Melty Blood/MBAACC/Archetype: Earth/Crescent Moon: Difference between revisions
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* '''(B)''' - Ditto, except it appears further away from Hime | * '''(B)''' - Ditto, except it appears further away from Hime | ||
* '''(C)''' - The fear. Hime decides she wants you dead and whips out her gun. Tracks, comes out instantly post super flash, so it can be used to whiff punish practically everything on reaction. Leads to tech trap situations when it hits in close proximity, Does obscene damage, grants her plus frames when performed in flight, allows for her to hitconfirm off of random 236x/214x hits. Totally broken move, changes the way opponents need to approach her when she builds 100 meter. Piss people off with this move. | * '''(C)''' - The fear. Hime decides she wants you dead and whips out her gun. Tracks, comes out instantly post super flash, so it can be used to whiff punish practically everything on reaction. Leads to tech trap situations when it hits in close proximity, Does obscene damage, grants her plus frames when performed in flight, allows for her to hitconfirm off of random 236x/214x hits. Totally broken move, changes the way opponents need to approach her when she builds 100 meter. Piss people off with this move. | ||
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| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 - 22D</font>''' | |||
* '''(Description)''' - Flight. Hime decides the ground is for losers and spends some meter to take to the skies. Upon activation, Hime can glide in either direction, but slightly descends as she glides. Resets her airdash upon activation, effectively giving her two airdashes, and she can fast-fall to the ground with 22, allowing her to quickly descend to the ground if necessary. Counts as an EX move, so you can whiff cancel into it off of practically every move imaginable, allowing for some very freeform (obnoxious) neutral and pressure strings. Drains meter as she floats, but it can be activated with any amount of meter, and the duration is fixed, and is not tied to the amount of meter drained. Ignores Melty crossup protection, allowing for some incredibly disgusting mixups, aand her hurtbox is mysteriously shrunk as she floats(confirm?), because why not. Abuse this move, can make some matchups absolute hell. | |||
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Revision as of 23:45, 21 October 2019
Combos
Normal Combos
- First normal midscreen combos, the corner combos, then character specific combos
- explanation
Metered Combos
- ...
- ...
Strategy
Do what you need to do to extrapolate on the character. Here are example categories below.
Crescent
Spacing
Pressure
Move Descriptions
Normal Moves
2A
Start-up: 6 | Active: 4 | Recovery: - | Advantage: -1
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5A
Start-up: 6 | Active: 4 | Recovery: 9 | Advantage: 0
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2B
Start-up: 9 | Active: 4 | Recovery: 16 | Advantage: -1
-1 on block, hits mid. Nothing especially noteworthy about her 2B, the range is nothing spectacular, Combo/blockstring fodder, |
5B
Start-up: 8 | Active: 6 | Recovery: 9 | Advantage: +1
+1 on block and hits multiple times, making it a good general purpose pressure/hitconfirm tool Can be used as a ghetto anti-air sometimes, as the hitbox is slightly higher than it seems. |
2C
Not quite as degenerate as F-Hime's 2C, but it's still pretty good, and unlike F-Hime's, it hits low! Reaches quite far, can be hitconfirmed into 5C 214B/236A for a combo, is only -1 on block, overall a solid ground poke. Should take care to avoid whiffing it, but with 15f recovery, it can be rather difficult for the opponent to punish it with an IAD/Jump in.
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5C
The 5C Powerd Ciel wishes she had. Amazing poke, great whiff punisher, virtually incontestable from further ranges, can easily hitconfirm into 2C6C236A for a full combo, great pressure tool when used from a range alongside her specials. just be wary of opponents air dashing over it, as its hitbox doesn't reach especially high just press it sometimes, it's a good button. |
6C
Blockstring and combo filler. Launches and is jump cancelable on hit, can be used as a ghetto anti air but it's not recommended. BE6C also serves a similar function, but theres nothing especially noteworthy about it, besides having slightly better frame advantage. |
JA
Regular girl JA. teeny hitbox, not great as a jump in but can be used to make IAD strings tighter. Can whiff cancel the recovery into more air options (jump air dash, buttons, flight) but once she begins her descent animation she loses that opportunity. |
JB
Huge (sorta). Great air to air, decent air to ground, hits twice and will beat out a good number of opposing air to airs. only downside is it's rather suspect hitboxes, as sometimes characters will appear to phase through its active frame, so get a good feel for how it hits.
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JC
Savage. Hime claws your face off with an omnidirectional swipe. Really really big, but also quite slow, so don't be surprised if you get counter hit out of it. Good air to air, great air to ground, just be wary that it can be low profiled if coming down from too high. Used during flight oki to get some fun mixups! Probably one of your favourite buttons |
Special Moves
「」 - 236ABC
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「」 - 623ABC
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「」 - 214ABC
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「」 - J22ABC
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「」 - J236ABC
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「」 - 22D
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Arc Drive
「」
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Another Arc Drive
「」
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Last Arc
「」
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