Melty Blood/MBAACC/Template: Difference between revisions

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=Template Overview=
Below is the template that will be used for MBAACC in the event you want to contribute information to a respective character. Each section is filled out with instruction on where to place your text of information. Starting from "=Additional Resources=" copy the format and go from there




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<br>[http://melty.games/ Match Video Database]</br>
<br>[http://melty.games/ Match Video Database]</br>
[https://www.youtube.com/watch?v=Wp7Uk-3cye0 ForgoneMoose’s Ciel Guide]<br />
[https://www.youtube.com/watch?v=H-nDMXkwzeg HFBlade’s Ciel combo video]


==Players to watch/ask==
==Players to watch/ask==
 
'''JP:'''
*Text goes here after asterisk
*Text goes here after asterisk
<br>'''NA:'''</br>
<br>'''NA:'''</br>
*Hatharo
*Text goes here after asterisk
 
*Text goes here after asterisk


==Overview==
==Overview==
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|Strengths
|Strengths
|  
|  
*Fullscreen invincible punish
*Text goes here after asterisk
*Doesn’t have to deal with opponent’s projectiles.
*Text goes here after asterisk
*Low Profile Dash
*Lots of Defensive Options
*j.B
*Great projectiles
*Can trade meter for massive damage.
|-
|-
|Weaknesses
|Weaknesses
|
|
*Awkward crouch confirms
*Place text here be sure to use "*" for each point*
*Below average pressure
*Stubby A/B normal
*Several ‘useless’ or extremely situational specials and command normals.
*Significantly weaker without 100 meter.
*Very weak okizeme/mixups.
|}
|}


Ciel is a very versatile character which has a decent set of options for most defensive and neutral situations. Between her dash, knives and her incredible j.B, it isn’t difficult to think of something productive to do in neutral; while her 236C can make it difficult for the opponent to do the same. She has a wide array of reversals between 22C, 214C, 236C, 22B alongside heat activation and ex shield. Her stagger pressure is relatively weak, so be prepared to take some risks if you want to stop someone from blocking. While she has quite a bit of tools, not all are multipurposed. if your melty fundamentals are strong and with the power of her low profile dash, you can clearly see how this character can shine.
==General Gameplan==
==General Gameplan==
Place text here*


Ciel has a very wide variety of options available, she has relevant options at every range, you can chuck knives at mid-full screen, she can jump around with j.B, she can approach relatively easy with her dash. Generally, if the opponent’s character has something which they’re bad at dealing with, Ciel most likely has the tools to exploit it (bad anti air, bad against zoning, relies on projectiles/summons, etc.). Ciel also forces most characters to play a simple game against her as well, as most shenanigans will just get deleted by her 236C.
===Neutral===
===Neutral===
Ciel’s most matchup-warping move is 236C, this move almost universally prevents anything an opponent would want to do at full screen (summons, projectiles, heat activation). This allows for Ciel to be the only player allowed to play fireballs in any matchup as long as she has 100 meter.
Place text here*


On top of 236C, Ciel’s 214B allows her to harass the opponent at mid to fullscreen, the 214B~4A follow up is very powerful, the knife hits very high, and with proper timing is likely to CH an opponent in the air, which you can confirm into a full combo. Be very careful throwing knives against someone who is already in the air; it -can- work out, but you should have a very clear idea of the interaction you’re looking for when you do it; the knives have a lot of recovery, so if someone airdashes over your 214B~4A, you’re likely eating a massive combo.
Next up is Ciel’s j.B. This move does everything, it’s a decent air to air, it’s a decent air to ground, it’s fast, it has a lot of active frames, the hitbox is massive, and it hits behind you. Her other air normals both have uses, but if you’re not confident in what the situation will be, j.B will pretty much always be a reasonable decision.
Ciel has one of the best dashes in the game, it will low profile many projectiles, it will force opponents to push their falling air normals closer to the ground than they’d normally like to making them easier to anti-air, lets you approach while blocking (It’s a really long scoot dash rather than a run, so she’ll dash the full distance even if you input 6AB[1]), makes it easy to dash under opponents in the air and has some cursed low profile interactions with some grounded moves (stuff like wara 5B/5C or fries 5B). When it comes to low profiling the opponent’s grounded moves or projectiles, those will all be very matchup specific, however it is almost universal that opponents will need to delay their air normal to hit your dash, allowing you to reasonably attempt anti-air options such as 4C or rising j.A. Honestly Ciel’s dash is insane, and I would heavily consider doing it in a very wide variety of neutral situations. It would be difficult for me to look at an out of context screenshot of a neutral situation and say: “Dash is a bad idea here.”
===Pressure===
===Pressure===
 
Place text here
Ciel’s pressure revolves around playing the strike/throw game, but you need to move forward in order to throw someone, and Ciel has a very hard time moving forward without giving the opponent an opportunity to challenge.
When you force someone to block, your goal is to get into throw range without being challenged, or to hit an opponent when they try to challenge.
I’m only going to list a couple of examples for each section as I feel like the concepts behind Ciel blockstrings are more important, but in general almost all of your normals can be staggered into almost all of your other normals, allowing you to make up blockstrings as you make decisions about what options you’re trying to beat from your opponent.
There are 3 major options that you need to evaluate when running Ciel pressure:
 
<u>'''1. You need to beat mashing.'''</u>
 
This is the easiest one to deal with, when the opponent is blocking one of your buttons, just delay the cancel into your next button, if the opponent mashes then you’ll counter-hit them. You’ll want to mix up standing vs. crouching normal for your frametraps to play around shield. A couple examples of strings you could run to beat mashing would be:
2A 2A (delay) 5B 3B (delay) 5C (delay) 5C
2A 2A (delay) 2B 3B (delay) 5B (delay) 5C (delay) 5C
Each point where a normal is delayed, it will beat an opponent who mashes out of the blockstun of the previous move, in general you want to do a couple hits in-between delays to allow yourself to confirm if the opponent mashed, but it can also be alright to not do this as well to make your pressure more varied, but only counter-hits will be confirmable on single hit staggers.
 
<u>'''2. You need to beat blocking.'''</u>
 
So, your opponent has demonstrated that they’re better than 75% of lfg-na and are physically capable of holding [1] for more than 2 seconds at a time. What you need to do now is find opportunities to move into throw range. To pick out an opportunity to move forward we need a couple things, we need our opportunity to be a situation in which we -can- instead perform a frametrap; if we want our forward movement to go unchallenged, we need our opponent to have a reason to block, and we need our opportunity to not be minus infinity on block before we start (don’t try for a dash after the opponent blocks something like 2B, that button is simply too minus to try any funny business). My recommended candidates for this are when these moves are blocked:
5A, 2A, 5B, 3B, 5CC
Any button cancelled into a whiffed 5A or 2A.
In any of the situations where one of these have been blocked, you can stagger into another attack, which means that if the opponent also knows this, they’ll have a strong incentive to block, allowing you to potentially dash, IAD, or just walk at them.
A couple examples of strings you can run involving this concept are:
2A 2A (delay) 5B 3B (dash/iad)
2A 2A (walk forward)
2A 2A (delay) 2B 3B (delay) 5B (delay) 5C 5A(whiff) (dash/iad)
 
<u>'''3. You need to beat delayed mashing.'''</u>
 
This is the most unintuitive part, but this is necessary to structure a robust pressure game that can open up strong players. When you’re playing against players with decent defense, you may notice that they block all your frametraps, and then challenge all your resets. When you notice this happening, you need to recognize what situation your opponent is reacting to in order to hit buttons. For example, let’s say you try running the string:
2A 2A (delay) 2B 5B (delay) 5C
And the opponent blocks your 5C. You recognize this and then you try running the string:
2A 2A (delay) 2B 5B (dash)
And the opponent mashes it; and you mix these 2 strings up a couple times and each time the 5C gets blocked, and the dash gets hit.
What the opponent is doing here is either delaying their mash so that their mash would normally be during the blockstun of the 5C or they’re reacting to the later frames of 5B and then mashing. This gives the opponent a challenge that beats our dash and, we never see the challenge if we frametrap into 5C.
The way we deal with this is we let our 5B fully recover, and then we just press 5B again. This will create a longer gap that will counter hit our opponent who is either just late mashing or reacting to the later frames of the first 5B. If we take our string from earlier and modify it using this concept, we end up with:
2A 2A (delay) 2B 5B (fully recover) 5B
The reason that this is separate from part 1, is because the string 5B (fully recover) 5B does not actually frametrap and will lose to someone just mashing buttons out of blockstun. I’ve been using 5B as an example to demonstrate this concept; but it applies to any situation where you have the option of performing a frametrap or pressure reset.


<u>'''Okizeme'''</u>
<u>'''Okizeme'''</u>


Ciel usually doesn’t get a whole lot in the Okizeme department.
Place text here
The relevant situations are post AT in the corner, post 4B 236B, post Throw, and post 236C midscreen.
 
<u>'''AT in the Corner'''</u>
 
There’s a bit to unpack here, and there’s a bunch of ways to make an opponent block, and not a lot of ways to punish someone for blocking.
5C 5C – This will hit meaty, will blow up some shields, and a number of other reversals as the hurtbox of the first 5C will retract itself when you start the followup, this will make a number of reversals or shield counters whiff, on top of that, you can cancel the 5C followup into specials/supers as soon as the projectile exists. This means you can do a 5C 5C meaty, see a superflash, and just 236C on reaction to blow up several slower ex reversals (Stuff like FRies 236C, or Nero 63214C).
 
<u>'''Dash 2A'''</u>
 
This is probably the most executionally demanding part of playing C-Ciel, if you time your Dash and your 2A as quickly as possible after AT’ing someone in the corner, you can hit the opponent on frame 3 of their wakeup (for fast wakeup characters), which means you can catch their jump startup or their 2A mash. If you’re a single frame late, you don’t catch their jump startup anymore, and any more than 2F late then your dash 2A can start getting mashed out by the opponent. You can reserve this option for slow wakeups only if you’re not comfortable with the timing, it is awkward, and missing it feels very bad when you get blown up for making the correct decision. I wouldn’t recommend trying for this against Seifuku as the third frame of her jump startup withdraws a bit so the 2A whiffs unless you execute your air combo in such a way that it ends at the minimum possible height (delay the j.22B/delay the AT if you want to try it).
 
 
<u>'''Walk Forward 2C'''</u> This can be strong against slow wakeup characters when you’re expecting wakeup stand shield.
 
<u>'''Dash 5A 4C'''</u>
 
This is for if you expect a wakeup jump but aren’t confident in your dash 2A meaty. You still need to be on point with the timing for this if you want it to also beat wakeup mash from the opponent though.
Minimum Height j.623B – This will be + on block, hits meaty, and is confirmable into j.623C; generally best against H moon as they can’t ex guard, against C or F moon you can get pushed out by EX guard as the time between hits is long enough for them to react to.
 
8J j.214A: This will lose to various types of movement like jump/dash depending on the character, but it’ll beat a lot of reversals, and is + infinity on block. On hit use 5C to convert into a combo.
 
<u>'''4B 236B'''</u>
 
This can lead to a safejump setup, but it’s character specific based on wakeup timings, and hitcount specific as more gravity will cause the opponent to land faster off the 236B followup.
The safejump is just SJ29 j.C after recovering from the followup. You’ll need to delay the super jump against characters with slow wakeups.
4b 236B SJ29 j.C (land) J8 j.C j.236B (do combo)
This will fuzzy against medium height characters, the timing on the second j.C is very strict, the timing on the j.236B is a bit awkward, you need to make sure you do the j.236B as quickly as possible for it to combo. This fuzzy doesn’t work if the opponent ex guards the first j.C, so it -really- should be reserved for vs. HMoon only (At least off of this setup, you can attempt this fuzzy with IAD j.B j.C as a pressure reset, and I think that it would be less likely to be ex guarded by the opponent).
 
<u>'''Midscreen 236C Air Hit'''</u>
 
If you 236C someone midscreen, you can try to be cute by forward jumping at them as they’re waking up for a Left/Right mixup, I don’t have a whole lot of faith in it, but I’ve hit people with it before so it may be something to mess around with.
Corner 236C Air Hit I recommend just doing the OTG string.
236C grounded hit I just do 2C 4B 236B, or 2c air combo if I think it’ll kill.
 
 


===Defense===
===Defense===
Ciel has a wide array of defensive options.
place text here*


'''22C'''


This is a 3f reversal, due to the nature of landing recovery, C and H moon characters cannot safejump this move unless they make the first hit whiff. This move hits on the same frame as the superflash, so opponents cannot whiff cancel their A normal into shield upon seeing the superflash. Also being a 22 input makes this reversal very relevant against left/right mixups, this move can invalidate some mixups due to the nature of the 22 input alongside C/H characters not being able to safejump against it.


'''22B'''


This is Ciel’s meterless reversal, it is programmed to whiff crouchers even if the hitboxes line up making it relatively easy to bait. It can be useful against H-moon heat though as it will avoid the H-moon autoburst, and Ciel will be + in the resulting situation.
==Combos==
 
'''214C'''
 
This reversal is safe on block, but loses to the opponent jumping on reaction to the superflash, this is my reversal of choice to buffer out of blockstun to beat frametraps as the 214 input doesn’t require letting go of block for very long.
 
'''236C'''
 
This move is a reversal, it basically beats everything but block or an A normal, however it a relatively slow startup compared to the other listed moves. I generally won’t use it on defense unless I’m reacting to the startup of something slow, or after blocking something significantly minus. A couple examples of uses for 236C are against F-Akiha/F-VAkiha’s 4C, Nero’s 4C, Satsuki’s 3C and FHime 236A/B, any of these moves can be punished on block by 236C, the opponent will need to cancel into a move which jails if they can, in which case the 236C won’t come out due to blockstun.
Having these options available will require that the opponent must play around them to some degree, which will provide opportunities for challenges such as 2A or Jump, or just allow you to block longer to try and gain an understanding of your opponent’s pressure tendencies.
 
<u>'''Other defensive non-reversal options:'''</u>
 
2A: You press this button if you predict the opponent is going to move into throw range of you.
 
5A 4C: This is a call out for an IAD reset, if the opponent goes for resets higher than 5A height, then raw 4C is possible, but you need some serious confidence for it, and I’d likely rather just dash or jump at that point.
 
5B/5C: These buttons are for if you need a challenge at ranges where 2A would whiff, if you challenge with 5C make sure you release the button quickly to avoid charging it.
 
Dash – Very matchup dependent, but you can dash under fireballs, or some buttons such as CWara 5B/5C.
These are options to try if you predict the opponent will not perform a frametrap. Lastly, the most common defensive option you should be using is block. Blocking in most matchups is great, and you need to do it for the opponent to start making opportunities for your other options available.


/* template for combo notations */




==Combos==


Refer to HFBlade’s video for more varied/situational/more optimized combos.




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|input= text
|input= text
|simput=
|simput=
|note= *2AA 2B 3B
|note= *text after asterisk
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{{AttackData-MB/Infobox}}
==Normal Moves==


==Normal Moves==
{{MoveData
{{MoveData
|image=image.png
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==Special Moves==


==Special Moves==
{{MoveData
{{MoveData
|image=image.png
|image=image.png

Revision as of 02:54, 23 April 2020

Template Overview

Below is the template that will be used for MBAACC in the event you want to contribute information to a respective character. Each section is filled out with instruction on where to place your text of information. Starting from "=Additional Resources=" copy the format and go from there


Additional Resources


Match Video Database

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
Strengths
  • Text goes here after asterisk
  • Text goes here after asterisk
Weaknesses
  • Place text here be sure to use "*" for each point*

General Gameplan

Place text here*

Neutral

Place text here*

Pressure

Place text here

Okizeme

Place text here

Defense

place text here*



Combos

/* template for combo notations */



Starters

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, text text


Meter Gained: text Meter Given (vs C-Moon): text
*text after asterisk

Enders

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, text text


Meter Gained: text Meter Given (vs C-Moon): text
*text after asterisk

OTG Pick ups

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, text text


Meter Gained: text Meter Given (vs C-Moon): text
*text after asterisk

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, text text


Meter Gained: text Meter Given (vs C-Moon): text
*text after asterisk

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, text text


Meter Gained: text Meter Given (vs C-Moon): text
*text after asterisk
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).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

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.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

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.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

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.
±x~±y denotes a range of possible advantages.

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:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

Text
Image.png
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text

Special Moves

Text
Image.png
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text

Arc Drive

Text
Image.png
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text

Another Arc Drive

Text
Image.png
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text

Last Arc

Text
Image.png
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text