Melty Blood/Advanced Mechanics

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Damage Modifier

The damage modifier system works much like Act Cadenza. Each character has a set life total of 11400, but take different amounts of damage at different points of their life bars. Another thing to note is that there is a Stance Modifier that changes the Damage modifier depending on if the character is in Stand, Crouch, or Jump state.

These are the values for the Stance Modifier

  • Jump: x0.88
  • Stand: x1.00
  • Crouch: x1.08

These values modify the Damage Modifier during combos, as well. For example, if you combo them on the ground, then knock them in the air, they will get the Jump Stance modifier when they are in the air. Damage Modifier values are consistent across all moon styles for every character except Mech-Hisui, Nero, and Neco-Mech. For the Maids (Hisui & Kohaku) team characters, they each have their own Damage Modifiers.

If damage ends up becoming a decimal, it will always round down.

For in-depth data on character health and damage modifiers, either see the "Health Values" section below, or the "Health and Damage" section of the MBAACC frame data spreadsheet.


Correction Value

Individual attacks have their own Correction Value (also referred to as proration) percentage which also scales damage.
With C and H moon, Reverse Beat Penalty directly acts as a cap on Correction Value. The maximum amount of penalty is 55%, which would cap an attack that has 90% Correction Value to 45%. This would scale the attack to do only half the usual damage.

  • In combos the damage is scaled using the current lowest Correction Value of any move you have hit during the combo or Rebeat Penalty (whichever is lower), causing your attacks that would otherwise have higher percentage to do noticably less damage even without rebeats.


Reduce

You can Reduce by pressing A, B, C or D in a 5 frame window as you get hit, this reduces incoming damage by 30%.

  • The window for damage reducing is 3 frames from before you get hit to 1 frame after being hit, with 9 to 4 frames before being hit counting as failed reduce.


Critical Hit

There is also a mechanic in Melty Blood called Critical Hit. It happens randomly on any hit and will multiply the damage dealt by 1.15x.


Damage Scaling Chart

(ROUND DOWN ON EACH STEP ONLY)

int Damage = BaseDmg - BaseDmg/32 * (Hits - 1 + QrtLifeLost);
Damage = Damage * Def;
Damage = Damage * Stance;
Damage = Damage * PrevProration;
BaseDmg  = With "Attack display" on in training mode, check "Damage" number inside brackets
Hits = Combo hit count
QtrLifeLost   = Add 1 for each 25% of life lost (maximum of 3)
PrevProration = Correction value BEFORE the move hit (100% for 1st hit in combo)
Def  =  Defence multiplier for current life bar quarter (check game files for it)
Stance=Air/OTG: 0.88
      Stand  : 1.00
      Crouch : 1.08

Example:

  • CRoa Arc Drive (7000 base damage) vs VSion with 70% health left. 14 hit combo.
  • - 0.88 stance because Roa AD always hits in midair stance.
  • VSion Multipliers: 0002.p/data/v_sion_1_c.txt -> Guard = 1.0, 0.95, 0.9, 0.9
floor( floor( floor( BaseDmg - BaseDmg/32*(Hits-1+QrtLifeLost) ) * Def) * Stance) * PrevProration
floor( floor( floor(7000 - 7000/32 * (14-1+1) ) * 0.95) * 0.88) * 0.5
floor( floor( floor(7000 - 218.75 * 14) * 0.95) * 0.88) * 0.5
floor( floor( 3937 * 0.95) * 0.88) * 0.5
floor(3740 * 0.88) * 0.5 = 1645 damage

Health Values

Character Name Damage Modifier (Health %) Net Health Grade
100% 75% 50% 25%
Akiha 0.920 0.823 0.768 0.725 14202 S++
Nero (C) 0.900 0.842 0.815 0.725 13979 S+
Arcueid 0.900 0.871 0.796 0.725 13950 S+
Nero (H/F) 0.900 0.852 0.815 0.725 13939 S+
Kouma 0.920 0.871 0.796 0.725 13881 S
White Len 1.000 0.871 0.750 0.725 13853 S
Satsuki 1.000 0.871 0.843 0.725 13433 A
Riesbyfe 1.020 0.871 0.843 0.725 13378 A-
Hisui 0.850 0.920 0.862 0.815 13253 B+
Tohno 0.920 0.871 0.862 0.860 12990 B-
Kohaku 0.900 0.871 0.937 0.815 12977 B-
Roa 0.950 0.920 0.843 0.815 12975 B-
Sion 0.950 0.920 0.843 0.815 12975 B-
Ciel 0.900 0.871 0.843 0.906 12965 B-
Seifuku 0.900 0.871 0.843 0.906 12965 B-
Miyako 1.000 0.920 0.843 0.815 12825 C+
V.Sion 1.000 0.920 0.843 0.815 12825 C+
Hisui (Maids) 0.879 0.952 0.892 0.843 12811 C+
Mech-Hisui (F) 0.850 0.842 0.937 0.951 12776 C
Mech-Hisui (C) 0.870 0.871 0.937 0.906 12735 C
Warachia 1.100 1.017 0.843 0.725 12705 C
Aoko 1.000 0.968 0.843 0.815 12671 C
Red Arcueid 0.950 0.968 0.890 0.815 12643 C-
Neco-Mech (C) 0.870 0.920 0.937 0.906 12561 D
Kohaku (Maids) 0.931 0.901 0.970 0.843 12543 D
Neco-Arc 1.400 0.678 1.031 0.815 12500 D
Nanaya 1.000 0.968 0.890 0.815 12493 D
Koha-Mech 0.900 0.920 0.937 0.906 12451 D
Powerd Ciel 0.950 0.920 0.890 0.906 12445 D
Mech-Hisui (H) 1.200 0.968 0.843 0.770 12401 D
Neco-Mech (H) 1.200 1.017 0.843 0.770 12259 E
Len 1.100 0.968 0.890 0.815 12234 E
Ryougi 1.050 0.988 0.918 0.860 12017 F
Hime 1.000 0.968 0.937 0.906 11981 F
Neco-Mech (F) 0.950 0.968 1.031 0.996 11569 G
NAC 1.600 0.678 1.312 0.996 11018 H
V.Akiha 1.150 1.114 1.031 0.906 10946 H-

Wakeup Timings

Each character has their own animations for being knocked down and getting up. There's three types of knockdown animations and two types of wakeup animations, and they each have their own duration:

Launchers, groundbounces, and a few character-specific actions have the opponent land head-first before collapsing onto their front, then go into their prone wakeup animation.
Sweeps trip the opponent have them land on their front, then go into their prone wakeup animation.
All other knockdowns have the opponent land on their back, then go into their supine wakeup animation.
(Exception: Hime's head-first animation falls onto her back and sweeps use her back animation; her two wakeup animations are identical.)

The following is a table of knockdown and wakeup times per type and character.
For knockdowns, the total duration of the knockdown and wakeup time together is listed first, which in most cases is the number most worth paying attention to. In parenthesis is the knockdown time alone, which defines how long you can strike the opponent OTG, as long as they are not in an uncomboable state as a result of being hit by certain moves or using up your bounce/OTG limit in your combo.
The wakeup time alone is also listed separately, which may be useful for characters who have time to react to that animation beginning in order to time their okizeme.

Character Name Knockdown Type Wakeup Type
Head-first Front Back Prone Supine
Akiha 60 (34) 55 (29) 49 (27) 26 22
Seifuku 56 (34) 51 (29) 49 (27) 22 22
V.Akiha 56 (34) 51 (29) 49 (27) 22 22
Aoko 61 (34) 56 (29) 53 (26) 27 27
Arcueid 56 (34) 51 (29) 49 (27) 22 22
Red Arcueid 55 (34) 50 (29) 52 (27) 21 25
Hime 57 (35) 49 (27) 49 (27) 22 22
Ciel 56 (34) 51 (29) 49 (27) 22 22
Powerd Ciel 57 (35) 51 (29) 51 (27) 22 24
Hisui 56 (34) 51 (29) 49 (27) 22 22
Mech-Hisui 56 (34) 51 (29) 49 (27) 22 22
Kohaku 56 (34) 54 (32) 49 (27) 22 22
Kouma 60 (36) 53 (29) 56 (31) 24 25
Miyako 54 (32) 51 (29) 49 (27) 22 22
Len 57 (35) 51 (29) 53 (27) 22 26
White Len 63 (41) 48 (26) 50 (24) 22 26
Neco-Arc 56 (34) 51 (29) 49 (27) 22 22
NAC 56 (34) 51 (29) 49 (27) 22 22
Nero 59 (34) 54 (29) 53 (27) 25 26
Riesbyfe 61 (37) 48 (24) 57 (30) 24 27
Roa 58 (36) 51 (29) 49 (27) 22 22
Satsuki 65 (41) 53 (29) 50 (27) 24 23
Tohno 59 (37) 51 (29) 50 (27) 22 23
Nanaya 56 (34) 51 (29) 50 (27) 22 23
Ryougi 57 (33) 53 (29) 49 (27) 24 22
Sion 56 (34) 51 (29) 49 (27) 22 22
V.Sion 56 (34) 51 (29) 49 (27) 22 22
Warachia 56 (34) 51 (29) 50 (27) 22 23

Shield Frame Data

Startup

All shields have 0f startup, they are instant.
Held shield for 5 or more frames drains meter.

Crescent Moon

EX Shield = Ground Tap Shield = 4 frames.
Air Tap Shield = 6 Frames.
Can cancel into any attack, when successful.
Normal Shield = Hold for 5 or more frames.
Cannot cancel into normals, but can cancel into any other attack, when successful.

Held shield drains 0.2 meter per frame for 60 frames (12 spent).

Half Moon

Normal Shield = Ground Tap Shield = 6 frames.
Air Tap Shield = 8 Frames.
Cannot hold.
Causes Auto-Shield Counter on a successful shield of a "physical" attack.
Projectiles do not trigger the Auto-Shield Counter, but it can be manually inputted (236D).

Full Moon

Cannot EX Shield = Ground Tap Shield = 4 frames.
Air Tap Shield = 6 Frames.
Only counts for Last Arc.
Normal Shield = Tap or Hold.
Can only cancel into Shield Counter (236D), specials or supers, when successful.

Held shield drains 1.0 meter per frame for 25 frames (25 spent).

Recovery All shields recover in 19 frames.

Buffered Moves

Like many games, Melty Blood allows you to input most actions slightly before you would be able to use them and have them come out on the first possible frame if you keep holding the button down. However, not all moves can be buffered for the same amount of time.

Buffer Time Action
0 Non-Command Normals
1 Standing Shield
Air Shield
3 Specials / EXs / Arc Drives
Command Normals
Crouching Shield
Shield Bunker
A+B Dash/Backdash/Dodge
4/6 A+D Throw
Heat Activate / Meter Charge
6 44/66 Dash/Backdash
22 Fastfall (Nanaya/Hime only)

The Quick Action button cannot be used to buffer throw and dodge motions, as using it to perform these inputs is only considered to be inputting the respective buttons for one frame.

Landing Recovery Rules

  • Jumping with no action has no landing recovery
  • An air normal as Crescent or Half Moon has 2 frames landing recovery, +1 blockable neutral frame
  • Doing an air normal as Full Moon has only 1 blockable neutral frame
  • Airdash landing recovery depends on the character and whether its cancelled into another move. If cancelled into a normal, recovery defaults to the normal's recovery.

Combos

Grounded jump cancel

Some moves can be cancelled by a jump. However, if you've already jump-cancelled a ground move, you can't jump-cancel another ground move during the same combo. Double jumps are not counted.

Bounce

During a combo, when the opponent hits the floor, or hits the wall from certain attacks, there will be a white shockwave emanating from the point of impact and they will bounce. After three bounces, they are invincible until they recover from the combo.

Almost all throws, including command grabs, reset the bounce counter. (Exceptions include Len's and White Len's Air Throws.) For example, Satsuki has a lot of bounces in her combos, and uses her grabs to stop the bounce counter from reaching 3.

MBAACC Navigation

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AokoCrescentHalfFull
TohnoCrescentHalfFull
HimeCrescentHalfFull
NanayaCrescentHalfFull
KoumaCrescentHalfFull
MiyakoCrescentHalfFull
CielCrescentHalfFull
SionCrescentHalfFull
RiesbyfeCrescentHalfFull
V.SionCrescentHalfFull
WarachiaCrescentHalfFull
RoaCrescentHalfFull
MaidsCrescentHalfFull
AkihaCrescentHalfFull
ArcueidCrescentHalfFull
Powered CielCrescentHalfFull
Red ArcueidCrescentHalfFull
V.AkihaCrescentHalfFull
Mech-HisuiCrescentHalfFull
SeifukuCrescentHalfFull
SatsukiCrescentHalfFull
LenCrescentHalfFull
RyougiCrescentHalfFull
White LenCrescentHalfFull
NeroCrescentHalfFull
NACCrescentHalfFull
Koha-MechCrescentHalfFull
HisuiCrescentHalfFull
Neco-ArcCrescentHalfFull
KohakuCrescentHalfFull
Neco-MechCrescentHalfFull