Melty Blood/MBAACC/Kohaku/Half Moon

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Combos

Combo Ender / Loop 236B A

   [1] : (236A) 236B A 2A/5A 5C 236B A 5A 6A 5[B] 2B(1) 5C 623B 
Gives an okizeme using bomb "22A"
   [2] : (236A) 236B A 2A/5A 5C 236B A 5A 6A 5[B] 2B(1) 5C(1) 623A j.[C]B sj.BC airthrow 
   [3] : (236A) 236B A 2A/5A 5C 236B A 5Ax2 5C 236[B] 22C 5A 5C 2A(whiff) 5C 236[B] B 5Ax5 j.ABC airthrow 
Gives an un-blockable setup thanks to the "22C" explosion.. but beware not getting caught yourself.

BnB

   2A 2B(1) 5C(1) 2C 623A j.[C]B sj.BC airthrow 
   2A 2B(1) 5C(1) 5A 6AA 2C/2[C] 623A j.[C]B sj.BC airthrow 
"2C" needs a good timing, while the "2[C]" does not but deals less damage.  
   2A 2B(1) 5C(1) 5A 6AA delay 2C 236A 236B~C 2A 2C 5A(whiff) 6AA 623[A] j.[C]B sj.BC airthrow 
Does not work on Arcueid, Red Arcueid, Warachia, Miyako and Nero. 

Corner Combo

   2A 2B(1) 5C(1) 5A 6AA delay loop 236B A [1] or [2]
   5C 2C 2B(1) loop 236B A [1] or [2]


Combo post-63214C

   2A(whiff) 5[B] 5C(1) 236A B 623A j.BC j.BC airthrow 
Easier combo from anywhere but deals less damage.
Does not work on Len & W.Len.
   2A(whiff) [5B] 5C(1) 2C 5A(whiff) 6AA 623[A] j.[C]B sj.BC airthrow 
Combo midscreen. 
   2A(whiff) 5[B] 5C(1) loop 236B A [1], [2] or [3] 
Corner only, against Warachia and Nero, add "5A" after the first "5C(1)" for easier combo, but not 236A. 


Combo after Air-Counter

   5C(1) j.BC j.BC airthrow 
   (2C) 5C(1) loop 236B A loop (1) ou (2) 
Corner version.


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

The moves in number and strength order. Explain no how the moves works, what it's best suited for and where it lacks.

5A

-

2B

-

5B

-

2C

-

5C

-

6C

-

#C

-

#C

-

JA

-

JB

-

JC

-

J6C

-

Special Moves

Draw out - Hidden Sword 「抜刀・秘密の業物」 - 236ABC
  • (Probably) Same as Crescent.
Magical Amber Missile 「マジカルアンバーミサイル」 - 214ABC
  • (Probably) Same as Crescent.
Magical Amber Missile 「マジカルアンバーミサイル」 - J214ABC
  • (Probably) Same as Crescent/Full.
Moving Star 「ムービング☆スター」 - J236AB
  • (Probably) Same as Full.
Shooting Star 「シューチング☆スター」 - J236C
  • (Probably) Same as Full.
Great for Fights 「対戦に潤いを」 - 22ABC
  • Kohaku drops the bomb.
  • (A version) - Kohaku screams kyaah and drops a bomb that goes off as soon as it hits the ground. Once the bomb is dropped it will always go off which can sometimes interrupt combos if you hit while dropping it.
  • (B version) - Kohaku drops a bomb that doesn't go off unless it's hit into the air and then comes into contact with the ground. If it hasn't exploded within 10-11 seconds, it disappears. The bomb can only be hit by the player's attacks, and can be hit multiple times while it's in the air. If the bomb in motion hits the opponent, it does 600 base damage (70% proration) and launches. Hitting the opponent does not change its trajectory.
  • (EX version) - HEY HEY HEY HEY, Kohaku drops a huge bomb with a 3-count timer (about two seconds per count, or six seconds total). Once the timer reaches 0 the bomb goes off with an unblockable blast that can hit Kohaku as well. Very tricky move to use, but there are some legitimate setups into this. Examples shown here and here. Notably unlike the B version:
    • Both players can hit it.
    • Can only be hit when it's on the ground.
    • Damages both players.
    • Does not do damage if knocked into opponent.
Cleaning! 「お掃除です!」 - 623ABC
  • Similar in animation to the the followup broomswing of the other two versions' Amber Colloseum - Upper. Reflects projectiles and air unblockable.
  • (A version) [Cancel (uncharged/charged): EX (whiff+), Jump (hit)] - Kohaku swings her broom like a bat, launches opponent. Chargeable for more damage. Used in combos.
  • (B version) - Same as A but with upper body invincibility, slower startup (four frames) and recovery, more damage (1500 instead of 1000 or 1200), not chargeable, not cancellable. Can be used as anti air. Can't combo off it.
  • (EX version) - Great reversal, very fast start up, invincible startup, air unblockable with fast recovery. Launches opponent to opposite top corner, like the Crescent/Full's Amber Upper homerun, but can't combo off it.
Kohaku Magnum Upper 「琥珀マグナムアッパー」 - 63214C
  • [Cancel: EX, Jump] Command throw. Unlike the Crescent/Full command throws, Half has no automatic followup. Instead, the opponent is basically launched by the punch. Carries 50% proration, much worse than the other versions.

Arc Drive

「」
  • (Description) - AD description


Another Arc Drive

「」
  • (Description) - AAD description

Last Arc

「」
  • (Description) - LA description. Mention where it is activated (air or ground shield) first.

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AokoCrescentHalfFull
TohnoCrescentHalfFull
HimeCrescentHalfFull
NanayaCrescentHalfFull
KoumaCrescentHalfFull
MiyakoCrescentHalfFull
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SionCrescentHalfFull
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V.SionCrescentHalfFull
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Red ArcueidCrescentHalfFull
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White LenCrescentHalfFull
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NACCrescentHalfFull
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