Melty Blood/MBAACC/Archetype: Earth/Half Moon: Difference between revisions

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Revision as of 20:43, 28 August 2021

Character Page Progress

This page is mostly complete, consider joining as an editor to help finish it up. Please update this character's roadmap page when one of the editing goals have been reached.

In Progress
  • Combos:
    • Add damage, meter gain/given numbers and video links to pre-existing combos.
    • Expand combo listings where needed.


Additional Resources

H-Hime Match Video Database
Melty Bits: H-Hime
H-Archehype Earth Combo Movie (Notations in the comments)
H Hime workshop
C/H hime compilation
C/H hime compilation 2
hime combo video

Players to watch/ask

JP:


NA:

  • Cadenza/Index(found on main melty server)


SA

Overview

Strengths / Weaknesses
Strengths
  • Strong neutral. Controls both ground and air space with good ground movement and varied hitboxes.
  • Good pressure with wind mines, large hitboxes, multiple forward moving attacks, and flight cancel mindgames.
  • Most tools have good frame advantage naturally, while others can benefit from rebeat or flight cancel.
  • Auto-detonating wind mines are more flexible than Crescent Moon's, enhancing neutral control, extending pressure, and enabling mixups and damaging combos.
  • 236A is fast and launches inwards like Full Moon's, but has better frame advantage.
  • 5A6AA series enhances pressure: catches jumps and backdashes, moves Hime forward, and enables even more frame traps.
  • Potent oki from metered enders.
  • Flight and air wind enable strong but unconventional movement and pressure, including the ability to flight cancel most specials and her air normals even on whiff.
  • Half Moon bunker, while costly, is very strong for escaping pressure.
Weaknesses
  • Half Moon meter mechanics, limited meter gain from combos, and frequent meter drain from flight means she needs to manage meter sparingly.
  • Strong oki is meter intensive, requiring set up with j.63214C (Hime kick, 150 meter) or Arc Drive.
  • Slow normals for abare.
  • Floaty jump makes jumping out of pressure more difficult and constrains movement options in neutral.
  • Low health, especially with limited access to Heat.
  • Can't hold shield.

General Gameplan

Welcome to H-Hime, the hidden hime that boasts quite the punch whenever she exists on the screen. Her main gameplan is rather simple, H-hime controls the screen as the opponent tries endlessly to wade through her various tools. One tool that you will see a lot of is 214B and for good reason! Its a fairly fast, big and AUB special that also gives a combo on a lot of exchanges including trades that are not sweeps. Another set of tools you may see from this hime is 5A6AA which is kind of like the evolved form of H-Arc's 5A6AA and this time you can rebeat if the last 6A connects which is something unprecedented for all of h moon characters, but she can because she's the princess. She has the ability to protect her space with the air of wind mines(j214X) and 214B and if she really wanted to, she can even use 236A and be -9 while f hime is -17 on both. H hime also has 236B to use which is 2f faster than c hime's geysers, both of them which is also a major plus to her kit. where she falters is entirely being h moon as some of her more robust options comes from having hime kick (624C) and that happens to use up 150%. This is the same meter gauge that is used for bunker which costs 100% and a strong ex move called ex geyser(j.236C) also costs 100%. Typically For meter purposes. you want to remain at around 150+ so that you are readily able to bust out. Thankfully you gain meter for making the opponent block just about anything you throw at them and also you have meter gaining combo routes that while they don't give you strong oki/meaty options. you are an hime and frankly can afford to play neutral again.

In the corner is a place that H hime is really good at with TK windmine being incredibly + and allowing a low/throw/high mixup that is fairly strong. She can also just use the wind mine to extend her pressure and find a time to sneak in another windmine and make blocking a frustrating process for the opponent. She also gets some nice fancy tricks while in the corner but that will be covered further down the road from this little introduction.

So with all the power that you possess, its important to know how to control it, manage it and use it efficiently so that you get the best out of this character. There is also another bit of weaknesses that come with using a unique character such as hime and especially H hime which will be covered in the defense portion of this page. As long as you can get used to how flight works for hime and get used to managing your meter more intensely as a H moon you will find H hime to be particularly strong at what she does.

Neutral

In order to understand her neutral we will first go over core things this hime of all moon types will essentially use to their advantage.

Walk

Now as any hime player its actually to your benefit that you get used to walking, seriously as it moves a lot faster than what you may think it can even move as fast as a lot of character's airdash so holding forward or backwards will help you position yourself into places that you can use your tools much better. Because of her hurtboxes and how fast she can walk back she can make a lot of things whiff by walking back and you can now whiff punish with an array of tools for the course. If its not stressed enough that walking is a valid and important skill as any hime you will want to go into training mode and see what i mean especially since her backdash has a lot of recovery frames and you don't want to use that over walking back unless you have to. It will help you in play throughout any time on field.

Flight

Flight(22D or j.22D) is another one of the universal Flight mechanics that you will have to get used to with Hime, but its a rather strong, unique and versatile special....if it could called one. Reason why is because for all intents and purposes is that its actually considered an EX move, meaning that you can cancel a lot of things into Flight whether you whiffed a move or not. For example say you did hime j.C and it whiffed, from there if you pressed j.22D you will immediately enter into Flight. You may want to get used to this as you will use it to primarily avoid being put into helpless state if you happen to whiff an air normal or even an air pillar(j.236A/B)

It also important to note because it allows her to retain air options or regain them. To explain it shortly, if you used an airdash already, entering flight will regain that airdash a second time. Another crucial example is if you entered flight and did j236C vs just doing j236C, the former allows you press buttons while the latter does not. Flight can be reentered by inputting j236A/B if you already entered flight just before. One way you can try in training mode to see what i am talking about is doing this

  • jump, j.22D(flight) double jump(this takes you out of flight) j236A(puts you in to flight mode again)

Flight is ran on a timer for four seconds, stops when you just double jump, airdash, j.236C enter out of flight mode and resumes when you reenter it via j236C. Once again its a unique special that you want to learn that is transferrable to all moons of hime that you would need to learn to make the most out of her and her kit, you can do it at anytime even if you have 0 meter and makes a lot of things safer or trickier to punish in many situations. Moving on from the core basic, lets talk about her Specials and Normals that will be seen in her overall neutral gameplan

214B

214B, Kaze, is a really strong oppressive tool that moves C/H hime forward as they let out a big gust of wind that is AUB in the first part and very huge throughout. Its a very active special that covers a lot of space for a considerable amount of time and makes it hard for a lot of the cast to get through. its -3 on block, but spacing it out well doesn't place you in any danger really and sometimes you can do it again to see what the opponent is doing. It gives you a combo on trade in many instance and of course on hit. This is one of your main tools for the job in neutral.

236A and 236B

These geysers are fairly different even though they look similar from F hime and C hime. For starters 236A is very similar F hime's geyser except that its -9 on block. You can use this to stuff ground approaches and very predictable air approaches if they are approaching at that low height for it to work. 236B resembles Chime's 236B geyser except that its 2F faster and allows some combos to work. It being 2F faster also helps its validity in neutral as well.

With these tools the opponent is usually biding their time to find a moment to sneak in. This is where you can use 5A6AA or 5A6A whenever you want to invade space and rushdown yourself. If the opponent tries to backdash or jump, this will more than likely catch, especially if they jumped a bit late. To stop ground approaches you can use this or use dash 5B, dash 2C among the toolset that you have. It also important to note that if the opponent has expended all their air options you can use 3C or DP for anti air them. While DP is far more reliable in a lot of situations, 3C is particularly good because it gives higher reward than DP would, especially on a counter hit opportunity.

Using j236A/B you will more so to wall off space for people. Like you use j236B as if you want to close off space of people trying to get into midscreen range while j236A is if they are already midscreen range and you want to close off the opponent trying to get into your close range space. This is different from just plotting the pillar to their exact location, where its least effective, instead plot the pillar to a place you think they will end up being a seconds ahead of present situation.

j.214A/j.214B and 214A

Wind mine, its a special that is a true cross up on both. its flexibility comes from it being a timed detonation and can be used both in pressure or in neutral as you can hide behind it. Because its on a timer and wind mine doesn't go away if hime is blocking (only goes away if she gets hit or techs a throw). it allows for coverage in ways that you wouldn't have previously. 214A also produces a wind mine and you can flight cancel to move away swiftly after making that wind mine. you would only use 214A especially if you have the space available to do it, but its very powerful in that it can AA as well.

With all these tools in mind, be sure to assess the situation of whenever you need to take to the air or just need to fight it out on the ground.

Pressure

H hime's pressure is very flexible in a lot of ways and there's even a few sneaky tricks that open up once you establish her pressure foundation. Let's start. One of her main tools is using 5A6AA. 5A6AA is fairly standard for many h moon characters in their pressure as you can do the following for a basic understanding. One thing that is important is that leveraging the long normal cancel window of 5B can go a long way and you can choose to remain at a distance where most 2A mashing won't hit you but hitting another 5B will hit them. if they are feel threatened by it then you can simply go in again with redash pressure or 5A6AA from the current position you're standing.

  • 5A6A > 2A > 5A6A
  • 5A stagger 6A, stagger 5B

Hime is a little different in that she can do 5A6AA and then rebeat while other h moon characters cannot do that at all. this is really huge for H hime as it moves her forward and she can stagger her strings in such a way that her pressure can be quite troublesome. Another normal that is essential in her pressure is 5B as it is +1 so you can either choose to stop there or stagger to a 2B or a C normal of your choice. 6[C] also is another good normal to use since you can rebeat from it and it catches jumpouts if they try to jump out of pressure. Here's some examples of her pressure without introducing flight cancels.

  • 5A6AA > stagger 2A > 5A6AA
  • 2A > stagger 2A > 2A > stagger 5B
  • 2A > stagger 2A > stagger 5B > stagger 5C > w5A >(236A)
  • 2A > stagger 2A > stagger 5B > stagger 5C > stagger 2C > 236B'
  • 2A > stagger 2A > Rising j.6B > airdash j.C > j.B
  • 2A > stagger 2A > 6[C] > w5A > 6[C]
  • 2A 2A > 5B > (let it recover) > 5B
  • 5B > 6[C] > 5A 6A > 2A > 5A > 5A6AA

When someone is respecting your staggers you can then mix in throws in between the 2A's, 5B points and you can even do dash up TK j.214A which not only blows up throw tech oses but is also +20 which allows you to continue on your offense. Introducing another vital part of your pressure which is j.214A/B

j.214A and j.214B

j.214A and j.214B are the wind mines that H hime is known for, you got a couple of seconds after its deployed before it explodes it only goes away if H hime gets hit or techs a throw. j.214A she moves backwards while deploying wind and can be used for Same side mixups when doing it post bunker or post throw situations. In the corner it allows you to set up throw/low/high option as shown here The general thing for this is that for the j.6B mixups generally you want to do jump back instant j.6B if you're up close. If you're around two character spaces you may need to do neutral jump instant j.6B and any further than that you will need to do forward jump instant j.6B for it to work. j.214B is a true cross up wind special where she she moves forward(usually behind the opponent) and deploys wind. This special is also +, +16 to be in fact. These specials do have considerable start up and can be hit out of its start up if the opponent if the opponent is onto your motives, but most of the time you can sneak these in.

Which now brings on to some pressures ideas you can do. Revisiting the concept of flight and flight cancelling you can now to the following among other things:

  • 2A > slight delay 2A > 6[C] 5A6AA > 22D > j214A
  • 5A6AA > 2A > 2A > 5A6AA > 5B > 22D > j.214A
  • 2A > 2A > 5B > 22D > j.214A

This now allows you to set up a wind mind in which now you can enforce the High/Low/Throw game. In order to set up the overhead, its usually looks like this

  • 2A > delay 2A > instant j.6B (wind detonates)

You can mix this up with throw or another 2A/2C. You can choose that or you can choose to extend pressure by doing:

  • 2A > slight delay 2A > 5C > 2C > w5A (wind detonates) > redash pressure
  • 2A > slight delay 2A > 5C > 5A6AA > 22D > j.214A

There's honestly a lot of things that you can do that may not be featured here, so its important to gets the basic concepts down and trying out what blockstrings and such fit you. these are just basic examples for now to try out.

Okizeme

As for oki unless you have done the TK wind route which will be notated in the combo routes, did a low height air throw or did hime kick(j.624C) you don't get much oki other than a 236A which can be backdashed or hit with a reversal that moves forward. Let's cover her Tk Wind route/ Low height air throw ender.

So for TK wind route/Low height air throw you have enough frames to do dash 5A6AA/2A/5B things, if people are respecting that enough you can then try TK j.236B to cross people up at midscreen. Your pressure is fairly good enough to command enough respect to try some cross up shenanigans. Now with Hime kick(j.624C) you get the opportunity to do two things are fairly good to do in their own right, here's the set ups.

  • 2A > 2A > 5B > 5C > 236A > j.B(1) > j.C > sdj j.C > hime kick > dash 2C > 22D
  • 2A > 2A > 5B > 5C > 236A > j.B(1) > j.C > sdj j.C > hime kick > dash 2C > 5C > 214A > 22D > air throw > airdash > j.236A (wind explodes)

the first option sets up left/right mix ups and you can choose to pick cross up by doing pressing down for a bit then fly over to the other side and hitting j.2B. or same side by flying to one side then flying back to same side j.2B. The 2nd options sets up a left/right mix up in the corner and you must fully airdash into the corner to make this work. you can choose same side by either doing staying same side during flight and doing j.B j.A or doing cross up j.B j.A.

Its important to note that you can also get flight mix ups from j.236C enders if the opponent doesn't tech. and you can discourage this after j.236C by dashing to where they will fall after j.236C and doing the following

  • w5A > 5B

This catches all techs and goes into a combo. also allows you to set up meaty buttons on their wake up. Once they respect that, you can then just 22D once they fall and perform left/right mixups of your choosing.

Other little tricks This portion is mainly going to be revolving around j214B in the corner and stuff to do in the corner. When you land a throw you can choose to either do the following:

  • Airdash j.B(a safe jump)
  • TK j.214A
  • TK j.214B

The first two is self explanatory, the first option is a safe jump with j.B(2nd hit) hitting people on wake up, TK j.214A sets up the high/low/throw game. j.214B sets up the same thing, however it has an added property of sucking people inwards due to the nature of j214B's attack or more so the direction of the attack. because of this you can do some cute things, here's an examples you can do if the opponent blocks j.214B.

  • j.214B, 2A > 2A > 2B > 236A > 22D cross up j.2B

There's plenty more you can do such as time for the wind explosion to go off as you complete your B or C normal and attempt to cross up with TK j214B or even mask it with a different special as you flight cancel. Be sure try some of the ideas out in training mode!

Defense

Defense is not hime's shining feature and definitely not H hime's. Her jump is fairly floaty which means its not necessarily the most valid defense option she has. Her fastest normal is 6F start up which makes it very difficult to poke out of pressure if its somewhat tight. leaving pressure safely will force hime to use bunker which is strong when it hits but it costs 100% and there's plenty of counter play to it. What you would need to do is make precise decision to use DP when there's a gap, Dodge on certain moves, Shield when you find the point to shield and bunker whenever someone overextended in their pressure. Unfortunately without the aid of ex guard you can't even generate an increased pushback to make the opponent change their pressure, You'll want to block until the opponent tries to to go for a charged overhead or throw and that's where you can make use of 1A~D, Dodge(on the overhead), shield, etc.

Combos

Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.

For more information, see Glossary and Controls.

X > Y X input is cancelled into Y.
X > delay Y Must wait for a short period before cancelling X input into Y.
X, Y X input is linked into Y, meaning Y is done after X's recovery period.
X+Y Buttons X and Y must be input simultaneously.
X/Y Either the X or Y input can be used.
X~Y This notation has two meanings.
  1. Use attack X with Y follow-up input.
  2. Input X then within a few frames, input Y. Usually used for option selects.
X(w) X input must not hit the opponent (Whiff).
j.X X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.

Applies to all air chain sections:

  • Assume a forward jump cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
sj.X X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
dj.X X input is done after a double jump.
sdj.X X input is done after a double super jump.
tk.X Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
(X) X is optional. Typically the combo will be easier if omitted.
[X] Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
{X} Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
X(N) Attack "X" should only hit N times.
(XYZ)xN XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
(XYZ^) A pre-existing combo labelled XYZ is inserted here for shortening purposes.
CH The first attack must be a Counter Hit.
Air CH The first attack must be a Counter Hit on an airborne opponent.
66 Performs a ground forward dash.
j.66 Performs an aerial forward dash, used as a cancel for certain characters' air strings.
IAD/IABD Performs an Instant AirDash.
AT Performs an Air Throw. (j.6/4A+D)
IH Performs an Initiative Heat.
AD Performs an Arc Drive.
AAD Performs an Another Arc Drive.

Starters

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A > 2A > 5B > (2B) > 5C > 2C > (236A/214B)
2839 ~ 3069


Meter Gained: 26.8% ~ 27.3% Meter Given (vs C-Moon): 11.5 ~ 11.7%
One of the basic starters that you will typically see as a full ground starter.
Normal starter, grounded opponent
  • 2A > 2A > 5B > 2B > 5C > (2C) > 6C
2668


Meter Gained: 24.5% Meter Given (vs C-Moon): 10.5%
A variant of the starter above.
Omit the 2C if you need to avoid misinputting 236C.
Normal starter, grounded opponent
  • 2A > 5B > (2B) > 5C > 5A6AA
2389


Meter Gained: 23.1% Meter Given (vs C-Moon): 9.9%
Another variant of the starter above.
Launcher, grounded opponent
  • 236A/236B
1106


Meter Gained: 5.8% Meter Given (vs C-Moon): 2.5%
One of her primary neutral tools that lands hits. its important to learn the conversions for this.
Launcher, grounded opponent
  • 214B
1213


Meter Gained: 6.3% Meter Given (vs C-Moon): 2.7%
Another essential neutral tool that is also important to learn how to convert off of this.
Launcher, grounded opponent
  • j.214B/j.214A
819


Meter Gained: 5.2% Meter Given (vs C-Moon): 2.2%
Wind mine special. usually you will see this during mix ups. important to learn the conversions for these as well.

Enders

Condition Notation Damage
vs V.Sion
Notes
Airborne opponent
  • Airthrow
1600


Meter Gained: 0% Meter Given (vs C-Moon): 0%
A typical ender for this Hime.
Airborne opponent, 100% meter
  • j.236C
2329


Meter Gained: 0% Meter Given (vs C-Moon): 14.4%
Her most damaging ender and also sets up good oki/ tech chase situations and helps maximize a lot of stray awkward hits.
Airborne opponent, 150% meter
  • j.63214C > land > 66 > 2C > (5C) > 22D > flight
3074


Meter Gained: -145.8% Meter Given (vs C-Moon): 11.9%
This is the ender to use if you want to set up flight oki.

OTG Pick ups

These are seen only after throw

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2AAAA
142


Meter Gained: 8.4% Meter Given (vs C-Moon): 3.6%
A typical otg string that hime can only do because her other normals are too slow to pick up otg.
Grounded opponent, 100% meter
  • TK j.236C
1716


Meter Gained: -100% Meter Given (vs C-Moon): 19.9%
Use this to either manage your meter or to ensure a kill after throw
Normal starter, grounded opponent,
  • Microwalk 6C, TK 214A
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
Only do this in the corner, Covers all techs and sets up a wind mine on them if they decide to not tech.

Normal Combos

Wind detonate/explodes= WE

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 2A > 5B > 2B > 5C > 2C > 236A > jc > j.B(1) > j.C > jc > jB(1) > j.C > 22D > j.A > AT
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
One of the basic combos to learn
Normal starter, grounded opponent,
  • 2A > 5B > 2B > 5C > 2C > 214B > jc > j.B(1) > j.C > jc > j.B(1) > j.C > 22D > j.A > AT
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
A 214B route that's universal as is the 236A route above
Normal starter, grounded opponent,
  • 2A > 5B > 2B > 5C > 2C > 214B > jc > j.A > j.6B > j.B(1) > j.C > jc > j.B(1) > j.C > 22D > j.A > j.C > AT
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
A more optimized route of the one above
Normal starter, grounded opponent,
  • 2A > 5B > 2B > 5C > 2C > 236A > TKj214B > sj > j.B(1) > j.C > 22d > AT > WE > j.B(2nd hit) > 66 > j.A > AT
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
The TK wind route that grants the most advantage after knockdown via air throw. Its important to get the spacing during the ground starter so that you can get the TK wind route and that can be achieved through many ways. either by adding in an additional 2A in order to gain more space or by omitting 2B to ensure your combo doesn't drop.
Normal starter, grounded opponent,
  • 236A > jc > jB(1) > j.C > jc > j.C > AT
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
a basic stray 236A conversion
Normal starter, grounded opponent,
  • 236a > TK214b > jc > jB(1) > jC > 22d > AT > WE > jB(2nd hit) > 66 > jA > AT
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
A tk wind route from a stray 236A
Normal starter, grounded opponent,
  • 236b > IADjB(1) > jc > jC > AT
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
A conversion route from 236B. Meterless
Normal starter, grounded opponent,
  • 236B > 22D > j236C
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
This is the route to use if you're unsure if the combo above won't work or just unconfident.
Normal starter, grounded opponent,
  • 214B > j.B(1) j.C sdj j.C > air throw Or j.22D j.A > air throw/ j.A > j.C > j.236C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
a conversion from a stray 214B.
Normal starter, grounded opponent,
  • 214B > j.22D > j236C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
This route you use if you're unsure if the combo above will work
Normal starter, grounded opponent,
  • 214B > 41236C
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
This is a conversion that leads to flight oki if you're ever in max
Normal starter, grounded opponent,
  • 2C > 214A > 22D > j.A > j.C > jc > j.A > j.6B > WE > 66 > j.C > AT
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
You generally won't be doing this route unless you landed an air throw, an Air ch by 214B or Stand shield counter.
Normal starter, grounded opponent,
  • AT > 2C > 6C > sjc > j.A > j.6B > j.B(1) > j.C > jc > j.B(1) > j.C > 22d > j.A > j.C > AT
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
one of the basic airthrow starters
Normal starter, grounded opponent,
  • AT > 2c > 214a > 22d > jA > jC > jc > jC > j6B > WE > 66 > jC > AT
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
The best route to go for since it gives you the best frame advantage after airthrow
Normal starter, grounded opponent,
  • 2D(low shield) 214a > 22d > jA > jC > jc > jC > j6B > WE > 66 > jC > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Low shield counter combo
Normal starter, grounded opponent,
  • 5D(stand shield) > 2c > 214a > 22d > jA > jC > jc > jA > j6B > WE > 66 > jC > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Stand shield counter combo
Normal starter, grounded opponent,
  • 2A > 5B > 2B > 5C > 2C > 236A > jc > j.B(1) > j.C > sdj > j.C > j,63214C > dash 2C 22D or 2C >5C > 22D > air throw.
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
One of many ways to combo into hime kick.
Normal starter, grounded opponent,
  • j.214B > jc > j.A > j.B(1) > j.C > 22D > AT > WE > jc > j.A > j.B(1) > j.C > AT
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
The route you choose from if you land a low j214B crossup via low height or TK. Gives good frames for oki
Normal starter, grounded opponent,
  • j.214B > 6C > hjc > j.C > j.6B > j.236A > j.22D > j.236A > sdj > j.C > AT/j236C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
This is her damage route if you land cross up j214B. if they are too close, usually if you cross up in the corner then refer to this combo below.
Normal starter, grounded opponent,
  • j.214B > 5A 6C > hjc > j.6B > j.236A > j.22D > j.236A > sdj > j.C > AT/j236C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
This is her damage route with the correct sequence to do, in case you are too close after cross up

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 2A > 5B > 5C > 5A6AA > dl. 2C > 214A > 22D > j.A > j.C > jc > j.A > j.6B > WE > j.236A > AT
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
This is the route to get the best frame advantage, Very good route to learn
Normal starter, grounded opponent,
  • 2A > 5B > 2B > 5C > 2C > 214B > 6C > sjc > j.A > j.6B > j.B(1) > j.C > jc > j.B(1) > j.C > 22D > j.A > j.C > j63214C > Land > Dash > 2C > 214A > 22D > j.A > j.C > jc > j.A > j.6B > WE > 66 > AT -
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
This uses 150% meter. It can also stop at dash 2C to go into 22D for flight mix ups another valuable combo to learn
Normal starter, grounded opponent,
  • 2A > 5B > 2B > 5C > 2C > 214B > 6C > sjc > j.A > j.6B > j.B(1) > j.C > jc > j.B(1) > j.C > 22d > jA > jC > AT
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
a Basic corner combo

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.

Note: FL in the cancel section denotes that a move is cancelable into Flight.

Normal Moves

Standing Normals

5A
5A
5A~6A~6A
Chime5a.png
MBHHime5A6A.png
MBHHime5A6AA.png
5A Damage Red Damage Proration Cancel Guard
300 144 75% (O) -SE-, -N-, -SP-, -CH-, -EX-, (J), -FL- LH
First Active Active Recovery Frame Adv Circuit Invuln
6 4 8 0 2.45% -

Neutral on block, can be used for pressure and tick throws. Decent range for a 5A, but slow. Cancelable on whiff.

5A~6A Damage Red Damage Proration Cancel Guard
300 144 75% (O) -N-, SP, -CH-, EX, (J), FL LH
First Active Active Recovery Frame Adv Circuit Invuln
7 7 17 -12 2.1% -

A very minus on block follow-up that moves Hime forward. Does not add any additional proration over 5A, so you can safely use this to adjust spacing if needed.

5A~6A~6A Damage Red Damage Proration Cancel Guard
1000 768 60% (O) N, SP, EX, (J), FL LH
First Active Active Recovery Frame Adv Circuit Invuln
10 8 14 -4 7.0% -

Launches on hit. Usually want to avoid this in combos, but easy to confirm if it hits. Unlike other half-moon characters H-Hime can cancel into normals from this move on block, not just on hit.

5B
Chime5b.PNG
Damage Red Damage Proration Cancel Guard
300*2 (532) (340) 80% (O) N, SP, EX, (J), FL LH
First Active Active Recovery Frame Adv Circuit Invuln
8 6 9 1 2.1%*2 (4.2%) -

+1 on block and hits twice, making it a good general purpose pressure/hitconfirm tool.
Can be used to anti-air sometimes, but mind the extended upper hurtbox.

5C
Chime5c.PNG
Damage Red Damage Proration Cancel Guard
800 480 90% N, SP, EX, (J), FL LH
First Active Active Recovery Frame Adv Circuit Invuln
12 4 18 -4 4.9% -

Useful in standing combos and blockstrings for its significant forward movement. Also a strong poke due to its range and coverage.

Crouching Normals

2A
Chime2a.PNG
Damage Red Damage Proration Cancel Guard
300 96 75% (O) SE, N, SP, EX, (J), FL L
First Active Active Recovery Frame Adv Circuit Invuln
6 4 9 -1 2.1% -

Low hitting 2A. Has good range but 6F startup, so be wary when trying to use this to mash out of pressure.
1F slower than 5A for rebeating, but you'll often start with 5A so keep this option in mind.

2B
MBCHime2B.png
Damage Red Damage Proration Cancel Guard
500 384 80% (O) N, SP, EX, (J), FL LH
First Active Active Recovery Frame Adv Circuit Invuln
9 4 12 -1 2.8% -

-1 on block, hits mid. Nothing especially noteworthy about her 2B, the range is nothing spectacular, combo/blockstring fodder.

2C
Chime2c.PNG
Damage Red Damage Proration Cancel Guard
900 624 65% (O) N, SP, EX, (J), FL L
First Active Active Recovery Frame Adv Circuit Invuln
11 4 15 -1 4.9% -

Not as degenerate as F-Hime's 2C, but still quite good. Hits low, reaches quite far, only -1 on block, overall a solid ground poke. Can confirm into 5C, 236A, or 214B for a combo.

Aerial Normals

j.A
Chimeja.PNG
Damage Red Damage Proration Cancel Guard
250 96 75% (O) N, SP, EX, J, FL LHA
First Active Active Recovery Frame Adv Circuit Invuln
4 4 10 - 2.1% -

Regular girl j.A. teeny hitbox. Not great as a jump-in, but can be used to make IAD strings tighter.
Can whiff cancel the recovery into more air options (jump, air dash, buttons, flight) but once she begins her descent animation she loses that opportunity.

j.B
Chimejb.png
Damage Red Damage Proration Cancel Guard
350, 600 (872) (526) 90% (O) N, SP, -EX-, J, -FL- HA
First Active Active Recovery Frame Adv Circuit Invuln
5 2 (8) 4 - - 2.1%, 2.8% (4.9%) -

Huge (sorta). Great air to air, decent air to ground, hits twice and will beat out a good number of opposing air to airs. Only downside is it's rather suspect hitboxes, as sometimes characters will appear to phase through its active frame, so get a good feel for how it hits.

j.C
Chimejc1.PNG
Damage Red Damage Proration Cancel Guard
850 576 75% (O) N, SP, -EX-, J, -FL- HA
First Active Active Recovery Frame Adv Circuit Invuln
13 4 - - 4.9% -

Savage. Hime claws your face off with an omnidirectional swipe. Really really big, but also quite slow, so don't be surprised if you get counter hit out of it. Good air to air, great air to ground, just be wary that it can be low profiled if coming down from too high.
Used during flight oki to get some fun mixups!
Probably one of your favourite buttons.


Command Normals

3C
MBHHime3C.png
Damage Red Damage Proration Cancel Guard
800 384 55% (O) N, SP, EX, (J), FL LH
First Active Active Recovery Frame Adv Circuit Invuln
10 5 15 -2 2.8% -

Decent anti-air, launches on hit. Used to relaunch mid-combo for certain routes where 6C is unreliable due to forward movement and other options won't work. Has the same command jump on neutral jump cancel as 6C.

6C
6C
6[C]
Chime6c.PNG
6C Damage Red Damage Proration Cancel Guard
800 384 70% (O) SP, EX, (J), FL LH
First Active Active Recovery Frame Adv Circuit Invuln
12 5 23 -10 3.5% -

Blockstring and combo filler. Launches and is jump cancelable on hit, can be used as a ghetto anti air but it's not recommended. Neutral jump cancel triggers a command high jump, which is usually how you'll follow this up on hit.

6[C] Damage Red Damage Proration Cancel Guard
1000 480 70% N, SP, EX, (J), FL LH
First Active Active Recovery Frame Adv Circuit Invuln
19 5 19 -6 7.0% -

6[C] serves a similar function, but moves further forward, is rebeatable, and has better frame advantage uncanceled. Mostly useful as a frame trap and forward moving normal in blockstrings.

j.6B
j.6B
j.6[B]
MBCHimej6B.png
MBCHimej6XB.png
j.6B Damage Red Damage Proration Cancel Guard
700 384 90% (O) N, SP, -EX-, J, -FL- HA
First Active Active Recovery Frame Adv Circuit Invuln
11 6 - - 2.8% -

Big stab, can be held to become even larger and halt air momentum. The regular version is used as combo filler, and occasionally as an instant overhead.

j.6[B] Damage Red Damage Proration Cancel Guard
900 672 50% N, SP, -EX-, J, -FL- HA
First Active Active Recovery Frame Adv Circuit Invuln
24 4 - - 7.0% -

The held variant for occasional mixups post air throw ender, or as a cheeky long ranged overhead in neutral. You can airdash cancel this for pressure or a short combo on block and hit. Rebeating will end the vertical momentum from this attack, causing Hime to immediately fall instead of pausing for a moment first.

Universal Mechanics

Ground Throw
MBCHimeThrow.png
Damage Red Damage Proration Cancel Guard
1300 960 30% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 20 - 0.0% -

Hime levitates the opponent, then slams them into the ground. Untechable knockdown, can be followed up with an OTG string.

Air Throw
Air Throw
j.4/6A+D
MBCHimeThrowAir.png
Damage Red Damage Proration Cancel Guard
1600 480 30% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 - 0.0% -

If done raw, this ground bounces the opponent and teleports you behind them. As a combo ender, this causes an untechable knockdown and leaves you in a normal landing animation.

Shield Counter
Shield Counter
Auto after a succesful Shield (Air OK)
MB FHime SC.png
MBHHimeShieldCounterCrouching.png
MB FHime jSC.png
Standing Damage Red Damage Proration Cancel Guard
500 (345) 300 (198) 50% SP, EX, (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 13 1 3.5% -

Same animation as 6C. Unique shield counter for being plus on block.

Crouching Damage Red Damage Proration Cancel Guard
1500 (1117) 1000 (714) 60% SP, EX, (J) LA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 18 -4 11.5% -

Same animation as 2C.

Air Damage Red Damage Proration Cancel Guard
500 (303) 300 (174) 50% - HA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 - - 3.5% -

Same animation as F-Moon's j.B.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCHimeShieldBunker.png
MBHHime214D.png
Neutral Damage Red Damage Proration Cancel Guard
500 192 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
25 4 19 -5 0.0% Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 192 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 19 -5 0.0% Strike 1-7

A shield bunker with the standard Hime disjoint.

Blockstun Damage Red Damage Proration Cancel Guard
0 0 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
18 3 22 -7 -100.0% -

H-Moon specific reversal bunker.

Circuit Spark
Circuit Spark
In Heat:
Auto during hitstun
A+B+C during blockstun
MBCHimeCircuitSpark.png
MBCHimeCircuitSparkAir.png
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
10 10 20 - removes all Full 1-39
Air Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 10 15 - removes all Strike 1-30

Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.


Special Moves

Special Movement

22D
Sky (Flight)
22D (Air OK)
(~22)
MB FHime 22D.png
Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
12 (16) - 26 (30) - -0.1% per frame -

Flight. Hime decides the ground is for losers and spends some meter to take to the skies. Hime can glide forward and backwards, but descends slightly as she glides. She can also descend more quickly by holding down; holding 1 or 3 will act the same as 4 or 6, respectively. Resets her airdash upon activation, effectively giving her two airdashes, and she can fast-fall to the ground with 22, allowing her to quickly descend to the ground if necessary. Counts as an EX move, so you can whiff cancel into it from normals and even some specials. This enables some very freeform (obnoxious) neutral and pressure strings. Drains meter as she floats, but it can be activated with any amount of meter and ends on a timer rather than when her meter reaches 0. Ignores Melty crossup protection, allowing for some incredibly disgusting mixups. Her hurtbox is slightly smaller while floating in place, but not while moving. A core part of her gameplan, you'll use this often.

Grounded Specials

236X
MBHHime236A.png
MBHHime236B.png
MBCHime236C.png
A Damage Red Damage Proration Cancel Guard
1000, 100*2 (1106) (743) 65% (O) -EX-, (J), -FL- L
First Active Active Recovery Frame Adv Circuit Invuln
9 8 20 -9 (5.85%) -

Geyser series. They hit low and are air unblockable. Use these to catch jump-outs, trap landings, check ground movement, and whiff punish.
Hime summons a geyser at midrange. Pulls the opponent in slightly on block, and launches them towards Hime on hit.

B Damage Red Damage Proration Cancel Guard
1000, 100*2 (1106) (743) 65% (O) -EX-, (J), -FL- L
First Active Active Recovery Frame Adv Circuit Invuln
15 8 23 -12 (5.85%) -

Hime steps forward and summons a geyser just beyond 236A range. This one starts up slower and launches the opponent away from her.

EX Damage Red Damage Proration Cancel Guard
500*N 294*N 95%*N (M) - LH
First Active Active Recovery Frame Adv Circuit Invuln
11+5 X 66 -40 ~ 1 -100.0% -

The EX version of geyser makes a giant series of waves that will carry your opponent to the other side of the screen even on block. Can start combos on trades if spacing is favorable and you run after them. Still air unblockable, but they can shield on reaction to the flash, and it doesn’t lead to much if it doesn’t trade.

Not a bad move in a vacuum, but Hime generally has better things to spend meter on.

Regardless of how many times it hits, it does not contribute to internal hitcount for gravity and meter scaling. If you somehow combo off of it, this is very good, but linking it into arc drive after a throw in an attempt to jack up the hit count real quick doesn’t accomplish anything.

623X
MBCHime623A.png
MBCHime623B.png
MBCHime623C.png
A Damage Red Damage Proration Cancel Guard
700, 250*2 (1147) (460) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
7 7 23 -13 2.8%, 0.7%*2 (4.2%) -

DP series.
A is a passable anti-air, with large hitboxes, good disjoint, but mediocre startup for a DP and no invulnerability. Modest recovery time, which can sometimes bait responses from your opponent or avoid punishment if baited. If it hits once and counterhits, you can combo afterwards.

B Damage Red Damage Proration Cancel Guard
700*2, 400*2 (1944) (1022) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
5 7 (12) 7 29 -17 (vs Stand.), -33 (vs Crouch.) 2.8%*2, 1.4%*2 (8.4%) Full 1-8

Faster startup than A DP and has some invulnerability, but the initial hitbox is small. The larger hitboxes only emerge when she loses her invulnerability, and aren't quite as big as A DP's. Very punishable, use with caution.

EX Damage Red Damage Proration Cancel Guard
500*5, 700 (2637) (1913) 100% - LH(5), LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+4 7 (8) 6 (18) 6 73 -83 (vs Stand.), -97 (vs Crouch.) -100.0% Full 1-73

Fully invulnerable, and the last hit causes untechable knockdown. Useful if you need more invulnerable time than B DP offers, but from some spacings opponents may fall out early and can then punish you on hit.

214X
Wind
(EX: Big Wind)

214A/B/C
(214A~Auto Detonation)
MBHHime214A.png
MBCHime214B.png
MBCHime214C.png
A Damage Red Damage Proration Cancel Guard
400*3 (867) (416) 70% (O) -FL- LH
First Active Active Recovery Frame Adv Circuit Invuln
15 12 18 -2 1.75*3 (5.25%) -
(Mine
Detonation)
Damage Red Damage Proration Cancel Guard
1000 384 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
131 9 - - 2.8% -

Wind Mine series. Air unblockable initial hitbox, does ample chip damage and guard damage.
Hime spins gracefully, and places a projectile which turns into a lingering wind mine. Unlike C-Moon, the wind mine detonation is automatic and happens ~100 frames after the initial hit. You cannot use this move again when a wind mine is already set. Can flight cancel on hit, whiff or block, Both the initial projectile and the activation are air unblockable. Only -2 on block, so can be used rather liberally from a distance.

B Damage Red Damage Proration Cancel Guard
400*2, 1000 (1213) (527) 70% (O) (J), -FL- LH(2), LHA
First Active Active Recovery Frame Adv Circuit Invuln
14 6 (6) 9 9 -3 (6.3%) -

Hime spins even more elegantly, and creates a projectile which places explodes a wind mine instantly. The initial projectile is air unblockable, but the 'explosion'(last hit) is air blockable. Is jump cancelable on hit, and flight cancelable on whiff and block. Only -3 on block, so can also be used to harass the opponent from just outside their effective range, catch jump outs, shark techs, the list goes on.

EX Damage Red Damage Proration Cancel Guard
200*18 (2337) (1679) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+15 63 57 -20 -100.0% Full 1-121

Large but very slow reversal. Long duration and recovery as well as air blockable, so the opponent can just waltz in, and ponder how they're going to kill you while they wait for you to land. Rarely if ever useful.

22X
MBCHime22A.png
MBCHime22B.png
MBCHime22C.png
A/B Damage Red Damage Proration Cancel Guard
500*3 (1127) (648) 75% (O) -EX-, -FL- LHA
First Active Active Recovery Frame Adv Circuit Invuln
52 X 29 6 2.1*3, 1.75%*3 (11.65%) -

Hikari series. Slow startup fireballs, with trajectories dependent on the version used. Gains meter both when the fireballs are created and on hit/block.
Hime takes her sweet time and summons up to 3 star-shaped fireballs which fly forwards and gradually drift upwards.

B version functions the same, but the projectiles fly downwards, so they can be used to tag crouchers trying to duck under the A version.

Unlike Crescent and Full Moons, Half Moon cannot flight cancel 22X during startup. She can however drift along the ground during startup by holding left or right.

EX Damage Red Damage Proration Cancel Guard
500*7 - 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+21 X 40 38 -100.0%, 2.5%*7 Full 1

Hime summons 7 stars to lock the opponent down. Fireballs persist once generated even if Hime is hit. Frame 1 invul thus allows it to serve as a metered pseudo-reversal in some cases, allowing Hime to reset to neutral. Usually not a preferred use of meter.

Aerial Specials

j.236X
MB FHime j236A.png
MB FHime j236B.png
MB FHime j236C.png
A/B Damage Red Damage Proration Cancel Guard
800*3 (1470) (882) 50% (O) -EX-, -FL- LHA
First Active Active Recovery Frame Adv Circuit Invuln
33 19 - 7 (TK) 3.5%*3 (10.5%) -

Laser series. Homegirl summons a pillar to smite her opponents. Can cancel into flight at any time, and when used during flight, Hime retains her flight state, allowing her to retain her air options and heckle her opponents with more lasers (max of 3?). Overall decent move to annoy and zone people with.

Hime summons a pillar of light ~1 character length in front of her. Comes out a tad slow, but has an expanding and contracting hitbox, so it can often times clip people from slightly farther than it appears (at its maximum it's as wide as C version!).

B version functions the same, only the pillar is summonned further away.

EX Damage Red Damage Proration Cancel Guard
450*13 (2329) (1740) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
6+2 28 - 11 (TK) -100.0% Full 6, 19-21, 46-48

The fear. Hime decides she wants you dead and whips out her gun. Tracks, low startup, comes out almost instantly post super flash. Strong whiff punish tool. Leads to tech trap situations when it hits in close proximity, and also useful for punishing air techs. Grants her plus frames when performed in flight, allows for her to hit confirm off stray hits for knockdown or to kill. Hime often prefers to save meter for other uses, but it's a great tool for closing rounds, securing knockdown off stray hits, and burning meter.

j.214X
Wind (Air)
(EX: Big Wind)

j.214A/B/C
(j.214A/B~Auto Detonate)
MBHHimej214A.png
MBHHimej214B.png
MBCHime214C.png
A Damage Red Damage Proration Cancel Guard
400*3 (867) (416) 70% (O) N/A LH
First Active Active Recovery Frame Adv Circuit Invuln
21 12 - 20 (TK) 1.75%*2, 2.8% (5.25%) -
(Mine
Detonation)
Damage Red Damage Proration Cancel Guard
1000 384 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
137 9 - - 2.8% -

Hime dashes backwards and sets a wind mine. The automatic mine detonation is the same as ground 214A. Very plus when TK'd, so it's a strong tool in pressure. Flight into immediate j.214A shortens her movement, allowing you to set a mine on top of an opponent after 236A or 214B if you're close enough.

B Damage Red Damage Proration Cancel Guard
400*3 (867) (416) 70% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
29 12 - 16 (TK) 1.75%*2, 2.8% (5.25%) -
(Mine
Detonation)
Damage Red Damage Proration Cancel Guard
1000 384 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
146 9 - - 2.8% -

Forward dash version of the above. Can cross up the opponent, but is vulnerable to shield on reaction. Active frames and the later mine detonation pull the opponent in, opposite the direction of 214A and j.214A. Occasionally used in pressure, and a staple of some of her strongest routes. Flight into j.214B has shortened movement similar to j.214A, but in the opposite direction.

EX Damage Red Damage Proration Cancel Guard
200*18 (2337) 150*18 (1679) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+15 63 - -11 (TK) -100.0% Full 1-95

Similar to the ground version.

j.63214C
Take This!
j.63214C
MB FHime j63214C.png
Damage Red Damage Proration Cancel Guard
1400, 700*4 (2415) (1561) 60% (M) - H
First Active Active Recovery Frame Adv Circuit Invuln
1+8 4 0 - -150.0% Full 1-13

Big Kick. EX move that costs 150% meter. Does decent damage, but more importantly allows her to setup up her flight okizeme easily off of air combos. Has a cool animation and rebounds the opponent off the walls, usually dropping them close to the corner. Follow up with Arc Drive into 22D, 2C > 22D, or 2C > 5C > 214A > 22D > AT and make them guess.

Arc Drive

Memory
41236C during Heat
MBCHimeADAAD.png
MBCHimeAD.png
The enemy’s hard-earned meter is now just a memory.
The enemy’s hard-earned meter is now just a memory.
Damage Red Damage Proration Cancel Guard
0, 275*25, 250 (3960) 0, 275*26 (2809) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+1 3 (17) 3 52 -31 removes all Full 7-68

A combo ender. Extremely high hit count (27) triggers the protection system to give the opponent meter; afterwards inflicts a special circuit break that removes 100 meter in addition to sealing their meter (for 5 seconds). If your generous donation put the opponent in MAX, or they were already in it, the 100 deduction becomes an elimination, setting enemy meter to zero.

In addition to ruining the enemy’s meter, its give a lengthy untechable knockdown that allows you to either set up midscreen flight oki.

Has two hitboxes. The first, beginning frame 5, only hits people in hitstun and makes it easy to combo into. The second, beginning frame 25, tries to hit again if the cinematic hasn’t already begun. Because of this, it’s easy to combo into, but more difficult to punish things with. Though, it is invincible shortly after the combo hit, so it can work against some projectiles and long-range setup moves.

Donating the opponent meter is affected by moon-specific meter generation; full-moon gets 10% less than C, and half-moon gets 30% less.

Most of your opponents will likely be Crescent or Full-Moon, but take note vs Half Moon opponents that they do not automatically enter Heat after hitting 200%, they only hit it after the combo would end, meaning that taking away 100% puts them at 100%, not 0%. So, if the opponent is below around 90% meter as half-moon, it’s generally better to just go with AD rather than AAD because it will give them less afterward, and if they’re really low and your combo has been long you may just want to just go for kick oki, since the seal matters little if they’re H moon with low meter.

Half Moon doesn't get much opportunity to utilize her Arc Drive, but it's situationally useful if you find yourself in Heat and get a throw or are inclined to sacrifice combo damage for meter drain, circuit break, and flight oki.

See this spreadsheet for more specifics.


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