Melty Blood/MBAACC/Akiha Tohno (Seifuku)/Half Moon: Difference between revisions

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=Combos=
=Combos=
'''Normal Combos'''


~ = Means the combo can be started from any normals.
~ = Means the combo can be started from any normals.


Combo ender:
'''Combo ender'''


     j.BC djc j.BC(A) air throw  
     j.BC djc j.BC(A) air throw  
Line 13: Line 12:


     j.BC djc j.[C]  
     j.BC djc j.[C]  
(deals less damage but gives a better okizeme)
deals less damage but gives a better okizeme


     j.BC djc j.[C] delay j.214A land jump j.BC j.BC airthrow  
     j.BC djc j.[C] delay j.214A land jump j.BC j.BC airthrow  
Line 20: Line 19:




Combo midscreen:
'''Combo midscreen'''


     ~ 2C 5C/6C combo ender  
     ~ 2C 5C/6C combo ender  
Line 31: Line 30:




Combo corner:
'''Combo corner'''


     ~ 2C 5C/6C 236C combo ender  
     ~ 2C 5C/6C 236C combo ender  




Combo post-63214C
'''Combo post-63214C'''


     63214C 2A 5B 2B 6B 5C 6C 2C 22A  
     63214C 2A 5B 2B 6B 5C 6C 2C 22A  
(Gives okizeme)
Gives okizeme)


     63214C 2Ax1~3 5B 2B 5C(1) 6C 5A 6AA 22B 2C delay 5C combo ender  
     63214C 2Ax1~3 5B 2B 5C(1) 6C 5A 6AA 22B 2C delay 5C combo ender  

Revision as of 12:15, 5 July 2016

Combos

~ = Means the combo can be started from any normals.

Combo ender

   j.BC djc j.BC(A) air throw 
   j.BC djc j.BC adc (j.A) air throw 
   j.BC adc j.B sdjc j.(A)BC air throw 
   j.BC djc j.[C] 
deals less damage but gives a better okizeme
   j.BC djc j.[C] delay j.214A land jump j.BC j.BC airthrow 
   j.BC djc j.[C] delay j.214A land jump j.BC j.[C] 


Combo midscreen

   ~ 2C 5C/6C combo ender 
   ~ 5A 6AA delay 2C 5C/6C combo ender 
   ~ 5A 6AA 22A 2C 5C/6C combo ender 
   ~ 5C 6C 22C 6B combo ender 


Combo corner

   ~ 2C 5C/6C 236C combo ender 


Combo post-63214C

   63214C 2A 5B 2B 6B 5C 6C 2C 22A 
Gives okizeme)
   63214C 2Ax1~3 5B 2B 5C(1) 6C 5A 6AA 22B 2C delay 5C combo ender 


Strategy

Do what you need to do to extrapolate on the character. Here are example categories below.

Half

Spacing

Pressure

Move Descriptions

Normal Moves

2A
2A [Mid]

Startup: 5f | Active: 4f | Recovery: 10f

The moves in number and strength order. Explain how the moves works, what it's best suited for and where it lacks.

5A
5A [Low]

Startup: 7f | Active: 3f | Recovery: 13f

-

6A
6A [Mid]

Startup: 10f | Active: 6f | Recovery: 16f

-

6AA
6AA [Mid]

Startup: 13f | Active: 3f | Recovery: 14f

-

2B [Low]

Startup: 7f | Active: 4f | Recovery: 19f

-

5B [Low]

Startup: 8f | Active: 4f | Recovery: 10f

-

6B
6B [Mid]

Startup: 9f | Active: 4f | Recovery: 18f

-

2C
2C [Low]

Startup: 9f | Active: 4f | Recovery: 20f

-

5C [Mid]

Startup: 10f | Active: 5f | Recovery: 19f

-

6C
6C [Mid]

Startup: 10f | Active: 4f | Recovery: 13f

-

JA [Mid]

Startup: 6f | Active: 4f | Recovery: --f

-

JB [High]

Startup: 9f | Active: 4f | Recovery: --f

-

JC [High]

Startup: 9f | Active: 4f | Recovery: --f

-

BEJC [High]

Startup: 18f | Active: 7f | Recovery: --f

-

Special Moves

Name 「JP name」 - 22ABC
  • (Description) - Simply describe the move here and what it can be used for
  • (A version) - This is where you put what the version of the move can be used for and how its different from the rest of the moves.
  • (B version) - Ditto
  • (EX version) - This is were you describe what happens when you feed it 100%
63214C
Command Grab 「」 - 63214C

Startup: 6f | Active: 1f | Recovery: 29f

  • (Description) -
「」 - 28ABC
  • (Description) - ...
  「」 - 623ABC
  • (Description) - ...
「」 - 214ABC
  • (Description) - ...
「」 - 421ABC
  • (Description) - ...
「」 - J22ABC
  • (Description) - ...
「」 - 426ABC
  • (Description) - ...
  • (A version) -
  • (B version) -
  • (EX version) -
「」 - BC
  • (Description) - ...
  • (Standing) -
  • (Crouching) -
  • (Airborne) -


Arc Drive

「」
  • (Description) - AD description

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