Melty Blood/MBAACC/Archetype: Earth/Crescent Moon: Difference between revisions
Line 21: | Line 21: | ||
=Strategy= | =Strategy= | ||
C-Hime is a character that thrives on shutting down the opponents movement through her obnoxious normals and special moves. 214A/B is primarily used in neutral to keep your opponents out of the air, and once they're conditioned to not leave the ground, she can start abusing her large (yet very lateral) normals. As 214x is effectively her only real 'anti air', oftentimes she'll be forced to reposition herself using her quick walk speed to avoid opponents approaching her at angles which she can't cover effectively. She also struggles with escaping pressure, as her fastest normal is 6f, making mashing quite risky. | C-Hime is a character that thrives on shutting down the opponents movement through her obnoxious normals and special moves. 214A/B is primarily used in neutral to keep your opponents out of the air, and once they're conditioned to not leave the ground, she can start abusing her large (yet very lateral) normals. As 214x is effectively her only real 'anti air', oftentimes she'll be forced to reposition herself using her quick walk speed to avoid opponents approaching her at angles which she can't cover effectively. She also struggles with escaping pressure, as her fastest normal is 6f, making mashing quite risky. |
Revision as of 15:02, 28 December 2019
Combos
Midscreen
- 2A 5B 2B 2C 5C jBjC djBjC (22D jAjC) AT/236C/41236C
- Babies first combo, does good damage, bracketed part is optional but recommended as it leaves Hime more mobile post AT, but costs a decent chunk of meter as it drains until she either reaches the ground or airdashes, so be aware.
- 2A 5B 2B 5C 2C 6C~236a jC djC 22D jA AT/236C/41236C
- Use this combo instead, does great damage, builds a decent chunk of meter, flight ender is usually necessary for AT ender as Hime wont have the right height without it. Can omit for other enders generally, but use your own discretion.
- J214B 669 jB(2) j6B jA jC sdj jC 22D jA j6B 214A j6[B] 66 AT
- Confirm off of crossup air wind mine, looks cool.
- 236B (22D) j236C
- Confirm into knockdown off of stray far geyser with 100 meter. Can hold up in any direction to option select, otherwise can use 22D.
214B 22D j236C
- Stray confirm off of AA 214B with 100 meter.
Corner
- 2A 5B 2B 5C 2C 6C~236a j6B jA jC djC 22D jA jC AT/236C/41236C
- Corner BNB. Omit flight to conserve meter if necessary.
Strategy
C-Hime is a character that thrives on shutting down the opponents movement through her obnoxious normals and special moves. 214A/B is primarily used in neutral to keep your opponents out of the air, and once they're conditioned to not leave the ground, she can start abusing her large (yet very lateral) normals. As 214x is effectively her only real 'anti air', oftentimes she'll be forced to reposition herself using her quick walk speed to avoid opponents approaching her at angles which she can't cover effectively. She also struggles with escaping pressure, as her fastest normal is 6f, making mashing quite risky.
As a Crescent moon character, she's blessed with an abundance of meter, which benefits her greatly as j236C is the one of the most obscene supers to bless this game. By just holding on to 100 meter, her threat range becomes the entire screen, and any whiff can turn into ample damage -> tech trap situation(for the love of god don't tech this move, you will die).
Move Descriptions
Normal Moves
2A
Start-up: 6 | Active: 4 | Recovery: - | Advantage: -1
|
5A
Start-up: 6 | Active: 4 | Recovery: 9 | Advantage: 0
|
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.
|
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.
|
J6B
Big stab, can be BE'd to become even larger and halt air momentum. the regular version is generally used as combo filler, and the BE variant for occasional mixups post air throw ender, or as a cheeky long ranged overhead in neutral, though it can only be confirmed into j.236C.
|
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
|
「」 - 623ABC
|
「」 - 214ABC
|
「」 - J22ABC
|
「」 - J236ABC
|
「」 - 22D
|
「」 - J41236C
|
Arc Drive
「」
|
Another Arc Drive
「」
|
Last Arc
「」
|