Melty Blood/MBAACC/Len/Crescent Moon: Difference between revisions

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  AirCombo ending instead of knockdown.
  AirCombo ending instead of knockdown.


== Move Descriptions ==
== Move Descriptions ==
{{AttackData-MB/Infobox}}
{{AttackData-MB/Infobox}}
=== Normal Moves ===
=== Normal Moves ===

Revision as of 03:46, 16 September 2020

This page is a translation from the French wiki BasGrosPoing.

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/General Gameplan:
    • Update strengths/weaknesses to look better probably.
    • Address the elephant in the room and list the differences between her and H-Len.
    • Flesh out gameplans other than pressure.
  • Move Descriptions:
    • Trim down excess info on things like j236x and migrate it to a new section below the movelist, detailing more advanced application and theory.
  • Additional Resources/Players to watch/ask
    • Add any external links to ressources such as video guides or articles.
    • Pretty up this section to be more in line with other character pages.
  • Combos:
    • Clean up combo section, maybe even restructure it completely.
    • Add throw loop guide.
    • Consider putting this entire section below move descriptions.


Additional Resources

C-Len Match Video Database

Players to watch/ask

JP:

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  • Text goes here after asterisk

NA:

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

Overview

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

General Gameplan

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Neutral

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Pressure

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Okizeme

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Defense

place text here*

Combos

Basic combos

  (5A) > 5C(4) > 4B > jBC > jBC > AT
  (5A) > 5C(4) > 4B > 236C > 236[A] > 236[B] > jABC > jBC > AT
Meter combo
  (5A) > 5C(4) > 4B > 236C > 236[A] > 624C > 2B
Meter combo that brings hard knockdown and good mixup options midscreen. 
Stop at 236[A] to move enemy out of corner.

Advanced combos

  (5A) > 5C(4) > 4B > jB > Airdash delay AT > 5A > 4B > 2A (whiff) > jA > Airdash delay AT > 5A > 4B > 2A (whiff) > jABC > jBC > AT
Corner combo.
  (5A) > 5C(4) > 4B > jB > Airdash delay AT > 5A > 4B > 2A (whiff) > jB > Airdash delay AT > 5A > 4B > 2A (whiff) > jAC > Airdash delay AT > 5A > 2B
Knockdown ending.
  (5A) > 5C(4) > 4B > jB > Airdash delay AT > 5A > 4B > 2A (whiff) > jB > Airdash delay AT > 5A > 4B > 2A (whiff) > jABC > jABC > AT
AirCombo ending instead of knockdown.

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


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
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