Melty Blood/MBAACC/Arcueid Brunestud/Crescent Moon: Difference between revisions
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| width="" style="background:#E8E8E8;"| '''<font size = "3">Shall we play around a bit? 「少しばかり戯れようか?」</font> ''' | | 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 | 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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Revision as of 22:15, 8 October 2012
Combos
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 | 4161 | 77% | 0% | To be filled |
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 5C 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 | To be filled | To be filled | 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% | To be filled |
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.
-> There! 「そこ!」 - 236ABC Follow up of the first 236abc, second hit of the rekka. Can be charged.
--> It's over! 「終わり!」 - 236ABC Final hit of the rekka.
Another variation of the third rekka hit. Hits high if charged. Deals more damage than the 236 ender.
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.
-> What are you doing. . . ! Chain 「なにやってるの...! 追加技」 - 6ABC Followup of her 623.
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.
|
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.
-> Quiet! (Disappear!) 「うるさい! (消えろっ)」 - 66AB Follow up of her 22. Strikes forward once in air.
-> 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.
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. |