Melty Blood/MBAACC/Neco-Arc/Crescent Moon

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< Melty Blood‎ | MBAACC‎ | Neco-Arc
Revision as of 12:35, 23 February 2020 by BeeBoi (talk | contribs) (Combos were added and an explanation was added to the one combo that was there.)
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Combos

Normal Combos

  • 2A > 2B > 2C > 5C > JC9 j.BC > dJC9 j.BC > j.2C/AT/j.214C (3754/3826/4453 Damage)
This is the standard combo off of 2A for Neco-Arc. It does decent damage, can lead into re-jump combo situations off j.2C and corner carries about half the stage.
  • 2A > 2C > 2B > JC9 j.ABC > dJC9 j.ABC > j.2C/AT/j.214C (3243/3312/3972 Damage)
This combo is easier than the previous one at the expense of a bit of damage and meter gain. Same re-jump situations and corner carries about the same.
  • 5B, j.BC > dJC9 j.BC > j.2C/AT/j.214C (3311/3429/4479 Damage)
This is the standard combo off of 5B for Neco-Arc. Note that one must wait after 5B is finished before jumping in for j.BC. Leads to re-jump situations as usual and corner carries a little less than half the stage.
  • 5B, j.C > dJC7 > j.BC > j.2C/AT (2976/3099 Damage)
This 5B combo will cross up in exchange for some damage and meter gain, if you want to get a re-jump situation on the opposing side. The AT is only included for completeness as it is not very good here. Does very little corner carry backwards from start.
  • 2C > 5C > JC9 j.BC > dJC j.BC > j.2C/AT/j.214C (3354/3432/4194 Damage)
This is the standard 2C combo. Gets the re-jump, corner carries a little more than half the stage.
  • 6[A]B, 2C > 5C > JC9 j.BC > dJC9 j.BC > j.2C/AT/j.214C (3930/4002/4650 Damage)
While somewhat slow and reactable, 6[A]B can be linked into the 2C combo as an overhead. Other than additional damage and meter gain, the combo is overall similar as the 2C combo.

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
  • A very short range jab.
  • Jump Cancelable
5A
  • Short range literal poke
  • Jump Cancelable


2B
  • Shoots Forward on the ground
  • Can be charged, charging increases how far she goes.
  • Jump Cancelable


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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