Melty Blood/MBAACC/Powered Ciel/Half Moon
Combos
Normal Combos
- Damage tested on nanaya
- On chars it wiffs on, add more hits or delay the first 6B in grounded combos
- If that doesn't work go for a 236B~C or regular combo when you can't get enough hits
- Damage can vary slightly depending on # of 214A hits
- Start off throw combos with 5AA for gravity and damage
oki:
after a full 3C 214A ended combo, do:
66, 8 (DI left for uncrossup), j.C for safejump
midscreen:
5AAA 5B 2B 2C 5C 3C 214A (4116 dmg)
5AAA 5B 2B 5C 236B~C, walk 2C 5C 4C 3C (4374 dmg)
5AAA 5B 2B 2C 5C 6B 214B (3294 dmg)
3C CH, 2C 5C 4C 3C 214A (3685 dmg) same combo for airthrow and shield
CH trades > 2B 5C 3C 214A
in / 60% from corner:
5AAA 5B 2B 2C 5C 6B 236[A], 2C 5C 6B 236[A], 2C 5C 4C 3C 214A (5947 dmg)
6AAA delay 2C 5C 6B etc, or 6AAA delay 6B etc
3C CH, [2C 5C 6B 236[A]]x2, 2C 5C 4C 3C 214A (5997 dmg) same combo for airthrow and shield
236B~C combos:
back to corner: 5AAA 5B 2C 5C 236B~C, 66 2C (crossunder), 5C 6B 236[A], 2C 5C 6B 236[A], 2C 5C 4C 3C 214A (5527 dmg)
90% corner carry: 5AAA 5B 2C 5C 236B~C, walk [2C 5C 6B 236[A]]x2, 2C 5C 4C 3C 214A (5527 dmg)
vs chicken block:
6B 3C 214A (1981 dmg) or 6B 214B
near corner 6B 5C (4C) 3C 214A (2583 dmg)
50% or closer to corner 6B (high hit) 236[A], 2C 5C 236[A], 2C 5C 4C 3C 214A (5102 dmg)
random air hit > 3C 214A
hcf+C or 236C
arc drive combos:
5AAA / throw, 5B 2B 5C 2C hcf+C (4835 dmg)
- Can be added to the end of most combos instead of done at the beginning like this,
but worth it unless it will kill b/c of opp's meter gain and poor oki.
- To add it to the end of a full loops, either end it before the 2nd wallslam,
or combo it after 2C 5C at the end.
other combo extenders and enders:
...2C 3C 236B~B
...3C 214A > 236C (kill only combo)
...3C 214A 236B~B (shorter combos only)
...3C j.B 236B~B
...whatever knockdown > hcf+C, 236C, 623B, or 623C OTG
214[A]/[B]/C ground hit > dash / walk 6B 214A (sets up corner crossup)
214[A]/[B]/C ground hit > dash 5A into non loop combo
notes on blockstrings:
- 214[A], 214[B], and 214C give similar frame advantage at 214[B] range, but 214[B] will form a tighter frame trap,
while 214[A] is better against forward movement. 214[B] seems to be best frame advantage, a bit more than 214C/[A].
- 214A seems to be minor frame disadvantage or neutral, but is good from a safe distance
- 6B can be gattlinged into late for an alternative frame trap that is cancelable
- 3C can be used the same range, but it's for creating space rather than moving forward
- 5A6A 5B2B6B 5C3C all chains without being pushed out of range
- 5C wiffs most crouchers
Metered Combos
- ...
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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
While crounching, Ciel does a low knife jab at your opponent's feet. The purple effect trailing from the knife doesn't count in its hitbox. This move has the same animation as Crescent's 2A. This move hits as a low. This move is air unblockable. Deals approximately 300 dmg [.720 proration]. |
5A
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2B
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5B
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6B
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2C
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3C
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5C
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4C
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6C
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JA
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JB
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JC
The moves in number and strength order. Explain how the moves works, what it's best suited for and where it lacks. - |
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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