Melty Blood/MBAACC/Shiki Ryougi/Full Moon: Difference between revisions

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Revision as of 13:54, 30 August 2021

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
  • General Gameplan:
    • 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 damage, meter gain/given numbers and video links to combos.
  • Players to watch/ask
    • 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


Additional Resources

F-Ryougi Match Video Database
Horokei's F-Ryougi BnB Guide

Players to watch/ask

JP:

NA:

EU:

Overview

Strengths / Weaknesses
Strengths
  • Amazing mobility
  • Good grounded buttons with big range
  • Great air to air game
  • Gains access to some of the best AAD and LA's in the game during Blood Heat
  • Pretty good midscreen okizeme
Weaknesses
  • Poor linear pressure
  • Poor frame advantage
  • Lacks any true reversal options
  • Lacks an air to ground move
  • Grounded buttons have long recovery

General Gameplan

work in progress

Neutral

Your attacks have extremely long range, so use that to your advantage. At mid distance, F-Ryougi is extremely strong. Your long range pokes means that the enemy can't do much if they don't want to have their move stuffed. At long range, your dash 3C allows you to quickly punish from across the screen, same as knife. j.B gives you great control in air to air. j.C is amazing against anyone who's above you. None of your air attacks have good angles towards the ground, however, so try to stay on the ground unless you're approaching with an instant air dash.

Pressure

If you get the enemy to block an attack, make them block more. Although almost every attack is negative on block, the pushback and long range means that you're almost always safe. Plus, F-Ryougi does significant guard damage. Rekkas are safe outside of the first hit and 236C ender. 22A allows you to reset. 3C lets you get back in if you push yourself too far. 5[C] is very slow, but having it shielded turns into rock paper scissors, since F-Ryougi can cancel into 623 series which allows a followup combo should you guess correctly. Against Half Moon characters, there's no guess game involved, so them shielding your 5[C] nets you free damage.

Off of hard knockdown like A rekka ender, you can set up safe jump. F-Ryougi doesn't have any special mixups, but she can do things like neutral jump into drift and corner airdash mixups just fine.

Okizeme TBD

Defense

When you're getting pressured, there's not much you can do. If you know what they're going to use next and you know that you can time a 236C perfectly so that its active frames fall perfectly within 236C's invulnerability frames, you can give it a try. That's really silly, though, and will probably end up with eating 5k damage. So just block. Block a lot. You have no real reversals and you're full moon, so you can't H-Bunker or easily Heat as a reversal. A good part of F-Ryougi is making sure that you don't get forced into the corner.

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.

Most j.236B enders can be switched for an airthrow. End in j.236B for extra damage and meter charge time. End in airthrow for okizeme. Let j.B hit once if you plan on ending with air throw. When doing 236A236[A]236A midscreen on an airborne opponent, enter the last 236A in reverse (214A), as 236[A] will cross under temporarily. In the corner, enter 236A normally.

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Midscreen, Standard
  • (2A) > 5B > 2B > 5C > 236B~236B~236B, 2A/2B > 5C > j.BC > dj.BC > dj.236B
4766


Meter Gained: 97.6 Meter Given (vs C-Moon): 32.5
Standard midscreen bread and butter combo from close distances. Use 2A instead of 2B when you're especially close for a slightly easier link.
Corner
  • (2A) > 5B > 2B > 5C > 236B~236B~236B, 2A/2B > 5C > TK j.236B, j.AC > dj.BC > dj.236B
5090


Meter Gained: 108.9 Meter Given (vs C-Moon): 36.3
Corner combo from close distances. Use 2A instead of 2B when you're especially close for a slightly easier link.
Far, Has Knife
  • (2A) > 5B > 2B > 2C > 3C > 22A, 2B > 5C > j.BC > dj.BC > dj.236B
3791


Meter Gained: 90.4 Meter Given (vs C-Moon): 30.1
When you're too far to use the rekka launcher combo but you have your knife. Do 5B or 5C instead of the 2B > 5C after 22A for a bit less damage if you aren't able to delay the 2B consistently.
Far, Corner, Has Knife
  • (2A) > 5B > 2B > 2C > 3C > 22A, 2B > 5C > TK j.236B, j.AC > dj.BC > dj.236B
4146


Meter Gained: 101.7 Meter Given (vs C-Moon): 33.9
Corner version of the above.
Far, Knifeless
  • (2A) > 5B > 2B > 2C > 3C > 236A~236[A]~236A
3030


Meter Gained: 51.7 Meter Given (vs C-Moon): 17.2
When you have no knife and you're too far to use the rekka launcher combo.
Midscreen, Overhead, Has Knife
  • 4C > 22A, 2C > 3C > 236A~236[A]~236A
2310


Meter Gained: 55.8 Meter Given (vs C-Moon): 18.6
Overhead starter into hard knockdown for okizeme.
Midscreen, Overhead, Has Knife
  • 4C > 22A, 2B > 5C > j.BC > dj.BC > dj.236B
2621


Meter Gained: 69.7 Meter Given (vs C-Moon): 23.2
Overhead starter into wallslam for damage and meter charge time. Do 5B or 5C instead of 2B > 5C if you can't do it reliably.
Corner, Overhead, Has Knife
  • 4C > 22A, 2B > 5C > TK j.236B, j.AC > dj.BC > dj.236B
2968


Meter Gained: 81.0 Meter Given (vs C-Moon): 24.2
Corner version of the above.
Midscreen, Overhead, Knifeless
  • 4C > 236A~236[A]~236A
1765


Meter Gained: 31.0 Meter Given (vs C-Moon): 10.3
Knifeless overhead starter into hard knockdown for okizeme.
Counter/AirThrow, Knifeless
  • (Raw AT/Shield Counter/Air CH) > 2B > 5C > j.BC > dj.BC > dj.236B
2953 /
2111 /
3561


Meter Gained: 54.0 / 57.5 / 57.1 Meter Given (vs C-Moon): 17.1 / 19.5 / 19.0
Change 2B > 5C to 5B if you can't time it right. Values are for raw AT, shield counter, and CH 5A, respectively.
Counter, Knifeless, Corner
  • (Shield Counter/Air CH) > 2B > 5C > TK j.236B, j.AC > dj.BC > dj.236B
2511 /
4252


Meter Gained: 69.7 / 68.4 Meter Given (vs C-Moon): 23.2 / 22.8
Corner version of the above. Does not work from Raw AT because Raw AT uses up two wallbounces. Values are for shield counter and CH 5A, respectively.
Counter/AirThrow, Knifeless
  • (Raw AT/Shield Counter/Air CH) > 3C > 236A~236[A]~236A
2401 /
1483 /
2232


Meter Gained: 31.9 / 36.4 / 35.1 Meter Given (vs C-Moon): 11.7 / 12.1 / 11.7
Conversion into hard knockdown for okizeme. Values are for raw AT, shield counter, and CH 5A, respectively.

Metered Combos

Condition Notation Damage
vs V.Sion
Notes
Midscreen, Has Knife
100% meter
  • (Launcher) > j.BC > dj.BC > dj.22C, 2C > 3C > 236A~236[A]~236A
4917


Meter Gained: 94.1 Meter Given (vs C-Moon): 40.1
For okizeme off of an air combo. Cancel j.B after the first hit.
Anywhere
100% meter
  • (2A) > 5B > 2B > 5C > 236B~236B~236C > 214C > 8j.C, 5B > j.BC > dj.BC > dj.236B
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
Neutral jump cancel the 214C and delay the j.C as late as possible so that your 5B will connect.
Anywhere
100% meter
  • (2A) > 5B > 2B > 5C > 236B~236B~236C > 214C > j.B(w), dl.2B > 5C > j.BC > dj.BC > dj.236B
4678


Meter Gained: 69.4 Meter Given (vs C-Moon): 34.5
Slightly easier version. Slightly delay 2B after j.B(w).
Corner
100% meter
  • (2A) > 5B > 2B > 5C > 236B~236B~236C > 214C > j.B(w), dl.2B > 5C > TK j.236B, j.BC > dj.BC > dj.236B
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Corner version of the above.
Anywhere
100% meter
  • (2A) > 5B > 2B > 5C > 236B~236B~236C > 214C > j.B(w), 2C > 3C > 236A~236[A]~236A
4559
Meter Gained: 63.5 Meter Given (vs C-Moon): 29.9 (Video)
For hard knockdown.
Anywhere
100% meter
  • (2A) > 5B > 2B > 5C > 3C > 236A~236[A]~236A > 236C > j.BC > dj.BC > dj.236B
4791


Meter Gained: 68.4 Meter Given (vs C-Moon): 41.7
For some extra damage off of 236A rekka ender. You can do similar combos from 236C off of any hard knockdown.
Anywhere
100% meter
  • (Rekka x2)~214A > 236C > j.BC > dj.BC > dj.236B
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
For if your first two rekkas are blocked but you land the low rekka.

Initiative Heat Combos

Condition Notation Damage
vs V.Sion
Notes
Anywhere
MAX mode
  • (2A) > 5B > 2B > 5C > 236B~236B~236C > IH j.BC > dj.BC > dj.236C
5717


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Does around 6k.
Corner
MAX mode
  • (2A) > 5B > 2B > 5C > 236B~236B~236C > IH 214A, 5A > 5C > TK j.236B, j.B > delay j.C, j.BC > dj.BC > j.236C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
For mad hype near the corner.

Swag Combos

Condition Notation Damage
vs V.Sion
Notes
Anywhere, Has Knife
  • (2A) > 5B > 2B > 5C > 3C > TK j.236B, 5A > 22A, TK j.236B, j.AC > dj.BC > dj.236B
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Delay the 5A. Replacement for (2A) > 5B > 2B > 5C > 3C > 22A, 2B > 5C > TK j.236B, j.AC > dj.BC > dj.236B
Anywhere, Knifeless
  • 5B > 2B > 5C > 3C > TK j.236B, 5A > 5C > 214C > j.B(whiff), 2C > 3C > 236A~236[A]~236A
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Delay the 5A. Replacement for (2A) > 5B > 2B > 5C > 236B~236B~236C > 214C > j.B(w), 2C > 3C > 236A~236[A]~236A. Actually better if the opponent reduces reasonably well and is reasonably easy for a bnb.
Anywhere, Has Knife
  • 5B > 2B > 5C > 236B~236B~236C > 214C > 8j.C > j.22B, 2B > 5C > j.236B, j.AC > j.B(2)C > j.236B
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Delay the first j.C. Knife version of (2A) > 5B > 2B > 5C > 236B~236B~236C > 214C > 8j.C, 5B > j.BC > dj.BC > dj.236B
Anywhere
100% meter
  • 5AA > 5B > 2B > 5C > 3C > TK j.236C, 5A > 2C > 236A~236A~236A, 5A > 2C > 3C > 236A~236[A]~236A
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Impossible swaaaaaaaag. Loop 5A 2C rekkas on some characters for more swaaaaaaaag. Burs.

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

Standing Normals

5A
Fryougurt5A.png
Damage Red Damage Proration Cancel Guard
350 202 75% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
4 3 9 0 3.15% -

Her fastest normal. Air unblockable. The range is not much for a F-Ryougi move, but it's still decent. If you really need to, you can use it as an emergency anti-air, but you'll probably get beat out. Good for frame traps and throw setups.

5B
Fryougurt5B.png
Damage Red Damage Proration Cancel Guard
500 303 85% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 3 22 -10 4.5% Clash 9-11

Big poke that's good at catching jumpers. Air unblockable. Clashes. Just like 2B, don't whiff this. Can be crouched under at the extreme range. As long as you don't whiff, it's pretty safe.

5C
5C
5[C]
Fryougurt5C.png
5C Damage Red Damage Proration Cancel Guard
850 505 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
13 5 17 -4 6.3% Clash 14-18
5[C] Damage Red Damage Proration Cancel Guard
1500 3030 100% (N), (SP), (EX), (J) U
First Active Active Recovery Frame Adv Circuit Invuln
30 5 25 - 13.5% Clash 31-35

Definitely don't whiff this. Air unblockable. Clashes. Long range like her other normals. Longer, even. If you don't whiff, it's STILL pretty safe. Charged Unblockable! Use it once in a while to keep the enemy on their feet.

Crouching Normals

2A
Fryougurt2A.png
Damage Red Damage Proration Cancel Guard
300 151 75% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 3 17 -8 2.7% -

A lot of range for a 2A. It doesn't cancel to itself, however. Hits mid. If this gets blocked at close range, it's actually safer on block to continue into rekka. At most ranges, though, it's fairly safe on block since most moves that are fast enough can't reach.

2B
Fryougurt2B.png
Damage Red Damage Proration Cancel Guard
500 353 90% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
7 4 17 -6 4.5% -

Great range and good start up. Good poke. Hits low. If you whiff, you're stuck with an extended hitbox for a good while. If you make contact, it's pretty safe.

2C
Fryougurt2C.png
Damage Red Damage Proration Cancel Guard
900 505 55% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
13 2 28 -12 8.1% -

Mostly blockstring/combo filler before you use 3C. Hard knockdown. Move you forward. At long range, though, this is pretty safe as long as you don't whiff.

Aerial Normals

j.A
FryougurtJA.png
Damage Red Damage Proration Cancel Guard
350 151 75% (O) N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 3 - - 3.15% -

Okay for when they're above you. Can't cancel into itself.

j.B
FryougurtJB1.png
FryougurtJB2.png
Damage Red Damage Proration Cancel Guard
350*2 (621) 151*2 (267) 80% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
6 2 (4) 2 - - 3.15%*2 (6.3%) -

Amazing air to air move. It's fast, it's got a great hitbox, and it's long enough to easy combo after. It's a two hitter, but you'll cancel the second hit into j.C a lot of the time during combos 'cause the second hit adds minimal damage (maybe 250 if you get both second hits in an air combo) and risks them getting too high for your combo ender to connect.

j.C
FryougurtJC.png
Damage Red Damage Proration Cancel Guard
900 404 90% (O) SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
7 3 - - 8.1% -

Hitbox goes really high. If anyone is above you, you'll probably beat them out. Good for approaches with iAD.

Command Normals

3C
Fryougurt3C.png
Damage Red Damage Proration Cancel Guard
900 707 65% (O) SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
13 9 24 -15 8.1% -

Great move, but don't end on it in blockstrings. Moves you in real close. Plus, huge amounts of active frames. Definitely not safe on block unless you start it from far away. If you do it from that far, though, people can react and punish you. If you see them using something that takes a while, you can dash in and 3C for a fairly quick full screen punish.

4C
Fryougurt4C.png
Damage Red Damage Proration Cancel Guard
800 606 45% (O) SP, EX H
First Active Active Recovery Frame Adv Circuit Invuln
26 1 35 -9 7.2% -

Her only normal overhead. Not safe on block. Only really combo into rekka and 22A/C.

Universal Mechanics

Ground Throw
MB C-Ryougi Throw.png
Damage Red Damage Proration Cancel Guard
1500 1010 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 20 13 ~ 18 13.5% -

Ryougi pins the opponent to the ground then stabs them in the chest.

Air Throw
Air Throw
j.6/4A+D
MB C-Ryougi Throw Air Raw.png
Raw
Raw
MB C-Ryougi Throw Air Ender.png
Combo Ender
Combo Ender
Raw /
Combo Ender
Damage Red Damage Proration Cancel Guard
1600 (1408)
1000
(888)
808
35%
100%
- U
First Active Active Recovery Frame Adv Circuit Invuln
1 1 12 -
4 ~ 9
0.0%
9.0%
-

Has completely different animations for whether this is done raw or during a combo. For the former, Ryougi will launch the opponent diagonally downward then slice them, resulting in a ground bounce. For the latter, she will drop the opponent straight below her then stab them like in her ground throw.

Shield Counter
Shield Counter
236D after a successful Shield (Air OK)
MB F-Ryougi 236D.png
MB F-Ryougi j.236D.png
Standing Damage Red Damage Proration Cancel Guard
500 (345) 202 45% (SP), (EX), (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 18 -4 4.5% -

Same animation as H-Moon 5A6A.

Aerial Damage Red Damage Proration Cancel Guard
500 (345) 202 45% - HA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 - 16 (Max) 4.5% -

Same animation as C-Moon j.C.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MB C-Ryougi 214D.png
Bunker Damage Red Damage Proration Cancel Guard
500 202 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
25 4 19 -5 0.0%
(-50.0% in blockstun)
Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 202 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 19 -5 0.0%/-50.0% Strike 1-7

A standing-height slash.

Blood Heat
Blood Heat
A+B+C during MAX
MB C-Ryougi ABC.png
Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
16 2 29 - uses all Full 1-18

Hitbox covers Ryougi completely.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
MB C-Ryougi CSpark.png
MB C-Ryougi CSpark Air.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

Grounded Specials

236X
Double Belfry
(EX: Double Belfry - Row of Beads)

236A/B/C
(236A/B~236X/[X] / 214X/D)
(~236A/B/C/[C] / 214X)
Mbacryougi236.png
A/B
A/B
Mbacryougi236236.png
~236X/[X]
~236X/[X]
Mbacryougi236214.png
~214X
~214X
Mbacryougi236a.png
~236A (Ender)
~236A (Ender)
Mbacryougi236b.png
~236B (Ender)
~236B (Ender)
Mbacryougi236c.png
~236C/[C] (Ender)
~236C/[C] (Ender)
Mbacryougilowkick.png
~214D/X (Ender)
~214D/X (Ender)
A Damage Red Damage Proration Cancel Guard
750 555 80% (O) -CH- LH
First Active Active Recovery Frame Adv Circuit Invuln
9 4 21 -7 6.75% -
B Damage Red Damage Proration Cancel Guard
750 555 80% (O) -CH- LH
First Active Active Recovery Frame Adv Circuit Invuln
15 3 33 -18 6.75% -
  • Ryougi's rekka series. Very useful for just about everything.

A: Rekka starter. Ryougi moves forward and slashes. Not safe on block.
B: Same as A version, except moves Ryougi farther. Also a bit slower. Even less safe on block.

~236X Damage Red Damage Proration Cancel Guard
900 757 80% (O) -CH- LH
First Active Active Recovery Frame Adv Circuit Invuln
4 4 16 -2 8.1% -
~236[X] Damage Red Damage Proration Cancel Guard
1200 606 80% (O) -CH- LH
First Active Active Recovery Frame Adv Circuit Invuln
18 3 15 -1 10.8% -
~214X Damage Red Damage Proration Cancel Guard
1200 909 75% (O) -CH- H
First Active Active Recovery Frame Adv Circuit Invuln
26 ~ 23 3 19 -7 10.8% -
~214D Damage Red Damage Proration Cancel Guard
450 353 100% (O) -EX- L
First Active Active Recovery Frame Adv Circuit Invuln
10 3 22 -7 4.05% -
  • Rekka extenders.

236X: Just another slash. Safe on block.
236[X]: Just another slash. Won't combo on standing target from rekka starter. Use this on falling enemies, though, 'cause it will combo after those. Also use this in blockstrings once in a while to make frame traps. Safe on block.
214X: Overhead. Doesn't combo from rekka starter. Not safe on block.
214D: Ends the rekka. Hits low. Hard knockdown. Can be EX canceled. Not safe on block.

236A Damage Red Damage Proration Cancel Guard
700 404 50% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
8 ~ 4 4 20 -6 6.3% -
236B Damage Red Damage Proration Cancel Guard
1200 808 40% (M) - LH
First Active Active Recovery Frame Adv Circuit Invuln
12 ~ 8 6 24 -12 10.8% -
236C Damage Red Damage Proration Cancel Guard
1500 1010 100% -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
20 ~ 16 10 16 -10 13.5% -
236[C] Damage Red Damage Proration Cancel Guard
1500 3030 100% -EX- U / LH
First Active Active Recovery Frame Adv Circuit Invuln
36 ~ 32 10 16 -8 13.5% -
214X/D Damage Red Damage Proration Cancel Guard
450 353 50% (O) - L
First Active Active Recovery Frame Adv Circuit Invuln
8 3 28 -13 4.05% -
  • Rekka enders.

236A: HARD knockdown. Use this when you want oki. If you're using this on a falling enemy midscreen, enter the 236 in reverse (214) because the rekka extender will cross under. Safe on block.
236B: Launcher. You can 2A/2B after this for combos. You use this for your bread and butter. Generally safe on block, but can be punished by extremely fast and long range moves like C-Ciel 236C.
236C: Stab through. Deals high damage and can be canceled into 214C for a combo if you're too far for the rekka launcher to hit, netting you good damage and a side switch. Unsafe on block, and will side switch on block at point blank.
236[C]: Unblockable (First 2 active frames). Obviously won't combo from rekka extenders. Don't hold this half way. This isn't Warc's 5{B}. If this gets blocked half charged, you eat 5k damage. Use this in blockstrings sometimes. It's got decent speed. If they get wise and start not respecting, you should just stop doing this move instead of trying to half charge it to catch them.
214X/D: Low hit. Same as using 236A/B~214D. If you're using this on a falling enemy midscreen (why?), enter the 214 in reverse (236) because the rekka extender will cross under.

EX Damage Red Damage Proration Cancel Guard
400*7 (2107) 288*7 (1595) 80% (O)/(M) (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
1+6 62 25 -13 -100.0% Full 1-6

Ryougi dashes in and does 6 rekka slashes in rapid succession followed by a jump cancellable B Ender. Most notable as her best OTG pickup after rekka hard knockdown. Due to hitgrab properties, all combos are burst safe after it hits. Starts off with 6 frames of invulnerability, so it's your only "reversal" type move. It's a terrible reversal, though. After that 6 frames wears off, you get a frame of you just running forward before you start attacking. A decent meaty can easy beat it out. Also, no invincibility any time after that. People who are careless on punishing this might get caught by the American reset, 'cause the last slash has a decent hitbox.

623X
Ying Yang Spiral
623A/B/C (No EX)
MB H-Ryougi 421A.png
A/C
A/C
MB H-Ryougi 421BC.png
B
B
MB F-Ryougi 623AB Hit.png
A/B Hit
A/B Hit
MB H-Ryougi 421AB Hit.png
C Hit
C Hit
A/B Damage Red Damage Proration Cancel Guard
0 0 70% - -
First Active Active Recovery Frame Adv Circuit Invuln
4 12 20 14 (Hit) 0.0% -
  • Ryougi's first set of counters. If an enemy hitbox of the corresponding guard properties connects with the counter trigger box, she catches the enemy and throws them behind her if they are close enough, leaving them standing. You can combo after A and B versions with a 5B, netting you the highest damage of any of Ryougi's counters

A: Counters high/mid-hitting attacks.

B: Counters low/mid-hitting attacks.

C Damage Red Damage Proration Cancel Guard
0 0 60% - -
First Active Active Recovery Frame Adv Circuit Invuln
4 12 16 - 0.0% -

Counters high/mid-hitting attacks, but throws them off their feet. Can combo with 2C after. Recovers marginally faster than 623A/B

214X
Avidya Moon
214A/B/C
MBFRyougi214A.png
MBFRyougi214B.png
MBFRyougi214EX.png
A Damage Red Damage Proration Cancel Guard
1000 959 (90% (M)), 85% (M) -EX- H
First Active Active Recovery Frame Adv Circuit Invuln
24 4 20 -6 9.0% -
  • Ryougi's signature moonsault slashes.

Whiffs crouchers, is air unblockable, and wall slams. Looks kinda terrible outside of combos and it really is. It's a gimmicky anti air at best. Can be EX cancelled, so you can do some gimmicks with it. Has an additional hitbox during start-up that only "hits" if the opponent is in hitstun on the ground already, allowing it to combo off of normals despite its slow speed. If you are too far from the corner you can't combo off of the wall slam reasonably. You can use it for high corner carry combos at the cost of damage, which pretty much relegates it to style combos.

B Damage Red Damage Proration Cancel Guard
1200 1010 50% (O) -EX- H
First Active Active Recovery Frame Adv Circuit Invuln
26 3 24 -8 10.8% -

Overhead and still air unblockable. Somewhat safe on block if spaced, can be 5A/2A punished. Can be EX cancelled. The fact that one whiffs crouchers and the other is an overhead might make it sound like a reasonable overhead, but both are unsafe on block on a standing opponent anyway if not spaced super well, and the jump forward generally hurts your chances of actually being in that range unless you do it raw.

EX Damage Red Damage Proration Cancel Guard
1400 1010 50% (M) N, SP, EX, J LH
First Active Active Recovery Frame Adv Circuit Invuln
1+13 4 22 -9 -100.0% Full 1

It hits practically everything in the air. In fact, you should be surprised when it whiffs and the enemy is in the air. Air unblockable. Can be air dash cancelled! You have free movement after this as if you just jumped off the ground. You can catch people with this if they aren't careful. This isn't invincible so it can still be beat out so don't just use it like an EX. Very useful for metered combo extensions and side switching.

421X
MB H-Ryougi 421A.png
A
A
MB H-Ryougi 421BC.png
B/C
B/C
MB H-Ryougi 421C Hit.png
A/B Hit
A/B Hit
MB H-Ryougi 421AB Hit.png
C Hit
C Hit
A/B Damage Red Damage Proration Cancel Guard
1000 707 60% (N), (SP), (EX), (J) -
First Active Active Recovery Frame Adv Circuit Invuln
4 9 7 - 0.0% -
  • Ryougi's second set of counters. If an enemy hitbox of the corresponding guard properties connects with the counter trigger box, she catches the enemy and throws them behind her into hard knockdown if they are close enough. Unlike the 623X series, 421A/B recovers quite quickly, though using them is still a risk, and unlike 623X and 421C, you cannot reliably combo off of these unless you are cornered AND spend meter for 236C. Just stick with 623A/B for the most part.

A: Counters high/mid-hitting attacks.

B: Counters low/mid-hitting attacks.

C Damage Red Damage Proration Cancel Guard
0 0 45% - -
First Active Active Recovery Frame Adv Circuit Invuln
4 12 16 - 0.0% -

Low version of 623C. Counters low/mid-hitting attacks, and throws them off their feet like 623C. Can combo with 2C after.

22X
Hidden Dagger
22A/B/[B]/C
(~22X Near Knife)
MB H-Ryougi 22A.png
MB C-Ryougi 22B.png
MB F-Ryougi 22B BE.png
MB F-Ryougi 22C.png
MB C-Ryougi 22X Pickup.png
A Damage Red Damage Proration Cancel Guard
950 757 60% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
13 X 22 5 8.55% -
  • Ryougi throws a knife. This knife will bounce back before planting on the ground if it reaches the edge of the screen.

Knife is thrown horizontally and lands midscreen. Useful for blockstrings and combos. Positive on block, so you can use it as a one time pressure extender, just make sure to pick it back up.

B Damage Red Damage Proration Cancel Guard
950 757 60% (O) - LA
First Active Active Recovery Frame Adv Circuit Invuln
16 17 18 -3 8.55% -

Knife is thrown at a downward angle. Whiffs full screen. Lands where the knife hits unless if it hits the wall, in which case it lands midscreen. You can't combo after it. Hits low though to catch people sleeping.

[B] Damage Red Damage Proration Cancel Guard
1000 707 100% - LA
First Active Active Recovery Frame Adv Circuit Invuln
33 9 24 0 9.0% -

Knife is thrown at a more downward angle. You STILL can't combo after it. Plus, it hits the ground even closer. And it whiffs point blank. Hits low. The sole use for this button I can think of is to hear the unique voice clip for it. Do anything else with your knife.

EX Damage Red Damage Proration Cancel Guard
950 757 50% (O) - LA
First Active Active Recovery Frame Adv Circuit Invuln
1+5 17 34 -19 -100.0% Full 1

Knife is thrown at an angle between A and B versions. Hits full screen. Lots of hitstun, so free confirms if you want to spend the bar, but your other EX moves extend combos for better damage, too. Whiffs point blank. Hits low.

~22X
(Pickup)
Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 15 - - -

Ryougi picks up her knife. A/B/C versions are identical. It can works like a whiff cancel in blockstrings.

Aerial Specials

j.236X
Glass Moon
j.236A/B/C
Mbacryougij236a.png
Mbacryougij236b.png
Mbacryougij236c.png
A Damage Red Damage Proration Cancel Guard
1500 1414 75% (O) - HA
First Active Active Recovery Frame Adv Circuit Invuln
17 2 15 -17 (TK) 13.5% -
  • Ryougi slashes in a half circle around her.

This one has a small hitbox. It hits high, so you can TK it for blockstrings. Pray to Nasu they crouch or you're eating a huge punish.

B Damage Red Damage Proration Cancel Guard
1600 1515 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 2 3 -5 (TK) 14.4% -

This one has a big hitbox. It doesn't hit high, but you can still TK it for variation. It's not like people can tell. It's safer than TK j.236A (but not safe). You're mostly going to use this for air to air or to end combos. Launches fullscreen on hit.

EX Damage Red Damage Proration Cancel Guard
2200 2020 40% (O) - HA
First Active Active Recovery Frame Adv Circuit Invuln
1+9 2 6 -6 (TK) -100.0% Full 1-14

This one has a HUGE hitbox. Hits high. 1 frame more minus on TK than B version. Unfortunately there's this big bright super flash to tell your opponent to block high.

j.22X
MB C-Ryougi j.22A.png
MB C-Ryougi j.22B.png
MB C-Ryougi j.22C.png
A / B Damage Red Damage Proration Cancel Guard
950 757 90% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
20 / 19 X 3 - 8.55% -

Ryougi flips then throws the knife at a downward angle. A version goes forward, B goes backward.

EX Damage Red Damage Proration Cancel Guard
950 735 50% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+0 X 17 - -100.0% -

Ryougi flips backward and throws the knife straight forward. Air-untechable knockdown.

44/66/22X
Stumbling Cat
(During Air Tech)
44/66/22A/B/C
Mbacryougitumblingcat.png
A/B
A/B
Mbacryougitumblingcatex.png
EX
EX
A Damage Red Damage Proration Cancel Guard
1100 757 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
20 2 7 9 7.7% Full 1-3
  • Ryougi air techs, then slashes. Doesn't hit high. A weird gimmicky reversal button that you should only use when your opponent doesn't remember it exists. Knocks the opponent back fullscreen on hit. A version is actually quite plus if it's blocked close to the ground.

This one is slow.

B Damage Red Damage Proration Cancel Guard
1100 757 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
15 2 15 1 7.7% Full 1-3

This one is fast.

EX Damage Red Damage Proration Cancel Guard
1800 1212 75% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
6+6 2 15 -4 -100.0% Full 1-14

This one has invulnerability frames. For when you just plain hate your meter.

Arc Drive

MB C-Ryougi AD.png
Damage Red Damage Proration Cancel Guard
3500 (3080) (4907) 100% - U, LHA
First Active Active Recovery Frame Adv Circuit Invuln
17+3 2 (35) 5 45 -31 removes all Full 1-2, 17-70

Ryougi activates her Mystic Eyes and lunges forward. If they are in a throwable state after she activates her eyes (they won't be), this is unblockable. This is so slow that no one will ever get caught by it unless they're respecting you so much that they're not even considering jumping. It's easily dodged by jumping.

Another Arc Drive

MB C-Ryougi AAD.png
Damage Red Damage Proration Cancel Guard
5000 (4400) (8179) 100% - U, LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+20* 5 45 -31 removes all Full 1-36

Ryougi freezes the opponent in place, seeing the lines of death and cutting them apart. Active on frame 1, it is an unblockable super that works as a grab/throw. You have to jump before the super flash, or you'll be caught by it. Can OTG and blow through projectiles. You can't dodge it, as dodge runs out of active frames before the appearance of the lines. Very strong reversal at the cost of BLOOD HEAT.

Last Arc

Pure Knowledge - Empty Boundaries
Grounded EX Shield during Blood Heat
MBFRyougiLA.png
Damage Red Damage Proration Cancel Guard
7000 7070 N/A - U
First Active Active Recovery Frame Adv Circuit Invuln
0 5 26 - removes all Full 1-8

This is what makes Ryougi in Blood Heat so menacing. No longer removes all red health, though, so it's not as overpowered.


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