Melty Blood/MBAACC/Riesbyfe Stridberg/Full Moon

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< Melty Blood‎ | MBAACC‎ | Riesbyfe Stridberg
Revision as of 07:31, 14 September 2016 by Coreycry (talk | contribs) (Rework of some useless combos, added Okizeme part at the end.)
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Combos

Using 2B in combos: it generally adds around 200-300 damage but cannot be recommanded:

- The bonus damage is often worth only if combo started with 2A.

- The chain "2A 5B 2B 6B" will link only if the 2A is performed as close as possible.

- The 2B does not hit crouched enemies.

Damage exemple: (combos are tested on VSion)

  5B 6B 5C 236A = 4377(4)
  5B 2B 6B 5C 236A = 4403(5)
  2A 5B 6B 5C 236A = 3401(5)
  2A 5B 2B 6B 5C 236A = 3770(6)


Normal Combos

  2A 5B 6B 5C 236A/236C/AD  = 3401(5)/3838(5)/5900(5)

Bread and Butter that you adapt depending on your meter and ArcDrive.

  5B 5C 236C = 4298(3)

The HitConfirm poke from 5B, when you're too far so "5B 6B" won't link.

  2A 5B 6B 5C IH 5B 5C AD = 5506(13)

A combo to get used to, when Max Mode is available so you can Initiative Heat on demand.

  2A 5B 6B 2C 214A jBC djBC AT = 4018(10)

The classic combo that works everywhere. You might need a sdjBC if your first jBC was not fast enough.


Corner Combos

  2A 5B 6B 5C 214B iad-j6C land 6[B] 5B 236A = 4178(9)

Corner carry combo from about middle screen. The difficulty is on 6[B].

  2A 5B 6B 5C 214B j[C] djC6C land sjB[C] sdjBC AT = 5223(13)

Typical corner combo, that deals a good amount of damage.

  2A 5B 6B 5C 214B jBC djBC AT = 4369(10)

Easier corner combo that deals less damage.

  2A 5B 6B 5C 214B j[C]6C land 6[B] 5B 236A

Extremely difficult combo that deals good damage and a better okizeme.


Situational Combos

Raw/Golden AirThrow

  gAT 2C 236A = 2229(3)

Easy combo after a Raw AirThrow (golden airthrow)

  gAT 5B 2B jC sdjC AT = 2538(6)

Typical Melty-compliant combo, the chain "5B 2B" is also used for Shield/AirCounter combos.

  gAT 2C 6C 214A jAC djAC AT = 2810(9)

Slightly more complex because of the "6C 214A" link, better damage.


Air Counter-hit

  jC-AirCounter 5B 2B jC sdjC AT = 3864(6)

Again the typical combo.

  jC-aircounter 6[B] 5B 236A = 4170(4)

Slightly more complex because of 6[B] timing, better damage.


After Shield

  D > 236D 5B 2B jAC djAC AT = 1973(8)

Again the typical combo.

  D > 236D 5B 236A = 1474(3)

Somewhat easier with less damage, probably better to do "D > 236A"


Pressure and follow ups

The use of 6C

It literally destroys your enemy's guard bar, push them in the corner while doing so and hides a frametrap potential for combo.

Note that the frametrap after 6C only seems to work if the enemy blocked crouched. (without taking human reaction time into account)

(moves in parenthesis have been blocked)

  (2A 5B 6B 5C 6C) 214B j[C] djC6C land sjB[C] sdjAC AT = 3915(9)
  (2A 5B 6B 5C 6C) 214B 5B 2B jC sdjC AT = 3062(6)

Corner combos from 214B if opponent disrespect the 6C, timing is not easy.

  (2A 5B 6B 5C 6C) 2A 5B 6B 5C 236A

Exemple of MidScreen combo if opponent disrespect the 6C, so 2A counter-hits.

  2A 5B 6B 5C 6C 2A 5B 6B 2C 6C 

If enemy respects your 6C and the 2A is blocked, continue with "2C 6C" to stay close.


Okizeme

The Dash

It's fast and can be canceled by a 2A before the small jump animation is complete. Work on the timing.

This small jump is a "hop" and can cross knocked down enemies. Midscreen this dash is your main okizeme, especially when done late while enemy is waking up.


236A in corner

236A will send your opponent flying away from you, unless you're close of the corner.

Yhis will give you plenty of time for the traditional okizemes: high / low / overhead etc

  6[B] 214A jBC sdjBC AT = 4404(7)
  6[C] 5B 2B jC sdjC AT = 3346(6)

These two charged moves will confuse your opponent, 6[C] hits high while 6[B] hits low.

236[B] has to be blocked high, but is pretty long in exchange of insane damage.

Your best bet is to use it after a midscreen combo that finishes with 236A, sending enemy in the corner. You then time the 236[B] to hit when they wake up.


Strategy

Do what you need to do to extrapolate on the character. Here are example categories below.

Full

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

Name 「JP name」 - 22ABC
  • (Description) - Simply describe the move here and what it can be used for
  • (A version) - This is where you put what the version of the move can be used for and how its different from the rest of the moves.
  • (B version) - Ditto
  • (EX version) - This is were you describe what happens when you feed it 100%
「」 - 236ABC
  • (Description) -
「」 - 28ABC
  • (Description) - ...
  「」 - 623ABC
  • (Description) - ...
「」 - 214ABC
  • (Description) - ...
「」 - 421ABC
  • (Description) - ...
「」 - J22ABC
  • (Description) - ...
「」 - 426ABC
  • (Description) - ...
  • (A version) -
  • (B version) -
  • (EX version) -
「」 - BC
  • (Description) - ...
  • (Standing) -
  • (Crouching) -
  • (Airborne) -


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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