Melty Blood/MBAACC/Red Arcueid/Half Moon: Difference between revisions

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=Move Descriptions=
=Move Descriptions=
==Normal Moves==
==Normal Moves==
{{MoveData|image=Placeholder.png|caption=|name=2A|data= {{AttackData-MB |damage=280 |reddamage=180 |proration=70% |circuit=3.5% |cancel= |guard=HL |startup=5 |active=3 |recovery= |frameAdv= |invuln= | |description=Rather slow, but good range. Not a low.}}}}
<br/>{{MoveData|image=Placeholder.png|caption=|name=5A|data= {{AttackData-MB |damage=350 |reddamage=200 |proration=75% |circuit=4.0% |cancel= |guard=HL |startup=5 |active=4 |recovery= |frameAdv= |invuln= | |description=Decent anti-air, doesn’t hit crouchers.}}}}
<br/>{{MoveData|image=Placeholder.png|caption=|name=5A6A|data= {{AttackData-MB |damage= |reddamage= |proration= |circuit= |cancel= |guard= |startup= |active= |recovery= |frameAdv= |invuln= | |description=}}}}
<br/>{{MoveData|image=Placeholder.png|caption=|name=5A6AA|data= {{AttackData-MB |damage= |reddamage= |proration= |circuit= |cancel= |guard= |startup= |active= |recovery= |frameAdv= |invuln= | |description=Good for creating frame traps from 5A or hunting back dashes midscreen. By regular H-moon rules, the second hit can only be canceled into specials.}}}}


{| border="0" cellspacing="5" width="100%"
<br/>{{MoveData|image=Placeholder.png|caption=|name=2B|data= {{AttackData-MB |damage=700 |reddamage=400 |proration=75% |circuit=6.0% |cancel= |guard=L |startup=6 |active=5 |recovery= |frameAdv= |invuln= | |description=Fairly active sweep-like move that trips the opponent but doesn’t give hard knockdown on air hit. It can also be used as anti air when properly positioned because of how low to the ground she sticks, low profiling a lot of moves.}}}}
| width="" style="background:#E8E8E8;"|''' <font size = "3">2A</font> '''
<br/>{{MoveData|image=Placeholder.png|caption=|name=5B|data= {{AttackData-MB |damage= |reddamage= |proration= |circuit= |cancel= |guard= |startup= |active= |recovery= |frameAdv= |invuln= | |description=Her best combo starter, can catch jump outs when properly spaced. Has a short cancel window by Melty standards.}}}}
<br/>{{MoveData|image=Placeholder.png|caption=|name=5(B)|data= {{AttackData-MB |damage= |reddamage= |proration= |circuit= |cancel= |guard= |startup= |active= |recovery= |frameAdv= |invuln= | |description=Half charging 5B makes it a 2 hit move and moves her forward more, increasing the move’s reach. The first hit will trip crouching opponents so you may need to adjust the combo in case it hits.}}}}
<br/>{{MoveData|image=Placeholder.png|caption=|name=5[B]|data= {{AttackData-MB |damage= |reddamage= |proration= |circuit= |cancel= |guard= |startup= |active= |recovery= |frameAdv= |invuln= | |description=Full charging 5B makes it an overhead and grants a short period of armor just before going active. Too much proration to be scary but pretty good range for an overhead.}}}}


The moves in number and strength order. Explain no how the moves works, what it's best suited for and where it lacks.
<br/>{{MoveData|image=Placeholder.png|caption=|name=2C|data= {{AttackData-MB |damage=1000 |reddamage=700 |proration=75% |circuit=9.0% |cancel= |guard=L |startup=7 |active=4 |recovery= |frameAdv= |invuln= | |description=Has the longest reach out of all her normals and is a low. It’s possible to connect with 623B for a combo unless you are too far.}}}}
<br/>{{MoveData|image=Placeholder.png|caption=|name=3C|data= {{AttackData-MB |damage= |reddamage= |proration= |circuit= |cancel= |guard= |startup= |active= |recovery= |frameAdv= |invuln= | |description=Slow and armored attack that hits low and gives hard knockdown. Punishable on block if done too close. Hitting on OTG always launches the opponent at a specific height, making it consistent to combo of from (by linking a 5C) regardless of gravity.}}}}
<br/>{{MoveData|image=Placeholder.png|caption=|name=5C|data= {{AttackData-MB |damage=975 |reddamage=700 |proration=90% |circuit=9.8% |cancel= |guard=HL |startup= |active=4 |recovery= |frameAdv= |invuln= | |description=Fastest normal outside of 2A/5A so it is good for interrupting pressure. Might whiff on some low profile moves, or blocking female crouchers if done at max range.}}}}
<br/>{{MoveData|image=Placeholder.png|caption=|name=5[C]|data= {{AttackData-MB |damage=2500 |reddamage=2000 |proration=100% |circuit=18.0% |cancel= |guard=Unblockable |startup=42 |active=2 |recovery= |frameAdv= |invuln= | |description=Fully charging it extends the reach and makes it a really slow but quite damaging unblockable. Mix it up with 5[B] to catch people sleeping.}}}}


|-
<br/>{{MoveData|image=Placeholder.png|caption=|name=j.A|data= {{AttackData-MB |damage=300 |reddamage=150 |proration=75% |circuit=3.0% |cancel= |guard=HL |startup=5 |active=4 |recovery= |frameAdv= |invuln= | |description=Decent air to air move, slightly slower than j.B so you won’t be using it much outside of combos.}}}}
| width="" | ''' <font size = "3">5A</font>  '''
<br/>{{MoveData|image=Placeholder.png|caption=|name=j.B|data= {{AttackData-MB |damage= |reddamage= |proration= |circuit= |cancel= |guard= |startup= |active= |recovery= |frameAdv= |invuln= | |description=Her only air normal that hits overhead. Great air to air move due to its range and priority. To get maximum damage when expecting air counter hit I suggest buffering airdash behind the first hit so the second doesn’t come out. Also very strong when used defensively while air dashing backwards. If used in air to ground situations it must be done either high enough so that she falls with the second hit at ground level or low enough that the first hit will connect with crouchers.}}}}
 
<br/>{{MoveData|image=Placeholder.png|caption=|name=j.C|data= {{AttackData-MB |damage=950 |reddamage=650 |proration=90% |circuit=9.5% |cancel= |guard=HL |startup=5 |active=2 |recovery= |frameAdv= |invuln= | |description=Good vertical hitbox to challenge from below. On hit, will send the opponent upwards. Is not an overhead.}}}}
-
<br/>{{MoveData|image=Placeholder.png|caption=|name=j.2C|data= {{AttackData-MB |damage= |reddamage= |proration= |circuit= |cancel= |guard= |startup= |active= |recovery= |frameAdv= |invuln= | |description=She spins around hitting in a circle with her claws. Mostly a combo ender for a little more damage and meter gain, although it creates distance between you and the opponent. It has armor through all the active frames so it could be used to challenge in the air, but it is punishable on block.}}}}
 
|-
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2B</font> '''
 
-
 
|-
| width="" | ''' <font size = "3">5B</font> '''
 
-
 
|-
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2C</font>  '''
 
-
 
|-
| width="" | ''' <font size = "3">5C</font> '''
 
-
 
|-
| width="" style="background:#E8E8E8;"| ''' <font size = "3">6C</font> '''
 
-
 
|-
| width="" | ''' <font size = "3">#C</font>  '''
 
-
 
|-
| width="" style="background:#E8E8E8;"| ''' <font size = "3">#C</font> ''' 
 
-
 
|-
| width="" | ''' <font size = "3">JA</font> '''
 
-
 
|-
| width="" style="background:#E8E8E8;"| ''' <font size = "3">JB</font> '''
 
-
 
|-
| width="" | ''' <font size = "3">JC</font> '''
 
-
 
|-
| width="" style="background:#E8E8E8;"| ''' <font size = "3">J6C</font> '''
 
-
 
|}


==Special Moves==
==Special Moves==

Revision as of 10:36, 3 February 2020

Combos

This page is a translation from the French wiki BasGrosPoing.

Original can be seen at : http://wiki.basgrospoing.fr/index.php/Melty_Blood/Red_Arcueid/Half_Moon

Be sure to check this article about H-Warcueid: https://drunkardshade.com/2015/12/28/melty-bits-h-red-arcueid/

  (2A) > 5B > 5C > 2C > 623A/B > [8] > j.CAB(2) > airdash jB(1) > dj.AB(1)C > j2C
The jump-cancel timing is tight, holding [8] is recommanded.
Use "623A" if you're too close, or else "623B" might not hit.
  (2A) > 5B > delay 2C > 5C > 5A6AA > 22A > 623B > [8] > j.AB(1)C > dj.AB(1)C > j2C
Combo harder to execute, but deals more damage than other combos if starting from "2A".
  (2A) > 5B > 5C > 2C > 623A/B > [9] > j.B(1)C > j22B > sdj.AB(1)C > j2C
Corner combo, the enemy can bounce on the wall, deals more damage.
  (2A) > 5B > 5C > 2C > 623A/B > [8] > j.CAB(2) > airdash jB(1) > dj.AB(1) > j214A > j214C
Midscreen combo with meter with knockdown ending.
Safe-jump can be done with a high-jump. 
  (2A) > 5B > 5C > 2C > 623A/B > [8] > j.CAB(2) > airdash jB(1) > dj.AB(1) > j214A > j214C > 3C > 3C
Corner combo with meter, then safe-jump or meaty bloodring.
  AirCounter > 5B > 5C > 2C > j.AB(1)C > dj.AB(1)C > j2C
AirCounter combo.
If AirCounter with a bloodring, possibility to add "3C" before "5B" for more damage.

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
Placeholder.png
Damage Red Damage Proration Cancel Guard
280 180 70% - HL
First Active Active Recovery Frame Adv Circuit Invuln
5 3 - - 3.5% -

Rather slow, but good range. Not a low.


5A
Placeholder.png
Damage Red Damage Proration Cancel Guard
350 200 75% - HL
First Active Active Recovery Frame Adv Circuit Invuln
5 4 - - 4.0% -

Decent anti-air, doesn’t hit crouchers.


5A6A
Placeholder.png
Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - - - - -


5A6AA
Placeholder.png
Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - - - - -

Good for creating frame traps from 5A or hunting back dashes midscreen. By regular H-moon rules, the second hit can only be canceled into specials.


2B
Placeholder.png
Damage Red Damage Proration Cancel Guard
700 400 75% - L
First Active Active Recovery Frame Adv Circuit Invuln
6 5 - - 6.0% -

Fairly active sweep-like move that trips the opponent but doesn’t give hard knockdown on air hit. It can also be used as anti air when properly positioned because of how low to the ground she sticks, low profiling a lot of moves.


5B
Placeholder.png
Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - - - - -

Her best combo starter, can catch jump outs when properly spaced. Has a short cancel window by Melty standards.


5(B)
Placeholder.png
Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - - - - -

Half charging 5B makes it a 2 hit move and moves her forward more, increasing the move’s reach. The first hit will trip crouching opponents so you may need to adjust the combo in case it hits.


5[B]
Placeholder.png
Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - - - - -

Full charging 5B makes it an overhead and grants a short period of armor just before going active. Too much proration to be scary but pretty good range for an overhead.


2C
Placeholder.png
Damage Red Damage Proration Cancel Guard
1000 700 75% - L
First Active Active Recovery Frame Adv Circuit Invuln
7 4 - - 9.0% -

Has the longest reach out of all her normals and is a low. It’s possible to connect with 623B for a combo unless you are too far.


3C
Placeholder.png
Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - - - - -

Slow and armored attack that hits low and gives hard knockdown. Punishable on block if done too close. Hitting on OTG always launches the opponent at a specific height, making it consistent to combo of from (by linking a 5C) regardless of gravity.


5C
Placeholder.png
Damage Red Damage Proration Cancel Guard
975 700 90% - HL
First Active Active Recovery Frame Adv Circuit Invuln
- 4 - - 9.8% -

Fastest normal outside of 2A/5A so it is good for interrupting pressure. Might whiff on some low profile moves, or blocking female crouchers if done at max range.


5[C]
Placeholder.png
Damage Red Damage Proration Cancel Guard
2500 2000 100% - Unblockable
First Active Active Recovery Frame Adv Circuit Invuln
42 2 - - 18.0% -

Fully charging it extends the reach and makes it a really slow but quite damaging unblockable. Mix it up with 5[B] to catch people sleeping.


j.A
Placeholder.png
Damage Red Damage Proration Cancel Guard
300 150 75% - HL
First Active Active Recovery Frame Adv Circuit Invuln
5 4 - - 3.0% -

Decent air to air move, slightly slower than j.B so you won’t be using it much outside of combos.


j.B
Placeholder.png
Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - - - - -

Her only air normal that hits overhead. Great air to air move due to its range and priority. To get maximum damage when expecting air counter hit I suggest buffering airdash behind the first hit so the second doesn’t come out. Also very strong when used defensively while air dashing backwards. If used in air to ground situations it must be done either high enough so that she falls with the second hit at ground level or low enough that the first hit will connect with crouchers.


j.C
Placeholder.png
Damage Red Damage Proration Cancel Guard
950 650 90% - HL
First Active Active Recovery Frame Adv Circuit Invuln
5 2 - - 9.5% -

Good vertical hitbox to challenge from below. On hit, will send the opponent upwards. Is not an overhead.


j.2C
Placeholder.png
Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - - - - -

She spins around hitting in a circle with her claws. Mostly a combo ender for a little more damage and meter gain, although it creates distance between you and the opponent. It has armor through all the active frames so it could be used to challenge in the air, but it is punishable on block.

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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