Difference between revisions of "Melty Blood/MBAACC/Miyako Arima/Half Moon"

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(Added normal descriptions)
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{| border="0" cellspacing="5" width="100%"
 
{| border="0" cellspacing="5" width="100%"
| width="" style="background:#E8E8E8;"|''' <font size = "3">2A</font>  '''
+
| width="" style="background:#E8E8E8;"|''' <font size = "4">2A</font>  '''
 
+
A crouching, downward angled jab. It's fast and hits low, but has slightly less range than <code>5A</code>. A good poke, and safe on block.
The moves in number and strength order. Explain no how the moves works, what it's best suited for and where it lacks.
 
  
 
|-
 
|-
| width="" | ''' <font size = "3">5A</font>  '''
+
| width="" | ''' <font size = "4">5A & 5A6AA</font>  '''  
 
+
<code>5A</code> is a quick, forward jab. It's fast, but otherwise not particularly notable. It's safe on block and good for whiff cancelling.
-
+
<br>
 +
<code>5A6A</code> is a slightly downward palm thrust.
 +
<br>
 +
<code>5A6AA</code> is a lunging double palm thrust. Not cancellable to any normals, only specials.
  
 
|-
 
|-
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2B</font> '''
+
| width="" style="background:#E8E8E8;"| ''' <font size = "4">2B</font> '''
 
+
A rising uppercut. This is normal is a mixed bag.
-
+
<br>
 +
It doesn't have much horizontal range, it doesn't hit low, and it has a kind of weird hitbox; however, it's great for anti-air.
 +
<br>
 +
Your character hitbox is very low and your attack hitbox is rather high during the attack, so you can poke out of a lot of jump-ins with it.
  
 
|-
 
|-
| width="" | ''' <font size = "3">5B</font> '''
+
| width="" | ''' <font size = "4">5B</font> '''
 
+
A quick chop.
-
 
  
 
|-
 
|-
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2C</font> '''
+
| width="" style="background:#E8E8E8;"| ''' <font size = "4">5BB</font> '''
 
+
A lunging palm thrust. Wall slams even grounded opponents.
-
 
  
 
|-
 
|-
| width="" | ''' <font size = "3">5C</font> '''
+
| width="" | ''' <font size = "4">2C</font> '''
 
+
A sliding low kick. This move is pretty much exactly like F moon's <code>2B</code>. Except with more active frames and damage.
-
+
<br>
 +
It has pretty fast startup, it's neutral on block, and it gives a guaranteed knockdown.
 +
<br>
 +
This is easily one of H moon's best normals. Use it for tech punishes and resets during pressure strings.
  
 
|-
 
|-
| width="" style="background:#E8E8E8;"| ''' <font size = "3">6C</font> '''
+
| width="" style="background:#E8E8E8;"| ''' <font size = "4">5C</font> '''
 
+
A strong shoulder thrust.
-
+
<br>
 +
It moves forward a good amount and does good guard damage, so it's pretty good in blockstrings.
 +
<br>
 +
It also has a low prorate and the highest damage of all her normals, so use it as much as possible in combos!
 +
<br>
 +
Note that against an airborne opponent, it wall slams.
  
 
|-
 
|-
| width="" | ''' <font size = "3">#C</font> '''
+
| width="" | ''' <font size = "4">6C</font> '''
 
+
An exaggerated uppercut. This move is just plain bad.
-
+
<br>
 +
It launches, but it has horrible relative proration.
 +
<br>
 +
This move has only 2 purposes.
 +
<br>
 +
1 is that it is a panic confirm, as Miyako can super jump cancel it by holding 8 and confirm into air combo.
 +
<br>
 +
2 is that Miyako can do AD right after it. It's the only way to do it without wall slams or bounces.
  
 
|-
 
|-
| width="" style="background:#E8E8E8;"| ''' <font size = "3">#C</font> '''
+
| width="" style="background:#E8E8E8;"| ''' <font size = "4">j.A</font> '''
 
+
A downward angled jab. It's basically the same as <code>2A</code>, but in the air. It's fast, so it's great for air-to-air counter hitting.
-
 
  
 
|-
 
|-
| width="" | ''' <font size = "3">JA</font> '''
+
| width="" | ''' <font size = "4">j.B</font> '''
 
+
A palm strike to both sides.
-
+
<br>
 
+
This is one of Miyako's best air normals. It comes out moderately fast, has pretty good range, and also hits a good distance behind her.
|-
+
<br>
| width="" style="background:#E8E8E8;"| ''' <font size = "3">JB</font> '''
+
Use this for awesome crossup shenanigans, because hitting someone with the crossup side of the attack actually pushes them into you!
 
+
<br>
-
+
Be careful though, it starts to become shield bait if you get too predictable with it.
 
 
|-
 
| width="" | ''' <font size = "3">JC</font> '''
 
 
 
-
 
  
 
|-
 
|-
| width="" style="background:#E8E8E8;"| ''' <font size = "3">J6C</font> '''
+
| width="" style="background:#E8E8E8;"| ''' <font size = "4">j.C</font> '''
 
+
A downward double palm thrust.
-
+
<br>
 +
This has a deceptively massive attack hitbox and is amazing for jump-ins.
 +
<br>
 +
Use it early in jump-ins to stuff all kinds of stuff, and just reverse beat into <code>j.B</code> on hit to confirm into ground combo for maximum damage bnb.
  
 
|}
 
|}
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{| border="0" cellspacing="5" width="100%"
 
{| border="0" cellspacing="5" width="100%"
| width="" style="background:#E8E8E8;"|''' <font size = "3"> Name 「JP name」 - 22ABC</font> '''
+
| width="" style="background:#E8E8E8;"|''' <font size = "4"> Name 「JP name」 - 22ABC</font> '''
  
 
* '''(Description)''' - Simply describe the move here and what it can be used for
 
* '''(Description)''' - Simply describe the move here and what it can be used for
Line 102: Line 117:
  
 
|-
 
|-
| width="" | ''' <font size = "3">  「」 - 236ABC</font>'''
+
| width="" | ''' <font size = "4">  「」 - 236ABC</font>'''
  
 
* '''(Description)''' -   
 
* '''(Description)''' -   
  
 
|-
 
|-
| width="" style="background:#E8E8E8;"| ''' <font size = "3">  「」 - 28ABC</font>'''
+
| width="" style="background:#E8E8E8;"| ''' <font size = "4">  「」 - 28ABC</font>'''
  
 
* '''(Description)''' - ...
 
* '''(Description)''' - ...
  
 
|-
 
|-
| width="" | ''' <font size = "3">   「」 - 623ABC</font>'''
+
| width="" | ''' <font size = "4">   「」 - 623ABC</font>'''
  
 
* '''(Description)''' - ...
 
* '''(Description)''' - ...
  
 
|-
 
|-
| width="" style="background:#E8E8E8;"| ''' <font size = "3">  「」 - 214ABC</font>'''
+
| width="" style="background:#E8E8E8;"| ''' <font size = "4">  「」 - 214ABC</font>'''
  
 
* '''(Description)''' - ...
 
* '''(Description)''' - ...
  
 
|-
 
|-
| width="" | ''' <font size = "3">  「」 - 421ABC</font>'''
+
| width="" | ''' <font size = "4">  「」 - 421ABC</font>'''
  
 
* '''(Description)''' - ...
 
* '''(Description)''' - ...
  
 
|-
 
|-
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - J22ABC</font>'''
+
| width="" style="background:#E8E8E8;"| ''' <font size = "4"> 「」 - J22ABC</font>'''
  
 
* '''(Description)''' - ...
 
* '''(Description)''' - ...
  
 
|-
 
|-
| width="" | '''<font size = "3">  「」 - 426ABC</font>'''
+
| width="" | '''<font size = "4">  「」 - 426ABC</font>'''
  
 
* '''(Description)''' - ...
 
* '''(Description)''' - ...
Line 140: Line 155:
  
 
|-
 
|-
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 - BC</font>'''
+
| width="" style="background:#E8E8E8;"| '''<font size = "4"> 「」 - BC</font>'''
  
 
* '''(Description)''' - ...
 
* '''(Description)''' - ...
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{| border="0" cellspacing="5" width="100%"
 
{| border="0" cellspacing="5" width="100%"
| width="" style="background:#E8E8E8;"| '''<font size = "3">  「」 </font> '''
+
| width="" style="background:#E8E8E8;"| '''<font size = "4">  「」 </font> '''
  
 
* '''(Description)''' - AD description
 
* '''(Description)''' - AD description
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{| border="0" cellspacing="5" width="100%"
 
{| border="0" cellspacing="5" width="100%"
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」  </font> '''
+
| width="" style="background:#E8E8E8;"| '''<font size = "4"> 「」  </font> '''
  
 
* '''(Description)''' - AAD description
 
* '''(Description)''' - AAD description
Line 172: Line 187:
  
 
{| border="0" cellspacing="5" width="100%"
 
{| border="0" cellspacing="5" width="100%"
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」  </font> '''
+
| width="" style="background:#E8E8E8;"| '''<font size = "4"> 「」  </font> '''
  
 
* '''(Description)''' -  LA description. Mention where it is activated (air or ground shield) first.
 
* '''(Description)''' -  LA description. Mention where it is activated (air or ground shield) first.

Revision as of 02:34, 15 November 2019

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.

Half

Spacing

Pressure

Move Descriptions

Normal Moves

2A

A crouching, downward angled jab. It's fast and hits low, but has slightly less range than 5A. A good poke, and safe on block.

5A & 5A6AA

5A is a quick, forward jab. It's fast, but otherwise not particularly notable. It's safe on block and good for whiff cancelling.
5A6A is a slightly downward palm thrust.
5A6AA is a lunging double palm thrust. Not cancellable to any normals, only specials.

2B

A rising uppercut. This is normal is a mixed bag.
It doesn't have much horizontal range, it doesn't hit low, and it has a kind of weird hitbox; however, it's great for anti-air.
Your character hitbox is very low and your attack hitbox is rather high during the attack, so you can poke out of a lot of jump-ins with it.

5B

A quick chop.

5BB

A lunging palm thrust. Wall slams even grounded opponents.

2C

A sliding low kick. This move is pretty much exactly like F moon's 2B. Except with more active frames and damage.
It has pretty fast startup, it's neutral on block, and it gives a guaranteed knockdown.
This is easily one of H moon's best normals. Use it for tech punishes and resets during pressure strings.

5C

A strong shoulder thrust.
It moves forward a good amount and does good guard damage, so it's pretty good in blockstrings.
It also has a low prorate and the highest damage of all her normals, so use it as much as possible in combos!
Note that against an airborne opponent, it wall slams.

6C

An exaggerated uppercut. This move is just plain bad.
It launches, but it has horrible relative proration.
This move has only 2 purposes.
1 is that it is a panic confirm, as Miyako can super jump cancel it by holding 8 and confirm into air combo.
2 is that Miyako can do AD right after it. It's the only way to do it without wall slams or bounces.

j.A

A downward angled jab. It's basically the same as 2A, but in the air. It's fast, so it's great for air-to-air counter hitting.

j.B

A palm strike to both sides.
This is one of Miyako's best air normals. It comes out moderately fast, has pretty good range, and also hits a good distance behind her.
Use this for awesome crossup shenanigans, because hitting someone with the crossup side of the attack actually pushes them into you!
Be careful though, it starts to become shield bait if you get too predictable with it.

j.C

A downward double palm thrust.
This has a deceptively massive attack hitbox and is amazing for jump-ins.
Use it early in jump-ins to stuff all kinds of stuff, and just reverse beat into j.B on hit to confirm into ground combo for maximum damage bnb.

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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