Melty Blood/MBAACC/Hisui/Crescent Moon

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Combos

Normal Combos

  • 2AB 5C 2C 623A (Follow up 22A/B)
Simple ground combo to her 623A dust. 623A ender allows Hisui to safely lay out a 22A/b bento or do any oki of her choice.
  • 2AABC 5C 6C jBC djBC Airthrow
Standard BnB. Learn it.
  • 2AABC 5C 6C jBC djACBB
Standard BnB No. 2. If you're in the corner, dj with 8 instead of 9 to take advantage of her "j.BB" tech game.
  • 2AABC 6B j(C)AB (land) jBC "djBC Airthrow" OR "djACBB"
BnB using 6B as a launcher. Decent corner carry. Learn that 6B links into j(C)
  • 2AABC 236B236B j(C)AB (land) jBC "djBC Airthrow" OR "djACBB"
Variation BnB using 236B236B instead of 6B.
  • 2AB 5C 2C 6C jC Airdash jB djACBB
BnB utilizing her Airdash into her combo.. Use this if you use 5C in a ground combo and you only have 6C to follow up after 2C.
  • (At or Near Corner) 2AB 5C 6CC236A (wait) 5A 6C jBC "djBC Airthrow" OR "djACBB"
Corner BnB using her 6CC236C frying pan series.
  • (At or Near Corner) 2ABC "5C" OR "6C" jC airdash jBB j236B (land) jAC Airdash jBB 236B (land) "623A" OR "236A236A"
Hisui "yayaya" combo. Great for meter gain, decent damage, and assuring a bento setup in the corner. For best results, delay the 2nd B of the jBB.

Metered Combos

  • (Midscreen only) 2AB 5C (one hit) 623C 2B 5C (Wait) 2B 5C (Wait) 2B 5C 2C 623A
EX Dust combo, back from AC.

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
2A
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 - - 3.0% - HL 4 4 8 - -

Hisui, from a crouching positon, pokes her hand at the opponents kneecaps. This is her standard 2A poke. Cancels into itself. Use it to stagger and/or confirm. Can be shielded High & Low.

5A
5A
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 - - 3.0% - HL 4 4 8 - -

Hisui takes a step forward and sticks out her arm, slapping her opponent at face level. Her 5a has good horizontal and vertical reach, making it decent at catching opponents in the air, or 'Guard Breaking' opponents who attempt to jump away during blockstrings. It also whiffs against most crouching opponents (it hits Nero) so it is useful during blockstrings as a reverse beat reset. Can be shielded.

2B
2B
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
550 - - 6.0% - L 7 6 12 - -

Hisui extends her body out from a crouching position and extends out both her arms, pushing against the opponents legs. Hisui 2B hits meaty and low, so it is useful for hitting standing opponents who block or shield. In addition, because it is meaty, it is good as a tech punish due to its ease of use. It also has the added benefit of sliding when canceled from her ground run, extending her reach further. This can be used to close the distance from an opponent that is a little farther from her.

4B
4B
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - - 6.0% - L - - - - -

The watering can. Has a massive deadzone in front of Hisui. It only hits where the water hits the ground.

5B
5B
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600 - - 7.0% - HL 8 6 13 - -

Hisui takes a step forward, extending her arm with an open palm as if she was pushing the opponent off of her. Hisui 5B hits meaty & can be blocked both high or low yet cannot be shielded low. The horizontal reach isn't the greatest, though, so it requires her to be somewhat close to the opponent to connect. That said, 5B can actually be used to challenge opponents in the air due to its full coverage in front of her. It does take some time to recover and can be baited so use sparingly.

6B
6B
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 - - 6.0% - HL - - - - -

Ladle launcher. Unlike 6C, it launches grounded opponents for an easy air combo.

2C
2C
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 - - 11.0% - L 8 3 23 -8 -

Hisui, from a crouching position, reaches behind her, then holds a water bucket on one hand & a water rag on the other, which she uses to swish at her opponents feet.

5C
5C
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
400, 700 - - 7.0%, 8.0% - HL, HL 11 6 15 0 -

Hisui pulls a chair out of nowhere and hits you over the head with a chair. Hits twice.

5{C}
5{C}
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - - 4.0%, 7.0%, 8.0% - HL, HL, HL 14 6 14 0 -

Hisui has had enough and decides to rush forward with the chair. Goes about half-screen and is 0 on block for some reason. You'll know that you got this one over the fully charged version because the half charge hits twice.

5[C]
5[C]
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - - 4.0%, 7.0%, 8.0% - HL, HL, HL 14 18 21 -7 -

Hisui has gone too far and decided to make herself punishable on block. While it can still be reverse beat-ed, if you don't have that as an option you have to special cancel it.

6C
6C
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
750 - - 7.0% - HL 14 3 21 - -

Hisui smacks the opponent's face with a pan. Jump cancelable and good to use on airborne opponents during combos to go into an air combo.

6CC
6CC
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600 - - 6.0% - HL 12 4 - - -

Second rekka hit, the last one that special cancels.

6C[C]
6C[C]
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1200 - - 10.0% - H 23 4 - - -

Description

j.A
j.A
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 - - 4.0% - HL 4 4 - - -

Description

j.B
j.B
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600 - - 5.0% - H 5 5 - - -

Description

j.BB
j.BB
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700 - - 6.5% - HL 5 3 - - -

Description

j.6B
j.6B
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
750 - - - - - - - - - -

Description

j.C
j.C
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 - - 11.0% - H 9 4 - - -

Description

j.[C]
j.[C]
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1200 - - 15.0% - H 20 4 - - -

Description

j.2C
j.2C
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600 - - 5.0% - HL 14 Active until landing - 8 -

Description

j.2[C]
j.2[C]
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 - - 7.0% - HL 23 Active until landing - - -

Description

Special Moves

I did my best. 「JP name」 - 22ABC
  • (Description) - Hisui puts down a mat with a Bento box on it. The mat explodes after a short delay.
  • (A version) - Plunks a mat down right in front of her.
  • (B version) - Plunks a mat down right where the L version ends.
  • (EX version) - Hisui puts down a BIG mat. The explosion is completely untechable and it poisons on hit.
This ladle is solid. 「」 - 236ABC
  • (Description) - Ora ora with ladles. Stuff Fu!
  • (A version) - Hits 6 times.
  • (B version) - Hits 8 times.
  • (EX version) - Hits 12 times, and then ends with an uppercut that is fully untechable.
--> This ladle is solid. (Chain) 「」 - 236ABC
  • (Description) - Follow-ups to her 236X series. Only works from the grounded version.
  • (A version) - Knocks down. Decent as a combo ender, but 623A gets a better knockdown.
  • (B version) - Launches with a spatula. Jump cancelable. If input with C, this is what you get.
This ladle is solid. (Air) 「」 - j.236ABC
  • (Description) - Air ladle jabs. These don't have follow-ups like the ground version.
  • (A version) - Hits 8 times.
  • (B version) - Hits 12 times. An integral part of her Ayayaya loops due to it's high untech.
  • (EX version) - Keeps hitting until it reaches the ground.
Please excuse me. 「」 - 623ABC
  • (Description) - Hisui waves her duster around in front of her.
  • (A version) - Waves her duster directly in front of her. This is your best knockdown ender and lets you set up bentos.
  • (B version) - Launches, doesn't knock down. You can't jump-cancel it either, so it's better to stick to the A version.
  • (EX version) - Same animation as the A version, but sets up a two-hit tracking dust projectile.
This is dangerous. 「」 - 214ABC
  • (Description) - Hisui chucks random items at the opponent. Hold [1], [2], [3], or [6] to change the angle she throws.
  • (A version) - Throws 1 item. Decent neutral tool.
  • (B version) - Slower than the A version, but throws 3 items.
  • (EX version) - Throws 5 items.
Hisui's 3-step cooking 「」 - 6C > 6C > 236C
  • (Description) - Hisui's rekka chains. Second hit can be charged for an overhead, and the third hit wallbounces.

Arc Drive

Dark Jade Fist 「」
  • (Description) - Hisui charges up and delivers a dashing blow through the opponent. Leaves standing if done close, but launches if it hits at round start distance.


Another Arc Drive

Great Dark Jade Fist 「」
  • (Description) - AAD description

Last Arc

Fake Reality Marble - Round and Round Hisui World 「」
  • (Description) - LA description. Mention where it is activated (air or ground shield) first.


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