Melty Blood/MBAACC/Shiki Ryougi/Half Moon
< Melty Blood | MBAACC | Shiki Ryougi
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Combos
Normal Combos
- First normal midscreen combos, the corner combos, then character specific combos
- explanation
- (2A) 5BB 2B 2C 5C jc j.B j.C jc j.B j.C 4/6A+D
- Basic midscreen BnB into airthrow (for oki)
- (2A) 5BB 2B 2C 5C jc j.B j.C jc j.B j.C 236B
- Variant of the above which gives up oki for ~200 extra damage
- (2A) 5BB 2B 5C 2C 6AA(A) jc j.B j.C jc j.B j.C 4/6A+D
- A slightly more damaging version of the basic midscreen BnB. The air throw can be replaced with 236B if damage is preferred over oki. On some characters, in order to connect with all three hits of the 6A auto follow ups, you may need to slightly delay it after the 2C. Otherwise, simply omit the third hit and jump cancel the second hit.
- (2A) 5BB 2B 5C 2C (delay) 6AAA 214A j.B j.C jc j.B j.C 4A+D
- A meterless, knifeless corner combo that provides airthrow oki. Like the combo above, you may need to slightly delay the 6AAA on some characters. Back air throw is required in order to keep the opponent in the corner.
- (2A) 2B 5BB 5C 2C TKj.236B 5BB 214A 2C (delay) 5C 22A 2C 3C 236A 236A 236A
- A meterless corner combo that uses knife and keeps the opponent in the corner, in addition to providing good oki and knife pick-up. The rekka ender can be replaced with 623A for oki as well. This is Ryougi's best meterless corner combo in terms of both oki and damage, but the timings differ greatly from character to character, making it one of her hardest.
- 4C 22A 5BB 214A j.B j.C jc j.B j.C 4/6A+D
- A meterless corner combo off of her ground overhead. Provides air throw oki, but doesn't put you right on top of the knife. Midscreen, you simply omit the 214A and jump cancel 5BB into the air combo. If you don't have the knife, you can simply go into 236A 236A 236A off of the overhead.
Metered Combos
- (2A) 5BB 2B 5C 2C 6AA(A) jc j.B j.C jc j.B j.C j.22C 2C 3C 236A 236A 236A
- An extension of the basic midscreen BnB using H-Ryougi's EX Aerial Knife Throw. Provides good oki and allows for knife pick-up in addition to the extra damage. Uses 100 circuit. Requires being close to the corner in order for the 2C to connect after the EX Aerial knife throw.
- (2A) 5BB 2B 5C 2C 236A 236A 236A 236C jc j.B j.C j.B j.C 4/6A+D
- A metered combo that works anywhere on the screen. The timing of the jump cancel on the last hit of her EX rekka is odd, but not too difficult once you get used to it. As with most of her air combo enders, you can replace the air throw with j.236B if damage is preferred over oki or if they are too high to get air grabbed, however it only adds around ~100 or so more to the combo.
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
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2B
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5B
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2C
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5C
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6C
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#C
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#C
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JA
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JB
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JC
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J6C
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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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