Melty Blood/MBAACC/Red Arcueid/Half Moon: Difference between revisions
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(Created page with "=Combos= '''Normal Combos''' *First normal midscreen combos, the corner combos, then character specific combos :explanation '''Metered Combos''' *... :... =Strategy= Do what y...") |
(Empty page, transfer of knowledge from French Wiki : http://wiki.basgrospoing.fr/index.php/Melty_Blood/Red_Arcueid/Half_Moon) |
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=Combos= | =Combos= | ||
'''(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= | =Strategy= |
Revision as of 12:02, 7 July 2016
Combos
(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
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」 - 22ABC
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「」 - 236ABC
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「」 - 28ABC
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「」 - 623ABC
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「」 - 214ABC
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「」 - 421ABC
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「」 - J22ABC
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「」 - 426ABC
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「」 - BC
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Arc Drive
「」
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Another Arc Drive
「」
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Last Arc
「」
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