Melty Blood/MBAACC/Shiki Ryougi/Half Moon: Difference between revisions

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* xx > 2C > tk 236B > 5BB > 214A > (microwalk) 2C > 3A~C > 421C > 66 6A+B
* xx > 2C > tk 236B > 5BB > 214A > (microwalk) 2C > 3A~C > 421C > 66 6A+B
: The "roll" mixup, sets up a left/right mixup in the corner that can be [https://youtu.be/PhR9lFr5FmM looped] for consistent setplay. Rolling as soon as possible will always leave Ryougi on the right side, crossing up the opponent. The strength of this mixup however comes from understanding how long you can hold run, while still making the roll cross up. Once you understand the timing, you can make which side you'll end up on after rolling look very ambiguous. 2A/2B are the preferred options after you've picked a side to land on, but you can also IAD > j.C to present a high option too.
: The "roll" mixup, sets up a left/right mixup in the corner that can be [https://youtu.be/PhR9lFr5FmM looped] for consistent setplay. Rolling as soon as possible will always leave Ryougi on the opposite side, crossing up the opponent. The strength of this mixup however comes from understanding how long you can hold run, while still making the roll cross up. Once you understand the timing, you can make which side you'll end up on after rolling look very ambiguous. 2A/2B are the preferred options after you've picked a side to land on, but you can also IAD > j.C to present a high option too.  


* xx > 2C > tk 236B > 5BB > 214A > (microwalk) 2C > 3A~C > 624A  
* ... (microwalk) 2C > 3A~C > 624A  
: Knife throw mixup, same lead up as the previous setup. Once you throw the knife, jump straight up with "9" and then drift with "6" to make a left/right mixup. How long you hold drift will determine which side you end up on. Once you land, you can meaty with 2A. Alternatively, you can airdash back > j.C after jumping for a quick cross up overhead, catching the knife in midair in the process.
: Knife throw mixup, same lead up as the previous setup. Once you throw the knife, jump straight up with "9" and then drift with "6" to make a left/right mixup. How long you hold drift will determine which side you end up on. Once you land, you can meaty with 2A. Alternatively, you can airdash back > j.C after jumping for a quick cross up overhead, catching the knife in midair in the process.
*... (microwalk) 2C > 3A~C > 624C
: Enhanced knife throw mixup, super jump to catch the knife as its falling, allowing you to perform numerous mixup options. If you don't press anything else and simply fall after catching the knife, you'll pass through the opponent and cross them up. After you cross up but before you land, jump forward and quickly air dash backwards to do an overhead with j.C. You can also airdash back > j.B after catching the knife to stay on the same side. With so many options to choose from, this is easily one of Ryougi's best mixups if you have the meter for it.


=== Defense ===
=== Defense ===

Revision as of 14:10, 23 May 2021

Character Page Progress

This page is mostly complete, consider joining as an editor to help finish it up. Please update this character's roadmap page when one of the editing goals have been reached. When no main goals are left, please remove this section from this page.

In Progress To-do
  • General Gameplan:
    • Finish WIP pressure sections, improve and update existing information. Shorten sections that arent as important so someone doesnt inevitably hyperfixate on one aspect of the character that doesnt matter as much.
    • Continue improving grammar and look of the page
  • Combos:
    • Add damage, meter gain/given numbers and video links to existing combos.
    • Clean up combo section and remove redundant / irrelevant routes.


Additional Resources

H-Ryougi Match Video Database
Melty Bits: H-Ryougi

Players to watch/ask

JP:

  • Text goes here after asterisk
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NA:

Overview

Strengths / Weaknesses
Strengths
  • Text goes here after asterisk
  • Text goes here after asterisk
Weaknesses
  • Place text here be sure to use "*" for each point*

General Gameplan

Work in Progress.

Half-moon Ryougi lacks the unblockables of Crescent and Full Moon. However, her normals have better reach than Crescent's, while retaining the ability to Reverse Beat. Additionally, Half is the only moon capable of catching the knife in the air, allowing for an extremely tricky mixup and some additional options.

Neutral

Since Ryougi doesn't have great ground-to-air or air-to-ground tools, you should usually try to approach aerial opponents from the air, and grounded opponents from the ground. With good spacing, you can discourage jumps with her air-unblockable 5B. Her 5A 6AA series also serves as a decent anti-air due to hitbox and startup buffs.

Pressure

Use 2A or 5A as whiff cancels in blockstrings. 22A can also be used if you have the knife, but the knife is usually better saved for her guard crush string.

Pressure String Components

  • (2A) > 5B~B > 2B > 5C > 2C > 3C
Generic string. +1 on block.
  • 2B > 5A(w)6A
Frametrap
  • 5A > 6A > 4C > 22A
Overhead attempt, made safe by the knife. Does not work off of 5A6AA; you must cancel the second hit in the series. Additionally if the 4C connects, 22A will confirm the combo.
  • 5A > 6A > 5B~B
Delay 5BB slightly to avoid Reverse Beat. Use this to condition the opponent to not expect the overhead after 5A6A.
  • 22A > (2A)/(5B)/(2B)
22A is at least +5 on block; 2A will be airtight if you are close enough, 2B/5B will frametrap and catch jumps, microdash 5A6A will catch jumps and resets pressure if they don't respond to the 5A whiffing crouch, or you could dash up 2A for a pressure reset. The disadvantage is that you lose the knife, but there are ways around this...
  • (Corner) (Close Starter) > 3C > 22A , 66 > (throw)
In corner, if you don't do 5C or 2C (which pushes you out too far), a 22A knife throw will bounce back and land right on top of you. You get a free blockstring reset and then you can do...
  • (on top of knife) ... 3C > (22X pickup) , (2A)/(5B)/(2C)/(etc.)
Picking up the knife after a 3C will give you extra frame advantage, which you can use to do an airtight 2A or frametrap with a 2B or 5B.
  • (Corner) 22C , 66 > (throw)
There are a couple of advantages to using 22C over 22A. First, if you are not smack in the corner, the knife will hit multiple times, giving you huge frame advantage and time to do basically anything you want. Second, it comes out faster than 22A, which means you can do 2C 22C without suffering from 2C's pushback, meaning you can use this to close the distance mid-blockstring. You can use this as a safe way to reset distance in a pressure string if you don't want to risk getting poked out of a dash.

Okizeme

(All setups assume the opponent is cornered)

  • xx > 2C > tk 236B > 5BB > 214A > (microwalk) 2C > 3A~C > 421C > 66 6A+B
The "roll" mixup, sets up a left/right mixup in the corner that can be looped for consistent setplay. Rolling as soon as possible will always leave Ryougi on the opposite side, crossing up the opponent. The strength of this mixup however comes from understanding how long you can hold run, while still making the roll cross up. Once you understand the timing, you can make which side you'll end up on after rolling look very ambiguous. 2A/2B are the preferred options after you've picked a side to land on, but you can also IAD > j.C to present a high option too.
  • ... (microwalk) 2C > 3A~C > 624A
Knife throw mixup, same lead up as the previous setup. Once you throw the knife, jump straight up with "9" and then drift with "6" to make a left/right mixup. How long you hold drift will determine which side you end up on. Once you land, you can meaty with 2A. Alternatively, you can airdash back > j.C after jumping for a quick cross up overhead, catching the knife in midair in the process.
  • ... (microwalk) 2C > 3A~C > 624C
Enhanced knife throw mixup, super jump to catch the knife as its falling, allowing you to perform numerous mixup options. If you don't press anything else and simply fall after catching the knife, you'll pass through the opponent and cross them up. After you cross up but before you land, jump forward and quickly air dash backwards to do an overhead with j.C. You can also airdash back > j.B after catching the knife to stay on the same side. With so many options to choose from, this is easily one of Ryougi's best mixups if you have the meter for it.

Defense

Without meter, Ryougi's defensive options are very limited. Parry (421X) offers slightly better reward and has more active frames than shielding. It is also riskier though, because you have to know exactly which move the opponent is going to use and where it would hit visually, so that you know which version of parry to use. It isn't something you're going to want to hard read with every time, but it's an option worth keeping in mind against overly aggressive opponents.

With meter however, 22C will be your go to defensive option. While it doesn't have frame 1 invul, it does come out frame 1 and will always hit at least twice unless you're point blank. This means that against meaty attempts, even if the opponent hits you, the knife hitting them will force trades in your favor by allowing you to recover and still have time to convert off of the hits. If the opponent blocks the knife instead, the multi hits will give you a chance to start you own pressure. 22C is strong, but it's important to not be over reliant on it. It can be low profiled by many low to the ground moves, and even by some character's dash animations.

If the opponent has shown that they're knowledgeable about getting around 22C, you should consider using other options. Using Bunker (214D) while in blockstun is a solid way to get the opponent off you, and you can use the hard knockdown time to switch sides if needed. Like with 22C, be careful about where you Bunker in pressure, as it too can be low profiled by some moves.

Lastly, 214C is a frame 1 invul flip that can be used for a quick corner escape. While it does have a lengthy recovery, the distance that it puts you away from the corner is substantial enough that if the opponent doesn't immediately recognize how to punish it, you can get away safely. This should be considered more of a knowledge check than a "go-to" defensive option.

Combos

Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.

For more information, see Glossary and Controls.

X > Y X input is cancelled into Y.
X > delay Y Must wait for a short period before cancelling X input into Y.
X, Y X input is linked into Y, meaning Y is done after X's recovery period.
X+Y Buttons X and Y must be input simultaneously.
X/Y Either the X or Y input can be used.
X~Y This notation has two meanings.
  1. Use attack X with Y follow-up input.
  2. Input X then within a few frames, input Y. Usually used for option selects.
X(w) X input must not hit the opponent (Whiff).
j.X X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.

Applies to all air chain sections:

  • Assume a forward jump cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
sj.X X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
dj.X X input is done after a double jump.
sdj.X X input is done after a double super jump.
tk.X Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
(X) X is optional. Typically the combo will be easier if omitted.
[X] Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
{X} Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
X(N) Attack "X" should only hit N times.
(XYZ)xN XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
(XYZ^) A pre-existing combo labelled XYZ is inserted here for shortening purposes.
CH The first attack must be a Counter Hit.
Air CH The first attack must be a Counter Hit on an airborne opponent.
66 Performs a ground forward dash.
j.66 Performs an aerial forward dash, used as a cancel for certain characters' air strings.
IAD/IABD Performs an Instant AirDash.
AT Performs an Air Throw. (j.6/4A+D)
IH Performs an Initiative Heat.
AD Performs an Arc Drive.
AAD Performs an Another Arc Drive.

Notes:

  • 22X refers to knife pickup, rather than throw.
  • Ryougi can end almost any air combo with either Air Throw or j.236B, favoring positioning and damage respectively.
  • For air combos, Ryougi's j.A, j.B, and j.6B have identical damage, but different hitboxes, different startups, and different changes to the opponent's momentum. You can interchange them in any air combo that uses j.B to see which one works better for you.
  • Rekka ender gives better oki than air throw ender.

Normal Combos

Meterless

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • (2A >) 5BB > 2B > 2C > 5C > j.BC > dj.BC > (AT)/(j.236B)
3553 / 3693


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Basic midscreen BnB. Ending with j.236B nets ~200 more damage, but this forfeits post-airthrow oki.
Normal starter, grounded opponent
  • (2A >) 5BB > 2B > 5C > 2C > 5A6A(A) > j.BC > dj.BC > (AT)/(j.236B)
3708 / 3808 (5A6A)
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
A slightly more damaging version of the basic midscreen BnB. j.236B is used over Air Throw if damage is preferred over oki. On some characters, in order to connect with all three hits of the 6A auto follow ups, you may need to slightly delay it after the 2C. Otherwise, simply omit the third hit and jump cancel the second hit. If using all three hits of 5A6AA, you must delay the first j.B in order to connect an air throw at the end of the combo on most if not all characters.
Normal starter, grounded opponent, knife
Works On: Warachia, Akiha, Powerd Ciel, Nero
  • (2A >) 2B > 5BB > 5C > 2C > 5A > 236B~236A(w)~214A , 2A > 2C > 5C > 22A , 2C > 3C > 623B , 236A~236A~236A
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
One of her most damaging midscreen BnBs, 236A also works on some characters. 214A input is reversed during the rekkas; original input is 236A. Timing is variant depending on the character.
4C starter, grounded opponent
  • 4C > 236A~236A~236A
1495


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Knifeless, meterless overhead combo. Other rekka strings connect, but do less damage. At extremely close range, the third 236A may cross up, giving 214A instead. At this range, inputting 236A 236A 214A gives the normal rekka sequence.
4C starter, grounded opponent, knife
  • 4C > 22A , 5BB > j.BC > dj.(B)C > (AT)/(j.236B)
2266 / 2370


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Basic meterless combo off of Ryougi's ground overhead.
  • The airthrow can be replaced with j.236B.
  • Using 5C instead of 5BB does about 50 more damage, and in some cases lets you recatch the knife.
  • Near the corner, "5BB > j.BC" can be replaced with "5BB > 214A , j.BC".
The window for the 4C > 22A cancel is ~3 frames.
4C starter, grounded opponent, knife
  • 4C > 22A , 2C > 3C > 623B , 2C > 5BB > j.BC > dj.BC > AT
2580


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Advanced midscreen overhead combo. It may be possible to lead into the 623B loop instead of 5BB, but this has not yet been tested.
Normal starter, airborne opponent
  • 5BB > j.BC > dj.BC > AT
2753


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Generic antiair combo.
Normal starter, airborne opponent
  • 5A6AA > j.BC > dj.BC > AT
2937


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Does more damage than the 5BB antiair combo above, and 5A is safer. Requires the enemy to be very close to the ground and/or significant delays between each hit in the 5A 6AA series. This is the standard meterless midscreen combo to confirm into after an air-to-air counterhit.
Counterhit normal starter, airborne opponent
  • CH j.X land (623B Loop^)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Air-to-air counterhits can also be confirmed into the 623B loop.
Counterhit normal starter, airborne opponent, knife
  • CH j.X , (land) 2C > 3C > 5BB > 63214A , 2C > 3C > tk.236B , 5A > (22X)/(22X , 2C > 3C > 22A , 2A > 2C delay 5C)xN > 5A6A6A > 214A , j.BC > dj.BC > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Air-to-air counterhits near the corner, can also be varied with 214C after 214A for 2C > 3C > 22X oki.
(623B Loop)
knife
  • (Starter >) 2C > 3C > 22A , 2C > 3C > 623B , (2C > 623B, )xN , 5BB > j.BC > dj.BC > (AT)/(dj.236B)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
The 623B loop works both midscreen and in the corner. However, 623B crosses through midscreen, and 2C may cross under midscreen depending on spacing and character. Builds a decent bit of meter, and is easier than the Knife Pickup Loop in addition to not being corner-specific. In most circumstances it is possible to do 2-3 reps of 2C > 623B.
(623B Loop)
knife
  • (Starter >) 2C > 3C > 22A , 2C > 3C > 623B , (2C > 623B, )xN , 2C > 236A~236A~236A
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Sweep loop variant ending in rekkas. Provides stronger okizeme than either aircombo-ender variant.

Metered

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, 100% meter, knife
  • (2A >) 5BB > 2B > 5C > 2C > 5A6A(A) > j.BC > dj.BC > j.22C , 2C > 3C > 236A~236A~236A
4012


Meter Gained:  ??? Meter Given (vs C-Moon): ???
An extension of the basic midscreen BnB using H-Ryougi's EX Aerial Knife Throw. Provides good oki and allows for knife pick-up in addition to the extra damage. Uses 100 circuit. Requires being close to the corner in order for the 2C to connect after the EX Aerial knife throw.
Normal starter, grounded opponent, 100% meter
  • (2A >) 5BB > 2B > 5C > 2C > 236A~236A~236A , 236C , j.BC > dj.BC > AT
4644


Meter Gained:  ??? Meter Given (vs C-Moon): ???
A metered combo that works anywhere on the screen. The timing of the jump cancel on the last hit of her EX rekka is odd, but not too difficult once you get used to it. As with most of her air combo enders, you can replace the air throw with j.236B if damage is preferred over oki or if they are too high to get air grabbed, however it only adds around ~100 or so more to the combo.
Normal starter, grounded opponent, 100% meter, knife
  • (2A >) 5BB > 2B > 5C > 2C > tk.236B , 5A > 22A , 2C > 3C > 22X , 2A > 5C > 22C , (22X , 2C > 3C > 22A , 2A > 2C (delay) 5C)x2 > 2C > 3C > 623B , 236A~236A~236A
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
Metered variant of the Sweep Loop. Unlike meterless versions, this is universal.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • (2A >) 2B > 5BB > 5C > 2C (delay) 5A6AA > 214A , (5BB) > j.BC > dj.BC > 4AT
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
A meterless, knifeless corner combo that provides airthrow okizeme. You may need to slightly delay the 6AAA on some characters. Back air throw is required in order to keep the opponent in the corner.
Normal starter, grounded opponent, knife
  • (2A >) 2B > 5BB > 5C > 2C > tk.236B , 5BB > 214A , 2C (delay) 5C > 22A , 2C > 3C > 236A~236A~236A
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
A meterless corner combo that uses knife and keeps the opponent in the corner, in addition to providing good oki and knife pick-up. The rekka ender can be replaced with 623A for okizeme as well. This is Ryougi's best meterless corner combo in terms of both oki and damage, but the timings differ greatly from character to character, making it one of her hardest.
Normal starter, grounded opponent, knife
  • (2A >) 2B > 5BB > 5C > 2C > tk.236B , 5B~B > 214A , walkback 5A > 22A , 2C > 3C > 623B , 236A~236A~236A
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Not as much damage as the above combo but much easier to execute and consistent on the entire cast.
4C starter, grounded opponent, knife
  • 4C > 22A , 5BB > 214A , j.BC > dj.BC > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
A meterless corner combo off of her ground overhead. Provides air throw oki, but doesn't put you right on top of the knife. Midscreen, you simply omit the 214A and jump cancel 5BB into the air combo. If you don't have the knife, you can simply go into 236A~236A~236A off of the overhead.

Knife Pickup Loops

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, knife
Works On: (See Notes)
  • 2A > 2B > 5B~B > 5C > 2C > tk.236B , 5A > (22A , 2C > 3C > 22X , 2A > 2C , (delay) 5C)xN > 2C > 3C > 623B , 236A~236A~236A
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
More than two loops may be possible depending on the character. Works on Aoko, Riesbyfe, V.Sion, Warachia, Akiha, Powerd Ciel, and Seifuku. Possible with very strict timing and / or lots of delays on Tohno, Nanaya, Sion, Hisui, Arc, and Kohaku.
Normal starter, grounded opponent, knife
Works On: (See above)
  • 2A > 2B > 5B~B > 5C > 2C > tk.236B , 5B~B > 214A , ~4 > 5A > (22A , 2C > 3C > 22X > 2A > 2C delay 5C)x2 > 2C > 3C > 623B , 236A~236A~236A
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Slightly more damaging variant. Still character specific.
Normal starter, grounded opponent. knife
Works On: Everyone
  • 2A > 2B > 5B~B > 5C > 2C > tk.236B , 5A > 22A , (2C > 3C > 22X , 5B > 22A ,)xN , (2C > 3C > 22X , 2A > 2C delay 5C > 22A ,)xN , 2C > 3C > 623B , 236A~236A~236A
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Less damage than either of the above but universal on entire cast. Try to go into the 2A > 2C > 5C loop as soon as you build enough gravity for it to work since it deals way more damage than the 5B version. 2B can be used instead of 5B. Makes no real difference, use whatever is easier for you. 2A > 2C may be impossible or at least very difficult on some characters. However, 2A > 5C will always work so long as you have built up enough gravity.

Move Descriptions

Frame Data Help
Header Tooltip
Move Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

Damage Base damage done by this attack.

(X) denotes combined and scaled damage tested against standing V. Sion.

Red Damage Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.

(X) denotes combined damage.

Proration The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.

X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

Startup Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
Active The amount of frames that this move will have a hitbox.

(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

Recovery Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).

If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.

Invul Lists any defensive properties this move has.

X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.

Invicibility:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

Standing Normals

5A
5A
5A~6A~6A
HRyougi5a.png
HRyougi6a.png
HRyougi6aa.png
5A Damage Red Damage Proration Cancel Guard
350 192 75% (O) -N-, -SP-, -CH-, -EX-, (J) H
(Whiffs vs Crouch.)
First Active Active Recovery Frame Adv Circuit Invuln
5 4 11 -3 2.45% -

Close-standing knife swing tilted about 30 degrees up. Can be crouched under, making it useful for ticking. Can be used as an emergency anti-air, but will easily lose to attacks with great jump-in hitboxes unless done preemptively.

5A~6A Damage Red Damage Proration Cancel Guard
600 384 80% (M) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 3 16 -4 4.2% -

Traditional H-Moon combo/blockstring filler. Doesn't whiff on crouching unlike 5A, allowing for a self-contained frame trap. Hitbox is decent enough to be used as an anti-air but probably isn't always worth using because of its follow-up nature.

5A~6A~6A Damage Red Damage Proration Cancel Guard
1000 768 60% (O) (N), SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 4 19 -5 7.0% Clash 11-14

Ryougi swings upwards, identical to her Shield Bunker. Launches on hit allowing for air follow-ups for more damage. Just like 5A6A the hitbox is good for anti-airing but still isn't recommended due to being a follow-up (meaning you have to input 5A6A first, which is roughly 25 frames before this move will become active.)

5B
5B
5B~B
HRyougi5b.png
HRyougi5bb.png
5B Damage Red Damage Proration Cancel Guard
500 240 80% (O) N, SP, CH, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 3 18 -6 3.5% Clash 9-11

Mid-range knife swipe with excellent horizontal range and clash frames. Moves forward very slightly. Her second best combo starter and best overall standing poke; can be repeated into another delayable 5B. It has terrible lag on whiff however, and is prone to backdash-canceling and dodges.

5B~B Damage Red Damage Proration Cancel Guard
600 336 70% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
4 3 18 -4 4.2% Clash 5-7

A close range knife swipe follow-up to her 5B. Has good range, but not as long as her 5B. Keeps her in place. Used primarily in combos and pressure strings to add damage/deplete guard meter.

5C
Fryougurt5C.png
Damage Red Damage Proration Cancel Guard
900 480 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
13 5 17 -4 6.3% Clash 14-18

Long-range horizontal knife swipe; slow. Identical to Full Moon's 5C, but without the charged unblockable. Moves forward slightly, and gives a lot of pushback on block. At max range, opponents can crouch under it. Safe option after a ground throw, as it will connect if the opponent attempts to jump out. Extremely useful for keeping opponents on the ground since it hits from a very long distance at chest height while moving you forward.


Crouching Normals

2A
HRyougi2a.png
Damage Red Damage Proration Cancel Guard
300 144 75% (O) -SE-, -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
4 4 9 -1 2.1% -

Close ranged crouching low kick. Her fastest ground move. Best combo starter. Best whiff cancel move for pressure and stagger strings. Can be used for off-the-ground pick ups.

2B
HRyougi2b.png
Damage Red Damage Proration Cancel Guard
550 384 90% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
8 3 17 -3 3.85% Clash 9-11

Mid-range crouching horizontal knife swipe with clash frames. Good range, and now just as fast as 5B (with less recovery).

2C
Fryougurt2C.png
Damage Red Damage Proration Cancel Guard
900 480 55% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
13 2 28 -12 6.3% -

Slow, long-range crouching low slash that also moves Ryougi forward. Gives an untechable knockdown and hits at a very large arc in front, behind, and a little bit above her. Great option after a ground throw, as it will hit exactly on wakeup. Very useful in blockstrings and staggering combos as it propels Ryougi forward, allowing her to catch any backdash cancels. Had its active frames nerfed from AA to CC, changing the timings on many of her corner combos.

Aerial Normals

j.A
FryougurtJA.png
Damage Red Damage Proration Cancel Guard
350 144 75% (O) N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 3 - - 2.45% -

Horizontal knife slash with good range. Her hitbox covers the attacking box, making it an easy target for counterhits. Not useful for air-to-ground, as it will whiff on crouching opponents. Now her primary move in aerial footsies.

j.B
FryougurtJB1.png
Damage Red Damage Proration Cancel Guard
350 144 80% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
7 2 - - 2.45% -

Similar to the first part of Full Moon's j.B; semi-quick knife slash tilted downwards with amazing range. Despite its nerf in start-up frames, still a good air-to-air move. It has a tendency to whiff on crouching opponents up close, but overall much more reliable than j.A for air-to-ground.

j.C
FryougurtJC.png
Damage Red Damage Proration Cancel Guard
900 384 90% N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
7 3 - - 6.3% -

Best air-to-ground attack. Large vertical knife swing that hits in a large arc from below to very high above her. The attack box extends very high outside of her hitbox, making this an excellent air tech punisher. By far her most damaging air normal, sitting at 900 damage. Not good for air footsies, as her horizontal reach is weaker. This is her only crossup attack, and by comparative standards it is much weaker than the rest of the cast. Hitbox received a slight nerf, but still serves its purpose.

Command Normals

3C
HRyougi3c.png
Damage Red Damage Proration Cancel Guard
600 336 65% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
15 2 17 (20) 1 4.2% -

Fairly quick low sweep with decent range. Used in stagger / pressure strings into 2A/5B for corner pressure. Gives untechable knockdown on hit. Adds a lot of pushback in addition to the frame advantage.

4C
Fryougurt4C.png
Damage Red Damage Proration Cancel Guard
800 576 45% (O) SP, EX H
First Active Active Recovery Frame Adv Circuit Invuln
26 1 35 -9 5.6% -

Extremely close ranged overhead kick. Must be blocked high, and gives an untechable knockdown. On hit it can be cancelled into any special move, however it's recommended to combo into 22A knife throw into a midscreen/corner BnB, or 236A series if you don't have the knife available. Cannot jump cancel or continue reverse beat strings after this move. Start-up frames were nerfed from AA to CC, making it even slower than it already was.

j.6B
FryougurtJB2.png
Damage Red Damage Proration Cancel Guard
350 144 80% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
7 3 - - 2.45% -

Identical to the second part of Full Moon's j.B. Semi-quick knife slash tilted slightly upwards with slightly more range than j.B, with a smaller hitbox to boot. This is the safer option for aerial footsies, as the attacking animation extends significantly farther.

Universal Mechanics

Ground Throw
MB C-Ryougi Throw.png
Damage Red Damage Proration Cancel Guard
1500 960 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 20 13 ~ 18 10.5% -

Ryougi drags the opponent to the ground, stabbing them.

Air Throw
Air Throw
j.4/6A+D
MB C-Ryougi Throw Air Raw.png
Raw
Raw
MB C-Ryougi Throw Air Ender.png
Combo Ender
Combo Ender
Raw /
Combo Ender
Damage Red Damage Proration Cancel Guard
1600 (1408)
1000
(844)
768
35%
100%
- U
First Active Active Recovery Frame Adv Circuit Invuln
1 1 12 -
4 ~ 9
0.0%
7.0%
-

Raw: Ryougi throws the opponent down and slices through them.
Combo: Ryougi drops the opponent straight down then stabs them like in her ground throw.

Shield Counter
Shield Counter
Auto after a successful Shield (Air OK)
MB F-Ryougi 236D.png
MB H-Ryougi 236D.png
MB F-Ryougi j.236D.png
Standing Damage Red Damage Proration Cancel Guard
500 (345) 198 40% SP, EX, (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 18 -4 3.5% -

Same animation as 5A6A.

Crouching Damage Red Damage Proration Cancel Guard
1500 (1035) 662 50% SP, EX, (J) LA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 18 -4 10.5 -

Same animation as F-Ryougi 2B.

Air Damage Red Damage Proration Cancel Guard
500 (345) 198 50% - HA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 - +14 3.5% -

Same animation as C-Ryougi j.C.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MB C-Ryougi 214D.png
MB H-Ryougi 214D.png
Neutral Damage Red Damage Proration Cancel Guard
500 192 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
25 4 19 -5 0.0% Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 192 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 19 -5 0.0% Strike 1-7

Same animation as 5A6AA. May whiff on crouching opponents.

Blockstun Damage Red Damage Proration Cancel Guard
0 0 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
18 3 22 -7 -100.0% -

H-Moon specific reversal bunker.

Circuit Spark
Circuit Spark
In Heat:
Auto during hitstun
A+B+C during blockstun
MB C-Ryougi CSpark.png
MB C-Ryougi CSpark Air.png
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
10 10 20 - removes all Full 1-39
Air Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 10 15 - removes all Strike 1-30

Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.

Special Moves

Special Movement

6A+B
(Forward Roll)
(during forward dash)
6A+B
MB C-Ryougi 63214C D.png
Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 32 - - -

Ryougi rolls forward. Removes her collision allowing her to cross up opponents and other obstacles.

Grounded Specials

236X
Double Belfry
(EX: Double Belfry - Row of Beads)

236A/B/C
(236A/B~236X / 214X/D)
(~236A/B/C / 214X)
Mbacryougi236.png
A/B
A/B
Mbacryougi236236.png
~236X
~236X
Mbacryougi236214.png
~214X
~214X
Mbacryougi236a.png
~236A (Ender)
~236A (Ender)
Mbacryougi236b.png
~236B (Ender)
~236B (Ender)
Mbacryougi236c.png
~236C (Ender)
~236C (Ender)
Mbacryougilowkick.png
~214D/X (Ender)
~214D/X (Ender)
A Damage Red Damage Proration Cancel Guard
750 528 80% (O) -CH- LH
First Active Active Recovery Frame Adv Circuit Invuln
9 4 21 -7 5.25% -
B Damage Red Damage Proration Cancel Guard
750 528 80% (O) -CH- LH
First Active Active Recovery Frame Adv Circuit Invuln
15 3 33 -18 5.25% -

Ryougi lunges forward and slashes, starting your rekka chain. A version has faster startup and B version moves further. A version is usable as an above average poke but make sure you continue the rekka on hit or block as it won't leave you in a favorable position due it its frame disadvantage.

~236X Damage Red Damage Proration Cancel Guard
900 720 80% (O) -CH- LH
First Active Active Recovery Frame Adv Circuit Invuln
4 5 19 -6 6.3% -

Basic Rekka Follow-up, almost exclusively used as combo/blockstring filler. Will knock down aerial opponents. All versions are identical.

~214X Damage Red Damage Proration Cancel Guard
1200 864 80% (O) -CH- H
First Active Active Recovery Frame Adv Circuit Invuln
26 ~ 23 3 19 -7 8.4% -

Overhead Rekka Follow-up, goes right over most if not all low attacks. Somewhat risky in blockstrings due to it being shieldable on reaction, but creates a highlow mixup when used in tandem with the Low Kick follow-up to keep your opponent on their toes. Doesn't combo from starters, which means you get a free damage reset if you somehow hit both.

~236A (Ender) Damage Red Damage Proration Cancel Guard
700 384 50% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
8 ~ 4 4 20 -6 4.9% -

Basic Rekka ender, gives hard knockdown on hit and leaves you pretty safe on block, but your pressure more or less ends. On hit, you can link straight into 236C for more damage and an air combo. On aerial opponents, Ryougi will sometimes cross under and reverse inputs (making 236 into 214, etc.) so be sure to do 214A to get this in those situations. (e.g. 2C>236A~236A~214A)

~236B (Ender) Damage Red Damage Proration Cancel Guard
1200 768 40% (M) - LH
First Active Active Recovery Frame Adv Circuit Invuln
12 ~ 8 6 25 -13 8.4% -

Launcher ender of Rekka. Pushes you back just enough to keep you safe but you're better off doing A Ender or the Low Kick to stay in. You can link a 2B on hit to convert into an air string for what is basically an F-Ryougi combo.

236C Ender Damage Red Damage Proration Cancel Guard
1500 960 100% -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
16 10 20 ~ 16 -10 10.5% -

Another launcher that switches sides with the opponent. Do not use this in blockstrings if you don't have the knife for 22C as it is unsafe and very easy to punish. This ender encourages combo extensions with 100% proration, convert with 63214C with knife or 214C without for some big damage numbers.

~214X/D (Ender) Damage Red Damage Proration Cancel Guard
450 336 50% (O) EX L
First Active Active Recovery Frame Adv Circuit Invuln
10 / 8 3 22 -7 3.15% -

Input with either 236X~214D or as ~214A/B/C/D at the end of the Rekka. Useful for catching opponents trying predict the overhead and/or to end Rekka early since it cannot be followed up with if used after starters. The pushback keeps you safe on block and can be cancelled into 22C to keep a blockstring going.

EX Damage Red Damage Proration Cancel Guard
400*7 (2107) 288*7 (1517) 80% (O)/(M) (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
1+6 62 25 -13 -100.0% Full 1-6

Not a Rekka. Ryougi dashes in and does 6 slashes in rapid succession followed by a jump cancellable B Ender. If any hit connects the rest of the move is guaranteed. Usually safe on block because of how far it pushes you out. Has some invul but don't think about using this as a reversal unless you're REALLY confident and/or don't value your life. On hit it's jump cancellable, leading into more damage.

623X
MB C-Ryougi 623AB.png
MB C-Ryougi 623C.png
A Damage Red Damage Proration Cancel Guard
1200 1056 80% (O) - L
First Active Active Recovery Frame Adv Circuit Invuln
14 4 31 -7 6.86% -
[A] Damage Red Damage Proration Cancel Guard
1200 1056 55% (O) - L
First Active Active Recovery Frame Adv Circuit Invuln
37 4 30 -6 6.86% -

Ryougi dashes forward and cuts through the opponent. Has the least amount of startup and hits low, putting your opponent in hard knockdown allowing for oki. Charging it gives it the launch properties of B Version allowing for conversions. Good at punishing half-to-fullscreen zoning attempts thanks to its lower hurtbox. Because Ryougi will dash through the opponent on hit or block (given that she's close enough), this can be used as a decent pressure tool so long as you end up far enough away to not get punished.

B Damage Red Damage Proration Cancel Guard
1200 1056 55% (O) - L
First Active Active Recovery Frame Adv Circuit Invuln
21 4 28 -4 6.86% -
[B] Damage Red Damage Proration Cancel Guard
1200 1056 55% (O) - H
First Active Active Recovery Frame Adv Circuit Invuln
44 4 30 -6 6.86% -

Longer startup than the A version, but travels slightly farther and always launches on hit regardless of charge. The most useful for combos and the infamous 623B loops, and also serves as a better pressure tool at close or far range due to its better frame advantage.

Seemingly to compensate for H-Moon's lack of charged unblockables, the move becomes an Overhead when fully charged. Enjoy watching your opponent never block this as they struggle to pick out which of these 6 identical moves hit high.

EX Damage Red Damage Proration Cancel Guard
1200 1056 60% (O) - L
First Active Active Recovery Frame Adv Circuit Invuln
1+17 5 35 -7 -100.0% -
[EX] Damage Red Damage Proration Cancel Guard
1200 1056 55% (O) - L
First Active Active Recovery Frame Adv Circuit Invuln
1+38 5 29 -6 -100.0% -

Travels farther than the rest, has the same properties as B version including OTG relaunch. The best combo extender of the three but also its only real purpose.

214X
Avidya Moon
214A/B/C
MBFRyougi214A.png
MBFRyougi214B.png
MBFRyougi214EX.png
A Damage Red Damage Proration Cancel Guard
1000 912 (90% (M)), 85% (M) -EX- H
First Active Active Recovery Frame Adv Circuit Invuln
24 4 20 -6 7.0% -

Ryougi leaps forward and slices straight horizontally. Whiffs on crouching opponents, and on hit will knock your opponent fullscreen or wallslam in the corner. A good combo tool in the corner and great at catching jump outs. Not that safe on block and will probably make you eat a combo on whiff, but you can cancel this into j.22C on hit or whiff to make yourself considerably safer. Interestingly, there's a second hitbox early in the move that guarantees that this will connect mid-combo if your opponent is standing, and said hitbox can also be Shielded and clashed with allowing 214A to counter hit anybody unlucky enough to manage that.

B Damage Red Damage Proration Cancel Guard
1200 960 50% (O) -EX- H
First Active Active Recovery Frame Adv Circuit Invuln
26 3 24 -8 8.4% -

Ryougi leaps forward and slices diagonally downward. Won't whiff on crouching opponents, and hard knockdowns opponents on hit. Landing a counter hit with this move will bounce them up a bit, allowing for a conversion into an air combo. Even less safe than 214A so space this accurately and if it is blocked or whiffed, cancel into j.22C to make yourself safer.

EX Damage Red Damage Proration Cancel Guard
1400 960 50% (M) N, SP, EX, J LH
First Active Active Recovery Frame Adv Circuit Invuln
1+13 4 22 -5 -100.0% Full 1

Ryougi does 214A except the hitbox is enormous. Just like 214A, it will whiff on crouching opponents. For all intents and purposes this is just better than 214A due to its ridiculous size and faster startup, able to destroy any plans your opponent may have above the ground. Combos directly after 236C Ender of Rekka into an air combo for some more damage and/or hard knockdown. While safer than the meterless versions, it will still spell you a quick doom if you whiff this.

421X
MB H-Ryougi 421A.png
A
A
MB H-Ryougi 421BC.png
B/C
B/C
MB H-Ryougi 421AB Hit.png
A/B Hit
A/B Hit
MB H-Ryougi 421C Hit.png
C Hit
C Hit
A/B Damage Red Damage Proration Cancel Guard
0 0 60% (N), (SP), (EX), (J) -
First Active Active Recovery Frame Adv Circuit Invuln
4 12 12 - 0.0% -

A: Ryougi does a standing pose and readies herself for an attack. Once triggered, she throws the opponent behind her. The counter only covers her head and upper body, making it the one used for high hitting attacks and aerials. It is not only triggerable by attacks that must be blocked high, it can counter mids but some mids hit too low for this counter to work so choose wisely. On successful counter you can convert into a standard air combo. If you're too far, walk forward a bit so 5BB can properly connect.

B: Ryougi does a crouching pose and readies herself for an attack. Once triggered, she throws the opponent just like the A version. This counter only covers her lower body, making it the one used for low attacks. Just like A version, this can counter mids but not all of them as some will just go right over it and you'll just be counter hit. Conversions off of a successful counter are exactly the same as A version.

C Damage Red Damage Proration Cancel Guard
1000 672 45% - -
First Active Active Recovery Frame Adv Circuit Invuln
4 9 9 - 0.0% -

Ryougi assumes the same pose as B version. This counter has the same hitboxes as the B version but has less active frames, meaning you have to be more strict with your timing. Upon successful counter, Ryougi throws her opponent into hard knockdown. Significantly less useful, as you must to spend meter with 623C to convert off of this (You can also use 236C if you're in the corner). This counter has less recovery than A and B which makes it another option for whiff cancelling during blockstrings. Opt for 421B instead to counter low attacks.

22X
Hidden Knife
22A/B/C
(~22X Near Knife)
MB H-Ryougi 22A.png
MB H-Ryougi 22B.png
MB H-Ryougi 22C.png
MB H-Ryougi 22X AutoPickup.png
Auto-Pickup Boxes
Auto-Pickup Boxes
MB C-Ryougi 22X Pickup.png
Manual Pickup
Manual Pickup
A Damage Red Damage Proration Cancel Guard
950 720 60% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
13 X 22 5 6.65% -

Ryougi throws her knife straight forward. Travels fullscreen and bounces off of the wall back to where Ryougi threw it. On stray hit, she can convert into a full combo and is one of the best combo extenders in H-Ryougi's arsenal. This also sees a healthy amount of use as a combo extender, notable for the eponymous knife loop. On block, the frame advantage allows Ryougi to stay in and continue assaulting the opponent's block until their guard breaks. Abuse this move.

B Damage Red Damage Proration Cancel Guard
950 720 60% (O) - LA
First Active Active Recovery Frame Adv Circuit Invuln
16 17 18 -3 6.65% -

Ryougi tosses her knife downwards. Hits low. The knife will sometimes get stuck in the ground instead of bouncing back toward where the knife was thrown depending on where you are on the screen. This doesn't see as much use because of the angle, inconsistent knife placings, frame disadvantage and lack of combo ability, but you can use it to abuse those who routinely block 22A high for whatever reason.

EX Damage Red Damage Proration Cancel Guard
500*4 (1501) 288*4 (863) 90% (M)*4 - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+0 X 21 3 (min) -100.0% -

Ryougi throws her knife straight forward with the might of Zeus. Hits four times. Just like 22A, this move will confirm you a combo on a stray hit and serves just as useful as a combo extender. On block, this move shines brighter than anything else H-Ryougi has, and can turn a stray hit into a full on blockstring that will leave the opponent with gradually diminishing returns. Comes out on frame 1, allowing you to use it as a pseudo-reversal against meaty attacks.

Knife Pickup Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 12 - - -

Unlike other Ryougi Moons, H-Ryougi is able to pick up the knife simply be crouching ontop of it and can catch it while it's spinning in midair (not possible if she's attacking, you must be in a neutral state). However, H-Ryougi does posses the ability to pick up the knife with 22X if cancelled into. This has drastically less startup and cancellable recovery frames compared to Crescent and Full, allowing her to stay in on block for as long as she needs to and turns her throwing knife into a borderline permanent resource.

63214X
MB H-Ryougi 63214A.png
MB H-Ryougi 63214B.png
MB H-Ryougi 63214C.png
A Damage Red Damage Proration Cancel Guard
950 720 90% (M) -J- LHA
First Active Active Recovery Frame Adv Circuit Invuln
19 12 18 3 (min)
24 (jump cancel)
6.65% -

Leaping forward, Ryougi throws her knife downward. Leaps right over low attacks. This move is good as an alternate to 22A during blockstrings as it fulfills the same purpose and it's jump cancellable, leading to a sandoori (high/low/throw mixup). It can be used as a combo starter just as well as 22A but has some trouble as a combo extender, though it is possible. Just like 22B, it will get stuck into the ground depending on where the knife is thrown so beware.

B Damage Red Damage Proration Cancel Guard
950 720 90% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
25 ~ 58 15 12 3 (min) 6.65% -

Ryougi dashes forward, jumps past the opponent and throws the knife downward toward them. Ryougi will ALWAYS throw the knife in the direction she came from, meaning if your opponent is in the corner and cannot be crossed up Ryougi will just throw the knife away and you will eat a fat combo. Not something to just toss out in neutral, though you can get a normal combo if it lands. Sees use as a combo extender in specific combos.

EX Damage Red Damage Proration Cancel Guard
950 720 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
10+1 15 29 3 (min) -100.0% -

Ryougi leaps back and throws the knife downwards. This version has the fastest start up of the three. Unfortunately, the distance Ryougi leaps and the pushback it has can make it difficult to use midscreen but in the corner this move is almost better than the A version because of the amount of blockstun this move has. The best out of the three for combo extending.

Aerial Specials

j.236X
Glass Moon
j.236A/B/C
Mbacryougij236a.png
A
A
Mbacryougij236b.png
B
B
Mbacryougij236c.png
EX
EX
A Damage Red Damage Proration Cancel Guard
1500 1344 75% (O) - HA
First Active Active Recovery Frame Adv Circuit Invuln
17 2 15 -17 (TK) 10.5% -

Ryougi swings her knife in a crescent shape. Objectively inferior to B and EX verions, outside of being a terrible overhead that is unsafe on block and can't be converted off on hit. Don't use this.

B Damage Red Damage Proration Cancel Guard
1600 1440 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 2 3 -5 (TK) 11.2% -

The ACTUAL j.236. Used as the traditional air combo ender for more damage instead of air throw. Also used as a combo extender. Hitbox is huge enough to be used as an anti-air as well, and knocks opponents fullscreen/wallslams in the corner.

EX Damage Red Damage Proration Cancel Guard
2200 1920 40% (O) - HA
First Active Active Recovery Frame Adv Circuit Invuln
1+9 2 6 -6 (TK) -100.0% Full 1-14

j.236B but it does more damage and has invul cuz why not. The go-to for closing out rounds or optimizing damage at the end of an air combo. Thanks to the invulnerability it has it can be used as a reversal against grounded normals.

j.22X
MB C-Ryougi j.22A.png
MB C-Ryougi j.22B.png
MB C-Ryougi j.22C.png
A / B Damage Red Damage Proration Cancel Guard
900 720 90% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
20 / 19 X 3 - 6.65% -

A: Ryougi lunges forward and throws the knife downwards.

B: Ryougi hops back slightly and throws the knife downwards.

EX Damage Red Damage Proration Cancel Guard
950 720 50% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+0 X 17 - -100.0% -

Ryougi hops and throws the knife horizontally. This move's main purpose is to convert air combos into okizeme due to it's untechable knockdown. Can also stuff aerial approaches or catch jump outs and convert into damage.

66/44/22X
Tumbling Cat
(During Air Tech)
44/66/22A/B/C
Mbacryougitumblingcat.png
A/B
A/B
Mbacryougitumblingcatex.png
EX
EX
A Damage Red Damage Proration Cancel Guard
1100 720 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
20 2 7 9 7.7% Full 1-3

Ryougi flips in midair, slashing at the air infront of her. You can use these as an option to mix up your wake up to punish half-baked meaty attempts or people trying to punish your air tech with grounded normals. This version of the move has the most startup, making it kind of reactable if used improperly, however it is the safest version on block, which will allow you to convert into a blockstring if used close enough to the ground. It's worth noting that if you use any of these while your opponent is close to the corner you can convert into an air combo.

B Damage Red Damage Proration Cancel Guard
1100 720 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
15 2 15 1 7.7% Full 1-3

Has faster start-up and will more likely be the one to rely on. It isn't as safe as A version but can still give you an advantage if it's blocked.

EX Damage Red Damage Proration Cancel Guard
1800 1152 75% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
6+6 2 15 -4 -100.0% Full 1-14

Actually a useful reversal. Full invul on start-up and retains the combo potential from previous versions but isn't safe on block. Don't get too comfortable using this as there are better things for H-Ryougi to spend meter on and your opponent will just punish you and/or prevent you from using this if you become too greedy.

Arc Drive

MB C-Ryougi AD.png
Damage Red Damage Proration Cancel Guard
3500 (3080) 4664 100% - U, LH
First Active Active Recovery Frame Adv Circuit Invuln
17+3 2 (35) 5 45 -31 removes all Full 1-2, 17-70

Ryougi crouches down, locks on to the opponent with her Mystic Eyes (unblockable), then dashes forward with a series of slashes (blockable). This has non-invulnerable startup before the superflash and a few frames where the opponent can move or jump out before the Eyes activate, so it can easily be jumped out on reaction. Only invulnerable after the superflash, and is punishable on block.


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