Melty Blood/MBAACC/Mech-Hisui/Crescent Moon: Difference between revisions
(Created page with "=Combos= '''Normal Combos''' *First normal midscreen combos, the corner combos, then character specific combos :explanation '''Metered Combos''' *... :... =Strategy= Do what y...") |
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== Character Page Progress == | |||
{{#lst:Melty_Blood/MBAACC:Roadmap|C-Mech}} | |||
: | |||
== Additional Resources == | |||
[http://mbaacc.melty.games/?p1moon=c&p1char=mech C-Mech-Hisui Match Video Database]<br> | |||
[https://www.youtube.com/watch?v=7BAtfCgvYkU Japanese combo movie video for all Mech-Hisui moons] | |||
== Notable Players == | |||
{| class="wikitable" | |||
!width="120"|Name!! width="85"|Color | |||
!width="120"|Region !! Common Venues !! Status !! Details | |||
|- | |||
| [https://mbaacc.melty.games/?p1moon=c&p1char=mech&p1name=Akimi Akimi<br>(Akimi#8257)] || style="text-align:center;"| | |||
[[File:Mech Color34.png]] | |||
== | | North America || Climax Of Night, Netplay || Active || Found in Melty Blood Community Server. | ||
|- | |||
| [https://mbaacc.melty.games/?p1moon=c&p1char=mech&p1name=alicecolor%20(アリスカラー) alicecolor<br>(アリスカラー)] || style="text-align:center;"| | |||
== | [[File:Mech Color08.png]] | ||
| Japan || KoreWaMelty, Play Spot BIG ONE 2nd || Inactive || | |||
|- | |||
== | | [https://mbaacc.melty.games/?p1moon=c&p1char=mech&p1name=Darko Darko<br>(Darko#9614)] || style="text-align:center;"| | ||
[[File:Mech Color31.png]] | |||
| North America || Netplay || Active || | |||
|- | |||
== | |- | ||
| [https://mbaacc.melty.games/?p1moon=c&p1char=mech&p1name=flea925 flea925<br>(flea925)] || style="text-align:center;"| | |||
Random | |||
| | | North America || Netplay || Active || No.1 player | ||
|- | |||
| [https://mbaacc.melty.games/?p1moon=c&p1char=mech&p1name=O O] || style="text-align:center;"| | |||
[[File:Mech Color01.png]] | |||
| Japan || A-cho, KorewaMelty || Inactive || | |||
|} | |||
== Overview == | |||
{| class="wikitable" | |||
|+Strengths / Weaknesses | |||
|- | |||
|Strengths | |||
| | |||
*Great zoning tools. | |||
*Huge multi-hitting buttons. | |||
|- | |- | ||
| | |Weaknesses | ||
| | |||
*Okizeme is weak without meter. | |||
*Limited defensive options outside system mechanics. | |||
*Combos leave a lot of red life, causing heat from the opponent to undo much more damage than from other characters. | |||
|} | |||
== General Gameplan == | |||
Place text here* | |||
=== Neutral === | |||
Place text here* | |||
=== Pressure === | |||
Place text here | |||
<u>'''Okizeme'''</u> | |||
Place text here | |||
=== Defense === | |||
place text here* | |||
|- | == Combos == | ||
| | {{ComboLegend-MB}} | ||
=== Starters === | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Grounded opponent | |||
|character= | |||
|damage=887 | |||
|metergen=10.0 | |||
|metero=3.0 | |||
|link= | |||
|input=* 2B | |||
|simput= | |||
|note= Your main low starter that will be used as a basis for her BnB combos. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Grounded opponent | |||
|character= | |||
|damage=900 | |||
|metergen=6.0 | |||
|metero=1.8 | |||
|link= | |||
|input=* j.C | |||
|simput= | |||
|note= A jump-in starter that will add around 500dmg to your BnBs. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Grounded opponent | |||
|character= | |||
|damage=1200 | |||
|metergen=0.0 | |||
|metero=0.0 | |||
|link= | |||
|input=* 421[A] | |||
|simput= | |||
|note= Grounded overhead starter that wallslams the opponent to the other side. From there you dash into a pickup while the opponent is still in the air. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Airborne opponent | |||
|character= | |||
|damage=500/700 | |||
|metergen=4.0/7.0 | |||
|metero=1.2/2.1 | |||
|link= | |||
|input=* 5A/5B | |||
|simput= | |||
|note= Your options for a quick anti-air starter. Gets you a standard air chain into ender on hit, and a pickup into BnB on counterhit. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Airborne opponent | |||
|character= | |||
|damage=900 | |||
|metergen=6.0 | |||
|metero=1.8 | |||
|link= | |||
|input=* j.B | |||
|simput= | |||
|note= Your fastest air button and a pretty good air-to-air. Gets you a standard air chain into ender on hit, and a pickup into BnB on counterhit. | |||
}} | |||
}} | |||
- | === Enders === | ||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Grounded opponent | |||
|character= | |||
|damage=950 | |||
|metergen=8.0 | |||
|metero=2.4 | |||
|link= | |||
|input=* 2C | |||
|simput= | |||
|note= Stopping a BnB at 2C gives C-Mech lots of options for okizeme because not only does it give an untechable knockdown, it is also jump cancelable (for j.214c) and special cancelable into her slow special attacks (214c or 41236c in particular). | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Airborne opponent | |||
|character= | |||
|damage=1200 | |||
|metergen=0.0 | |||
|metero=0.0 | |||
|link= | |||
|input=* AT | |||
|simput= | |||
|note= Mech-Hisui's airthrow is ground techable, meaning the opponent has an opportunity to escape from her pressure afterwards. However, C-Mech can tech punish all tech options in midscreen and corner with 2B. One exception is when an opponent back techs midscreen, which is where you must use 236A/2C to punish it. One word of caution about this specific punish is that a CPU can block it (due to it teching on the first possible frame), but it is very unlikely that a human will be able to tech on the first frame. However in the event that your 2C is blocked, you can still special cancel or reverse beat it to continue your pressure. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Airborne opponent | |||
|character= | |||
|damage=678 | |||
|metergen=0.0 | |||
|metero=0.0 | |||
|link= | |||
|input=* 421B | |||
|simput= | |||
|note= Scores an untechable knockdown during a part of your combo where the opponent is airborne while you're still grounded, for example after the last 421A of C-Mech's main BnB. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Airborne opponent | |||
|character= | |||
|damage=1012 | |||
|metergen=8.0 | |||
|metero=2.4 | |||
|link= | |||
|input=* j.236A/B | |||
|simput= | |||
|note= Ending an air combo with j.236A/B will send your opponent flying up in an air techable state. This means that your opponent will be able to air tech and may have access to an airdash or another air jump. However, if done correctly, you will land on the ground very quickly after this ender, so you can actually send jetpacks flying at your opponent to force him to air block. If you succeed in forcing your opponent to air block, you can attempt to restart a chain with 5A/5B since those are air unblockable. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Grounded/Airborne opponent, 100% meter | |||
|character= | |||
|damage=3351 | |||
|metergen=-100.0 | |||
|metero=21.0 | |||
|link= | |||
|input=* 623C | |||
|simput= | |||
|note= At any time when your opponent is airborne during the combo around body height, you can use this to get an untechable knockdown. While not too much to speak of, if your opponent is far enough away, you can do a superjump mixup (to land on either side of your fallen opponent ambiguously or hit him with a j.C). If close, a [[Melty_Blood/Glossary#Meaty|meaty attack]] or safejump (a jump-in attack that is safe from reversals to due the reversal's startup) can be used. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Airborne opponent, 100% meter | |||
|character= | |||
|damage=1911 | |||
|metergen=-100.0 | |||
|metero=3.3 | |||
|link= | |||
|input=* j.236C | |||
|simput= | |||
|note= Gives you an untechable knockdown but you don't get much advantage out of it, especially if done closer to the ground. The recovery itself can be used as a slight mixup when midscreen, so it does have some practical application. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Grounded/Airborne opponent, 150% meter | |||
|character= | |||
|damage=2406 | |||
|metergen=-150.0 | |||
|metero=8.8 | |||
|link= | |||
|input=* 63214C | |||
|simput= | |||
|note= Same use as 623C, except the knockdown is usually a little worse since they fall from a lower height by comparison. However, you can use this move on OTG opponents (from a late 2C for example) to add damage and guarantee a knockdown. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Airborne opponent, 150% meter | |||
|character= | |||
|damage=2406 | |||
|metergen=-150.0 | |||
|metero=8.8 | |||
|link= | |||
|input=* j.63214C | |||
|simput= | |||
|note= Gives you an untechable knockdown with much more time for okizeme than j.236C. | |||
}} | |||
}} | |||
=== Normal Combos === | |||
''(Damage calculated using AT ender.)'' | |||
For more consistency in your air chain, input 29 as your double jump cancel. | |||
- | {{CollapsingComboTable-MB | ||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|characters=Everyone | |||
|damage=3691 | |||
|metergen=49.0 | |||
|metero=14.7 | |||
|link=https://youtu.be/3ZGa2X0S6xY | |||
|input= * (2A >) 2B(1) > 5C > 2C > 6C > j9.BC > dj.BC > Ender | |||
|simput= | |||
|note= Basic BnB. 6C will whiff if the combo isn't done at a close enough range. Not that practical in the long run, but it is there for the Neco matchup at least. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|characters=Everyone | |||
|damage=3563 | |||
|metergen=47.0 | |||
|metero=15.2 | |||
|link=https://youtu.be/zbnQXzEAAuQ | |||
|input= * (2A >) 2B > 5C > 2C > 421A, sj9.BC > dj.BC > Ender | |||
|simput= | |||
|note= Basic 421A BnB, which can be done at longer ranges than the above. Omit the 5C if you aren't close enough. | |||
| | Doable on Necos, but the air chain timing is a bit tight and you'd need to perform a super double jump to get a proper ender. | ||
| | }} | ||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|characters=Everyone but Necos<br>(See Notes) | |||
|damage=4123 | |||
|metergen=65.0 | |||
|metero=21.7 | |||
|link=https://youtu.be/-zW83SuGit4 | |||
|input= * (2A >) 2B > 5C > 2C > 421A, 236[A], 2C > 421A, sj9.BC > dj.BC > Ender | |||
|simput= | |||
|note= Your main BnB. Some characters require going forward for a very short period after the first 421A to be able to land the second one. Omit the 5C if you aren't close enough, and to get more consistency and an untechable knockdown you can either end with the second 2C or chain any 421A into 421B. | |||
|- | ::'''Difficulty:''' | ||
| | * '''Very Easy:''' Nero, Warachia (Possible to do two reps of 2C 421A 236[A] instead of one) | ||
* '''Easy:''' Akiha, V.Akiha, Seifuku, Arc, Red Arcueid, Ciel, Hime, Kouma, Tohno, Nanaya (Second 2C 421A lands while standing still) | |||
* '''Normal:''' Hisui, Mech-Hisui, Len, W.Len, Miyako, Powered Ciel, Riesbyfe, Ryougi, Sion, V.Sion (Must dash or walk forward before doing 2C or 421A will not land) | |||
* '''Hard:''' Aoko, Kohaku, Roa, Satsuki (Similar to normal, but requires more forward movement.) | |||
* '''Impossible''' Neco-Arc, NAC (Second 421A whiffs) | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|characters= | |||
|damage=~3646 | |||
|metergen= | |||
|metero= | |||
|link=https://youtu.be/11wUTBRpOWA | |||
|input= * (2A >) 2B > 2C > 5C(3/4) > (5B >) j9.A > (delay) j.C > (delay) j.236A, (land) sj8.BC > sdj9.BC > Ender | |||
|simput= | |||
|note= Fancy jetpack combo. This combo is actually more difficult in the corner on some characters in terms of landing the 5B. Builds the most meter for a meterless combo and gains the most vertical height in the end for j.236A/B tricks. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=421[A] starter, grounded opponent | |||
|characters=Everyone but Necos | |||
|damage=3888 | |||
|metergen=46.0 | |||
|metero=17.1 | |||
|link=https://youtu.be/CWTmANd4DAg | |||
|input= * 421[A] > (dash) 2C > 421A, 236[A], 2C > 421A, sj9.BC > dj.BC > Ender | |||
|simput= | |||
|note= Conversion off 421[A] overhead into the 421A BnB. Any variation of it applies. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Raw Airthrow starter | |||
|characters=Everyone but Necos | |||
|damage=3446 | |||
|metergen=43.0 | |||
|metero=15.1 | |||
|link=https://youtu.be/76erAoN3O04 | |||
|input= * Raw AT, land, delay 2B(1) > 421A, 236[A], 2C > 421A, sj9.BC > dj.BC > Ender | |||
|simput= | |||
|note= Conversion off raw airthrow into the 421A BnB, with a bit of timing needed for 2B(1) so that 421A doesn't whiff. The first 421A cannot be replaced by 421C, but otherwise it follows the same rules as the standard BnB. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Aerial counterhit 5A/5B starter, airborne opponent | |||
|characters=Everyone | |||
|damage=2333 | |||
|metergen=23.0 | |||
|metero=6.9 | |||
|link=https://youtu.be/bZpJmuz3vUo | |||
|input= * Air CH 5A/5B > 6C > j.9(B)C > dj.BC > Ender | |||
|simput= | |||
|note= (Damage & meter off 5A starter) Basic aerial counterhit combos for opponents that are too low to the ground to go into the combo below | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Counterhit normal starter, airborne opponent | |||
|characters=Everyone but Necos | |||
|damage=3544 | |||
|metergen=50.0 | |||
|metero=17.2 | |||
|link=https://youtu.be/bZpJmuz3vUo?t=5 | |||
|input= * Air CH, 2C(/2[C]) > 421A, 236[A], 2C > 421A, sj9.BC > dj.BC > Ender | |||
|simput= | |||
|note= (Damage & meter off j.B starter) Standard pickup off an air CH into the 421A BnB. Any variation of it applies. Using 2[C] adds up to 500 more damage. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, 100% meter | |||
|characters=Everyone | |||
|damage=3665 | |||
|metergen=-62.4 | |||
|metero=17.8 | |||
|link=https://youtu.be/NmV4CWTdViY | |||
|input= * (2A) > 2B > 5C > 2C > 421C, 2C > 5C > 623A | |||
|simput= | |||
|note= Basic metered BnB ending in an untechable knockdown. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, 100% meter | |||
|characters=Everyone | |||
|damage=4456 | |||
|metergen=-54.2 | |||
|metero=24.6 | |||
|link=https://youtu.be/NzzdcxIiz4Y | |||
|input= * (2A >) 2B > 5C > 2C > 421C, 2B > 5C > 2C > 421A, sj9.BC > dj.BC > Ender | |||
|simput= | |||
|note= Metered variation of the 421A BnB. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=~10+ hit starter, grounded opponent, 100% meter | |||
|characters=(See Notes) | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * (~10+ hits) > 421C, (5A >) 5C > (2C > 6C > 236[A])xN, 2C > 5C > 623A | |||
|simput= | |||
|note= Very difficult combo and highly character/gravity situation specific but is very rewarding as it is very damaging and builds a lot of meter. | |||
The way to begin this combo is to begin with a combo that has around 11 hits on its counter and then attach on a 421C 5C to begin the loop. This combo works by having so much gravity that the 6c launches just right for 236[A] to connect afterward. 236[A] is of course, untechable, so they fall back into your 2C (or straight into 6C, omitting 2C) to restart the loop. There are multiple ways to build up the hit count (2AxN, j.A, 421C etc) and of course, the more hits you have before your definitive 421C, the easier and more possible the combo becomes. | |||
To successfully land the first rep, make sure to delay the 236[A] until the end of the special-cancelable window of the 6C. As your land more and more reps, the delay on the 236[A] after the 6C shortens and speeds up the overall timing, so make sure you know your visual/audio cues to perform this combo. This loop eventually ends when the hit counter is too high (fall too fast to catch with 2C) or too many 236[A]s have been added to the combo (including ones done before the loop began, because 236[A] decreases untech time of the rest of the combo, similar to how the 421A 236[A] combo stops at one/two reps). | |||
- | ::'''Tentative list for ~10+ hit starter:''' (This is more or less just a general difficulty guideline, ''characters in italic need proper confirmation'') | ||
* '''~4 times:''' Ciel, ''Hime'', ''Powered Ciel'', Neco-Arc, NAC, Ryougi, ''Satsuki'', W.Len | |||
* '''~3 times:''' Aoko, Len, ''Nanaya'', Nero, ''Ries'', ''Roa'', ''Sion'' | |||
* '''~2 times:''' ''Kohaku'', Miyako, ''Tohno'', V.Sion | |||
* '''~1 times:''' Hisui, Mech-Hisui, ''V.Akiha'', ''Warachia'' | |||
* '''Impossible (?):''' Akiha, Seifuku, Arcueid, Red Arcueid, Kouma | |||
<!-- | |||
(Taken from the MBAA page. This could straight up need a video guide of its own.) | |||
--> | |||
}} | |||
}} | |||
- | === Corner Combos === | ||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, | |||
|characters= | |||
|damage=4654 | |||
|metergen=84.8 | |||
|metero=25.4 | |||
|link= | |||
|input= * (2A >) 2B > 5C > 2C > 6C > TK j.236A, land sj8.[C] > delay j.B > j.236A, land sj8.BC > dj.BC > Ender | |||
|simput= | |||
|note= This combo should work on all characters except Nero, Arc, Warc, and cats. Take not to not use more than 1 or 2 hits of 5C (given 2 hits of 2B have connected) as you will need to be close enough to connect TK jetpack after 6c. Alternatively, you can omit 5C as needed on some characters and distances and chain directly into 2C from 2B. If you end in j.41236C, you will achieve hard knockdown and will have time to safejump or summon 214C | |||
}} | |||
| | {{CollapsingComboData-MB | ||
| | |condition=Normal starter, grounded opponent, | ||
|characters= | |||
|damage=3795 | |||
|metergen=63.2 | |||
|metero=22.8 | |||
|link= | |||
|input= * (2A >) 2B > 5C > 2C > 6C > TK j.236A, land sj8.[C] > 22B (OTG) > 623A | |||
|simput= | |||
|note= This combo creates a corner gap so that you may cross up your opponent. It will also net you a 214C setup for only 100 meter. Be sure to delay the 623A enough so that all hits may connect, and that you get hard knockdown. Choose this route to opt for corner mixup. | |||
}} | |||
}} | |||
- | == Move Descriptions == | ||
{{AttackData-MB/Infobox}} | |||
=== Normal Moves === | |||
==== Standing Normals ==== | |||
===== <span class="invisible-header">5A</span> ===== | |||
{{MoveData | |||
|image=MBCMech5A.png | |||
|caption= | |||
|name=5A | |||
|linkname=5A | |||
|data= | |||
{{AttackData-MB | |||
|damage=300 | |||
|reddamage=176 | |||
|proration=78% (O) | |||
|circuit=3.0% | |||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |||
|guard=LH | |||
|startup=5 | |||
|active=4 | |||
|recovery=9 | |||
|frameAdv=-1 | |||
|invuln= | |||
|description=Fast slap attack that makes for a decent up-close air unblockable option, but it will whiff on crouchers with the exception of Hime, Warachia and Nero. | |||
}} | |||
}} | |||
|} | ===== <span class="invisible-header">5B</span> ===== | ||
{{MoveData | |||
|image=MBCMech5B.png | |||
|caption= | |||
|name=5B | |||
|linkname=5B | |||
|data= | |||
{{AttackData-MB | |||
|damage=700 | |||
|reddamage=490 | |||
|proration=100% | |||
|circuit=7.0% | |||
|cancel=N, SP, EX, (J) | |||
|guard=LH | |||
|startup=6 | |||
|active=3 | |||
|recovery=18 | |||
|frameAdv=-3 | |||
|invuln= | |||
|description=Arm-extending attack. Works the same as 5A, with some benefits from the added range. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header">5C</span> ===== | ||
{{MoveData | |||
|image=MBCMech5C.png | |||
|image2=MBCMech5XC.png | |||
|caption= | |||
|name=5C | |||
|linkname=5C | |||
|input=5[C] | |||
|data= | |||
{{AttackData-MB | |||
|version=5C | |||
|damage=300*3, 400 (1045) | |||
|reddamage=(634) | |||
|proration=80% (O) | |||
|circuit=3.0%*4 (12.0%) | |||
|cancel=N, SP, EX, (J) | |||
|guard=LH | |||
|startup=9 | |||
|active={{Tooltip | text=8| hovertext=2, 2, 2, 2}} | |||
|recovery=23 | |||
|frameAdv=-7 | |||
|invuln= | |||
|description=Chainsaw attack, hits up to 4 times. This move has a good hitbox, deals decent guard damage, and deals chip damage making it very good for blockstrings. Also used as combo fodder as it does add damage and move her closer. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=5[C] | |||
|damage=500, 600, 400, 500 (1909) | |||
|reddamage=(1127) | |||
|proration=100% | |||
|circuit=7.0%*2, 3.0%*2 (20.0%) | |||
|cancel=N, SP, EX, (J) | |||
|guard=LH | |||
|startup=24 | |||
|active={{Tooltip | text=8| hovertext=2, 2, 2, 2}} | |||
|recovery=11 | |||
|frameAdv=5 | |||
|invuln= | |||
|description=The charged version is basically an upgrade in all aspects except it comes out a lot slower. If your opponent respects (or disrespects but makes bad choices) it, it can be good to throw this out at times to get a little more out of your blockstring. | |||
}} | |||
}} | |||
==== Crouching Normals ==== | |||
===== <span class="invisible-header">2A</span> ===== | |||
{{MoveData | |||
|image=MBCMech2A.png | |||
|caption= | |||
|name=2A | |||
|linkname=2A | |||
|data= | |||
{{AttackData-MB | |||
|damage=320 | |||
|reddamage=156 | |||
|proration=78% (O) | |||
|circuit=2.8% | |||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |||
|guard=LH | |||
|startup=5 | |||
|active=4 | |||
|recovery=9 | |||
|frameAdv=-1 | |||
|invuln= | |||
|description=Mech-Hisui sticks her hand out while crouching. While it is her fastest normal to poke with, it is not particularly amazing in any way, though the active hitbox is quite large. Not a low attack. | |||
}} | |||
}} | |||
* | ===== <span class="invisible-header">2B</span> ===== | ||
{{MoveData | |||
|image=MBFMech2B.png | |||
* | |caption= | ||
|name=2B | |||
|linkname=2B | |||
|data= | |||
{{AttackData-MB | |||
|damage=500*2 (887) | |||
|reddamage=(521) | |||
|proration=80% (O) | |||
|circuit=5.0%*2 (10.0%) | |||
|cancel=N, SP, EX, (J) | |||
|guard=L | |||
|startup=8 | |||
|active={{Tooltip | text=6| hovertext=4, 6}} | |||
|recovery=21 | |||
|frameAdv=-8 | |||
|invuln= | |||
|description=Mech-Hisui sticks out both hands for a double palm strike. Relatively fast poke that hits twice. Also has a disjointed hitbox making it very difficult for other pokes to beat it when it is active. Thus, this is the main poke used for pretty much everything and can also be used to punish many ground tech situations. | |||
}} | |||
}} | |||
|- | ===== <span class="invisible-header">2C</span> ===== | ||
| | {{MoveData | ||
|image=MBFMech2C.png | |||
|image2=MBFMech2XC.png | |||
|caption= | |||
|name=2C | |||
|linkname=2C | |||
|input=2[C] | |||
|data= | |||
{{AttackData-MB | |||
|version=2C | |||
|damage=950 | |||
|reddamage=588 | |||
|proration=60% (O) | |||
|circuit=8.0% | |||
|cancel=N, SP, EX, (J) | |||
|guard=L | |||
|startup=13 | |||
|active=3 | |||
|recovery=29 | |||
|frameAdv=-14 | |||
|invuln= | |||
|description=Far range low beam sword swipe, quite slow to be used on its own, but in blockstrings it is fairly good at catching jump outs. Untechable AND jump cancelable on hit, making it a good source of knockdown if desired, or can be easily comboed into 421A. Can catch back techs if the opponent did not ground tech early enough. 2C is indispensable as combo fodder as it is C-Mech's only way to trip and a very long ranged attack. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=2[C] | |||
|damage=1600 | |||
|reddamage=1176 | |||
|proration=80% (O) | |||
|circuit=16.0% | |||
|cancel=N, SP, EX, (J) | |||
|guard=L | |||
|startup=25 | |||
|active=3 | |||
|recovery=13 | |||
|frameAdv=2 | |||
|invuln= | |||
|description=While this is a better move than the uncharged version in all aspects, it comes out incredibly slow, making it relatively useless in actual play. | |||
}} | |||
}} | |||
==== Aerial Normals ==== | |||
===== <span class="invisible-header">j.A</span> ===== | |||
{{MoveData | |||
|image=MBCMechjA.png | |||
|caption= | |||
|name=j.A | |||
|linkname=j.A | |||
|data= | |||
{{AttackData-MB | |||
|damage=230*5 (905) | |||
|reddamage=(383) | |||
|proration=80% (O) | |||
|circuit=1.0%*5 (5.0%) | |||
|cancel=SE, N, SP, EX, J | |||
|guard=LHA | |||
|startup=8 | |||
|active={{Tooltip | text=9| hovertext=1, 2, 2, 2, 2}} | |||
|recovery=6 | |||
|frameAdv= | |||
|invuln= | |||
|description=Downward extended hand poke. Hits up to 5 times. Good active frames and low recovery, but multihit spoils counterhits. | |||
}} | |||
}} | |||
===== <span class="invisible-header">j.B</span> ===== | |||
{{MoveData | |||
|image=MBCMechjB.png | |||
|caption= | |||
|name=j.B | |||
|linkname=j.B | |||
|data= | |||
{{AttackData-MB | |||
|damage=500 | |||
|reddamage=294 | |||
|proration=100% | |||
|circuit=4.0% | |||
|cancel=N, SP, EX, J | |||
|guard=HA | |||
|startup=6 | |||
|active=4 | |||
|recovery= | |||
|frameAdv= | |||
|invuln= | |||
|description=Horizontal fan strike. Overall a great air-to-air tool. Otherwise it can be used as an overhead jump-in tool, either late into a jump or as a reverse beat after early j.C on a standing opponent for a double overhead. | |||
}} | |||
}} | |||
===== <span class="invisible-header">j.C</span> ===== | |||
{{MoveData | |||
|image=MBFMechjC.png | |||
|image2=MBFMechjXC.png | |||
|caption= | |||
|name=j.C | |||
|linkname=j.C | |||
|input=j.[C] | |||
|data= | |||
{{AttackData-MB | |||
|version=j.C | |||
|damage=900 | |||
|reddamage=539 | |||
|proration=90% (M) / {{Tooltip | text=50% (O) | hovertext=If rising 1f before active and opponent is hit grounded}} | |||
|circuit=8.0% | |||
|cancel=N, SP, EX, J | |||
|guard=HA | |||
|startup=11 | |||
|active=7 | |||
|recovery= | |||
|frameAdv= | |||
|invuln= | |||
|description=Overhead hammerstrike. Primarly a jump-in tool, but this move can also be used as a slow air to air when spaced properly. However, it is relatively slow and should be used with care against shields or invincible attacks. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=j.[C] | |||
|damage=1600 | |||
|reddamage=1078 | |||
|proration=100% | |||
|circuit=14.0% | |||
|cancel=N, SP, EX, J | |||
|guard=HA | |||
|startup=27 | |||
|active=8 | |||
|recovery= | |||
|frameAdv= | |||
|invuln= | |||
|description=The held version is much more disjointed and causes an untechable knockdown if you manage to land it on an airborne opponent. | |||
}} | |||
}} | |||
* | ==== Command Normals ==== | ||
===== <span class="invisible-header">4B</span> ===== | |||
{{MoveData | |||
|image=MBCMech4B.png | |||
|caption= | |||
|name=4B | |||
|linkname=4B | |||
|input= | |||
|data= | |||
{{AttackData-MB | |||
|damage=270*6 (1000) | |||
|reddamage=(360) | |||
|proration=60% (O) | |||
|circuit=2.7%*6 (16.2%) | |||
|cancel= | |||
|guard=LHA | |||
|startup=14 | |||
|active=1 (3) 1 (3) 1 (3) 1 (1) 2 (2) 2 | |||
|recovery=19 | |||
|frameAdv=-6 | |||
|invuln= | |||
|description=Flamethrower hands. Slow attack for barely any reward, this move doesn't have much use. Make sure you don't input this by accident. | |||
}} | |||
}} | |||
===== <span class="invisible-header">6C</span> ===== | |||
{{MoveData | |||
|image=MBFMech6C.png | |||
|caption= | |||
|name=6C | |||
|linkname=6C | |||
|input= | |||
|data= | |||
{{AttackData-MB | |||
|damage=650 | |||
|reddamage=392 | |||
|proration=65% (O) | |||
|circuit=4.0% | |||
|cancel=SP, EX, (J) | |||
|guard=LHA | |||
|startup=11 | |||
|active=4 | |||
|recovery=22 | |||
|frameAdv=-8 | |||
|invuln= | |||
|description=Upward hammer strike. While the hitbox and animation look good as a makeshift anti-air, it is relatively slow to come out and is air blockable. It also does not have much range, so it really isn't particularly useful in blockstrings and even outperformed by 421A as a launcher. However, this move is commonly overlooked as it is special cancelable on block, so isn't too bad to have your opponent block this: on ground block you can cancel into 214A/B and on air block you can cancel into 421B for an air unblockable. | |||
}} | |||
}} | |||
* | ===== <span class="invisible-header">j.2C</span> ===== | ||
{{MoveData | |||
|image=MBFMechj2C.png | |||
|caption= | |||
|name=j.2C | |||
|linkname=j.2C | |||
|input= | |||
|data= | |||
{{AttackData-MB | |||
|damage=250*8 (1776) | |||
|reddamage=(1393) | |||
|proration=100% | |||
|circuit=2.0%*8 (16.0%) | |||
|cancel=-EX- | |||
|guard=LHA | |||
|startup=14 | |||
|active={{Tooltip | text=24| hovertext=3, 3, 3, 3, 3, 3, 3, 3}} | |||
|recovery={{Tooltip | text=8| hovertext=Landing recovery.}} | |||
|frameAdv= | |||
|invuln= | |||
|description=Flamethrower attack, mostly used as a jumping back zoning tool, as it carries Mech-Hisui's air momentum. Very unsafe on whiff, but canceling into j.214C can be done anytime during it to make the opponent think twice before punishing it. | |||
}} | |||
}} | |||
* | === Universal Mechanics === | ||
===== <span class="invisible-header">Ground Throw</span> ===== | |||
{{MoveData | |||
|image=MBFMechThrow.png | |||
|caption= | |||
|name=Ground Throw | |||
|linkname=Ground Throw | |||
|input=6/4A+D | |||
|data= | |||
{{AttackData-MB | |||
|damage=600*5, 300 (1650) | |||
|reddamage=(783) | |||
|proration=50% | |||
|circuit=0.0% | |||
|cancel= | |||
|guard=U | |||
|startup=3 | |||
|active=1 | |||
|recovery=20 | |||
|frameAdv= | |||
|invuln= | |||
|description=Mech-Hisui electrocutes the opponent. Untechable knockdown. | |||
}} | |||
}} | |||
===== <span class="invisible-header">Air Throw</span> ===== | |||
{{MoveData | |||
|image=MBFMechThrowAir.png | |||
|caption= | |||
|name=Air Throw | |||
|linkname=Air Throw | |||
|input=j.6/4A+D | |||
|data= | |||
{{AttackData-MB | |||
|damage=1600 (Raw)/1200 | |||
|reddamage=474 | |||
|proration=30% | |||
|circuit=0.0% | |||
|cancel= | |||
|guard=U | |||
|startup=2 | |||
|active=1 | |||
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | |||
|frameAdv= | |||
|invuln= | |||
|description=Mech-Hisui takes the opponent for a ride. This launches the opponent to the opposite side and you throw the opponent in the same direction no matter which side you input. However, you get to chase ground techs with moves like 2B pretty nicely afterwards. | |||
}} | |||
}} | |||
===== <span class="invisible-header">Shield Bunker</span> ===== | |||
{{MoveData | |||
|image=MBFMech214D.png | |||
|caption= | |||
|name=Shield Bunker | |||
|linkname=Shield Bunker | |||
|input=214D in neutral or blockstun | |||
|data= | |||
{{AttackData-MB | |||
|version=Bunker | |||
|damage=500 | |||
|reddamage=196 | |||
|proration=50% | |||
|circuit=0.0%<br>(-50.0% in blockstun) | |||
|cancel= | |||
|guard=LHA | |||
|startup=26 | |||
|active=4 | |||
|recovery=19 | |||
|frameAdv=-5 | |||
|invuln=Clash 1-10 | |||
|description= | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}} | |||
|damage=500 | |||
|reddamage=196 | |||
|proration=50% | |||
|circuit=0.0%/-50.0% | |||
|cancel= | |||
|guard=LHA | |||
|startup=8 | |||
|active=4 | |||
|recovery=19 | |||
|frameAdv=-5 | |||
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}} | |||
|description=Performs an attack similar to H Moon's 214A/B. Moves Mech-Hisui forward | |||
}} | |||
}} | |||
===== <span class="invisible-header">Heat</span> ===== | |||
{{MoveData | |||
|image=MBFMechHeat.png | |||
|caption= | |||
|name=Heat | |||
|linkname=Heat | |||
|input=A+B+C | |||
|data= | |||
{{AttackData-MB | |||
|damage=100 | |||
|reddamage=0 | |||
|proration=100% | |||
|circuit=-100.0% (min) | |||
|cancel= | |||
|guard=U | |||
|startup=18 | |||
|active=4 | |||
|recovery=24 | |||
|frameAdv= | |||
|invuln=Full 1-21 | |||
|description=Reversal option that gives you access to your Arc Drive, which is one of the more useful ones out there. | |||
}} | |||
}} | |||
===== <span class="invisible-header">Circuit Spark</span> ===== | |||
{{MoveData | |||
|image=MBFMechCSpark.png | |||
|image2=MBFMechCSparkAir.png | |||
|name=Circuit Spark | |||
|linkname=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= | |||
|invuln=Full 1-39 | |||
|description= | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=Air | |||
|damage=100 | |||
|reddamage=0 | |||
|proration=100% | |||
|circuit=removes all | |||
|cancel= | |||
|guard=U | |||
|startup=12 | |||
|active=10 | |||
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | |||
|frameAdv= | |||
|invuln=Strike 1-30 | |||
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air. | |||
}} | |||
}} | |||
=== Special Moves === | |||
* | ==== Grounded Specials ==== | ||
===== <span class="invisible-header">236X</span> ===== | |||
{{MoveData | |||
|image=MBCMech236A.png | |||
|image2=MBCMech236XA.png | |||
|image3=MBCMech236B.png | |||
|image4=MBCMech236C.png | |||
|caption4=No laser sprites, framedisplay is bugged. | |||
|name=Laser<br>(EX: Execution Laser) | |||
|linkname=236X | |||
|input=236A/[A]/B/[B]/C | |||
|data= | |||
{{AttackData-MB | |||
|version=A | |||
|damage=1000 | |||
|reddamage=588 | |||
|proration=100% | |||
|circuit=9.0% | |||
|cancel=-EX- | |||
|guard=LHA | |||
|startup=13 | |||
|active=2 | |||
|recovery=29 | |||
|frameAdv=-6 | |||
|invuln= | |||
|description= | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=[A] | |||
|damage=1000 | |||
|reddamage=784 | |||
|proration=92% (M) | |||
|circuit=10.0% | |||
|cancel=-EX- | |||
|guard=LHA | |||
|startup=20 | |||
|active=2 | |||
|recovery=26 | |||
|frameAdv=-3 | |||
|invuln= | |||
|description=Standing eye laser, can't really hit crouchers, but can hit people trying to jump. Charged version has a taller hitbox and is air untechable, making it a staple combo tool. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=B | |||
|damage=1000 | |||
|reddamage=588 | |||
|proration=100% | |||
|circuit=9.0% | |||
|cancel=-EX- | |||
|guard=LA | |||
|startup=21 | |||
|active=2 | |||
|recovery=33 | |||
|frameAdv=-10 | |||
|invuln= | |||
|description= | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=[B] | |||
|damage=1000 | |||
|reddamage=588 | |||
|proration=100% | |||
|circuit=9.0% | |||
|cancel=-EX- | |||
|guard=LA | |||
|startup=28 | |||
|active=2 | |||
|recovery=22 | |||
|frameAdv=1 | |||
|invuln= | |||
|description=Crouching eye laser, relatively slow, but it is good against people who stay still. Hits low, so it can be used in mixup attempts where the opponent does not expect it. Charged version causes an untechable knockdown on air hit. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=EX | |||
|damage=1000*4 (3224) | |||
|reddamage=(2480) | |||
|proration=90% (O) | |||
|circuit=-100.0% | |||
|cancel=N/A | |||
|guard=LH(1), H (3, Whiffs vs Crouch.) | |||
|startup=3+14 | |||
|active={{Tooltip | text=8| hovertext=2, 2, 2, 2}} | |||
|recovery=26 | |||
|frameAdv=-14 (vs Stand.), -19 (vs Crouch.) | |||
|invuln=Full 1-14 | |||
|description=Air unblockable EX standing eye laser. For the first hit to interact with crouchers, you have to be at a range of about until half the length of the vertical hitbox, otherwise everything will whiff. Invincible from frame 1 through 14, so it can have some use as a reversal. | |||
}} | |||
}} | |||
|} | ===== <span class="invisible-header">623X</span> ===== | ||
{{MoveData | |||
|image=MBCMech623A.png | |||
|image2=MBCMech623B.png | |||
|image3=MBCMech623C.png | |||
|caption= | |||
|name=EM Net Wire Type High | |||
|linkname=623X | |||
|input=623A/B/C | |||
|data= | |||
{{AttackData-MB | |||
|version=A | |||
|damage=250*5 (1056) | |||
|reddamage=(411) | |||
|proration=100% | |||
|circuit=1.0%*5 (5.0%) | |||
|cancel=-EX- | |||
|guard=LHA | |||
|startup=7 | |||
|active={{Tooltip | text=13| hovertext=5 hits.}} | |||
|recovery=17 | |||
|frameAdv=0 | |||
|invuln= | |||
|description=Electric shocks. Long lasting, neutral on block and cause an untechable knockdown on hit, making it useful as a way to set up okizeme and works as a meaty attack. A/B versions are only EX cancellable during recovery frames. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=B | |||
|damage=150*15 (1751) | |||
|reddamage=(1141) | |||
|proration=100% | |||
|circuit=1.0%*15 (15.0%) | |||
|cancel=-EX- | |||
|guard=LHA | |||
|startup=25 | |||
|active={{Tooltip | text=27| hovertext=15 hits.}} | |||
|recovery=12 | |||
|frameAdv=-6 | |||
|invuln= | |||
|description=Standard slower/stronger B version. The only real use it has over 623A is being able to land an EX cancel 623C on hit. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=EX | |||
|damage=250*19 (3351) | |||
|reddamage=(2641) | |||
|proration=100% | |||
|circuit=-100.0% | |||
|cancel= | |||
|guard=LHA | |||
|startup=1+7 | |||
|active={{Tooltip | text=28| hovertext=19 hits.}} | |||
|recovery=14 | |||
|frameAdv=-12 | |||
|invuln=Full 1-2 | |||
|description=EX electric shocks, similar to 623B but with more hits and is even worse on block. It pushes back fairly far though, making it safe in most situations. This attack can grant fairly good knockdown, so it does have some use for setting up okizeme in situations where nothing else will do. | |||
}} | |||
}} | |||
===== <span class="invisible-header">214X</span> ===== | |||
{{MoveData | |||
|image=MBCMech214A.png | |||
|image2=MBCMech214B.png | |||
|image3=MBCMech214C.png | |||
|caption3=Sequence 152 in framedisplay. You're welcome. | |||
|name=Hallucinatory Missile<br>(EX: Hallucinatory Missile - Nightmare) | |||
|linkname=214X | |||
|input=214A/B/C | |||
|data= | |||
{{AttackData-MB | |||
|version=A | |||
|damage=750 | |||
|reddamage=343 | |||
|proration=100% | |||
|circuit=7.5% | |||
|cancel= | |||
|guard=LH | |||
|startup=18 | |||
|active=X | |||
|recovery=25 | |||
|frameAdv={{Tooltip | text=3| hovertext=Point-blank advantage.}} | |||
|invuln= | |||
|description=Shoots a single rocket that veers upward, good anti jump at the end of blockstrings and in zoning as it is air unblockable. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=B | |||
|damage=750*2 (1476) | |||
|reddamage=(675) | |||
|proration=100% | |||
|circuit=7.5%*2 (15.0%) | |||
|cancel= | |||
|guard=LHA | |||
|startup=20 | |||
|active=X | |||
|recovery=28 | |||
|frameAdv={{Tooltip | text=0| hovertext=Point-blank advantage.}} | |||
|invuln= | |||
|description=Shoots two rockets, one in a straight line and the other a bit more downward. Decent blockstring ender and has uses as a ground zoning tool. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=EX | |||
|damage= | |||
|reddamage= | |||
|proration= | |||
|circuit=-100.0% | |||
|cancel= | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery={{Tooltip | text=21+31| hovertext=Full animation.}} | |||
|frameAdv=- | |||
|invuln=Full 11-36 | |||
|description= | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=(Missile) | |||
|damage=2400 | |||
|reddamage=(1764) | |||
|proration=100% | |||
|circuit=-100.0% | |||
|cancel= | |||
|guard=LHA | |||
|startup=21+40 | |||
|active=X | |||
|recovery= | |||
|frameAdv= | |||
|invuln= | |||
|description=Skirt missile. Scary okizeme tool, but doesn't have as much use in other situations. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header">421X</span> ===== | ||
{{MoveData | |||
|image=MBCMech421A.png | |||
|image2=MBCMech421XA.png | |||
|image3=MBCMech421B.png | |||
|image4=MBCMech421C.png | |||
|caption= | |||
|name=EM Net Wire Type C | |||
|linkname=421X | |||
|input=421A/[A]/B/C<br>(421A~2) | |||
|data= | |||
{{AttackData-MB | |||
|version=A | |||
|damage=1400 (542) | |||
|reddamage=0 | |||
|proration=40% (O) | |||
|circuit=0.0% | |||
|cancel= | |||
|guard=LH | |||
|startup=14 | |||
|active=1 | |||
|recovery=23 | |||
|frameAdv=-6 | |||
|invuln= | |||
|description=Hitgrab whip. Mainly a staple combo tool as a launcher with much more range than 6C. Inputting 2 when landing it will give you an untechable knockdown similar to 421B. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=[A] | |||
|damage=1200 | |||
|reddamage=343 | |||
|proration=50% | |||
|circuit=0.0% | |||
|cancel= | |||
|guard=H | |||
|startup=26 | |||
|active=1 | |||
|recovery=29 | |||
|frameAdv=-12 | |||
|invuln= | |||
|description=Your grounded overhead option. Wallslams on hit. Unsafe on block and can be direspected if your opponent knows about this move. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=B | |||
|damage=1400 (678) | |||
|reddamage=0 | |||
|proration=50% (O) | |||
|circuit=0.0% | |||
|cancel= | |||
|guard=U<br>(Whiffs vs Ground) | |||
|startup=9 | |||
|active=5 | |||
|recovery=20 | |||
|frameAdv= | |||
|invuln= | |||
|description=Anti-Air whip, one of your air-unblockable options but you only get an OK untechable knockdown from it. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=EX | |||
|damage=1000 (822) | |||
|reddamage=0 | |||
|proration=85% (M) | |||
|circuit=-100.0% | |||
|cancel= | |||
|guard=LHA | |||
|startup=4+8 | |||
|active=1 | |||
|recovery=42 | |||
|frameAdv=-31 | |||
|invuln=Full 11-36 | |||
|description=EX whip, puts the opponent in hitstun next to you. Mostly used as combo fodder, but can lead to a high/low/throw reset when the opponent least expects it as the hitstun duration can be shorter than you think. | |||
}} | |||
}} | |||
{| | ===== <span class="invisible-header">22X</span> ===== | ||
| | {{MoveData | ||
|image=MBCMech22A.png | |||
|image2=MBCMech22B.png | |||
|image3=MBCMech22C.png | |||
|caption= | |||
|name=Amber Power Barrier | |||
|linkname=22X | |||
|input=22A/B/C | |||
|data= | |||
{{AttackData-MB | |||
|version=A | |||
|damage=1000 | |||
|reddamage=784 | |||
|proration=50% (O) | |||
|circuit=10.0% | |||
|cancel= | |||
|guard=LHA | |||
|startup=9 | |||
|active=9 | |||
|recovery=27 | |||
|frameAdv=-8 | |||
|invuln=High 1-8, Clash 5-8 | |||
|description=Barrier shield, has some upper body invincibility and clash frames. This move can be used as an anti air by itself or after a Normal Shield. Fairly unsafe on ground block or whiff, but fairly safe on air block. Launches vertically on hit. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=B | |||
|damage=320*7 (1822) | |||
|reddamage=(884) | |||
|proration=50% (O) | |||
|circuit=2.6%*7 (18.2%) | |||
|cancel= | |||
|guard=LHA | |||
|startup=19 | |||
|active={{Tooltip | text=20| hovertext=7 Hits max.}} | |||
|recovery=32 | |||
|frameAdv=-25 | |||
|invuln=Full 9-19, Clash 5-16 | |||
|description=Big barrier shield, has clash frames near startup followed by total body invincibility. It is pretty risky to use this move unless you time it to clash your opponent's attack, but if it does clash the invincibility following it will win out in most situations. Opponent can react to the clash to potentially beat it though. It is possible to follow up on the wallslam in some situations on hit. Very unsafe on ground block/whiff, but is fairly safe on air block. Wallslams on hit. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=EX | |||
|damage=360*11 (2292) | |||
|reddamage=(1301) | |||
|proration={{Tooltip | text=-5%*11| hovertext=Substracts 5 to the correction value for every hit until it reaches 1%.}} | |||
|circuit=-100.0% | |||
|cancel= | |||
|guard=LHA | |||
|startup=5+10 | |||
|active={{Tooltip | text=20| hovertext=11 Hits max.}} | |||
|recovery=27 | |||
|frameAdv=-18 | |||
|invuln=Full 1-15 | |||
|description=EX reversal, basically a 22B with full invincibility starting from frame 1, making it safe from meaties. | |||
}} | |||
}} | |||
* | ===== <span class="invisible-header">63214C</span> ===== | ||
{{MoveData | |||
|image=MBCMech63214C.png | |||
|caption= | |||
|name=Hyper Range - Electromagnetic Arm | |||
|linkname=63214C | |||
|input=63214C | |||
|data= | |||
{{AttackData-MB | |||
|damage=100, 500*2, 100, 500*3 (2406) | |||
|reddamage=(1830) | |||
|proration=100% | |||
|circuit=-150.0% | |||
|cancel= | |||
|guard=LH | |||
|startup=1+9 | |||
|active={{Tooltip | text=6 (4) 2| hovertext=1 hit. 2, 2, 2 (4) 2}} | |||
|recovery=26 | |||
|frameAdv={{Tooltip | text=-26 ~ -22| hovertext=Distance dependent.}} | |||
|invuln= | |||
|description=EX arm extend, on hit it grabs the opponent and shocks them for an untechable knockdown. Costs 150% meter instead of 100%. Only real use is for grabbing OTG opponents for extra damage and guaranteed knockdown. It does however, have some particular applications as a counterattack against certain moves, such as Mech Hisui's own arc drive. | |||
}} | |||
}} | |||
|} | ==== Aerial Specials ==== | ||
===== <span class="invisible-header">j.236X</span> ===== | |||
{{MoveData | |||
|image=MBCMechj236A.png | |||
|image2=MBCMechj236B.png | |||
|image3=MBCMechj236C.png | |||
|caption= | |||
|name=Jet Bike<br>(EX: Halley's Comet) | |||
|linkname=j.236X | |||
|input=j.236A/[A]/B/[B]/C | |||
|data= | |||
{{AttackData-MB | |||
|version=A/[A] | |||
|damage=1150 | |||
|reddamage=784 | |||
|proration=50% (O) | |||
|circuit=8.0% | |||
|cancel=N/A | |||
|guard=LHA | |||
|startup=14 ~ 15 | |||
|active=X | |||
|recovery={{Tooltip | text=0| hovertext=Instantly recovers on landing.}} | |||
|frameAdv= | |||
|invuln= | |||
|description=JETPACKS! Covers a lot of space and moves relatively slowly but with relatively fast startup. Highly spammable due to barely having any landing recovery, but you are left vulnerable the higher you go. The main use of this is as anti-jump zoning when tiger kneed (2369A). | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=B/[B] | |||
|damage=1150 | |||
|reddamage=784 | |||
|proration=50% (O) | |||
|circuit=8.0% | |||
|cancel= | |||
|guard=LHA | |||
|startup=12 ~ 13 | |||
|active=X | |||
|recovery={{Tooltip | text=0| hovertext=Instantly recovers on landing.}} | |||
|frameAdv= | |||
|invuln= | |||
|description=More situational backwards version. Used to catch air techs after a j.236A combo ender and sideswitch attempts. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=EX | |||
|damage=800*3 (2007) | |||
|reddamage=(1227) | |||
|proration=90% (O) | |||
|circuit=-100.0% | |||
|cancel= | |||
|guard=LHA | |||
|startup={{Tooltip | text=4+0~8| hovertext=Startup is dependent on how close Mech is to the wall behind her.
4+0 in the corner, facing it, 4+8 when corner backed.}} | |||
|active= | |||
|recovery= | |||
|frameAdv= | |||
|invuln={{Tooltip | text=Full 4-72| hovertext=Invincibility end-point is approximate as the recovery varies on positionning.}} | |||
|description=EX jetpack travels fullscreen horizontally. Mech returns from the screen she flew toward and becomes vulnerable during the dash animation of this return. As an aircombo ender it is fully untechable, but it doesn't always guarantee advantage since Mech's distance from the opponent varies. Fully invincible so it can be used to punish fullscreen attacks when tked (2369C) | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header">j.214X</span> ===== | ||
{{MoveData | |||
|image=MBCMechj214A.png | |||
|image2=MBCMechj214B.png | |||
|image3=MBCMechj214C.png | |||
|caption= | |||
|name=Heat Seeker - Kingfisher | |||
|linkname=j.214X | |||
|input=j.214A/B/C | |||
|data= | |||
{{AttackData-MB | |||
|version=A | |||
|damage=600*3 (1743) | |||
|reddamage=(853) | |||
|proration=100% | |||
|circuit=5.0%*3 (15.0%) | |||
|cancel=-EX- | |||
|guard=LHA | |||
|startup=15 | |||
|active=X | |||
|recovery={{Tooltip | text=9| hovertext=Landing recovery.}} | |||
|frameAdv= | |||
|invuln=Clash 2-7 | |||
|description=Crossbow shots, useful as a zoning tool as it travels fullscreen quite quickly and will give you an advantage over characters who rely on horizontal fireballs to counter jetpacks/missles/lazer, EX cancellable to j.214C or j.236C to make it safe. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=B | |||
|damage=600*5 (2811) | |||
|reddamage=(1376) | |||
|proration=100% | |||
|circuit=5.0%*5 (25.0%) | |||
|cancel= | |||
|guard=LHA | |||
|startup=15 | |||
|active=X | |||
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | |||
|frameAdv= | |||
|invuln=Clash 2-7 | |||
|description=Pretty much the same as j.214A, has more shots, but you cannot EX cancel it so any mistakes with it can be a guaranteed punish. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=EX | |||
|damage=400*6 (2211) | |||
|reddamage=(1081) | |||
|proration=100% | |||
|circuit=-100.0% | |||
|cancel= | |||
|guard=LHA | |||
|startup=2+13 | |||
|active=X | |||
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | |||
|frameAdv= | |||
|invuln=Clash 2-7 | |||
|description=EX crossbow shots that lock on to the opponent, can be used to make j.214A safe and can also be used as a meaty attack or as a pressure starter. | |||
}} | |||
}} | |||
{| | ===== <span class="invisible-header">j.63214C</span> ===== | ||
| | {{MoveData | ||
|image=MBCMechj63214C.png | |||
|caption= | |||
|name=Hyper Range - Electromagnetic Arm (Air) | |||
|linkname=j.63214C | |||
|input=j.63214C | |||
|data= | |||
{{AttackData-MB | |||
|damage=100, 500*2, 100, 500*3 (2406) | |||
|reddamage=(1830) | |||
|proration=100% | |||
|circuit=-150.0% | |||
|cancel= | |||
|guard=LH | |||
|startup=1+8 | |||
|active={{Tooltip | text=9| hovertext=1 hit. 3, 3, 3}} | |||
|recovery={{Tooltip | text=9| hovertext=Landing recovery.}} | |||
|frameAdv= | |||
|invuln= | |||
|description=Works the same as the ground version. Gives the best knockdown out of all aerial enders. | |||
}} | |||
}} | |||
* | === Arc Drive === | ||
{{MoveData | |||
|image=MBFMechAD.png | |||
|caption= | |||
|name=L.S.O (Superhuman Sister Alliance) | |||
|linkname=Arc Drive | |||
|input=41236C during Max/Heat | |||
|data= | |||
{{AttackData-MB | |||
|damage=500*13 (4143) | |||
|reddamage=(2416) | |||
|proration=90% (O) | |||
|circuit=removes all | |||
|cancel= | |||
|guard=LHA | |||
|startup=17+8 | |||
|active={{Tooltip | text=X| hovertext=Hitboxes are active until it leaves the screen. 78~83 frames maximum.}} | |||
|recovery=21 | |||
|frameAdv={{Tooltip | text=45 ~ 72| hovertext=Distance dependent.}} | |||
|invuln=Full 1-29 | |||
|description=A train of Mech-Hisuis comes out, covers the bottom of the screen, fully invincible from 1~29. Great damage if it connects or free guard break on air block or free throw/airthrow on shield. Also gives you mixup attempts as the move is VERY plus after all. | |||
}} | |||
}} | |||
|} | === Another Arc Drive === | ||
{{MoveData | |||
|image=MBFMechAAD.png | |||
|caption= | |||
|name=L.S.O (Superhuman Sister Alliance) | |||
|linkname=Another Arc Drive | |||
|input=41236C during Blood Heat | |||
|data= | |||
{{AttackData-MB | |||
|damage={{Tooltip | text=500*29 (5969)| hovertext=Approximate data tested on jumping V. Sion in order to get the most hits possible.}} | |||
|reddamage={{Tooltip | text=(3470)| hovertext=Approximate data tested on jumping V. Sion in order to get the most hits possible.}} | |||
|proration=90% (O) | |||
|circuit=removes all | |||
|cancel= | |||
|guard=LHA | |||
|startup=1+23 | |||
|active={{Tooltip | text=X| hovertext=Hitboxes are active until it leaves the screen. 83~88 frames maximum.}} | |||
|recovery=22 | |||
|frameAdv={{Tooltip | text=42 ~ 68| hovertext=Distance dependent.}} | |||
|invuln=Full 1 | |||
|description=Similar to the above, except the move is no longer invincible (if hit out of the startup, the brigade will not appear). However, this version covers much more space as there are also flying Mech-Hisuis added as well. | |||
}} | |||
}} | |||
{| | === Last Arc === | ||
| | {{MoveData | ||
|image=MBFMechLA.png | |||
|caption= | |||
|name=Saturday Night Forever | |||
|linkname=Last Arc | |||
|input=Aerial EX Shield during Blood Heat | |||
|data= | |||
{{AttackData-MB | |||
|damage=2100*4 (3250~6500) | |||
|reddamage=(2500~5000) | |||
|proration=50% + 50% * remaining BH time | |||
|circuit=removes all | |||
|cancel=N/A | |||
|guard=U | |||
|startup=1+3 | |||
|active=13 (23) 13 (21) 13 (23) 13 | |||
|recovery=111 | |||
|frameAdv=N/A | |||
|invuln=Full | |||
|description=Mech-Hisui transforms into a plane and impacts the opponent 4 times. | |||
}} | |||
}} | |||
{{ | {{Navbox-MBAACC}} | ||
[[Category:Melty Blood]] | [[Category:Melty Blood Actress Again Current Code]] | ||
[[Category:Mech-Hisui]] |
Latest revision as of 14:00, 8 May 2024
Character Page Progress
This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.
In Progress | To-do |
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|
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Additional Resources
C-Mech-Hisui Match Video Database
Japanese combo movie video for all Mech-Hisui moons
Notable Players
Name | Color | Region | Common Venues | Status | Details |
---|---|---|---|---|---|
Akimi (Akimi#8257) |
North America | Climax Of Night, Netplay | Active | Found in Melty Blood Community Server. | |
alicecolor (アリスカラー) |
Japan | KoreWaMelty, Play Spot BIG ONE 2nd | Inactive | ||
Darko (Darko#9614) |
North America | Netplay | Active | ||
flea925 (flea925) |
Random |
North America | Netplay | Active | No.1 player |
O | Japan | A-cho, KorewaMelty | Inactive |
Overview
Strengths |
|
Weaknesses |
|
General Gameplan
Place text here*
Neutral
Place text here*
Pressure
Place text here
Okizeme
Place text here
Defense
place text here*
Combos
Combo Notation Help | |
---|---|
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
X > Y | X input is cancelled into Y. |
X > delay Y | Must wait for a short period before cancelling X input into Y. |
X, Y | X input is linked into Y, meaning Y is done after X's recovery period. |
X+Y | Buttons X and Y must be input simultaneously. |
X/Y | Either the X or Y input can be used. |
X~Y | This notation has two meanings.
|
X(w) | X input must not hit the opponent (Whiff). |
j.X | X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground. Applies to all air chain sections:
|
sj.X | X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively. |
dj.X | X input is done after a double jump. |
sdj.X | X input is done after a double super jump. |
tk.X | Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A) |
(X) | X is optional. Typically the combo will be easier if omitted. |
[X] | Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge. |
{X} | Button X should only be held down briefly to get a partially charged version instead of the fully charged one. |
X(N) | Attack "X" should only hit N times. |
(XYZ)xN | XYZ string must be performed N times. Combos using this notation are usually referred to as loops. |
(XYZ^) | A pre-existing combo labelled XYZ is inserted here for shortening purposes. |
CH | The first attack must be a Counter Hit. |
Air CH | The first attack must be a Counter Hit on an airborne opponent. |
66 | Performs a ground forward dash. |
j.66 | Performs an aerial forward dash, used as a cancel for certain characters' air strings. |
IAD/IABD | Performs an Instant AirDash. |
AT | Performs an Air Throw. (j.6/4A+D) |
IH | Performs an Initiative Heat. |
AD | Performs an Arc Drive. |
AAD | Performs an Another Arc Drive. |
Starters
Enders
Normal Combos
(Damage calculated using AT ender.) For more consistency in your air chain, input 29 as your double jump cancel.
Corner Combos
Move Descriptions
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
|
Normal Moves
Standing Normals
5A
5B
5C
5C
5[C] |
---|
Crouching Normals
2A
2B
2C
2C
2[C] |
---|
Aerial Normals
j.A
j.B
j.C
j.C
j.[C] |
---|
Command Normals
4B
6C
j.2C
Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
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Air Throw
Air Throw
j.6/4A+D |
---|
Shield Bunker
Shield Bunker
214D in neutral or blockstun |
---|
Heat
Heat
A+B+C |
---|
Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
---|
Special Moves
Grounded Specials
236X
Laser (EX: Execution Laser) 236A/[A]/B/[B]/C No laser sprites, framedisplay is bugged. No laser sprites, framedisplay is bugged.
|
---|
623X
EM Net Wire Type High
623A/B/C |
---|
214X
Sequence 152 in framedisplay. You're welcome. Sequence 152 in framedisplay. You're welcome.
|
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421X
22X
Amber Power Barrier
22A/B/C |
---|
63214C
Aerial Specials
j.236X
Jet Bike
(EX: Halley's Comet) j.236A/[A]/B/[B]/C |
---|
j.214X
Heat Seeker - Kingfisher
j.214A/B/C |
---|
j.63214C
Arc Drive
L.S.O (Superhuman Sister Alliance)
41236C during Max/Heat |
---|
Another Arc Drive
L.S.O (Superhuman Sister Alliance)
41236C during Blood Heat |
---|
Last Arc
Saturday Night Forever
Aerial EX Shield during Blood Heat |
---|