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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= | ==Character Page Progress== | ||
{{#lst:Melty_Blood/MBAACC:Roadmap|H-Roa}} | |||
==Additional Resources== | |||
'''H-Roa | '''[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> | |||
''' | ==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 | |||
==Overview== | |||
{| 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 | |||
<u>'''Okizeme'''</u> | |||
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. | |||
{{ComboLegend-MB}} | |||
===Normal Combos=== | |||
{{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. | |||
}} | |||
{{CollapsingComboData-MB | |||
|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. | |||
}} | |||
{{CollapsingComboData-MB | |||
|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. | |||
}} | |||
{{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. | |||
}} | |||
{{CollapsingComboData-MB | |||
|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. | |||
}} | |||
{{CollapsingComboData-MB | |||
|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. | |||
}} | |||
= | {{CollapsingComboData-MB | ||
|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. | |||
}} | |||
== | {{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. | |||
}} | |||
}} | |||
== | ===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. | |||
}} | |||
== | {{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 | |||
{| | |image=MBMoonCharacterAD.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=== | |||
{{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 | |||
}} | |||
}} | |||
{{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 |
---|---|
|
|
Additional Resources
Match Video Database
H-Roa Melty Bits
H-Roa Tutorial by sibladeko
Players to watch/ask
JP:
'NA:
- TonberryMage (inactive)
- argyle (inactive)
- grungrah#8131
Overview
Strengths |
|
Weaknesses |
|
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. | |
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.
|
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:
|
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
Metered Combos
Move Descriptions
Normal Moves
2A
2A
|
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5A
5A
|
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5A6A
5A6A
|
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5A6AA
5A6AA
|
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2B
2B
|
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5B
5B
|
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2C
2C
|
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5C
5C
|
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6C
6C
|
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6[C]
6[C]
|
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j.A
j.A
|
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j.B
j.B
|
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j.C
j.C
|
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Special Moves
Name 「JP name」 - 236A/B/C
|
Name 「JP name」 - j236A/B/C
|
Name 「JP name」 - 623A/B/C
|
Name 「JP name」 - 214A/B/C
|
Arc Drive
Text
|
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Another Arc Drive
Text
|
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