Melty Blood/MBAACC/Roa/Half Moon: Difference between revisions
< Melty Blood | MBAACC | Roa
Jump to navigation
Jump to search
(Updated page to the new format. Updated & added combos & notable players.) |
(Added normals that C-Roa shares.) |
||
Line 253: | Line 253: | ||
======<font style="visibility:hidden" size="0">2A</font>====== | ======<font style="visibility:hidden" size="0">2A</font>====== | ||
{{MoveData|image= | {{MoveData|image=MB_C_Roa_2A.png|caption=|name=2A|data= {{AttackData-MB |damage=300 |reddamage= |proration=75% |circuit=3.0% |cancel= |guard=HL |startup=4 |active=4 |recovery=8 |frameAdv=0 |invuln= | |description=Description}}}} | ||
======<font style="visibility:hidden" size="0">5A</font>====== | ======<font style="visibility:hidden" size="0">5A</font>====== | ||
Line 265: | Line 265: | ||
======<font style="visibility:hidden" size="0">2B</font>====== | ======<font style="visibility:hidden" size="0">2B</font>====== | ||
{{MoveData|image= | {{MoveData|image=MB_C_Roa_2B.png|caption=|name=2B|data= {{AttackData-MB |damage=550 |reddamage= |proration=80% |circuit=6.0% |cancel= |guard=L |startup=7 |active=6 |recovery=14 |frameAdv=-5 |invuln= | |description=Description}}}} | ||
======<font style="visibility:hidden" size="0">5B</font>====== | ======<font style="visibility:hidden" size="0">5B</font>====== | ||
{{MoveData|image= | {{MoveData|image=MB_C_Roa_5B.png|caption=|name=5B|data= {{AttackData-MB |damage=550 |reddamage= |proration=80% |circuit=5.5% |cancel= |guard=HL |startup=8 |active=5 |recovery=13 |frameAdv=-3 |invuln= | |description=Description}}}} | ||
======<font style="visibility:hidden" size="0">2C</font>====== | ======<font style="visibility:hidden" size="0">2C</font>====== | ||
{{MoveData|image= | {{MoveData|image=MB_C_Roa_2C.png|caption=|name=2C|data= {{AttackData-MB |damage=900 |reddamage= |proration=55% |circuit=9.0% |cancel= |guard=L |startup=8 |active=11 |recovery=13 |frameAdv=-6 |invuln= | |description=Description}}}} | ||
======<font style="visibility:hidden" size="0">5C</font>====== | ======<font style="visibility:hidden" size="0">5C</font>====== | ||
{{MoveData|image= | {{MoveData|image=MB_C_Roa_5C.png|caption=|name=5C|data= {{AttackData-MB |damage=400, 550 |reddamage= |proration=80%, 90% |circuit=4.0%, 5.5% |cancel= |guard=HL |startup=8 |active=3 (10) 7 |recovery=14 |frameAdv=-16, -3 |invuln= | |description=Description}}}} | ||
======<font style="visibility:hidden" size="0">6C</font>====== | ======<font style="visibility:hidden" size="0">6C</font>====== | ||
Line 283: | Line 283: | ||
======<font style="visibility:hidden" size="0">j.A</font>====== | ======<font style="visibility:hidden" size="0">j.A</font>====== | ||
{{MoveData|image= | {{MoveData|image=MB_C_Roa_jA.png|caption=|name=j.A|data= {{AttackData-MB |damage=250 |reddamage= |proration=75% |circuit=2.5% |cancel= |guard=HL |startup=5 |active=4 |recovery=- |frameAdv=- |invuln= | |description=Description}}}} | ||
======<font style="visibility:hidden" size="0">j.B</font>====== | ======<font style="visibility:hidden" size="0">j.B</font>====== | ||
Line 289: | Line 289: | ||
======<font style="visibility:hidden" size="0">j.C</font>====== | ======<font style="visibility:hidden" size="0">j.C</font>====== | ||
{{MoveData|image= | {{MoveData|image=MB_C_Roa_jC.png|caption=|name=j.C|data= {{AttackData-MB |damage=950 |reddamage= |proration=90% |circuit=9.5% |cancel= |guard=H |startup=7 |active=4 |recovery=- |frameAdv=- |invuln= | |description=Description}}}} | ||
==Special Moves== | ==Special Moves== |
Revision as of 18:02, 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
|
---|
5A
5A
|
---|
5A6A
5A6A
|
---|
5A6AA
5A6AA
|
---|
2B
2B
|
---|
5B
5B
|
---|
2C
2C
|
---|
5C
5C
|
---|
6C
6C
|
---|
6[C]
6[C]
|
---|
j.A
j.A
|
---|
j.B
j.B
|
---|
j.C
j.C
|
---|
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
|
---|
Another Arc Drive
Text
|
---|