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

From Mizuumi Wiki
Jump to navigation Jump to search
(→‎Move Descriptions: Added the updated format)
Line 188: Line 188:


== Move Descriptions ==
== Move Descriptions ==
{{AttackData-MB/Infobox}}
=== Normal Moves ===
=== Normal Moves ===
===== <span class="invisible-header">5A</span> =====
{{MoveData
|image=MBMoonCharacterInput.png
|caption=
|name=5A
|input=Text
|linkname=5A
|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
}}
}}


{| border="0" cellspacing="5" width="100%"
===== <span class="invisible-header">5B</span> =====
| width="" style="background:#E8E8E8;"|''' <font size = "3">2A</font> '''
{{MoveData
Standard jab that hits low. +1 on block.
|image=MBMoonCharacterInput.png
|-
|caption=
| width="" | ''' <font size = "3">5A</font>  '''
|name=5B
Standard jab that whiffs on most non-point-blank crouching opponents. -1 on block.
|input=Text
|-
|linkname=5B
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2B</font> '''
|data=
A decent poke with low recover that advances forward, useful for cross-downs. -4 on block.
{{AttackData-MB
|-
|damage=Text
| width="" | ''' <font size = "3">5B</font> '''
|reddamage=Text
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.
|proration=Text
|-
|circuit= Text
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2C</font>  '''
|cancel=Text
A sweep that reaches pretty far and high. Long recover. -6 on block.
|guard=Text
|-
|startup=Text
| width="" | ''' <font size = "3">5C</font> '''
|active=Text
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.
|recovery= Text
|-
|frameAdv= Text
| width="" style="background:#E8E8E8;" | ''' <font size = "3">3C</font> '''
|invuln=Text
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.
|description= Text
|-
}}
| width="" | ''' <font size = "3">4C</font> '''
}}
Launcher used in many combos. Can be charged as an overhead. -24 on block. Charged is -27 on block.
===== <span class="invisible-header">Charged5B</span> =====
|-
{{MoveData
| width="" style="background:#E8E8E8;"| ''' <font size = "3">jA</font> '''
|image=MBMoonCharacterInput.png
Standard jA that hits mid
|caption=
|-
|name=5[B]
| width="" | ''' <font size = "3">jB</font> '''
|input=Text
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
|linkname=Charged 5B
|-
|data=
| width="" style="background:#E8E8E8;"| ''' <font size = "3">j2B</font> '''
{{AttackData-MB
A claw dive with not-so-many active frames. Big recover, very situational, can be cancelled into ground specials. Hits mid
|damage=Text
|-
|reddamage=Text
| width="" | ''' <font size = "3">jC</font> '''
|proration=Text
Decent priority and a lot of active frames
|circuit= Text
|-
|cancel=Text
| width="" style="background:#E8E8E8;"| ''' <font size = "3">j2C</font> '''
|guard=Text
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
|startup=Text
|}
|active=Text
|recovery= Text
|frameAdv= Text
|invuln=Text
|description= Text
}}
}}


=== Special Moves ===
===== <span class="invisible-header">5C</span> =====
{{MoveData
|image=MBMoonCharacterInput.png
|caption=
|name=5C
|input=Text
|linkname=5C
|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
}}
}}
===== <span class="invisible-header">Charged5C</span> =====
{{MoveData
|image=MBMoonCharacterInput.png
|caption=
|name=5[C]
|input=Text
|linkname=5C
|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
}}
}}


{| border="0" cellspacing="5" width="100%"
| width="" style="background:#E8E8E8;"|''' <font size = "3"> You're in the way! 「邪道よ!」 - 236ABC</font> '''


Rekka, can be used to mixup during pressure. Damage doesn't change between versions.
===== <span class="invisible-header">2A</span> =====
{{MoveData
|image=MBMoonCharacterInput.png
|caption=
|name=2A
|input=Text
|linkname=2A
|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
}}
}}
===== <span class="invisible-header">2B</span> =====
{{MoveData
|image=MBMoonCharacterInput.png
|caption=
|name=2B
|input=Text
|linkname=2B
|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
}}
}}


* '''(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.


''' <font size = "3"> -> There! 「そこ!」 - 236ABC</font>'''
===== <span class="invisible-header">2C</span> =====
{{MoveData
|image=MBMoonCharacterInput.png
|caption=
|name=2C
|input=Text
|linkname=5A
|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
}}
}}


Follow up of the first 236abc, second hit of the rekka. Can be charged.
===== <span class="invisible-header">4C</span> =====
{{MoveData
|image=MBMoonCharacterInput.png
|caption=
|name=4C
|input=Text
|linkname=4C
|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
}}
}}


* '''(A version)''' - Arcueid swings again, moving her even further.
===== <span class="invisible-header">3C</span> =====
* '''(B version)''' - Same as above, but she moves further.
{{MoveData
|image=MBMoonCharacterInput.png
|caption=
|name=3C
|input=Text
|linkname=3C
|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
}}
}}
===== <span class="invisible-header">j.A</span> =====
{{MoveData
|image=MBMoonCharacterInput.png
|caption=
|name=j.A
|input=Text
|linkname=j.A
|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
}}
}}
===== <span class="invisible-header">j.B</span> =====
{{MoveData
|image=MBMoonCharacterInput.png
|caption=
|name=j.B
|input=Text
|linkname=j.B
|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
}}
}}


''' <font size = "3"> --> It's over! 「終わり!」 - 236ABC</font>'''
===== <span class="invisible-header">j.C</span> =====
{{MoveData
|image=MBMoonCharacterInput.png
|caption=
|name=j.C
|input=Text
|linkname=j.C
|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
}}
}}


Final hit of the rekka.


* '''(A version)''' - Arcueid swings one more time. Hits low.
===== <span class="invisible-header">j.2B</span> =====
* '''(B version)''' - Same as above. Goes further.
{{MoveData
|image=MBMoonCharacterInput.png
|caption=
|name=j.2B
|input=Text
|linkname=j.2B
|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
}}
}}
===== <span class="invisible-header">j.C</span> =====
{{MoveData
|image=MBMoonCharacterInput.png
|caption=
|name=j.2C
|input=Text
|linkname=j.2C
|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
}}
}}




''' <font size = "3"> --> Get down! 「沈め!」 - 214ABC</font> '''


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


* '''(A version)''' - Overhead swing, hits mid.
=== Universal Mechanics ===
* '''(B version)''' - Same as above, but goes slightly further.
===== <span class="invisible-header">Mechanic</span> =====
{{MoveData
|image=MBMoonCharacterInput.png
|caption=
|name=(Mechanic)
|linkname=Mechanic
|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
}}
}}


''' <font size = "3"> I'm going to get a little serious. . . ! 「ちょつと本気だすわうよ...!」 - 236C</font>'''


EX-Edge. Super version of Arcueid's rekka.
=== Special Moves ===
 
===== <span class="invisible-header">236X</span> =====
|-
{{MoveData
| width="" | ''' <font size = "3"> What are you doing. . . ! 「なにやってるの...!」 - 623ABC</font>'''
|image=MBMoonCharacterInput.png
 
|caption=
Arcueid moves foward and claws at the opponent.
|name=(Example Special)
 
|linkname=236X
* '''(A version)''' - Arcueid moves foward and claws downwards. Hits low.
|input=236A/B/C
* '''(B version)''' - Arcueid moves foward, and claws upwards. Air Unblockable. Deals slightly more damage than A version.
|data=
 
{{AttackData-MB
''' <font size = "3"> -> What are you doing. . . ! Chain 「なにやってるの...! 追加技」 - 6ABC</font>
|damage=Text
 
|reddamage=Text
Followup of her 623.
|proration=Text
 
|circuit= Text
* '''(A version)''' - Arcueid moves foward and claws upwards. Hits mid.
|cancel=Text
* '''(B version)''' - Same as above.
|guard=Text
 
|startup=Text
''' <font size = "3">What are you doing. . . ! 「なにやってるの...!」 - 623C</font>'''
|active=Text
 
|recovery= Text
EX-Edge. Super version of Arcueid's 623A 6A.
|frameAdv= Text
|invuln=Text
|description= Text
}}
}}


|-
| width="" style="background:#E8E8E8;"| ''' <font size = "3">  Ready. . . Go! 「せ-のっ!」 - 214ABC</font>'''
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.
|-
| width="" | ''' <font size = "3">  Quiet! (Fly!) 「うるさい! (飛べっ)」 - 22ABC</font>'''
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.
''' <font size = "3"> -> Quiet! (Disappear!) 「うるさい! (消えろっ)」 - 66AB</font>'''
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.
''' <font size = "3"> -> Quiet! (Disappear!) 「うるさい! (消えろっ)」 - 66C</font>'''
EX-Edge, can be used from both A and B versions of her 22.
''' <font size = "3">  Quiet! (Fly!) 「うるさい! (飛べっ)」 - 22C</font>'''
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.
|-
| width="" style="background:#E8E8E8;"| ''' <font size = "3">  It's Useless! 「無駄よ!」 - 63214ABC</font>'''
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.
''' <font size = "3">  It's Useless! 「無駄よ!」 - 63214ABC</font>'''
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 ===
=== Arc Drive ===
{{MoveData
|image=MBMoonCharacterAD.png
|caption=
|name=
|linkname=Arc Drive
|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
}}
}}


{| border="0" cellspacing="5" width="100%"
| width="" style="background:#E8E8E8;"| '''<font size = "3">  From Dreams to Reality (Marble Phantasm) 「空想具現化 (マ-ブルファンタズム)」  </font> '''
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 ===
=== Another Arc Drive ===
{{MoveData
|image=MBMoonCharacterAAD.png
|caption=
|name=
|linkname=Another Arc Drive
|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
}}
}}


{| border="0" cellspacing="5" width="100%"
| width="" style="background:#E8E8E8;"| '''<font size = "3"> Melty Blood 「メルティブラド」</font> '''
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 ===
=== Last Arc ===
{{MoveData
|image=MBMoonCharacterLA.png
|caption=
|name=
|linkname=Last Arc
|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
}}
}}


{| border="0" cellspacing="5" width="100%"
| width="" style="background:#E8E8E8;"| '''<font size = "3">Shall we play around a bit? 「少しばかり戯れようか?」</font> '''
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.


|}


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


[[Category:Melty Blood Actress Again Current Code]]
[[Category:Melty Blood Actress Again Current Code]]
[[Category:Arcueid Brunestud]]
[[Category:Arcueid Brunestud]]

Revision as of 06:22, 11 September 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 Ressources/Players to watch/ask
    • Add any external links to ressources such as video guides or articles.
    • If you know any players in particular that can be helpful for learning this character, please add them with, if possible a way to contact them (such as a Discord handle) and a name that can be searched in the match video database.
  • Overview/General Gameplan:
    • Add a short summary of this character with a list of strengths and weaknesses
    • Do your best to describe how to play this character, change or add subsections based on what you would write as a guide.
  • Combos:
    • Add tech in the starters, enders, OTG pickup and normal/corner combo sections.
    • Add damage, meter gain/given numbers and video links to combos as you add them.
  • Move Descriptions:
    • Add frame data.
    • Add images with hitboxes to the moves.
    • Add descriptions to the moves, specify how they function, cite their uses, add captions where helpful, etc.


Additional Resources

C-Arcueid Match Video Database

Players to watch/ask

JP:

  • Text goes here after asterisk
  • Text goes here after asterisk

NA:

  • Text goes here after asterisk
  • Text goes here after asterisk

Overview

Strengths / Weaknesses
Strengths
  • Text goes here after asterisk
  • Text goes here after asterisk
Weaknesses
  • Place text here be sure to use "*" for each point*

General Gameplan

Place text here*

Neutral

Place text here*

Pressure

Place text here

Okizeme

Place text here

Defense

place text here*


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


Move Descriptions

Frame Data Help
Header Tooltip
Move Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

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.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

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.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

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.
±x~±y denotes a range of possible advantages.

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:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

5A
5A
Text
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text

5B
5B
Text
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text

Charged5B
5[B]
Text
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text

5C
5C
Text
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text

Charged5C
5[C]
Text
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text


2A
2A
Text
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text

2B
2B
Text
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text


2C
2C
Text
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text

4C
4C
Text
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text

3C
3C
Text
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text

j.A
j.A
Text
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text

j.B
j.B
Text
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text

j.C
j.C
Text
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text


j.2B
j.2B
Text
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text

j.C
j.2C
Text
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text



Universal Mechanics

Mechanic
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text


Special Moves

236X
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text


Arc Drive

Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text


Another Arc Drive

Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text


Last Arc

Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text


MBAACC Navigation

General
FAQ
Advanced
AokoCrescentHalfFull
TohnoCrescentHalfFull
HimeCrescentHalfFull
NanayaCrescentHalfFull
KoumaCrescentHalfFull
MiyakoCrescentHalfFull
CielCrescentHalfFull
SionCrescentHalfFull
RiesbyfeCrescentHalfFull
V.SionCrescentHalfFull
WarachiaCrescentHalfFull
RoaCrescentHalfFull
MaidsCrescentHalfFull
AkihaCrescentHalfFull
ArcueidCrescentHalfFull
Powered CielCrescentHalfFull
Red ArcueidCrescentHalfFull
V.AkihaCrescentHalfFull
Mech-HisuiCrescentHalfFull
SeifukuCrescentHalfFull
SatsukiCrescentHalfFull
LenCrescentHalfFull
RyougiCrescentHalfFull
White LenCrescentHalfFull
NeroCrescentHalfFull
NACCrescentHalfFull
Koha-MechCrescentHalfFull
HisuiCrescentHalfFull
Neco-ArcCrescentHalfFull
KohakuCrescentHalfFull
Neco-MechCrescentHalfFull