Melty Blood/MBAACC/Roa/Half Moon: Difference between revisions
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(Empty page, transfer of knowledge from French Wiki : http://wiki.basgrospoing.fr/index.php/Melty_Blood/Roa/Half_Moon) |
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=Combos= | =Combos= | ||
'''Note:''' For all combos including "6AAA 6[C]", do not let the "5C" do more than 2hits. You'll loose damage and make it harder to combo. | |||
''' | ==Basic combos== | ||
:... | '''2A 5B 2B 5C 6AAA 6[C] 236A''' (3751 dmg) | ||
Deals less damage but ensures an okizeme, allowing mixups or getting back to pressing safely. | |||
'''2A 5B 2B 5C 6AAA 6[C] delay 214A jBCA jABC AT''' (5065 dmg) | |||
Deals a bit more damage but without okizeme. Can corner-carry, and a "214B/C" will force the enemy to block. | |||
'''2A 5B 2B 5C 6AAA 6[C] 214A jBC jBC AT''' | |||
Combo version without the "delay 214A" but needs to take off the "jA", deals a bit less damage. | |||
'''5B 2B 5C(2) 6C 236A''' (3466 dmg) | |||
Combo to use when too far for a "6AAA". | |||
'''2A 5B 2B 5C 6AAA 6[C] 214A 236C''' (4952 dmg) | |||
Combo with meter, deals good damage and the same okizeme compared to "236A". | |||
'''2A 5B 2B 5C(1) 6AAA 6[C] 236A 41236C''' (5868 dmg) | |||
Combo with maximum damage, but requires to be in Heat mode. | |||
==Situational combos== | |||
'''After an Ex-shield counter / AirCounter / 214B counterhit :''' | |||
'''6C jBCA jABC AT''' (4032) | |||
Easiest combo. | |||
'''6[C] 214A, jBC jABC AT''' (4538) | |||
Deals more damage, but "6[C]" requires some time to charge and can't be used in any situation/counter-hit/height. | |||
'''2C delay 6C jBCA jABC AT''' (3517 dmg) | |||
Deals less damage but easier to execute, and can be used anywhere. | |||
'''After Golden AirThrow :''' | |||
'''gAT 2A 6C jB jABC AT''' (2979 dmg) | |||
Deals good damage. | |||
'''gAT 2A 236A''' (2060 dmg + oki) | |||
Deals less damage, but allow an okizeme. | |||
=Strategy= | =Strategy= |
Revision as of 12:31, 7 July 2016
Combos
Note: For all combos including "6AAA 6[C]", do not let the "5C" do more than 2hits. You'll loose damage and make it harder to combo.
Basic combos
2A 5B 2B 5C 6AAA 6[C] 236A (3751 dmg) Deals less damage but ensures an okizeme, allowing mixups or getting back to pressing safely.
2A 5B 2B 5C 6AAA 6[C] delay 214A jBCA jABC AT (5065 dmg) Deals a bit more damage but without okizeme. Can corner-carry, and a "214B/C" will force the enemy to block.
2A 5B 2B 5C 6AAA 6[C] 214A jBC jBC AT Combo version without the "delay 214A" but needs to take off the "jA", deals a bit less damage.
5B 2B 5C(2) 6C 236A (3466 dmg) Combo to use when too far for a "6AAA".
2A 5B 2B 5C 6AAA 6[C] 214A 236C (4952 dmg) Combo with meter, deals good damage and the same okizeme compared to "236A".
2A 5B 2B 5C(1) 6AAA 6[C] 236A 41236C (5868 dmg) Combo with maximum damage, but requires to be in Heat mode.
Situational combos
After an Ex-shield counter / AirCounter / 214B counterhit :
6C jBCA jABC AT (4032) Easiest combo.
6[C] 214A, jBC jABC AT (4538) Deals more damage, but "6[C]" requires some time to charge and can't be used in any situation/counter-hit/height.
2C delay 6C jBCA jABC AT (3517 dmg) Deals less damage but easier to execute, and can be used anywhere.
After Golden AirThrow :
gAT 2A 6C jB jABC AT (2979 dmg) Deals good damage.
gAT 2A 236A (2060 dmg + oki) Deals less damage, but allow an okizeme.
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
The moves in number and strength order. Explain no how the moves works, what it's best suited for and where it lacks. |
5A
- |
2B
- |
5B
- |
2C
- |
5C
- |
6C
- |
#C
- |
#C
- |
JA
- |
JB
- |
JC
- |
J6C
- |
Special Moves
Name 「JP name」 - 236A/B/C
|
Name 「JP name」 - j236A/B/C
|
Name 「JP name」 - 623A/B/C
|
Name 「JP name」 - 214A/B/C
|
Arc Drive
「」
|
Another Arc Drive
「」
|
Last Arc
「」
|