Melty Blood/MBAACC/Archetype: Earth/Crescent Moon

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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
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    • Add damage, meter gain/given numbers and video links to the pre-existing combos.
  • Move Descriptions:
    • Expand upon to the shorter descriptions, cite their uses, add memes in captions, etc.
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  • Overview/General Gameplan:
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  • Combos:
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Additional Resources

C-Hime Match Video Database

Players to watch/ask


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Strengths / Weaknesses
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General Gameplan

C-Hime is a character that thrives on shutting down the opponents movement through her obnoxious normals and special moves. 214A/B is primarily used in neutral to keep your opponents out of the air, and once they're conditioned to not leave the ground, she can start abusing her large (yet very lateral) normals. As 214X and 623X are effectively her only real 'anti airs', oftentimes she'll be forced to reposition herself using her quick walk speed to avoid opponents approaching her at angles which she can't cover effectively. She also struggles with escaping pressure, as her fastest normal comes out on frame 7, making mashing quite risky.

As a Crescent moon character, she's blessed with an abundance of meter, which benefits her greatly as j.236C, AD, and AAD are some of the most obscene supers to bless this game. By just holding on to meter, her threat range becomes the entire screen, and any whiff can turn into ample damage -> tech trap situation, or worse yet, she'll tell you you're not allowed to play with the meter anymore using her AD, and also make you hold her extremely degenerate okizeme.

Not quite as oppressive as F-Hime, but C has her own set of tricks.


Press buttons hit that 214A/B button people will be tilted.


As 5B is one of her few buttons that grant her frame advantage on block, you're gonna use this button a lot in close proximity. Once the opponents been punished thoroughly for mashing against her, she can start running her tick throw game, which can be especially threatening due to her slew of post throw OTG options. Due to the reach of many of her normals and special moves, she can also pressure opponents well from outside of their effective range, despite many of her special moves lacking in frame advantage, her 214X series can be used to catch jump outs from ranges that would be considered safe by other characters with little commitment on her part, which still remaining safe enough to whiff punish most attempts at mashing afterwards.

She also has access to an instant overhead (character-specific) through j.6B, which can be confirmed into 236C.

Her ability to shred the guard meter also dissuades the opponent from blocking her for too long, lest they get guard crushed and killed.


C-Hime generally has to spend meter to obtain extremely strong knockdowns. Using either her AD/AAD, or 2C, she has enough frame advantage to activate 22D and force the opponent to hold a crossup/fake-crossup situation, which can turn into an empty low/throw as well, after ample conditioning.

She also has access to a brutal tech trap situation using j.236C in close proximity, which makes it preferable for the opponent to take the knockdown and allows for Hime to run her flight okizeme once the opponent has been conditioned to not tech.

Without meter, many of her knockdowns are limited to resetting to neutral.


Block, a lot. Her fastest button is 6f, so unless you want to try your hand at mashing out of pressure with her relatively lackluster DP, you better get comfy with blocking and blocking often when pressured. As a C-moon, you also have access to EX Guard, Shield and EX Shield, so it's not totally hopeless, just rather risky. Jumping out of the corner is also difficult, as her extremely floaty jump and wide hurtbox makes her extremely liable to getting tagged out of the air, so no holding upback and praying for the best.


Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.

For more information, see Glossary and Controls.

X > Y X input is cancelled into Y.
X > delay Y Must wait for a short period before cancelling X input into Y.
X, Y X input is linked into Y, meaning Y is done after X's recovery period.
X+Y Buttons X and Y must be input simultaneously.
X/Y Either the X or Y input can be used.
X~Y This notation has two meanings.
  1. Use attack X with Y follow-up input.
  2. Input X then within a few frames, input Y. Usually used for option selects.
X(w) X input must not hit the opponent (Whiff).
j.X X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.

Applies to all air chain sections:

  • Assume a forward jump cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
sj.X X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
dj.X X input is done after a double jump.
sdj.X X input is done after a double super jump.
tk.X Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
(X) X is optional. Typically the combo will be easier if omitted.
[X] Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
{X} Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
X(N) Attack "X" should only hit N times.
(XYZ)xN XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
(XYZ^) A pre-existing combo labelled XYZ is inserted here for shortening purposes.
CH The first attack must be a Counter Hit.
Air CH The first attack must be a Counter Hit on an airborne opponent.
66 Performs a ground forward dash.
j.66 Performs an aerial forward dash, used as a cancel for certain characters' air strings.
IAD/IABD Performs an Instant AirDash.
AT Performs an Air Throw. (j.6/4A+D)
IH Performs an Initiative Heat.
AD Performs an Arc Drive.
AAD Performs an Another Arc Drive.

Normal Combos

Condition Notation Damage
vs V.Sion
Normal starter, grounded opponent
  • 2A > 5B > 2B > 2C > 5C > j.BC > dj.BC (> 22D j.AC) > AT/236C/41236C
Meter Gained: ??? Meter Given (vs C-Moon): ???
Baby's first combo, does good damage, bracketed part is optional but recommended as it leaves Hime more mobile post Airthrow, but costs a decent chunk of meter as it drains until she either reaches the ground or airdashes, so be aware.
Normal starter, grounded opponent
  • 2A > 5B > 2B > 5C > 2C > 6C~236A > j.C dj.C > 22D j.A > AT/236C/41236C
Meter Gained: ??? Meter Given (vs C-Moon): ???
Use this combo instead, does great damage, builds a decent chunk of meter, flight ender is usually necessary for Airthrow ender as Hime wont have the right height without it. Can omit for other enders generally, but use your own discretion.
Crossup j.214B starter, grounded opponent
  • j.214B > 669 j.B(2) > j.6B > j.AC > sdj.C 22D j.A > j.6B > 214A, j.6[B] > 66 AT
Meter Gained: ??? Meter Given (vs C-Moon): ???
Confirm off of crossup air wind mine, looks cool.
236B Starter, grounded opponent, 100% meter
  • 236B > (22D) j.236C
Meter Gained: ??? Meter Given (vs C-Moon): ???
Confirm into knockdown off of stray far geyser with 100 meter. Can hold up in any direction to option select, otherwise can use 22D.
214B starter, airborne opponent, 100% meter
  • 214B > 22D j.236C
Meter Gained: ??? Meter Given (vs C-Moon): ???
Stray confirm off of anti-air 214B with 100 meter.

Corner Combos

Condition Notation Damage
vs V.Sion
Normal starter, grounded opponent,
  • 2A > 5B > 2B > 5C > 2C > 6C~236A > j.6B > j.AC > dj.C > 22D j.AC > AT/236C/41236C
Meter Gained: ??? Meter Given (vs C-Moon): ???
Corner BNB. Omit flight to conserve meter if necessary.

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.


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.

Note: FL in the cancel section denotes that a move is cancelable into Flight.

Normal Moves

Standing Normals

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 147 75% (O) 3.5% -SE-, -N-, -SP-, -EX-, (J), -FL- LH 6 4 8 0 -

Neutral on block can be used to tick throw and pressure, has decent range for a 5A.

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300*2 (532) (347) 80% (O) 3.0%*2 (6.0%) N, SP, EX, (J), FL LH 8 6 9 1 -

+1 on block and hits multiple times, making it a good general purpose pressure/hitconfirm tool.
Can be used as a ghetto anti-air sometimes, as the hitbox is slightly higher than it seems.

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 490 90% 7.0% N, SP, EX, (J), FL LH 12 4 18 -4 -

The 5C Powerd Ciel wishes she had. Amazing poke, great whiff punisher, virtually incontestable from further ranges, can easily hitconfirm into 2C > 6C > 236A for a full combo, great pressure tool when used from a range alongside her specials. Just be wary of opponents air dashing over it, as its hitbox doesn't reach especially high.
Just press it sometimes, it's a good button.

Crouching Normals

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 98 75% (O) 3.0% SE, N, SP, EX, (J), FL L 6 4 9 -1 -

Low hitting 2A. Has decent range, but has 6f start-up, so be wary when trying to use this to mash out of pressure.
Also one of her better reverse beat options for pressure strings.

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500 382 80% (O) 4.0% N, SP, EX, (J), FL LH 9 4 12 -1 -

-1 on block, hits mid. Nothing especially noteworthy about her 2B, the range is nothing spectacular, combo/blockstring fodder.

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
900 637 65% (O) 7.0% N, SP, EX, (J), FL L 11 4 15 -1 -

Not quite as degenerate as F-Hime's 2C, but it's still pretty good, and unlike F-Hime's, it hits low!
Reaches quite far, can be hitconfirmed into 5C > 214B/236A for a combo, is only -1 on block, overall a solid ground poke.
Should take care to avoid whiffing it, but with 15f recovery, it can be rather difficult for the opponent to punish it with an IAD/Jump-in.

Aerial Normals

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
250 98 75% (O) 3.0% N, SP, EX, J, FL LHA 4 4 10 - -

Regular girl j.A. teeny hitbox, not great as a jump in but can be used to make IAD strings tighter.
Can whiff cancel the recovery into more air options (jump air dash, buttons, flight) but once she begins her descent animation she loses that opportunity.

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350, 600 (872) (537) 90% 3.0%, 4.0% N, SP, -EX-, J, -FL- HA 5 2 (8) 4 - - -

Huge (sorta). Great air to air, decent air to ground, hits twice and will beat out a good number of opposing air to airs. Only downside is its rather suspect hitboxes, as sometimes characters will appear to phase through its active frame, so get a good feel for how it hits.

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
850 588 75% (O) 7.0% N, SP, -EX-, J, -FL- HA 13 4 - - -

Savage. Hime claws your face off with an omnidirectional swipe. Really really big, but also quite slow, so don't be surprised if you get counter hit out of it. Good air to air, great air to ground, just be wary that it can be low profiled if coming down from too high.
Used during flight oki to get some fun mixups!
Probably one of your favourite buttons.

Command Normals

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
6C 800 392 70% (O) 5.0% SP, EX, (J), FL LH 12 5 23 -10 -

Blockstring and combo filler. Launches and is jump cancelable on hit, can be used as a ghetto anti air but it's not recommended.

6[C] 1000 490 70% 10.0% N, SP, EX, (J), FL LH 19 5 19 -6 -

6[C] also serves a similar function, but theres nothing especially noteworthy about it, besides having slightly better frame advantage.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
j.6B 700 392 90% (O) 4.0% N, SP, -EX-, J, -FL- HA 11 6 - - -

Big stab, can be held to become even larger and halt air momentum. The regular version is generally used as combo filler. Can hit some characters crouching from very specific ranges as an instant overhead, but can only be confirmed into 236C.

j.6[B] 900 686 50% 10.0% N, SP, -EX-, J, -FL- HA 24 4 - - -

The held variant for occasional mixups post air throw ender, or as a cheeky long ranged overhead in neutral, though it can only be confirmed into j.236C.

Universal Mechanics

Ground Throw
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1300 980 30% 0.0% - U 2 1 20 - -

Hime levitates the opponent, then slams them into the ground. Untechable knockdown, can be followed up with an OTG string.

Air Throw
Air Throw
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1600 490 30% 0.0% - U 1 1 12 - -

If done raw, this ground bounces the opponent and teleports you behind them. As a combo ender, this causes an untechable knockdown and leaves you in a normal landing animation.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Bunker 500 196 50% 0.0%
(-50.0% in blockstun)
- LHA 25 4 19 -5 Clash 1-10
(Clash) 500 196 50% 0.0%/-50.0% - LHA 7 4 19 -5 Strike 1-7

A shield bunker with the standard Hime disjoint.

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
100 0 100% -100.0% (min) - U 14 5 26 - Full 1-18

Has the second quickest Heat startup in the game along with Powerd Ciel's, and a large hitbox to go with it.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Ground 100 0 100% removes all - U 10 10 20 - Full 1-39
Air 100 0 100% removes all - U 11 10 15 - Strike 1-30

Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.

Special Moves

Special Movement

Sky (Flight)
22D (Air OK)
MB FHime 22D.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - - -0.1% per frame - - 12 (16) - 26 (30) - -

Flight. Hime decides the ground is for losers and spends some meter to take to the skies. Upon activation, Hime can glide in either direction, but slightly descends as she glides. Resets her airdash upon activation, effectively giving her two airdashes, and she can fast-fall to the ground with 22, allowing her to quickly descend to the ground if necessary. Counts as an EX move, so you can whiff cancel into it off of practically every move imaginable, allowing for some very freeform (obnoxious) neutral and pressure strings. Drains meter as she floats, but it can be activated with any amount of meter, and the duration is fixed, and is not tied to the amount of meter drained. Ignores Melty crossup protection, allowing for some incredibly infuriating mixups, and her hurtbox is mysteriously shrunk as she floats. Abuse this move, can make some matchups absolute hell.

Grounded Specials

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A/B 500, 800*2 (1431) (847) 65% (O) 5.0%, 4.0%*2 (13.0%) -EX-, (J), -FL- L 17 4 25 -12 -

Geyser series. They hit low and are air unblockable, making them pretty good for harassing the opponent at a range.
Hime summons a geyser in front of her that launches the opponent into the air. Can be jump canceled on hit, and flight canceled on block and whiff. Mostly combo filler, but can make a nice relatively safe poke too.

B version summons a Geyser even further away from Hime. Generally used as a poke, can be confirmed into j.236C for quick damage and a knockdown/tech trap when flight canceled.

EX 500*N 294*N 95%*N (M) -100.0% - LH 11+5 X 66 -40 ~ 1 -

Big geyser. Decently fast and hits OTG, but not worth the meter. Please refrain from using this.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 700, 250*2 (1147) (468) 100% 4.0%, 1.0%*2 (6.0%) - LH 7 7 23 -13 -

DP series. It's a DP lol.
It's a functional anti air sometimes, pretty decent if you have a read on their air approach.

B 700*2, 400*2 (1944) (1041) 100% 4.0%*2, 2.0%*2 (12.0%) - LH 5 7 (12) 7 29 -17 (vs Stand.), -33 (vs Crouch.) Full 1-8

Invincible. Has regrettably small initial hitboxes, and the 2nd set only emerge when she loses her invincibility, use with caution, if they block this you will die.

EX 500*5, 700 (2637) (1950) 100% -100.0% - LH(5), LHA 1+4 7 (8) 6 (18) 6 73 -83 (vs Stand.), -97 (vs Crouch.) Full 1-73

Fully invincible and last hit causes an untechable knockdown.

(EX: Big Wind)

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 400*3 (867) (424) 70% (O) 2.5%*3 (7.5%) -FL- LH 15 12 18 -2 -
~214A 1000 392 65% (O) 4.0% - LH 11 9 21 -8 -
~214[A] 300*4 (779) (507) 65% (O) 2.0%*4 (8.0%) - LH 22 9 19 0 -

Wind Mine series. Air unblockable initial hitbox, does ample chip damage and guard damage.

Hime spins gracefully, and places a projectile which turns into a lingering wind mine. The mine can be activated at any time with 214A or j.214A/B, and can be held to create a bigger explosion. Can flight cancel on hit, whiff or block, but cannot flight cancel the mine activation input. Both the initial projectile and the activation are air unblockable. Only -2 on block, so can be used rather liberally from a distance. Note that the mine activation itself is punishable if used too close, unless held.

B 400*2, 1000 (1213) (537) 70% (O) 2.5%*2, 4.0% (9.0%) (J), -FL- LH(2), LHA 14 6 (6) 9 9 -3 -

Hime spins even more elegantly, and creates a projectile which places explodes a wind mine instantly. The initial projectile is air unblockable, but the 'explosion' is air blockable. Is jump cancelable on hit, and flight cancelable on whiff and block. Only -3 on block, so can also be used to harass the opponent from just outside their effective range, catch jump outs, shark techs, the list goes on.

EX 200*18 (2337) (1712) 100% -100.0% - LHA 1+15 63 57 -20 Full 1-121

Waste of meter. Hitbox disappears partway through the animation, so the opponent can just waltz in, and ponder how they're going to kill you while they wait for you to land. Please don't use this.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A/B 500*3 (1127) (662) 75% (O) 3.0*3, 2.5%*3 (16.5%) -EX-, -FL- LHA 52 X 29 6 -

Hikari series. Slow startup fireballs, with trajectories dependent on the version used.
Hime takes her sweet time and summons up to 3 star-shaped fireballs which fly forwards and gradually drifts upwards. Can be cancelled into flight at any time, giving her some decently strong neutral and pressure tools.

B version functions the same, but the projectiles fly downwards, so they can be used to tag crouchers trying to duck under the A version.

EX 500*7 - 75% (O) -100.0%, 2.5%*7 - LHA 1+21 X 40 38 Full 1

Hime summons 7 stars, not much use as the startup is still quite long and there are better ways to to tie opponents down.

Aerial Specials

MB FHime j236A.png
MB FHime j236B.png
MB FHime j236C.png
Tactical nuke inbound.
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A/B 800*3 (1470) (899) 50% (O) 5.0%*3 (15.0%) -EX-, -FL- LHA 33 19 - 7 (TK) -

Laser series. Homegirl summons a pillar to smite her opponents. Can cancel into flight at any time, and when used during flight, Hime retains her flight state, allowing her to retain her air options and heckle her opponents with more lasers (max of 3?). Overall decent move to annoy and zone people with.

Hime summons a pillar of light ~1 character length in front of her. Comes out a tad slow, but has an expanding and contracting hitbox, so it can often times clip people from slightly farther than it appears (at its maximum it's as wide as C version!).

B version functions the same, only the pillar is summonned further away.

EX 450*13 (2329) (1776) 50% (O) -100.0% - LHA 6+2 28 - 11 (TK) Full 6, 19-21, 46-48

The fear. Hime decides she wants you dead and whips out her gun. Tracks, comes out almost instantly post super flash, so it can be used to whiff punish practically everything on reaction. Leads to tech trap situations when it hits in close proximity, Does obscene damage, grants her plus frames when performed in flight, allows for her to hitconfirm off of random 236X/214X hits. Totally broken move, changes the way opponents need to approach her when she builds 100 meter. Piss people off with this move.

Wind (Air)
(EX: Big Wind)

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 400*3 (864) (424) 70% (O) 2.5%*2, 4.0% (9.0%) - LH 21 12 - 20 (TK) -

Hime dashes backwards and sets a wind mine. Useful when TK'd to bait DP's while still retaining frame advantage for okizeme.

B 400*3 (864) (424) 70% (O) 2.5%x2, 4.0% (9.0%) - LH 29 12 - 16 (TK) -

Forward dashing version of the above. Useful when TK'd to crossup the opponent during pressure/okizeme, which can be confirmed into a full combo. Also has ample frame advantage.

~214A/B 1000 392 65% (O) 4.0% - LH 11 9 - - -
~214[A]/[B] 300*4 (779) (507) 65% (O) 2.0%*4 (8.0%) - LH 22 9 - - -

Detonation. Basically the same as the ground version, though you can only use B to detonate while airborne.

EX 200*18 (2337) (1712) 100% -100.0% - LHA 1+15 63 - -11 (TK) Full 1-95

Similar to the ground version.

Take This!
MB FHime j63214C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1400, 700*4 (2415) (1591) 60% (M) -150.0% - H 1+8 4 0 - Full 1-13

Big Kick. EX move that costs 150% meter. Does decent damage, but more importantly allows her to setup up her flight okizeme easily off of air combos. Has a cool animation and rebounds the opponent off the walls, usually dropping them close to the corner. Follow up with Arc Drive into 22D or 2C > 22D and make them guess.

Arc Drive / Another Arc Drive

41236C during Max/Heat (AD)
41236C during Blood Heat (AAD)
The enemy’s hard-earned meter is now just a memory.
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
AD 0, 275*25, 250 (3960) 0, 275*26 (2809) 100% removes all - LHA 3+1 3 (17) 3 52 -31 Full 7-68
AAD 0, 375*40, 250 (5545) (4317) 100% removes all - LHA 2+1 3 (12) 3 53 -32 Full 6-68

A combo ender. Extremely high hit count (27 for AD, 42 for AAD) triggers the protection system to give the opponent meter; afterwards inflicts a special circuit break that removes 100 meter in addition to sealing their meter (for 5 seconds with AD, 10 seconds with AAD). If your generous donation put the opponent in MAX, or they were already in it, the 100 deduction becomes an elimination, setting enemy meter to zero.

In addition to ruining the enemy’s meter, both versions give a lengthy untechable knockdown that allows you to either set up midscreen flight oki, or charge your meter back above 100% and still throw out something meaty.

Has two hitboxes. The first, beginning frame 5 (AD) / 4 (AAD), only hits people in and makes it easy to combo into. The second, beginning frame 25 (AD) / 19 (AAD), tries to hit again if the cinematic hasn’t already begun. Because of this, it’s easy to combo into, but more difficult to punish things with. Though, it gets inv shortly after the combo hit, so it can work against some projectiles and long-range setup moves.

Donating the opponent meter is affected by moon-specific meter generation; full-moon gets 10% less than C, and half-moon gets 30% less.

Because AAD donates much more meter, it is usually preferred to go for as a combo ender after hime kick with the hime kick > blood heat > AAD link; generally, you’d only prefer AD if combo count is low and the opponent has little meter, or you lack the time to AD after hime kick. There’s a lot of specifics to the data, but numbers to keep in your head are that AAD donates 135% vs C / 121% vs F directly out of throw, and 300% after a 14 hit combo vs C / 16 hit combo F, with meter growing more or less linearly with hit count between those points (note that hime kick only counts as 1 for this in spite of adding 5 to the displayed hit count). Throw > 2C > 236A/B > AAD is less damage than throw > AAD, but ends up donating 199.6% vs C / 179.4% vs F, zeroing if they’re at least at 100.4% / 120.6 to start.

AAD also does more damage and circuit breaks for 10 seconds to AD’s 5, but zeroing their meter is the more relevant thing most of the time.

Most of your opponents will likely be Crescent or Full-Moon, but take note vs Half Moon opponents that they do not automatically enter HEAT after hitting 200%, they only hit it after the combo would end, meaning that taking away 100% puts them at 100%, not 0%. So, if the opponent is below around 90% meter as half-moon, it’s generally better to just go with AD rather than AAD because it will give them less afterward, and if they’re really low and your combo has been long you may just want to just go for hime kick 2C oki, since the seal matters little if they’re H moon with low meter.

See this spreadsheet for more specifics.

Last Arc

The End
Grounded EX Shield during Blood Heat
Well, they’re dead now.
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5000-9000 4500-7000 50% + 50% * remaining BH time removes all - U 0 5 24 - Full

Opponents scared of you sealing their meter with any hit or throw may try to pressure you when you’re in blood heat; unfortunately for them, your last arc hits everywhere on the screen and has a base damage of 9000 (minimum 4500 with no BH time remaining), delivered all in one chunk so as to completely ignore increased defense at lower life values. If that doesn’t kill them outright, it gets you midscreen flight oki, too. (You can charge your meter back too, but the knockdown isn’t quite as good as off arc drive, so you can’t reach 100% and still meaty.)

Active on the very first frame. If the opponent manages to use invulnerability through the hit, your recovery is fairly short, and you are invulnerable yourself during the entire recovery period, so you may be able to punish whatever they went invulnerable with and a true punish against you is literally impossible.

Powerd CielCrescentHalfFull
Red ArcueidCrescentHalfFull
White LenCrescentHalfFull