Melty Blood/MBAACC/Archetype: Earth/Crescent Moon

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Character Page Progress

{{#lst:Melty_Blood/MBAACC:Roadmap|C-Hime}

Overview

Strengths / Weaknesses
Strengths
  • Large, disjointed normal and special moves, allowing her to zone very effectively.
  • Extremely fast walk speed.
  • Relatively high overall damage.
  • C-moon mechanics lets her spend meter a bit more liberally.
  • yolo dp lol :)
Weaknesses
  • Slower than average buttons and an extremely floaty jump makes escaping pressure rather difficult.
  • Reliant upon strike/throw corner pressure to open her opponents up; somewhat lacking in terms of rewarding mixup options in block-strings.
  • Has a slower and far less threatening Geyser (236X) than her other moons.
  • yolo dp lol :(

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.

Note: FL in the cancel section denotes that a move is cancelable into Flight.

Normal Moves

Standing Normals

5A
Chime5a.png
Damage Red Damage Proration Cancel Guard
300 147 75% (O) -SE-, -N-, -SP-, -EX-, (J), -FL- LH
First Active Active Recovery Frame Adv Circuit Invuln
7 4 8 0 3.5% -

Neutral on block can be used to tick throw and pressure, has decent range for a 5A.

5B
Chime5b.PNG
Damage Red Damage Proration Cancel Guard
300*2 (532) (347) 80% (O) N, SP, EX, (J), FL LH
First Active Active Recovery Frame Adv Circuit Invuln
9 6 9 1 3.0%*2 (6.0%) -

+1 on block and hits multiple times, making it a good general purpose pressure/hitconfirm tool.
Can be used as a ghetto anti-air sometimes, as the hitbox is slightly higher than it seems.

5C
Chime5c.PNG
Damage Red Damage Proration Cancel Guard
800 490 90% N, SP, EX, (J), FL LH
First Active Active Recovery Frame Adv Circuit Invuln
13 4 18 -4 7.0% -

The 5C Powered Ciel wishes she had. Amazing poke, great whiff punisher, virtually incontestable from further ranges, can easily hitconfirm into 2C > 6C > 236A for a full combo, great pressure tool when used from a range alongside her specials. Just be wary of opponents air dashing over it, as its hitbox doesn't reach especially high.
Just press it sometimes, it's a good button.


Crouching Normals

2A
Chime2a.PNG
Damage Red Damage Proration Cancel Guard
300 98 75% (O) SE, N, SP, EX, (J), FL L
First Active Active Recovery Frame Adv Circuit Invuln
7 4 9 -1 3.0% -

Low hitting 2A. Has decent range, but has 6f start-up, so be wary when trying to use this to mash out of pressure.
Also one of her better reverse beat options for pressure strings.

2B
MBCHime2B.png
Damage Red Damage Proration Cancel Guard
500 382 80% (O) N, SP, EX, (J), FL LH
First Active Active Recovery Frame Adv Circuit Invuln
10 4 12 -1 4.0% -

-1 on block, hits mid. Nothing especially noteworthy about her 2B, the range is nothing spectacular, combo/blockstring fodder.

2C
Chime2c.PNG
Damage Red Damage Proration Cancel Guard
900 637 65% (O) N, SP, EX, (J), FL L
First Active Active Recovery Frame Adv Circuit Invuln
12 4 15 -1 7.0% -

Not quite as degenerate as F-Hime's 2C, but it's still pretty good, and unlike F-Hime's, it hits low!
Reaches quite far, can be hitconfirmed into 5C > 214B/236A for a combo, is only -1 on block, overall a solid ground poke.
Should take care to avoid whiffing it, but with 15f recovery, it can be rather difficult for the opponent to punish it with an IAD/Jump-in.


Aerial Normals

j.A
Chimeja.PNG
Damage Red Damage Proration Cancel Guard
250 98 75% (O) N, SP, EX, J, FL LHA
First Active Active Recovery Frame Adv Circuit Invuln
5 4 10 - 3.0% -

Regular girl j.A. teeny hitbox, not great as a jump in but can be used to make IAD strings tighter.
Can whiff cancel the recovery into more air options (jump air dash, buttons, flight) but once she begins her descent animation she loses that opportunity.

j.B
Chimejb.png
Damage Red Damage Proration Cancel Guard
350, 600 (872) (537) 90% N, SP, -EX-, J, -FL- HA
First Active Active Recovery Frame Adv Circuit Invuln
6 2 (8) 4 - - 3.0%, 4.0% -

Huge (sorta). Great air to air, decent air to ground, hits twice and will beat out a good number of opposing air to airs. Only downside is its rather suspect hitboxes, as sometimes characters will appear to phase through its active frame, so get a good feel for how it hits.

j.C
Chimejc1.PNG
Damage Red Damage Proration Cancel Guard
850 588 75% (O) N, SP, -EX-, J, -FL- HA
First Active Active Recovery Frame Adv Circuit Invuln
14 4 - - 7.0% -

Savage. Hime claws your face off with an omnidirectional swipe. Really really big, but also quite slow, so don't be surprised if you get counter hit out of it. Good air to air, great air to ground, just be wary that it can be low profiled if coming down from too high.
Used during flight oki to get some fun mixups!
Probably one of your favourite buttons.


Command Normals

6C
6C
6[C]
Chime6c.PNG
6C Damage Red Damage Proration Cancel Guard
800 392 70% (O) SP, EX, (J), FL LH
First Active Active Recovery Frame Adv Circuit Invuln
13 5 23 -10 5.0% -

Blockstring and combo filler. Launches and is jump cancelable on hit, can be used as a ghetto anti air but it's not recommended.

6[C] Damage Red Damage Proration Cancel Guard
1000 490 70% N, SP, EX, (J), FL LH
First Active Active Recovery Frame Adv Circuit Invuln
20 5 19 -6 10.0% -

6[C] also serves a similar function, but is now rebeatable on block/hit. Strong reward on CH as you can route into anything you want effectively due to launching on hit. Not amazing otherwise though, as there is no reason most characters should attempt to mash immediately, and jumping out is way safer of an option.

j.6B
j.6B
j.6[B]
MBCHimej6B.png
MBCHimej6XB.png
j.6B Damage Red Damage Proration Cancel Guard
700 392 90% (O) N, SP, -EX-, J, -FL- HA
First Active Active Recovery Frame Adv Circuit Invuln
12 6 - - 4.0% -

Big stab, can be held to become even larger and halt air momentum. The regular version is generally used as combo filler. Can hit some characters crouching from very specific ranges as an instant overhead, but can only be confirmed into 236C.

j.6[B] Damage Red Damage Proration Cancel Guard
900 686 50% N, SP, -EX-, -J-, -FL- HA
First Active Active Recovery Frame Adv Circuit Invuln
25 4 - - 10.0% -

The held variant for occasional mixups post air throw ender, or as a cheeky long ranged overhead in neutral, and can be confirmed into further damage on hit with an airdash cancel or just doing EX Pillar.

Universal Mechanics

Ground Throw
MBCHimeThrow.png
Damage Red Damage Proration Cancel Guard
1300 980 30% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 20 - 0.0% -

Hime levitates the opponent, then slams them into the ground. Untechable knockdown, can be followed up with an OTG string.

Air Throw
Air Throw
j.4/6A+D
MBCHimeThrowAir.png
Damage Red Damage Proration Cancel Guard
1600 490 30% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 - 0.0% -

If done raw, this ground bounces the opponent and teleports you behind them. As a combo ender, this causes an untechable knockdown and leaves you in a normal landing animation.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCHimeShieldBunker.png
Bunker Damage Red Damage Proration Cancel Guard
500 196 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 4 19 -5 0.0%
(-50.0% in blockstun)
Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 196 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 19 -5 0.0%/-50.0% Strike 1-7

A shield bunker with the standard Hime disjoint.

Heat
Heat
A+B+C
MBCHimeHeat.png
Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
15 5 26 - -100.0% (min) Full 1-18

Has the second quickest Heat startup in the game along with Powered Ciel's, and a large hitbox to go with it.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
MBCHimeCircuitSpark.png
MBCHimeCircuitSparkAir.png
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 10 20 - removes all Full 1-39
Air Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
12 10 15 - removes all Strike 1-30

Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.


Special Moves

Special Movement

22D
Sky (Flight)
22D (Air OK)
(~22)
MB FHime 22D.png
Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
12 (13) - 26 (30) - -0.1% per frame -

Flight. Hime decides the ground is for losers and spends some meter to take to the skies. Upon activation, Hime can glide in either direction, but slightly descends as she glides. Resets her airdash upon activation, effectively giving her two airdashes, and she can fast-fall to the ground with 22, allowing her to quickly descend to the ground if necessary. Counts as an EX move, so you can whiff cancel into it off of practically every move imaginable, allowing for some very freeform (obnoxious) neutral and pressure strings. Drains meter as she floats, but it can be activated with any amount of meter, and the duration is fixed, and is not tied to the amount of meter drained. Flight also autocorrects the direction she is facing in when she stops moving in a direction, allowing her to basically ignore crossup protection when used correctly and mixup the opponent. Abuse this move, can make some matchups absolute hell.

Grounded Specials

236X
MBCHime236A.png
MBCHime236B.png
MBCHime236C.png
A/B Damage Red Damage Proration Cancel Guard
500, 800*2 (1431) (847) 65% (O) -EX-, (J), -FL- L
First Active Active Recovery Frame Adv Circuit Invuln
18 8 21 -12 5.0%, 4.0%*2 (13.0%) -

Geyser series. They hit low and are air unblockable, making them pretty good for harassing the opponent at a range.
Hime summons a geyser in front of her that launches the opponent into the air. Can be jump canceled on hit, and flight canceled on block and whiff. Mostly combo filler, but can make a nice relatively safe poke too.

Both A and B geyser launch the opponent away from Hime.

B version summons a Geyser even further away from Hime. Generally used as a poke, can be confirmed into j.236C for quick damage and a knockdown/tech trap when flight canceled.

EX Damage Red Damage Proration Cancel Guard
500*N 294*N 95%*N (M) - LH
First Active Active Recovery Frame Adv Circuit Invuln
11+6 X 66 -40 ~ 1 -100.0% -

Big geyser. Decently fast and hits OTG, but not worth the meter. Please refrain from using this.

623X
MBCHime623A.png
MBCHime623B.png
MBCHime623C.png
bird up wah wuh
bird up wah wuh
A Damage Red Damage Proration Cancel Guard
700, 250*2 (1147) (468) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
8 7 23 -13 4.0%, 1.0%*2 (6.0%) -

DP series. It's a DP lol.
It's a functional anti air sometimes, pretty decent if you have a read on their air approach.

B Damage Red Damage Proration Cancel Guard
700*2, 400*2 (1944) (1041) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
6 7 (12) 7 29 -17 (vs Stand.), -33 (vs Crouch.) 4.0%*2, 2.0%*2 (12.0%) Full 1-8

Invincible. Has regrettably small initial hitboxes, and the 2nd set only emerge when she loses her invincibility, use with caution, if they block this you will die.

EX Damage Red Damage Proration Cancel Guard
500*5, 700 (2637) (1950) 100% - LH(5), LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+5 7 (8) 6 (18) 6 73 -83 (vs Stand.), -97 (vs Crouch.) -100.0% Full 1-73

Fully invincible and last hit causes an untechable knockdown.

214X
Wind
(EX: Big Wind)

214A/B/C
(214A~214A/[A])
MBCHime214A.png
MBCHime214A214A.png
MBCHime214A214XA.png
MBCHime214B.png
MBCHime214C.png
A Damage Red Damage Proration Cancel Guard
400*3 (867) (424) 70% (O) -FL- LH
First Active Active Recovery Frame Adv Circuit Invuln
16 12 18 -2 2.5%*3 (7.5%) -
~214A Damage Red Damage Proration Cancel Guard
1000 392 65% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
12 9 21 -8 4.0% -
~214[A] Damage Red Damage Proration Cancel Guard
300*4 (779) (507) 65% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
23 9 19 0 2.0%*4 (8.0%) -

Wind Mine series. Air unblockable initial hitbox, does ample chip damage and guard damage.

Hime spins gracefully, and places a projectile which turns into a lingering wind mine. The mine can be activated at any time with 214A or j.214A/B, and can be held to create a bigger explosion. Can flight cancel on hit, whiff or block, but cannot flight cancel the mine activation input. Both the initial projectile and the activation are air unblockable. Only -2 on block, so can be used rather liberally from a distance. Note that the mine activation itself is punishable if used too close, unless held.
Note regarding wind activation: Doing the activation as a tiger knee input allows you to recover faster as you land and makes the activation slightly more plus (Uncharged around minus 6~5, charged plus 2~3.)

B Damage Red Damage Proration Cancel Guard
400*2, 1000 (1213) (537) 70% (O) (J), -FL- LH(2), LHA
First Active Active Recovery Frame Adv Circuit Invuln
15 6 (6) 9 9 -3 2.5%*2, 4.0% (9.0%) -

Hime spins even more elegantly, and creates a projectile which places explodes a wind mine instantly. The initial projectile is air unblockable, but the 'explosion' is air blockable. Is jump cancelable on hit, and flight cancelable on whiff and block. Only -3 on block, so can also be used to harass the opponent from just outside their effective range, catch jump outs, shark techs, the list goes on.

EX Damage Red Damage Proration Cancel Guard
200*18 (2337) (1712) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+16 63 57 -20 -100.0% Full 1-121

Waste of meter. Hitbox disappears partway through the animation, so the opponent can just waltz in, and ponder how they're going to kill you while they wait for you to land. Please don't use this.

22X
MBCHime22A.png
MBCHime22B.png
MBCHime22C.png
A/B Damage Red Damage Proration Cancel Guard
500*3 (1127) (662) 75% (O) -EX-, -FL- LHA
First Active Active Recovery Frame Adv Circuit Invuln
53 X 29 6 3.0*3, 2.5%*3 (16.5%) -

Hikari series. Slow startup fireballs, with trajectories dependent on the version used.
Hime takes her sweet time and summons up to 3 star-shaped fireballs which fly forwards and gradually drifts downwards. Can be cancelled into flight mid-summon; any fireballs already created will activate as normal.

B version functions the same, but the projectiles fly upwards, so they can be used to tag opponents trying to jump over the A version.

EX Damage Red Damage Proration Cancel Guard
500*7 - 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+22 X 40 38 -100.0%, 2.5%*7 Full 1

Hime summons 7 stars, not much use as the startup is still quite long and there are better ways to to tie opponents down.

Aerial Specials

j.236X
MB FHime j236A.png
MB FHime j236B.png
MB FHime j236C.png
Tactical nuke inbound.
Tactical nuke inbound.
A/B Damage Red Damage Proration Cancel Guard
800*3 (1470) (899) 50% (O) -EX-, -FL- LHA
First Active Active Recovery Frame Adv Circuit Invuln
34 19 - 7 (TK) 5.0%*3 (15.0%) -

Laser series. Homegirl summons a pillar to smite her opponents. Can cancel into flight at any time, and when used during flight, Hime retains her flight state, allowing her to retain her air options and heckle her opponents with more lasers (max of 3?). Overall decent move to annoy and zone people with.

Hime summons a pillar of light ~1 character length in front of her. Comes out a tad slow, but has an expanding and contracting hitbox, so it can often times clip people from slightly farther than it appears (at its maximum it's as wide as C version!).

B version functions the same, only the pillar is summoned further away.

EX Damage Red Damage Proration Cancel Guard
450*13 (2329) (1776) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
6+3 28 - 11 (TK) -100.0% Full 6, 19-21, 46-48

The fear. Hime decides she wants you dead and whips out her gun. Tracks, comes out almost instantly post super flash, so it can be used to whiff punish practically everything on reaction. Leads to tech trap situations when it hits in close proximity, Does obscene damage, grants her plus frames when performed in flight, allows for her to hitconfirm off of random 236X/214X hits. Totally broken move, changes the way opponents need to approach her when she builds 100 meter. Piss people off with this move.

j.214X
Wind (Air)
(EX: Big Wind)

j.214A/B/C
(j.214A/B~j.214A/[A]/B/[B])
MBCHimej214A.png
MBCHimej214B.png
MBCHime214A214A.png
MBCHime214A214XA.png
MBCHime214C.png
A Damage Red Damage Proration Cancel Guard
400*3 (864) (424) 70% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
22 12 - 20 (TK) 2.5%*2, 4.0% (9.0%) -

Hime dashes backwards and sets a wind mine. Useful when TK'd to bait DP's while still retaining frame advantage for okizeme.

B Damage Red Damage Proration Cancel Guard
400*3 (864) (424) 70% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
30 12 - 16 (TK) 2.5%x2, 4.0% (9.0%) -

Forward dashing version of the above. Useful when TK'd to crossup the opponent during pressure/okizeme, which can be confirmed into a full combo. Also has ample frame advantage.

Can be used to set up a fake FShiki/Fuzzy overhead if the opponent blocks this standing for some reason using instant j.B xx 214A right after landing!

However, this move does not hit overhead, so please do not block this move standing.

~214A/B Damage Red Damage Proration Cancel Guard
1000 392 65% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
12 9 - - 4.0% -

Air det. Recovers faster if done low to the ground or TK'd.

~214[A]/[B] Damage Red Damage Proration Cancel Guard
300*4 (779) (507) 65% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
23 9 - - 2.0%*4 (8.0%) -

Detonation. Air charged det. Recovers faster if done low to the ground or TK'd.

EX Damage Red Damage Proration Cancel Guard
200*18 (2337) (1712) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+16 63 - -11 (TK) -100.0% Full 1-95

Similar to the ground version.

j.63214C
Take This!
j.63214C
MB FHime j63214C.png
Damage Red Damage Proration Cancel Guard
1400, 700*4 (2415) (1591) 60% (M) - H
First Active Active Recovery Frame Adv Circuit Invuln
1+9 4 0 - -150.0% Full 1-13

Big Kick. EX move that costs 150% meter. Does decent damage, but more importantly allows her to setup up her flight okizeme easily off of air combos. Has a cool animation and rebounds the opponent off the walls, usually dropping them close to the corner. Follow up with Arc Drive into 22D or 2C > 22D and make them guess.


Arc Drive / Another Arc Drive

Memory
41236C during Max/Heat (AD)
41236C during Blood Heat (AAD)
MBCHimeADAAD.png
MBCHimeAD.png
MBCHimeAAD.png
The enemy’s hard-earned meter is now just a memory.
The enemy’s hard-earned meter is now just a memory.
AD Damage Red Damage Proration Cancel Guard
0, 275*25, 250 (3960) 0, 275*26 (2809) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+2 3 (17) 3 52 -31 removes all Full 7-68
AAD Damage Red Damage Proration Cancel Guard
0, 375*40, 250 (5545) (4317) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+2 3 (12) 3 53 -32 removes all Full 6-68

A combo ender. Extremely high hit count (27 for AD, 42 for AAD) triggers the protection system to give the opponent meter; afterwards inflicts a special circuit break that removes 100 meter in addition to sealing their meter (for 5 seconds with AD, 10 seconds with AAD). If your generous donation put the opponent in MAX, or they were already in it, the 100 deduction becomes an elimination, setting enemy meter to zero.

In addition to ruining the enemy’s meter, both versions give a lengthy untechable knockdown that allows you to either set up midscreen flight oki, or throw out something meaty. C-Hime also gets to keep 100 meter from her AD specifically.

Has two hitboxes. The first, beginning frame 5 (AD) / 4 (AAD), only hits people in and makes it easy to combo into. The second, beginning frame 25 (AD) / 19 (AAD), tries to hit again if the cinematic hasn’t already begun. Because of this, it’s easy to combo into, but more difficult to punish things with. Though, it gets inv shortly after the combo hit, so it can work against some projectiles and long-range setup moves.

Donating the opponent meter is affected by moon-specific meter generation; full-moon gets 10% less than C, and half-moon gets 30% less.

Because AAD donates much more meter, it is usually preferred to go for as a combo ender after hime kick with the hime kick > blood heat > AAD link; generally, you’d only prefer AD if combo count is low and the opponent has little meter, or you lack the time to AD after hime kick. There’s a lot of specifics to the data, but numbers to keep in your head are that AAD donates 135% vs C / 121% vs F directly out of throw, and 300% after a 14 hit combo vs C / 16 hit combo F, with meter growing more or less linearly with hit count between those points (note that hime kick only counts as 1 for this in spite of adding 5 to the displayed hit count). Throw > 2C > 236A/B > AAD is less damage than throw > AAD, but ends up donating 199.6% vs C / 179.4% vs F, zeroing if they’re at least at 100.4% / 120.6 to start.

AAD also does more damage and circuit breaks for 10 seconds to AD’s 5, but zeroing their meter is the more relevant thing most of the time.

Most of your opponents will likely be Crescent or Full-Moon, but take note vs Half Moon opponents that they do not automatically enter HEAT after hitting 200%, they only hit it after the combo would end, meaning that taking away 100% puts them at 100%, not 0%. So, if the opponent is below around 90% meter as half-moon, it’s generally better to just go with AD rather than AAD because it will give them less afterward, and if they’re really low and your combo has been long you may just want to just go for hime kick 2C oki, since the seal matters little if they’re H moon with low meter.


See this spreadsheet for more specifics.

Last Arc

The End
Grounded EX Shield during Blood Heat
MBCHimeLA.png
MBCHimeLA2.png
Well, they’re dead now.
Well, they’re dead now.
Damage Red Damage Proration Cancel Guard
5000-9000 4500-7000 50% + 50% * remaining BH time - U
First Active Active Recovery Frame Adv Circuit Invuln
0 5 24 - removes all Full

Opponents scared of you sealing their meter with any hit or throw may try to pressure you when you’re in blood heat; unfortunately for them, your last arc hits everywhere on the screen and has a base damage of 9000 (minimum 4500 with no BH time remaining), delivered all in one chunk so as to completely ignore increased defense at lower life values. If that doesn’t kill them outright, it gets you midscreen flight oki, too.

Active on the very first frame. If the opponent manages to use invulnerability through the hit, your recovery is fairly short, and you are invulnerable yourself during the entire recovery period, so you may be able to punish whatever they went invulnerable with and a true punish against you is literally impossible.

General Gameplan

C-Hime is a character that thrives on shutting down the opponents movement through her obnoxious normals and special moves. 214A/B is primarily used in neutral to keep your opponents out of the air, and once they're conditioned to not leave the ground, she can start abusing her large (yet very lateral) normals. As 214X and 623X are effectively her only real 'anti airs', oftentimes she'll be forced to reposition herself using her quick walk speed to avoid opponents approaching her at angles which she can't cover effectively. She also struggles with escaping pressure, as her fastest normal comes out on frame 7, making mashing quite risky.

As a Crescent moon character, she's blessed with an abundance of meter, which benefits her greatly as j.236C, AD, and AAD are some of the most obscene supers to bless this game. By just holding on to meter, her threat range becomes the entire screen, and any whiff can turn into ample damage -> tech trap situation, or worse yet, she'll tell you you're not allowed to play with the meter anymore using her AD, and also make you hold her extremely degenerate okizeme.

Not quite as oppressive as F or H-Hime, but C has her own set of tricks.

Neutral

Press buttons hit that 214A/B button people will be tilted.

Pressure

As 5B is one of her few buttons that grant her frame advantage on block, you're gonna use this button a lot in close proximity. Once the opponents been punished thoroughly for mashing against her, she can start running her tick throw game, which can be especially threatening due to her slew of post throw OTG options. Due to the reach of many of her normals and special moves, she can also pressure opponents well from outside of their effective range, despite many of her special moves lacking in frame advantage, her 214X series can be used to catch jump outs from ranges that would be considered safe by other characters with little commitment on her part, which still remaining safe enough to whiff punish most attempts at mashing afterwards.

Here are some examples of pressure strings not including wind use. 6[C] is slightly less useful as CHime due to no 5A6A6A but it can still catch jumpouts just the same so it is good to keep in mind. Learning how to use j.6B as an instant overhead (confirmed with j.236C) is an important part of CHime pressure as well as wind.

  • 2A stagger 2A stagger 5B
  • 2A stagger 2A stagger 5B stagger 2C
  • 2A stagger 2A stagger 5B stagger 5C > 5A(w) (236A/214B/Nothing)
  • 2A stagger 2A stagger 5C (6[C])
  • 2A stagger 2A > rising j.6B > airdash j.CB
  • 2A stagger 2A stagger 5B (recover), 5B (can do redash 5B too)
  • 2A stagger 2A stagger 2B stagger 5C (5A(w))

Note that although 2B is seldom mentioned here, it is useful to occasionally put into blockstrings to deal with high shielding while not being too far if it's blocked. 236A/B and 214B are also good ways to end pressure while being mostly safe at the spacing you throw it out.

Wind in pressure

Both C and H Hime sport a deadly j.214X series that on TK, gives them +20/+16 frame adv (A/B wind respectively) on The initial setup.
What CHime can do after is a bit different due to how long her mines linger compared to H.
Let's say you did a string into 6[C], 5C and wanted to continue your pressure on block.

Without Wind up

  • 5B stagger 5C (236A) 22D j.214A

This gives you a safe redash on block after seeing no jump if you did 236A (note that range of 22D j.214A matters, whiff is turn lost) and there are a lot of ways you can incorporate 22D j.214A into your strings in general, so make sure to experiment.

  • 5B dash TK j.214A
  • 2A stagger 2A TK j.214B

Something you should get used to is abusing how many things TK j.214A can bait while keeping you safe if you guessed wrong. Since CHime runs a tick throw game you can do this to mix it in with your throws and it will usually bait heat, delayed mash, some DPs if timed right, and in rare cases very late jump. Don't forget the added bonus of now being +20 and having a wind to enhance your confirms and setups.
TK j.214B can be done to call out more specific options, such as low mashes (notable Satsuki 2C and PCiel 2C) and reward you with 3k+ damage on hit. This still loses to high 5As and some sweeps that hit high, so use with that in mind.

With Wind up

  • 5B stagger 5C 236A 22D j.214A!(det) j.66 j.CB
  • 5B stagger 5C TK j.214A!/[A]! or 214A!/[A]!

Former string (assuming wind is on top/close to them) is an anti-jump string. If they get hit by the j.214 det, you can react with dj.(button) into AT, or if it's CH, land 2C > BnB.
Latter string involves using the small plus frames you have from doing TK det, as wind det's frame advantage non-TK is generally underwhelming and may not allow you to redash back in or even try and geyser their jumpout after as geyser is very slow as this moon. TK charged wind is about +3, while non charged TK is still minus but less punishable.
Sometimes you will have to do non-TK because you may not catch them if they start jumping. That is ok as you cannot keep your turn forever (if they block it you will mostly lose your turn unless you knowledge check). Remember this character's neutral is still very strong and learn to cut your losses.

  • IAD j.A6B j.B j.214A!
  • IAD j.B(2) j.214A!
  • IAD j.CB j.214A!
  • IAD j.C, rising j.B j.214A!

Overhead setups with wind out. IAD j.C rising j.B and j.CB are fuzzies. If rising j.B whiffs you timed it too slow. Followup is 5B into air combo.

  • Spaced j.96B j.214A!

Immediate j.96B j.214A! is an almost universal IOH setup (doesn't work on Kouma or Necos) that combos for up to 4k meterlessly using 2A 5B pickup. This is harder than the above setups but also the most relevant due to being the hardest to react to, so do take time to learn this eventually (can practice getting the spacing by doing close 2A 5B into j.96B)
Okizeme

C-Hime generally has to spend meter to obtain extremely strong knockdowns. Using either her AD/AAD, or 2C, she has enough frame advantage to activate 22D and force the opponent to hold a crossup/fake-crossup situation, which can turn into an empty low/throw as well, after ample conditioning.

She also has access to a brutal tech trap situation using j.236C in close proximity, which makes it preferable for the opponent to take the knockdown and allows for Hime to run her flight okizeme once the opponent has been conditioned to not tech.

Without meter, many of her knockdowns are limited to resetting to neutral.

Defense

Block, a lot. Her fastest button is 6f, so unless you want to try your hand at mashing out of pressure with her DP, you better get comfy with blocking and blocking often when pressured. As a C-moon, you also have access to EX Guard, Shield and EX Shield, so it's not totally hopeless, just rather risky. Jumping out of the corner is also difficult, as her extremely floaty jump and wide hurtbox makes her extremely liable to getting tagged out of the air, so no holding upback and praying for the best.

Combos

CHime routing is somewhat freeform in what you can do. As there is already a guide including the routes by Seagull here, as well as a Combo Video going over most routes, the wiki will only cover necessities such as ways to add wind det for better damage. Also read notes if you need a shortcut to the route and a little info.

For slightly more damage if you can hitconfirm well, 2A 2B 5B is always more damage in a string than 2A 5B 2B.

At some heights after 22D you can do j.AB AT or j.AC AT for about 200-300 more damage.

214A/B! in notations means Detonate and it does not matter which one you choose (C is EX however so it wont det).

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.

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A > 5B > 2B > 2C > 5C > j.B(1)C > dj.B(1)C (> 22D j.AC) > AT (>j.236C)
3564


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Baby's first combo, does good damage, bracketed part is optional but recommended as it leaves Hime more mobile post Airthrow, but costs a decent chunk of meter as it drains until she either reaches the ground or airdashes, so be aware. damaga is not including the () part and AT ender. can do j63214C>AD as a meter break option
Normal starter, grounded opponent
  • 2A > 5B > 2B > 5C > 2C > 6C~236A > j.C dj.C > 22D j.A > AT (> j.236C)
4488


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Use this combo instead, does great damage, builds a decent chunk of meter, flight ender is usually necessary for Airthrow ender as Hime wont have the right height without it. Can omit for other enders generally, but use your own discretion.
Normal starter, grounded opponent
  • 2A > 5B > 2B > 5C > 2C > 214B > j.B(1)C dj.B(1)C > 22D j.A > AT (> j.236C)
4239


Meter Gained:  ??? Meter Given (vs C-Moon): ???
214B version. Is very stable to perform and if you want to preserve meter and not end with flight you can do j.BC dj.C AT and it will connect at the price of 100~ damage and not being able to use do AT into j.236C for more damage metered (can still instead end in just j.236C).
Normal starter, grounded opponent
  • 2A > 5B > 2B > 5C > 2C > 214B > j.B(1)6B j.AC dj.B(1)C > 22D j.A > AT (> j.236C)
4415


Meter Gained: 63.0% Meter Given (vs C-Moon): ???
Better version of 214B making use of j.6B delay. If you can't get the right delay height consistent you can still do dj.C AT and get 4347 damage which is slightly better than basic 214B route above.
Normal starter, grounded opponent, near wind
  • 2A > 5B > 2B > 5C > 2C > 214A/B!, 2C 236A j.B(1)C dj.B(1)C AT
4919


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Basic wind det route. If you're very far, consider doing j.C dj.BC so the initial j.B doesn't whiff. Learning this leads into most of the more advanced det routes below so it's good to know first.
Normal starter, grounded opponent, near wind
  • 2A > 5B > 2B > 5C > 2C > 214A/B!, 66 2C > 236A TK j.214B > j.B(1)C > dj.C > 22D j.A6B > j.214A/B!, j.6[B] j.66 (j.C) AT
5590


Meter Gained: 80.0% Meter Given (vs C-Moon): ???
Advanced wind det route. Need to be close enough for TK j.214B to crossup otherwise it's a drop unless you're in the corner. Very strong route to learn with both decent meter gain and one of her highest meterless damaging routes. If j.214A/B! is whiffing delay it more, can even half charge if that makes it more comfortable for you.
Normal starter, grounded opponent
  • 2A > 5B > 2B > 5C > 2C > 214B > j.B(1)6B j.AC dj.C j.624C, Heat/426C/ 66 2C > 5C > 214A 22D AT
4668(4925/5070)


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Hime Kick can lead to several options, all of them are useful. Doing heat after still gives you enough time to meaty, TK wind, or Arc Drive.

Arc Drive is mostly for the meter break, but you can try and do a mixup after, and because this is 426C's knockdown you can actually still heat if you did this during max (not heat) AND do whatever you wanted to do still.

The 214A 22D AT ender is to have the corner and wind. Useful oki to either wind det on their wakeup to catch something or keep it and use it to add more damage if you combo them later, as well as doubling as a lingering threat to catch them jumping out.
j.214A/B starter, near wind
  • j.214A/B j.B(1)C j.C 22D j.A6B > j.214A/B!, j.6[B] j.66 (j.A) j.C AT
3803


Meter Gained:  ??? Meter Given (vs C-Moon): ???
How to confirm into a wind det from the air. Does not necessarily need to be j.214A/B starter, just a common way to go into it. Good if you can't do the 669 dashjump route yet and still applicable for when you cannot do that (The route below for example wont work non TK so it is good to know this one regardless).
TK j.214A/B starter, grounded opponent
  • j.214A/B > 669 j.B(2) > j.6B > j.AC > sdj.C 22D j.A6B > 214X!, j.6[B] > 66 (j.C) AT
4228


Meter Gained:  ??? Meter Given (vs C-Moon): 16.9%
Confirm off of TK air wind mine, looks cool. SDJ is necessary for the j.C to cross under and hit on the other side, can add in an extra air normal like j.C at the end for more damage or to combo into EX Pillar/Hime Kick.
236A/B Starter, grounded opponent
  • 236A/B > (j.66) j.B(1) > dj.B(1)C AT/j.236C
2829


Meter Gained: 26.0% Meter Given (vs C-Moon): ???
A Geyser and non-max range B Geyser confirm. You can adjust as needed to fit in more or less normals before AT for height, can also 22D j.A AT as usual, and the lower height means slightly more salvageable frame adv.
214A!/[A]!(det) Starter
  • 214A!/[A]!/TK j.214B!/[B]! > j.BC > dj.(B)C AT
2909


Meter Gained: 24.0% Meter Given (vs C-Moon): ???
Wind Det stray confirm. Much easier to confirm off airborne hits if you do TK det instead of grounded det (faster recovery, also more plus on block if blocked grounded during pressure). For 214[A]!/[B]! you may need to do superjump forward instead depending on height (another reason to TK).
214A!(det) Counterhit Starter
  • 214A!/B! > (66) 2C 236A j.BC j.C (22D) AT
3897


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Basic Wind Det Counterhit route. May need to 22D as height may cause a sideswap. Can also do j.B(1)6B j.AC dj.C AT OR omit the j.B(1) and go straight to j.6B j.AC dj.BC AT, both do around 4150+ damage so up to you, just be aware you need to be close for j.A to connect.
This combo minus the 214A!/B! also works as a normal Air CH route.
214A!(det) Counterhit Starter
  • 214A!/B! > (66) 2C 236A TK j.214B, j.(B)C dj.C > 22D j.A6B > j.214A!/B!, j.6[B] j.66 (j.C) AT
5052


Meter Gained: 54.8% Meter Given (vs C-Moon): ???
Advanced Wind Det Counterhit route. Can do j.BC if you're not confident in linking j.C in time after the TK, but it does make the height needed for j.A6B harder. Basically one of the best damaging air CH routes.
Air Counterhit Starter, near wind
  • 2C > 214{A}!/{B}! > (66) 2C 236A j.6B j.AC > dj.BC > AT
4840 (j.C CH)


Meter Gained: 62.0% Meter Given (vs C-Moon): ???
To add wind to your air CHs you are going to need to partial charge the det in order to get a low enough height for the followup 2C to connect. Remember if you're too far that you will likely need to just do j.BC dj.BC instead.
Air Counterhit Starter, near wind
  • 2C > 214{A}!/{B}! > (66) 2C 236A TK j.214B, j.(B)C dj.C > 22D j.A6B > j.214A!/B!, j.6[B] j.66 (j.C) AT
5585 (j.C CH)


Meter Gained: 64.1% Meter Given (vs C-Moon): ???
Advanced Air CH route using wind. Can do j.BC if you're not confident in linking j.C in time after the TK, but it does make the height needed for j.A6B harder.
If you aren't able to get the height correctly/it feels too inconsistent, stick to the simpler one above as it's still near 5k.
236B Starter, grounded opponent, 100% meter
  • 236B > (22D) j.236C
3274


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Confirm into knockdown off of stray far geyser with 100 meter. Can hold up in any direction to option select, otherwise can use 22D.
214B starter, airborne opponent, 100% meter
  • 214B > 22D j.236C
3098


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Stray confirm off of anti-air 214B with 100 meter.

Corner Combos

There aren't really any combos that wont work in the corner. For the combos containing j.6[B], you can instead just falling j.CB (j.CB to get lower AT when possible) and it's not really a damage loss overall. Refer to here if you're really set on maximising.

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A > 5B > 2B > 5C > 2C > 6C~236A > j.6B > j.AC > dj.B(1)C > 22D j.AC > AT (> j.236C)
4953


Meter Gained: 65.3% Meter Given (vs C-Moon): ???
Corner BNB. Omit flight to conserve meter if necessary.
Normal starter, grounded opponent, near wind
  • 2A > 2B > 5B > 5C > 2C > 214A/B!, 66 2C > 236A TK j.214B > j.B(1)6B j.AC > dj.C > 22D j.A6B > j.214A/B!, j.CB AT
5616


Meter Gained: 83.3% Meter Given (vs C-Moon): ???
Example of changes you can make for the corner version of the better wind det route.

Additional Resources

C-Hime Match Video Database
Chime Guide by Seagull
CHime combo video

Notable Players

Name Color Region Common Venues Status Details
alicecolor
(アリスカラー)

Color

Japan Play Spot BIG ONE 2nd Somewhat active Mains F-Hime, but has a ton of good C footage.
AOI

Color

Japan A-cho Inactive Has been playing since the game's release.
hare
(はれ)

Color

Japan KorewaMelty, PLAY SPOT Big One 2nd Inactive (dropped) The footage is a bit dated, but still showcases good plays and ideas with the character. Switched mains to C-Satsuki.
Seagull

Color

North America Active Can be found in Meltycord. Holds a wide array of knowledge about this character and wrote the guide found above.
Shadow Carnage
(La Sombra Panadera#1289)

Color

South America Netplay Active Former F-Nanaya main; has gotten great results at majors with this character.
shirokuma
(しろくま)

Color

Japan Netplay Active Plays in netplay brackets. Not that much footage, but what is there is high-quality.


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