Melty Blood/Advanced Mechanics

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Damage calculations

The damage modifier system works much like MBAC. Each character has a set life total of 11400, but take different amounts of damage at different points of their life bars. Another thing to note is that there is a Stance Modifier that changes the Damage modifier depending on if the character is in Stand, Crouch, or Jump state.

These are the values for the Stance Modifier

  • Jump: x0.88
  • Stand: x1.00
  • Crouch: x1.08

These values modify the Damage Modifier during combos, as well. For example, if you combo them on the ground, then knock them in the air, they will get the Jump Stance modifier when they are in the air. Damage Modifier values are consistent across all moon styles for every character except Mech-Hisui, Nero, and Neco&Mech. For the team character Kohaku&Hisui, they each have their own Damage Modifiers. For more information, see this thread.


Individual attacks have their own Correction Value percentage which also scales damage.
With C and H moon, Reverse Beat Penalty directly acts as a cap on Correction Value. The maximum amount of penalty is 55%, which would cap an attack that has 90% Correction Value to 45%. This would scale the attack to do only half the usual damage.

  • In combos the damage is scaled using the current lowest Correction Value of any move you have hit during the combo or Rebeat Penalty (whichever is lower), causing your attacks that would otherwise have higher percentage to do noticably less damage even without rebeats.


There is also a mechanic in Melty Blood called Critical Hit. It happens randomly on any hit and will multiply the damage dealt by 1.15x.


You can Reduce by pressing A, B, C or D in a 5 frame window as you get hit, this reduces incoming damage by 30%.

  • The window for damage reducing is 3 frames from before you get hit to 1 frame after being hit, with 9 to 4 frames before being hit counting as failed reduce.


If you want to see all the Damage Modifiers for each state for each character, please see this chart.

These are the current Damage Modifier values in Standing state for MBAACC v1.07
If damage ends up becoming a decimal, it will always round down.

Character health values

Character Name 100% 75%  50%  25%  Net Health Grade
T. Akiha 0.920 0.823 0.768 0.725 14202 S++
C-Nero 0.900 0.842 0.815 0.725 13979 S+
Arcueid 0.900 0.871 0.796 0.725 13950 S+
HF-Nero 0.900 0.852 0.815 0.725 13939 S+
Kouma 0.920 0.871 0.796 0.725 13881 S
W.Len 1.000 0.871 0.750 0.725 13853 S
Satsuki 1.000 0.871 0.843 0.725 13433 A
Ries 1.020 0.871 0.843 0.725 13378 A-
Hisui 0.850 0.920 0.862 0.815 13253 B+
Tohno S. 0.920 0.871 0.862 0.860 12990 B-
Kohaku 0.900 0.871 0.937 0.815 12977 B-
Roa 0.950 0.920 0.843 0.815 12975 B-
Sion 0.950 0.920 0.843 0.815 12975 B-
Ciel 0.900 0.871 0.843 0.906 12965 B-
S. Akiha 0.900 0.871 0.843 0.906 12965 B-
Miyako 1.000 0.920 0.843 0.815 12825 C+
T. Sion 1.000 0.920 0.843 0.815 12825 C+
Hisui (&Kohaku) 0.879 0.952 0.892 0.843 12811 C+
F-Mech 0.850 0.842 0.937 0.951 12776 C
C-Mech 0.870 0.871 0.937 0.906 12735 C
Warachia 1.100 1.017 0.843 0.725 12705 C
Aoko 1.000 0.968 0.843 0.815 12671 C
R. Arcueid 0.950 0.968 0.890 0.815 12643 C-
C-Neco&Mech 0.870 0.920 0.937 0.906 12561 D
Kohaku (&Hisui) 0.931 0.901 0.970 0.843 12543 D
Neco-Arc 1.400 0.678 1.031 0.815 12500 D
Nanaya 1.000 0.968 0.890 0.815 12493 D
Kohaku&Mech 0.900 0.920 0.937 0.906 12451 D
P.Ciel 0.950 0.920 0.890 0.906 12445 D
H-Mech 1.200 0.968 0.843 0.770 12401 D
H-Neco&Mech 1.200 1.017 0.843 0.770 12259 E
Len 1.100 0.968 0.890 0.815 12234 E
Ryougi 1.050 0.988 0.918 0.860 12017 F
Archetype: Earth 1.000 0.968 0.937 0.906 11981 F
F-Neco&Mech 0.950 0.968 1.031 0.996 11569 G
Neco-Arc Chaos 1.600 0.678 1.312 0.996 11018 H
V.Akiha 1.150 1.114 1.031 0.906 10946 H-

Character wakeup timing

Each character has their own animations for being knocked down and getting up. There's three types of these animations, and they each have their own duration: Being knocked down by a launcher, being knocked down by a sweep, and being knocked down by anything else. Launcher and sweep hits have one wakeup animation (generally, getting up from a prone position), while other knockdowns have a second wakeup animation (generally, getting up from a supine position.)

The following is a table of wakeup times per type and character, measured as the total duration from when you first touch the ground until you can act again.

Character Name Knockdown Type
Launcher Sweep Other
Aoko 62 57 54
Tohno Shiki 60 52 52
Archetype:Earth 58 50 50
Nanaya Shiki 57 52 51
Kouma 61 54 57
Miyako 55 52 50
Ciel 57 52 50
Sion 57 52 50
Riesbyfe 62 49 58
Sion TATARI 57 52 50
Warachia 57 52 51
Roa 58 52 50
Tohno Akiha 61 56 50
Arcueid 57 52 52
Powerd Ciel 58 52 52
Red Arcueid 56 51 53
Akiha Vermilion 57 52 50
Mech-Hisui 57 52 50
Seifuku Akiha 57 52 50
Satsuki 66 54 51
Len 58 52 54
Ryougi 58 54 50
White Len 64 49 51
Nrvnqsr (Nero) 60 55 54
Neco-Arc*Chaos 57 52 50
Hisui 57 52 50
Neco-Arc 57 52 50
Kohaku 57 55 50

Shield frame data

Startup

All shields have 0f startup, they are instant.
Held shield for 5 or more frames drains meter.

Crescent Moon

EX Shield = Ground Tap Shield = 4 frames.
Air Tap Shield = 6 Frames.
Can cancel into any attack, when successful.
Normal Shield = Hold for 5 or more frames.
Cannot cancel into normals, but can cancel into any other attack, when successful.

Held shield drains 0.2 meter per frame for 60 frames (12 spent).

Half Moon

Normal Shield = Ground Tap Shield = 6 frames.
Air Tap Shield = 8 Frames.
Cannot hold.
Causes Auto-Shield Counter on a successful shield of a "physical" attack.
Projectiles do not trigger the Auto-Shield Counter, but it can be manually inputted (236D).

Full Moon

Cannot EX Shield = Ground Tap Shield = 4 frames.
Air Tap Shield = 6 Frames.
Only counts for Last Arc.
Normal Shield = Tap or Hold.
Can only cancel into Shield Counter (236D), specials or supers, when successful.

Held shield drains 1.0 meter per frame for 25 frames (25 spent).

Recovery All shields recover in 19 frames.

Other Topics

Landing Recovery Rules

  • Jumping with no action has no landing recovery
  • An air normal as Crescent or Half Moon has 2 frames landing recovery, +1 blockable neutral frame
  • Doing an air normal as Full Moon has only 1 blockable neutral frame
  • Airdash landing recovery depends on the character and whether its cancelled into another move. If cancelled into a normal, recovery defaults to the norma's recovery.


MBAACC Navigation

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AokoCrescentHalfFull
TohnoCrescentHalfFull
HimeCrescentHalfFull
NanayaCrescentHalfFull
KoumaCrescentHalfFull
MiyakoCrescentHalfFull
CielCrescentHalfFull
SionCrescentHalfFull
RiesbyfeCrescentHalfFull
V.SionCrescentHalfFull
WarachiaCrescentHalfFull
RoaCrescentHalfFull
MaidsCrescentHalfFull
AkihaCrescentHalfFull
ArcueidCrescentHalfFull
Powered CielCrescentHalfFull
Red ArcueidCrescentHalfFull
V.AkihaCrescentHalfFull
Mech-HisuiCrescentHalfFull
SeifukuCrescentHalfFull
SatsukiCrescentHalfFull
LenCrescentHalfFull
RyougiCrescentHalfFull
White LenCrescentHalfFull
NeroCrescentHalfFull
NACCrescentHalfFull
Koha-MechCrescentHalfFull
HisuiCrescentHalfFull
Neco-ArcCrescentHalfFull
KohakuCrescentHalfFull
Neco-MechCrescentHalfFull