Melty Blood/MBAACC/Kohaku/Half Moon: Difference between revisions
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* Similar in animation to the the followup broomswing of the other two versions' Amber Colloseum - Upper. Reflects projectiles and air unblockable. | * Similar in animation to the the followup broomswing of the other two versions' Amber Colloseum - Upper. Reflects projectiles and air unblockable. | ||
* '''(A version)''' [Cancel (uncharged/charged): EX (whiff), Jump (hit)] - Kohaku swings her broom like a bat, launches opponent. Chargeable for more damage. Used in combos. | * '''(A version)''' [Cancel (uncharged/charged): EX (whiff+), Jump (hit)] - Kohaku swings her broom like a bat, launches opponent. Chargeable for more damage. Used in combos. | ||
* '''(B version)''' - Same as A but with upper body invincibility, slower startup (four frames) and recovery, more damage (1500 instead of 1000 or 1200), not chargeable, not cancellable. Can be used as anti air. Can't combo off it. | * '''(B version)''' - Same as A but with upper body invincibility, slower startup (four frames) and recovery, more damage (1500 instead of 1000 or 1200), not chargeable, not cancellable. Can be used as anti air. Can't combo off it. | ||
* '''(EX version)''' - Great reversal, very fast start up, invincible startup, air unblockable with fast recovery. Launches opponent to opposite top corner, like the Crescent/Full's Amber Upper homerun, but can't combo off it. | * '''(EX version)''' - Great reversal, very fast start up, invincible startup, air unblockable with fast recovery. Launches opponent to opposite top corner, like the Crescent/Full's Amber Upper homerun, but can't combo off it. | ||
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| width="" | ''' <font size = "3"> Kohaku Magnum Upper 「琥珀マグナムアッパー」 - 63214C </font>''' | | width="" | ''' <font size = "3"> Kohaku Magnum Upper 「琥珀マグナムアッパー」 - 63214C </font>''' | ||
* Command throw. Unlike the Crescent/Full command throws, Half has no automatic followup. Instead, the opponent is basically launched by the punch. Carries 50% proration, much worse than the other versions. | * [Cancel: EX, Jump] Command throw. Unlike the Crescent/Full command throws, Half has no automatic followup. Instead, the opponent is basically launched by the punch. Carries 50% proration, much worse than the other versions. | ||
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Revision as of 02:32, 9 November 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
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J6C
- |
Special Moves
Draw out - Hidden Sword 「抜刀・秘密の業物」 - 236ABC
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Magical Amber Missile 「マジカルアンバーミサイル」 - 214ABC
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Magical Amber Missile 「マジカルアンバーミサイル」 - J214ABC
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Moving Star 「ムービング☆スター」 - J236AB
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Shooting Star 「シューチング☆スター」 - J236C
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Great for Fights 「対戦に潤いを」 - 22ABC
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Cleaning! 「お掃除です!」 - 623ABC
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Kohaku Magnum Upper 「琥珀マグナムアッパー」 - 63214C
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Arc Drive
「」
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Another Arc Drive
「」
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Last Arc
「」
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