Melty Blood/MBAACC/Archetype: Earth/Crescent Moon: Difference between revisions
(Changed values based on scaling) |
|||
Line 61: | Line 61: | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input= 2A 5B 2B 2C 5C jBjC djBjC (22D jAjC) Airthrow/236C/41236C | |input= *2A 5B 2B 2C 5C jBjC djBjC (22D jAjC) Airthrow/236C/41236C | ||
|simput= | |simput= | ||
|note= Babies first combo, does good damage, bracketed part is optional but recommended as it leaves Hime more mobile post Airthrow, but costs a decent chunk of meter as it drains until she either reaches the ground or airdashes, so be aware. | |note= Babies first combo, does good damage, bracketed part is optional but recommended as it leaves Hime more mobile post Airthrow, but costs a decent chunk of meter as it drains until she either reaches the ground or airdashes, so be aware. | ||
Line 70: | Line 70: | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input= 2A 5B 2B 5C 2C 6C~236a jC djC 22D jA Airthrow/236C/41236C | |input= *2A 5B 2B 5C 2C 6C~236a jC djC 22D jA Airthrow/236C/41236C | ||
|simput= | |simput= | ||
|note= Use this combo instead, does great damage, builds a decent chunk of meter, flight ender is usually necessary for Airthrow ender as Hime wont have the right height without it. Can omit for other enders generally, but use your own discretion. | |note= Use this combo instead, does great damage, builds a decent chunk of meter, flight ender is usually necessary for Airthrow ender as Hime wont have the right height without it. Can omit for other enders generally, but use your own discretion. | ||
Line 79: | Line 79: | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input= j214B 669 jB(2) j6B jA jC sdj jC 22D jA j6B 214A j6[B] 66 AT | |input= *j214B 669 jB(2) j6B jA jC sdj jC 22D jA j6B 214A j6[B] 66 AT | ||
|simput= | |simput= | ||
|note= Confirm off of crossup air wind mine, looks cool. | |note= Confirm off of crossup air wind mine, looks cool. | ||
Line 88: | Line 88: | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input= 236B (22D) j236C | |input= *236B (22D) j236C | ||
|simput= | |simput= | ||
|note= Confirm into knockdown off of stray far geyser with 100 meter. Can hold up in any direction to option select, otherwise can use 22D. | |note= Confirm into knockdown off of stray far geyser with 100 meter. Can hold up in any direction to option select, otherwise can use 22D. | ||
Line 97: | Line 97: | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input= 214B 22D j236C | |input= *214B 22D j236C | ||
|simput= | |simput= | ||
|note= Stray confirm off of AA 214B with 100 meter. | |note= Stray confirm off of AA 214B with 100 meter. | ||
Line 110: | Line 110: | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input= 2A 5B 2B 5C 2C 6C~236a j6B jA jC djC 22D jA jC Airthrow/236C/41236C | |input= *2A 5B 2B 5C 2C 6C~236a j6B jA jC djC 22D jA jC Airthrow/236C/41236C | ||
|simput= | |simput= | ||
|note= Corner BNB. Omit flight to conserve meter if necessary. | |note= Corner BNB. Omit flight to conserve meter if necessary. | ||
Line 125: | Line 125: | ||
|name=5A | |name=5A | ||
|input= | |input= | ||
|data= | |data={{AttackData-MB | ||
|damage=300 | |||
|damage=300 | |reddamage=147 | ||
|reddamage= | |proration=75% (O) | ||
|proration=75% | |circuit=3.5% | ||
|circuit=3.5% | |cancel=-SE-, -N-, -SP-, -EX-, (J), -FL- | ||
|cancel=-SE-, -N-, -SP-, -EX-, (J), -FL- | |guard=LH | ||
|guard= | |startup=7 | ||
|startup=7 | |active=4 | ||
|active=4 | |recovery=8 | ||
|recovery=8 | |frameAdv=0 | ||
|frameAdv=0 | |invuln= | ||
|invuln= | |description=Neutral on block can be used to tick throw and pressure, has decent range for a 5A. | ||
|description=Neutral on block can be used to tick throw and pressure, has decent range for a 5A. | |||
}} | }} | ||
}}<br/> | }}<br/> | ||
Line 147: | Line 146: | ||
|name=5B | |name=5B | ||
|input= | |input= | ||
|data= | |data={{AttackData-MB | ||
|damage=300x2 (532) | |||
|damage=300x2 ( | |reddamage=(347) | ||
|reddamage= | |proration=80% (O) | ||
|proration=80% | |circuit=3.0%x2 | ||
|circuit=3.0% | |cancel=N, SP, EX, (J), FL | ||
|cancel=N, SP, EX, (J), FL | |guard=LH | ||
|guard= | |startup=9 | ||
|startup=9 | |active=6 | ||
|active=6 | |recovery=9 | ||
|recovery=9 | |frameAdv=0, 1 | ||
|frameAdv=0, 1 | |invuln= | ||
|invuln= | |description=+1 on block and hits multiple times, making it a good general purpose pressure/hitconfirm tool.<br/>Can be used as a ghetto anti-air sometimes, as the hitbox is slightly higher than it seems. | ||
|description=+1 on block and hits multiple times, making it a good general purpose pressure/hitconfirm tool.<br/> | |||
Can be used as a ghetto anti-air sometimes, as the hitbox is slightly higher than it seems. | |||
}} | }} | ||
}}<br/> | }}<br/> | ||
Line 170: | Line 167: | ||
|name=5C | |name=5C | ||
|input= | |input= | ||
|data= | |data={{AttackData-MB | ||
|damage=800 | |||
|damage=800 | |reddamage=490 | ||
|reddamage= | |proration=90% | ||
|proration=90% | |circuit=7.0% | ||
|circuit=7.0% | |cancel=N, SP, EX, (J), FL | ||
|cancel=N, SP, EX, (J), FL | |guard=LH | ||
|guard= | |startup=13 | ||
|startup=13 | |active=4 | ||
|active=4 | |recovery=18 | ||
|recovery=18 | |frameAdv=-4 | ||
|frameAdv=-4 | |invuln= | ||
|invuln= | |description=The 5C Powerd Ciel wishes she had. Amazing poke, great whiff punisher, virtually incontestable from further ranges, can easily hitconfirm into 2C 6C 236A 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.<br/>Just press it sometimes, it's a good button. | ||
|description=The 5C Powerd Ciel wishes she had. Amazing poke, great whiff punisher, virtually incontestable from further ranges, can easily hitconfirm into 2C 6C 236A 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.<br/> | |||
Just press it sometimes, it's a good button. | |||
}} | }} | ||
}}<br/> | }}<br/> | ||
Line 195: | Line 189: | ||
|name=2A | |name=2A | ||
|input= | |input= | ||
|data= | |data={{AttackData-MB | ||
|damage=300 | |||
|damage=300 | |reddamage=98 | ||
|reddamage= | |proration=75% (O) | ||
|proration=75% | |circuit=3.0% | ||
|circuit=3.0% | |cancel=SE, N, SP, EX, (J), FL | ||
|cancel=SE, N, SP, EX, (J), FL | |guard=L | ||
|guard=L | |startup=7 | ||
|startup=7 | |active=4 | ||
|active=4 | |recovery=9 | ||
|recovery=9 | |frameAdv=-1 | ||
|frameAdv=-1 | |invuln= | ||
|invuln= | |description=Low hitting 2A. Has decent range, but has 6F start-up, so be wary when trying to use this to mash out of pressure.<br/>Also one of her better reverse beat options for pressure strings. | ||
|description=Low hitting 2A. Has decent range, but has 6F start-up, so be wary when trying to use this to mash out of pressure.<br/> | |||
Also one of her better reverse beat options for pressure strings. | |||
}} | }} | ||
}}<br/> | }}<br/> | ||
Line 218: | Line 210: | ||
|name=2B | |name=2B | ||
|input= | |input= | ||
|data= | |data={{AttackData-MB | ||
|damage=500 | |||
|damage=500 | |reddamage=382 | ||
|reddamage= | |proration=80% (O) | ||
|proration=80% | |circuit=4.0% | ||
|circuit=4.0% | |cancel=N, SP, EX, (J), FL | ||
|cancel=N, SP, EX, (J), FL | |guard=LH | ||
|guard= | |startup=10 | ||
|startup=10 | |active=4 | ||
|active=4 | |recovery=12 | ||
|recovery=12 | |frameAdv=-1 | ||
|frameAdv=-1 | |invuln= | ||
|invuln= | |description=-1 on block, hits mid. Nothing especially noteworthy about her 2B, the range is nothing spectacular, combo/blockstring fodder. | ||
|description=-1 on block, hits mid. Nothing especially noteworthy about her 2B, the range is nothing spectacular, combo/blockstring fodder. | |||
}} | }} | ||
}}<br/> | }}<br/> | ||
Line 240: | Line 231: | ||
|name=2C | |name=2C | ||
|input= | |input= | ||
|data= | |data={{AttackData-MB | ||
|damage=900 | |||
|damage=900 | |reddamage=637 | ||
|reddamage= | |proration=65% (O) | ||
|proration=65% | |circuit=7.0% | ||
|circuit=7.0% | |cancel=N, SP, EX, (J), FL | ||
|cancel=N, SP, EX, (J), FL | |guard=L | ||
|guard=L | |startup=12 | ||
|startup=12 | |active=4 | ||
|active=4 | |recovery=15 | ||
|recovery=15 | |frameAdv=-1 | ||
|frameAdv=-1 | |invuln= | ||
|invuln= | |description=Not quite as degenerate as F-Hime's 2C, but it's still pretty good, and unlike F-Hime's, it hits low!<br/>Reaches quite far, can be hitconfirmed into 5C 214B/236A for a combo, is only -1 on block, overall a solid ground poke.<br/>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. | ||
|description=Not quite as degenerate as F-Hime's 2C, but it's still pretty good, and unlike F-Hime's, it hits low!<br/> | |||
Reaches quite far, can be hitconfirmed into 5C 214B/236A for a combo, is only -1 on block, overall a solid ground poke.<br/> | |||
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. | |||
}} | }} | ||
}}<br/> | }}<br/> | ||
Line 265: | Line 253: | ||
|name=j.A | |name=j.A | ||
|input= | |input= | ||
|data= | |data={{AttackData-MB | ||
|damage=250 | |||
|damage=250 | |reddamage=98 | ||
|reddamage= | |proration=75% (O) | ||
|proration=75% | |circuit=3.0% | ||
|circuit=3.0% | |cancel=N, SP, EX, J, -FL- | ||
|cancel=N, SP, EX, J, -FL- | |guard=LHA | ||
|guard= | |startup=5 | ||
|startup=5 | |active=4 | ||
|active=4 | |recovery= | ||
|recovery= | |frameAdv= | ||
|frameAdv= | |invuln= | ||
|invuln= | |description=Regular girl jA. teeny hitbox, not great as a jump in but can be used to make IAD strings tighter.<br/>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. | ||
|description=Regular girl | |||
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. | |||
}} | }} | ||
}}<br/> | }}<br/> | ||
Line 288: | Line 274: | ||
|name=j.B | |name=j.B | ||
|input= | |input= | ||
|data= | |data={{AttackData-MB | ||
|damage=350, 600 (872) | |||
|damage=350, 600 | |reddamage=(537) | ||
|reddamage= | |proration=90% | ||
|proration=90% | |circuit=3.0%, 4.0% | ||
|circuit=3.0%, 4.0% | |cancel=N, SP, EX, J, -FL- | ||
|cancel=N, SP, EX, J, -FL- | |guard=HA | ||
|guard=HA | |startup=6 | ||
|startup=6 | |active=2 (8) 4 | ||
|active=2 (8) 4 | |recovery= | ||
|recovery= | |frameAdv= | ||
|frameAdv= | |invuln= | ||
|invuln= | |description=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. | ||
|description=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. | |||
}} | }} | ||
}}<br/> | }}<br/> | ||
Line 310: | Line 295: | ||
|name=j.C | |name=j.C | ||
|input= | |input= | ||
|data= | |data={{AttackData-MB | ||
|damage=850 | |||
|damage=850 | |reddamage=588 | ||
|reddamage= | |proration=75% (O) | ||
|proration=75% | |circuit=7.0% | ||
|circuit=7.0% | |cancel=N, SP, EX, J, -FL- | ||
|cancel=N, SP, EX, J, -FL- | |guard=HA | ||
|guard=HA | |startup=14 | ||
|startup=14 | |active=4 | ||
|active=4 | |recovery= | ||
|recovery= | |frameAdv= | ||
|frameAdv= | |invuln= | ||
|invuln= | |description=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.<br/>Used during flight oki to get some fun mixups!<br/>Probably one of your favourite buttons. | ||
|description=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.<br/> | |||
Used during flight oki to get some fun mixups!<br/> | |||
Probably one of your favourite buttons. | |||
}} | }} | ||
}}<br/> | }}<br/> | ||
Line 336: | Line 318: | ||
|name=6C | |name=6C | ||
|input=6[C] | |input=6[C] | ||
|data= | |data={{AttackData-MB | ||
|version=6C | |||
|version=6C | |damage=800 | ||
|damage=800 | |reddamage=392 | ||
|reddamage= | |proration=70% (O) | ||
|proration=70% | |circuit=5.0% | ||
|circuit=5.0% | |cancel=SP, EX, (J), FL | ||
|cancel=SP, EX, (J), FL | |guard=LH | ||
|guard= | |startup=13 | ||
|startup=13 | |active=5 | ||
|active=5 | |recovery=23 | ||
|recovery=23 | |frameAdv=-10 | ||
|frameAdv=-10 | |invuln= | ||
|invuln= | |description=Blockstring and combo filler. Launches and is jump cancelable on hit, can be used as a ghetto anti air but it's not recommended. | ||
|description=Blockstring and combo filler. Launches and is jump cancelable on hit, can be used as a ghetto anti air but it's not recommended. | |||
}} | }} | ||
{{AttackData-MB | |||
|version=6[C] | |version=6[C] | ||
|damage=1000 | |damage=1000 | ||
|reddamage= | |reddamage=490 | ||
|proration=70% | |proration=70% | ||
|circuit=10.0% | |circuit=10.0% | ||
|cancel=N, SP, EX, (J), FL | |cancel=N, SP, EX, (J), FL | ||
|startup=20 | |guard=LH | ||
|active=5 | |startup=20 | ||
|recovery=19 | |active=5 | ||
|frameAdv=-6 | |recovery=19 | ||
|invuln= | |frameAdv=-6 | ||
|description=6[C] also serves a similar function, but theres nothing especially noteworthy about it, besides having slightly better frame advantage. | |invuln= | ||
|description=6[C] also serves a similar function, but theres nothing especially noteworthy about it, besides having slightly better frame advantage. | |||
}} | }} | ||
}}<br/> | }}<br/> | ||
Line 374: | Line 356: | ||
|name=j.6B | |name=j.6B | ||
|input=j.6[B] | |input=j.6[B] | ||
|data= | |data={{AttackData-MB | ||
|version=j.6B | |||
|version=j.6B | |damage=700 | ||
|damage=700 | |reddamage=392 | ||
|reddamage= | |proration=90% (O) | ||
|proration=90% | |circuit=4.0% | ||
|circuit=4.0% | |cancel=N, SP, EX, J, -FL- | ||
|cancel=N, SP, EX, J, -FL- | |guard=HA | ||
|guard=HA | |startup=12 | ||
|startup=12 | |active=6 | ||
|active=6 | |recovery= | ||
|recovery= | |frameAdv= | ||
|frameAdv= | |invuln= | ||
|invuln= | |description=Big stab, can be held to become even larger and halt air momentum. The regular version is generally used as combo filler. | ||
|description=Big stab, can be held to become even larger and halt air momentum. The regular version is generally used as combo filler. | |||
}} | }} | ||
{{AttackData-MB | |||
|version=j.6[B] | |version=j.6[B] | ||
|damage=900 | |damage=900 | ||
|reddamage= | |reddamage=686 | ||
|proration=50% | |proration=50% | ||
|circuit=10.0% | |circuit=10.0% | ||
|cancel=N, SP, EX, J, -FL- | |cancel=N, SP, EX, J, -FL- | ||
|startup=25 | |guard=HA | ||
|active=4 | |startup=25 | ||
|recovery= | |active=4 | ||
|frameAdv= | |recovery= | ||
|invuln= | |frameAdv= | ||
|description=The held 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. | |invuln= | ||
|description=The held 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. | |||
}} | }} | ||
}}<br/> | }}<br/> | ||
Line 408: | Line 390: | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
{{MoveData|image=MBCHimeThrow.png | {{MoveData | ||
|image=MBCHimeThrow.png | |||
|damage=1300 | |name=Ground Throw | ||
|reddamage= | |input=4/6A+D | ||
|proration=30% | |caption= | ||
|circuit=0.0% | |data= {{AttackData-MB | ||
|cancel= | |damage=1300 | ||
|guard=U | |reddamage=980 | ||
|startup=3 | |proration=30% | ||
|active=1 | |circuit=0.0% | ||
|recovery=20 | |cancel= | ||
|frameAdv=N/A | |guard=U | ||
|invuln= | |startup=3 | ||
|description=Hime levitates the opponent the slams them. | |active=1 | ||
|recovery=20 | |||
|frameAdv=N/A | |||
|invuln= | |||
|description=Hime levitates the opponent the slams them. | |||
}} | }} | ||
}}<br/> | }}<br/> | ||
Line 427: | Line 413: | ||
{{MoveData | {{MoveData | ||
|image=MBCHimeThrowAir.png | |image=MBCHimeThrowAir.png | ||
|name=Air Throw | |name=Air Throw | ||
|input=4/6A+D (In Air) | |input=4/6A+D (In Air) | ||
|data= | |caption= | ||
|data= {{AttackData-MB | |||
|damage=1600 | |damage=1600 | ||
|reddamage= | |reddamage=490 | ||
|proration=30% | |proration=30% | ||
|circuit=0.0% | |circuit=0.0% | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup=2 | |startup=2 | ||
|active=1 | |active=1 | ||
|recovery=13 (landing) | |recovery=13 (landing) | ||
|frameAdv=N/A | |frameAdv=N/A | ||
|invuln= | |invuln= | ||
|description=Switches sides post-throw. | |description=Switches sides post-throw. | ||
}} | }} | ||
}}<br/> | }}<br/> | ||
Line 452: | Line 437: | ||
|name=Shield Bunker | |name=Shield Bunker | ||
|input=214D in neutral or blockstun | |input=214D in neutral or blockstun | ||
|data= | |data= {{AttackData-MB | ||
|damage=500 | |||
|damage=500 | |reddamage=196 | ||
|reddamage= | |proration=50% | ||
|proration=50% | |circuit=0.0% (-50.0% in blockstun) | ||
|circuit=0.0% (-50.0% in blockstun) | |cancel= | ||
|cancel= | |guard=LHA | ||
|guard= | |startup=26 | ||
|startup=26 | |active=4 | ||
|active=4 | |recovery=19 | ||
|recovery=19 | |frameAdv=-5 | ||
|frameAdv=-5 | |invuln= | ||
|invuln= | |description=A bigger-hitbox shield bunker. | ||
|description=A bigger-hitbox shield bunker. | |||
}} | }} | ||
}}<br/> | }}<br/> | ||
{{MoveData|image=MBCHimeHeat.png | {{MoveData | ||
|image=MBCHimeHeat.png | |||
|name=Heat | |||
|input=A+B+C | |||
|caption= | |||
|data= {{AttackData-MB | |||
|damage=100 | |||
|reddamage=0 | |||
|proration=100% | |||
|circuit=-100.0% (min) | |||
|cancel= | |||
|guard=U | |||
|startup=16 | |||
|active=6 | |||
|recovery=25 | |||
|frameAdv=N/A | |||
|invuln= Full 1-23 | |||
|description= | |||
}} | |||
}}<br/> | |||
{{MoveData | |||
|image=MBCHimeCircuitSpark.png | |||
|image2=MBCHimeCircuitSparkAir.png | |||
|name=Circuit Spark | |||
|input=A+B+C during hitstun/blockstun at MAX | |||
|caption= | |||
|data= {{AttackData-MB | |||
|version=Ground | |||
|damage=100 | |||
|reddamage=0 | |||
|proration=100% | |||
|circuit=removes all | |||
|cancel= | |||
|guard=U | |||
|startup=11 | |||
|active=10 | |||
|recovery=20 | |||
|frameAdv=N/A | |||
|invuln= Full | |||
|description= | |||
}} | |||
{{AttackData-MB | |||
|version=Air | |||
|damage=100 | |||
|reddamage=0 | |||
|proration=100% | |||
|circuit=removes al | |||
|cancel= | |||
|guard=N/A | |||
|startup=12 | |||
|active=10 | |||
|recovery= | |||
|frameAdv=N/A | |||
|invuln= Strike | |||
|description= | |||
}} | |||
}}<br/> | |||
==Special Moves== | ==Special Moves== | ||
Line 485: | Line 519: | ||
|name=Sky (Flight) | |name=Sky (Flight) | ||
|input=22D (Air OK)<br>(Cancel 22) | |input=22D (Air OK)<br>(Cancel 22) | ||
|data= | |data={{AttackData-MB | ||
|damage= | |||
|damage= | |reddamage= | ||
|reddamage= | |proration= | ||
|proration= | |circuit=-0.1% per frame | ||
|circuit=-0.1% per frame | |cancel= | ||
|cancel= | |guard= | ||
|guard= | |startup=12 (16) | ||
|startup=12 (16) | |active= | ||
|active= | |recovery=26 (30) | ||
|recovery=26 (30) | |frameAdv= | ||
|frameAdv= | |invuln= | ||
|invuln= | |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. | ||
|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. | |||
}} | }} | ||
}}<br/> | }}<br/> | ||
Line 511: | Line 544: | ||
|name=Wave<br/>(EX: Avalanche) | |name=Wave<br/>(EX: Avalanche) | ||
|input=236A/B/C | |input=236A/B/C | ||
|data= | |data= {{AttackData-MB | ||
|version=A | |||
|version=A | |damage=500, 800x2 (1431) | ||
|damage=500, 800x2 ( | |reddamage=(847) | ||
|reddamage= | |proration=65% (O) | ||
|proration=65% | |circuit=5.0%, 4.0%x2 (13.0%) | ||
|circuit=5.0%, 4.0%x2 (13.0%) | |cancel=-FL- | ||
|cancel=-FL- | |guard=L | ||
|guard=L | |startup=18 | ||
|startup=18 | |active=4 | ||
|active=4 | |recovery=25 | ||
|recovery=25 | |frameAdv=-12 | ||
|frameAdv=-12 | |invuln= | ||
|invuln= | |description=Geyser series. They hit low and are air unblockable, making them pretty good for harassing the opponent at a range.<br/>Hime summons a Geyser in front of her that launches the opponent into the air. can be jump canceled on hit, and flight canceled on block and whiff. Mostly combo filler, but can make a nice relatively safe poke too. | ||
|description=Geyser series. They hit low and are air unblockable, making them pretty good for harassing the opponent at a range.<br/>Hime summons a Geyser in front of her that launches the opponent into the air. can be jump canceled on hit, and flight canceled on block and whiff. Mostly combo filler, but can make a nice relatively safe poke too. | |||
}} | }} | ||
{{AttackData-MB | |||
|version=B | |version=B | ||
|damage=500, 800x2 ( | |damage=500, 800x2 (1434) | ||
|reddamage= | |reddamage=(847) | ||
|proration=65% | |proration=65% (O) | ||
|circuit=5.0%, 4.0%x2 (13.0%) | |circuit=5.0%, 4.0%x2 (13.0%) | ||
|cancel=-FL- | |cancel=-FL- | ||
|guard=L | |guard=L | ||
|startup=18 | |startup=18 | ||
|active=4 | |active=4 | ||
|recovery=25 | |recovery=25 | ||
|frameAdv=-12 | |frameAdv=-12 | ||
|invuln= | |invuln= | ||
|description=Hime summons a Geyser even further away from her. generally used as a poke, can be confirmed into j.236c for quick damage and a knockdown/tech trap when flight canceled. | |description=Hime summons a Geyser even further away from her. generally used as a poke, can be confirmed into j.236c for quick damage and a knockdown/tech trap when flight canceled. | ||
}} | }} | ||
{{AttackData-MB | |||
|version=EX | |version=EX | ||
|damage=500x8 ( | |damage=500x8 (2687)<br/>(Max Hits) | ||
|reddamage=300x8 ( | |reddamage=300x8 (1576)<br/>(Max Hits) | ||
|proration=95% | |proration=95% (M) | ||
|circuit=-100.0% | |circuit=-100.0% | ||
|cancel=N/A | |cancel=N/A | ||
|guard= | |guard=LH | ||
|startup=11+5 | |startup=11+5 | ||
|active=48 | |active=48 | ||
|recovery=82 (Total Duration) | |recovery=82 (Total Duration) | ||
|frameAdv=-40 ~ 1 | |frameAdv=-40 ~ 1 | ||
|invuln= | |invuln= | ||
|description=Please refrain from using this. | |description=Please refrain from using this. | ||
}} | }} | ||
}}<br/> | }}<br/> | ||
Line 566: | Line 598: | ||
|name=Bird<br/>(EX: Big Bird) | |name=Bird<br/>(EX: Big Bird) | ||
|input=623A/B/C | |input=623A/B/C | ||
|data= | |data= {{AttackData-MB | ||
|version=A | |||
|version=A | |damage=700, 250x2 (1147) | ||
|damage=700, 250x2 ( | |reddamage=(468) | ||
|reddamage= | |proration=100% | ||
|proration=100% | |circuit=4.0%, 1.0%x2 (6.0%) | ||
|circuit=4.0%, 1.0%x2 (6.0%) | |cancel=N/A | ||
|cancel=N/A | |guard=LH | ||
|guard= | |startup=8 | ||
|startup=8 | |active=6 | ||
|active=6 | |recovery=23 | ||
|recovery=23 | |frameAdv=-13 | ||
|frameAdv=-13 | |invuln= | ||
|invuln= | |description=DP series. It's a DP lol.<br/>It's a functional anti air sometimes, pretty decent if you have a read on their air approach. | ||
|description=DP series. It's a DP lol.<br/>It's a functional anti air sometimes, pretty decent if you have a read on their air approach. | |||
}} | }} | ||
{{AttackData-MB | |||
|version=B | |version=B | ||
|damage=700x2, 400x2 ( | |damage=700x2, 400x2 (1944) | ||
|reddamage= | |reddamage=(1041) | ||
|proration=100% | |proration=100% | ||
|circuit=4.0%x2, 2.0%x2 (12.0%) | |circuit=4.0%x2, 2.0%x2 (12.0%) | ||
|cancel=N/A | |cancel=N/A | ||
|guard= | |guard=LH | ||
|startup=6 | |startup=6 | ||
|active= 3, 4 (12) 7 | |active= 3, 4 (12) 7 | ||
|recovery=29 | |recovery=29 | ||
|frameAdv=-17 (-33 vs crouch) | |frameAdv=-17 (-33 vs crouch) | ||
|invuln= Full 1-8 | |invuln= Full 1-8 | ||
|description=Invincible. Has regrettably small initial hitboxes, and the 2nd set only emerge when she loses her invincibility, use with caution, if they block this you will die. | |description=Invincible. Has regrettably small initial hitboxes, and the 2nd set only emerge when she loses her invincibility, use with caution, if they block this you will die. | ||
}} | }} | ||
{{AttackData-MB | |||
|version=EX | |version=EX | ||
|damage=500x5, 700 ( | |damage=500x5, 700 (2637) | ||
|reddamage= | |reddamage=(1950) | ||
|proration=100% | |proration=100% | ||
|circuit=-100.0% | |circuit=-100.0% | ||
|cancel=N/A | |cancel=N/A | ||
|guard= | |guard=LH<br/>(Last hit: LHA) | ||
|startup=1+5 | |startup=1+5 | ||
|active=7 (8) 6 (18) 6 | |active=7 (8) 6 (18) 6 | ||
|recovery=82 (Total duration) | |recovery=82 (Total duration) | ||
|frameAdv=-83 <br/>(-97 vs crouch) | |frameAdv=-83 <br/>(-97 vs crouch) | ||
|invuln=Full | |invuln=Full | ||
|description= | |description=Fully invincible and knocks down at the end. | ||
}} | }} | ||
}}<br/> | }}<br/> | ||
Line 621: | Line 652: | ||
|name=Wind<br/>(EX: Big Wind) | |name=Wind<br/>(EX: Big Wind) | ||
|input=214A/B/C<br/>(Chain 214A~214A/[A]) | |input=214A/B/C<br/>(Chain 214A~214A/[A]) | ||
|data= | |data= {{AttackData-MB | ||
|version=A<br/>~214A<br/>~214[A] | |||
|version=A<br/>~ | |damage=400x3 (867)<br/>1000<br/>(779) | ||
|damage=400x3 ( | |reddamage=(424)<br/>392<br/>(507) | ||
|reddamage= | |proration=70% (O)<br/>65% (O)<br/>65% (O) | ||
|proration=70%<br/> | |circuit=2.5%x3 (7.5%)<br/>4.0%<br/>2.0%x4 (8.0%) | ||
|circuit=2.5%x3 (7.5%)<br/> | |cancel=-FL-<br/>N/A<br/>N/A | ||
|cancel=-FL-<br/> | |guard=LH<br/>LH<br/>LH | ||
|guard= | |startup=16<br/>11<br/>~23 | ||
|startup=16<br/> | |active=12<br/>9<br/>9 | ||
|active=12<br/> | |recovery=18<br/>21<br/>19 | ||
|recovery=18<br/> | |frameAdv=-2<br/>-8<br/>0 | ||
|frameAdv=-2<br/> | |invuln= | ||
|invuln= | |description=Wind Mine series. Air unblockable initial hitbox, does ample chip damage and guard damage.<br/>Hime spins gracefully, and places a projectile which turns into a lingering wind mine. The mine can be activated at any time with 214A or j214A/B, and can be held to create a bigger explosion. Can flight cancel on hit, whiff or block, but cannot flight cancel the mine activation input. Both the initial projectile and the activation are air unblockable. Only -2 on block, so can be used rather liberally from a distance. Note that the mine activation itself is punishable if used too close, unless held. | ||
|description=Wind Mine series. Air unblockable initial hitbox, does ample chip damage and guard damage.<br/>Hime spins gracefully, and places a projectile which turns into a lingering wind mine. The mine can be activated at any time with 214A or j214A/B, and can be held to create a bigger explosion. Can flight cancel on hit, whiff or block, but cannot flight cancel the mine activation input. Both the initial projectile and the activation are air unblockable. Only -2 on block, so can be used rather liberally from a distance. Note that the mine activation itself is punishable if used too close, unless held. | |||
}} | }} | ||
{{AttackData-MB | |||
|version=B | |version=B | ||
|damage=400x2, 1000 ( | |damage=400x2, 1000 (1213) | ||
|reddamage= | |reddamage=(537) | ||
|proration=70% | |proration=70% (O) | ||
|circuit=2.5%x2, 4.0% (9.0%) | |circuit=2.5%x2, 4.0% (9.0%) | ||
|cancel=(J), -FL- | |cancel=(J), -FL- | ||
|guard= | |guard=LHA (Last Hit: LHA) | ||
|startup=15 | |startup=15 | ||
|active= 6 (6) 9 | |active= 6 (6) 9 | ||
|recovery=9 | |recovery=9 | ||
|frameAdv=-3 | |frameAdv=-3 | ||
|invuln= | |invuln= | ||
|description=Hime spins even more elegantly, and creates a projectile which places explodes a wind mine instantly. The initial projectile is air unblockable, but the 'explosion' is air blockable. Is jump cancelable on hit, and flight cancelable on whiff and block. Only -3 on block, so can also be used to harass the opponent from just outside their effective range, catch jump outs, shark techs, the list goes on. | |description=Hime spins even more elegantly, and creates a projectile which places explodes a wind mine instantly. The initial projectile is air unblockable, but the 'explosion' is air blockable. Is jump cancelable on hit, and flight cancelable on whiff and block. Only -3 on block, so can also be used to harass the opponent from just outside their effective range, catch jump outs, shark techs, the list goes on. | ||
}} | }} | ||
{{AttackData-MB | |||
|version=EX | |version=EX | ||
|damage=200x18 ( | |damage=200x18 (2337) | ||
|reddamage= | |reddamage=(1712) | ||
|proration=100% | |proration=100% | ||
|circuit=-100.0% | |circuit=-100.0% | ||
|cancel=N/A | |cancel=N/A | ||
|guard= | |guard=LHA | ||
|startup=1+15 | |startup=1+15 | ||
|active=62 | |active=62 | ||
|recovery=58 | |recovery=58 | ||
|frameAdv=-20 | |frameAdv=-20 | ||
|invuln=Full 1-114 | |invuln=Full 1-114 | ||
|description=Waste of meter. Hitbox disappears partway through the animation, so the opponent can just waltz in, and ponder how they're going to kill you while they wait for you to land. Please don't use this. | |description=Waste of meter. Hitbox disappears partway through the animation, so the opponent can just waltz in, and ponder how they're going to kill you while they wait for you to land. Please don't use this. | ||
}} | }} | ||
}}<br/> | }}<br/> | ||
Line 676: | Line 706: | ||
|name=Light<br/>(EX: Radiance) | |name=Light<br/>(EX: Radiance) | ||
|input=22A/B/C | |input=22A/B/C | ||
|data= | |data= {{AttackData-MB | ||
|version=A/B | |||
|version=A/B | |damage=500x3 (1127) | ||
|damage=500x3 ( | |reddamage=(662) | ||
|reddamage= | |proration=75% (O) | ||
|proration=75% | |circuit=2.5%x3 (7.5%) | ||
|circuit=2.5%x3 (7.5%) | |cancel=-EX-, -FL- | ||
|cancel=-EX-, -FL- | |guard=LHA | ||
|guard= | |startup=51/52 | ||
|startup=51/52 | |active= | ||
|active= | |recovery=80/81<br/>(Total Duration) | ||
|recovery=80/81<br/>(Total Duration) | |frameAdv=6<br/>(After all projectiles) | ||
|frameAdv=6<br/>(After all projectiles) | |invuln= | ||
|invuln= | |description=Hikari series. Slow startup fireballs, angle they fly is dependant on the button press.<br/>Hime takes her sweet time and summons up to 3 star-shaped fireballs which fly forwards and gradually drifts upwards. Can be cancelled into flight at any time, giving her some decently strong neutral and pressure tools.<br/>(B): Ditto, but they fly downwards, so they can be used to tag croucher's trying to duck under the A version. | ||
|description=Hikari series. Slow startup fireballs, angle they fly is dependant on the button press.<br/>Hime takes her sweet time and summons up to 3 star-shaped fireballs which fly forwards and gradually drifts upwards. Can be cancelled into flight at any time, giving her some decently strong neutral and pressure tools.<br/>(B): Ditto, but they fly downwards, so they can be used to tag croucher's trying to duck under the A version. | |||
}} | }} | ||
{{AttackData-MB | |||
|version=EX | |version=EX | ||
|damage=500x7 | |damage=500x7 | ||
|reddamage= | |reddamage= | ||
|proration=75% | |proration=75% (O) | ||
|circuit=-100.0% | |circuit=-100.0% | ||
|cancel=N/A | |cancel=N/A | ||
|guard= | |guard=LHA | ||
|startup=1+22 | |startup=1+22 | ||
|active= | |active= | ||
|recovery=64<br/>(Total Duration) | |recovery=64<br/>(Total Duration) | ||
|frameAdv=41<br/>(After all projectiles) | |frameAdv=41<br/>(After all projectiles) | ||
|invuln= | |invuln= | ||
|description=Hime summons a ton of stars, not much use as the startup is still quite long and there are better ways to to tie opponents down. | |description=Hime summons a ton of stars, not much use as the startup is still quite long and there are better ways to to tie opponents down. | ||
}} | }} | ||
}}<br/> | }}<br/> | ||
Line 718: | Line 747: | ||
|name=Sigh<br/>(EX: Breath) | |name=Sigh<br/>(EX: Breath) | ||
|input=j.236A/B/C | |input=j.236A/B/C | ||
|data= | |data= {{AttackData-MB | ||
|version=A/B | |||
|version=A/B | |damage=800x3 (1470) | ||
|damage=800x3 ( | |reddamage=(899) | ||
|reddamage= | |proration=50% (O) | ||
|proration=50% | |circuit=5.0%x3 (15.0%) | ||
|circuit=5.0%x3 (15.0%) | |cancel=-EX-, -FL- | ||
|cancel=-EX-, -FL- | |guard=LHA | ||
|guard= | |startup=34 | ||
|startup=34 | |active= | ||
|active= | |recovery=19 | ||
|recovery=19 | |frameAdv=7<br/>(Lowest Height TK) | ||
|frameAdv=7<br/>(Lowest Height TK) | |invuln= | ||
|invuln= | |description=Laser series. Homegirl summons a gun to smite her opponents. Can cancel into flight at any time, and when used during flight, Hime retains her flight state, allowing her to retain her air options and heckle her opponents with more lasers (max of 3?). overall decent move to annoy and zone people with.<br/>Hime summons a column of light ~1 character length in front of her. Comes out a tad slow, but has an expanding and contracting hitbox, so it can often times clip people from slightly farther than it appears (at its maximum it's as wide as C version!).<br/>(B): Ditto, except it appears further away from Hime. | ||
|description=Laser series. Homegirl summons a gun to smite her opponents. Can cancel into flight at any time, and when used during flight, Hime retains her flight state, allowing her to retain her air options and heckle her opponents with more lasers (max of 3?). overall decent move to annoy and zone people with.<br/>Hime summons a column of light ~1 character length in front of her. Comes out a tad slow, but has an expanding and contracting hitbox, so it can often times clip people from slightly farther than it appears (at its maximum it's as wide as C version!).<br/>(B): Ditto, except it appears further away from Hime. | |||
}} | }} | ||
{{AttackData-MB | |||
|version=EX | |version=EX | ||
|damage=450x13 ( | |damage=450x13 (2329) | ||
|reddamage= | |reddamage=(1776) | ||
|proration=50% | |proration=50% (O) | ||
|circuit=-100.0% | |circuit=-100.0% | ||
|cancel=N/A | |cancel=N/A | ||
|guard=HLA | |guard=HLA | ||
|startup=6+3 | |startup=6+3 | ||
|active= | |active= | ||
|recovery=28 | |recovery=28 | ||
|frameAdv=11<br/>(Lowest Height TK) | |frameAdv=11<br/>(Lowest Height TK) | ||
|invuln= | |invuln= | ||
|description=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. | |description=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. | ||
}} | }} | ||
}}<br/> | }}<br/> | ||
Line 758: | Line 786: | ||
|name=Wind (Air)<br/>(EX: Big Wind) | |name=Wind (Air)<br/>(EX: Big Wind) | ||
|input=j.214A/B/C<br/>(Chain j214A/B~j214A/B) | |input=j.214A/B/C<br/>(Chain j214A/B~j214A/B) | ||
|data= | |data= {{AttackData-MB | ||
|version=A | |||
|version=A | |damage=400x3 (864) | ||
|damage=400x3 ( | |reddamage=(424) | ||
|reddamage= | |proration=70% (O) | ||
|proration=70% | |circuit=2.5%x2, 4.0% (9.0%) | ||
|circuit=2.5%x2, 4.0% (9.0%) | |cancel=N/A | ||
|cancel=N/A | |guard=LH | ||
|guard= | |startup=22 | ||
|startup=22 | |active=12 | ||
|active=12 | |recovery= | ||
|recovery= | |frameAdv=20 (Lowest Height TK) | ||
|frameAdv=20 (Lowest Height TK) | |invuln= | ||
|invuln= | |description=Hime dashes backwards and sets a wind mine. | ||
|description=Hime dashes backwards and sets a wind mine. | |||
}} | }} | ||
{{AttackData-MB | |||
|version=B | |version=B | ||
|damage=400x3 ( | |damage=400x3 (864) | ||
|reddamage= | |reddamage=(424) | ||
|proration=70% | |proration=70% (O) | ||
|circuit=2.5%x2, 4.0% (9.0%) | |circuit=2.5%x2, 4.0% (9.0%) | ||
|cancel=N/A | |cancel=N/A | ||
|guard= | |guard=LH | ||
|startup=29 | |startup=29 | ||
|active=12 | |active=12 | ||
|recovery= | |recovery= | ||
|frameAdv=16 (Lowest Height TK) | |frameAdv=16 (Lowest Height TK) | ||
|invuln= | |invuln= | ||
|description=Forward dash version of the above. | |description=Forward dash version of the above. | ||
}} | }} | ||
{{AttackData-MB | |||
|version=~214A/B<br/>~214[A/B] | |version=~214A/B<br/>~214[A/B] | ||
|damage=1000<br/>300x4 ( | |damage=1000<br/>300x4 (779) | ||
|reddamage= | |reddamage=392<br/>(507) | ||
|proration=65%<br/>65% | |proration=65% (O)<br/>65% (O) | ||
|circuit=4.0%<br/>2.0%x4 (8.0%) | |circuit=4.0%<br/>2.0%x4 (8.0%) | ||
|cancel=N/A | |cancel=N/A | ||
|guard= | |guard=LH<br/>LH | ||
|startup=11<br/>23 | |startup=11<br/>23 | ||
|active= 9<br/>9 | |active= 9<br/>9 | ||
|recovery=18<br/>219 | |recovery=18<br/>219 | ||
|frameAdv=-8<br/>0 | |frameAdv=-8<br/>0 | ||
|invuln= | |invuln= | ||
|description=~214B Only detonates when airborne. | |description=~214B Only detonates when airborne. | ||
}} | }} | ||
{{AttackData-MB | |||
|version=EX | |version=EX | ||
|damage=200x18 ( | |damage=200x18 (2337) | ||
|reddamage= | |reddamage=(1712) | ||
|proration=100% | |proration=100% | ||
|circuit=-100.0% | |circuit=-100.0% | ||
|cancel=N/A | |cancel=N/A | ||
|guard= | |guard=LHA | ||
|startup=1+16 | |startup=1+16 | ||
|active=64 | |active=64 | ||
|recovery= | |recovery= | ||
|frameAdv=-11 (Lowest Height TK) | |frameAdv=-11 (Lowest Height TK) | ||
|invuln=Full 1-95 | |invuln=Full 1-95 | ||
|description=Similar to the grounded version. | |description=Similar to the grounded version. | ||
}} | }} | ||
}}<br/> | }}<br/> | ||
Line 826: | Line 853: | ||
|name=Take This! | |name=Take This! | ||
|input=j.63214C | |input=j.63214C | ||
|data= | |data={{AttackData-MB | ||
|damage=700x6 (2415) | |||
|damage=700x6 ( | |reddamage=(1591) | ||
|reddamage= | |proration=60% (O) | ||
|proration=60% | |circuit=-150.0% | ||
|circuit=-150.0% | |cancel= | ||
|cancel= | |guard=H | ||
|guard=H | |startup=1+9 | ||
|startup=1+9 | |active=4 | ||
|active=4 | |recovery=0 | ||
|recovery=0 | |frameAdv= | ||
|frameAdv= | |invuln= Full 1-62 | ||
|invuln= Full 1-62 | |description=Big Kick. EX move that costs 150% meter. Does decent damage, but more importantly allows her to setup up her flight okizeme easily off of air combos. Has a cool animation and rebounds the opponent off the walls, usually dropping them close to the corner. Follow up with Arc Drive into 22D or 2C22D and make them guess. | ||
|description=Big Kick. EX move that costs 150% meter. Does decent damage, but more importantly allows her to setup up her flight okizeme easily off of air combos. Has a cool animation and rebounds the opponent off the walls, usually dropping them close to the corner. Follow up with Arc Drive into 22D or 2C22D and make them guess. | |||
}} | }} | ||
}}<br/> | }}<br/> | ||
Line 846: | Line 872: | ||
{{MoveData|image=MBCHimeAD.png|image2=MBCHimeAAD.png|caption2=The enemy’s hard-earned meter is now just a memory.|name=Memory|input=41236C during Max/Heat (AD)<br/> 41236C during Blood Heat (AAD) | {{MoveData|image=MBCHimeAD.png|image2=MBCHimeAAD.png|caption2=The enemy’s hard-earned meter is now just a memory.|name=Memory|input=41236C during Max/Heat (AD)<br/> 41236C during Blood Heat (AAD) | ||
|data= | |data= | ||
{{AttackData-MB |version=AD|damage=0, 275x25, 250 ( | {{AttackData-MB |version=AD|damage=0, 275x25, 250 (3960)|reddamage=0, 275x26 (2809)|proration=100% |circuit=removes all |cancel=|guard=LHA |startup=3+2 (3+22) |active= 3 |recovery=80 <br/>(Total duration) |frameAdv= |invuln= Full 7-68 | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-MB |version=AAD|damage=0, 375x40, 250 ( | {{AttackData-MB |version=AAD|damage=0, 375x40, 250 (5545)|reddamage= (4317) |proration=100% |circuit=removes all |cancel=|guard=LHA |startup=2+2 (2+17) |active= 3 |recovery=75 <br/>(Total duration) |frameAdv= |invuln= Full 6-68 | ||
|description= | |description= | ||
A combo ender. Extremely high hit count (27 for AD, 42 for AAD) triggers the protection system to give the opponent meter; afterwards inflicts a special circuit break that removes 100 meter in addition to sealing their meter (for 5 seconds with AD, 10 seconds with AAD). If your generous donation put the opponent in MAX, or they were already in it, the 100 deduction becomes an elimination, setting enemy meter to zero. | A combo ender. Extremely high hit count (27 for AD, 42 for AAD) triggers the protection system to give the opponent meter; afterwards inflicts a special circuit break that removes 100 meter in addition to sealing their meter (for 5 seconds with AD, 10 seconds with AAD). If your generous donation put the opponent in MAX, or they were already in it, the 100 deduction becomes an elimination, setting enemy meter to zero. | ||
Line 875: | Line 901: | ||
{{MoveData|image=MBCHimeLA.png|caption=Well, they’re dead now|name=The End|input=Grounded EX Shield during Blood Heat | {{MoveData|image=MBCHimeLA.png|caption=Well, they’re dead now|name=The End|input=Grounded EX Shield during Blood Heat | ||
|data= | |data= | ||
{{AttackData-MB |damage=9000 |reddamage= | {{AttackData-MB |damage=5000-9000 |reddamage=4500-7000 |proration=50% + 50% * remaining BH time |circuit=-all |cancel=|guard= |startup=1 |active=3 |recovery=29<br/>(Total duration) |frameAdv= |invuln= Full | ||
|description= | |description= | ||
Opponents scared of you sealing their meter with any hit or throw may try to pressure you when you’re in blood heat; unfortunately for them, your last arc hits everywhere on the screen and has a base damage of 9000 (minimum 4500 with no BH time remaining), delivered all in one chunk so as to completely ignore increased defense at lower life values. If that doesn’t kill them outright, it gets you midscreen flight oki, too. (You can charge your meter back too, but the kd isn’t quite as good as off arc drive, so you can’t reach 100% and still meaty.) | Opponents scared of you sealing their meter with any hit or throw may try to pressure you when you’re in blood heat; unfortunately for them, your last arc hits everywhere on the screen and has a base damage of 9000 (minimum 4500 with no BH time remaining), delivered all in one chunk so as to completely ignore increased defense at lower life values. If that doesn’t kill them outright, it gets you midscreen flight oki, too. (You can charge your meter back too, but the kd isn’t quite as good as off arc drive, so you can’t reach 100% and still meaty.) |
Revision as of 08:24, 14 April 2020
![]() |
Under Construction
|
Additional Resources
Players to watch/ask
JP:
- Text goes here after asterisk
- Text goes here after asterisk
NA:
- Text goes here after asterisk
- Text goes here after asterisk
Overview
Strengths |
|
Weaknesses |
|
General Gameplan
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).
Neutral
Place text here*
Pressure
Place text here
Okizeme
Place text here
Defense
place text here*
Combos
Starters
Enders
OTG Pick ups
Normal Combos
Corner Combos
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
|
Note: FL in the cancel section denotes that a move is a flight cancellable
Normal Moves
Standing Normals
5A
|
---|
5B
|
---|
5C
|
---|
Crouching Normals
2A
|
---|
2B
|
---|
2C
|
---|
Aerial Normals
j.A
|
---|
j.B
|
---|
j.C
|
---|
Command Normals
6C
6[C] |
---|
j.6B
j.6[B] |
---|
Universal Mechanics
Ground Throw
4/6A+D |
---|
Air Throw
4/6A+D (In Air) |
---|
Shield Bunker
214D in neutral or blockstun |
---|
Heat
A+B+C |
---|
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
---|
Special Moves
Sky (Flight)
22D (Air OK) (Cancel 22) |
---|
Grounded Specials
Wave
(EX: Avalanche) 236A/B/C |
---|
Bird
(EX: Big Bird) 623A/B/C |
---|
Wind
(EX: Big Wind) 214A/B/C (Chain 214A~214A/[A]) |
---|
Light
(EX: Radiance) 22A/B/C |
---|
Aerial Specials
Sigh
(EX: Breath) j.236A/B/C |
---|
Wind (Air)
(EX: Big Wind) j.214A/B/C (Chain j214A/B~j214A/B) |
---|
Take This!
j.63214C |
---|
Arc Drive / Another Arc Drive
Memory 41236C during Max/Heat (AD) 41236C during Blood Heat (AAD) The enemy’s hard-earned meter is now just a memory. The enemy’s hard-earned meter is now just a memory.
|
---|
Last Arc
The End Grounded EX Shield during Blood Heat Well, they’re dead now Well, they’re dead now
|
---|