Melty Blood/MBAACC/Len/Half Moon

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Character Page Progress

This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.

In Progress To-do
  • Additional Ressources/Players to watch/ask
    • Add any external links to ressources such as video guides or articles.
    • If you know any players in particular that can be helpful for learning this character, please add them with, if possible a way to contact them (such as a Discord handle) and a name that can be searched in the match video database.
  • Overview/General Gameplan:
    • Add a short summary of this character with a list of strengths and weaknesses
    • Do your best to describe how to play this character, change or add subsections based on what you would write as a guide.
  • Combos:
    • Add tech in the starters, enders, OTG pickup and normal/corner combo sections.
    • Add damage, meter gain/given numbers and video links to combos as you add them.
  • Move Descriptions:
    • Add frame data.
    • Add images with hitboxes to the moves.
    • Add descriptions to the moves, specify how they function, cite their uses, add captions where helpful, etc.


Additional Resources


Match Video Database

Players to watch/ask

JP:

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NA:

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Overview

Strengths Weaknesses
Strengths
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Weaknesses
  • Place text here be sure to use "*" for each point*

General Gameplan

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Neutral

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Pressure

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Okizeme

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Defense

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Combos

/* template for combo notations */


Starters

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • text
text


Meter Gained: text Meter Given (vs C-Moon): text
text

Enders

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • text
text


Meter Gained: text Meter Given (vs C-Moon): text
text

OTG Pick ups

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • text after asterisk
text


Meter Gained: text Meter Given (vs C-Moon): text
text

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • text after asterisk
text


Meter Gained: text Meter Given (vs C-Moon): text
text

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • text after asterisk
text


Meter Gained: text Meter Given (vs C-Moon): text
text

Move Descriptions

Frame Data Help
Header Tooltip
Move Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

Damage Base damage done by this attack.

(X) denotes combined and scaled damage tested against standing V. Sion.

Red Damage Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.

(X) denotes combined damage.

Proration The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.

X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

Startup Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
Active The amount of frames that this move will have a hitbox.

(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

Recovery Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).

If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.

Invul Lists any defensive properties this move has.

X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.

Invicibility:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

Text
Image.png
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text

Special Moves

Text
Image.png
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text

Arc Drive

Text
Image.png
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text

Another Arc Drive

Text
Image.png
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text

Last Arc

Text
Image.png
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text

MBAACC Navigation

General
FAQ
Advanced
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KoumaCrescentHalfFull
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Red ArcueidCrescentHalfFull
V.AkihaCrescentHalfFull
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LenCrescentHalfFull
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White LenCrescentHalfFull
NeroCrescentHalfFull
NACCrescentHalfFull
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Neco-MechCrescentHalfFull


Combos

  (5A/2A) > 5C(4) > 4B > jBC > sdj9 > jBC > airdash forward > AT
Basic bread and butter combo. Works on every character from all distances. Use this if you're not sure what to go for. 
If you have too much gravity scaling in the combo, the second jBC segment will whiff on small characters (Len, WLen, Miyako, Satsuki). Use jCB instead on those characters for better stability.
The airdash forward before the air throw is for extra corner carry.
  (5A/2A) > 5C(4) > 2B > (delay) 5B > 4B > tk j236[b] > sj9 > jBC > sdj9 > jBC > AT
Better damage, meter gain, and corner carry than the above combo. Doesn't work from far 5C hits, but you should be fine for most distances.
With a little bit of gravity scaling (say, a 5A > 6A or jC starter), you should be able to airdash before the AT for extra corner carry.
  5B > 3C > 5C(4) > jBC > sdj9 > jBC > airdash forward > AT
Basic combo for 5B starters. The 5C cancel might be a little tricky for beginners, but otherwise very stable.
You usually go for this combo when tech punishing with 5B, or going low with 5B in a fuzzy guard mixup.
  (5A/2A) > 5C(4) > 3C > 236C > 236[A] > walk forward > 2B > 5B > 5C(4) > jBC > jCB > sj9  airdash forward > AT
Use this if you need to blow meter for extra damage damage and corner carry.
If you feel your opponent is too low after the first jBC, you can correct the combo by going for jCB instead in the double jump segment.
5B > 3C > 5C (1) can be used as a starter and leads to the same combo.
It's worth mentioning that you if you skip 236[A], you have enough time to dash to the other side to get a side swap. Very useful for punishing opponents teching out of the corner.
  (5A/2A) > 5C(4) > 623B > 5A(1) > 5C(4) > jBC > dj9 > jBC > AT
Situational corner combo.
Gets blocked when Len is too far from the opponent.
It is preferred to go for this combo when you land a good unscaled close hit in the corner.
For scaled starters (j2C, lots of rebeats, etc), the tk j236[B] combo will outdamage this combo.

Strategy

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