Melty Blood/MBAACC/Arcueid Brunestud/Crescent Moon: Difference between revisions
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=Strategy= | =Strategy= | ||
Do what you need to do to extrapolate on the character. Here are example categories below. | Do what you need to do to extrapolate on the character. Here are example categories below. | ||
==Spacing== | ==Spacing== | ||
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{| border="0" cellspacing="5" width="100%" | {| border="0" cellspacing="5" width="100%" | ||
| width="" style="background:#E8E8E8;"|''' <font size = "3">2A</font> ''' | | width="" style="background:#E8E8E8;"|''' <font size = "3">2A</font> ''' | ||
Standard jab that hits low | Standard jab that hits low. +1 on block. | ||
|- | |- | ||
| width="" | ''' <font size = "3">5A</font> ''' | | width="" | ''' <font size = "3">5A</font> ''' | ||
Standard jab that whiffs on most non-point-blank crouching opponents | Standard jab that whiffs on most non-point-blank crouching opponents. -1 on block. | ||
|- | |- | ||
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2B</font> ''' | | width="" style="background:#E8E8E8;"| ''' <font size = "3">2B</font> ''' | ||
A decent poke with low recover that advances forward, useful for cross-downs | A decent poke with low recover that advances forward, useful for cross-downs. -4 on block. | ||
|- | |- | ||
| width="" | ''' <font size = "3">5B</font> ''' | | width="" | ''' <font size = "3">5B</font> ''' | ||
Can be charged for an overhead, or used half-charged followed by 2B for a feint overhead | Can be charged for an overhead, or used half-charged followed by 2B for a feint overhead. -4 on block. Charged is -10 on block. | ||
|- | |- | ||
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2C</font> ''' | | width="" style="background:#E8E8E8;"| ''' <font size = "3">2C</font> ''' | ||
A sweep that reaches pretty far and high. Long recover | A sweep that reaches pretty far and high. Long recover. -6 on block. | ||
|- | |- | ||
| width="" | ''' <font size = "3">5C</font> ''' | | width="" | ''' <font size = "3">5C</font> ''' | ||
Can be charged for a slow unblockable | Can be charged for a slow unblockable. -9 on block. | ||
|- | |- | ||
| width="" style="background:#E8E8E8;" | ''' <font size = "3">3C</font> ''' | | width="" style="background:#E8E8E8;" | ''' <font size = "3">3C</font> ''' | ||
A | A swipe up which launches opponents (grounded or in the air). Has clash frames at her head before the hit, and has a disjointed hitboxe above her head. - 10 on block. | ||
|- | |- | ||
| width="" | ''' <font size = "3">4C</font> ''' | | width="" | ''' <font size = "3">4C</font> ''' | ||
Launcher used in many combos. Can be charged as an overhead | Launcher used in many combos. Can be charged as an overhead. -24 on block. Charged is -27 on block. | ||
|- | |- | ||
| width="" style="background:#E8E8E8;"| ''' <font size = "3">jA</font> ''' | | width="" style="background:#E8E8E8;"| ''' <font size = "3">jA</font> ''' |
Revision as of 15:15, 27 January 2012
Combos
Input | Damage (on V.Sion) | Meter generation | Meter cost | Video |
---|---|---|---|---|
Anywhere | ||||
2A 5B 2B 2C 4C j.BC j.ABC j.6AD | 3764 | 66% | 0% | To be filled |
2A 5B 2B 2C 5C 623B - 6B j.BC j.ABC j.6AD | 4161 | 77% | 0% | To be filled |
2A 5B 2B 2C - 4C j.66 j.C 5B 2B 2C 4C j.BC j.ABC j.6AD | 4445 | 104% | 0% | To be filled |
2A 5B 2B 2C - 4C j.2AB j.63214A 5B 2B 2C 4C j.BC j.ABC j.6AD | 4737 | 71.8% (21.8%) | 50% | http://www.youtube.com/watch?v=cbMpIlUMFso |
2A 5B 2B 2C - 4C j.66 - j.C 2C - 4C j.66 j.C j.63214A j.ABC j.ABC j.6AD | 4641 | 116% | 0% | http://www.youtube.com/watch?v=-pHKObR2a9w |
2A 5B 2B 2C - 4C j.66 - j.C 2C 2A(whiff) 2A 2C - 4C j.BC j.ABC j.6AD | 4570 | 104% | 0% | To be filled |
Full Screen | ||||
2A 5B 2B 2C 5C j.B (2nd hit) j.63214A land j.ABC j.ABC j.6AD | 3636 | 80% | 0% | To be filled |
2A 5B 2B 2C - 4C j.66 j.C 2C 5C j.B (2nd hit) land 5A 5B 2B 2C 4C j.ABC j.ABC j.6AD | To be filled | To be filled | 0% | To be filled |
Corner | ||||
2A 5B 2B 2C - 5C - 236[B] 2A 5B 2B 2C - 5C - 236[B] 2A 5B 2B 2C 4C j.BC j.ABC j.6AD | 4995 | 154% | 0% | To be filled |
2A 5B 2B 2C - 5C - 236[B] - j.63214B 5B 2B 2C - j.63214B 5B 2B 2C - 5C - 236[B] - j.63214B 5B 2B 2C 4C j.BC j.ABC j.6AD | 5698 | 194% | 0% | http://www.youtube.com/watch?v=V1ymxeV2LyM |
2A 5B 2B 2C - j.63214C 6/66 5B 2B 2C - 5C - 236[B] - j.63214B 5B 2B 2C - 5C - 236[B] - j.63214B 5B 2B 2C 4C j.BC j.ABC j.6AD | 5842 | 147.2% (47.2%) | 100% | To be filled |
Notes:
- - During the corner wall bounce combos, almost every component of the loop has to be delayed (where '-' is noted). You need to do this in order to keep your opponent as low as possible, without reaching OTG
- - If having trouble with the j.63214B 5B link, do your best to do the TK as low as possible
- - Aforementioned combos use standard air combo finishers. However, you can do pretty much every finisher after a 2C. Some options are:
4C j.(A)BC j.ABC j.6AD | High damage, standard oki |
4C j.BC j.ABC j.2C | High damage, techable oki, OTG with j.63214C if no tech |
623A | Long oki |
236A 236A 214A | Long oki, OTG. 623C OTG if done on an airbone opponent |
5C - 236[B] | Long oki and corner space |
Strategy
Do what you need to do to extrapolate on the character. Here are example categories below.
Spacing
Pressure
Move Descriptions
Normal Moves
2A
Standard jab that hits low. +1 on block. |
5A
Standard jab that whiffs on most non-point-blank crouching opponents. -1 on block. |
2B
A decent poke with low recover that advances forward, useful for cross-downs. -4 on block. |
5B
Can be charged for an overhead, or used half-charged followed by 2B for a feint overhead. -4 on block. Charged is -10 on block. |
2C
A sweep that reaches pretty far and high. Long recover. -6 on block. |
5C
Can be charged for a slow unblockable. -9 on block. |
3C
A swipe up which launches opponents (grounded or in the air). Has clash frames at her head before the hit, and has a disjointed hitboxe above her head. - 10 on block. |
4C
Launcher used in many combos. Can be charged as an overhead. -24 on block. Charged is -27 on block. |
jA
Standard jA that hits mid |
jB
A move that hits twice, and as such often wastes air counter hits. The first part of the move hits upwards, and the second part hits downwards. Only the second part will come out if you input the move while falling |
j2B
A claw dive with not-so-many active frames. Big recover, very situational, can be cancelled into ground specials. Hits mid |
jC
Decent priority and a lot of active frames |
j2C
Changes your trajectory, can be used as a sort of airdash. 2 parts, the second one having huge priority but coming very late during the move. Can be neutral/positive on block if done at very low height. Hits mid |
Special Moves
Name ?JP name? - 22ABC
|
?? - 236ABC
|
?? - 28ABC
|
?? - 623ABC
|
?? - 214ABC
|
?? - 421ABC
|
?? - J22ABC
|
?? - 426ABC
|
?? - BC
|
Arc Drive
??
|
Another Arc Drive
??
|
Last Arc
??
|