Melty Blood/MBAACC/Archetype: Earth/Crescent Moon

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Combos

Normal Combos

  • First normal midscreen combos, the corner combos, then character specific combos
explanation


Metered Combos

  • ...
...

Strategy

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

Crescent

Spacing

Pressure

Move Descriptions

Normal Moves

2A

Low hitting 2A. -1 on block, 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.

5A

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

2B

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

5B

+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.

2C

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.


5C

The 5C Powerd Ciel wishes she had. Amazing poke, great whiff punisher, virtually incontestable from further ranges, can easily hitconfirm into 2C6C236A 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.

6C

Blockstring and combo filler. Launches and is jump cancelable on hit, can be used as a ghetto anti air but it's not recommended. BE6C also serves a similar function, but theres nothing especially noteworthy about it, besides having slightly better frame advantage.

JA

Regular girl JA. 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.

JB

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 it's rather suspect hitboxes, as sometimes characters will appear to phase through its active frame, so get a good feel for how it hits.


JC

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.

Probably one of your favourite buttons.

J6C

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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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