always rounded up. For example, an internal value of 9.98% will display 10.0% and use 10% for damage, while an internal value of 10.02% will still display 10.0% but will use 11% for damage. The Attack Display's Correction Value will, however, be accurate (after one Reverse Beat the display will show a Reverse Penalty of 22.5% (22.55% internally), but hitting the opponent with an attack will properly display a Correction Value of <ins style="font-weight: bold; text-decoration: none;">77%, assuming the attack's proration was greater than </ins>77%).</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Stance===</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Stance===</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l70">Line 70:</td>
<td colspan="2" class="diff-lineno">Line 72:</td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Damage Calculations===</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Damage Calculations===</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Damage is calculated in the following order. The result of each calculation is rounded down before the next calculation.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Damage is calculated in the following order. The result of each calculation is rounded down before the next calculation.</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div> Damage = '''Base Damage''' * '''Defense Modifier'''</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> Damage = '''Base Damage'''</div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"> Damage = Damage * 1.15 (if '''Critical''')</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"> Damage = Damage </ins>* '''Defense Modifier'''</div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"> Damage = Damage * 1.035 (if character receiving damage is Maids)</ins></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div> Damage = Damage * (32 - '''Hit Count''' - '''Quarters of Missing Health''')/32</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div> Damage = Damage * (32 - '''Hit Count''' - '''Quarters of Missing Health''')/32</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div> Damage = Damage * '''Correction Value'''</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div> Damage = Damage * '''Correction Value'''</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div> Damage = Damage * '''Stance'''</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div> Damage = Damage * '''Stance'''</div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"> Damage = Damage * 0.7 (if '''Reduced''')</ins></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>====Example====</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>====Example====</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>C-Roa: 2A > 5B > 2B > 5C(1) > 6C > 2C > 236A > 22C > AD</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>C-Roa: 2A > 5B > 2B > 5C(1) > 6C > 2C > 236A > 22C > AD</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*C-Roa Arc Drive (7000 Base Bamage)</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*C-Roa Arc Drive (7000 Base Bamage)</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>*Against V.Sion (Defense Modifiers of 1.<del style="font-weight: bold; text-decoration: none;">0</del>, 0.95, 0.<del style="font-weight: bold; text-decoration: none;">9</del>, 0.<del style="font-weight: bold; text-decoration: none;">9</del>)</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>*Against V.Sion (Defense Modifiers of 1.<ins style="font-weight: bold; text-decoration: none;">00</ins>, 0.95, 0.<ins style="font-weight: bold; text-decoration: none;">90</ins>, 0.<ins style="font-weight: bold; text-decoration: none;">90</ins>)</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*8 hits before the Arc Drive (24/32 Hit Count Multiplier)</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*8 hits before the Arc Drive (24/32 Hit Count Multiplier)</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*V.Sion has 8159 (72%) health remaining (Use 0.95 Defense Modifier and reduce Hit Count Multiplier to 23/32)</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*V.Sion has 8159 (72%) health remaining (Use 0.95 Defense Modifier and reduce Hit Count Multiplier to 23/32)</div></td></tr>
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<td colspan="2" class="diff-lineno">Line 106:</td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|-</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|-</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! rowspan="2"|Character Name</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! rowspan="2"|Character Name</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>! colspan="4"|<del style="font-weight: bold; text-decoration: none;">Damage </del>Modifier (Health %)</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>! colspan="4"|<ins style="font-weight: bold; text-decoration: none;">Defense </ins>Modifier (Health %)</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! rowspan="2"|Net Health</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! rowspan="2"|Net Health</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! rowspan="2"|Grade</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! rowspan="2"|Grade</div></td></tr>
</table>Gonphttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Arcueid_Brunestud/Crescent_Moon&diff=316518&oldid=313725Melty Blood/MBAACC/Arcueid Brunestud/Crescent Moon2024-03-25T10:00:25Z<p><span dir="auto"><span class="autocomment">Combo Theory: </span> Wording fixes to make the section less awkward</span></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 03:00, 25 March 2024</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l1651">Line 1,651:</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div><div class="mw-collapsible-content"><!-- for spacing reasons when the collapsible is expanded --></div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div><div class="mw-collapsible-content"><!-- for spacing reasons when the collapsible is expanded --></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>*'''5C''': 5C is <del style="font-weight: bold; text-decoration: none;">one of the most </del>crucial <del style="font-weight: bold; text-decoration: none;">moves </del>in C-Arcueid's combo <del style="font-weight: bold; text-decoration: none;">theory</del>. In the corner, it <del style="font-weight: bold; text-decoration: none;">bounces </del>on air hit, allowing the use of 236[B] in your corner combos to <del style="font-weight: bold; text-decoration: none;">go into </del>loops that do incredible damage off <del style="font-weight: bold; text-decoration: none;">even the most insignificant </del>starters. Midscreen, this move <del style="font-weight: bold; text-decoration: none;">gives Arcueid access to </del>the 'Homing' <del style="font-weight: bold; text-decoration: none;">movement </del>on <del style="font-weight: bold; text-decoration: none;">some of her moves, most notably </del>her 5C~C<del style="font-weight: bold; text-decoration: none;">, and it is integral to many of her midscreen combos</del>.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>*'''5C''': 5C is <ins style="font-weight: bold; text-decoration: none;">a </ins>crucial <ins style="font-weight: bold; text-decoration: none;">move </ins>in C-Arcueid's combo <ins style="font-weight: bold; text-decoration: none;">structure</ins>. In the corner, it <ins style="font-weight: bold; text-decoration: none;">wallbounces </ins>on air hit, allowing the use of 236[B] in your corner combos to <ins style="font-weight: bold; text-decoration: none;">perform </ins>loops that do incredible damage off <ins style="font-weight: bold; text-decoration: none;">many </ins>starters. Midscreen, this move <ins style="font-weight: bold; text-decoration: none;">enables corner carry combos through </ins>the 'Homing <ins style="font-weight: bold; text-decoration: none;">jump</ins>' <ins style="font-weight: bold; text-decoration: none;">property </ins>on her 5C~C <ins style="font-weight: bold; text-decoration: none;">followup</ins>.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>*Midscreen: Arcueid's homing jump is accessible from her 5C~C and her 214B~C followup on air hit. In most cases you'll be using 5C. The trajectory of <del style="font-weight: bold; text-decoration: none;">Arc's </del>homing jump is dependent on the timing with which you press the air button during the jump. This means that if you press j.C or j.A as soon as possible after 5C~C, your airheight will be lower, while delay j.B will have you be higher in the air. </div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>*Midscreen: Arcueid's homing jump is accessible from her 5C~C and her 214B~C followup on air hit. In most cases you'll be using 5C. The trajectory of <ins style="font-weight: bold; text-decoration: none;">the </ins>homing jump is dependent on the timing with which you press the air button during the jump. This means that if you press j.C or j.A as soon as possible after 5C~C, your airheight will be lower, while delay j.B will have you be higher in the air. </div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Below are the two most common strings you will use to convert off 5C~C homing jump:</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Below are the two most common strings you will use to convert off 5C~C homing jump:</div></td></tr>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*2C 5C~C j.A dl j.C or j.C dl j.B land 5B 2B 2C 5C....</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*2C 5C~C j.A dl j.C or j.C dl j.B land 5B 2B 2C 5C....</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>While these combos appear similar, <del style="font-weight: bold; text-decoration: none;">you'll be deciding </del>which one to use <del style="font-weight: bold; text-decoration: none;">depending </del>on <del style="font-weight: bold; text-decoration: none;">what </del>area of the screen you are in. If you are too close to the corner <del style="font-weight: bold; text-decoration: none;">you're facing</del>, only doing dl j.B will not grant you enough time to land and complete the combo due to the earlier wallbounce, causing the followup combo to drop. Conversely, if you are too far from <del style="font-weight: bold; text-decoration: none;">the </del>corner, the j.A j.C routing won't carry the opponent far enough, causing the combo after to be hard to <del style="font-weight: bold; text-decoration: none;">pick up </del>if not outright impossible<del style="font-weight: bold; text-decoration: none;">, losing you damage, meter and oki</del>.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>While these combos appear similar, <ins style="font-weight: bold; text-decoration: none;">choosing </ins>which one to use <ins style="font-weight: bold; text-decoration: none;">depends </ins>on <ins style="font-weight: bold; text-decoration: none;">the </ins>area of the screen you are in. If you are too close to the <ins style="font-weight: bold; text-decoration: none;">opposite </ins>corner, only doing dl j.B will not grant you enough time to land and complete the combo due to the earlier wallbounce, causing the followup combo to drop. Conversely, if you are too far from <ins style="font-weight: bold; text-decoration: none;">that </ins>corner, the j.A j.C routing won't carry the opponent far enough, causing the combo after to be hard to <ins style="font-weight: bold; text-decoration: none;">continue, </ins>if not outright impossible.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>The easiest way to plan your routing is to check what area of the screen you are on. If you were to split the entire stage in half, alter your routing based on what half you are on relative to the corner you're facing. If you are on the FAR side of the screen, it's best to use j.B. If you're on the NEAR side of the screen, it's best to use the j.A delay j.C and sometimes j.C delay j.B routes for max range 2B 2C starter. A third scenario which can arise is the absolute fullscreen variant, in which j.B <del style="font-weight: bold; text-decoration: none;">will </del>not be able to carry you completely to the other corner. In this case, there are alternative combos available, and they will be addressed in <del style="font-weight: bold; text-decoration: none;">the </del>later sections.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>The easiest way to plan your routing is to check what area of the screen you are on. If you were to split the entire stage in half, alter your routing based on what half you are on relative to the corner you're facing. If you are on the FAR side of the screen, it's best to use j.B. If you're on the NEAR side of the screen, it's best to use the j.A delay j.C and sometimes j.C delay j.B routes for max range 2B 2C starter. A third scenario which can arise is the absolute fullscreen variant, in which j.B <ins style="font-weight: bold; text-decoration: none;">might </ins>not be able to carry you completely to the other corner. In this case, there are alternative combos available, and they will be addressed in later sections.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>One thing to note is that generally, half charging 5C is recommended for tip range hits (e.g tip range 2B), as 5{C} moves <del style="font-weight: bold; text-decoration: none;">Arc </del>forward a good amount, allowing you to connect the sequence after without dropping the combo.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>One thing to note is that generally, half charging 5C is recommended for tip range hits (e.g tip range 2B), as 5{C} moves <ins style="font-weight: bold; text-decoration: none;">Arcueid </ins>forward a good amount, allowing you to connect the sequence after without dropping the combo.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Another thing to consider is that due to j.A's fairly limited range, the j.A j.C routes might not work if you are at tip range, or wasn't point blank against certain problem characters that have thin air hurtboxes. Using halfcharge 5{C}~C might help, but it's an important skill to recognize when the combo won't work and go for the j.C j.B route or settle for the dl j.B route ending in aircombo into j.2C instead, as an inferior combo is still <del style="font-weight: bold; text-decoration: none;">preferrable </del>to a dropped combo.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Another thing to consider is that due to j.A's fairly limited range, the j.A j.C routes might not work if you are at tip range, or wasn't point blank against certain problem characters that have thin air hurtboxes. Using halfcharge 5{C}~C might help, but it's an important skill to recognize when the combo won't work and go for the j.C j.B route or settle for the dl j.B route ending in aircombo into j.2C instead, as an inferior combo is still <ins style="font-weight: bold; text-decoration: none;">preferable </ins>to a dropped combo.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Lastly, homing combos may seem like the best choice in almost any scenario due to its consistency, but keep in mind that homing has its own damage scaling applied to it, so in cases where you need more damage to kill the opponent, it would be better to perform other routes, such as 4C combos, instead.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Lastly, homing combos may seem like the best choice in almost any scenario due to its consistency, but keep in mind that homing has its own damage scaling applied to it, so in cases where you need more damage to kill the opponent, it would be better to perform other routes, such as 4C combos, instead.</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l1678">Line 1,678:</td>
<td colspan="2" class="diff-lineno">Line 1,678:</td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>After this, you can either do tk.63214B 5B 2B to continue the combo, dash 2A 5B 2B to pick up from further out, or go for her left/right.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>After this, you can either do tk.63214B 5B 2B to continue the combo, dash 2A 5B 2B to pick up from further out, or go for her left/right.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>One important thing to keep in mind as you do these loops is the bounce limit. Many moves in the game causes a bounce on hit against either the wall or the ground, signified by a shockwave that emanates from the point of impact. <del style="font-weight: bold; text-decoration: none;">C-Arcueid is </del>limited to 3 bounces per combo, with the 3rd bounce causing the opponent to become invincible until they recover. For this reason, you generally want to only use 2 bounces per combo to be able to end your combos in a favorable position.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>One important thing to keep in mind as you do these loops is the bounce limit. Many moves in the game causes a bounce on hit against either the wall or the ground, signified by a shockwave that emanates from the point of impact. <ins style="font-weight: bold; text-decoration: none;">You are </ins>limited to 3 bounces per combo, with the 3rd bounce causing the opponent to become invincible until they recover. For this reason, you generally want to only use 2 bounces per combo to be able to end your combos in a favorable position.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*'''236[B]''': The move that enables your corner loops, as it causes float on airhit as well as an untechable knockdown. Generally, you will go into this from a 5C bounce. Therefore, it’s important to keep in mind your bounce counter if you try to fit this into a combo.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*'''236[B]''': The move that enables your corner loops, as it causes float on airhit as well as an untechable knockdown. Generally, you will go into this from a 5C bounce. Therefore, it’s important to keep in mind your bounce counter if you try to fit this into a combo.</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l1687">Line 1,687:</td>
<td colspan="2" class="diff-lineno">Line 1,687:</td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Mastering these three components by themselves should suffice for most use cases, however, seasoned C-Arcueid players should know of other useful routes to make the most out of every hit, as well as ensure the combo won’t drop due to some inconsistencies of the above tools. Listed below are more situational but nonetheless important combo tools you should get acquainted with.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Mastering these three components by themselves should suffice for most use cases, however, seasoned C-Arcueid players should know of other useful routes to make the most out of every hit, as well as ensure the combo won’t drop due to some inconsistencies of the above tools. Listed below are more situational but nonetheless important combo tools you should get acquainted with.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>*'''Rekka''': The 236X series, aside from being an important combo ender, also has use in hitconfirming tip range hits that 2C 5C~C can’t convert well. <del style="font-weight: bold; text-decoration: none;">Any string into </del>236B~236B~214B will work for all but the absolute max range hits, and can be further converted with meter by <del style="font-weight: bold; text-decoration: none;">linking </del>into 623C or tk.632146C. Meterless, it nets you a safejump <del style="font-weight: bold; text-decoration: none;">midscreen </del>that’s autotimed for about half the cast and manually timed for the rest <del style="font-weight: bold; text-decoration: none;">with 8[6] j.C</del>. As for the max range hits where 236B~236B~214B can’t connect, 236B~236B~236B will work, and allow you to convert into full corner carry via EX cancelling into 623C, provided you haven’t launched the opponent with 2C beforehand.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>*'''Rekka''': The 236X series, aside from being an important combo ender, also has use in hitconfirming tip range hits that 2C 5C~C can’t convert well. <ins style="font-weight: bold; text-decoration: none;">2C </ins>236B~236B~214B will work for all but the absolute max range hits, and can be further converted with meter by <ins style="font-weight: bold; text-decoration: none;">cancelling </ins>into 623C or <ins style="font-weight: bold; text-decoration: none;">linking into </ins>tk.632146C. Meterless, it nets you a safejump that’s autotimed for about half the cast and manually timed for the rest. As for the max range hits where 236B~236B~214B can’t connect, 236B~236B~236B will work, and allow you to convert into full corner carry via EX cancelling into 623C, provided you haven’t launched the opponent with 2C beforehand.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>*'''4C''': A way to convert hits at <del style="font-weight: bold; text-decoration: none;">awkwards </del>ranges, such as 1/4th stage away from the opposite corner, with the added benefit of generally being more optimal than 5C~C routes due to not having the scaling applied on the homing jump. Most often you will go into this move from 2C, and continue the combo by airdash cancelling it into a late air button and then landing into 5B or 2C. These routes can carry <del style="font-weight: bold; text-decoration: none;">from corner to corner</del>, and eliminate the issue of <del style="font-weight: bold; text-decoration: none;">the </del>5C~C <del style="font-weight: bold; text-decoration: none;">j.B route </del>not working at absolute fullscreen distance. However, <del style="font-weight: bold; text-decoration: none;">the drawback for </del>this route <del style="font-weight: bold; text-decoration: none;">is that it </del>requires you to be considerably close to your opponent to work, <del style="font-weight: bold; text-decoration: none;">as well as </del>having worse oki than 5C~C routes if <del style="font-weight: bold; text-decoration: none;">it doesn’t </del>manage to <del style="font-weight: bold; text-decoration: none;">get you close enough to the corner to go </del>into the corner loops, <del style="font-weight: bold; text-decoration: none;">as well as not being able </del>to <del style="font-weight: bold; text-decoration: none;">transition into the corner combo if </del>you've used two <del style="font-weight: bold; text-decoration: none;">4C </del>in the <del style="font-weight: bold; text-decoration: none;">same </del>combo <del style="font-weight: bold; text-decoration: none;">due to hitstun decay</del>.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>*'''4C''': A way to convert hits at <ins style="font-weight: bold; text-decoration: none;">awkward </ins>ranges, such as 1/4th stage away from the opposite corner, with the added benefit of generally being more optimal than 5C~C routes due to not having the scaling applied on the homing jump. Most often you will go into this move from 2C, and continue the combo by airdash cancelling it into a late air button and then landing into 5B or 2C. These routes can <ins style="font-weight: bold; text-decoration: none;">fully corner </ins>carry, and eliminate the issue of 5C~C <ins style="font-weight: bold; text-decoration: none;">routing </ins>not working at absolute fullscreen distance. However, this route requires you to be considerably close to your opponent to work, <ins style="font-weight: bold; text-decoration: none;">with other problems being </ins>having worse oki than 5C~C routes if <ins style="font-weight: bold; text-decoration: none;">you don't </ins>manage to <ins style="font-weight: bold; text-decoration: none;">transition </ins>into the corner loops, <ins style="font-weight: bold; text-decoration: none;">which can occur due </ins>to <ins style="font-weight: bold; text-decoration: none;">increased hitstun decay once </ins>you've used two <ins style="font-weight: bold; text-decoration: none;">4Cs </ins>in the combo.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>*'''623C''': Otherwise known as EX Claw, this move is one of the reasons why C-Arcueid’s ability to convert stray hits is so strong. On the last hit, the opponent is sent across the screen and gets wallbounced, letting C-Arcueid dash after and pick up with 2A 5B 2B at the corner for a full combo. It can also OTG relaunch, meaning you can use it to convert knockdowns anywhere on the screen into full corner carry. However, keep in mind that as OTG relaunching uses one bounce and the wallslam uses another, you cannot use another move that causes bounce in the followup combo. You can also use this move to convert ground throw into a full combo in the corner with 22A > land 623C, but do keep in mind that due to the slight bounce of the throw, you might have to input 623C in reverse (as 421C) if you’re too close to the corner, and due to the throw using one bounce, you also cannot use another move that causes bounce in the followup combo.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>*'''623C''': Otherwise known as EX Claw, this move is one of the reasons why C-Arcueid’s ability to convert stray hits is so strong. On the last hit, the opponent is sent across the screen and gets wallbounced, letting C-Arcueid dash after <ins style="font-weight: bold; text-decoration: none;">them </ins>and pick up with 2A 5B 2B at the corner for a full combo. It can also OTG relaunch, meaning you can use it to convert knockdowns anywhere on the screen into full corner carry. However, keep in mind that as OTG relaunching uses one bounce and the wallslam uses another, you cannot use another move that causes bounce in the followup combo. You can also use this move to convert ground throw into a full combo in the corner with 22A > land 623C, but do keep in mind that due to the slight bounce of the throw, you might have to input 623C in reverse (as 421C) if you’re too close to the corner, and due to the throw using one bounce, you also cannot use another move that causes bounce in the followup combo.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>*'''j.63214C''': Also known as EX sonic. This move can be fit into most combos in the same places where you’d use tk.63214B, allowing you to dump meter if you so choose to get marginally better damage. Its more exciting use however, is in the fact that it also has OTG relaunch properties. And, <del style="font-weight: bold; text-decoration: none;">as opposed to </del>623C, it only uses one bounce instead of two. However, the tradeoff is that you have to be close enough to the opponent in order to be able to pick up afterwards with dash 5B 2B. This move also has situational use as a meterdump tool to quickly exit Max and begin building meter earlier in your combo, thanks to its ability to be easily fit into any part of your combos.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>*'''j.63214C''': Also known as EX sonic. This move can be fit into most combos in the same places where you’d use tk.63214B, allowing you to dump meter if you so choose to get marginally better damage. Its more exciting use however, is in the fact that it also has OTG relaunch properties. And, <ins style="font-weight: bold; text-decoration: none;">unlike </ins>623C, it only uses one bounce instead of two. However, the tradeoff is that you have to be close enough to the opponent in order to be able to pick up afterwards with dash 5B 2B. This move also has situational use as a meterdump tool to quickly exit Max and begin building meter earlier in your combo, thanks to its ability to be easily fit into any part of your combos.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>One situation of note is converting the 236B~236B~214B knockdown with this. The conversion is universal, however, it only works if the Rekka series connected with the opponent in the air. This causes them to fall to the ground later than if they were hit grounded, giving you enough time to recover and connect with tk.63214C. Grounded hit 214B ender rekka into tk.63214C can work, but only on Riesbyfe and Kouma.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>One situation of note is converting the 236B~236B~214B knockdown with this. The conversion is universal, however, it only works if the Rekka series connected with the opponent in the air. This causes them to fall to the ground later than if they were hit grounded, giving you enough time to recover and connect with tk.63214C. Grounded hit 214B ender rekka into tk.63214C can work, but only on Riesbyfe and Kouma.</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l1707">Line 1,707:</td>
<td colspan="2" class="diff-lineno">Line 1,707:</td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*214B~dlC, slight dlj.A, slight delay j.624A: Ryougi</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*214B~dlC, slight dlj.A, slight delay j.624A: Ryougi</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div><br></div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div><br></div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>*'''j.63214A''': Usually shortened to j.624A, this move is often used in corner throw conversions, alongside 4C, as it bypasses the jump cancel limit letting you extend throw combos to run out the opponent's MAX or Heat duration. Also sees use in midscreen routes, mostly with 4C > airdodge/airdash > j.624A, but this is quite niche and not necessary to know unless you're trying to squeeze every point of damage <del style="font-weight: bold; text-decoration: none;">possible </del>from your combo.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>*'''j.63214A''': Usually shortened to j.624A, this move is often used in corner throw conversions, alongside 4C, as it bypasses the jump cancel limit letting you extend throw combos to run out the opponent's MAX or Heat duration. Also sees use in midscreen routes, mostly with 4C > airdodge/airdash > j.624A, but this is quite niche and not necessary to know unless you're trying to squeeze every point of damage <ins style="font-weight: bold; text-decoration: none;">available </ins>from your combo.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*'''63214A''': Often seen as a starter from the 5A/2A 624A j.624A pressure loop, as on grounded hit it has enough hitstun for you to land and combo after with 2B. During the corner combo, it’s also possible to get 624A to hit the opponent low to the ground, cancel the air recovery with an air normal and land microwalk to pick up with 5B. Can be done at any point in the combo provided the opponent has the correct height for A sonic to hit them low to the ground but still in the air, and not as an OTG relaunch. Keep in mind that the hitcount at the point where you go for this combo will affect the timing, due to gravity scaling making the opponent fall faster. This extension is great for tacking on damage to your combos into 236[B] oki, as it can be fit into the combo multiple times at any point as opposed to the 214B extension that only works at high hitcounts. However, it does not work on the entire cast due to their thin air hurtboxes not allowing walk 5B to connect. The characters that this does not work on are: Sion, V.Sion, Arc, Warc, Hime, Roa, V.Akiha, Hisui, M.Hisui, Satsuki.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*'''63214A''': Often seen as a starter from the 5A/2A 624A j.624A pressure loop, as on grounded hit it has enough hitstun for you to land and combo after with 2B. During the corner combo, it’s also possible to get 624A to hit the opponent low to the ground, cancel the air recovery with an air normal and land microwalk to pick up with 5B. Can be done at any point in the combo provided the opponent has the correct height for A sonic to hit them low to the ground but still in the air, and not as an OTG relaunch. Keep in mind that the hitcount at the point where you go for this combo will affect the timing, due to gravity scaling making the opponent fall faster. This extension is great for tacking on damage to your combos into 236[B] oki, as it can be fit into the combo multiple times at any point as opposed to the 214B extension that only works at high hitcounts. However, it does not work on the entire cast due to their thin air hurtboxes not allowing walk 5B to connect. The characters that this does not work on are: Sion, V.Sion, Arc, Warc, Hime, Roa, V.Akiha, Hisui, M.Hisui, Satsuki.</div></td></tr>
</table>Doot eternalhttps://wiki.gbl.gg/index.php?title=Melty_Blood/Advanced_Mechanics&diff=316516&oldid=315315Melty Blood/Advanced Mechanics2024-03-25T09:35:48Z<p><span dir="auto"><span class="autocomment">Damage Modifier: </span> Rewrote the section including correct order of calculations</span></p>
<a href="https://wiki.gbl.gg/index.php?title=Melty_Blood/Advanced_Mechanics&diff=316516&oldid=315315">Show changes</a>Gonp