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...")
 
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=Combos=
=Combos=
'''Normal Combos'''
*First normal midscreen combos, the corner combos, then character specific combos
:explanation


  '''(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.


'''Metered Combos'''
  '''(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
  • (Description) - Simply describe the move here and what it can be used for
  • (A version) - This is where you put what the version of the move can be used for and how its different from the rest of the moves.
  • (B version) - Ditto
  • (EX version) - This is were you describe what happens when you feed it 100%
「」 - 236ABC
  • (Description) -
「」 - 28ABC
  • (Description) - ...
  「」 - 623ABC
  • (Description) - ...
「」 - 214ABC
  • (Description) - ...
「」 - 421ABC
  • (Description) - ...
「」 - J22ABC
  • (Description) - ...
「」 - 426ABC
  • (Description) - ...
  • (A version) -
  • (B version) -
  • (EX version) -
「」 - BC
  • (Description) - ...
  • (Standing) -
  • (Crouching) -
  • (Airborne) -


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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