Melty Blood/MBAACC/Akiha Tohno/Half Moon: Difference between revisions
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|metero=text | |metero=text | ||
|link= | |link= | ||
|input= *2AA 5C 4C 6C | |input= *2AA 5C 4C 6C 2C 5BB (super jump cancel) j.B j.C sdj j.C j.2C | ||
|simput= | |simput= | ||
|note= Beginner combo that | |note= Beginner combo that won't be needed when you get past unfamiliarity with this character. | ||
}} | }} | ||
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|simput= | |simput= | ||
|note= A stylish combo that only works if you started from barely outside of the corner. It corner carries to the full corner otherwise and gives a lot of meter gain in the process. the trickest part about this combo is the section regarding 6C 2C after the first rep of 5A6AA. To do this combo you want to slight delay all of your 5A6AA reps to ensure you get parts after to connect in a stable manner. | |note= A stylish combo that only works if you started from barely outside of the corner. It corner carries to the full corner otherwise and gives a lot of meter gain in the process. the trickest part about this combo is the section regarding 6C 2C after the first rep of 5A6AA. To do this combo you want to slight delay all of your 5A6AA reps to ensure you get parts after to connect in a stable manner. | ||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, | |||
|character= | |||
|damage=text | |||
|metergen=text | |||
|metero=text | |||
|link= | |||
|input= *(stand shield counter), 2C 5[B] 4C j.A j.A j.C sdj j.C j.2C | |||
|simput= | |||
|note= Basic shield counter combo that you can use. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, | |||
|character= | |||
|damage=text | |||
|metergen=text | |||
|metero=text | |||
|link= | |||
|input= *(stand shield counter), 2C w2A 2A 2C 5[B] 4C j.A j.A sdj j.2C | |||
|simput= | |||
|note= Basic shield counter combo that you can use. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, | |||
|character= | |||
|damage=text | |||
|metergen=text | |||
|metero=text | |||
|link= | |||
|input= *(stand shield counter), 2C w2A 2A 5C 2C (w5A)6AA, 2C 5[B] 4C j.A j.A j.C sdj j.C j.2C | |||
|simput= | |||
|note= Basic shield counter combo that you can use. | |||
}} | }} | ||
Revision as of 13:49, 30 June 2020
Additional Resources
Players to watch/ask
JP:
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NA:
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Overview
Strengths |
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Weaknesses |
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General Gameplan
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Neutral
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Pressure
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Okizeme
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Defense
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Combos
Combo Notation Help | |
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
X > Y | X input is cancelled into Y. |
X > delay Y | Must wait for a short period before cancelling X input into Y. |
X, Y | X input is linked into Y, meaning Y is done after X's recovery period. |
X+Y | Buttons X and Y must be input simultaneously. |
X/Y | Either the X or Y input can be used. |
X~Y | This notation has two meanings.
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X(w) | X input must not hit the opponent (Whiff). |
j.X | X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground. Applies to all air chain sections:
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sj.X | X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively. |
dj.X | X input is done after a double jump. |
sdj.X | X input is done after a double super jump. |
tk.X | Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A) |
(X) | X is optional. Typically the combo will be easier if omitted. |
[X] | Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge. |
{X} | Button X should only be held down briefly to get a partially charged version instead of the fully charged one. |
X(N) | Attack "X" should only hit N times. |
(XYZ)xN | XYZ string must be performed N times. Combos using this notation are usually referred to as loops. |
(XYZ^) | A pre-existing combo labelled XYZ is inserted here for shortening purposes. |
CH | The first attack must be a Counter Hit. |
Air CH | The first attack must be a Counter Hit on an airborne opponent. |
66 | Performs a ground forward dash. |
j.66 | Performs an aerial forward dash, used as a cancel for certain characters' air strings. |
IAD/IABD | Performs an Instant AirDash. |
AT | Performs an Air Throw. (j.6/4A+D) |
IH | Performs an Initiative Heat. |
AD | Performs an Arc Drive. |
AAD | Performs an Another Arc Drive. |
Enders
OTG Pick ups
Normal Combos
Corner Combos
Move Descriptions
Frame Data Help | |
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Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
Damage | Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion. |
Red Damage | Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage. |
Proration | The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
Startup | Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup". |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move. |
Invul | Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move. Invicibility:
Hurtbox-Based Properties:
Miscellaneous Properties
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Normal Moves
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Universal Mechanics
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Special Moves
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Arc Drive
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Another Arc Drive
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Last Arc
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