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

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(Added specials)
(Added AD description)
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* '''(Description)''' - AD description
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* This AD is invulnerable from frame 1, but has a long startup, so it can't really act as a reversal. Therefore you have to combo it.
 
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* You can combo it after a wall slam in the corner, or after 6C midscreen.
 
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* In the corner, it can be used to setup ambiguous left right situation, as it pulls enemy out of corner a bit. You can then use dodge to get behind the enemy.
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==Another Arc Drive==
 
 
 
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* '''(Description)''' - AAD description
 
 
 
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==Last Arc==
 
 
 
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* '''(Description)''' -  LA description. Mention where it is activated (air or ground shield) first.
 
  
 
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Revision as of 05:18, 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

Stomp 「」 - 22ABC
  • (Description) - Stomp. Mainly used in pressure resets.
  • (A version) - Plus when blocked crouching. Which allows for the pressure rese. Safe when blocked standing, but it's opponents turn.
  • (B version) - Long range stomp. Hits low. Used at a distance where enemy wont be able to punish with their normals. Also can catch enemies teching.
  • (EX version) - Becomes a very fast projectile that is scooting super quickly on the ground. Can be blocked standing. Mainly used to punish long range zoning.
Flying Dragon Kick 「」 - 236ABC
  • (Description) - A powerful combo tool. All versions wall slam.
  • (A version) - Upwards kick. Easy to combo after 2B. Can be used in corner for easy and damaging combos, but it gives up corner.
  • (B version) - Forwards kick. Can be used in corner combos for easy damage. But also gives up corner.
  • (EX version) - Same direction as B version. But this one is faster, and has a lot of invulnerability. Very useful in certain matchup. Also can be used as combo tool, and keeps the corner.
Air Flying Dragon Kick 「」 - j.236ABC
  • (Description) - Kind of useless dragon kick.
  • (A version) - Upwards kick.
  • (B version) - Forwards kick. Can be used if you know airthrow will whiff.
  • (EX version) - Same direction as B version. Does more damage than airthrow combo ender.
Jumping crescent kick 「」 - 623ABC
  • (Description) - 2 jumping crescent kicks.
  • (A version) - Poor man's reversal. Gets beaten by many things. First kick is air unblockable.
  • (B version) - Slow overhead. Can beat opponents sleeping in corner. Can be grab whiffed on hit, followed by 236A for combo in the corner. Second kick is air unblockable.
  • (EX version) - Reversal. If enemy blocks 2nd hit, it is jump cancellable.
Punch! 「」 - 214ABC
  • (Description) - Punch. Useful combo and pressure tool. Hitting opponent in the air wall slams in all versions.
  • (A version) - A strong lunging punch. It comes out pretty fast and launches on hit. Used in certain confirms. Frame traps after 2A.
  • ([A] version) - Same as A version, but slower and is an overhead. It also wall slams now.
  • (B version) - A strong leaping punch. Goes further than A version. Retains same properties, and is a frame trap after B normals.
  • ([B] version) - Same as B version. Overhead, basically same gains as [A] version has over A.
  • (EX version) - This move can be used as a safe reversal. However the start-up is slow, so good opponents will be able to shield it. Wall slams.
Elbow drop 「」 - 421ABC
  • (Description) - Powerful combo tool.
  • (A version) - Low to the ground. Ground bounces opponents. Overhead. Air jumpable and airgrab whiff-able on block.
  • (B version) - Same as A version but jumps higher. Can be used for some left/right mixups.
  • (EX version) - Same as B version, but multihit, and last hit causes hard knockdown. Can be used to get oki.

Arc Drive

Supa stomp 「」
  • This AD is invulnerable from frame 1, but has a long startup, so it can't really act as a reversal. Therefore you have to combo it.
  • You can combo it after a wall slam in the corner, or after 6C midscreen.
  • In the corner, it can be used to setup ambiguous left right situation, as it pulls enemy out of corner a bit. You can then use dodge to get behind the enemy.


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