Melty Blood/MBAACC/Miyako Arima/Full Moon

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Combos

Aircombos

- j.BC dj.BC AT

- j.BC dj.BC j.623A j.421C

Elbow drop pickups

- 2C 6C 236A

Use this one for the most damage. Doesn't work on Warachia or Kouma.

- 2C 236A airdash j.AB 236A

Stylish. Only works on a select few chararcters, and with an abridged aircombo. (This one is arguably impractical)

- 5B/5A 236A

Easy version that works on the entire cast.

Meterless

- 2A 5B 2B 5C 6C 623BdelayB 236B 421B airthrow whiff <pickup> <aircombo>

Full screen corner carry, works anywhere on the screen. Lacking in damage, though.

-2A 5B 2B 5C 6C 236B 421B airthrow whiff <pickup> <aircombo>

Most meterless damage you can get from a practical F-Miya BNB. This is your go-to combo in the corner. Will corner carry about 45%. Only works on standers and big fat crouchers like Nero.

-2A 5B 2B 2C 6C 236B 421B airthrow whiff <pickup> <aircombo>

Croucher version of the previous combo. Does slightly less dmg.

-2A 5B 2B 2C 6C 236A <aircombo>

Babby combo.

Metered

-2A 5B 2B 5C 6C 623C 421B airthrow whiff (dash?) <pickup> <aircombo>

Corner carry if you're not confident in your execution.

-2A 5B 2B 5C 6C 236C (dash?) 6[C] 214[B] 5B 236A <aircombo>

High damage, full screen corner carry. Dash may need to be omitted depending on where you are.

-2A 5B 2B 5C 6C 623C 421B airthrow whiff delay 5C delay 6[C]

Sets up a corner sandoori mixup in exchange for damage. The timing for this combo is very strange.

AT/air counter-hit followups

-5B/5A 236B 421B airthrow whiff <pickup> <aircombo>

For when you're close to the corner

-5B/5A 236A <aircombo>

Strategy

F-Miyako is damage city. Very few other characters can dish out 5-6k damage so consistently. She has a very good set of air normals, excellent for racking up counter hits in the air. While her pressure may not seem as endless as C or H Miya's, it's arguably more intimidating due to the massive damage she shits out. Your main goal when playing Miya is to land a hit, take the opponent to the corner, and keep them there until they're dead. Her jump is very fast, great for sticking out her very active j.B or j.C to stop the opponent's air approach.

Spacing

Try to be as unpredictable as possible. Abuse j.B crossup. Her ground dashes may not be the best, but they serve their purposes well. F-Miyako's 2B has very low recovery, a decent hitbox, and carries forward dash momentum, so use it to chase and counterhit your opponent on the ground.

Pressure

Move Descriptions

See [PS2 F-Miyako]