Melty Blood/MBAACC/Arcueid Brunestud/Crescent Moon: Difference between revisions

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<td> https://youtu.be/JX5LaOH6_4A </td>
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Revision as of 19:38, 8 September 2020

Combos

The combos listed here are meant for beginners, if you want to know optimal routes, watch Kouki's video: https://www.youtube.com/watch?v=jXJZ9bz8PPA

Input Damage (on V.Sion) Meter generation Meter cost Video
Anywhere
2A 5B 2B 2C 4C j.BC j.ABC j.6AD 3764 66% 0% To be filled
2A 5B 2B 2C 5C 623B - 6B j.BC j.ABC j.6AD 4044 77% 0% https://youtu.be/JX5LaOH6_4A
2A 5B 2B 2C - 4C j.66 j.C 5B 2B 2C 4C j.BC j.ABC j.6AD 4445 104% 0% To be filled
2A 5B 2B 2C - 4C j.2AB j.63214A 5B 2B 2C 4C j.BC j.ABC j.6AD 4737 71.8% (21.8%) 50% http://www.youtube.com/watch?v=cbMpIlUMFso
2A 5B 2B 2C - 4C j.66 - j.C 2C - 4C j.66 j.C j.63214A j.ABC j.ABC j.6AD 4641 116% 0% http://www.youtube.com/watch?v=-pHKObR2a9w
2A 5B 2B 2C - 4C j.66 - j.C 2C 2A(whiff) 2A 2C - 4C j.BC j.ABC j.6AD 4570 104% 0% To be filled
Full Screen
2A 5B 2B 2C 5CC j.B (2nd hit) j.63214A land j.ABC j.ABC j.6AD 3636 80% 0% To be filled
2A 5B 2B 2C - 4C j.66 j.C 2C 5C j.B (2nd hit) land 5A 5B 2B 2C 4C j.ABC j.ABC j.6AD 4254 110% 0% To be filled
Corner
2A 5B 2B 2C - 5C - 236[B] 2A 5B 2B 2C - 5C - 236[B] 2A 5B 2B 2C 4C j.BC j.ABC j.6AD 4995 154% 0% https://www.youtube.com/watch?v=VJXVUWH-qpU
2A 5B 2B 2C - 5C - 236[B] - j.63214B 5B 2B 2C - j.63214B 5B 2B 2C - 5C - 236[B] - j.63214B 5B 2B 2C 4C j.BC j.ABC j.6AD 5698 194% 0% http://www.youtube.com/watch?v=V1ymxeV2LyM
2A 5B 2B 2C - 5C - 236[B] - j.63214B 5B 2B 2C - j.63214B 5B 2B 2C - 5C - 236[B] - j.63214B 5B 2B 2C - 214B 5A 5B 2B 2C - 4C j.66 j.C j.63214A 5B 2B 2C 623A 5705 214% 0% http://www.youtube.com/watch?v=IIAdTqC_JSQ
2A 5B 2B 2C - j.63214C 6/66 5B 2B 2C - 5C - 236[B] - j.63214B 5B 2B 2C - 5C - 236[B] - j.63214B 5B 2B 2C 4C j.BC j.ABC j.6AD 5842 147.2% (47.2%) 100% To be filled


Notes:

    - During the corner wall bounce combos, almost every component of the loop has to be delayed (where '-' is noted). You need to do this in order to keep your opponent as low as possible, without reaching OTG
    - If having trouble with the j.63214B 5B link, do your best to do the TK as low as possible
    - Aforementioned combos use standard air combo finishers. However, you can do pretty much every finisher after a 2C. Some options are:
    4C j.(A)BC j.ABC j.6AD High damage, standard oki
    4C j.BC j.ABC j.2C High damage, techable oki, OTG with j.63214C if no tech
    623A Long oki
    236A 236A 214A Long oki, OTG. 623C OTG if done on an airbone opponent
    5C - 236[B] Long oki and corner space


Strategy

Do what you need to do to extrapolate on the character. Here are example categories below.

Spacing

Pressure

Move Descriptions

Normal Moves

2A

Standard jab that hits low. +1 on block.

5A

Standard jab that whiffs on most non-point-blank crouching opponents. -1 on block.

2B

A decent poke with low recover that advances forward, useful for cross-downs. -4 on block.

5B

Can be charged for an overhead, or used half-charged followed by 2B for a feint overhead. -4 on block. Charged is -10 on block.

2C

A sweep that reaches pretty far and high. Long recover. -6 on block.

5C

Can be charged for a slow unblockable. -9 on block. If it hits the opponent in air, it can be followed up with another 5C for a superjump pursuit.

3C

A swipe up which launches opponents (grounded or in the air). Has clash frames at her head before the hit, and has a disjointed hitboxe above her head. - 10 on block.

4C

Launcher used in many combos. Can be charged as an overhead. -24 on block. Charged is -27 on block.

jA

Standard jA that hits mid

jB

A move that hits twice, and as such often wastes air counter hits. The first part of the move hits upwards, and the second part hits downwards. Only the second part will come out if you input the move while falling

j2B

A claw dive with not-so-many active frames. Big recover, very situational, can be cancelled into ground specials. Hits mid

jC

Decent priority and a lot of active frames

j2C

Changes your trajectory, can be used as a sort of airdash. 2 parts, the second one having huge priority but coming very late during the move. Can be neutral/positive on block if done at very low height. Hits mid

Special Moves

You're in the way! 「邪道よ!」 - 236ABC

Rekka, can be used to mixup during pressure. Damage doesn't change between versions.

  • (A version) - Arcueid swings her arm foward, with a pinkish-purple aura following it. Also pushes her foward. Can be charged.
  • (B version) - Same as above, but the attack pushes Arcueid slightly further.

-> There! 「そこ!」 - 236ABC

Follow up of the first 236abc, second hit of the rekka. Can be charged.

  • (A version) - Arcueid swings again, moving her even further.
  • (B version) - Same as above, but she moves further.

--> It's over! 「終わり!」 - 236ABC

Final hit of the rekka.

  • (A version) - Arcueid swings one more time. Hits low.
  • (B version) - Same as above. Goes further.


--> Get down! 「沈め!」 - 214ABC

Another variation of the third rekka hit. Hits high if charged. Deals more damage than the 236 ender.

  • (A version) - Overhead swing, hits mid.
  • (B version) - Same as above, but goes slightly further.

I'm going to get a little serious. . . ! 「ちょつと本気だすわうよ...!」 - 236C

EX-Edge. Super version of Arcueid's rekka.

What are you doing. . . ! 「なにやってるの...!」 - 623ABC

Arcueid moves foward and claws at the opponent.

  • (A version) - Arcueid moves foward and claws downwards. Hits low.
  • (B version) - Arcueid moves foward, and claws upwards. Air Unblockable. Deals slightly more damage than A version.

-> What are you doing. . . ! Chain 「なにやってるの...! 追加技」 - 6ABC

Followup of her 623.

  • (A version) - Arcueid moves foward and claws upwards. Hits mid.
  • (B version) - Same as above.

What are you doing. . . ! 「なにやってるの...!」 - 623C

EX-Edge. Super version of Arcueid's 623A 6A.

Ready. . . Go! 「せ-のっ!」 - 214ABC

Arcueid moves foward and strikes with her elbow. Can be useful as a launcher.

  • (A version) - Arcueid moves fowards and hits opponent with elbow.
  • (B version) - Arcueid moves further. Can also be linked into the following attacks. Deals 100 damage less than A version.
    • (A) - Arcueid does a quick teleport foward.
    • (B) - Arcueid does her 4C. Can also be charged. Hits mid, high if charged.
    • (C) - Arcueid does her 5C. Can't be charged, but if it hits, she can follow up with her superjump pursuit.
Quiet! (Fly!) 「うるさい! (飛べっ)」 - 22ABC

Arcueid jumps and claws upwards. Useful for catching aerial opponents. Can be EX canceled on first hit. Can also be used in air.

  • (A Version) - Arcueid does a short hop upwards. Hits twice.
  • (B Version) - Higher jump than A version, also has invincibility on startup. Hits thrice. Deals more damage as well.

-> Quiet! (Disappear!) 「うるさい! (消えろっ)」 - 66AB

Follow up of her 22. Strikes forward once in air.

  • (A version) - Can only be used with 22A.
  • (B version) - Can only be used with 22B.

-> Quiet! (Disappear!) 「うるさい! (消えろっ)」 - 66C

EX-Edge, can be used from both A and B versions of her 22.

Quiet! (Fly!) 「うるさい! (飛べっ)」 - 22C

EX-Edge. Super version of her 22, attacks twice for a total of 8 hits. Can't use 66C with it. Can also be used in air.

It's Useless! 「無駄よ!」 - 63214ABC

Arcueid summons a pinkish-purple ring in front of her and jumps backwards. Useful for escaping. Can also be used in air. No damage change between both ground and aerial versions.

  • (A Version) - Arcueid jumps back slightly, useful for spacing.
  • (B Version) - Arcueid jumps back about 3 character lenghts. Useful for escaping.
    • (Aerial A Version) - Arcueid slashes the opponent in the air, falls straight down if there isn't any aerial momentum.
    • (Aerial B Version) - Same as above, but falls backwards and disregards momentum.

It's Useless! 「無駄よ!」 - 63214ABC

EX-Edge. Summons a giant ring in front of her. Aerial version consists of a giant slash at around 45 degrees downwards. Aerial version deals less damage than ground version.

Arc Drive

From Dreams to Reality (Marble Phantasm) 「空想具現化 (マ-ブルファンタズム)」 

Arcueid summons chains towards where she's facing, dealing roughly around 3332 damage raw on Archetype Earth. Air unblockable, hits across the entire screen for about a character height (Arcueid's height).


Another Arc Drive

Melty Blood 「メルティブラド」

Arcueid summons chains like her Arc Drive, but after the animation of her Arc Drive, she stops and summons forth many red claw waves at the opponent. Deals roughly 5482 damage raw on Archetype Earth. Hits the entire screen horizontally for about a character's height (Arcueid's height). Air unblockable.

Last Arc

Shall we play around a bit? 「少しばかり戯れようか?」

Activated in air. Arcueid flies backwards, with an image of Archetype Earth behind her. The background fades and turns into a full moon with light emerging from cracked earth under it. Deals around 7591 damage with full meter. Deals less damage on both Nanaya and Tohno Shiki, with a special animation. Nanaya takes more damage than Tohno Shiki.

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