Melty Blood/MBAACC/Arcueid Brunestud/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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The moves in number and strength order. Explain no how the moves works, what it's best suited for and where it lacks.
Fast low kick, decent range, chainable into itself or 5A. Best move for mashing out, good in pressure.
 
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| width="" | ''' <font size = "3">5A</font>  '''
| width="" | ''' <font size = "3">5A</font>  '''
 
Fast elbow jab, shorter range, chainable into itself or 2A. Very plus on block so good move for tick throw/6C mixups. In alternating 5A2A pressure can whiff and then go into 5B to catch mashing. Can be used as an anti-air but not very reliable.
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| width="" style="background:#E8E8E8;"| ''' <font size = "3">2B</font> '''
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2B</font> '''


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Solid low poke with a very nice hitbox that extends a good distance past Arc's hittable box. Pretty good move for ground footsies or trying to catch landing opponents.


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| width="" | ''' <font size = "3">5B</font> '''
| width="" | ''' <font size = "3">5B</font> '''


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Fast poke that moves Arc slightly forward, great range. Slightly negative on block but staggered 5B 5B frame traps are very strong because of the range it controls.  Dash 5B moves Arc across the screen ridiculously fast and can be used to punish careless backdashes from a distance, catch opponents trying to jump a screenlength away, or slow zoning. This can be easily countered but it should still keep opponent wary from a distance. Can be a semi-reliable anti-air against low aerial approaches. This move can also catch people trying to jump out of frame traps pretty easily but since the hitstun is low, can be difficult to confirm unless you anticipate it.


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| width="" style="background:#E8E8E8;"| ''' <font size = "3">2C</font>  '''
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2C</font>  '''
 
Great low sweep. Fast and long, relatively safe hitbox, easily confirmable into 236B 623B aircombo on most hits for good damage. Will beat many jump-out attempts in pressure strings. Try not to use as an anti-air, you will probably lose badly.
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| width="" | ''' <font size = "3">5C</font> '''
| width="" | ''' <font size = "3">5C</font> '''


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Haven’t found much use for this move outside of pressure. Can be half-charged to fake an unblockable attempt -- this will generally only beat mashing attempts and lose to shields. Special note, if it hits an airborne opponent they will be sent flying to the other side of the screen, hit C again on hit to command airdash and follow them. This is useful for corner carry combos.


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| width="" style="background:#E8E8E8;"| ''' <font size = "3">6C</font> '''
| width="" style="background:#E8E8E8;"| ''' <font size = "3">5[C]</font> '''


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Fully-charged 5C is unblockable. On CH opponent will be sent flying backwards and is comboable. Midscreen use dash 5B to confirm, in corner use anything you want. Easily shieldable/mashable/DPable/anything by non-sleeping opponents but can occasionally take opponents off-guard so use sparingly. May be able to bait an opponent into whiffing a shield -- say, a string like 5A5A dash 5[C], in order to get that ridiculously high CH damage but it's a definite risk.


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| width="" | ''' <font size = "3">#C</font>  '''
| width="" | ''' <font size = "3">6C</font>  '''


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Overhead. Can be special cancelled, standard combo followup is 623A. 236A/B if they block to reset pressure. This move is slow and easily reactable. Has its uses, however. It will counterhit most 2A mash attempts and, if mixed in as a fake tick throw attempt it will beat OS throw/low shield. Since overhead startup looks and sounds like superjump forward can fake it with sj9. Use this move to get in on bad opponents who won’t shield it 100%, otherwise you gotta mix this one up. Damage afterwards is decent though.


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| width="" style="background:#E8E8E8;"| ''' <font size = "3">#C</font>  '''   
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Standard launcher, mostly used in easy combos. Also good in pressure strings for adding extra guard damage before a 236A/B. Can only be special cancelled.


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| width="" | ''' <font size = "3">JA</font> '''
| width="" | ''' <font size = "3">JA</font> '''


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Quick air poke with bad range. Since it’s full moon it needs to be blocked high. Pretty standard, mostly noteworthy for use in fuzzy setups.


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| width="" style="background:#E8E8E8;"| ''' <font size = "3">JB</font> '''
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Average air normal. 6 frame startup, not a lot of active frames and a weak vertical hitbox but good horizontal range.


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| width="" | ''' <font size = "3">JC</font> '''
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7 frame startup, lots of active frames and a very nice hitbox that extends downwards and out from Arc. Good for fishing for counterhits but try to avoid mashing it mindlessly every time you jump, the startup will allow many moves to CH you first (ugh Miyako). Best done pretty early to give it time to establish spacial dominance.
 
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| width="" style="background:#E8E8E8;"| ''' <font size = "3">J2B</font> '''
 
Claw dive, can be blocked either way. Special-cancelable on block or hit, on ground CH easily confirmable into basically any bnb. Somewhat slow and easily punishable, but has its utility. Use when above an airborne opponent to CH them out of poorly placed attacks, to punish mashing on the ground, or in pressure. Fun-to-use and can go into good damage even midscreen if willing to burn meter. Will trade with many anti-airs (this generally results in terrible things for the Arc player) and if opponent is on top of things they can punish outright whiffs.


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| width="" style="background:#E8E8E8;"| ''' <font size = "3">J6C</font> '''


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| width="" | ''' <font size = "3">J2C</font> '''
 
Combo ender. Ground techable, punish back and neutral techs with j2B and forward techs out of the corner with whiffed air-normal into 5A/2A combo but the timing is irritatingly tight. Has a few other non-obvious uses. Moves Arc forward, so you can use its momentum to propel across the screen. This is useful after, say, double super-jumping out of corner pressure, forcing the opponent to reach further for a punish.
 


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Revision as of 20:42, 26 January 2012

Combos

Normal Combos

  • First normal midscreen combos, the corner combos, then character specific combos
explanation


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

Fast low kick, decent range, chainable into itself or 5A. Best move for mashing out, good in pressure.

5A

Fast elbow jab, shorter range, chainable into itself or 2A. Very plus on block so good move for tick throw/6C mixups. In alternating 5A2A pressure can whiff and then go into 5B to catch mashing. Can be used as an anti-air but not very reliable.

2B

Solid low poke with a very nice hitbox that extends a good distance past Arc's hittable box. Pretty good move for ground footsies or trying to catch landing opponents.

5B

Fast poke that moves Arc slightly forward, great range. Slightly negative on block but staggered 5B 5B frame traps are very strong because of the range it controls. Dash 5B moves Arc across the screen ridiculously fast and can be used to punish careless backdashes from a distance, catch opponents trying to jump a screenlength away, or slow zoning. This can be easily countered but it should still keep opponent wary from a distance. Can be a semi-reliable anti-air against low aerial approaches. This move can also catch people trying to jump out of frame traps pretty easily but since the hitstun is low, can be difficult to confirm unless you anticipate it.

2C

Great low sweep. Fast and long, relatively safe hitbox, easily confirmable into 236B 623B aircombo on most hits for good damage. Will beat many jump-out attempts in pressure strings. Try not to use as an anti-air, you will probably lose badly.

5C

Haven’t found much use for this move outside of pressure. Can be half-charged to fake an unblockable attempt -- this will generally only beat mashing attempts and lose to shields. Special note, if it hits an airborne opponent they will be sent flying to the other side of the screen, hit C again on hit to command airdash and follow them. This is useful for corner carry combos.

5[C]

Fully-charged 5C is unblockable. On CH opponent will be sent flying backwards and is comboable. Midscreen use dash 5B to confirm, in corner use anything you want. Easily shieldable/mashable/DPable/anything by non-sleeping opponents but can occasionally take opponents off-guard so use sparingly. May be able to bait an opponent into whiffing a shield -- say, a string like 5A5A dash 5[C], in order to get that ridiculously high CH damage but it's a definite risk.

6C

Overhead. Can be special cancelled, standard combo followup is 623A. 236A/B if they block to reset pressure. This move is slow and easily reactable. Has its uses, however. It will counterhit most 2A mash attempts and, if mixed in as a fake tick throw attempt it will beat OS throw/low shield. Since overhead startup looks and sounds like superjump forward can fake it with sj9. Use this move to get in on bad opponents who won’t shield it 100%, otherwise you gotta mix this one up. Damage afterwards is decent though.

3C

Standard launcher, mostly used in easy combos. Also good in pressure strings for adding extra guard damage before a 236A/B. Can only be special cancelled.

JA

Quick air poke with bad range. Since it’s full moon it needs to be blocked high. Pretty standard, mostly noteworthy for use in fuzzy setups.

JB

Average air normal. 6 frame startup, not a lot of active frames and a weak vertical hitbox but good horizontal range.

JC

7 frame startup, lots of active frames and a very nice hitbox that extends downwards and out from Arc. Good for fishing for counterhits but try to avoid mashing it mindlessly every time you jump, the startup will allow many moves to CH you first (ugh Miyako). Best done pretty early to give it time to establish spacial dominance.

J2B

Claw dive, can be blocked either way. Special-cancelable on block or hit, on ground CH easily confirmable into basically any bnb. Somewhat slow and easily punishable, but has its utility. Use when above an airborne opponent to CH them out of poorly placed attacks, to punish mashing on the ground, or in pressure. Fun-to-use and can go into good damage even midscreen if willing to burn meter. Will trade with many anti-airs (this generally results in terrible things for the Arc player) and if opponent is on top of things they can punish outright whiffs.

J2C

Combo ender. Ground techable, punish back and neutral techs with j2B and forward techs out of the corner with whiffed air-normal into 5A/2A combo but the timing is irritatingly tight. Has a few other non-obvious uses. Moves Arc forward, so you can use its momentum to propel across the screen. This is useful after, say, double super-jumping out of corner pressure, forcing the opponent to reach further for a punish.


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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