Melty Blood/MBAACC/Powered Ciel/Half Moon: Difference between revisions

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'''Corner Combos'''
'''Corner Combos'''
*'''5B 2B 2C 5C 6B 236[A](2nd hit) 2C 5C 6B 236[A](2nd hit) 2C (5C) 4C 3C 214A'''
*'''5B 2B 2C 5C 6B 236[A](2nd hit) 2C 5C 6B 236[A](2nd hit) 2C (5C) 4C 3C 214A'''
:Powerful corner combo, confirm from 2AA, j.B/C or ground throw. Second 5C needs to be delayed a fraction for the second 6B to connect; if you can't get the timing down, try to just go straight to 6B from 2C, but it will whiff on some characters.
:Powerful corner combo, confirm from 2AA, j.B/C or ground throw. Second 5C needs to be delayed a fraction for the second 6B to connect; if you can't get the timing down, try to just go straight to 6B from 2C, but it will whiff on some characters. '''KOUMA NOTE:''' Because Kouma's hitbox is a jerk, the first 6B very often whiffs him entirely even if you delay the 5C as much as you can. To remedy this, get in as many 2A/5As in as you can before beginning the combo so gravity pulls him down fast enough to be hit. The next 6B can also be rather problematic. If this is frustrating, just work on some 6B-less combos for him. The midscreen BnBs will still work fine.


*'''5B 2B 2C 5C 6B 236[A](2nd hit) 2C 5C 6B 236[A](2nd hit) 2C 5C 4C 3C sjc8 j.C j.236AA/j.236B/j.236C'''
*'''5B 2B 2C 5C 6B 236[A](2nd hit) 2C 5C 6B 236[A](2nd hit) 2C 5C 4C 3C sjc8 j.C j.236AA/j.236B/j.236C'''

Revision as of 12:13, 3 February 2012

Combos

Normal Combos

  • 5B 2B 5C 236B~C 2C 3C jc9 delay j.B 2C 5A (whiff) 6AA delay 6B 236[A](2nd hit) 2C (5C) 4C 3C 214A
Confirm from 2AA, j.B/C or ground throw. Guaranteed to carry your opponent to the corner from anywhere. You have to tap C quickly after 236B in order to have it connect, but not too soon or you'll miss the timing. The first 3C may need to be delayed a bit after 2C in order for j.B to hit; j.B itself needs to be pressed a little after Ciel reaches maximum jump height and starts coming down. Make sure to hit the enemy as soon as you can with 6B while they're floating down, as the first hit of 236[A] has to whiff and will hit if they're too low to the ground. The combo ends in a hard knockdown and if you simply do 2C 4C 3C 214A at the end, it allows you to go for a 4/6 mixup close to the corner.
  • 5B 2B 5C 6B 2C 3C jc9 delay j.B 2C 5C 6B 236[A](2nd hit) 2C (5C) 4C 3C 214A
Stronger version of above combo, still coming with excellent corner carry. Do the first 2C as soon as possible after 6B or they will get knocked way out of range. As well, delay the second 5C a little after 2C so 6B can connect; otherwise all notes on the previous combo still apply.

Corner Combos

  • 5B 2B 2C 5C 6B 236[A](2nd hit) 2C 5C 6B 236[A](2nd hit) 2C (5C) 4C 3C 214A
Powerful corner combo, confirm from 2AA, j.B/C or ground throw. Second 5C needs to be delayed a fraction for the second 6B to connect; if you can't get the timing down, try to just go straight to 6B from 2C, but it will whiff on some characters. KOUMA NOTE: Because Kouma's hitbox is a jerk, the first 6B very often whiffs him entirely even if you delay the 5C as much as you can. To remedy this, get in as many 2A/5As in as you can before beginning the combo so gravity pulls him down fast enough to be hit. The next 6B can also be rather problematic. If this is frustrating, just work on some 6B-less combos for him. The midscreen BnBs will still work fine.
  • 5B 2B 2C 5C 6B 236[A](2nd hit) 2C 5C 6B 236[A](2nd hit) 2C 5C 4C 3C sjc8 j.C j.236AA/j.236B/j.236C
Slight variation of the above combo, ending in another strong corner knockdown if you finish with j.236AA. Ending with 214A is generally a better idea, but if you really want to squeeze out the most damage and possibly end the round, press 8 to super jump cancel the last 3C and hit j.C j.236B/C.

Strategy

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

Half

Spacing

Pressure

Move Descriptions

Normal Moves

5A

-

5A>6AA

The moves in number and strength order. Explain how the moves works, what it's best suited for and where it lacks.

2A

While crouching, Ciel does a low knife jab at your opponent's feet. The purple effect trailing from the knife doesn't count in its hitbox. This move has the same animation as Crescent's 2A. This move hits low. This move is air unblockable. Deals approximately 300 dmg [.720 proration].

5B

-

2B

-

6B

-

5C

-

2C

-

4C

-

3C

-

j.A

-

j.B

-

j.C

-

Special Moves

Name 「JP name」 - 236ABC
  • (Description) - Simply describe the move here and what it can be used for
  • (A version) - This is where you put what the version of the move can be used for and how its different from the rest of the moves.
  • (B version) - Ditto
  • (EX version) - This is were you describe what happens when you feed it 100%
「」 - 214ABC
  • (Description) -
「」 - j.214ABC
  • (Description) - ...
  「」 - 623ABC
  • (Description) - ...
「」 - j.236ABC
  • (Description) - ...


Arc Drive

「」
  • (Description) - AD description