Melty Blood/MBAACC/Roa/Crescent Moon: Difference between revisions
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| width="" style="background:#E8E8E8;"|''' <font size = "3"> Name 「JP name」 - 22ABC</font> ''' | | width="" style="background:#E8E8E8;"|''' <font size = "3"> Name 「JP name」 - 22ABC</font> ''' | ||
* '''(Description)''' - Charges up lightning, or releases it. If the charge would go over 9, it | * '''(Description)''' - Charges up a lightning bolt, or releases it. If the charge would go over 9, it's treated as 22C instead (i.e. doesn't add charges, just releases lightning). | ||
* '''(A version)''' - Charges up +1(1). Hold to continue charging. | * '''(A version)''' - Charges up +1(1). Hold to continue charging. | ||
* '''(B version)''' - Charges up +3(1). Cannot be held. | * '''(B version)''' - Charges up +3(1). Cannot be held. | ||
* '''(EX version)''' - Releases the lightning, expending all charges. | * '''(EX version)''' - Releases the lightning, expending all charges. | ||
There are actually two | There are actually two counters for charges: | ||
* '''Visible''': The number of charges, as displayed on the screen. If you' | * '''Visible''': The number of charges, as displayed on the screen. If you'd end up at more than 9 charges, lightning is released. Recovery frames are reduced with more charges. | ||
** At 4+, it sets off your orbs. | ** At 4+, it sets off your orbs. | ||
** At exactly 6, the lightning circuit breaks and deals less damage than normal. Knocks down if hidden charges <5 (at least one B-charge), else launches (6 A-charges) | ** At exactly 6, the lightning circuit breaks and deals less damage than normal. Knocks down if hidden charges <5 (at least one B-charge), else launches (6 A-charges). | ||
** At 7+, it tracks the opponent. | ** At 7+, it tracks the opponent. | ||
* '''Hidden''': The number of times charges have been added. All A-version charges count fully, but B-version charges count the number of times the move was used, so each use counts as 1 instead of 3. | * '''Hidden''': The number of times charges have been added. All A-version charges count fully, but B-version charges count the number of times the move was used, so each use counts as 1 instead of 3. | ||
** Increases damage. | ** Increases damage. | ||
** At 0- | ** At 0-3, airborne opponents will be knocked down. | ||
** At 1+, launches grounded opponents. (At 0, it only knocks them back.). | ** At 1+, launches grounded opponents. (At 0, it only knocks them back.). | ||
** At 3+, launches grounded opponents higher. | ** At 3+, launches grounded opponents higher. | ||
** At 4+, the launch is untechable. Airborne opponents will bounce up instead of going down. | ** At 4+, the launch is untechable. Airborne opponents will bounce up instead of going down. (If visible=6, airborne opponents start bouncing at 5+.) | ||
** At 5+, recovery | ** At 5+, the bolt comes out two frames earlier (-2 startup, +2 recovery). This even applies to the Circuit Break bolt's +17. | ||
** At 6+, it is air unblockable. | ** At 6+, it is air unblockable. | ||
** At 9, it has a larger hitbox. | ** At 9, it has a larger (4/3x) hitbox. This even applies to the Circuit Break bolt. | ||
Frame advantage | {| class="wikitable" style="float:right" | ||
|+ Frame advantage by charges | |||
! v\h | |||
* | ! 0 | ||
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;Frame advantage (compared to 0 charges) | |||
* At 0 charges, advantage is +2. | |||
* v1-3: -6 recovery. | |||
* v4-6: -8 recovery. | |||
* v7-9: -10 recovery. | |||
* Having charges adds an additional +6 blockstun. (Technically, h>=1 and v=6 give +6 blockstun.) | |||
* h>=5: Bolt comes out two frames sooner. (-2 advantage.) | |||
* v=6 (Circuit Break): Bolt comes out one frame later. (+1 advantage.) This stacks with h>=5's two frames. | |||
{| class="wikitable" | {| class="wikitable" | ||
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* '''Air''' - Sets the orb right in front. Can be tiger-kneed. The lightning shoots forward. | * '''Air''' - Sets the orb right in front. Can be tiger-kneed. The lightning shoots forward. | ||
* When lightning is shot from 22A/B/C with at least 4 visible charges, all orbs trigger. | * When lightning is shot from 22A/B/C with at least 4 visible charges, all orbs trigger. | ||
* | * Grounded version can be cancelled into 22A/B/C. | ||
* j.214[X] can be cancelled into j.214X. | |||
|} | |} |
Revision as of 14:51, 5 May 2020
Additional resources
Be sure to check this article about C-Roa: Meltybits-C-roa
Players to watch/ask
JP: Redmelon
NA: Shana
Overview
*Strengths |
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Weaknesses |
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C-Roa is considered one of the strongest characters in Current Code right below F-Hime. Sporting some of the most powerful special moves in the game, including his infamous orbs which have incredibly fast start up, air unblockable when blowback edged (similar to increasing a move in UNIST), can be confirmed at most ranges, and grant massive frame advantage on block. Outside of his orbs, he sports above average ground and air speed, a myriad of reversals, and solid albeit average normals. All of these traits create a character truly worthy of the community given nickname of “War Crime”. Although he is extremely strong, he does require a lot of practice to play well as his combos and are pretty difficult so be ready to spend a lot of time in training mode.
General Gameplan
Do what you need to do to extrapolate on the character. Here are example categories below.
Neutral
Pressure
Pressure/Okizeme
Advanced Techniques
Defense
Combos
Starters
OTG Pickups
Normal Combos
2AA/5AA 2B 5C(2) 2C 5B 6C j.BC dj.BC airthrow (4100)
Metered Combos
2AA/5AA 5B 2B 5C(2) 6C 236C (66) (2C) 6C jBC jBC throw (4636/4754)
- Midscreen/corner. Works on Aoko, Tohno, Nanaya, Kouma, Miyako, Riesbyfe, Wara, Len, W.Len, Ryougi, Nero, and Kohaku. Remember those, knowing if 236C 2C connects is important to Roa's more advanced combos.
2AA/5AA 5B 2B 5C(2) 6C 236C (66) 6C 22C > jump/iad > jBC/2B (4089/4237)
- 100 Meter, corner-only, leads to 4-way mixup (high/low + crossup)
2A 5B 2B 5C(2) 6C 236C 6C j.BC dj.BC airthrow
- Corner combo for: Sion, V.Sion, Roa, Ciel, Akiha, Arc, Warc, V.Akiha, M.Hisui, Sacchin, and Hisui; but will work on all characters anyways, if you can't remember if 236C 2C connects, use this combo.
2A 5B 2B 5C (2) 6C 236C 2C delay 236C 6C j.BC dj.BC throw.
- If you're in max and really need that extra 500 damage, you can also do this on any character that 2C will hit on. 5.5k on Riesbyfe, which is respectable damage, but at the cost of 200 meter, it's rarely useful.
2A 2B 5B 5C(2) 6C 236C 6C 22C ender
- Crossup: IAD *land* 2A/2B/5B -> combo
- Non-Crossup: *slight delay* IAD j.B/j.C -> combo
- Which Way Corner Combo
Orb Setup Combos
Combos which end with your opponent on top of, or near an orb.
2A 2B 5B 5C(2) 2C xx 214A/B/C
- Meterless, chargeless, orb setup. Use 214A to place the orb infront of them, 214B to place it on them, and 214C to place it behind them. 214B is good for setting off a meaty orb from a safe distance for completely safe okizeme. 214C orbs are good for pushing opponents into the corner: if you get them to block a meaty on wakeup you can push them to the orb with a block sting, set it off and reset your blockstring to push them further or go for a tickthrow.
2A 2B 5B 5C(2) 236A xx 214B/C xx 236C (2C) 6C j.BC dj.BC throw
- Corner only, requires 100% meter. This combo airthrows the opponent onto an orb in the corner, you can then set the orb off and rush back in; or combine it with the corner trap and rushback in with an orb to spare.
2A 2B 5B 5C(2) 2C 5AA 6C 22C(4L+) 214B/C 22C
- Requires at least four 22A charges. Orb setup from anywhere on the screen. 214B drops them slightly infront of/on the orb; 214C drops the orb behind them.
2A 2B 5B 5C(2) 2C *delay* 6C 214A(!) 214B(!) 22C 214A/B/C
- A and B are used as an example, the actual orbs used don't matter. Pretty useless as it requires the opponent to be on top of two orbs when you sweep them with 2C; and having them be ontop off an orb is what we were trying to accomplish to begin with.
Advanced Combos
Special notations:
(!) : Set off laid orb
(xL): x number of 22A charges in gauge
~2C 5AA 6C 22C(4L) 214B 2C (pick up) 6C delay 214B(!) sj8.BC dj.BC airthrow
~2C 6C (slight delay) j.C dc j.C delay 214A/B/C(!) 22C
- Best for an orb set on the ground in the corner on the ground or the highest possible point above. After the jump cancel, even if you hit with a charge of 4 or above, the follow up is sensitive. If you are at the end of the screen, ~236C JC dc JC (delay explosion) 22C, leaving out a jump cancel.
214C 2C 2B j.C dc j.C delay 214C(!) 22C
- Use on V Sion, Mecha, Kishima, and Arc
- ※If you don't delay 2C -> 2B, you may whiff 2B so be careful. If you do hit, it's the basic speed for the rest; you only need to delay the explosion.
~2C 5C(2)214B(!) 214C(!) 22C 2A (pick up)
- Hit confirm requires that you have at least 2 orbs out and a charge of 1.
~236C (2C) 5C(2) 214B(!) 214C(!)~
2A 5B 2B 5C(2) 2C 5AA 6C 22C (4L) -> 214B 2B j8.C (dc) j.C delayed 214B(!) 22C
- Use on Roa, Shiki, Ries, Wara, Akiha, Ciel, Len, VAkiha, and Miyako
214C 2B j.C (dc) j.C delayed 214C(!) 22C
- Use on Sion and Ciel
214C 2C 2B NJC (dc) delay 214C(!) 22C
- Use on Satsuki, Kohaku, and Aoko.
- ※ All omitted but 2C -> 2B
~ 2C 5AA 6C 22C 214C 2C (pick up) 6C j.C (dc) j.C Delayed 214C(!) 22C
- This combo is hard to do on some characters. Especially on Satsuki, Miyako, Ciel and Aoko. You'll need to devise various timings for the 2C -> 5A delay depending on the distance.
Crescent
Move Descriptions
Normal Moves
2A
2A
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5A
5A
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2B
2B
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5B
5B
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2C
2C
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5C
5C
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6C
6C
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j.A
j.A
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j.B
j.B
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j.C
j.C
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Special Moves
Name 「JP name」 - 22ABC
There are actually two counters for charges:
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「」 - 236ABC
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「」 - 623ABC
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「」 - 214ABC
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Arc Drive
「」
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Another Arc Drive
「」
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Last Arc
「」
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