Melty Blood/MBAACC/Sion TATARI/Crescent Moon
Combos
Normal Combos
- First normal midscreen combos, the corner combos, then character specific combos
- explanation
Metered Combos
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Strategy
Do what you need to do to extrapolate on the character. Here are example categories below.
Crescent
Spacing
Pressure
Move Descriptions
Normal Moves
2A
A low kick that hits low. Has fairly long range for a 2A, and a low hitbox to duck under higher moves, and is fairly fast. |
5A
A waist height punch that hits mid. Is neutral on block, and is thus useful for tick throws. Usually the move used in whiff cancels, and also in guard breaks. - |
2B
A low punch that hits low and will go under high moves. Has forwards motion, and is +1 on block, which leads to it being one of the core moves of her rushdown. - |
5B
A knee attack that hits mid. Has a bit of forwards motion, and is -1 on block. Can be cancelled very late, and is core to her rushdown. - |
4B
A mid hitting claw swipe that can be used as an anti-air, and has some clash frames for that purpose. Cannot be cancelled very late, is mostly combo filler and an anti-air. Has a small amount of forwards movement, which actually hurts its anti-air capacities. - |
5C
A two hit mid hitting claw smash that is mainly used as combo filler. Can be cancelled into normals and specials on block. Has a lot of forwards movement. Better than it was in MBAC, as one doesn't need to worry about bara cancels anymore. Often used to cancel into 236B or 236A xx 236C to reset pressure. - |
6C
Overhead kick! A flip kick with lower body invulnerability, that hits high. When it connects, normals are linked after, not cancelled into, so there are no reverse beat penalties. Fairly safe on block. Can be charged, increasing damage, range, and hitboxes, along with making it + on block. - |
3C
A volleyball style launcher used in combos. Hits mid, is unsafe on block, not really a good anti-air, so it has few other uses. - |
2C
A low hitting swipe that sweeps on hit. Comes out fairly quick. Used primarily in combos right before a launcher, or as a way to set up a summon. Can be charged to add forwards movement, and make safe on block. The charged version also OTG relaunches. The charged version can also come in handy with counter hit combos. - |
JA
A low kick that hits mid. Not bad as a jump-in, comes out fast, but isn't the greatest air-to-air move. Can be used as combo filler. - |
JB
A two handed swipe that hits high. Comes out quickly, but slower than her other air normals. Tends to be mostly used in combos, can be used as a jump-in. Decent air-to-air, but usually j.C is better. - |
JC
A flip kick that hits high. Comes out extremely fast, and has a very good hitbox. Very good air-to-air if they're at the same height or above you. Not the greatest jump in, but not bad at all. Has relative proration on hit, however. - |
J6A
A weird little uppercut punch in the air. Comes out quickly, but really isn't used often. On occasion, whiffing it can be useful in throw setups, but not often. - |
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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