Melty Blood/MBAA/Miyako Arima

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Name:   Arima Miyako (有間 都古)  —  Nicknames:   China Girl

Voiced by:   Kouzuki Miwa (倖月 美和)  —  Type:   Human   —  Gender:   Female

Birthday:   May 4  —  Sizes:   60 / 46 / 62  —  Height:   131cm  —  Weight:   35kg

Eye Color:   Green  —  Hair Color:   Brown

Introduction

Miyako is the daughter of the Arima family that Shiki used to live with until he was called back to the Tohno mansion. In Melty Blood she attempts to solve the problems surrounding the Night of Wallachia as well as find Shiki... only to find herself constantly tormented by Neco Arc and the like. Luckily, due to the effects of the Night of Wallachia, the Chinese Kempo that she practices has been boost to extraordinary levels.

In Melty Blood, players that choose Miyako will find a character with short reach but quick normals, and an array for moves that give you ability to create almost unfair blockstrings and mixups.

Stage: Tohno's Mansion. Central Garden

Tohno's Mansion. Central Garden.PNG

BGM: Severe Person

Crescent Moon

Normal Moves

5a: A quick, forward jab. It's fast, but otherwise not particularly notable. It's safe on block and good for whiff cancelling, as usual.

5b: A stepping forward elbow. This is fast and has a little more range than 5a. It's neutral on block, so use it to reset pressure without whiff cancelling. Start your bnb with this for maximum damage without a jump-in.

5c: A strong shoulder thrust. New to MBAA, 5c can now be normal cancelled, which greatly improves the usability of this move! 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(1000), so use it as much as possible in combos! Note that against an airborne opponent, it gains wallslam properties.

5[c]: Looks the same as 5c. It moves forward a bit more(?), does even more damage(1500), and hits overhead. It will wallslam the opponent, so it's difficult to follow up when used midscreen. In the corner it can lead up to nice damage(4k+) though.


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.

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.

2c: A sweeping kick. This is one of C Miyako's best pokes. It comes out fast(6f!), hits low, and is her longest range normal. It will cause knockdown on hit, which is good for okizeme or restarting pressure, and can be comboed from for low-to-moderate damage.


j.a: A downward angled jab. It's basically the same as 2a, but in the air. It's very 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.


6b: A far stepping elbow. This is basically 5b, but with longer range, more startup, and longer recovery. It also (new to MBAA) has a horrible 75% relative proration, so don't use it in combos. Its only use is just to stay in close during blockstrings.

6c: An exaggerated uppercut. This move is just plain ass. It launches, but it has horrible relative proration. It's not good for any practical purpose.

Special Moves

236a: A dashing elbow. It comes out quick and is useful in both combos and blockstrings. Because of the three possible followup commands, it can lead to damage on hit or a safe blockstring reset on block. Use this often.

236b: A crossup dashing elbow. It's basically 236a with longer startup and free crossup. Since you can cancel into the followup commands, it's good in pressure. Don't be afraid to throw it out here and there, just be careful of people mashing out.

>6a: A shoulder thrust, similar to 5c. It's only real purpose is in combos. It is ex cancellable and will wallslam on hit vs airborne opponent. Air unblockable.

>6b: A cartwheel, similar to her evade. It has evasion properties, so it is invincible to non-throws and will crossup the opponent. It has some recovery though, so use it very sparingly.

>6c: A low slide kick, similar to F's 2b. It hits low, is safe on block, and gives a knockdown on hit. It's really good. Air unblockable.

236c: A crossup dashing elbow. This is your reversal of choice in the corner. It's fully invincible, fast as hell, crosses up, and wallslams for free 4k+ combo. Abuse it. Air unblockable.


623a: A jumping crescent kick. It comes out quick and the first kick is air unblockable, so it kind of works as a poor man's reversal. It'll get beat out by a lot of stuff though.

623b: A slower jumping crescent kick. It moves forward during it's sizable startup, it hits overhead, and is safe on block. Use this shit in your blockstrings. On hit, it's jump cancellable for a free air combo. The second kick is air unblockable.

623c: A big jumping crescent kick. It has startup invincibility and the first kick is air unblockable, so it's a good midscreen reversal(236c is better in the corner). You can jump cancel the last hit on hit or block, so it's safe as long as the enemy doesn't block it crouching (last hit will whiff vs crouchers).


j.623a: An aerial crescent kick. Ex cancellable. Its only use is to end air combos with j.623a > j.623c for extra damage at the cost of meter.

j.623b: An aerial crescent kick. Don't use this.

j.623c: An aerial crescent kick. Wallslams on hit. Its only use is to end air combos with j.623a > j.623c for extra damage at the cost of meter.


214a: A strong lunging punch. It comes out pretty fast and launches on hit, but it's unsafe and doesn't have much practical use outside of C's corner BnB.

214[a]: Same as 214a, but further moving. This is actually pretty good. It not only moves forward more and hits overhead, but it also does heavy guard damage(500) and is semi-safe on block. It will wallslam on hit though, so its hard to combo from midscreen. Air unblockable.

214b: A strong leaping punch. It has longer startup, but can jump over some low hits and is semi-safe on block. Still not too practical overall. This will jump over certain low attacks as well.

214[b]: Same as 214b, but further moving. This hits overhead, is semi-safe on block, and launches on hit. It's the only overhead that doesn't wallslam on hit, so it can be useful if the opponent doesn't expect it. This also moves really far, so sometimes you can catch people off guard when they think they're at a safe range. This can also be used in certain situational combos for extra damage without adding to the slam/bounce counter. This will jump over certain low attacks as well.

214c: A devastating lunging punch. It wallslams and does good damage, but has heavy relative proration. Its main use is for comboing off of a 236b hit in pressure strings. If you see a circuit spark coming during a ground chain, you can cancel into this to punish it.


22a: A quick stomp. It comes out quick and gives advantage on block(moreso vs crouching block), so throw it out in pressure strings for a quick and easy reset. It gives a knockdown on hit. Air unblockable (not that it matters).

22b: An exaggerated stomp. It has much more startup, but hits low and launches the opponent on hit for free combo. It also is very safe on block, so it's good in pressure as long as the opponent doesn't expect it. Air unblockable (not that it matters).

22c: An exaggerated stomp. It has full startup invincibility, hits nearly the entire screen, and launches on hit. It's a shame that the 20+ frames of startup almost guarantee that it'll never hit anything. Don't use this.


j.22a: A falling stomp. Its safe on block, but otherwise it isn't particularly notable. It will give knockdown on hit. On counterhit, you can relaunch your opponent with 2C 5B 2B. Air unblockable (not that it matters).

j.22b: A falling stomp. Its safe on block, but otherwise it isn't particularly notable. It will give knockdown on hit. On counterhit, you can relaunch your opponent with 2C 5B 2B. Air unblockable (not that it matters).

j.22c: A falling stomp. This is one of C's best moves, hands down. Unlike the a/b air stomps, this has a hitbox in the air that will groundslam (techable) the opponent. The stomp itself is low and launches on hit for a free 3k combo (similar to 22b on the ground). It also is VERY safe on block, and can be used to crossup opponents (especially on their wakeup). Crossup low meaty that looks high? I'd buy that for a dollar! Also air unblockable (not that it matters).


AD: A strong stomp that explodes in a huge blue burst. It's air unblockable and does around 1000 guard damage, but due to the increased startup it's really not practical to use. Use your meter on 623c or 236c reversals and life gain instead. Air unblockable.

AAD: Similar to the AD, with an even more massive burst. It's air unblockable, does lots of damage, and lots of guard damage. It's startup is even decreased from the normal AD! Too bad it's still too much to make it useful... Use your meter on 623c or 236c reversals and life gain instead.

LA: A beefy lunging punch, similar to 214b. Activate this Last Arc by shielding from the ground. This will either do lots of damage and light the opponent on fire(just a visual perk), or do little damage and confuse the opponent for an extended time. Which version you get is random. It's not really that great, to be honest.

Combos and Strategies

Combos:

Miyako is very flexible with the way her normals and specials chain together. These combos should be taken as examples, not de-facto BnBs.

Air Combo:

j.ABC dj.ABC Airthrow

Miyako's standard air combo. Omit j.A whenever your opponent is above you.

j.ABC dj.ABC dj.623A dj.623C

Modified air combo, uses meter. Save this for max mode or when the damage will kill your opponent, as it does not give knockdown.


Midscreen:

(Throw) 5C 2C 5B 2B Aircombo

Miyako's most basic combo. By far the easiest way to confirm 2C if nothing else.

(2A/5A/j.C/j.B) 5B 2B 5C 2C 236A 6A Aircombo

Useful without meter when too far away to use a wallslam combo. The link from 236A, 6A into the air combo is extremely tight, try holding 9 to jump as soon as possible.

(2A/5A/j.C/j.B) 5B 2B 5C 236A 6A 214C delay 5C 214[B] 5B 2B Aircombo

Wallslam corner combo that can be started from midscreen. 214C must be executed as close to the corner as possible.


Corner:

Miyako's best damage comes from comboing your opponent in the corner. Keep them there as long as possible!

(2A/5A/j.C/j.B) 5B (6B) 2B 5C 2C 214A delay 5B 5C (2B) Aircombo

Standard corner BnB for Miyako. Does decent damage and easy to confirm into. 6B prorates quite a bit so only use it if you believe you are too far away from your opponent for 2B to hit. After the second 5C wallslam, 2B may not work against all characters.

(2A/5A/j.C/j.B) 5B 2B 2C delay 5C 214[B] 5B 5C (2B) Aircombo

Modified corner BnB which is more difficult to execute but adds damage. Against some characters this will cause the air combo to cross up unexpectedly.

5[C] 214[B] 5B 5C (2B) Aircombo

One of the ways Miyako can confirm her overhead 5[C] into damage.

Throw (5B) 5C 2C 214A delay 5B 5C 2B Aircombo

3k damage off a throw with knockdown! The 5B will not link against thin characters.

Throw (5B) 2C delay 5C 214[B] delay 5B 5C 2B j.BC j.ABC Airthrow

V.sion only so far. Needs more testing.


After a Wallslam: For picking up random wallslams outside of combos, or variations.

5B 5C 2B Air Combo

Standard wallslam followup in the corner. Works pretty much any time except after 236A 6A.

5B 5C 41236C

Variation of above which provides okizeme in the corner and the option of crossing up your opponent since it leave room between them and the corner. Throw it out if you find yourself in MAX.

Forward Dash 5C 2B Air Combo

Follow up a wallslam from a bit further away. Usually after a 214C.

214[B] 5B 5C 2B Air Combo

Follow up a wallslam from even further away. Usually after a 236C from the corner, will not work from a 214C.

Forward Dash xx 214[B] 5B 5C 2B Air Combo

The furthest wallslam followup possible. Usually after a midscreen 236C, will not work from a 214C.


Pressure Strings:


Basic:

Miyako's regular combos can technically be used as pressure strings, but here are some other options to consider.

5B 5C 5A

Easy to learn, easy to use. Linking 5A into another 5B is a frame trap. Try holding C to mix it up a little, or throw in other moves such as 2C.

5B 5C 22A 6B

6B will catch attempts to jump out after 22A, only works in the corner.

236A delay 6C

Occasionally throw this out during pressure and make sure to cancel into 6C as late as possible. At worst, it hits and you get knockdown and okizeme. At best, your opponent learns to block this and respects the late 6C every time, which leaves you open for empty 236A without followup, if you choose.


Tech Punishing From Corner Airthrow:

Against Neutral Tech

Forward Dash xx 2C

Against Backwards Tech

Forward Dash xx 2A


[more coming soon]

Half Moon

Normal Moves

5a: A quick, forward jab. It's fast, but otherwise not particularly notable. It's safe on block and good for whiff cancelling, as usual.

5b: A quick chop. (more to come)

5c: A strong shoulder thrust. New to MBAA, 5c can now be normal cancelled, which greatly improves the usability of this move! 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(1000), so use it as much as possible in combos! Note that against an airborne opponent, it gains wallslam properties.

5[c]: Looks the same as 5c. It moves forward a bit more(?), does even more damage(1500), and hits overhead. It will wallslam the opponent, so it's difficult to follow up when used midscreen. In the corner it can lead up to decent damage though.


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.

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.

2c: A sliding low kick. This shit is EXACTLY like F'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's best normals, hands down. Use it for free tech punishes and keeping in during pressure strings.


j.a: A downward angled jab. It's basically the same as 2a, but in the air. It's very 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.


5a6a: A slightly downward palm thrust. (more to come)

5a6aa: A lunging double palm thrust, slightly similar to F's 6c. (more to come)

5bb: A lunging palm thrust, similar to her j.b. (more to come)

6c: An exaggerated uppercut. This move is just plain ass. It launches, but it has horrible relative proration. It's not good for any practical purpose.


Special Moves

236a: An upwards flying dragon kick. (more to come)

236b: A forwards flying dragon kick. (more to come)

236c: A big flying dragon kick. (more to come)


j.236a: An aerial flying dragon kick. (more to come)

j.236b: An aerial flying dragon kick. (more to come)

j.236c: A big aerial flying dragon kick. (more to come)


623a: A jumping crescent kick. It comes out quick and the first kick is air unblockable, so it kind of works as a poor man's reversal. It'll get beat out by a lot of stuff though.

623b: A slower jumping crescent kick. It moves forward during it's sizable startup, it hits overhead, and is safe on block. Use this shit in your blockstrings. On hit, it's jump cancellable for a free air combo. The second kick is air unblockable.

623c: A big jumping crescent kick. It has startup invincibility and the first kick is air unblockable, so it's a good midscreen reversal(236c is better in the corner). You can jump cancel the last hit on hit or block, so it's safe as long as the enemy doesn't block it crouching (last hit will whiff vs crouchers).


214a: A strong lunging punch. It comes out pretty fast and launches on hit, but it's unsafe and doesn't have much practical use.

214[a]: Same as 214a, but further moving. This is actually pretty good. It not only moves forward more and hits overhead, but it also does heavy guard damage(500) and is semi-safe on block. It will wallslam on hit though, so its hard to combo from midscreen. Air unblockable (not that it matters).

214b: A strong leaping punch. It has longer startup, but can jump over some low hits and is semi-safe on block. Still not too practical. Useful in combos, as it is untechable at low heights.

214[b]: Same as 214b, but further moving. This hits overhead, is semi-safe on block, and launches on hit. It's the only overhead that doesn't wallslam on hit, so it can be useful if the opponent doesn't expect it. This also moves really far, so sometimes you can catch people off guard when they think they're at a safe range.

214c: A devastating lunging punch. It wallslams, but has heavy relative proration. Don't use it.


421a: A leaping elbow. It jumps over stuff, hits overhead, does good guard damage(500), and is cancellable on block or hit. The best options for cancelling are either jump cancelling(more safe, but can leave an opening in pressure) or whiff throw cancelling(less safe, but lets you reset pressure). On hit vs a grounded opponent, it will give a knockdown. On hit vs an airborne opponent (it's air unblockable), it will ground bounce for free combo. On whiff, you will fall on the ground for a long time(but not actually in an otg state), so don't whiff or you eat guaranteed free punish.

421b: A longer leaping elbow. It jumps over stuff(even higher than 421a), hits overhead, does good guard damage(500), and is cancellable on block or hit. The best options for cancelling are either jump cancelling(more safe, but can leave an opening in pressure) or whiff throw cancelling(less safe, but lets you reset pressure). On hit vs a grounded opponent, it will give a knockdown. On hit vs an airborne opponent (it's air unblockable), it will ground bounce for free combo. On whiff, you will fall on the ground for a long time(but not actually in an otg state), so don't whiff or you eat guaranteed free punish.

421c: A leaping elbow. (more to come)


22a: A quick stomp. It comes out quick and gives advantage on block(moreso vs crouching block), so throw it out in pressure strings for a quick and easy reset. It gives a knockdown on hit. Air unblockable (not that it matters).

22b: An exaggerated stomp. It has much more startup, but hits low and launches the opponent on hit for free combo. It also is very safe on block, so it's good in pressure as long as the opponent doesn't expect it. Air unblockable (not that it matters).

22c: An exaggerated stomp. It has full startup invincibility, hits nearly the entire screen, and launches on hit. It's a shame that the 20+ frames of startup almost guarantee that it'll never hit anything. Don't use this.


AD: A strong stomp that explodes in a huge blue burst. It's air unblockable and does like 1000 guard damage, but due to the increased startup, it's really not practical to use. Use your meter on 623c reversals or something instead. Air unblockable.

Combos and Strategies

Bread and Butter

2a 5b 2b 5c 6aaa 214b 2b 5b j.abc j.abc airthrow (4.8k dmg on V.Sion)

2a 2b 5b 5c 6aaa 421a jump cancel j.c 2b j.abc j.abc airthrow (4.6k dmg on V.Sion)

2a 2b 5b 5c 6aaa 421a whiff airthrow dash 2c 5b 2b j.abc j.abc airthrow (4.9k on V.Sion)

Another variation: 2a 2b 5b 5c 6aaa 421a whiff airthrow dash 2c 5c 2b 5b j.abc j.abc airthrow (5k on V.Sion)

Corner Combos

2a 5b 2b 5c 6aaa 214a slight delay 236a 2c 2b 5b j.abc j.abc airthrow (5k on V.Sion)

2a 5b 5c 6aaa 5bb 421b airthrow whiff 2c 2b 5b j.abc j.abc-airthrow (4.9k on V.Sion)

2a 5b 5c 6aaa 421a airthrow whiff 2c delay 6c delay 421b airthrow whiff 2c 2b 5b j.abc j.abc (4.5k dmg on V.Sion)

2a 5b 5c 6aaa 2c 5bb 421b airthrow whiff 2c 2b 5b j.abc j.abc (5k dmg on V.Sion)

Corner to Corner

2A 5B 5C 5A 6AA 421A airthrow whiff land dash 2C 5C 214B 5B 2B j.BC dj.BCairthrow

Arc-Drive Setup

[In Progress]

Full Moon

Normal Moves

5a: A short backfist. This is fast, but has really pathetic range. Not really useful for much, but I guess you can poke out of super deep jump-ins with it.

5b: A forward moving front kick. This is a pretty amazing normal. It moves forward a good bit, is safe on block, and has good reach. It's great for poking, catching jump outs during pressure, resetting pressure, etc. Abuse it.

5c: A strong shoulder thrust. New to MBAA, 5c can now be normal cancelled, which greatly improves the usability of this move! 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(1000), so use it as much as possible in combos! Note that against an airborne opponent, it gains wallslam properties.

5[c]: Looks the same as 5c. It moves forward a bit more(?), does even more damage(1500), and hits overhead. It will wallslam the opponent, so it's difficult to follow up when used midscreen. In the corner it can lead up to nice damage(5k+) though.


2a: A crouching, downward angled jab. It's fast and hits low, and has more range than 5a. A good poke, and safe on block.

2b: A sliding low kick. Like 5b, this moves forward, is safe on block, and has great reach. This is your best low poke, so you should be using it pretty liberally.

2c: A sweeping kick. It comes out fast, hits low, and has good range. It will cause knockdown on hit.


j.a: A downward angled jab. It's basically the same as 2a, but in the air. It's very 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.


6c: A lunging forward double-fisted strike. It does a lot of damage(900) and loads of hitstun, so use it in combos as much as possible. You can throw it in during pressure, but make sure to always special cancel it.

6[c]: Looks the same as 6c. Charging this raises damage(1500), but more importantly raises guard damage to 600(!!). This is Miyako's strongest guard breaking tool along with the loli elbows.

Special Moves

236a: An upwards flying dragon kick. Due to the angle, it's rather hard to hit a grounded opponent. You have full air action afterwards, so use it in combos to initiate an air combo for free damage. You can also use it as anti-air, but be careful as it can be beaten out by early jump-ins. Heat cancellable.

236b: A forwards flying dragon kick. It travels a good distance forward, but whiffs against crouchers and is all around unsafe. The only practical use for this is in her corner combo. It wallslams on hit and is special cancellable. Heat cancellable.

236c: A big flying dragon kick. It moves at a similar angle to 236b and wallslams on hit. There are some combos you can do off of it, but I would suggest saving the meter for more ex loli elbow combo finishers.


623a(a): A jumping crescent kick. In Full exclusively, you have to manually do the second kick with another button press. The window for the second kick is smaller than 623b, so it's less useful. Both hits are air unblockable and the move starts up relatively fast, so it can be used as anti-air. It gets beaten out easy though, so be careful. Heat cancellable.

623b(b): A slower jumping crescent kick. In Full exclusively, you have to manually do the second kick with another button press. The long window for the second kick coupled with its forward movement during startup makes it very useful for combos or pressure. Properly delayed, it is completely safe in blockstrings and gets you back in to restart pressure. It's absolutely essential as a launcher for her BnB. Both hits are air unblockable. Heat cancellable.

623c: A big jumping crescent kick. It is exactly the same as the other moon styles' 623c, so it doesn't have a manual second kick. It has startup invincibility and the first kick is air unblockable, so it's your only real reversal in Full. You can jump cancel the last hit on hit or block, so it's safe as long as the enemy doesn't block it crouching (last hit will whiff vs crouchers). Heat cancellable.


j.623a: An aerial crescent kick. Ex cancellable. Heat cancellable. Don't use this.

j.623b: An aerial crescent kick. Don't use this.

j.623c: An aerial crescent kick. Wallslams on hit. Don't use this.


214a: A strong lunging punch. It comes out pretty fast and launches on hit, but it's unsafe and doesn't have much practical use. Heat cancellable.

214[a]: Same as 214a, but further moving. This is actually pretty good. It not only moves forward more and hits overhead, but it also does heavy guard damage(500) and is semi-safe on block. It will wallslam on hit though, so its hard to combo from midscreen. Air unblockable (not that it matters).

214b: A strong leaping punch. It has longer startup, but can jump over some low hits and is semi-safe on block. Still not too practical. Heat cancellable.

214[b]: Same as 214b, but further moving. This hits overhead, is semi-safe on block, and launches on hit. It's the only overhead that doesn't wallslam on hit, so it can be useful if the opponent doesn't expect it. This also moves really far, so sometimes you can catch people off guard when they think they're at a safe range.

214c: A devastating lunging punch. It wallslams, but has heavy relative proration. Don't use it.


421a: A leaping elbow. This move is good. It jumps over stuff, hits overhead, does good guard damage(500), and is cancellable on block or hit. The best options for cancelling are either jump cancelling(more safe, but can leave an opening in pressure) or whiff throw cancelling(less safe, but lets you reset pressure). On hit vs a grounded opponent, it will give a knockdown. On hit vs an airborne opponent (it's air unblockable), it will ground bounce for free combo. On whiff, you will fall on the ground for a long time(but not actually in an otg state), so don't whiff or you eat guaranteed free punish.

421b: A longer leaping elbow. This move is good. It jumps over stuff(even higher than 421a), hits overhead, does good guard damage(500), and is cancellable on block or hit. The best options for cancelling are either jump cancelling(more safe, but can leave an opening in pressure) or whiff throw cancelling(less safe, but lets you reset pressure). On hit vs a grounded opponent, it will give a knockdown. On hit vs an airborne opponent (it's air unblockable), it will ground bounce for free combo. On whiff, you will fall on the ground for a long time(but not actually in an otg state), so don't whiff or you eat guaranteed free punish.

421c: A leaping elbow. This isn't so good. It's not cancellable and is just as massively punishable as the other elbows. Don't use this.


j.421a: Same as 421a, but from the air. It has all the same properties as the grounded 421a. You can occasionally catch people off guard with an evasive backwards jump or IABD cancelled into air elbow.

j.421b: Same as 421b, but from the air. This is a staple in F's corner BnB, and has all the same properties as the grounded 421b You can also occasionally catch people off guard with an evasive backwards jump or IABD cancelled into air elbow.

j.421c: Same as 421c, but actually useful! End every air combo you possibly can with this move. It will push you and the opponent forward a good distance and gives guaranteed knockdown. This move is essential for pushing/keeping the opponent in the corner and maintaining pressure. With the nerf her air throw has gotten, using this couldn't be any more important.


22a: A quick stomp. It comes out quick and gives advantage on block(moreso vs crouching block), so throw it out in pressure strings for a quick and easy reset. It gives a knockdown on hit. Air unblockable (not that it matters).

22b: An exaggerated stomp. It has much more startup, but hits low and launches the opponent on hit for free combo. It also is very safe on block, so it's good in pressure as long as the opponent doesn't expect it. Air unblockable (not that it matters).

22c: A jumping stomp. This is one of F's meanest attacks. It looks almost exactly like her normal 9 jump, but comes down with a low stomp that launches like 22b. It can also crossup against a crouching or waking up opponent, for great justice. Mix this up with random jump-ins and empty jumps into throws for massive frustration. Air unblockable (not that it matters).


AD: A strong stomp that explodes in a huge blue burst. It's air unblockable and does like 1000 guard damage, but due to the increased startup, it's really not practical to use. Use your meter on 623c reversals or ex j.elbow combo enders instead. Air unblockable.

AAD: Similar to the AD, with an even more massive burst. It's air unblockable, does lots of damage, and lots of guard damage. It's startup is even decreased from the normal AD! Too bad it's still too much to make it useful... Use your meter on 623c reversals or ex j.elbow combo enders instead.

LA: A beefy lunging punch, similar to 214b. Activate this Last Arc by shielding from the ground. This will either do lots of damage and light the opponent on fire(just a visual perk), or do little damage and confuse the opponent for an extended time. Which version you get is random. It's not really that great, to be honest.

Combos and Strategies

Bread and Butter

5B 2B 5C 6C 623BB land 236B 412B whiff Airthrow land 2C 623BB 236A j.ABC dj.BC Airthrow

Works as far as 3/4ths the screen.
Delay the second B of 623BB as much as possible.
Delay 412B after 236B as much as possible. This prevents Miyako from landing on the other side of some characters when in the corner.
You may choose to end the combo with j.623A j.412C if you have meter.
If 2C 623BB relaunch proves too difficult, you can do 2C 6C 236A instead for slightly less damage and meter.
2C will completely whiff on Kouma Warachia. Use 5B 236A instead.

Win Quotes

Colors

Miyakocolors.png

No. 1 Default

No. 12 Illya (Fate/Stay Night)

No. 15 Hieda no Akyuu (Touhou)

MELTY BLOOD Actress Again
General

ControlsFAQGetting StartedSystem and MechanicsLinks

Advanced

Advanced MechanicsChangelistGlossary

Characters

Akiha (Seifuku)AkihaAkiha VermilionAokoArcueidCielHisui & KohakuHisuiKoha & MechKohakuKoumaLenMech-HisuiMiyakoNeco & MechNeco-Arc ChaosNeco-ArcNeroRed ArcueidRiesbyfeRoaSatsukiShiki NanayaShiki RyougiShiki TohnoSionSion TATARIWarachiaWhite Len