Melty Blood/MBAACC/Akiha Tohno/Full Moon: Difference between revisions

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==Normal Moves==
==Normal Moves==


{| border="0" cellspacing="5" width="100%"
======<font style="visibility:hidden" size="0">2A</font>======
| width="" style="background:#E8E8E8;"|''' <font size = "3">2A</font>  '''
{{DFC-Move
|image=placeholder.png
|caption=
|name=2A
|data=
{{MBCCAttackData
|damage=300
|reddamage=
|proration=Absolute:
  |circuit=3.0%
|cancel= SE, SP, EX, (J), N
|guard=L
|startup=4
|active=4
|recovery=4
|frameAdv=+11 Hit
+4 Block
|invuln=
|
|description=description
}}
}}


The moves in number and strength order. Explain no how the moves works, what it's best suited for and where it lacks.
======<font style="visibility:hidden" size="0">5A</font>======
{{DFC-Move
|image=placeholder.png
|caption=
|name=5A
|data=
{{MBCCAttackData
|damage=
|reddamage=
|proration=Absolute:
|circuit=
|cancel= SE, SP, EX, (J), N
|guard=HL
|startup=
|active=
|recovery=
|frameAdv=+12 Hit
+2 Block
|invuln=-
|
|description=Standing jab. Reaches roughly about the same height as her Crescent/Half moon 5A.
}}
}}


|-
======<font style="visibility:hidden" size="0">2B</font>======
| width="" | ''' <font size = "3">5A</font>  '''
{{DFC-Move
Standing jab. Reaches roughly about the same height as her Crescent/Half moon 5A.
|image=placeholder.png
|caption=
|name=2B
|data=
{{MBCCAttackData
|damage=500+400
|reddamage=
|proration=Absolute:
|circuit=
|cancel= SP, EX, (J), N
|guard=L
|startup=
  |active=
|recovery=
|frameAdv=+16 1st, +18 2nd
+3 Block
|invuln=
|
|description=Standard low jab with a different animation. Has less recovery than a regular 2A and is actually +3 on block.
}}
}}


|-


|-
======<font style="visibility:hidden" size="0">5B</font>======
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2B</font> '''
{{DFC-Move
Standard low jab with a different animation. Has less recovery than a regular 2A and is actually +3 on block.
|image=placeholder.png
-
|caption=
|name=5B
|data=
{{MBCCAttackData
|damage=
|reddamage=
|proration=
|circuit=
|cancel= SP, EX, (J), N
|guard=HL
|startup=
|active=
|recovery=
|frameAdv=+15 Hit
-1 on Block
|invuln=
|
|description=Totally different move, she hits low with a shin kick. -1 on block. Although it hits low, it can be shielded high.
}}
}}


|-
======<font style="visibility:hidden" size="0">2C</font>======
| width="" | ''' <font size = "3">5B</font> '''
{{DFC-Move
Totally different move, she hits low with a shin kick. -1 on block. Although it hits low, it can be shielded high.
|image=placeholder.jpg
-
|caption=
|name=2C
|data=
{{MBCCAttackData
|damage=
|reddamage=
|proration=Relative:
|circuit=
|cancel= SP, EX, (J), N
|guard=L
|startup=
|active=
|recovery=
|frameAdv=Hard Knockdown
-1 Block
|invuln=
|
|description=Has a different animation from her Crescent/Half moon, seems to have a smaller hitbox but its possible to still anti-air with it but very risky.
}}
}}


|-
======<font style="visibility:hidden" size="0">5C</font>======
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2C</font>  '''
{{DFC-Move
Has a different animation from her Crescent/Half moon, seems to have a smaller hitbox but its possible to still anti-air with it but very risky.
|image=placeholder.jpg
-
|caption=
|name=5C
|data=
{{MBCCAttackData
|damage=
  |reddamage=
|proration=Relative:
|circuit=
|cancel= SP, EX, (J), N
|guard=HL
|startup=
|active=
|recovery=
|frameAdv=+15 Hit
-3 Block
|invuln=
|
|description=Moves her forward momentum and wallslams airborne opponents.
}}
}}


|-
======<font style="visibility:hidden" size="0">3C</font>======
| width="" | ''' <font size = "3">5C</font> '''
{{DFC-Move
Moves her forward momentum and wallslams airborne opponents.
|image=placeholder.jpg
-
|caption=
|name=3C
|data=
{{MBCCAttackData
|damage=
|reddamage=
|proration=Relative:
|circuit=
|cancel= SP, EX, (J), N
|guard=HL
|startup=
|active=
|recovery=
|frameAdv=Launch on Hit
-4 Block
|invuln=
|
|description=Once again this move is borrowed from her Crescent and Half-Moon counterparts, it's the animation from the follow-up portion of 5BB. Has some excellent vertical range. Can be super jump canceled.
}}
}}


|-
======<font style="visibility:hidden" size="0">6C</font>======
| width="" style="background:#E8E8E8;"| ''' <font size = "3">6C</font> '''
{{DFC-Move
Akiha lifts her leg forward and places her foot into the opponent. Keeps opponent stationary when hit can only be special canceled.
|image=placeholder.jpg
-
|caption=
|name=6C
|data=
{{MBCCAttackData
|damage=
|reddamage=
|proration=Relative:
|circuit=
|cancel= SP, EX, (J), N
|guard=HL
|startup=
|active=
|recovery=
|frameAdv=+18 Hit
-8 Block
|invuln=
|
|description=Akiha lifts her leg forward and places her foot into the opponent. Keeps opponent stationary when hit can only be special canceled.
}}
}}


|-
======<font style="visibility:hidden" size="0">4C</font>======
| width="" | ''' <font size = "3">4C</font>  '''
{{DFC-Move
Has the same hitbox as her other moons but in Full her 4C will launch grounded opponents. It can also be used to beat pokes if timed correctly.
|image=placeholder.jpg
-
|caption=
|name=4C
|data=
{{MBCCAttackData
|damage=
|reddamage=
|proration=Relative:
|circuit=
|cancel= SP, EX, (J), N
|guard=HL
|startup=
|active=
|recovery=
  |frameAdv=Launch on Hit
-10 Block
|invuln=
|
|description=Has the same hitbox as her other moons but in Full her 4C will launch grounded opponents. It can also be used to beat pokes if timed correctly.
}}
}}


|-
======<font style="visibility:hidden" size="0">j.A</font>======
| width="" style="background:#E8E8E8;"| ''' <font size = "3">3C</font>  '''  
{{DFC-Move
Once again this move is borrowed from her Crescent and Half-Moon counterparts, it's the animation from the follow-up portion of 5BB. Has some excellent vertical range. Can be super jump canceled.
|image=placeholder.jpg
-
|caption=
|name=j.A
|data=
  {{MBCCAttackData
  |damage=
|reddamage=
|proration=Relative:
|circuit=
|cancel= SP, EX, (J), N
|guard=HL
|startup=
|active=
|recovery=
|frameAdv=
|invuln=
|
|description=Jump jab, this attack angles upwards/forwards
}}
}}


|-
======<font style="visibility:hidden" size="0">j.B</font>======
| width="" | ''' <font size = "3">JA</font> '''
{{DFC-Move
Jump jab, this attack angles upwards/forwards.
|image=placeholder.jpg
-
|caption=
|name=j.B
|data=
{{MBCCAttackData
|damage=
|reddamage=
|proration=Relative:
|circuit=
|cancel= SP, EX, (J), N
|guard=HL
|startup=
|active=
|recovery=
|frameAdv=
|invuln=
|
|description=A jump kick, this attack also angles upwards. Also looks like it can cross-up in some situations. A good move to air-to-air with.
}}
}}


|-
| width="" style="background:#E8E8E8;"| ''' <font size = "3">JB</font> '''
A jump kick, this attack also angles upwards. Also looks like it can crossup in some situations. A good move to air-to-air with.
-


|-
======<font style="visibility:hidden" size="0">j.C</font>======
| width="" | ''' <font size = "3">JC</font> '''
{{DFC-Move
The amazing j.C, nice priority and huge cross-up hitboxes. Angles downwards
|image=placeholder.jpg
-
|caption=
|name=j.C
|data=
{{MBCCAttackData
|damage=
|reddamage=
|proration=Relative:
|circuit=
|cancel= SP, EX, (J), N
|guard=HL
|startup=
|active=
|recovery=
|frameAdv=
|invuln=
|
|description=The amazing j.C, nice priority and huge cross-up hitboxes. Angles downwards
}}
}}


|-
======<font style="visibility:hidden" size="0">j.2C</font>======
| width="" style="background:#E8E8E8;"| ''' <font size = "3">J2C</font> '''
{{DFC-Move
No longer an overhead, and has some odd momentum associated with it. Doesn't completely stop her momentum like Crescent Akiha's j.2C but doesn't completely retain it either. Has crossup hitboxes and knocks down airborne opponents. Also, the hitbox of this move is really misleading, as it doesn't hit above her, or even in front of her at all. It pretty much only hits below her. So in combos, a super double jump will almost always be necessary to get Akiha at the right height for j.2C to connect. Can be blocked high or low.
|image=placeholder.jpg
-
|caption=
 
|name=j.2C
|}
|data=
{{MBCCAttackData
|damage=
|reddamage=
|proration=Relative:
|circuit=
|cancel= SP, EX, (J), N
|guard=HL
|startup=
|active=
|recovery=
|frameAdv=
|invuln=
|
|description=No longer an overhead, and has some odd momentum associated with it. Doesn't completely stop her momentum like Crescent Akiha's j.2C but doesn't completely retain it either. Has crossup hitboxes and knocks down airborne opponents. Also, the hitbox of this move is really misleading, as it doesn't hit above her, or even in front of her at all. It pretty much only hits below her. So in combos, a super double jump will almost always be necessary to get Akiha at the right height for j.2C to connect. Can be blocked high or low.
}}
}}


==Special Moves==
==Special Moves==

Revision as of 23:30, 24 January 2017

Combos

Be sure to check this article about F-Akiha: https://drunkardshade.com/2015/07/22/melty-bits-f-akiha/

Normal Combos

  • 5B 5C 4C jc j.B j.C dj j.B j.C AT
Basic midscreen combo ending with an airthrow. This ender isn't actually used much thanks to j.2C, but if you really need the damage to win the round, you may want to use the airthrow after all. Some characters require hitting with j.A once or twice instead of the first j.B due to odd hitbox or distance.
  • 5B 5C 4C jc j.B j.C sdj j.C j.2C
Mostly the same as above, but with a super double jump (tap 9 quickly or input 29) tacked on to make sure j.2C hits, which is the ender you want in order to keep pressure on your opponent. It gives a hard knockdown which you can OTG the opponent after or go for a setup.
  • 5B 5C 4C jc j.AAA airdash j.AA sdj j.AAA j.2C
Looks odd and doesn't do as much damage as above for obvious reasons, but it provides a lot of corner carry. Use this if you hit the opponent with your back to the corner and you want them on the other side of the screen.
  • AT 2A 4C jc j.B j.C sdj j.C j.2C
Midscreen combo from gold airthrow.
  • 236D 2B 5C 4C jc j.B j.C sdj j.C j.2C
Midscreen combo from shield counter.

Corner Combos

  • 5B 5C 6C 214B xx 2B 5C 6C TK236[B] j.B j.C sdj j.C j.2C
Use when opponent is in corner for bigger damage. 214B xx 2B is a link which gets harder the more hits you have in the combo due to gravity, so consider replacing 2B with 2A if it's too tough. Also, you can't OTG after this combo because of the wallslam limit - if you want to, omit the second 5C or 6C.
  • AT 2A 5C 6C TK236[B] j.B j.C sdj j.C j.2C
Nets a bit more damage than the midscreen airthrow combo.
  • 236D 2C 6C TK236[B] j.B j.C sdj j.C j.2C
A little more damaging than the midscreen shield counter combo. You can go into this even if your back is to the corner by dashing under the opponent following a successful 236D.

Metered Combos

  • 5B 5C 6C 214B xx 2B 5C 6C TK236[B] j.B j.C sdj j.C j.2C IH j.C land j.A j.C sdj j.C j.2C
Initiative Heat combo for when you're at MAX. Same notes apply to the last combo. Hit A+B+C right when j.2C hits and delay the j.C afterwards slightly, preferably to right before they hit the ground. Jump immediately after landing and continue, adding j.B if it seems like they're low enough. In addition to recovering red health and getting additional damage, your opponent will be afraid of your Arc Drive right afterwards as it's unblockable and catches jump-outs.

Strategy

Do what you need to do to extrapolate on the character. Here are example categories below.

Full

Spacing

Pressure

Move Descriptions

Normal Moves

2A
2A
Placeholder.png
Template:MBCCAttackData


5A
5A
Placeholder.png
Template:MBCCAttackData


2B
2B
Placeholder.png
Template:MBCCAttackData


5B
5B
Placeholder.png
Template:MBCCAttackData


2C
2C Template:MBCCAttackData


5C
5C Template:MBCCAttackData


3C
3C Template:MBCCAttackData


6C
6C Template:MBCCAttackData


4C
4C Template:MBCCAttackData


j.A
j.A Template:MBCCAttackData


j.B
j.B Template:MBCCAttackData


j.C
j.C Template:MBCCAttackData


j.2C
j.2C Template:MBCCAttackData


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.

MBAACC Navigation

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