Melty Blood/MBAACC/Arcueid Brunestud/Half Moon

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Additional Resources


Match Video Database
H-arc combos
Kfl's H-arc combos

Players to watch/ask

JP:


NA:

Overview

Strengths Weaknesses
Strengths
  • High damage
  • Good ground mobility
  • Corner carries off of any ground starter
  • Above average pressure
  • 5A6AA being a versatile tool
  • Good jump in button: j.2C
  • Above average meter gain
  • Good normals in the air and ground
Weaknesses
  • Defense wise, is not as robust as C-arc due to no invuln on 22B
  • her air confirms don't net the same reward as her ground confirms
  • Has a harder time opening people up that are patient due to no 5[B] overhead, relies on strike/throw game
  • Combos can be wonky depending on hurtboxes and needs some adjusting per character.
  • Rebeats a lot and induces the Rebeat penalty a lot and results in less damage when she finally lands a ground starter

General Gameplan

H-Arcueid is very well known for her high octane rushdown prowess. Her overall gameplan is fairly simple, its running over to the opponent and smashing them in with relentless pressure and she's quite good at it. She has quite an array of tools to choose from. Whether its 5A6A, sliding 2B(this will be covered in the neutral section below) and those are just her ground normals; you also have j.2C and j.C for her air normals that are used frequently. When she lands the hit on someone grounded expect to be corner carried where H-arc truly shines. With having a lot of normal cancel windows on her staggers it can be very frustrating to deal against and fulfilling to do them on someone. She's a typical melty blood character that adheres to the foundation of strike/throw game, but happens to be one of the best at it. A really strong, stable character that might just be for you if you happen to want a simple gameplan while also having a good set of tools to accomplish the job.

Neutral

H-Arc has the ability to function just about anywhere if you place yourself right. You'll want to note that you have a pretty fast run that can cover the screen in around 1-2 seconds. This lets you take advantage of being able to move into spaces at any point. While you're on the ground you're going to want to find spots to do dash 5A6AA, since its 0 on block its a safe 123 to throw out and see if anything sticks if it does you can then go do your combo and corner carry. There is also sliding 2B at your disposal; Sliding 2B is done by doing 66/6A+B, 3B. When you do this you retain momentum from your dash as you do 2B so you get more range out of 2B. What's more is that it can low profile a lot of things while also being a low and still confirms into 5A6AA. Each tool while they do similar goals have different applications, 5A6AA will catch backdashes and you can even slightly stagger to confirm if someone was jumping out by the time you hit 5A6A to go into an air combo or do the last 6A to confirm your ground starter while 2B is a low that low profiles that may catch people off guard while they are standing. Make good use of these while you're on the ground in tandem with your excellent ground mobility and you'll quickly see how effective harc can be on the ground.

With all this in mind its not like she's terrible in the air either! You have j.C which is a normal that is active for 10F. Very strong for air to air and is hard to contest once its out. Its fast as well since the normal is active on the 7th frame. Now, j.C is a bit different from C-arc's j.C by a small margin and it has a chance of being low profiled, however unlike C-arc you now have j.2C which is a strong jump in button as well as j.B. A lot of the time you can use these normals for just about anything a situation would call for. since j.C is very active you could do neutral jump rising j.C to stuff anyone's air approach. You can also do jump forward j.C, airdash j.C and the list goes on. Make good use of dash jump since it carries momentum and in some cases you may need to use that to augment your airdash to cover more distance for j.C or j.2C depending on what's happening on the screen. On an air counter hit you get a ground starter that will corner carry with the damage that comes along with it.

Overall as long as you understand melty movement and basics this character has all the tools needed to play neutral with the entire cast and make people hurt once they get hit.


Pressure

H-arcueid has quite a few ways to apply pressure. As she is a typical melty blood character she does rely on a lot of staggers from her normals and her normals boast a long normal and special cancel window. A lot of her pressure may seem endless and with the help of 5A6AA that is 0 on block and 214A having small recovery and being +1 on block, there's honestly so much you can do here are some examples to try out for pressure

  • 2A delay 2A 5B 2B w5A
  • 2A 2A 5B 5A6A delay 6A
  • 2A 5B(let it fully recover) 2A 5B 5A6A delay 6A
  • 2A 5B delay 2B
  • 2A 2A 5B delay 2B 214A(blocked) 5A/2A
  • 2A 2A delay 2B 2C 214A(whiff) 2B
  • 2A 2A run up grab
  • 2A 5B, Grab
  • 2A 5B delay 2B delay 2C 5A6A Delay 6A, delay 214B

These are just small things to show how long the normal/special cancel windows are. Go into training mode and you will quickly find that staggering 5A6AA, letting your 5B and 2B recover vs staggering them will quickly make your pressure much better, when they get scared enough that's when you can throw. When you throw you can choose to either hold down or not. Holding down sends them to the ground and does more damage, while not holding down throws them to the wall which you can do either 22A without meter or 22A 623C to get a little bit more damage

Okizeme

H-arc's Oki comes from either doing a 2C 4C j.2[C] ender or from doing a rekka ender. there are reasons to do one over the other. the j.2[C] ender is more damage and allows for more set up time. what you do from there is the following:

  • j.2[C], (w)2A sj j.2C
  • j.2[C], (w)2A sj air dash j.2C
  • j.2[C], (w)2A sj (empty jump) 2A/2B
  • j.2[C], (w)2A sj (empty jump) throw
  • j.2[C], (w)2A sj j.B airdash j.2C
  • j.2[C], (w)2A sj (late to show charge animation but make it whiff)j.2[C], throw

For rekka ender you can do the same thing listed above and also you get a safe jump which to set it up is 2C delay 236A 236A 214B. these are the specific notes for the safe jump:

Note: if you delay Rekka after 2C it pops them up a bit higher and gives you better frame adv

Post rekka ender safe jump:

  • Jump forward, j.C: Ryougi, Miyako, Sion, Vsion, Roa, Mech, Koha, Neco, Hisui, Vakiha, Seifuku, Arc, Ciel, Akiha, Hime
  • Delayed Rekka, 9, j.C: Nanaya, Tohno, Wara, Satsuki, Wlen
  • sjf j.C: Warc, PCL
  • Delayed Rekka, sjf, j.C: Aoko, Nero, Len
  • Delayed Rekka, slightly walk forward, 9, j.C: Kouma, Ries

Defense

Other than the basic defensive options you have Bunker, 22C and 421C

22C is her actual DP but is metered and since you are h moon you only really have one chance to do this until you can land a hit again so make good use of it. Bunker also uses 100% and while 421C isn't invuln on start up it can be used to call out some pressure resets from some chars like F-Akiha's 214C pressure reset and such.

Combos

Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.

For more information, see Glossary and Controls.

X > Y X input is cancelled into Y.
X > delay Y Must wait for a short period before cancelling X input into Y.
X, Y X input is linked into Y, meaning Y is done after X's recovery period.
X+Y Buttons X and Y must be input simultaneously.
X/Y Either the X or Y input can be used.
X~Y This notation has two meanings.
  1. Use attack X with Y follow-up input.
  2. Input X then within a few frames, input Y. Usually used for option selects.
X(w) X input must not hit the opponent (Whiff).
j.X X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.

Applies to all air chain sections:

  • Assume a forward jump cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
sj.X X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
dj.X X input is done after a double jump.
sdj.X X input is done after a double super jump.
tk.X Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
(X) X is optional. Typically the combo will be easier if omitted.
[X] Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
{X} Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
X(N) Attack "X" should only hit N times.
(XYZ)xN XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
(XYZ^) A pre-existing combo labelled XYZ is inserted here for shortening purposes.
CH The first attack must be a Counter Hit.
Air CH The first attack must be a Counter Hit on an airborne opponent.
66 Performs a ground forward dash.
j.66 Performs an aerial forward dash, used as a cancel for certain characters' air strings.
IAD/IABD Performs an Instant AirDash.
AT Performs an Air Throw. (j.6/4A+D)
IH Performs an Initiative Heat.
AD Performs an Arc Drive.
AAD Performs an Another Arc Drive.

Starters

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 2A > (5B) > 2B > 5C > 5A6AA
2680


Meter Gained: text Meter Given (vs C-Moon): text
Usually the go to starter that is easy to understand and execute.
Normal starter, grounded opponent,
  • 2A > (5B)> 2B > 2C > dl.5C > 214B/4C
2398


Meter Gained: text Meter Given (vs C-Moon): text
this is other one that is a valid starter to do the combo. the minor difficulty is when you do 4C you want to jump immediately after and do j.2[C], 2A > (5B)> 2B > 2C > dl.5C > 4C
Normal starter, grounded opponent,
  • 2A > (5B)> 2B > 2C > dl.5C > 4C > j.9
2443


Meter Gained: text Meter Given (vs C-Moon): text
this is other one that is a valid starter to do the combo. the minor difficulty is when you do 4C you want to jump immediately after and do j.2[C], if you can get past this minor difficulty i would suggest doing this over 2C dl. 5C 214B as its much more easier and stable to perform as your starter and goes into similar sequences.

Enders

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 2B/5C > 2C > 4{C} > j.2[C]
text


Meter Gained: text Meter Given (vs C-Moon): text
as stated above you use this ender for more set up timing. Depending on the char's hitbox as well as the match's circumstance will determine to use 5C 2C vs 2B 2C.
Normal starter, grounded opponent,
  • 2B/5C > 2C delay 236A > 236A > 214B
text


Meter Gained: text Meter Given (vs C-Moon): text
This ender in particular is to set up safe jumps. Along with the safe jump you can use the OS to dodge heats if the opponent is known to heat. Depending on the char's hitbox as well as the match's circumstance will determine to use 5C 2C vs 2B 2C.

OTG Pick ups

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 623C
text


Meter Gained: text Meter Given (vs C-Moon): text
You'll only really see this after 236A 236A 236A or 236A 236A 214B(although the timing is a bit stricter)

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 2A > (5B) > 2B > 5C > 5A6AA, > dl.2B > 2C, > dl. 5C > 214B(1), > j.2[C], > 5C > 2C > 4{C}, > j.2[C], > 5C > 2C, > Ender
4969
Meter Gained: text Meter Given (vs C-Moon): text (Video)
This is one of the more stable combos and should work on almost all of the cast. you can choose either ender depending on what you want
Normal starter, grounded opponent,
  • 2A > (5B) > 2B > 5C > 5A6AA, > dl.2B > 2C, > dl. 5C > 214B(1), > j.2[C] > 2B > 2C > dl.5A6AA > 2C > 4{C}, > j.2[C], > 5C > 2C, > Ender
text


Meter Gained: text Meter Given (vs C-Moon): text
This is a variation used for meter gain and for stablizing the combo for corner carry
Normal starter, grounded opponent,
  • 2A > (5B) > 2B > 5C > 5A6AA, > dl.5C > 2C > (w)2A, > 5A > 2C, > dl. 5C > 214B(1), > j.2[C], > 5C > 2C > 4{C}, > j.2[C], > 5C > 2C, Ender
text
Meter Gained: text Meter Given (vs C-Moon): text (Video)
Optimal variation of the previous combo, doesn't work on Warc and Kohaku.
Normal starter, grounded opponent,
  • 2A > (5B) > 2B > 5C > 5A6AA, > dl.5C > 2C > (w)2A, > 5A > 2C, > dl. 5C > 214B(1), > j.2[C], > 5C > 2C > (w)2A, > 2A > 2C > 5A6AA, > 2C > 4{C}, > j.2[C] > 5C > 2C, Ender
text


Meter Gained: text Meter Given (vs C-Moon): text
Optimal variation of the previous combo, doesn't work on Warc and Kohaku.
Normal starter, grounded opponent,
  • 2A > (5B) > 2C, > dl. 5C > 214B(1), > j.2[C] > 2B > 2C > 4C, > j.2[C], > 2B > 2C, Ender
text


Meter Gained: text Meter Given (vs C-Moon): text
Basic route for 214B starter. some distances will cause this combo to fail.
Normal starter, grounded opponent,
  • 2A > (5B) > 2C, > dl. 5C > 214B(1), > j.2[C], > 2B > 2C, > dl.5A6AA > 2C > 4{C}, > j.2[C], > 5C > 2C, Ender
text


Meter Gained: text Meter Given (vs C-Moon): text
This is a variation used for meter gain and for stablizing the combo for corner carry. this is especially important if you did 214B route
Normal starter, grounded opponent,
  • 2A > 5B > 2B > 2C > dl.5C > 4{C},j.9 > j.2[C] > 5C > 2C > (w)2A, > 5A > 2C > dl.5C > 214B(1), > j.2[C], 5C > 2C > (w)2A, > 5A > 2C > 236B > 236B > 214B
text
Meter Gained: text Meter Given (vs C-Moon): text (Video)
This is one of many routes to do in the event you do 4C for your starter.
Normal starter, grounded opponent,
  • 2A > 5B > 2B > 2C > dl.5C > 4{C}, > j.2[C], > 2B > 2C, > dl.5A6AA > 2C > 4{C}, > j.2[C], > 5C > 2C > Ender
text


Meter Gained: text Meter Given (vs C-Moon): text
Another variation of the combo listed above.
Normal starter, grounded opponent,
  • 2A > 5B > 2B > 2C > 5C > 4C > j.9 > j.2[C] > 5C > 2C > 4{C} > j.2[C] > 5C > 2C > 4{C} > ender
text


Meter Gained: text Meter Given (vs C-Moon): text
the 4C variant for midscreen. Universal combo as well
Normal starter, grounded opponent,
  • 2A > 5B > 2B > 2C > 5C > 4C > j.9 > j.2[C] > 5C > 2C > w2A > 5A > 2C > dl.5C > 214B(1) > jump cancel > j.2[C] > 5C > 2C > 4{C} > ender
text


Meter Gained: text Meter Given (vs C-Moon): text
the 4C variant for midscreen. Universal combo as well a bit more optimal.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 2A > (5B) > 2B > 5C > 5A6AA, > 2B > 2C > dl. 5C > 214B(1) > j.2[C] > 2B > 2C > 4{C} > j.2[C], > 2B > 2C, > Ender
text
Meter Gained: text Meter Given (vs C-Moon): text (Video)
Universal combo
Normal starter, grounded opponent,
  • 2A >(5B) > 2B > 2C, > dl. 5C > 214B(1) > j.2[C] > 2B > 2C > 4{C} > j.2[C], > 2B > 2C, > Ender
text


Meter Gained: text Meter Given (vs C-Moon): text
Universal combo without the 214B part, you may use this in case you caught a stagger somewhere
Normal starter, grounded opponent,
  • 2A > (5B) > 2B > 5C > 5A6AA, > dl.5C > 2C > (w)2A, > 5A > 2C, > dl. 5C > 214B(1), > j.2[C], > 5C > 2C > (w)2A, > 2A > 2C > 4{C}, > j.2[C], > 5C > 2C, Ender
text


Meter Gained: text Meter Given (vs C-Moon): text
optimal combo in the corner.
Normal starter, grounded opponent,
  • 2A > (5B) > 2C, > dl. 5C 214B(1) > j.2[C] > 2B > 2C > 4{C} > j.2[C], > 2B > 2C, > Ender
text


Meter Gained: text Meter Given (vs C-Moon): text
Universal combo
Normal starter, grounded opponent,
  • 2C > dl.5C > 214B(1), j.2[C] 2B 2C 4{C}, j.2[C], 2B 2C, ender
text


Meter Gained: text Meter Given (vs C-Moon): text
Basic way to convert from this specific starter
Normal starter, grounded opponent,
  • 2C > dl.5C > 214B(1), > j.2[C] 5C 2C w2A, 5A 2C w2A, 2A 2C dl.5A(whiff)6AA, 2C 4{C}, j.2[C], 5C 2C, ender
text


Meter Gained: text Meter Given (vs C-Moon): text
This is one of the more challenging but rewarding variation to maximize your damage
Normal starter, grounded opponent,
  • 2A > (5B) > 2B > 5C > 5A6AA, > 2B > 2C > dl. 5C > 214B(1) > j.2[C] > (5C/2B) > 2C > dl.623C, > walk back 5A > 2C
text


Meter Gained: text Meter Given (vs C-Moon): text
Set up for the left right mix up. its determined by how far you walk back. if you walk back enough before 5A 2C you get the cross up, otherwise same side.
Normal starter, grounded opponent,
  • 2A > (5B) > 2B > 2C > 5C > 4C, > j.9 > j.2[C] > 2B > 2C > 4{C} > 2B > 2C > 4{C} > ender
text


Meter Gained: text Meter Given (vs C-Moon): text
Universal 4C starter combo.
Normal starter, grounded opponent,
  • 2A > (5B) > 2B > 2C > 5C > 4C, > j.9 > j.2[C] > 5C > 2C > w2A > 5A > 2C > dl.5C > 214B(1), Jump cancel > j.2[C] > 5C > 2C > 4{C} > ender
text


Meter Gained: text Meter Given (vs C-Moon): text
This is the 4C starter route, get used to this starter route if you happened to go straight to 2C > 5C for conversion. does not work on warc, ciel, kohaku. Optimal for damage otherwise
Normal starter, grounded opponent,
  • 2A > (5B) > 2B > 2C > 5C > 4C, > j.9 > j.2[C] > 5C > 2C > w2A > 5A 5A > 2C > w2A > 2A > 2C > dl.5A(whiff)6AA > 2C > 4{C} > j.2[C] > 5C > 2C > 4{C} > j.2[C]
text


Meter Gained: text Meter Given (vs C-Moon): text
Another variant of the combo above. Again, it does not work on ciel kohaku warc.
Normal starter, grounded opponent,
  • Throw, > 22A > 623/421C, > 5A > 2C > 4{C}, > j.2[C]
text


Meter Gained: text Meter Given (vs C-Moon): text
basic throw combo if you happen to have the meter on hand, the parts in parenthesis is dependent on your position to the opponent but more than likely you will input 421C to get the correct ex move to perform the combo
Normal starter, grounded opponent,
  • Throw, > 22A > 623/421C, > 5C > 2C > (w)2A, > 5A > 5A > 2C > (w)2A, > 2A > 2C > dl.5A(whiff)6AA, > 2C > 4{C} > j.2[C]
text


Meter Gained: text Meter Given (vs C-Moon): text
a more optimized version of the combo above, char specific in its delays, does not work on warc and kohaku.
Normal starter, grounded opponent,
  • Throw, > 22A > 623/421C, > 5AA > 2C > (w)2A, > 2A > 2C > dl.5A(w)6AA 2C > 4{C}, > j.2[C]
text


Meter Gained: text Meter Given (vs C-Moon): text
Universal combo.
Normal starter, grounded opponent,
  • Throw, > 22A > 623/421C, > 5AA > 2C > (w)2A, > 2A > 2C > dl.5C > 214B(1), > j.2[C]
text


Meter Gained: text Meter Given (vs C-Moon): text
Universal combo.

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

jC
Text
MBHalfArcjC.png
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text 2,8 Text Text Text Text

Text

Universal Mechanics

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

Special Moves

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

Arc Drive

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

Another Arc Drive

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

Last Arc

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

MBAACC Navigation

General
FAQ
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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