Melty Blood/MBAACC/Koha & Mech/Crescent Moon: Difference between revisions
(→Normal Combos: 624C note on link window.) |
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== Additional Resources == | == Additional Resources == | ||
[http://melty.games/? | [http://mbaacc.melty.games/?p1moon=c&p1char=kohame C-Koha-Mech Match Video Database]<br> | ||
[https://docs.google.com/document/d/1FNoQZo5e64bq3IxT-sqjm-Zxap6-8d48DPLI_Q8Bqi4/edit C-KohaMech Guide Written By Zenkuri] | |||
== Players to watch/ask == | == Players to watch/ask == | ||
'''JP:''' | '''JP:''' | ||
*[http://melty.games/? | *[http://mbaacc.melty.games/?p1moon=c&p1char=kohame&p1name=monorisuto%20(%E3%82%82%E3%81%AE%E3%82%8A%E3%81%99%E3%81%A8) Monorisuto] Still active, great situational awareness and confirms | ||
*[http://melty.games/? | *[http://mbaacc.melty.games/?p1moon=c&p1char=kohame&p1name=baruto%20(%E3%81%B0%E3%82%8B%E3%81%A8) Baruto] Does jetpack | ||
'''NA:''' | '''NA:''' | ||
* | *[http://mbaacc.melty.games/?p1moon=c&p1char=kohame&p1name=Zenkuri Zenkuri] | ||
*Text goes here after asterisk | *Text goes here after asterisk | ||
Line 35: | Line 36: | ||
== General Gameplan == | == General Gameplan == | ||
=== Neutral === | === Neutral === | ||
Line 253: | Line 253: | ||
|condition= Normal starter with mech, grounded opponent | |condition= Normal starter with mech, grounded opponent | ||
|character= | |character= | ||
|damage= | |damage=4215 | ||
|metergen=106 | |metergen=106 | ||
|metero=32.9 | |metero=32.9 | ||
|link= | |link= | ||
|input= *2A 2B 5C(1) 2C 5B 236A 421A j[c] 66 (2C) 5C | |input= *2A 2B 5C(1) 2C 5B 236A 421A j[c] 66 (2C) 5C 236[B] 2C 5C 236A | ||
|simput= | |simput= | ||
|note= Combo that gives you corner hkd from anywhere as long as you have mech available. | |note= Combo that gives you corner hkd from anywhere as long as you have mech available. | ||
Line 364: | Line 364: | ||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |cancel=-SE-, -N-, -SP-, -EX-, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=5 | ||
|active=4 | |active=4 | ||
|recovery=8 | |recovery=8 | ||
Line 390: | Line 390: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard={{Tooltip | text=H (Whiffs vs Crouch.)| hovertext=First two active frames of this move.}},<br>LH | |guard={{Tooltip | text=H (Whiffs vs Crouch.)| hovertext=First two active frames of this move.}},<br>LH | ||
|startup= | |startup=9 | ||
|active=6 | |active=6 | ||
|recovery=14 | |recovery=14 | ||
Line 406: | Line 406: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=18 | ||
|active=8 | |active=8 | ||
|recovery=12 | |recovery=12 | ||
Line 429: | Line 429: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH (1), LHA | |guard=LH (1), LHA | ||
|startup= | |startup=7 | ||
|active={{Tooltip | text=4 (8) 8| hovertext=4 (8) 2, 2, 2, 2}} | |active={{Tooltip | text=4 (8) 8| hovertext=4 (8) 2, 2, 2, 2}} | ||
|recovery=29 | |recovery=29 | ||
Line 453: | Line 453: | ||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |cancel=-SE-, -N-, -SP-, -EX-, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=5 | ||
|active=4 | |active=4 | ||
|recovery=8 | |recovery=8 | ||
Line 476: | Line 476: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH, L | |guard=LH, L | ||
|startup= | |startup=8 | ||
|active=5 (3) 4 | |active=5 (3) 4 | ||
|recovery=17 | |recovery=17 | ||
Line 502: | Line 502: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=11 | ||
|active=4 | |active=4 | ||
|recovery=24 | |recovery=24 | ||
Line 518: | Line 518: | ||
|cancel=SP, EX | |cancel=SP, EX | ||
|guard=L | |guard=L | ||
|startup= | |startup=23 | ||
|active=7 | |active=7 | ||
|recovery=26 | |recovery=26 | ||
Line 542: | Line 542: | ||
|cancel=SE, N, SP, J | |cancel=SE, N, SP, J | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=6 | ||
|active=4 | |active=4 | ||
|recovery=10 | |recovery=10 | ||
Line 568: | Line 568: | ||
|cancel=N, SP, J | |cancel=N, SP, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=7 | ||
|active=4 | |active=4 | ||
|recovery= | |recovery= | ||
Line 584: | Line 584: | ||
|cancel=N, SP, J | |cancel=N, SP, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=21 | ||
|active=4 | |active=4 | ||
|recovery= | |recovery= | ||
Line 610: | Line 610: | ||
|cancel=N, SP, J | |cancel=N, SP, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=10 | ||
|active=3 | |active=3 | ||
|recovery= | |recovery= | ||
Line 626: | Line 626: | ||
|cancel=N, SP, J | |cancel=N, SP, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=28 | ||
|active=3 | |active=3 | ||
|recovery= | |recovery= | ||
Line 651: | Line 651: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=3 | ||
|active=1 | |active=1 | ||
|recovery=20 | |recovery=20 | ||
Line 675: | Line 675: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=2 | ||
|active=1 | |active=1 | ||
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | ||
Line 700: | Line 700: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=26 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
Line 716: | Line 716: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
Line 740: | Line 740: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=16 | ||
|active=7 | |active=7 | ||
|recovery=25 | |recovery=25 | ||
Line 766: | Line 766: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=11 | ||
|active=10 | |active=10 | ||
|recovery=20 | |recovery=20 | ||
Line 782: | Line 782: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=12 | ||
|active=10 | |active=10 | ||
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | ||
Line 867: | Line 867: | ||
|cancel=SP, -CH-, -EX- | |cancel=SP, -CH-, -EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=7 | ||
|active=1 | |active=1 | ||
|recovery={{Tooltip | text=27| hovertext=27 recovery frames before Kohaku can block; 28 until being able to jump/dash/attack.
60f total recovery if not cancelled.}} | |recovery={{Tooltip | text=27| hovertext=27 recovery frames before Kohaku can block; 28 until being able to jump/dash/attack.
60f total recovery if not cancelled.}} | ||
Line 883: | Line 883: | ||
|cancel=-CH-, -EX- | |cancel=-CH-, -EX- | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=27 | ||
|active=1 | |active=1 | ||
|recovery={{Tooltip | text=27| hovertext=27 recovery frames before Kohaku can block; 28 until being able to jump/dash/attack.
60f total recovery if not cancelled.}} | |recovery={{Tooltip | text=27| hovertext=27 recovery frames before Kohaku can block; 28 until being able to jump/dash/attack.
60f total recovery if not cancelled.}} | ||
Line 899: | Line 899: | ||
|cancel=-CH-, (J) | |cancel=-CH-, (J) | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery={{Tooltip | text=30| hovertext=30 recovery frames before Kohaku can block; 31 until being able to jump/dash/attack.
63f total recovery if not cancelled.}} | |recovery={{Tooltip | text=30| hovertext=30 recovery frames before Kohaku can block; 31 until being able to jump/dash/attack.
63f total recovery if not cancelled.}} | ||
Line 915: | Line 915: | ||
|cancel=-CH-, EX | |cancel=-CH-, EX | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=26 | ||
|active=4 | |active=4 | ||
|recovery={{Tooltip | text=30| hovertext=30 recovery frames before Kohaku can block; 31 until being able to jump/dash/attack.
63f total recovery if not cancelled.}} | |recovery={{Tooltip | text=30| hovertext=30 recovery frames before Kohaku can block; 31 until being able to jump/dash/attack.
63f total recovery if not cancelled.}} | ||
Line 931: | Line 931: | ||
|cancel=-EX-, (J) | |cancel=-EX-, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=11 | ||
|active=4 | |active=4 | ||
|recovery={{Tooltip | text=21| hovertext=21 recovery frames before Kohaku can block; 22 until being able to jump/dash/attack.
54f total recovery if not cancelled.}} | |recovery={{Tooltip | text=21| hovertext=21 recovery frames before Kohaku can block; 22 until being able to jump/dash/attack.
54f total recovery if not cancelled.}} | ||
Line 947: | Line 947: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup=4+ | |startup=4+6 | ||
|active=1 | |active=1 | ||
|recovery=55 | |recovery=55 | ||
Line 974: | Line 974: | ||
|cancel={{Tooltip | text=-CH-, -EX-| hovertext=Dash cancel can be done from frame 18 to 29 of Kohaku's animation.}} | |cancel={{Tooltip | text=-CH-, -EX-| hovertext=Dash cancel can be done from frame 18 to 29 of Kohaku's animation.}} | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=18 | ||
|active=3 | |active=3 | ||
|recovery=24 | |recovery=24 | ||
Line 992: | Line 992: | ||
|cancel={{Tooltip | text=-CH-, -EX-| hovertext=Dash cancel can be done from frame 26 to 37 of Kohaku's animation.}} | |cancel={{Tooltip | text=-CH-, -EX-| hovertext=Dash cancel can be done from frame 26 to 37 of Kohaku's animation.}} | ||
|guard=LA | |guard=LA | ||
|startup= | |startup=24 | ||
|active=2 | |active=2 | ||
|recovery=31 | |recovery=31 | ||
Line 1,056: | Line 1,056: | ||
|cancel={{Tooltip | text=-CH-| hovertext=Dash cancel can be done from frame 14 to 25 of Kohaku's animation.}} | |cancel={{Tooltip | text=-CH-| hovertext=Dash cancel can be done from frame 14 to 25 of Kohaku's animation.}} | ||
|guard=L | |guard=L | ||
|startup= | |startup=14 | ||
|active=1 | |active=1 | ||
|recovery=40 | |recovery=40 | ||
Line 1,073: | Line 1,073: | ||
|circuit=0.0% | |circuit=0.0% | ||
|cancel={{Tooltip | text=-CH-| hovertext=Dash cancel can be done from frame 15 to 26 of Kohaku's animation.}} | |cancel={{Tooltip | text=-CH-| hovertext=Dash cancel can be done from frame 15 to 26 of Kohaku's animation.}} | ||
|guard= | |guard=A<br>(Whiffs vs Ground.) | ||
|startup= | |startup=16 | ||
|active=1 | |active=1 | ||
|recovery=27 | |recovery=27 | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=Performs C-Mech 421B | |description=Performs C-Mech 421B as an anti-air hitgrab that give an untechable knockdown on hit. Cannot go in a OTG string from there, only okizeme. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,090: | Line 1,090: | ||
|cancel={{Tooltip | text=-CH-| hovertext=Dash cancel can be done from frame 30 to 41 of Kohaku's animation.}} | |cancel={{Tooltip | text=-CH-| hovertext=Dash cancel can be done from frame 30 to 41 of Kohaku's animation.}} | ||
|guard=H | |guard=H | ||
|startup= | |startup=37 | ||
|active=1 | |active=1 | ||
|recovery=19 | |recovery=19 | ||
Line 1,133: | Line 1,133: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=62 | ||
|active=9 (7) X | |active=9 (7) X | ||
|recovery= | |recovery= | ||
Line 1,141: | Line 1,141: | ||
Gives Mech-Hisui a jetpack and makes her perform her C-Moon j.236A. Has both a hit while Mech-Hisui is flying and the jetpack projectile afterwards, and both can connect if the positionning is right. Launches the opponent on hit | Gives Mech-Hisui a jetpack and makes her perform her C-Moon j.236A. Has both a hit while Mech-Hisui is flying and the jetpack projectile afterwards, and both can connect if the positionning is right. Launches the opponent on hit | ||
<br> | |||
Both A and B version need 11 startup frames for jetpack to be given to mech. | |||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,167: | Line 1,169: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=62 | ||
|active=9 (6) X | |active=9 (6) X | ||
|recovery= | |recovery= | ||
Line 1,199: | Line 1,201: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=90 | ||
|active={{Tooltip | text=18| hovertext=12, 2, 2, 2}} | |active={{Tooltip | text=18| hovertext=12, 2, 2, 2}} | ||
|recovery= | |recovery= | ||
Line 1,223: | Line 1,225: | ||
|cancel= | |cancel= | ||
|guard=U<br>(Whiffs vs Air.) | |guard=U<br>(Whiffs vs Air.) | ||
|startup= | |startup=4 | ||
|active=1 | |active=1 | ||
|recovery=22 | |recovery=22 | ||
Line 1,251: | Line 1,253: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=14 | ||
|active=3 | |active=3 | ||
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | ||
Line 1,269: | Line 1,271: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=15 | ||
|active=2 | |active=2 | ||
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | ||
Line 1,326: | Line 1,328: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=2+ | |startup=2+5 | ||
|active=4 | |active=4 | ||
|recovery=22 | |recovery=22 | ||
Line 1,350: | Line 1,352: | ||
|cancel= | |cancel= | ||
|guard=U<br>(Whiffs vs Air.) | |guard=U<br>(Whiffs vs Air.) | ||
|startup=2+ | |startup=2+15 | ||
|active={{Tooltip | text=X| hovertext=Active until Kohaku reaches either the opponent or the end of the screen.}} | |active={{Tooltip | text=X| hovertext=Active until Kohaku reaches either the opponent or the end of the screen.}} | ||
|recovery={{Tooltip | text=Knockdown*| hovertext=If Kohaku hits a wall, she ends up in a knockdown state where she can be hit OTG.}} | |recovery={{Tooltip | text=Knockdown*| hovertext=If Kohaku hits a wall, she ends up in a knockdown state where she can be hit OTG.}} | ||
Line 1,375: | Line 1,377: | ||
|cancel= | |cancel= | ||
|guard=U<br>(Whiffs vs Air.) | |guard=U<br>(Whiffs vs Air.) | ||
|startup=2+ | |startup=2+18 | ||
|active={{Tooltip | text=X| hovertext=Active until Kohaku reaches either the opponent or the end of the screen.}} | |active={{Tooltip | text=X| hovertext=Active until Kohaku reaches either the opponent or the end of the screen.}} | ||
|recovery={{Tooltip | text=Knockdown*| hovertext=If Kohaku hits a wall, she ends up in a knockdown state where she can be hit OTG.}} | |recovery={{Tooltip | text=Knockdown*| hovertext=If Kohaku hits a wall, she ends up in a knockdown state where she can be hit OTG.}} |
Latest revision as of 10:50, 20 April 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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Additional Resources
C-Koha-Mech Match Video Database
C-KohaMech Guide Written By Zenkuri
Players to watch/ask
JP:
- Monorisuto Still active, great situational awareness and confirms
- Baruto Does jetpack
NA:
- Zenkuri
- Text goes here after asterisk
Overview
Strengths |
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Weaknesses |
|
General Gameplan
Neutral
Place text here*
Pressure
Note: any mention of 6AE or 6A624C does not apply to Tohno, Nanaya, Wlen, Wara, Nero, or Hime. These characters get hit by 5A crouching, invalidating the threat that these options pose.
Okizeme
Most knockdowns CKohamech gets give her time to set up an assist call on oki. An active assist prevents the second hit of command grab from happening, removing it as an option.
Assist oki
22A
22A can be done meaty or not meaty, and lets mech recover the quickest if to call more assists or mix in command grab. How exactly it behaves varies wildly by mech's positioning, which is important to be aware of. If mech is on top of the opponent, 22A will hit twice, giving better frame advantage and making confirming hits easier. If she's at a medium distance, options like 2C or 6AE allow for a strike throw mixup where both options grant a jetpack hit. If she's far away, 22A covers jumps, allowing kohaku to focus on catching other escape options. Reacting to a 22A hit can grant either a j[B] or j[C] into a full combo.
214C
214C gives a guaranteed meaty depending on the knockdown and is a good choice if mech is completely out of position. There is little to no mixup with this assist. If the opponent gets hit by 214C, it's a decent opportunity to set up jetpack or do an otg string in the corner.
22C
22C ender automatically covers most backdashes, low shield, often beats dodge, can cover mash, can beat heat, is air unblockable, and lets you set up two sequential mixups. If mech is in position and the knockdown is advantageous enough, this is usually the best option. The first mixup is strike throw. The throw option is either dash up throw or dash up 6AE, which performs better against jumps. For the strike option, 2C2A(w), 5C2A(w), dash 2A, jA, and jB are all valid. Ground normals can lose to reversals, while air normals can be spaced around them while still covering jump. The second mixup is a high low mix using j[B]. In its most basic form, j[B]C hits high, while j{B}2A hits low. You can also mix in options such as j{B}(w)2A and j[B]{C}(w) in an attempt to throw off your opponent's timing. A simple way to set this up would be jA 66 j[B], which gives you close to the perfect height. The jA forces opponents to block if they try and jump over 22C while evading many lower mash options, bunkers, and some heats.
Combo enders
Air throw enders
Midscreen, air throw doesn't usually grant a good enough knockdown to call an assist and then threaten the opponent, so it's better to dash in and mix the opponent up with options like 6AE, 6A624C, iad, and 2B.
In the corner, a lower airthrow gives slightly better frame advantage than a higher airthrow and leaves kohaku closer to the opponent. This makes her grab options scarier. After either height of air throw either call 22A or threaten command grab if mech is out of position. There is usually enough time to catch jumps with 2C or dash 6AE after 22A with fast execution.
236A enders
236A is one of the best ways to set up 22C oki. A 236A that hits higher after a string like 2C 5C 236A gives better frame advantage than raw 236A and is always preferable. After a high 236A, the entire set of mixups are available, while after a low 236A, 2C and dash 6AE may be less effective.
236C enders
236C grants similar situation to what comes from a low 236A but it usually is worse for kohaku's positioning. 2C is unreliable after chainsaw, and 5C can whiff especially with midscreen 236C. Since mech's positioning after 236C midscreen tends to be very bad this is a great opportunity for 214C, but if mech is in position 22c is still incredibly powerful.
421B enders
421B allows for a midscreen airdash left right mixup similar to what sion does off of 214A.
Other enders
j[C] into the corner behaves similarly to high 236A, while j[c] out of the corner is very similar to 421B.
Throw isn't advantageous enough to set up a safe chainsaw but players can be conditioned into respecting chainsaw elsewhere. throw into chainsaw leaves the opponent actionable (on average) 4 frames faster than the player so it's impossible to stop most jumpouts, but jetpack setups are very strong after throw.
Uncharged jC is a bad knockdown midscreen and tech away is unpunishable. Cancelling into 214C lets mech force them to block on neutral tech or tech in. In the corner, 5B covers all tech directions after jC. On a no tech read in the corner, jC jA(w) j214a hits no tech to grant a 236a KD, punishes teching out of the corner, grants a decent combo on them teching into the corner, and is plus on neutral tech.
Arc drive knockdown allows for a meaty.
After AAD, there is no way to cover all tech options at once.
After 21421C, 2AB 5B hits all tech options in the corner.
Defense
Ckohamech largely has to rely on system mechanics for defense. Her 2A/5A hit on frame 5 and she has no exceptional normals for abare. 236C is not a true reversal but will occasionally beat out options if you're lucky. 421A can be a useful abare tool if mech is behind the opponent but it's -23 on block and deadly on whiff.
Combos
Combo Notation Help | |
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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. |
Starter
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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Normal Moves
Standing Normals
5A
5B
5B
5[B] |
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5C
Crouching Normals
2A
2B
2C
2C
2[C] |
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Aerial Normals
j.A
j.B
j.B
j.[B] |
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j.C
j.C
j.[C] |
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Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
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Air Throw
Air Throw
j.6/4A+D |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Heat
Heat
A+B+C |
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Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
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Special Moves
Special Movement
ACCD
Grounded Specials
236X
214X
421X
22X
Multi-Weapon Service
22A/B/C (No EX) |
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63214C
Magnum Upper Scramble
63214C |
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Aerial Specials
j.214X
Bonds of Sisterhood - Steel Edition (Air)
j.214A/B/C (No EX) |
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Arc Drives
214214C
Bonds of Sisterhood - The Reverse Import Movie
214214C during Max/Heat |
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41236C
Low Blow Amber Kick
41236C during Max/Heat |
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Another Arc Drive
Low Blow Amber Overthrow
41236C during Blood Heat |
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Last Arc
Ultimate Battou - Happy New Year's Comet
Grounded EX Shield during Blood Heat |
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