Melty Blood/MBAACC/Powered Ciel/Half Moon: Difference between revisions

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=Combos=
=Combos=
'''Normal Combos'''
'''Normal Combos'''
*First normal midscreen combos, the corner combos, then character specific combos
*'''5B 2B 5C 236B~C 2C 3C jc9 j.B 2C 5A (whiff) 6AA delay 6B 236[A] 2C 5C 4C 3C 214A'''
:explanation
:Confirm from 2AA, j.B/C or ground throw. Guaranteed to carry your opponent to the corner from anywhere. You have to tap C quickly after 236B in order to have it connect, but not too soon or you'll miss the timing. The first 3C may need to be delayed a bit after 2C in order for j.B to hit; j.B itself needs to be pressed a little after Ciel reaches maximum jump height and starts coming down. Make sure to hit the enemy as soon as you can with 6B while they're floating down, as the first hit of 236[A] has to whiff and will hit if they're too low to the ground. The combo ends in a hard knockdown and allows you to go for a 4/6 mixup close to the corner.


'''Corner Combos'''
*'''5B 2B 2C 5C 6B 236[A] 2C 5C 6B 236[A] 2C 5C 4C 3C 214A'''
:Powerful corner combo, confirm from 2AA, j.B/C or ground throw. Second 5C needs to be delayed a fraction for the second 6B to connect; if you can't get the timing down, just go straight to 6B from 2C.


'''Metered Combos'''
*'''5B 2B 2C 5C 6B 236[A] 2C 5C 6B 236[A] 2C 5C 3C jc9 j.C j.236AA/j.236B/j.236C'''
*...
:Slight variation of the above combo, ending in another strong corner knockdown if you finish with j.236AA. Ending with 214A is generally a better idea, but if you really want to squeeze out the most damage and possibly end the round, jump cancel the last part and hit j.C j.236B/C.
:...


=Strategy=
=Strategy=

Revision as of 05:33, 2 February 2012

Combos

Normal Combos

  • 5B 2B 5C 236B~C 2C 3C jc9 j.B 2C 5A (whiff) 6AA delay 6B 236[A] 2C 5C 4C 3C 214A
Confirm from 2AA, j.B/C or ground throw. Guaranteed to carry your opponent to the corner from anywhere. You have to tap C quickly after 236B in order to have it connect, but not too soon or you'll miss the timing. The first 3C may need to be delayed a bit after 2C in order for j.B to hit; j.B itself needs to be pressed a little after Ciel reaches maximum jump height and starts coming down. Make sure to hit the enemy as soon as you can with 6B while they're floating down, as the first hit of 236[A] has to whiff and will hit if they're too low to the ground. The combo ends in a hard knockdown and allows you to go for a 4/6 mixup close to the corner.

Corner Combos

  • 5B 2B 2C 5C 6B 236[A] 2C 5C 6B 236[A] 2C 5C 4C 3C 214A
Powerful corner combo, confirm from 2AA, j.B/C or ground throw. Second 5C needs to be delayed a fraction for the second 6B to connect; if you can't get the timing down, just go straight to 6B from 2C.
  • 5B 2B 2C 5C 6B 236[A] 2C 5C 6B 236[A] 2C 5C 3C jc9 j.C j.236AA/j.236B/j.236C
Slight variation of the above combo, ending in another strong corner knockdown if you finish with j.236AA. Ending with 214A is generally a better idea, but if you really want to squeeze out the most damage and possibly end the round, jump cancel the last part and hit j.C j.236B/C.

Strategy

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

Half

Spacing

Pressure

Move Descriptions

Normal Moves

2A

While crounching, Ciel does a low knife jab at your opponent's feet. The purple effect trailing from the knife doesn't count in its hitbox. This move has the same animation as Crescent's 2A. This move hits as a low. This move is air unblockable. Deals approximately 300 dmg [.720 proration].

5A

-

2B

-

5B

-

6B

-

2C

-

3C

-

5C

-

4C

-

6C

-

JA

-

JB

-

JC

The moves in number and strength order. Explain how the moves works, what it's best suited for and where it lacks.

-

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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