Melty Blood/MBAACC/Arcueid Brunestud/Half Moon: Difference between revisions
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| width="" style="background:#E8E8E8;"| ''' <font size = "3"> Name 「JP name」 - | | width="" style="background:#E8E8E8;"| ''' <font size = "3"> Name 「JP name」 - 22ABC</font>''' | ||
* '''(Description)''' - Arcueid hops up, slashing above her and leaving herself open if she misses. Air unblockable. Pretty straightforward move | * '''(Description)''' - Arcueid hops up, slashing above her and leaving herself open if she misses. Air unblockable. Pretty straightforward move. Non-EX versions can be followed up with j.66ABC attack on hit, which can in turn cancel into j.22C. | ||
* '''(A version)''' - A short and quick anti-air move that's the least easy to punish if blocked or whiffed. No invincibility, can be followed up with j.66A or j.66C (100%) to maximize damage. Can also be comboed from on CH if the opponent is hit high enough. | * '''(A version)''' - A short and quick anti-air move that's the least easy to punish if blocked or whiffed. No invincibility, can be followed up with j.66A or j.66C (100%) to maximize damage. Can also be comboed from on CH if the opponent is hit once, and high enough. | ||
* '''(B version)''' - More damage and range than the A version, but far easier to punish if done at the wrong time, | * '''(B version)''' - More damage and range than the A version, but far easier to punish if done at the wrong time. Has a tiny bit of invincibility, but stops shortly before the attack frames, so not as useful of a DP as some others. Follow up with j.66B or j.66C (100%) for more damage. | ||
* '''(EX version)''' - Arcueid gains a good deal of invincibility and creates two giant slashes upwards in the air. Very damaging and insanely unsafe if it doesn't hit. Like a lot of her EX moves, can be used to pick up an opponent in OTG state, tacking on some damage that may just do them in. | * '''(EX version)''' - Arcueid gains a good deal of invincibility and creates two giant slashes upwards in the air. Very damaging and insanely unsafe if it doesn't hit. Like a lot of her EX moves, can be used to pick up an opponent in OTG state, tacking on some damage that may just do them in. | ||
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| width="" style="background:#E8E8E8;"| ''' <font size = "3"> Name 「JP name」 - J.22ABC</font>''' | |||
* '''(Description)''' - The same aerial slash as the ground 22B version, you probably won't find yourself using this except to squeeze some more damage out of your air combo finishers. | |||
* '''(A version)''' - Same as the ground A version except that it for some reason has even more invincibility than the ground 22B version. Crazy. You can try to use this as an aerial reversal in a few cases, but remember that you're vulnerable until after you land afterwards. | |||
* '''(B version)''' - Same as the ground B version, with no invincibility. | |||
* '''(EX version)''' - Same as the ground EX version. Still invincible. | |||
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Revision as of 07:30, 1 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.
Half
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」 - 236ABC
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Name 「JP name」 - 214ABC
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Name 「JP name」 - 22ABC
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Name 「JP name」 - J.22ABC
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Name 「JP name」 - 623ABC
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Name 「JP name」 - 421ABC
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Name 「JP name」 - J.421ABC
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Arc Drive
Marble Phantasm 「JP Name」- 41236C (during Heat)
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