Melty Blood/MBAACC/Roa/Half Moon: Difference between revisions

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(Updated page to the new format. Updated & added combos & notable players.)
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=Combos=
==Character Page Progress==


This page is a translation from the French wiki BasGrosPoing.


Original can be seen at : http://wiki.basgrospoing.fr/index.php/Melty_Blood/Roa/Half_Moon
{{#lst:Melty_Blood/MBAACC:Roadmap|H-Roa}}


'''Be sure to check this article about H-Roa:''' https://drunkardshade.com/2015/08/13/melty-bits-h-roa/
==Additional Resources==


'''H-Roa tutorial by sibladeko:''' https://www.youtube.com/watch?v=2Pj7WIS1aR8
'''[http://melty.games/ Match Video Database]'''<br>
'''[https://drunkardshade.com/2015/08/13/melty-bits-h-roa/ H-Roa Melty Bits]'''<br>
'''[https://www.youtube.com/watch?v=2Pj7WIS1aR8 H-Roa Tutorial]''' by sibladeko<br>


'''Note:''' For all combos including "6AAA 6[C]", do not let the "5C" do more than 2hits. You'll loose damage and make it harder to combo.
==Players to watch/ask==
'''JP:'''
*[http://melty.games/?p1m=h&p1c=roa&p1n=Janson%20(J%E3%82%A2%E3%83%B3%E3%82%BD%E3%83%B3)&netplay=1&page=1 Janson (Jアンソン)]
*[http://melty.games/?p1m=h&p1c=roa&p1n=tamao%20(%E3%81%9F%E3%81%BE%E3%81%8A)&netplay=1&page=1 tamao (たまお)]
*[http://melty.games/?p1m=h&p1c=roa&p1n=red%20melon%20(%E8%B5%A4%E3%81%84%E3%83%A1%E3%83%AD%E3%83%B3)&netplay=1&page=1 red melon (赤いメロン)]
''''''NA:'''</br>
*TonberryMage (inactive)
*[http://melty.games/?p1m=h&p1c=roa&p1n=argyle&netplay=1&page=1 argyle (inactive)]
*grungrah#8131


==Basic combos==


  '''2A 5B 2B 5C 6AAA 6[C] 236A''' (3751 dmg)
==Overview==
Deals less damage but ensures an okizeme, allowing mixups or getting back to pressing safely.
{| class="wikitable"
|+Strengths Weaknesses
|-
|Strengths
|
*Excellent ground game
*Good backdash
*236A/B and 214X are air unblockable
*Easy meter management (214C, 236C, j.236C)
*Meterless reversal in 623B
|-
|Weaknesses
|
*Mediocre damage normally, only gets good damage on counter-hit
*Lacks ways to open opponents up - must rely on staggers and guard pressure
*Needs meter to get oki off most CHs without sacrificing tons of damage.
|}
 
==General Gameplan==
 
 
===Neutral===
Place text here*
 
===Pressure===
Place text here


  '''2A 5B 2B 5C 6AAA 6[C] delay 214A jBCA jABC AT''' (5065 dmg)
<u>'''Okizeme'''</u>
Deals a bit more damage but without okizeme. Can corner-carry, and a "214B/C" will force the enemy to block.


  '''2A 5B 2B 5C 6AAA 6[C] 214A jBC jBC AT'''
Place text here
Combo version without the "delay 214A" but needs to take off the "jA", deals a bit less damage.


  '''5B 2B 5C(2) 6C 236A''' (3466 dmg)
===Defense===
Combo to use when too far for a "6AAA".
place text here*


  '''2A 5B 2B 5C 6AAA 6[C] 214A 236C''' (4952 dmg)
Combo with meter, deals good damage and the same okizeme compared to "236A".


  '''2A 5B 2B 5C(1) 6AAA 6[C] 236A 41236C''' (5868 dmg)
Combo with maximum damage, but requires to be in Heat mode.


==Situational combos==


'''After an Ex-shield counter / AirCounter / 214B counterhit :'''
==Combos==
'''IMPORTANT NOTE ABOUT ALL COMBOS LISTED: ''' Only AT enders are listed. Any combo which ends in an airthrow can also end in j.236B or j.236C. j.236B only beats AT for damage if all three hits connect, and you must sdj to land all three. Combos can be done at any position on the stage unless otherwise specified.
{{ComboLegend-MB}}


  '''6C jBCA jABC AT''' (4032)
===Normal Combos===
Easiest combo.
{{CollapsingComboTable-MB
|data=
{{CollapsingComboData-MB
|condition=Normal starter, grounded opponent,
|character=
|damage=3534
|metergen=46.5%
|metero=19.9%
|link=
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A
|simput=
|note= Standard okizeme combo. Allows for 236B oki. Can be done off 2A, j.B, or j.C, but 5A can whiff if the j.B/j.C isn't close enough.
}}


  '''6[C] 214A, jBC jABC AT''' (4538)
{{CollapsingComboData-MB
Deals more damage, but "6[C]" requires some time to charge and can't be used in any situation/counter-hit/height.
|condition=Normal starter, grounded opponent,
|character=
|damage=3213
|metergen=32.2
|metero=13.8
|link=
|input= *5B > 2B > 5C(2) > 6C > 236A
|simput=
|note= Use if you're too far away for 6AAA to land.
}}


  '''2C delay 6C jBCA jABC AT''' (3517 dmg)
{{CollapsingComboData-MB
Deals less damage but easier to execute, and can be used anywhere.
|condition=Normal starter, grounded opponent,
|character=
|damage=4722
|metergen=64.7
|metero=27.7
|link=
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 214A > j.BC > dj.BC > AT
|simput=
|note= AT => 214B isn't airtight but will force opponent to block if they lack a good reversal (beats out several DPs, notably most Nanaya DPs) If you're struggling to land the first j.B, hold 8/9 after the 214A and input j.B as soon as you're off the ground.
}}


'''After Golden AirThrow :'''
{{CollapsingComboData-MB
|condition=214A/B CH starter, grounded/air opponent
|character=
|damage=3706
|metergen=42.0%
|metero=18.0%
|link=
|input= *(214A/B) > (2C) > 6C > j.BC > dj.BC > AT
|simput=
|note= Baby confirm, works from basically anywhere. 2C is optional, but makes the combo easier to land. Removing it adds 200 damage & slightly less meter.
}}


  '''gAT 2A 6C jB jABC AT''' (2979 dmg)
{{CollapsingComboData-MB
  Deals good damage.
|condition= 214A/B CH starter, grounded/air opponent
|character=
|damage=4571
|metergen=45.5%
|metero=19.5%
|link=
|input= *(214A/B) > 6[C] > delay 214A/B > j.BC > dj.BC > AT
|simput=
|note= Slightly harder. You can do this off aerial hits that are further away - your range is dependent upon the range you can land 6[C] at.
}}


  '''gAT 2A 236A''' (2060 dmg + oki)  
{{CollapsingComboData-MB
Deals less damage, but allow an okizeme.
|condition= CH starter, grounded/air opponent
|character=
|damage=4598
|metergen=47.6%
|metero=20.4%
|link=https://youtu.be/I3TFtQODm6I
|input= *(214A/B) > 6[C], 5A > 6C > j.BC > dj.BC > AT
|simput=
|note= 6[C] > 5A is a link. You can only do this if you're within 5A range or closer (roughly the same range as 214A). Hit the 6[C] above the middle of its hitbox so the opponent pops up enough for your 5A to land. If this explanation doesn't make sense, look at the video.
}}


=Strategy=
{{CollapsingComboData-MB
Do what you need to do to extrapolate on the character. Here are example categories below.
|condition= Normal starter, grounded opponent
|character=
|damage=4410
|metergen=38.1%
|metero=16.3%
|link=
|input= *236B > 2A > 5B > j.BC > dj.BC > AT
|simput=
|note= You can do 5B > 6C, which adds 500 damage, but also requires a sdj to hit some characters and is significantly tighter.  
}}


==Half==
{{CollapsingComboData-MB
|condition= CH starter, grounded opponent
|character=
|damage=5150
|metergen=39.2%
|metero=16.8%
|link=
  |input= *236B CH > 6C > j.BC > dj.BC > AT
|simput=
|note= Counterhit confirm. You can add a 2A in for more stability, but you lose 500 damage. You can also do this route  off an aerial 236A counterhit most of the time.
}}


{{CollapsingComboData-MB
|condition= gAT starter, airborne opponent
|character=
|damage=2061
|metergen=12.6%
|metero=5.4%
|link=
  |input= *gAT land 2A > 236A
|simput=
|note= Pretty easy to do. 2A must happen as soon as you hit the ground, otherwise the 236A KD is techable.
}}
}}


==Spacing==
===Metered Combos===
{{CollapsingComboTable-MB
|data=
{{CollapsingComboData-MB
|condition=Normal starter, grounded opponent
|character
|damage=4516
|metergen=46.5% (before 236C)
|metero=43.2%
|link=
|input= *2A > 5B > 2B > 5C(1) > 6AAA > 6[C] > 236A > 236C
|simput=
|note= Meter dump variant of your BnB. Gives oki and damage. You can 214A instead of 236A for slightly more damage.
}}


{{CollapsingComboData-MB
|condition=Normal starter, grounded opponent
|character
|damage=5544
|metergen=-all%
|metero=25.1
|link=
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A > 41236C
|simput=
|note= Max damage heat version.
}}
{{CollapsingComboData-MB
|condition=CH starter, grounded opponent
|character
|damage=5696
|metergen=-66%*
|metero=29.0%
|link=https://youtu.be/kG1oqOYcICs
|input= *214A/B CH > delay 6[C] > 214C, 6[C], 5A > 6C > j.BC > j.BC AT
|simput=
|note= Only generates 16% before superflash. Delay first 6[C] such that they're just barely not OTG'd by the 214C. Second 6[C] should hit as close to the end of 214C as possible. If this explanation doesn't make sense, look at the video.
}}


==Pressure==
{{CollapsingComboData-MB
|condition=CH starter, grounded opponent
|character
|damage=4885
|metergen=-68%
|metero=37.4%
|link=
|input= *214A/B CH > delay 6[C], 5A > 6C > 214B > 236C
|simput=
|note= Corner only. Same rules as usual apply to the 6[C] 5A 6C.
}}


{{CollapsingComboData-MB
|condition=Normal starter, grounded opponent
|character
|damage=4464
|metergen=-84%
|metero=20.1%
|link=
|input= *236A > 214C > 6C > j.BC > j.BC > AT
|simput=
|note= OTG meter dump combo off 236A, no CH required.
}}
{{CollapsingComboData-MB
|condition=Normal starter, grounded opponent
|character
|damage=5045
|metergen=-82%
|metero=25.2%
|link=
|input= *236A > 214C > 6[C], 5A > 6C > j.BC > j.BC > AT
|simput=
|note= OTG combo off 236A with meterdump. The 6[C] timing changes based on how many hits of 214C connect.
}}
}}


=Move Descriptions=
=Move Descriptions=
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|}
|}


==Arc Drive==
===Arc Drive===
 
{{MoveData
{| border="0" cellspacing="5" width="100%"
|image=MBMoonCharacterAD.png
| width="" style="background:#E8E8E8;"| '''<font size = "3">  「」 </font> '''
|caption=
 
|name=
* '''(Description)''' - AD description
|input=Text
|data=
  {{AttackData-MB
|damage=Text
|reddamage=Text
|proration=Text
|circuit= Text
|cancel=Text
|guard=Text
|startup=Text
|active=Text
|recovery= Text
|frameAdv= Text
|invuln=Text
|description= Text
}}
}}


===Another Arc Drive===
{{MoveData
|image=MBMoonCharacterAAD.png
|caption=
|name=
|input=Text
|data=
  {{AttackData-MB
|damage=Text
|reddamage=Text
|proration=Text
|circuit= Text
|cancel=Text
|guard=Text
|startup=Text
|active=Text
|recovery= Text
|frameAdv= Text
|invuln=Text
|description= Text


|}
}}
 
}}
==Another Arc Drive==
 
{| border="0" cellspacing="5" width="100%"
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」  </font> '''
 
* '''(Description)''' - AAD description
 
|}
 
==Last Arc==
 
{| border="0" cellspacing="5" width="100%"
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」  </font> '''
 
* '''(Description)''' -  LA description. Mention where it is activated (air or ground shield) first.
 
|}


{{Navbox-MBAACC}}
{{Navbox-MBAACC}}

Revision as of 15:45, 30 July 2020

Character Page Progress

This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.

In Progress To-do
  • Overview
    • (Add a short summary with what type of playstyle can be associated with H-Roa?)



Additional Resources

Match Video Database
H-Roa Melty Bits
H-Roa Tutorial by sibladeko

Players to watch/ask

JP:

'NA:


Overview

Strengths Weaknesses
Strengths
  • Excellent ground game
  • Good backdash
  • 236A/B and 214X are air unblockable
  • Easy meter management (214C, 236C, j.236C)
  • Meterless reversal in 623B
Weaknesses
  • Mediocre damage normally, only gets good damage on counter-hit
  • Lacks ways to open opponents up - must rely on staggers and guard pressure
  • Needs meter to get oki off most CHs without sacrificing tons of damage.

General Gameplan

Neutral

Place text here*

Pressure

Place text here

Okizeme

Place text here

Defense

place text here*



Combos

IMPORTANT NOTE ABOUT ALL COMBOS LISTED: Only AT enders are listed. Any combo which ends in an airthrow can also end in j.236B or j.236C. j.236B only beats AT for damage if all three hits connect, and you must sdj to land all three. Combos can be done at any position on the stage unless otherwise specified.

Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.

For more information, see Glossary and Controls.

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.
  1. Use attack X with Y follow-up input.
  2. Input X then within a few frames, input Y. Usually used for option selects.
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:

  • Assume a forward jump cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
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.

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A
3534


Meter Gained: 46.5% Meter Given (vs C-Moon): 19.9%
Standard okizeme combo. Allows for 236B oki. Can be done off 2A, j.B, or j.C, but 5A can whiff if the j.B/j.C isn't close enough.
Normal starter, grounded opponent,
  • 5B > 2B > 5C(2) > 6C > 236A
3213


Meter Gained: 32.2 Meter Given (vs C-Moon): 13.8
Use if you're too far away for 6AAA to land.
Normal starter, grounded opponent,
  • 2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 214A > j.BC > dj.BC > AT
4722


Meter Gained: 64.7 Meter Given (vs C-Moon): 27.7
AT => 214B isn't airtight but will force opponent to block if they lack a good reversal (beats out several DPs, notably most Nanaya DPs) If you're struggling to land the first j.B, hold 8/9 after the 214A and input j.B as soon as you're off the ground.
214A/B CH starter, grounded/air opponent
  • (214A/B) > (2C) > 6C > j.BC > dj.BC > AT
3706


Meter Gained: 42.0% Meter Given (vs C-Moon): 18.0%
Baby confirm, works from basically anywhere. 2C is optional, but makes the combo easier to land. Removing it adds 200 damage & slightly less meter.
214A/B CH starter, grounded/air opponent
  • (214A/B) > 6[C] > delay 214A/B > j.BC > dj.BC > AT
4571


Meter Gained: 45.5% Meter Given (vs C-Moon): 19.5%
Slightly harder. You can do this off aerial hits that are further away - your range is dependent upon the range you can land 6[C] at.
CH starter, grounded/air opponent
  • (214A/B) > 6[C], 5A > 6C > j.BC > dj.BC > AT
4598
Meter Gained: 47.6% Meter Given (vs C-Moon): 20.4% (Video)
6[C] > 5A is a link. You can only do this if you're within 5A range or closer (roughly the same range as 214A). Hit the 6[C] above the middle of its hitbox so the opponent pops up enough for your 5A to land. If this explanation doesn't make sense, look at the video.
Normal starter, grounded opponent
  • 236B > 2A > 5B > j.BC > dj.BC > AT
4410


Meter Gained: 38.1% Meter Given (vs C-Moon): 16.3%
You can do 5B > 6C, which adds 500 damage, but also requires a sdj to hit some characters and is significantly tighter.
CH starter, grounded opponent
  • 236B CH > 6C > j.BC > dj.BC > AT
5150


Meter Gained: 39.2% Meter Given (vs C-Moon): 16.8%
Counterhit confirm. You can add a 2A in for more stability, but you lose 500 damage. You can also do this route off an aerial 236A counterhit most of the time.
gAT starter, airborne opponent
  • gAT land 2A > 236A
2061


Meter Gained: 12.6% Meter Given (vs C-Moon): 5.4%
Pretty easy to do. 2A must happen as soon as you hit the ground, otherwise the 236A KD is techable.

Metered Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A > 5B > 2B > 5C(1) > 6AAA > 6[C] > 236A > 236C
4516


Meter Gained: 46.5% (before 236C) Meter Given (vs C-Moon): 43.2%
Meter dump variant of your BnB. Gives oki and damage. You can 214A instead of 236A for slightly more damage.
Normal starter, grounded opponent
  • 2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A > 41236C
5544


Meter Gained: -all% Meter Given (vs C-Moon): 25.1
Max damage heat version.
CH starter, grounded opponent
  • 214A/B CH > delay 6[C] > 214C, 6[C], 5A > 6C > j.BC > j.BC AT
5696
Meter Gained: -66%* Meter Given (vs C-Moon): 29.0% (Video)
Only generates 16% before superflash. Delay first 6[C] such that they're just barely not OTG'd by the 214C. Second 6[C] should hit as close to the end of 214C as possible. If this explanation doesn't make sense, look at the video.
CH starter, grounded opponent
  • 214A/B CH > delay 6[C], 5A > 6C > 214B > 236C
4885


Meter Gained: -68% Meter Given (vs C-Moon): 37.4%
Corner only. Same rules as usual apply to the 6[C] 5A 6C.
Normal starter, grounded opponent
  • 236A > 214C > 6C > j.BC > j.BC > AT
4464


Meter Gained: -84% Meter Given (vs C-Moon): 20.1%
OTG meter dump combo off 236A, no CH required.
Normal starter, grounded opponent
  • 236A > 214C > 6[C], 5A > 6C > j.BC > j.BC > AT
5045


Meter Gained: -82% Meter Given (vs C-Moon): 25.2%
OTG combo off 236A with meterdump. The 6[C] timing changes based on how many hits of 214C connect.

Move Descriptions

Normal Moves

2A
2A
MB H Roa 2A.png
Damage Red Damage Proration Cancel Guard
300 - 75% - HL
First Active Active Recovery Frame Adv Circuit Invuln
4 4 8 0 3.0% -

Description

5A
5A
MB H Roa 5A.png
Damage Red Damage Proration Cancel Guard
300 - 75% - HL
First Active Active Recovery Frame Adv Circuit Invuln
4 4 9 -1 3.0% -

Description

5A6A
5A6A
MB H Roa 5A6A.png
Damage Red Damage Proration Cancel Guard
600 - 80% - HL
First Active Active Recovery Frame Adv Circuit Invuln
7 4 16 -5 6.0% -

Description

5A6AA
5A6AA
MB H Roa 5A6AA.png
Damage Red Damage Proration Cancel Guard
1000 - 60% - HL
First Active Active Recovery Frame Adv Circuit Invuln
9 4 17 -3 10.0% -
2B
2B
MB H Roa 2B.png
Damage Red Damage Proration Cancel Guard
550 - 80% - L
First Active Active Recovery Frame Adv Circuit Invuln
7 6 14 -5 6.0% -

Description

5B
5B
MB H Roa 5B.png
Damage Red Damage Proration Cancel Guard
550 - 80% - HL
First Active Active Recovery Frame Adv Circuit Invuln
8 5 13 -3 5.5% -

Description

2C
2C
MB H Roa 2C.png
Damage Red Damage Proration Cancel Guard
900 - 55% - L
First Active Active Recovery Frame Adv Circuit Invuln
8 11 13 -6 9.0% -

Description

5C
5C
MB H Roa 5C.png
Damage Red Damage Proration Cancel Guard
400, 550 - 80%, 90% - HL
First Active Active Recovery Frame Adv Circuit Invuln
8 3 (10) 7 14 -16, -3 4.0%, 5.5% -

Description

6C
6C
MB H Roa 6C.png
Damage Red Damage Proration Cancel Guard
1000 - 100% - HL
First Active Active Recovery Frame Adv Circuit Invuln
12 2 17 -1 10.0% -

Description

6[C]
6[C]
MB H Roa 6C Charged.png
Damage Red Damage Proration Cancel Guard
1400 - 100% - HL
First Active Active Recovery Frame Adv Circuit Invuln
24 5 14 -1 14.0% -

Description

j.A
j.A
MB H Roa jA.png
Damage Red Damage Proration Cancel Guard
250 - 75% - HL
First Active Active Recovery Frame Adv Circuit Invuln
5 4 - - 2.5% -

Description

j.B
j.B
MB H Roa jB.png
Damage Red Damage Proration Cancel Guard
600 - 85% - H
First Active Active Recovery Frame Adv Circuit Invuln
6 4 - - 6.0% -

Description

j.C
j.C
MB H Roa jC.png
Damage Red Damage Proration Cancel Guard
950 - 90% - H
First Active Active Recovery Frame Adv Circuit Invuln
7 4 - - 9.5% -

Description

Special Moves

Name 「JP name」 - 236A/B/C
  • (Description) - Roa fastly charge with some electricity and rush foward, leaving a trail of sparks. It does hit one time, and the hitbox is not as long as the spark trail, as Roa do teleport some steps before the other end of the spark trail, but is long as long is the part of the trail between the start and the end(about 2/3 of the field). It is a great punisher.
  • (A version) - This version got a faster startup and a slower recover. It does 1500 damage. Can chain into 236A one time or in a little combo(a bit shorter than B version).
  • (B version) - This version got a slower startup and a faster recover. It does 1500 damage. Can chain into 236A one time or in a little combo.
  • (EX version) - One of the perfect punishing of the game, this is a mythical "fullscreen" punishing that have an hitbox large as the screen and a startup between A and B version. Can combo into intself or into other ground EX moves and Normals. 8300 Damage without correction (3043 Damage vs VSion).
Name 「JP name」 - j236A/B/C
  • (Description) - Roa stop in-air and electrifies the air around him, while slowly falling down. The hitbox is smaller than the area the sparks cover. Hard to use singularly, but it's better in combos, as it can be used in air in the mid of a combo.
  • (A version) - 1 Hit. 800 damage
  • (B version) - 3 Hit, longer duration. 2100 damage( 1579 vs VSion )
  • (EX version) - 6 Hit, longer duration. Can't be comboed after a launch, but after hitting the opponent while in air. End the combo because of the long recover after its use.
Name 「JP name」 - 623A/B/C
  • (Description) - Roa jump with an angle of like 45° and cover himself with some lighting. The hitbox is a bit smaller than the sparks. Can only be used as ground combo ender mostly. Especially after launching the enemy in air or while the enemy was knocked down.
  • (A version) - From 1 to 2 hits. 1500 Damage ( 1000 a single it ), 1351vs VSion (single hit don't get correction).
  • (B version) - From 2 to 4 hits. The jump covered area is the double of 623A and the startup is a bit slower. Uncorrected damages are: 1000 ( 2 Hits ), 2000 ( 3 Hits ), 2500 ( 4 Hits ). Respectively 925, 1749 and 2133 vs VSion.
  • (EX version) - From 6 to 7 hits and wallslam. The jump covered area is the triple of 623A and the startup is slower. Uncorrected damages are: 3000(6 hits) and 3400(7 hits). Respectively 2437 and 2706 vs VSion.
Name 「JP name」 - 214A/B/C
  • (Description) - An Orb appear and evoke one or more thunders that hit with an angulation of 45° and a fixed distance from Roa. Can be chained after 236B/C(A version recover too slowly to be connected with this).
  • (A version) - The thunder hit nearer to Roa and pass a bit on his model. Same startup as B. 1000 damage.
  • (B version) - The thunder hit farther to Roa and the Orb appear over Roa's head. Same startup as B. 1000 damage.
  • (EX version) - Evoke a series of thunder that start from about the same distance as 214B and go farther. How many hits depends of many factors, but the max is 7 hits for 3150 damage(uncorrected, 2559 vs VSion). Funny things you can connect the Arc Drive easily to this: just 41236C while the thunders hit the enemy.

Arc Drive

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Another Arc Drive

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Damage Red Damage Proration Cancel Guard
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