Melty Blood/MBAACC/Hisui & Kohaku/Half Moon

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Character Page Progress

This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.

In Progress To-do
  • Additional Ressources/Players to watch/ask
    • Add any external links to ressources such as video guides or articles.
    • If you know any players in particular that can be helpful for learning this character, please add them with, if possible a way to contact them (such as a Discord handle) and a name that can be searched in the match video database.
  • Overview/General Gameplan:
    • Add a short summary of this character with a list of strengths and weaknesses
    • Do your best to describe how to play this character, change or add subsections based on what you would write as a guide.
  • Combos:
    • Adapt to the current combo template.
  • Move Descriptions:
    • Add frame data.
    • Add images with hitboxes to the moves.
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Additional Resources

H-Hisui & Kohaku Match Video Database

Players to watch/ask

JP:

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NA:

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Overview

Strengths / Weaknesses
Strengths
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Weaknesses
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General Gameplan

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Neutral

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Pressure

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Okizeme

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Defense

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Combos

Hisui Point

Starters

These all work anywhere. For all starters involving 5A 6AA 2C, delay the 2C as long as possible or the followup combo may drop. All starters ending in 6B or 5A 6AA can lead into j.[C], allowing for a rejump or hard knockdown for okizeme.
  • (5B / j.B / j.C / j.[C]) 2B 5C(1) 5A(whiff) 6AA 2C 6B ~Aircombo
Basic starter.
  • (5B / j.B / j.C / j.[C]) 2B 5C(1) 2C 5A(whiff) 6AA ~Aircombo
Alternative starter. Leads to slightly less damage than 2B 5C(1) 5A(whiff) 6AA 2C 6B, but involves one less reverse beat so you'll get better damage from your oki if you just go into j.[C] afterwards.
  • 2B 5C(2) 5A(whiff) 6AA 2C 6B ~Aircombo
If you are at a range where 5C(1) 5A connects (rather than whiffing the 5A), you can go for both hits of 5C and a 5A whiff instead for more damage. Requires close spacing. 2B 5C(1) 5A 6AA 2C 6B works from farther, but does much less damage.
  • 2B 5C(2) 2C 5A(whiff) 6AA ~Aircombo
Alternative 2B 5C(2) starter; has the same spacing restrictions. Shares the benefits and drawbacks of the alternative 2B 5C(1) starter above.
  • 5[C] 5A 6AA 2C 6B ~Aircombo
Max damage starter. 5A actually connects here, unlike in all other optimal starters.
  • (Air CH) 2C 5A(whiff) 6AA ~Aircombo
Maximizes damage from an air counterhit.


Aircombo

  • j.[C] j.A j.236B[9] \/ j.]9[ ~(Aircombo Ender)
Rejump, made easy by holding 9 during j.236B. Use a slightly delayed j.B instead of j.A in the corner to get the height right.


Aircombo Enders

  • j.B j.C dj.B dj.C Airthrow
Simple j.B combo into airthrow, use when you can't confirm the other j.B combo from your current spacing or height or want to let your reverse penalty count down. Use assists for okizeme.
  • j.A 66 j.A j.C dj.B dj.C Airthrow
Basic airdash cancel aircombo ender. Versus most if not all characters you can mash j.A more; experiment away.

Kohaku Point

Metered Combos

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Move Descriptions

Frame Data Help
Header Tooltip
Move Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

Damage Base damage done by this attack.

(X) denotes combined and scaled damage tested against standing V. Sion.

Red Damage Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.

(X) denotes combined damage.

Proration The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.

X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

Startup Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
Active The amount of frames that this move will have a hitbox.

(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

Recovery Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).

If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.

Invul Lists any defensive properties this move has.

X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.

Invicibility:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

5A
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - - - - - - - - - -


Universal Mechanics

Mechanic
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - - - - - - - - - -


Special Moves

236X
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - - - - - - - - - -


Arc Drive

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - - - - - - - - - -

Another Arc Drive

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - - - - - - - - - -

Last Arc

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - - - - - - - - - -


General
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