Melty Blood/MBAACC/Mech-Hisui/Half Moon: Difference between revisions
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=== Defense === | === Defense === | ||
you cry. | |||
== Combos == | == Combos == | ||
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|input= * 2A > 5B > 2B(1) > 5C > 2C > TK j.623B, land 623A > 623C | |input= * 2A > 5B > 2B(1) > 5C > 2C > TK j.623B, land 623A > 623C | ||
|simput= | |simput= | ||
|note=Metered combo ending in an untechable knockdown. | |note=Metered combo ending in an untechable knockdown. This routing is also the best damage you can get from max range 2c. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
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|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=Disjointed Dhalsim-style poke number three. Character-defining aerial, your best long-range air to ground (and air-to-air should you end up above them) against opponents who will block, and smart usage of this button alongside IADs and airdash cancels are one of the best ways of putting pressure on opponents who are happy to block your offence. | |description=Disjointed Dhalsim-style poke number three. Character-defining aerial, your best long-range air to ground (and air-to-air should you end up above them) against opponents who will block, and smart usage of this button alongside IADs and airdash cancels are one of the best ways of putting pressure on opponents who are happy to block your offence. Not in counter hit state during the active frames, so you win trades. | ||
}} | }} | ||
}} | }} | ||
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|active=3 (3) 3 (3) 3 | |active=3 (3) 3 (3) 3 | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv=1 (TK), 5 (lowest) | ||
|invuln= | |invuln= | ||
|description=Functionally the same as the ground version. Not as useful as j.623B as an anti-air due to big recovery. May as well be an entirely different move when TK'd however, as when done close to the ground it is +6 and air blockable. This gives it an interesting function in pressure as it can be used in combination with the grounded version to catch jumpouts and mash (if jump blocked however the opponent can jump out). 3 hits. | |description=Functionally the same as the ground version. Not as useful as j.623B as an anti-air due to big recovery. May as well be an entirely different move when TK'd however, as when done close to the ground it is +6 and air blockable. This gives it an interesting function in pressure as it can be used in combination with the grounded version to catch jumpouts and mash (if jump blocked however the opponent can jump out). 3 hits. | ||
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|active=3 (3) x5, 3 | |active=3 (3) x5, 3 | ||
|recovery=11 | |recovery=11 | ||
|frameAdv= | |frameAdv=1 (TK), 5 (lowest) | ||
|invuln= | |invuln= | ||
|description=Similarly to j.As, this move only goes through a set recovery period before regaining all your options in the air back. Can be used as an air-to-air due to its incredible range, but cautious opponents can block it relatively risk free, and whiffing is incredibly dangerous. You can end air combos with this for more damage and meter gain then air throw. TK j.623B serves the same purpose as the A version, but is slower, bigger, and more active. 6 hits. | |description=Similarly to j.As, this move only goes through a set recovery period before regaining all your options in the air back. Can be used as an air-to-air due to its incredible range, but cautious opponents can block it relatively risk free, and whiffing is incredibly dangerous. You can end air combos with this for more damage and meter gain then air throw. TK j.623B serves the same purpose as the A version, but is slower, bigger, and more active. 6 hits. | ||
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|active=3 (3) x10, 3 | |active=3 (3) x10, 3 | ||
|recovery=11 | |recovery=11 | ||
|frameAdv= | |frameAdv=7 (TK) | ||
|invuln= | |invuln= | ||
|description=Same type of recovery as j.623B, and becomes air unblockable. Can be used to tack on some damage at the end of an air combo, or catch techs. 11 hits. | |description=Same type of recovery as j.623B, and becomes air unblockable. Can be used to tack on some damage at the end of an air combo, or catch techs. 11 hits. | ||
}} | }} | ||
}} | }} | ||
=== Arc Drive === | === Arc Drive === |
Latest revision as of 19:25, 8 February 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
H-Mech-Hisui Match Video Database
Melty Bits: H-Mech-Hisui
Japanese combo movie video for all Mech-Hisui moons
Players to watch/ask
JP:
NA:
- Mech#7386
- Dabsr
- Text goes here after asterisk
Overview
Strengths |
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Weaknesses |
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General Gameplan
Place text here*
Neutral
Place text here*
Pressure
Place text here
Okizeme
Place text here
Defense
you cry.
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.
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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:
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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. |
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
5A
5A~6A~6A |
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5B
5C
5C
5[C] |
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Crouching Normals
2A
2B
2C
2C
2[C] |
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Aerial Normals
j.A
j.B
j.C
j.C
j.[C] |
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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 |
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Shield Counter
Shield Counter
Auto after a successful Shield (Air OK) |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Circuit Spark
Special Moves
Grounded Specials
236X
Barrel Arm - Britt
236A/B/C |
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623X
214X
63214X
S.O.S
63214A/B/C |
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236236C
Atomic Mash
236236C |
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Aerial Specials
j.236X
Specium Hairband j.236A/B/C No laser sprites, framedisplay is bugged. No laser sprites, framedisplay is bugged.
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j.623X
Long Range - Electromagnetic Shock (Air)
j.623A/B/C |
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Arc Drive
L.S.O (Superhuman Sister Alliance)
41236C during Heat |
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