Melty Blood/MBAACC/Roa/Crescent Moon: Difference between revisions
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Revision as of 21:59, 12 May 2023
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 |
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Additional Resources
C-Roa Match Video Database
Melty Bits: C-Roa
Notable Players
Name | Color | Region | Common Venues | Status | Details |
---|---|---|---|---|---|
Alma | North America | Netplay | Active | C-WArc main with a solid C-Roa. Found in the Melty Blood Community Server. | |
hikonyan (ひこにゃん) | Japan | KorewaMelty | Inactive | ||
Kurodyne | North America | Netplay | Active | ||
Nanyako | South America | Dream Match, Netplay | Active | ||
nouburu (ノーブル) | Japan | A-cho, Play Spot BIG ONE 2nd | Inactive | ||
ragu (らぐ) | Japan | A-cho | Inactive | ||
Red Melon (赤いメロン) | Japan | Play Spot BIG ONE 2nd | Active | The trademark red coat Japanese C-Roa player.
Has been playing the character at a high level for a long time, so a wide array of footage is available. | |
Shana | North America | Next Level | Active |
Overview
C-Roa is considered one of the strongest characters in Current Code right below F-Hime (or above, depending on who you ask). Sporting some of the most powerful special moves in the game, including his infamous orbs which have incredibly fast start up, which are air unblockable when blowback edged (holding down the button, similar to increasing a move in UNIST), can be confirmed into a combo at most ranges, and grant massive frame advantage and meter gain on block. Outside of his orbs, he sports above average ground and air speed, a myriad of reversals, and solid albeit average normals. All of these traits create a character truly worthy of the community given nickname of “War Crime”. Although he is extremely strong, he does require a lot of practice to play well as his combos are pretty difficult so be ready to spend a lot of time in training mode.
General Gameplan
C-Roa is known for being an extremely oppressive character by those who are familiar with Melty. His fast dashes coupled with the ability to cancel his specials and obtaining massive frame advantage grant him not only one of the strongest pressures in the game, but also an infinite skill ceiling. It’s not wrong to highlight the fact that it’s up to the player whether C-Roa is a top tier or not, it all boils down to the dedication put forth by anyone who picks him.
His game plan consists of finding space to set his orbs in an efficient and safe way, so the Roa player doesn’t suffer any risks, and gathers neutral advantage. For that, you’ll have to be extremely cautious with your movement, as spacing determines whether your opponent will be able to close the gap between you both and score a counter hit during your orb setups. The same thought process can also apply to 22A, which is not only your go to cancel, but a great way to build more and more damage as the match progresses and will have its properties explained in a while. Your short normals make it hard to play matchups like Len and Wara, who can easily invade your space, either due catwalk in Len’s case, or the sheer speed and huge normals that Wara possesses, all requiring extra cautiousness from the player. In contrast to what the majority thinks, C-Roa isn’t unbeatable. A badly timed orb detonation, poor defense, or simple lack of patience to make his setups can surely put you in a tight spot against aggressive players and cost you the match. Also, it is extremely important C-Roa to save some meter for 236C, as it grants you a free corner carry on hit.
Being patient is your greatest weapon when learning this character, be it for playing his neutral or learning his intricate setups. Be sure you have a large amount of it by your side.
Neutral
Great part of C-Roa's neutral revolves around placing his orbs (214X / j.214X), and being able to vary their detonation timings, for that you will have to find ways to score counter hits using his normals such as 5A, 2A, 2B, 5B (a detail about his B normals: they can punish backdash attempts) and j.A. You can place orbs vertically and horizontally, and depending on your gameplan and the matchup, you can end up using one more than the other. Something crucial when playing C-Roa is knowing that charged orbs are air unblockable, deal more damage, and also have amplified range.
Regarding orb usage: vertical orbs are usually set uncharged as they have quicker startup, and significantly faster recovery compared to horizontal 214X and are mainly used in the lighting loops. As for horizontal orbs, you’ll seek to place their charged version, since they possess the advantages mentioned in the above paragraph. Seek to place charged orbs whenever there’s enough space between you and your opponent, or safely after a hard knockdown. You can also stop them from contesting your orb setups by instantly detonating one for them with 214[A] > 214[B] > 214[A](!).
The real problem is, contrary to the belief that C-Roa is unbeatable in neutral, having room for all of that. As said before: being patient with C-Roa can be game changing for anyone learning him.
Pressure
C-Roa's pressure is powerful because he can use a lot of resources to stop the opponent from trying to escape his pressure while gaining a lot of Magic Circuit in the process. It consists on using specials like 236A, 22C, 236B (sometimes), and his 5A > 5B > 2B > 2C > 5C(1) coupled to Rebeat.
The basic way to apply pressure is to simply do 2A > 2B > 5B > 5C > 236A > 22C or 22A, C-Roa is the only character in the game able to cancel specials into specials, for that reason you have more freedom when applying pressure. 236A is a great tool for this, due to its speed and leaving you plus when cancelled in 22C or 22A. Usually 236A is used after a string with normals. 2A can be used like an starter, but it is not your only one, you can start pressuring with of your any normals. 22C is mostly used when the opponent is already in the corner, because it gives you total advantage in addition to catching any escape attempts. From there, 2A will normally be used to keep pressuring.
You can implement the use of regular orbs in the pressure as well if you place them safely, for example: (Blockstring) > 236A > 214X > 22C. This 236A give you time to set one orb and hit the opponent with 22C. After that, just restart the pressure having an orb to activate freely. t is not recommended to place charged orbs in the pressure, since it's slower than a regular one, placing you in a dangerous situation.
Your 236B is a more slower and has less damaging version or your 236A and cancels only into 22A or 22C, it is only used in the loaded version, or as a form of frametrap to capture button attempts in some cases. You can also use 236[A] > 236[B] to push your opponent to the corner or even delay them as a trap to catch mashes, but don't use it too much, as shielding wins agaisnt this. Horizontal charged orbs, if set in advance, can also be used in pressure as they last for 15 seconds until they disappear and, thanks to them, your opponent will usually be afraid to press any buttons at all.
Using IAD is also a good way to start the pressure. Knowing what do to in a given situation comes with experiece
Okizeme
Well, the okizeme of C-Roa is a good okizeme since it has the chance to be able to define horizontal charged orbs always after a hard knockdown, that's usually what you want, you can also do something like 2AA > 236C, 2C > (3x Charged Orb Set) after the hard knockdown with 2c. With 22c you usually can put 2x Charged Orb Set.
After a hard knock down with 22C, a charged orb is usually set and you can detonate or try a mixup safely, since not all characters have the same wakeup time and not even the same hurtbox, the safest way is always to put one and thus keep the pressure, you will only want to use, all three orbs after a setup with 2C. For example: After 236C you can do this, or in a more advanced way: 2AA > 2B > 5C(1) > 2C > 214[A] > 22C > 214[A](!) > 2C and place three TK j.214X, this type of setup is not 100% functional in all characters and 236C remais the most practical way to do this.
You can also try an okizeme with IAD and meaty,you can also space out so you can safely use the 236a to catch shield attempts or even DP, because you can do the cancel of vertical orb set to 22A, and try to use a meaty or delay, vertical loaded orbs are also a good fit for okizeme, for example after 236C, 2C > 6C > 22C, you can do 214[X] > 22A, this will make recovery after setting the charged orb faster, giving you time to try an iad, meaty, a delay blow or even detonate the orb.
Advanced Techniques
still under construction.
Defense
Roa is a character that requires an understanding of how to block and play patently since many characters will attempt to rush you down to prevent you from setting orbs in neutral. Roa's defensive options are relatively strong owing both C-moon mechanics, his high meter gain allowing use of these options, and his high reward that comes from spending meter defensively.
C-Moon mechanics benefit Roa massively, with strong options out of shield and EX shield as well as the high meter gain to utilize heat activation, shield bunker, and circuit spark more frequently than others:
- EX guard compliments his already high meter gain and allows him to create space to contest a dash back in, force his turn through 236C, or return back to neutral and begin his attempt at establishing orbs.
- Shield allows Roa to reversal out of gaps in pressure, gain plus frames with 236C, or score anti-air counterhits with EX shield 5A.
- Roa's shield bunker can force advantageous situations for Roa and create an opening to return to neutral or utilize set orbs that will expire by the time the blockstring is over.
- Roa's heat activation is larger than average and on hit allows him to safely establish a charged orb or two while regaining red health and sending the opponent full screen.
- Circuit spark is enabled by Roa's high meter gain and allows him to force a left-right mixup with a charged orb on hit, further refunding a significant amount of meter.
Roa's buttons all serve specific purposes on defense and none other than 2C are particularly notable:
- His 5A and 2A are stubby and have 5f startup but can catch out aggressive opponents trying to extend their turn.
- His 5B and 2B are larger but have more significant startup and mostly serve to contest opponents trying to outspace A buttons.
- 2C serves as a strong defensive button for Roa by being an advancing low that both catches jumps and beats out pokes that aren't disjointed while starting pressure through reverse beats but will get beaten out by larger disjoints such as Warachia 2C, C-Nero 5[C].
- 5C(2) can also serve as a slow and very niche anti-air and extends a high hitbox that Roa normally does not cover without orbs.
- Roa has another anti-air in the form of 22C which will cover the entire vertical space in front of him. Despite this, 22C not a go to anti-air owing to its slow startup and the fact that the bolt will land from where Roa inputs the motion and not where Roa is when the move becomes active. Opponents pushing Roa backwards through their forward movement will cause the bolt to whiff. 22C mainly sees use in sniping opponents high out of the air or serving as a hard callout to far airdashes.
Roa's defense is made up of using many of the melty mechanics to escape your opponent's pressure. Roa's normals each serve a purpose on defense and many of the tools such as air-to-air j.A or airthrow work just as well with Roa as they do with other characters. Despite his many tools and reverals, Roa's defense without meter is average at best and often times just blocking is the correct answer. Many of Roa's defensive options apart from blocking require risk and trigger happy Roa players will quickly find themselves out of meter and in bad situations. Players who can leverage Roa's variety of reversals and defensive options will find themselves greatly rewarded for their ability to read their opponent's offense with the ability to convert defensive situations into offensive ones. Mismanaging these options will lead to very quick losses and a lack of the resources that give Roa his top tier status.
Combos
Combo Notation Help | |
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
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.
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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:
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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. |
Enders
- Airthrow (4123)
- j.623B (4211)
- j.623A > j.623C (4517)
- 214X, 2C, TK 214A, 214B
- 214X 22C, TK 214A, 214B
- 2c, 3x TK Orb set
- 2c > 214[a] > 22c
Normal Combos
Let's start | Basic combos of C Roa | OTTO! |
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Combo 1 | 2A > 2B > 5B > 5C > 2C > 6C > j.BC > j.BC > AT | Basic Combo. |
Combo 2 | 2A > 2B > 5B > 5C(1) > 6c > 2C xx 236A xx 22C > 22C > 22c | Basic Combo. |
Combo 3 | 2A > 5B > 2B > 5C > 2C xx 236A > 22C > 22c > 214(x) xx 22a (Orb Set) | Basic Combo with regular orb oki. |
Combo 4 | 2AA > 5B > 2B > 5C(1) > 6C > 2C xx 236A > 22C > 22C > tk charged orb | Basic Combo with charged tk orb oki. |
Metered Combos
Advanced Combos
Special notations:
- xx: Cancel
- 214(x): Orb Set
- 214X(!): Detonate orb.
- 214[x]: Charged Orb set
- 214[!]: Charged Orb detonation
- 22C(x): x number of 22A charges in gauge.
- 236{x}: That's in certain combos with 1 or more counters against certain characters.
- VS Ryougi you have to use A orbs instead of B orbs in lightning loops.
Midscreen Combos
Corner Combos
WIP
- 214C 22A 5B
- 214[C] 22A 2A
- TK214[X]
Move Descriptions
Frame Data Help | |
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Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
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. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
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. |
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. |
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:
Hurtbox-Based Properties:
Miscellaneous Properties
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Normal Moves
Standing Normals
5A
5B
5C
Crouching Normals
2A
2B
2C
Aerial Normals
j.A
j.B
j.C
Command Normals
6C
Universal Mechanics
Ground Throw
Air Throw
Air Throw
j.4/6A+D |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Heat
Heat
A+B+C |
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Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
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Special Moves
Grounded Specials
236X
Thunder Needle
(EX: Thunder Snake Worship) 236A/[A]/B/[B]/C |
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623X
214X
22X
Numerology - Thunder Isolation
22A/[A]/B/C |
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Aerial Specials
j.623X
214X
Arc Drive
Heavenly Crashing Thunder
41236C during MAX/Heat |
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Another Arc Drive
Heavenly Crashing Thunder
41236C during Blood Heat |
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Last Arc
Hollow Course - Seventeen Reincarnations
Grounded EX Shield during Blood Heat |
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