Melty Blood/MBAACC/Archetype: Earth/Crescent Moon: Difference between revisions
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{{WIP|info=Consider [[Help:Getting started|joining as an editor]] to help expand this page.<br/>To-do list:<br/>-Add links to additionnal ressources and players to watch/ask | {{WIP|info=Consider [[Help:Getting started|joining as an editor]] to help expand this page.<br/>To-do list:<br/>-Add links to additionnal ressources and players to watch/ask.<br/>-Summarize this character's strengths and weaknesses and expand upon their general gameplan.<br/>-Expand the combo section and add tech.}} | ||
=Additional Resources= | =Additional Resources= | ||
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=Move Descriptions= | |||
{{AttackData-MB/Infobox}} | {{AttackData-MB/Infobox}} | ||
'''Note:''' FL in the cancel section denotes that a move is a flight cancellable | '''Note:''' FL in the cancel section denotes that a move is a flight cancellable |
Revision as of 09:46, 15 May 2020
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Under Construction
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Additional Resources
Players to watch/ask
JP:
- Text goes here after asterisk
- Text goes here after asterisk
NA:
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- Text goes here after asterisk
Overview
Strengths |
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Weaknesses |
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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
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Pressure
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Okizeme
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Defense
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Combos
Starters
Enders
OTG Pick ups
Normal Combos
Corner Combos
Move Descriptions
Frame Data Help | |
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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
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Note: FL in the cancel section denotes that a move is a flight cancellable
Normal Moves
Standing Normals
5A
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5B
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5C
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Crouching Normals
2A
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2B
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2C
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Aerial Normals
j.A
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j.B
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j.C
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Command Normals
6C
6[C] |
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j.6B
j.6[B] |
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Universal Mechanics
Ground Throw
4/6A+D |
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Air Throw
4/6A+D (In Air) |
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Shield Bunker
214D in neutral or blockstun |
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Heat
A+B+C |
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Circuit Spark
A+B+C during hitstun/blockstun at MAX |
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Special Moves
Sky (Flight)
22D (Air OK) (Cancel 22) |
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Grounded Specials
Wave
(EX: Avalanche) 236A/B/C |
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Bird
(EX: Big Bird) 623A/B/C |
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Wind
(EX: Big Wind) 214A/B/C (Chain 214A~214A/[A]) |
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Light
(EX: Radiance) 22A/B/C |
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Aerial Specials
Sigh
(EX: Breath) j.236A/B/C |
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Wind (Air)
(EX: Big Wind) j.214A/B/C (Chain j214A/B~j214A/B) |
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Take This!
j.63214C |
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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.
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Last Arc
The End Grounded EX Shield during Blood Heat Well, they’re dead now Well, they’re dead now
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