Melty Blood/MBAACC/Roa/Half Moon: Difference between revisions
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| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=Janson%20(J%E3%82%A2%E3%83%B3%E3%82%BD%E3%83%B3) Janson (Jアンソン)]|| style="text-align:center;"| | | [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=Janson%20(J%E3%82%A2%E3%83%B3%E3%82%BD%E3%83%B3) Janson (Jアンソン)]|| style="text-align:center;"| | ||
[[File: | [[File:MBAACC_Roa_Color27.png|Color|75px]] | ||
| Japan || A-cho || Inactive || | | Japan || A-cho || Inactive || | ||
|- | |- | ||
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{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
|intro= | |intro= | ||
[[File:MBAACC_Roa_Face.png]] '''H-Roa''' is | [[File:MBAACC_Roa_Face.png]] '''H-Roa''' is a simple but effective 'all-rounder' with excellent space control tools and well rounded offense. | ||
|pros= | |pros= | ||
* '''Strong Neutral''': Aside from Roa's universally strong mobility and normals, H-Roa can control screen space with 214X, and can catch falling airborne opponents with 236A. | * '''Strong Neutral''': Aside from Roa's universally strong mobility and normals, H-Roa can control screen space with 214X, and can catch falling airborne opponents with 236A. | ||
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== General Gameplan == | == General Gameplan == | ||
H-Roa is a simple to learn, but overall strong character with the tools to deal with most situations. His neutral is strong, sporting a long ranged poke in 214B, and he can quickly catch whiffed pokes with 236A. Once he gets his opponent to block, he can effortlessly keep resetting pressure thanks to his infamous 236B and on-block jump cancellable 6C as ways to stay in. He can use meter to make his already powerful offense even stronger with 214C, and it also gives him some leeway on defense thanks to having Half Moon Bunker. Unfortunately, his actual mixup game is not very strong. He relies on pressure resets in order to open up opponents unless he wants poor reward from strike/throw. A majority of his combos also don't grant a lot of meter for him, which makes managing meter important for this character. | H-Roa is a simple to learn, but overall strong character with the tools to deal with most situations. His neutral is strong, sporting a long ranged poke in 214B, and he can quickly catch whiffed pokes and landings with 236A. Once he gets his opponent to block, he can effortlessly keep resetting pressure thanks to his infamous 236B and on-block jump cancellable 6C as ways to stay in. He can use meter to make his already powerful offense even stronger with 214C, and it also gives him some leeway on defense thanks to having Half Moon Bunker. Unfortunately, his actual mixup game is not very strong. He relies on pressure resets in order to open up opponents unless he wants poor reward from strike/throw. A majority of his combos also don't grant a lot of meter for him, which makes managing meter important for this character. | ||
=== Neutral === | === Neutral === | ||
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=== Pressure === | === Pressure === | ||
Once you get your opponent to block, it's time to go crazy. This is H-Roa's ace in the hole. Whilst he may lack any actual mixup from his pressure, he gains the ability to reset it at will thanks to 2 moves: 6C and 236B. 236B is infamous, being H-Roa's most hated move. Once you get a good knockdown with 236A, you'll more often than not time this to hit meaty and start your relentless pressure. If they just keep respecting you, | Once you get your opponent to block, it's time to go crazy. This is H-Roa's ace in the hole. Whilst he may lack any actual mixup from his pressure, he gains the ability to reset it at will thanks to 2 moves: 6C and 236B. 236B is infamous, being H-Roa's most hated move. Once you get a good knockdown with 236A, you'll more often than not time this to hit meaty and start your relentless pressure. If they just keep respecting you, your aim is then to reset them over and over to either break their guard bar, or force them to act to avoid guard break. | ||
Unfortunately, the opponent can just hold up and jump over your 236B on reaction. To condition the opponent to not do that, you can do a lot of things: | |||
* Delayed 6C and 6[C] can catch anyone trying to jump, even when pushed out a bit | |||
** A blocked 6C jump cancelled into IAD j.B can catch opponents trying to jumping out of pressure or force them to block and lead back into a pressure string, even if they hold 7 to jump after blockstun ASAP. If j.B forces them down from high enough, this can go into an air unblockable 5A/5B. | |||
* Delayed 214B will also do fine, but net no reward if you don't spend meter to confirm into 236C. | |||
* At times, you can try reverse beating into 5A/2A and IADing into an air throw or an air combo. | |||
Once the opponent is conditioned to not jump out, you can jump cancel 6C and IAD into a j.B or j.C to reset and continue your pressure, and even rebeat those air buttons to j.A for a double overhead too. If this is the case, more skillful opponents will try to Shield your j.B/j.C. If they get too Shield happy, do an empty air dash to make them whiff their Shield. | |||
As a Half-Moon, meter management is important so you don't go into Heat, get hit once, and lose everything. 214C is great for that purpose. You can get ''a whole second of plus frames, should everything be spaced properly.'' Far more than enough to continue your blockstring. | |||
=== Okizeme === | === Okizeme === | ||
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|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A | |input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A | ||
|simput= | |simput= | ||
|note= Standard okizeme | |note=Standard combo for okizeme. Allows for meaty 236B. Can be done off 2A, j.B, or j.C, but 5A can whiff if the j.B/j.C isn't close enough. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
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|input= *5B > 2B > 5C(1) > 5A6AA > 6C > j.BC > j.BC > AT | |input= *5B > 2B > 5C(1) > 5A6AA > 6C > j.BC > j.BC > AT | ||
|simput= | |simput= | ||
|note= Standard combo without the 6[C] link.}} | |note=Standard combo without the 6[C] link. | ||
}} | |||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
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|input= *5B > 2B > 5C(2) > 6C > 236A | |input= *5B > 2B > 5C(2) > 6C > 236A | ||
|simput= | |simput= | ||
|note= Use if you're too far away for | |note=Use if you're too far away for 5A6AA to land, most notably if you land 5B from it's maximum range. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
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|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 214A, j.BC > dj.BC > AT | |input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 214A, j.BC > dj.BC > AT | ||
|simput= | |simput= | ||
|note= AT => 214B isn't airtight but will force opponent to block if they lack a good reversal (beats out several DPs, notably most Nanaya DPs) If you're struggling to land the first j.B, hold 8/9 after the 214A and input j.B as soon as you're off the ground. | |note=AT => 214B isn't airtight but will force an opponent to block if they lack a good reversal (beats out several DPs, notably most Nanaya DPs). If you're struggling to land the first j.B, hold 8/9 after the 214A and input j.B as soon as you're off the ground. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
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|input= *236B, 2A > 5B > j.BC > dj.BC > AT | |input= *236B, 2A > 5B > j.BC > dj.BC > AT | ||
|simput= | |simput= | ||
|note= You can | |note=236B pickup. You can replace 2A > 5B with 5B > 6C for extra damage, but it requires a sdj to work on some characters and is significantly tighter. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
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|input= *(214A/B), (2C >) 6C > j.BC > dj.BC > AT | |input= *(214A/B), (2C >) 6C > j.BC > dj.BC > AT | ||
|simput= | |simput= | ||
|note= Baby confirm, works from basically anywhere. 2C is optional, but makes the combo easier to land. Removing it adds 200 damage & slightly less meter. | |note=Baby CH 214A/B confirm, works from basically anywhere. 2C is optional, but makes the combo easier to land. Removing it adds 200 damage & slightly less meter. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
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|input= *(214A/B), 6[C] > delay 214A/B, j.BC > dj.BC > AT | |input= *(214A/B), 6[C] > delay 214A/B, j.BC > dj.BC > AT | ||
|simput= | |simput= | ||
|note= Slightly harder. You can do this off aerial hits that are further away | |note=Slightly harder confirm. You can do this off aerial hits that are further away. Your range is dependent upon the range you can land 6[C] at. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
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|input= *(214A/B), 6[C], 5A > 6C > j.BC > dj.BC > AT | |input= *(214A/B), 6[C], 5A > 6C > j.BC > dj.BC > AT | ||
|simput= | |simput= | ||
|note= 6[C] > 5A is a link. You can only do this if you're within 5A range or closer (roughly the same range as 214A). Hit the 6[C] above the middle of its hitbox so the opponent pops up enough for your 5A to land. If this explanation doesn't make sense, look at the video. | |note=6[C] > 5A is a link. You can only do this if you're within 5A range or closer (roughly the same range as 214A). Hit the 6[C] above the middle of its hitbox so the opponent pops up enough for your 5A to land. If this explanation doesn't make sense, look at the video. | ||
}} | |||
{{CollapsingComboData-MB | |||
|condition=CH starter, grounded/air opponent | |||
|character= | |||
|damage=4825 | |||
|metergen=50% | |||
|metero=21.4% | |||
|link= | |||
|input= *(214A/B), 236B > 5B > 6C > j.CB > dj.BC > AT | |||
|simput= | |||
|note=236B should be done quickly for 5B to work, otherwise 2A is also good.<br>j.CB dj.BC route does more dmg than j.BC j.BC. | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
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|input= *CH 236B, 6C > j.BC > dj.BC > AT | |input= *CH 236B, 6C > j.BC > dj.BC > AT | ||
|simput= | |simput= | ||
|note= | |note=CH 236B confirm. You can add a 2A in for more stability, but you lose 500 damage. You can also do this route off an air CH 236A most of the time. | ||
}} | }} | ||
Line 182: | Line 203: | ||
|input= *6[C] > IAD 9 j.C, land j.BC > dj.BC > AT | |input= *6[C] > IAD 9 j.C, land j.BC > dj.BC > AT | ||
|simput= | |simput= | ||
|note= | |note=CH 6[C] confirm. IAD 8/9 will work, IAD 7 won't. You have to do this immediately following the 6[C] otherwise it'll drop. If you didn't get the CH, you have enough time to do a non-236B meaty anyway, so this is worth going for whenever possible. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
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|metero=5.4% | |metero=5.4% | ||
|link= | |link= | ||
|input= * | |input= *gAT, land 2A > 236A | ||
|simput= | |simput= | ||
|note= | |note=gAT combo for oki. 2A must happen as soon as you hit the ground, otherwise the 236A KD is techable. | ||
}} | }} | ||
}} | }} | ||
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|condition=Normal starter, grounded opponent<br>100% meter | |condition=Normal starter, grounded opponent<br>100% meter | ||
|character | |character | ||
|damage=4516 | |damage=4671 (214A)<br> 4516 (236A) | ||
|metergen=46.5% - 100.0% | |metergen=46.5% (236A), 43% (214A) - 100.0% | ||
|metero=43.2% | |metero=43.2% (236A), 41.7% (214A) | ||
|link= | |link= | ||
|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > | |input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 214A, 236C | ||
|simput= | |simput= | ||
|note= Meter dump | |note=Meter dump BnB. Gives the best of both worlds in terms of oki and damage. You can replace 214A with 236A for less damage, but higher metergain. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
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|input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A > 41236C | |input= *2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A > 41236C | ||
|simput= | |simput= | ||
|note= | |note=Arc Drive combo. Useful for when you are in Heat and need the extra damage to kill. Otherwise, use the route above. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
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|input= *CH 214A/B, delay 6[C] > 214C, 6[C], 5A > 6C > j.BC > j.BC AT | |input= *CH 214A/B, delay 6[C] > 214C, 6[C], 5A > 6C > j.BC > j.BC AT | ||
|simput= | |simput= | ||
|note= Only generates 16% before superflash. Delay first 6[C] such that they're just barely not OTG'd by the 214C. Second 6[C] should hit as close to the end of 214C as possible. If this explanation doesn't make sense, look at the video. | |note= Only generates 16% before superflash. Delay the first 6[C] such that they're just barely not OTG'd by the 214C. Second 6[C] should hit as close to the end of 214C as possible. If this explanation doesn't make sense, look at the video. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
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|input= *236A > 214C, 6[C], 5A > 6C > j.BC > j.BC > AT | |input= *236A > 214C, 6[C], 5A > 6C > j.BC > j.BC > AT | ||
|simput= | |simput= | ||
|note= | |note= Higher damage variant of the combo above. The 6[C] timing changes based on how many hits of 214C connect. | ||
}} | }} | ||
}} | }} | ||
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|frameAdv=- | |frameAdv=- | ||
|invuln= | |invuln= | ||
|description=The bottom part of | |description=The bottom part of Roa's leg is slightly disjointed. This is your normal of choice if your opponent is below you, and your best jump-in. | ||
}} | }} | ||
}} | }} | ||
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|active=2 | |active=2 | ||
|recovery=17 | |recovery=17 | ||
|frameAdv=-1 {{Tooltip | text=(+ | |frameAdv=-1 {{Tooltip | text=(+14)| hovertext=On jump cancel.}} | ||
|invuln= | |invuln= | ||
|description=+ | |description=+14 when jump cancelled. You can end blockstrings on this often, but be careful not to get too predictable. You can frametrap with a 214B afterwards, but if it's blocked you return to neutral. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|active=5 | |active=5 | ||
|recovery=14 | |recovery=14 | ||
|frameAdv=-1 {{Tooltip | text=(+ | |frameAdv=-1 {{Tooltip | text=(+14)| hovertext=On jump cancel.}} | ||
|invuln= | |invuln= | ||
|description=As before, + | |description=As before, +14 when jump cancelled. You can use this to catch mashing, as it's mostly disjointed. It also does significantly more guard damage. | ||
}} | }} | ||
}} | }} | ||
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|frameAdv=- | |frameAdv=- | ||
|invuln= | |invuln= | ||
|description=Regular | |description=Regular airthrow. Recovery is on landing. If you do not want to return to neutral after an air combo, use this. Oki out of it is pretty bad. | ||
}} | }} | ||
}} | }} | ||
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|frameAdv=-4 | |frameAdv=-4 | ||
|invuln= | |invuln= | ||
|description=H-Roa's standing shield counter. Looks like 5C | |description=H-Roa's standing shield counter. Looks like the second hit of 5C. This applies for the other shield counters as well: "For H-Moon, shielding hits that would cause Auto Shield Counter, if the shield is successful on the first frame of the shield box, there is a 2 frame window where throw can be input after the shield." Window is 14f if it wouldn't trigger shield counter, and can also be cancelled into dash. You can manually input a shield counter with 236D on projectiles. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|image2=MB_H_Roa_236B_BE.png | |image2=MB_H_Roa_236B_BE.png | ||
|image3=MB_H_Roa_236C.png | |image3=MB_H_Roa_236C.png | ||
|caption= | |caption= | ||
|caption2=236[B] | |caption2=236[B] | ||
|caption3= | |caption3= | ||
|name=Thunder Flash<br>(EX: Seventh Heaven (Original Sin)) | |name=Thunder Flash<br>(EX: Seventh Heaven (Original Sin)) | ||
|input=236A/B/[B]/C | |input=236A/B/[B]/C | ||
Line 804: | Line 823: | ||
|active=5 | |active=5 | ||
|recovery=29 | |recovery=29 | ||
|frameAdv=-6 to - | |frameAdv=-6 to -2 | ||
|invuln=High 4-11, Full 12-27 | |invuln=High 4-11, Full 12-27 | ||
|description= 236A is mainly used to disrespect spacing and punish whiffed normals. While it can be -6 on block, there are 5 active frames with each hitbox having an individual hitstun, so hitting with the 3rd active frame or later leaves you safe on block (5th frame if ex-guard is accounted). You should only be using this when you're sure it'll hit, since your reward off this is either low damage if you have meter, OTG 2A mash in the corner for a bit more meter and maybe a tech trap, or 236B oki. However, this move is air unblockable, and therefore your go-to for sniping landings and other reads. | |description= 236A is mainly used to disrespect spacing and punish whiffed normals. While it can be -6 on block, there are 5 active frames with each hitbox having an individual hitstun, so hitting with the 3rd active frame or later leaves you safe on block (5th frame if ex-guard is accounted). You should only be using this when you're sure it'll hit, since your reward off this is either low damage if you have meter, OTG 2A mash in the corner for a bit more meter and maybe a tech trap, or 236B oki. However, this move is air unblockable, and therefore your go-to for sniping landings and other reads. | ||
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|active=5 | |active=5 | ||
|recovery=13 | |recovery=13 | ||
|frameAdv=7 | |frameAdv=7 to 11 | ||
|invuln=High 7-31, Full 32-47 | |invuln=High 7-31, Full 32-47 | ||
|description=The infamous 236B Soko. Holding B can delay the startup to up to 42f, depending on how long B is held. H-Roa's simple, but effective pressure reset. The move that makes people hate your character. At +7 on block, this special can be used to reset, start pressure, and gives H-Roa some of his best meterless damage on a CH. This will also cross up your opponent if used near max range. | |description=The infamous 236B Soko. Holding B can delay the startup to up to 42f, depending on how long B is held. H-Roa's simple, but effective pressure reset. The move that makes people hate your character. At +7 on block, this special can be used to reset, start pressure, and gives H-Roa some of his best meterless damage on a CH. This will also cross up your opponent if used near max range. | ||
Line 851: | Line 870: | ||
|frameAdv=-24 | |frameAdv=-24 | ||
|invuln=High 3-11, Full 12-132 | |invuln=High 3-11, Full 12-132 | ||
|description=This move looks very similar to C/H-Ciel's 236C, but it doesn't have full invuln | |description=This move looks very similar to C/H-Ciel's 236C, but it doesn't have full invuln. Use this to punish a lot of situations where opponent uses some kind of projectile. This move is also good for catching whiffed pokes with long recovery. It can also be used as a combo ender to get the best of both worlds for oki and damage. | ||
}} | }} | ||
}} | }} | ||
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|frameAdv=-31, -27 | |frameAdv=-31, -27 | ||
|invuln= | |invuln= | ||
|description=A fast, albiet outclassed anti-air. Both of it's hits are air unblockable, but in reality you are better off with either rising j.A or | |description=A fast, albiet outclassed anti-air. Both of it's hits are air unblockable, but in reality you are better off with either rising j.A or 214A/B to catch an opponent in the air. As such, this move does not see a lot of use. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=-58 (min) | |frameAdv=-58 (min) | ||
|invuln=Full 1-4 | |invuln=Full 1-4 | ||
|description=Essentially a better version of 623B, with faster startup, higher damage and a wallslam which allows you to return to neutral, whilst maintaining invincibility. Notably, the 2+0 startup means this cannot be safejumped by C/H-Moon characters unless their safejump outspaces it. | |description=Essentially a better version of 623B, with faster startup, higher damage and a wallslam which allows you to return to neutral, whilst being completely air unblockable and maintaining invincibility. Notably, the 2+0 startup means this cannot be safejumped by C/H-Moon characters unless their safejump outspaces it. | ||
}} | }} | ||
}} | }} | ||
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|image2=MB_H_Roa_214B.png | |image2=MB_H_Roa_214B.png | ||
|image3=MB_H_Roa_214C.png | |image3=MB_H_Roa_214C.png | ||
|caption= | |caption= | ||
|caption2= | |caption2= | ||
|caption3= | |caption3= | ||
|name=Thunder Needle - Moment<br>(EX: Thunder Needle - Moment Viper) | |name=Thunder Needle - Moment<br>(EX: Thunder Needle - Moment Viper) | ||
|input=214A/B/C | |input=214A/B/C | ||
Line 939: | Line 958: | ||
|frameAdv=-4 | |frameAdv=-4 | ||
|invuln= | |invuln= | ||
|description=214A will cover behind you, 214B will cover the air. This special is | |description=214A will cover behind you, 214B will cover the air. This special is good and once again gives you very solid damage, particularly on air CH. Air unblockable, use 214A to preemptively anti-air and use 214B as a poke. Be aware of its significant startup and recovery, because you can be hit out of startup easily, and opponents can whiff punish you if they have particularly long-reaching normals (Satsuki dash 2C, for example). | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|image2=MB_H_Roa_j236B.png | |image2=MB_H_Roa_j236B.png | ||
|image3=MB_H_Roa_j236C.png | |image3=MB_H_Roa_j236C.png | ||
|caption= | |caption= | ||
|caption2= | |caption2= | ||
|caption3= | |caption3= | ||
|name=Brilliant Impetus - Ghost Tail | |name=Brilliant Impetus - Ghost Tail | ||
|linkname=j.236X | |linkname=j.236X | ||
Line 984: | Line 1,003: | ||
|frameAdv=3 (TK) | |frameAdv=3 (TK) | ||
|invuln= | |invuln= | ||
|description=Slow for an air-to-air, but can be used to change your momentum to throw off landing snipes. Be careful though, because this move doesn't cover above or below you, and leaves you open to punishes if you whiff it too high. However, it's plus on TK, so you can do tk | |description=Slow for an air-to-air, but can be used to change your momentum to throw off landing snipes. Be careful though, because this move doesn't cover above or below you, and leaves you open to punishes if you whiff it too high. However, it's plus on TK, so you can do tk.236A in pressure and stay safe. Also, you can link it in certain air combos with j.BC j.236a sdj j.BC AT for style points. Use this at the end of your combos to return to neutral, but be aware it's a bit more height-sensitive than j.236B. However, it has less landing recovery. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 999: | Line 1,018: | ||
|frameAdv=-1 (TK) | |frameAdv=-1 (TK) | ||
|invuln= | |invuln= | ||
|description=This move looks really bad. It's slower than j.236A, has more recovery, and gives your opponent more time to react. However: it requires 3 shields AND covers above and below you, while j.236A doesn't. You can use this to catch people trying to antiair you at weird angles | |description=This move looks really bad on paper. It's slower than j.236A, has more recovery, and gives your opponent more time to react. However: it requires 3 individual shields AND it covers above and below you, while j.236A doesn't. You can use this to catch people trying to antiair you at weird angles since it's disjointed. Use this at the end of your combos to return to neutral, while leaving your opponent in an awkward situation. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,014: | Line 1,033: | ||
|frameAdv=5 (TK) | |frameAdv=5 (TK) | ||
|invuln=Full 1-25 | |invuln=Full 1-25 | ||
|description=This is a true air reversal. With that said, it's | |description=This is a true air reversal. With that said, it's metered on a Half Moon character with subpar meter gain. You can use this to tack on extra damage at the end of an air combo. It covers slightly more room than j.236B, and it's +5, but the pushback means that you can't really use it like you would with j.236A. It does require individual shields for any players crazy enough to go for it. | ||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
}} | }} | ||
==Character specific notes== | |||
{| class="wikitable sortable" | |||
|- | |||
! Character !! Raw 236C follow-up midscreen | |||
|- | |||
| Aoko || 2A 2C. Can 5A6AA. | |||
|- | |||
| Tohno || 2A 2C. Can 5A6AA. | |||
|- | |||
| Hime || 2A 6C or 2A 236A. | |||
|- | |||
| Nanaya || 2A 2C. Can 5A6AA. | |||
|- | |||
| Kouma || 2A 2C. Can 5A6AA. | |||
|- | |||
| Miyako || 2A 2C. Can 5A6AA. | |||
|- | |||
| Ciel || 2A 2C. Can 5A6AA. | |||
|- | |||
| Sion || Only in the corner. | |||
|- | |||
| Ries || 2A 6C or 2A 236A. | |||
|- | |||
| VSion || Only in the corner. | |||
|- | |||
| Wara || 2A 6C or 2A 236A. | |||
|- | |||
| Roa || 2A 2C. Can 5A6AA. | |||
|- | |||
| Akiha || 2A 6C or 2A 236A. | |||
|- | |||
| Arc || 2A 2C. Can't 5A6AA. | |||
|- | |||
| PCiel || 2A 2C. Can 5A6AA. | |||
|- | |||
| WArc || 2A 6C or 2A 236A. | |||
|- | |||
| VAkiha || 2A 6C or 2A 236A. | |||
|- | |||
| Mech || 2A 2C. Can 5A6AA. | |||
|- | |||
| Seifuku || 2A 6C or 2A 236A. | |||
|- | |||
| Satsuki || 2A 6C or 2A 236A. | |||
|- | |||
| Len || 2A 6C or 2A 236A. | |||
|- | |||
| Ryougi || 2A 2C. Can 5A6AA. | |||
|- | |||
| WLen || 2A 2C. Can 5A6AA. | |||
|- | |||
| Nero || 2A 2C 2A 2C. Can 5A6AA. | |||
|- | |||
| NAC || 2A 2C. Can 5A6AA. | |||
|- | |||
| Hisui || 2A 6C or 2A 236A. | |||
|- | |||
| Neco || 2A 2C. Can 5A6AA. | |||
|- | |||
| Kohaku || 2A 2C. Can 5A6AA. | |||
|} | |||
{{Navbox-MBAACC}} | {{Navbox-MBAACC}} |
Latest revision as of 05:54, 15 February 2024
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
H-Roa Match Video Database
Melty Bits: H-Roa
H-Roa Tutorial by sibladeko (tonberry)
Notable Players
Name | Color | Region | Common Venues | Status | Details |
---|---|---|---|---|---|
grungrah | North America | Chicago Melty, Netplay | Inactive | ||
Janson (Jアンソン) | Japan | A-cho | Inactive | ||
Red Melon (赤いメロン) | Japan | Play Spot BIG ONE 2nd | Active | Known mostly for C-Roa, but also proficient with a secondary H-Roa. Mostly uses H to fight Nero. | |
tamao (たまお) | Japan | A-cho | Inactive | Uses multiple colors. | |
TonberryMage | North America | Inactive | Was one of the very best players in the NA scene while active. Not a lot of footage. |
Overview
General Gameplan
H-Roa is a simple to learn, but overall strong character with the tools to deal with most situations. His neutral is strong, sporting a long ranged poke in 214B, and he can quickly catch whiffed pokes and landings with 236A. Once he gets his opponent to block, he can effortlessly keep resetting pressure thanks to his infamous 236B and on-block jump cancellable 6C as ways to stay in. He can use meter to make his already powerful offense even stronger with 214C, and it also gives him some leeway on defense thanks to having Half Moon Bunker. Unfortunately, his actual mixup game is not very strong. He relies on pressure resets in order to open up opponents unless he wants poor reward from strike/throw. A majority of his combos also don't grant a lot of meter for him, which makes managing meter important for this character.
Neutral
Roa's neutral is considerably good, featuring very good poking tools for space control and strong overall movement thanks to his fast dashes. His 236A sports very good startup for it's reach and usability, being able to punish many things at long range, most infamously being able to interrupt or punish Nero's summons on reaction, and his 214A/B cover good angles whilst being air-unblockable. While his ground-to-air game is decent, it requires either a 214A/B or a rising j.A. j.A is less committal, as it's quick to start and recover. The reward from a CH 214A/B is strong, but in order to use it as an anti-air it must be used pre-emptively. You'll use your aerial buttons a lot to control the ground, so get used to j.A for air to airs and j.B to protect space. 236A/B are air-unblockable, so you can catch opponents who are falling from a jump. Also, fair to note, if you get a regular 214A/B hit, you can link into 236C. Incredibly important should an opponent not get CH, but you still want the hard knockdown. 214C is also an option that can easily lockdown neutral, if not outright skip it entirely. This can lead into 2 situations: you force the opponent into a risky approach, or they respect it and you get to start your pressure.
Pressure
Once you get your opponent to block, it's time to go crazy. This is H-Roa's ace in the hole. Whilst he may lack any actual mixup from his pressure, he gains the ability to reset it at will thanks to 2 moves: 6C and 236B. 236B is infamous, being H-Roa's most hated move. Once you get a good knockdown with 236A, you'll more often than not time this to hit meaty and start your relentless pressure. If they just keep respecting you, your aim is then to reset them over and over to either break their guard bar, or force them to act to avoid guard break.
Unfortunately, the opponent can just hold up and jump over your 236B on reaction. To condition the opponent to not do that, you can do a lot of things:
- Delayed 6C and 6[C] can catch anyone trying to jump, even when pushed out a bit
- A blocked 6C jump cancelled into IAD j.B can catch opponents trying to jumping out of pressure or force them to block and lead back into a pressure string, even if they hold 7 to jump after blockstun ASAP. If j.B forces them down from high enough, this can go into an air unblockable 5A/5B.
- Delayed 214B will also do fine, but net no reward if you don't spend meter to confirm into 236C.
- At times, you can try reverse beating into 5A/2A and IADing into an air throw or an air combo.
Once the opponent is conditioned to not jump out, you can jump cancel 6C and IAD into a j.B or j.C to reset and continue your pressure, and even rebeat those air buttons to j.A for a double overhead too. If this is the case, more skillful opponents will try to Shield your j.B/j.C. If they get too Shield happy, do an empty air dash to make them whiff their Shield.
As a Half-Moon, meter management is important so you don't go into Heat, get hit once, and lose everything. 214C is great for that purpose. You can get a whole second of plus frames, should everything be spaced properly. Far more than enough to continue your blockstring.
Okizeme
His oki is sadly nothing to write home about. You can do the basic stuff; netural jump drifts, crossups, tick throws, sandooris, you name it. It's just not stuff that's exclusive to him. Most of the time, you will just time your 236B to hit meaty and call it a day, but he does have options if you want to keep your opponent guessing.
Defense
Defense is cut and dry if you don't have meter. Blocking is usually a good option, since you do not have to risk much whilst doing so. If you really want to get out of pressure without spending meter, 623B is a quick reversal with full invuln. If you do notice a gap in the opponent's pressure, 2A is a good, albiet stubby abare option. With meter, however, you gain access to Half Moon Bunker as arguably his best "get off me" move. It is quite expensive, costing 100% meter, but if you are really desperate to escape pressure then don't be afraid to use it. If it does land, you get a hard knockdown, which is huge because you can meaty with 236B. You can also use 623C as a reversal option, which sports faster startup (2+0, compared to 623B's first active frame at frame 4), higher damage, and a wallbounce, allowing you to return to neutral. It's risky and costs just as much as Bunker, though, so if you do use it make sure you can land it if possible.
Combos
Combo Notation Help | |
---|---|
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.
|
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:
|
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. |
IMPORTANT NOTE ABOUT ALL COMBOS LISTED: Only AT enders are listed. Any combo which ends in an airthrow can also end in j.236B or j.236C. j.236B only beats AT for damage if all three hits connect, and you must sdj to land all three. Combos can be done at any position on the stage unless otherwise specified.
Normal Combos
Metered Combos
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). |
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
|
Normal Moves
Standing Normals
5A
5A
5A~6A~6A |
---|
5B
5C
Crouching Normals
2A
2B
2C
Aerial Normals
j.A
j.B
j.C
Command Normals
6C
6C
6[C] |
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Universal Mechanics
Ground Throw
Air Throw
Air Throw
j.4/6A+D |
---|
Shield Counter
Shield Bunker
Shield Bunker
214D in neutral or blockstun |
---|
Circuit Spark
Special Moves
Grounded Specials
236X
Thunder Flash
(EX: Seventh Heaven (Original Sin)) 236A/B/[B]/C |
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623X
214X
Aerial Specials
j.236X
Brilliant Impetus - Ghost Tail
j.236A/B/C |
---|
Arc Drive
Heavenly Crashing Thunder
41236C during Heat |
---|
Character specific notes
Character | Raw 236C follow-up midscreen |
---|---|
Aoko | 2A 2C. Can 5A6AA. |
Tohno | 2A 2C. Can 5A6AA. |
Hime | 2A 6C or 2A 236A. |
Nanaya | 2A 2C. Can 5A6AA. |
Kouma | 2A 2C. Can 5A6AA. |
Miyako | 2A 2C. Can 5A6AA. |
Ciel | 2A 2C. Can 5A6AA. |
Sion | Only in the corner. |
Ries | 2A 6C or 2A 236A. |
VSion | Only in the corner. |
Wara | 2A 6C or 2A 236A. |
Roa | 2A 2C. Can 5A6AA. |
Akiha | 2A 6C or 2A 236A. |
Arc | 2A 2C. Can't 5A6AA. |
PCiel | 2A 2C. Can 5A6AA. |
WArc | 2A 6C or 2A 236A. |
VAkiha | 2A 6C or 2A 236A. |
Mech | 2A 2C. Can 5A6AA. |
Seifuku | 2A 6C or 2A 236A. |
Satsuki | 2A 6C or 2A 236A. |
Len | 2A 6C or 2A 236A. |
Ryougi | 2A 2C. Can 5A6AA. |
WLen | 2A 2C. Can 5A6AA. |
Nero | 2A 2C 2A 2C. Can 5A6AA. |
NAC | 2A 2C. Can 5A6AA. |
Hisui | 2A 6C or 2A 236A. |
Neco | 2A 2C. Can 5A6AA. |
Kohaku | 2A 2C. Can 5A6AA. |