Melty Blood/Controls: Difference between revisions

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(Created page with "== Controls == 7 8 9 A B C 4 5 6 1 2 3 D E This is the standard layout for the game, with numericals representing directions and a five-button layout. (Think of th...")
 
(some expansion, some organization, some questionable actions.)
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:The '''D button''' functions as shield, which is a parry mechanism. Specifics of the D button vary with the Moon style.
:The '''D button''' functions as shield, which is a parry mechanism. Specifics of the D button vary with the Moon style.
::'''236D/j.236D (After successful Shield):''' Launching counter hit follow up. Can be guarded if timed right. (Full Moon only)
::'''236D/j.236D (After successful Shield):''' Launching counter hit follow up. Can be guarded if timed right. (Full Moon only)
:The '''E button''' is the in-game macro button which serves various functions depending on the direction held.
:The '''E button''' is the in-game macro button which just comes out as different button combinations depending only on the direction held (regardless of the character's state). Does not do anything on diagonals.
::'''5E:''' Activate Heat or Blood Heat (Crescent), Charge or Active Blood Heat (Full). This can also be done with A+B+C.
::'''5E:''' Acts as A+B+C.
::'''5E/j.5E (while being hit):''' Circuit Spark (Crescent, Full). This can also be done with A+B+C.
::* [ground only] Activate Heat or Blood Heat (Crescent), Charge or Active Blood Heat (Full).
::'''4/6E:''' Throw and Tech Throw (All). This can also be done with 4/6 A+D, and more importantly, you can tech throw with 1 A+D as an option select.
::* [ground/air](while being hit) Circuit Spark (Crescent, Full; Half in a special case).
::'''j.4/6E:''' Air Throw (All). This can also be done with j.4/6 A+D.
::'''4/6E:''' Acts as A+D (resulting in 4A+D / 6A+D)
::'''2E/j.2E:''' Dodge and Air Dodge (Crescent, Half). This can also be done with 2 A+B/j.2 A+B.
::* Throw/Air Throw and Throw Tech.
::'''2E:''' Acts as A+B. Results in 2A+B.
::* Dodge and Air Dodge (Crescent, Half).


The only macro that can't be done with the E button is 4/6 A+B or j.4/6 A+B, which gives you a dash/backdash or airdash/airbackdash.
The only direction/button combination that can't be done with the E button is 4/6 A+B or j.4/6 A+B, which gives you a dash/backdash or airdash/airbackdash.


<code><pre>
<code><pre>
66_6A+B = Dash Forward
66 / 6A+B = Dash Forward
44_4A+B = Backdash
44 / 4A+B = Backdash
66_6A+B in the air = Air Dash Forward
66 / 6A+B in the air = Air Dash Forward
44_4A+B in the air = Air Dash Backwards
44 / 4A+B in the air = Air Dash Backwards
7_8_9 = Jump
(upward direction 7/8/9) = Jump in the direction specified
7_8_9 in the air = Double Jump
(upward direction 7/8/9) [air] = Double Jump in the direction specified (once per airtime)
28_29 = Super Jump
(downward direction 1/2/3, then upward direction 7/8/9) = Super Jump
29 in the air = Super Double Jump
(super jump command) [air] = Super Double Jump
6956 = Instant Air Dash (also shortened to iad or IAD)
6956 = Instant Air Dash (also shortened to iad or IAD)
4A+D_6A+D = Throw
6A+D / 4A+D = Throw in the direction specified
4A+D_6A+D in the air = Air Throw
6A+D / 4A+D [air] = Air Throw in the direction specified
(at time of getting thrown) = Throw Tech
6A+D / 4A+D (at time of getting thrown) = Throw Tech
2A+B = Dodge (Cresent and Half Moon only)
2A+B = Dodge (Cresent and Half Moon only)
2A+B int the air = Air Dodge (Cresent and Half Moon only)
2A+B [air] = Air Dodge (Cresent and Half Moon only)
214D = Bunker
214D = Shield Bunker


Option Selects
Option Selects
Line 42: Line 44:


== Movement and Metagame ==
== Movement and Metagame ==
'''Block:''' Hold back or down-back, which will be 4 or 1 if facing right and 6 or 3 if facing left.
Commands will assume facing right, and using the numpad notation above. Commands will be underlined.


'''EX Guard:''' Similar to Guilty Gear instant block or Garou just defend. Guard an attack by pressing 4 or 1 right before it connects. Will restore guard meter if successful, and will reduce blockstun by 2f(need confirmation on this).
;Guarding
 
*'''Block:''' Hold any direction away from your opponent. You will only actually block when an opponent's attack would hit you.
'''Jump(8):''' AKA jumping straight up.  This is very different from Jump(7) and Jump(9), in that you can drift forward or backwards in the air by holding 6 or 4 respectively.
** Note: Holding up-back on the ground (<u>7</u>) in neutral state will cause you to jump, leaving you vulnerable during the startup frames. Any block in the air will count as an ''air block''. In general, air blocks are vulnerable to grounded attacks except projectiles.
 
** Holding directly back (<u>4</u>) will put you into a ''standing block'' against approaching attacks. Standing blocks block high attacks (such as most non-projectile attacks) and mid attacks but not low attacks.
'''Doublejump:''' Input by either pressing 7, 8, or 9 in the air.  If you are facing the wrong direction the doublejump will turn you in the right direction.
** Holding down-back (<u>1</u>) will put you into a crouching position, from which you can only ''crouch block''. Crouch blocks block mid attacks and low attacks but not high attacks.
 
**'''EX Guard:''' Similar to Guilty Gear instant block or Garou just defend. Input a guard right before an attack connects and there will be a gold flash and the words "EX Guard". A multi-hit attack or block string can be EX Guarded multiple times: tap away even during blockstun. Will restore guard meter if successful, and will reduce blockstun by 2f (need confirmation on this). Will also increase your magic circuit gain and reduce opponent's magic circuit gain from the attack.
'''Air Dash:''' Can either airdash forwards or backwards by inputting 66 or 44 in the air respectively.  If you are facing the wrong direction the airdash will not correct it.
;Jumps
 
*'''(Neutral) Jump(<u>8</u>):''' AKA jumping straight up.  This is very different from Jump(<u>7</u>) and Jump(<u>9</u>), in that you can drift forward or backward in the air by pressing <u>6</u> or <u>4</u>, respectively, before you reach the top of the jump arc.
'''Superjump:''' A jump that goes farther and higher than usual. Can only superjump straight up or forwards
*'''Doublejump:''' Input by pressing an upward direction in the air to jump in that directionWill force you to face toward the opponent. Must land or get hit before you are able to do it again. Neutral double jump can drift like neutral jump.
 
*'''Superjump:''' Tap any downward direction, then up (for upward superjump) or up-toward (for forward superjump). A jump that goes farther, higher, and faster than usual.
'''Super Double Jump:''' A doublejump that goes higher and farther than usual.  Can be input in 2 ways: 29 or just 9 with 1f timing.  While the 1f timing sounds difficult in theory, it is very easy to do if you need to do a super doublejump during a combo: Just press and release 9 during the hitstop of the air move you are going to super doublejump cancel.
**'''Super Double Jump:''' A doublejump that goes higher and farther than usual.  Can be input in two ways: the Superjump command, or just tap <u>9</u> with 1f timing.  While the 1f timing sounds difficult in theory, it is very easy to do if you need to do a super doublejump during a combo: Just press and release <u>9</u> during the hitstop of the air move you are going to super doublejump cancel.
 
;Dashes and dodges
'''Air Tech:''' Press any button + a direction in the air once hitstun has ended to recover.
*'''Dash:''' Press <u>66</u> or <u>6A+B</u> to dash forward and <u>44</u> or <u>4A+B</u> to dash away. Most (all?) ground backdashes have some invincibility frames.
 
*'''Air Dash:''' Input the dash command in the air to go in that direction. Will NOT force you to face toward the opponent. Must land or get hit before you are able to do it again.
'''Ground Tech:''' Some knockdown inducing moves allow you to ground tech. Ground techs can go either forwards, backwards, or neutral, which are input by pressing 6, 4, or 8 respectively. All techs have a bit of recovery at the end.  Neutral techs start up a bit faster than forwards and back techs.
*'''Ground Dodge:''' Available to Crescent and Half moon only.  Input by pressing <u>2E</u> or <u>2A+B</u> on the ground.  Ground dodges have invincible startup, and are only strike invincible throughout their duration.  Meaning they can still be thrown.
 
*'''Air Dodge:''' Available to Crescent and Half moon only.  Input by pressing <u>2E</u> or <u>2A+B</u> in the air.  Same properties as ground dodge, but has two extra properties: they will reduce your air momentum and will turn your character in the right direction if you were facing the wrong one. You will be unable to act until you touch the ground or get hit.
'''Ground Dodge:''' Available to Crescent and Half moon only.  Input by pressing 2E or 2A+B on the ground.  Ground dodges have invincible startup, and are only strike invincible throughout their duration.  Meaning they can still be thrown.
;Techs
 
*'''Throw tech: ''' Pressing A+D when just grabbed by a regular throw. You can tech out of throws with <u>1A+D</u> as an option select, which would come out as shield if you aren't grabbed.
'''Air Dodge:''' Available to Crescent and Half moon only.  Input by pressing 2E or 2A+B in the air.  Same properties as ground dodge, but has two extra properties: they will stop your air momentum and will turn your character in the right direction if you were facing the wrong one.
*'''Ground Tech:''' Some knockdown-inducing moves allow you to ground tech.  Ground techs can go either forwards, backwards, or neutral, which are input by pressing <u>6</u>, <u>4</u>, or <u>8</u> respectively right before you hit the ground.  All techs have a bit of recovery at the end.  Neutral techs start up a bit faster than forwards and back techs.
*'''Air Tech:''' Press any button in the air once hitstun has ended to recover. If you are holding a leftward or rightward direction, you will tech leftward or rightward.


{{MBCC}}
{{MBCC}}


[[Category:Melty Blood]]
[[Category:Melty Blood]]

Revision as of 03:11, 13 January 2013

Controls

7 8 9     A B C
4 5 6
1 2 3     D   E

This is the standard layout for the game, with numericals representing directions and a five-button layout. (Think of the number pad on your keyboard).

A, B, and C correspond to weak, medium, and heavy attacks respectively.
The D button functions as shield, which is a parry mechanism. Specifics of the D button vary with the Moon style.
236D/j.236D (After successful Shield): Launching counter hit follow up. Can be guarded if timed right. (Full Moon only)
The E button is the in-game macro button which just comes out as different button combinations depending only on the direction held (regardless of the character's state). Does not do anything on diagonals.
5E: Acts as A+B+C.
  • [ground only] Activate Heat or Blood Heat (Crescent), Charge or Active Blood Heat (Full).
  • [ground/air](while being hit) Circuit Spark (Crescent, Full; Half in a special case).
4/6E: Acts as A+D (resulting in 4A+D / 6A+D)
  • Throw/Air Throw and Throw Tech.
2E: Acts as A+B. Results in 2A+B.
  • Dodge and Air Dodge (Crescent, Half).

The only direction/button combination that can't be done with the E button is 4/6 A+B or j.4/6 A+B, which gives you a dash/backdash or airdash/airbackdash.

66 / 6A+B = Dash Forward
44 / 4A+B = Backdash
66 / 6A+B in the air = Air Dash Forward
44 / 4A+B in the air = Air Dash Backwards
(upward direction 7/8/9) = Jump in the direction specified
(upward direction 7/8/9) [air] = Double Jump in the direction specified (once per airtime)
(downward direction 1/2/3, then upward direction 7/8/9) = Super Jump
(super jump command) [air] = Super Double Jump
6956 = Instant Air Dash (also shortened to iad or IAD)
6A+D / 4A+D = Throw in the direction specified
6A+D / 4A+D [air] = Air Throw in the direction specified
6A+D / 4A+D (at time of getting thrown) = Throw Tech
2A+B = Dodge (Cresent and Half Moon only)
2A+B [air] = Air Dodge (Cresent and Half Moon only)
214D = Shield Bunker

Option Selects

1A+D = Break Throw / Shield random shit

Movement and Metagame

Commands will assume facing right, and using the numpad notation above. Commands will be underlined.

Guarding
  • Block: Hold any direction away from your opponent. You will only actually block when an opponent's attack would hit you.
    • Note: Holding up-back on the ground (7) in neutral state will cause you to jump, leaving you vulnerable during the startup frames. Any block in the air will count as an air block. In general, air blocks are vulnerable to grounded attacks except projectiles.
    • Holding directly back (4) will put you into a standing block against approaching attacks. Standing blocks block high attacks (such as most non-projectile attacks) and mid attacks but not low attacks.
    • Holding down-back (1) will put you into a crouching position, from which you can only crouch block. Crouch blocks block mid attacks and low attacks but not high attacks.
    • EX Guard: Similar to Guilty Gear instant block or Garou just defend. Input a guard right before an attack connects and there will be a gold flash and the words "EX Guard". A multi-hit attack or block string can be EX Guarded multiple times: tap away even during blockstun. Will restore guard meter if successful, and will reduce blockstun by 2f (need confirmation on this). Will also increase your magic circuit gain and reduce opponent's magic circuit gain from the attack.
Jumps
  • (Neutral) Jump(8): AKA jumping straight up. This is very different from Jump(7) and Jump(9), in that you can drift forward or backward in the air by pressing 6 or 4, respectively, before you reach the top of the jump arc.
  • Doublejump: Input by pressing an upward direction in the air to jump in that direction. Will force you to face toward the opponent. Must land or get hit before you are able to do it again. Neutral double jump can drift like neutral jump.
  • Superjump: Tap any downward direction, then up (for upward superjump) or up-toward (for forward superjump). A jump that goes farther, higher, and faster than usual.
    • Super Double Jump: A doublejump that goes higher and farther than usual. Can be input in two ways: the Superjump command, or just tap 9 with 1f timing. While the 1f timing sounds difficult in theory, it is very easy to do if you need to do a super doublejump during a combo: Just press and release 9 during the hitstop of the air move you are going to super doublejump cancel.
Dashes and dodges
  • Dash: Press 66 or 6A+B to dash forward and 44 or 4A+B to dash away. Most (all?) ground backdashes have some invincibility frames.
  • Air Dash: Input the dash command in the air to go in that direction. Will NOT force you to face toward the opponent. Must land or get hit before you are able to do it again.
  • Ground Dodge: Available to Crescent and Half moon only. Input by pressing 2E or 2A+B on the ground. Ground dodges have invincible startup, and are only strike invincible throughout their duration. Meaning they can still be thrown.
  • Air Dodge: Available to Crescent and Half moon only. Input by pressing 2E or 2A+B in the air. Same properties as ground dodge, but has two extra properties: they will reduce your air momentum and will turn your character in the right direction if you were facing the wrong one. You will be unable to act until you touch the ground or get hit.
Techs
  • Throw tech: Pressing A+D when just grabbed by a regular throw. You can tech out of throws with 1A+D as an option select, which would come out as shield if you aren't grabbed.
  • Ground Tech: Some knockdown-inducing moves allow you to ground tech. Ground techs can go either forwards, backwards, or neutral, which are input by pressing 6, 4, or 8 respectively right before you hit the ground. All techs have a bit of recovery at the end. Neutral techs start up a bit faster than forwards and back techs.
  • Air Tech: Press any button in the air once hitstun has ended to recover. If you are holding a leftward or rightward direction, you will tech leftward or rightward.

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