Melty Blood/MBAACC/Miyako Arima/Crescent Moon: Difference between revisions

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==Spacing==
==Spacing==
Jump around like a maniac abusing her very strong air normals. Try to be as unpredictable as possible. Abuse the fact that j.B crosses up when close to your opponent. Her ground dashes may not be the best, but they serve their purposes well. Dash up 2B/2C/5C can be good for catching your opponent off guard. She also has a very good walkspeed.
Abuse her very strong air normals. Try to be as unpredictable as possible. Abuse the fact that j.B crosses up when close to your opponent. Her ground dashes may not be the best, but they serve their purposes well. Dash up 2B/2C/5C can be good for catching your opponent off guard. She also has a very good walkspeed.


==Pressure==
==Pressure==

Revision as of 15:27, 4 January 2015

Combos

Aircombos

  • j.BC j.BC airthrow
Techable knockdown.
  • j.BC j.BC j.22C
Hard knockdown for 100 meter.

Midscreen

  • (5A/2A) 2C 5B 2B aircombo
  • (5A/2A) 5B 2B 5C 2C 6C aircombo
Basic beginner combos. These work anywhere. However, they deal very little damage.
  • (5A/2A) 5B 2B 5C 236A~6C
Does hard knockdown and allows you to get a sandoori mixup midscreen or safe heat activate.
  • (5A/2A) 5B 2B 2C 5C (delay) 236C 66 5C (delay) aircombo
Full screen corner carry combo.

Corner

  • (5A/2A) 5B 2B 5C 2C 214A (walk back) 5B 5C aircombo
Good damage. Will drop on some characters if you don't walk back a little after 214A. You can also substitute aircombo with Arc Drive for a sandoori mixup!
  • (5A/2A) 5B (6B) 2B 5C 236A~6A 214C 5B 5C aircombo
  • (5A/2A) 5B (6B) 2B 5C 2C 236A~6A aircombo
Use these if you're too far from the corner to land the previous combo.
  • 5[C] 5A 5C aircombo
Overhead confirm.

OTG

  • 2AAAA 5B 5C 623C aircombo
  • 2AAAA 5B 5C 22B
The 22B will punish (launch) your opponent if they tech, with the right timing.

Strategy

Despite having stubby loli limbs, C-Miyako excels at pressure and has a very good set of air normals, excellent for racking up counter hits in the air. Your main goal when playing Miya is to land a hit, take the opponent to the corner, and keep them there until they're dead. Her jump is very fast, great for sticking out her very active j.B or j.C to stop the opponent's air approach. She also has one of the best anti air normals in the game: 2B.

Spacing

Abuse her very strong air normals. Try to be as unpredictable as possible. Abuse the fact that j.B crosses up when close to your opponent. Her ground dashes may not be the best, but they serve their purposes well. Dash up 2B/2C/5C can be good for catching your opponent off guard. She also has a very good walkspeed.

Pressure

Miyako has many good tools for pressure, such as 6B and 5C which move her forward and her 22A/22B stomps that are good for frametraps. Mix up 5[C] with 5{C} (half charged) into a low to keep the opponent guessing.

Pressure strings

  • 5B 5C 5A
  • 5B 6B 22A
Basic. Try to mix it up and not rely on these too often. Mix up 22A with 22B if your opponent starts blocking high.
  • (whatever) 236A~6[A]
236A's 6[A] followup is plus on block and can be jump canceled into aerial tomfoolery.
  • 5B 5B 5B or 2A 5B 2A 5B
Full moon style staggering.

Fun stuff

  • j.C~j.C j.22C
Fuzzy guard setup. Do this as your opponent is waking up. Follow up with an air combo if it hits.
  • IAD j.C j.22C
j.22C hits low, so lots of people fall for this. It's nothing more than a gimmick though, so your opponent should catch on to it eventually.
  • 5[C] 214[A/B] / 623B
Double overhead!
  • 236B~6B
Use this to double-crossup your opponent during midscreen pressure for maximum mindgames. Be careful though, people will be inclined to mash out of this. If they somehow manage to block it, throw them.

Move Descriptions

Normal Moves

2A

-Decent low jab. Mash away.

5A

-Decent standing jab.

2B

-Amazing anti air normal. Will CH most air normals if timed properly. Nrvnqsr who? Use this to make your opponent respect your space!

5B

-While it may appear stubby, this is a pretty good normal. It's plus on block, so you can use it to stagger/frametrap. Its range is larger than its appearance may suggest.

2C

-Miyako's longest low hitting normal. It comes out relatively fast compared to other sweeps and is pretty active.

5C

-The almighty loli shoulder bash. Can be charged for an overhead. Great for pressure.

6C

-Try not to use this move anywhere ever.

JA

-A downward angled jab. It's basically the same as 2A, but in the air. It's very fast, so it's great for air-to-air counter hitting.

JB

-A palm strike to both sides. This is one of Miyako's best air normals. It comes out moderately fast, has pretty good range, and also hits a good distance behind her. Use this for awesome crossup shenanigans, because hitting someone with the crossup side of the attack actually pushes them into you! Be careful though, it starts to become shield bait if you get too predictable with it.

JC

-A downward double palm thrust. This has a deceptively massive attack hitbox and is amazing for jump-ins. Use it early in jump-ins to stuff all kinds of stuff, and just reverse beat into j.B on hit to confirm into ground combo for maximum damage bnb.

Special Moves

See the PS2 page

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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