Melty Blood/MBAACC/Archetype: Earth/Full Moon: Difference between revisions

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(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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=Combos=
=Combos=
'''Normal Combos'''
'''Normal Combos'''
*First normal midscreen combos, the corner combos, then character specific combos
*2A 5B 2B 5C 236A JB JC [jc] JB JC AT
:explanation
:Easiest midscreen combo that ends with air throw.


*2A 5B 2B 5C 6C 236A J[C] j.236A 22D J[C] j.236B 6 JC [jc] JB JC AT
:Slightly more difficult midscreen combo that adds on roughly 1000 damage and carries to the corner, requires relatively close proximity.
*2C 236B J[C] [jc] Airdash JC Land JA JC [jc] JB JC AT
:This combo can be used from the max range of 2C, can also be done off raw 236B. The JC after the air dash must be delayed slightly.
*2C 236B J[C] [jc] Airdash JC 2C 2A 2C 22D
:Similar to the above combo, but ending with flight oki instead of opting for more damage. Requires more delay on the JC after the air dash to connect the 2C.


'''Metered Combos'''
'''Metered Combos'''

Revision as of 00:17, 1 January 2012

Combos

Normal Combos

  • 2A 5B 2B 5C 236A JB JC [jc] JB JC AT
Easiest midscreen combo that ends with air throw.
  • 2A 5B 2B 5C 6C 236A J[C] j.236A 22D J[C] j.236B 6 JC [jc] JB JC AT
Slightly more difficult midscreen combo that adds on roughly 1000 damage and carries to the corner, requires relatively close proximity.
  • 2C 236B J[C] [jc] Airdash JC Land JA JC [jc] JB JC AT
This combo can be used from the max range of 2C, can also be done off raw 236B. The JC after the air dash must be delayed slightly.
  • 2C 236B J[C] [jc] Airdash JC 2C 2A 2C 22D
Similar to the above combo, but ending with flight oki instead of opting for more damage. Requires more delay on the JC after the air dash to connect the 2C.

Metered Combos

  • ...
...

Strategy

Do what you need to do to extrapolate on the character. Here are example categories below.

Full

Spacing

Pressure

Move Descriptions

Normal Moves

2A

The moves in number and strength order. Explain no how the moves works, what it's best suited for and where it lacks.

5A

-

2B

-

5B

-

2C

-

5C

-

6C

-

#C

-

#C

-

JA

-

JB

-

JC

-

J6C

-

Special Moves

Name 「JP name」 - 22ABC
  • (Description) - Simply describe the move here and what it can be used for
  • (A version) - This is where you put what the version of the move can be used for and how its different from the rest of the moves.
  • (B version) - Ditto
  • (EX version) - This is were you describe what happens when you feed it 100%
「」 - 236ABC
  • (Description) -
「」 - 28ABC
  • (Description) - ...
  「」 - 623ABC
  • (Description) - ...
「」 - 214ABC
  • (Description) - ...
「」 - 421ABC
  • (Description) - ...
「」 - J22ABC
  • (Description) - ...
「」 - 426ABC
  • (Description) - ...
  • (A version) -
  • (B version) -
  • (EX version) -
「」 - BC
  • (Description) - ...
  • (Standing) -
  • (Crouching) -
  • (Airborne) -


Arc Drive

「」
  • (Description) - AD description


Another Arc Drive

「」
  • (Description) - AAD description

Last Arc

「」
  • (Description) - LA description. Mention where it is activated (air or ground shield) first.

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