Melty Blood/MBAACC/Neco-Arc/Crescent 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
  • Move Descriptions:
    • Add frame data to the remaining moves.
    • Add descriptions to those moves, specify how they function, cite their uses, add captions where helpful, etc.
  • Additional Ressources/Players to watch/ask
    • Add any external links to ressources such as video guides or articles.
  • Overview/General Gameplan:
    • Add a short summary of this character (Expand the Strengths/Weaknesses list if necessary.)
    • 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 OTG pickup and corner combo sections.)
  • Move Descriptions:
    • Add images with hitboxes to the moves.


Additional Resources


Match Video Database

Players to watch/ask

JP:

  • yoshiyumenyan (由夢にゃん)
  • sakura乃nyan (桜乃にゃん)
  • nishiogineko (西荻猫)


NA:

  • Nobody yet

Overview

Strengths Weaknesses
Strengths
  • Tied for the fastest 2A in the game at 3 frames
  • Generally fast frame data
  • Amazing Backdash
  • Very safe normals due to being able to cancel her grounded normals into backdash
Weaknesses
  • Very short range, often struggling to approach and punish certain moves

General Gameplan

Place text here*

Neutral

Place text here*

Pressure

Place text here

Okizeme

Place text here

Defense

place text here*



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

5A
Image.png
Damage Red Damage Proration Cancel Guard
350 196 75% -SE-, N, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
- 2 9 +2 3.5% -

A small poke.


5B
Image.png
B Damage Red Damage Proration Cancel Guard
850 539 80% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
- 2 16 -4 7.0% -

A small uppercut

[B] Damage Red Damage Proration Cancel Guard
1350 980 50% (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
- 4 15 -4 12.0% -

A bigger uppercut


5C
Image.png
Damage Red Damage Proration Cancel Guard
1200 735 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
- 2 19 -4 8.0% -

A small front kick

Damage Red Damage Proration Cancel Guard
800 1176 50% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
- 3 11 Text 10.0% -

Neco Arc extends her foor for a bigger kick. Sends your opponent to the wall.


2A
Text
Image.png
Damage Red Damage Proration Cancel Guard
350 196 75% -SE-, N, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
- 2 9 +3 3.5% -

A small poke in the feet


2B
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

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

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
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
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
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
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
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


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

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

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

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


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