Melty Blood/MBAACC/Shiki Ryougi/Crescent Moon

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Name: Shiki Ryougi (両儀 式, Ryōgi Shiki)
Also known as: Monster (Fate/EXTRA) Magus Assassin, Lady of the Void

Voiced by: Maaya Sakamoto(坂本 真綾)
Type: Human (Demon Hunter), Psychic
Gender: Female

Birthday: February 17, 1980
Height: 160cm
Weight: 47kg

Eye Color: Grey
Hair Color: Dark Brown

Character Page Progress

This page has been merged with translations from the French wiki BasGrosPoing

This page is still a work in progress renovation-wise, 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
  • Overview/General Gameplan:
    • Entire section probably needs a total rewrite.
  • Move Descriptions:
    • Finish updating move descriptions to modern standards.
  • Combos:
    • Probably reformat this section and cut out bloat. Add damage / meter values and vid examples as always
  • (Additional Ressources/Players to watch/ask)
    • (Add any external links to resources such as video guides or articles.)


Overview

Playstyle
link C-Ryougi is a mobile character with great neutral and some annoying gimmicks on the side.
Pros Cons
  • Great mobility: She has decent ground mobility and a very fast half screen linear airdash. Combined with jB, her approach can be hard to predict or stop.
  • Strong neutral: Being the only Ryougi moon with both an air actionable j.A and a proper jump in, her neutral is much more stable than the other moons.
  • Pop Quiz: A plethora of unblockables, a jump cancellable crossup overhead, and many other moves with unusual properties can make her a frustrating opponent for those that didn't study.
  • Mystic Eyes of Robbery Perception: Ryougi's Blood Heat state is the best in the game. AAD is a 1f high damage command grab with massive range and full invuln. She also has the best Last Arc in the game, infamously deals 7k damage unscaled full screen.
  • Easy safe Heats: The wallbounce on j.236B means almost any air combo can give you time to safely pop Heat and heal.
  • Great metered routes: Her general metered damage is already pretty decent, but her unique custom combo super allows her to easily break 6k with 150 meter on a clean hit.
  • Unreliable defense: The only true reversal she has outside of Blood Heat is 421C, and the superflash makes it reactable. She mostly has to rely on C-Moon mechanics
  • Inconsistent damage: Her basic combos don't hurt very much, same with stray hits. While she can explode you with Genei Jin or get good reward with rekka loops, the former needs 150 meter and a clean grounded hit while the latter is character specific.
  • Short turns: Her pressure doesn't usually last very long. While she does have pretty above average rebeat options and a partial chargable 5C, its difficult to maintain your opponent's respect and you frequently return to neutral.
  • Long recovery normals: Like all her moons, her stronger ground normals have substantial recovery on whiff, making her susceptible to backdash and spotdodge.
  • Low health: Ryougi has the 5th lowest effective HP in the game. She bleeds for her mistakes.

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

Standing Normals

5A
Fryougurt5A.png
Damage Red Damage Proration Cancel Guard
350 196 75% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 4 9 -1 3.5% -

Tied with 2A for Ryougi's fastest normal. Can be used as a mediocre twitch anti-air on low flying opponents. Its range is a little stubby, but this is to your benefit in blockstrings. The difference in range between 5A and her stronger normals make it an excellent option for whiff cancels and rebeat pressure.

5B
5B
5B~B
HRyougi5b.png
HRyougi5bb.png
5B Damage Red Damage Proration Cancel Guard
500 245 80% (O) N, SP, CH, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
9 3 18 -6 5.0% Clash 9-11

Mid-range knife swipe with excellent horizontal range and clash frames. Moves forward very slightly. Best overall standing poke. Can cancel into 5BB followup only on hit/block. Long recovery makes this a very committal tool. Said clash frames allow for for OSing heat, although setups vary due to variable heat timings. Can clash with shield counters/bunkers too.

5B~B Damage Red Damage Proration Cancel Guard
600 343 70% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 3 18 -4 6.0% Clash 5-7

A close range knife swipe follow-up to her 5B. Has higher vertical range, but lower horizontal range than 5B. Be mindful of this when confirming, as at longer ranges it will whiff. The cancel window between the two is just long enough for you to frametrap with, but keep in mind delaying between buttons gives more time for pushback to occur.

5C
5C
5[C]
MB C-Ryougi 5C.png
5C Damage Red Damage Proration Cancel Guard
850 392 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
11 4 17 -4 8.5% Clash 11-14

A downwards knife swipe with less range than 5B. Completely unique to C-Moon. Moves Ryougi forwards a bit. The long blockstun, decent framedata, long cancel window, and ability to partial charge combined make this move very useful in blockstring pressure when augmented by rebeats.

5[C] Damage Red Damage Proration Cancel Guard
1500 2940 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
31 4 28 - 15.0% Clash 31-34

Becomes an unblockable when fully charged, launching the opponent into an air tech state on hit. Not as high reward as 6[C], but easier to land. Useful for removing red health to prevent healing and convincing the opponent to try to mash on partial charge 5C. Weak to shield.

Crouching Normals

2A
HRyougi2a.png
Damage Red Damage Proration Cancel Guard
300 147 75% (O) -SE-, -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
5 4 9 -1 3.0% -

Close ranged crouching low kick. Tied for her fastest normal along with 5A. Has more range than 2A and is a low, so for abare and stagger pressure its the prefered option. The two are mostly interchangable beyond that for things like rebeats and whiff cancels. Can be used for OTGs.

2B
HRyougi2b.png
2f slower startup and recovers 2f faster than H-moon's.
2f slower startup and recovers 2f faster than H-moon's.
Damage Red Damage Proration Cancel Guard
550 392 90% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
11 3 15 -1 5.5% Clash 11-13

Mid-range crouching knife swipe with clash frames and low profile. Good range, but a little slow for neutral usage. Only -1 on block, excellent for stagger. Highest damage combo starter. Clash box can be used to option select DPs and heat.

2C
Fryougurt2C.png
Damage Red Damage Proration Cancel Guard
900 490 55% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
14 2 28 -12 9.0% -

Slow, long-range crouching low slash that also moves Ryougi forward. Gives an untechable knockdown and hits at a very large arc in front, behind, and a little bit above her. Very useful normal on hit or block as it propels Ryougi forward. Surprisingly huge range lets you catch people trying to backdash out of pressure as long as it can be made gapless. Very few active frames.

Aerial Normals

j.A
MB C-Ryougi j.A.png
j.AAAAA is a privilege only granted to Crescent moon
j.AAAAA is a privilege only granted to Crescent moon
Damage Red Damage Proration Cancel Guard
300 147 75% (O) SE, N, -SP-, -EX-, (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 10 - 3.0% -

A quick downwards stab, unique to C-moon. Unlike Full and Half moons' j.A, this one is air actionable on whiff and cancellable into itself. This does wonders for her ability to play neutral and confirm random air hits. It's more like a standard Melty Blood j.A, even if it's on the slower side of j.A normals at 7f startup. It also makes her much better at jailing opponents caught air blocking than the other two moons.

j.B
MB C-Ryougi j.B.png
Ryougi's only jump-in button across three moons.
Ryougi's only jump-in button across three moons.
Damage Red Damage Proration Cancel Guard
550 294 80% (O) N, SP, EX, (J) HA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 - - 5.5% -

Downward swipe. Character defining button. Good for both air to air attempts and air to ground attacks. Cornerstone of your neutral. Can hit behind on everyone except: Tohno, Sion, Satsuki, Len, WLen

j.C
MB C-Ryougi j.C.png
Damage Red Damage Proration Cancel Guard
850 392 90% (O) N, SP, EX, (J) HA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 - - 8.5% -

Upward swipe. Highest hitting angle of your air normals, filling an important niche that jA and jB don't. While not as absurdly disjointed upwards as its F and H moon cousins, its still a very good normal for swatting opponents falling on you with buttons. Just be cautious when attempting to do so versus characters with absurd downwards disjoints.

Command Normals

6C
MB C-Ryougi 6C.png
Standing low
Standing low
MB C-Ryougi 6C BE.png
Don't groundtech this
Don't groundtech this
6C Damage Red Damage Proration Cancel Guard
850 588 85% (M) -N-, (CH), SP, EX, (J)* L
First Active Active Recovery Frame Adv Circuit Invuln
15 3 24 -9 8.5% -

Low slash aimed at the ankles. Sideswitches on grounded hit, and can be cancelled into a unique EX followup with 214C. The sideswitch can allow for some gimmicky resets afterwards, but its usually better to just combo if you are able. This move can be late cancelled into normals on hit. Only A normals are fast enough to combo. 5A is usually too stubby (very character specific, e.g. nero), so if you started your pressure or combo with 2A its difficult to get meaningful reward out of it. On block its only special cancellable, so beyond catching fuzzy backdash its utility in pressure is limited

6[C] Damage Red Damage Proration Cancel Guard
1500 2940 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
33 3 29 - 15.0% -

Unblockable version. Unlike 5[C], this one is a ground techable knockdown instead of airtechable, meaning you can tech trap afterwards. Due to the lengthy startup and telegraphed animation of 6[C] however its much more difficult to use in practice.

Universal Mechanics

Ground Throw
MB C-Ryougi Throw.png
Damage Red Damage Proration Cancel Guard
1500 980 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 20 13 ~ 18 15.0% -

Ryougi drags the opponent to the ground, stabbing them. Does not apply throw protection due to a bug. If you throw yourself into the corner you can meaty on the neutral frame, creating a true strike throw 50/50 mixup.

Air Throw
Air Throw
j.6/4A+D
MB C-Ryougi Throw Air Raw.png
Raw
Raw
MB C-Ryougi Throw Air Ender.png
Combo Ender
Combo Ender
Raw /
Combo Ender
Damage Red Damage Proration Cancel Guard
1600 (1408)
1000
(862)
784
35%
100%
- U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 -
4 ~ 9
0.0%
10.0%
-

Raw: Ryougi throws the opponent down and slices through them. You can combo after this.


Combo: Ryougi drops the opponent straight down then stabs them like in her ground throw. Also bugged and does not apply throw protection like her ground throw.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MB C-Ryougi 214D.png
Bunker Damage Red Damage Proration Cancel Guard
500 196 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 4 19 -5 0.0%
(-50.0% in blockstun)
Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 196 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 19 -5 0.0%/-50.0% Strike 1-7

A standing-height slash.

Heat
Heat
A+B+C
MB C-Ryougi ABC.png
Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
17 2 29 - -100.0% (min) Full 1-18

Hitbox covers Ryougi completely.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
MB C-Ryougi CSpark.png
MB C-Ryougi CSpark Air.png
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 10 20 - removes all Full 1-39
Air Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
12 10 15 - removes all 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

Note: C-Ryougi has two moves where she throws her knife and takes out a second knife. She must retrieve the thrown knife from the ground (with 22A/B/C) before she can throw it again.

Grounded Specials

236X
Double Belfry
(EX: Double Belfry - Row of Beads)

236A/B
~236X / 214X/D
~236X / 214X
Mbacryougi236.png
236A/B. Rekka 1
236A/B. Rekka 1
Mbacryougi236236.png
~236X. Rekka 2
~236X. Rekka 2
Mbacryougi236214.png
~214X. Rekka 2 Overhead
~214X. Rekka 2 Overhead
Mbacryougi236a.png
~236A. Rekka 3 Knockdown ender
~236A. Rekka 3 Knockdown ender
Mbacryougi236b.png
~236B. Rekka 3 Launcher ender
~236B. Rekka 3 Launcher ender
Mbacryougi236c.png
~236C. Rekka 3 EX Cancel ender
~236C. Rekka 3 EX Cancel ender
Mbacryougilowkick.png
~214D/X. Rekka 2/3 Low ender
~214D/X. Rekka 2/3 Low ender
Trasnparent.png
Trasnparent.png
MB C-Ryougi 236C.png
The hardest of knockdowns
The hardest of knockdowns

Ryougi's three part Rekka series, a forward moving series of slashes. Signature combo and pressure tool.

A Damage Red Damage Proration Cancel Guard
750 539 80% (O) -CH- LH
First Active Active Recovery Frame Adv Circuit Invuln
10 4 21 -7 7.5% -
B Damage Red Damage Proration Cancel Guard
750 539 80% (O) -CH- LH
First Active Active Recovery Frame Adv Circuit Invuln
16 3 33 -18 7.5% -

Rekka 1. "Ichi"

  • A version has faster startup.
  • B version moves further but has worse framedata.

A version is preferred in blockstrings due to better framedata, B version is preferred in combos as the extra forwards movement helps in longer range confirms.

~236X Damage Red Damage Proration Cancel Guard
900 735 80% (O) -CH- LH
First Active Active Recovery Frame Adv Circuit Invuln
5 5 19 -6 9.0% -

Rekka 2. "Ni". Will knock down aerial opponents. All versions are identical. Usually safe but minus on block.

~214X Damage Red Damage Proration Cancel Guard
1200 882 80% (O) -CH- H
First Active Active Recovery Frame Adv Circuit Invuln
26 ~ 27 3 19 -7 12.0% -

Overhead Rekka Follow-up. Generally kind of bad. It can sometimes low crush and catches jumps, but the risk / reward is very bad. Used in tandem with the low kick rekka followup you can technically speaking have a high/low mixup, but the startup and animation of the overhead are so telegraphed that this move amounts to little more than a knowledge check. Only combos into ~236C on counterhit.

~236A (Ender) Damage Red Damage Proration Cancel Guard
700 392 50% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
8 ~ 9 4 20 -6 7.0% -

Safe Rekka 3 ender, "San". Gives hard knockdown on hit and leaves you safe (but minus) on block. Launched opponents will sometimes cross over her head midscreen after rekka 2, making ~214X kick ender come out instead of 236A. Make sure to reverse your input midscreen to get HKD (example: 2C > 236A~236X~214A). You do not need to reverse your last Rekka input on Satsuki or Necos.

~236B (Ender) Damage Red Damage Proration Cancel Guard
1200 784 40% (M) - LH
First Active Active Recovery Frame Adv Circuit Invuln
12 ~ 13 6 25 -13 12.0% -

Launcher Rekka 3 ender. Not nearly as good as F-Ryougi's version. Beefy untechable knockdown on grounded opponents, but does not work on airborne opponents. You can link a 5B or 2B after if you get a Rekka starter, hitcount of 2 is a 2f(?) window, but from ~214X the link is much easier. Its nowhere near as safe as Rekka 236A ender on block, and to make matters worse, it whiffs in strings if you aren't point blank range. Can technically be delayed enough to frametrap, but the risk outweighs the reward and the opponent has little incentive to mash.

236C Ender Damage Red Damage Proration Cancel Guard
1500 980 100% -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
17 10 20 ~ 16 -10 15.0% -

EX Cancellable Rekka 3 ender. A lunging thrust that covers a ton of ground. Punishable on block without a cancel and will sideswitch outside the corner. Most commonly used as either a metered pressure reset or in high damage metered combos. Launches opponents on hit into an airtechable state, no meterless conversion normally. On counter hit the untech lasts until the opponent hits the ground, allowing high damage conversions. You can delay slightly after Rekka 2 in order to frametrap with this.

~214X/D (Ender) Damage Red Damage Proration Cancel Guard
450 343 50% (O) EX L
First Active Active Recovery Frame Adv Circuit Invuln
10 / 8 3 22 -7 4.5% -

Low sweep ender. Input with either ~214D instead of Rekka 2, or as ~214X on Rekka 3. Can technically catch people stand blocking during rekka 2 trying to block the overhead, but this is really a secondary function. It's better used to EX cancel into 22C as a pressure reset. While not anywhere near as useful on C-Ryougi as it is for half moon, it does push you further out than ~236C still, a safe distance to bait immediate bunker attempts. Generally safe on block even without 22C. Ends the rekka even if used on Rekka 2.

EX Damage Red Damage Proration Cancel Guard
3000 (2640) 2156 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
1+10 6 32 -12 -100% Full 1-4 and 11-20

Ryougi dashes forward and covers around 3/4 of the screen. Has some invuln, but it runs out before the move becomes active, not a real reversal. Very good at blowing through Nero summons or charged projectiles, but this shouldn't be relied upon and is not its primary use. What this move is mainly for is setplay, as this offers C-Ryougi the absolute longest total frame advantage HKD between the three moons.

623X
MB C-Ryougi 623AB.png
MB C-Ryougi 623C.png
A Damage Red Damage Proration Cancel Guard
1200 1078 80% (O) - L
First Active Active Recovery Frame Adv Circuit Invuln
15 4 31 -4 to -9 9.8% -
[A] Damage Red Damage Proration Cancel Guard
1500 3430 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
38 5 35 - 15.0% -
  • Ryougi runs forward then perform a low-hitting slash that cross-ups the opponent. All versions can be held to make Ryougi run farther and turn the slash into an unblockable.

Hard knockdown on hit, launches upward when charged.

B Damage Red Damage Proration Cancel Guard
1200 1078 55% (O) - L
First Active Active Recovery Frame Adv Circuit Invuln
22 4 28 -1 to -6 9.8% -
[B] Damage Red Damage Proration Cancel Guard
1500 3430 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
45 5 35 - 15.0% -

Both uncharged and charged versions launches upward on hit, with the former being air techable.

EX Damage Red Damage Proration Cancel Guard
1200 1078 60% (O) - L
First Active Active Recovery Frame Adv Circuit Invuln
1+18 5 35 -3 to -9 -100.0% 9-23

Can launch on OTG, giving it niche use as an extender after a rekka.

[EX] Damage Red Damage Proration Cancel Guard
1900 4410 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
1+39 5 35 - -100.0% 9-23

Untechable launch on hit. Super flash makes this insanely reactable. Use at own risk.

214X
Avidya Moon
214A/B/C
MBFRyougi214A.png
MBFRyougi214B.png
Don't use this
Don't use this
Trasnparent.png
MBFRyougi214EX.png

A series of airborne flip slashes, all versions are air unblockable.

A Damage Red Damage Proration Cancel Guard
1000 912 (90% (M)), 85% (M) -EX- H
First Active Active Recovery Frame Adv Circuit Invuln
24 4 20 -6 10.0% -

Horizontal flipslash. Ignore that its an overhead, it whiffs on all crouching opponents. Instead it's an important combo tool. Wallbounces on hit and pushes the launched opponent slightly away from the corner. Air unblockable, so it can be used as a very situational anti air.

214A has some strange properties. Before the wallbounce hit becomes active, there is an early active hitbox that applies enough hitstun to guarantee that it will combo from B normals on standing opponents. This enables standing-only combos and confirms that dodge nero snakes. This standing only hitbox can also be shielded and clashed (why?).

B Damage Red Damage Proration Cancel Guard
1200 960 50% (O) -EX- H
First Active Active Recovery Frame Adv Circuit Invuln
27 3 24 -8 12.0% -

Overhead downward-hitting slash. Actual (kind of bad) overhead that hits crouchers... sometimes. Whiffs vs shorter characters and all Akihas inside of about half screen distance. Grants hard knockdown on hit, can be converted off of on counter hit as well as some airborne hits. Catches backdash after AT ender but there isnt really a fantastic reason to do this as it is so unsafe and is easy to block. Horrible damage scaling if you do get a combo.

On C-Ryougi in particular, due to her 421X series existing, this move can be used as a really gimmicky low reward knowledge check as it will always hit sameside. Players who do not know to spotdodge on H/C moons can get mixed by this as it always hits sameside as opposed to 421X crossing up.

EX Damage Red Damage Proration Cancel Guard
1400 960 50% (M) N, SP, EX, J LH
First Active Active Recovery Frame Adv Circuit Invuln
1+14 4 22 -9

16 (Jump cancel)

-100.0% Full 1

Big horizontal flipslash. Very similar to 214A with a few notable exceptions; A much larger hitbox, jump and normal cancellable on hit and block, and it has a tiny bit of invuln. Pretty useful for knifeless metered confirms off of rekka. If your opponent accidentally blocks this high you're effectively plus. Has full invuln on frame 1 (strike invuln during superflash) but it ends quickly and is easy to stuff. The forward momentum of the flipslash however means it can sometimes be used as a last ditch option to try to escape the corner. Don't expect this to work more than once.

421X
MB C-Ryougi 421AB.png
I'm over here now
I'm over here now
MB C-Ryougi 421C.png
EX version has a slightly different hitbox
EX version has a slightly different hitbox

C-Ryougi's unique flipslash series. Refered to as "Monkey Flip" by the community, either lovingly or disparagingly. Ryougi runs forward, jumps over, and slashes the opponent from behind. All versions are air unblockable crossup overheads that can be made safe on block, and have various cancel options. Crescent and Half moons can spotdodge it on reaction and punish, Full moon has to play around it in other ways.

A Damage Red Damage Proration Cancel Guard
1200 980 85% (M) SP, EX H
First Active Active Recovery Frame Adv Circuit Invuln
29 ~ 30 2 26 -9 12.0% -

The fastest and hardest to react to flipslash. By no means unreactable at all. Has the worst cancel options of the flipslashes. Even though it's not jump cancellable, you can cancel into airdodge if you have 50 meter to try to stay safe and get access to your air options. j22C can combo afterwards on hit if you really need to kill off of it, not worth the meter or your knife otherwise.

B Damage Red Damage Proration Cancel Guard
1200 980 85% (M) SP, EX, J H
First Active Active Recovery Frame Adv Circuit Invuln
35 ~ 36 2 26 -9
17 (Jump cancel)
12.0% -

The slowest and easiest to react to of the two meterless flipslashes, but with much better cancel options. Notably jump cancellable, making it completely safe against shield, as well as allowing for shockingly high damage meterless conversions on hit with j8~66 jBC. Unfortunately, this move is bugged, limiting its potential. If you cancel your dash into either this or buttons before this move, the game thinks that you've already used your airdash. To avoid this you must either use this after walking, standing still, or doing something that starts a new sequence such as a 6C reset. It has some other questionably intended properties as well, the move itself seems to eat your first jump. The jump cancel is counted as your double jump, meaning you have less air options than you would think. This also means that you can make your jump cancel a super double jump.

EX Damage Red Damage Proration Cancel Guard
1200 980 85% (M) SP, EX, J H
First Active Active Recovery Frame Adv Circuit Invuln
5+(21 ~ 6) 2 26 -9
17 (Jump cancel)
-100.0% -

The fastest flipslash by far, but paradoxically the easiest to react to because of the superflash. Not useful for mixups, but the nature of being an EX move gives it some utility as a cancel option out of things like Rekka ~236C ender. Has gimmicky extremely questionable usage as a reversal due to the evasive properties of the move, but has limited invuln*(citation needed on how much if any), and is easy to dodge on reaction if the opponent is not already committed to an action.

22X
Hidden Dagger
22A/[A]/B/[B]/C
(~22X Near Knife)
MB C-Ryougi 22A.png
MB C-Ryougi 22B.png
MB C-Ryougi 22C.png
MB C-Ryougi 22X Pickup.png
A Damage Red Damage Proration Cancel Guard
950 735 60% (O) - LA
First Active Active Recovery Frame Adv Circuit Invuln
17 11 24 -3 9.5% -
[A] Damage Red Damage Proration Cancel Guard
1000 686 100% - LA
First Active Active Recovery Frame Adv Circuit Invuln
34 9 22 2 10.0% -
  • Ryougi throws her knife, piercing the opponent. If it hits the floor, it will stay in the ground. If it hits the edge of the screen, it will bounce off and spin to the ground.

Ryougi throws the knife at the ground at a low angle, hitting the ground over halfway across the screen. Can be charged for a hard knockdown and to make it unshieldable.

B Damage Red Damage Proration Cancel Guard
950 735 60% (O) - LA
First Active Active Recovery Frame Adv Circuit Invuln
17 17 18 -3 9.5% -
[B] Damage Red Damage Proration Cancel Guard
1000 686 100% - LA
First Active Active Recovery Frame Adv Circuit Invuln
34 15 16 2 10.0% -

Ryougi throws the knife at a somewhat higher angle, reaching almost full screen. Can be charged for a hard knockdown and to make it unshieldable.

EX Damage Red Damage Proration Cancel Guard
1700 1372 60% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+6 X 24 8 -100.0% Full 1

Ryougi throws the knife in a straight line, wallslamming the opponent. Useful for extending pressure during blockstring.

~22X
(Pickup)
Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 17 - - -

Ryougi picks her knife back up. Can be used to cancel special-cancellable moves near the knife's position.

63214C
MB C-Ryougi 63214C.png
You're either about to do over 6k or barely 2k damage
You're either about to do over 6k or barely 2k damage
MB C-Ryougi 63214C 5X.png
~5X
~5X
Mbacryougi236214.png
~6X
~6X
Mbacryougilowkick.png
~2X
~2X
Mbacryougi236236.png
~4X
~4X
Mbacryougi236b.png
~8X
~8X
MB C-Ryougi 63214C D.png
~D
~D

C-Ryougi's unique custom combo super. Nicknamed "Genei Jin" by the community in reference to a similar Street Fighter super. Ryougi will run forward for 70 frames until you hit a button. Pressing any button + a direction gives you different moves, and each move's recovery is cancellable into another attack. Custom combo ends when either the duration runs out, Ryougi is hit, or a move is allowed to fully recover.

63214C Damage Red Damage Proration Cancel Guard
- - - -CH- -
First Active Active Recovery Frame Adv Circuit Invuln
1+5 X 70 - -150.0% -

Custom combo activation. Ryougi runs forwards with a blue afterimage trailing her.

~5X Damage Red Damage Proration Cancel Guard
500 392 90% (M) -CH- LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 26 -12 0.0% -

236A/B Rekka 1 slash.

~6X Damage Red Damage Proration Cancel Guard
1200 980 75% (O) -CH- HA
First Active Active Recovery Frame Adv Circuit Invuln
24 3 18 -6 0.0% -

236A/B~214X Rekka 2 overhead slash. Staple combo piece after ~8X

~2X Damage Red Damage Proration Cancel Guard
200 98 50% (O) -CH- LA
First Active Active Recovery Frame Adv Circuit Invuln
5 3 30 -15 0.0% -

236A/B~214D Rekka sweep ender. Horrible proration, so it doesn't see much use

~4X Damage Red Damage Proration Cancel Guard
400 196 90% (M) -CH- LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 3 17 -3 0.0% -

236A/B~236X slash. Lowest recovery custom combo move, commonly whiffed to end Genei Jin and air combo afterwards

~8X Damage Red Damage Proration Cancel Guard
700 392 70% (O) -CH- LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 6 29 -17 0.0% -

236B rekka ender slash. Launches the opponent. Important combo piece as it has a ton of untech time.

D Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 44 - - -

H-moon's 66 6AB roll move. Disables Ryougi's collision and crosses up. Can be used for sideswitch routes / midscreen custom combo routes.

6C~214C
MB C-Ryougi 6C 214C.png
I'm sorry, did you want to Heat? Too bad.
I'm sorry, did you want to Heat? Too bad.
Damage Red Damage Proration Cancel Guard
2500 (2907) (2071) 50% - U
First Active Active Recovery Frame Adv Circuit Invuln
4+2 3 22 - -100.0% -

A special metered followup to uncharged 6C on hit, a very easily accessible meter break move with a lot of utility. Also grants a suprisingly long and advantageous hard knockdown on hit that forces a sideswitch, enough time for a potential mixup. In total (combined with 6C) it only deals roughly ~3k damage, so whether or not its worth the 5 seconds of meter break is up to the player. Does not come out on block, obviously.

Unsuprisingly for Ryougi at this point, this move is very buggy. No matter what 6C hits, this move is always available, and will always try to move Ryougi to the other side of the opponent. What this means in practice is that when Ryougi hits an assist character (Maids, KohaMech, NecoMech), ~214C will attempt to teleport Ryougi behind the player controlled character (example: Ryougi hits Hisui assist, teleports full screen to Kohaku who is controlled by the player) completely irregardless of distance. Nothin' personnel, kid.

Aerial Specials

j.236X
Glass Moon
j.236A/B/C
Mbacryougij236a.png
A version, even the hitbox is worse
A version, even the hitbox is worse
Mbacryougij236b.png
B version
B version
Mbacryougij236c.png
EX version
EX version

Ryougi's crescent slash series. Also referred to as "Tobei", "Baika", and "Moonslash". Her staple alternate meterless air combo enders.

A Damage Red Damage Proration Cancel Guard
1500 1372 75% (O) - HA
First Active Active Recovery Frame Adv Circuit Invuln
18 2 15 -17 (TK) 15.0% -

The slowest moonslash, objectively inferior to B and EX versions outside of being a risky overhead that is unsafe on block and can't be converted off on non-counterhits. Only really useful as a gimmick for finishing rounds.

B Damage Red Damage Proration Cancel Guard
1600 1470 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
11 2 3 -5 (TK) 16.0% -

The ACTUAL moonslash. You'll use this move 99% of the time over the other two versions. Knocks opponents fullscreen/wallslams in the corner ending in an air techable state. Not only is it your damage aircombo ender, it's one of your best combo extenders in the corner when TK'd. Without it, the damage on her common corner routes and setups is much worse. While it's primary use is for ending air combos and extending corner combos, it has its niche usefulness in other gamestates as well. It's hitbox is massive both front and back, thus can be used to tag people in your air normal's blind spots, or get yourself out of uncomfortable scrambles (Example: as seen throughout this round). It also stalls your air movement, so it can be used as a last ditch air option if you're being chased, or as a bootleg mid-hitting divekick. Just keep in mind its minus.

On C-Ryougi it is worth noting that if you wallbounce your opponent full screen with this, you can safely Heat to heal for the next fight.

EX Damage Red Damage Proration Cancel Guard
2200 1960 40% (O) - HA
First Active Active Recovery Frame Adv Circuit Invuln
1+10 2 6 -6 (TK) -100.0% Full 1-14

The B version, but with higher damage and i-frames. Can be used to close out rounds if you need just a bit more damage after an air combo. Has niche usage as a reversal, but it must be TK'd to be used as one, it won't beat real meaties. Usually safe on block.

j.22X
MB C-Ryougi j.22A.png
MB C-Ryougi j.22B.png
MB C-Ryougi j.22C.png

Ryougi's air knife toss shared across all moons. As you are not air-actionable afterwards, you can get yourself killed using this if you're not careful in neutral. Use cautiously.

A / B Damage Red Damage Proration Cancel Guard
950 735 90% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
20 / 21 X 3 - 9.5% -

A: Ryougi lunges forward and throws the knife downwards.

B: Ryougi hops back slightly and throws the knife downwards.


Useful in some problematic matchups for when you want to stall your landing, beat grounded projectiles, catch people chasing your airdash back, or for trying to catch people doing stuff full screen. The knife can get stuck in the ground if it does not bounce off the wall, but due to how far the knife travels this will rarely happen.

EX Damage Red Damage Proration Cancel Guard
950 735 50% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+0 X 17 - -100.0% -

Ryougi hops and throws the knife horizontally. The main purpose of this move is to get much better okizeme than possible from air throw ender. The untechable knockdown on hit this move has gives you enough time to land and link 2C.

66/44/22X
Tumbling Cat
(During Air Tech)
44/66/22A/B/C
Mbacryougitumblingcat.png
A/B.
A/B.
Mbacryougitumblingcatex.png
EX for when you really hate having meter
EX for when you really hate having meter

Command air tech series unique to Ryougi, the only one of its kind in the game. Referred to by the community as necotech. The direction she hops towards is determined by the input (44/66/22). If you use any of these while your opponent is close to or in the corner, you can convert into an air combo. You are not air-actionable after all versions of neco tech, so you better have done this intentionally. You’ll want to use the 22 versions of this move most of the time, as you want to hit the ground as fast as possible after.

A Damage Red Damage Proration Cancel Guard
1100 735 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
21 2 7 9 11.0% Full 1-3

This version of the move has the longest startup, however it is also the safest on block and has the least recovery of the three. At lowest height it is plus, which will allow you to start blockstrings if used close enough to the ground.

B Damage Red Damage Proration Cancel Guard
1100 735 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
16 2 15 1 11.0% Full 1-3

Has faster start-up than A version, and will most likely be the one you rely on. It isn't as safe as A version, but can still give you some advantage if it's blocked low as possible.

Along with C version, this can be used to punish certain reversals on hit provided they are air-techable, challenge normal bunkers on hit, and check aggressive players chasing your airtech.

EX Damage Red Damage Proration Cancel Guard
1800 1176 75% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
6+7 2 15 -4 -100.0% Full 1-14

Extremely situational reversal. Has the fastest startup of the three versions, Full invuln, and still retains the combo potential from previous versions. As a trade-off, it isn't safe on block like the other two. In almost all cases B necotech does the job this move does.

Arc Drive

MB C-Ryougi AD.png
Do you hate having meter or something?
Do you hate having meter or something?
Damage Red Damage Proration Cancel Guard
3500 (3080) (4761) 100% - U, LHA
First Active Active Recovery Frame Adv Circuit Invuln
17+4 2 (35) 5 45 -31 removes all Full 1-2, 17-70

Ryougi crouches down, locks on to the opponent with her Mystic Eyes (unblockable), then dashes forward with a series of slashes (blockable). This has non-invulnerable startup before the superflash and a few frames where the opponent can move or jump out before the Eyes activate, so it can easily be jumped out on reaction. Only invulnerable after the superflash, and is hilariously unsafe on block. You have enough time to meaty after it hits, and it forces a sideswitch even in the corner. Ideally you should never use this.

Another Arc Drive

MB C-Ryougi AAD.png
Deadly command grab and incredible reversal
Deadly command grab and incredible reversal
Damage Red Damage Proration Cancel Guard
5000 (4400) (7936) 100% - U, LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+20* 5 45 -31 removes all Full 1-36

Ryougi freezes the opponent in place with her Mystic Eyes and cuts their lines of Death. Frame 1 unblockable, effectively a full invuln command grab with gigantic range. The opponent has to jump before the superflash. Once the superflash happens, there is no escape. Terrifying reversal and tick throw option with very high damage. With almost 8k red health damage, it effectively turns off your opponent's ability to heal on hit. Forces sideswitch and hard knockdown on hit. Can OTG.

Last Arc

Pure Knowledge - Empty Boundaries
Grounded EX Shield during Blood Heat
MBFRyougiLA.png
The strongest Last Arc in the game
The strongest Last Arc in the game
Damage Red Damage Proration Cancel Guard
7000 6860 N/A - U
First Active Active Recovery Frame Adv Circuit Invuln
0 5 26 - removes all Full 1-8

The move is akin to a throw/uses the throw animation, so it will whiff/cancel/not activate when shielding DPs. If during BLOOD HEAT, a DP is EX shielded, the screen will flash white as if to signal the activation of the Last Arc, but the throw whiff animation will come out instead. Will activate when shielding any projectile, from Hime pillar to Aoko's Arc Drive.

One of only two Last Arcs (the other being Roa) which ignore Last Arc proration (100% to 50% based on Blood Heat duration).

General Gameplan

C Ryougi is generally considered the most standard of the 3 moons, due to all of her A normals having rapid fire properties and having a more standard jump in. That being said, she gains a few notable things over said moons: An invincible reversal in the form of Heat on demand, which also increases her survivability when able to heal red health. She also gains an actual jump in button in the form of jB, which is also an incredible button that is used very liberally. C Ryougi wants to use her fast movement and great air buttons to confirm hits and keep you on the ground.

Neutral (to be revised)

You should try to use her fast dash alongside her above average length normals to actively harass the opponent's space in neutral.

  • jA is key in her air neutral for the particular angle it covers and, like other standard jAs, it's decently safe to whiff due to the low recovery. Get used to confirming this on reaction.
  • jB is the most important normal for jump ins. Use the crossup hitbox to get behind the opponent and beat potential anti airs. This alongside her long airdash make her really scary to antiair.
  • On the ground, use your dash to get under your opponent and catch them with 5B or 5C. This is one of the main anti air maneuvers and the one you'll use the most.
  • 5B in general is a good move, but don't count 2B out, it can low profile some moves, it's super easy to confirm and the low recovery helps a lot.
  • Dash 5A can be a good way to check approaching opponents while still representing a hitbox and it helps at halting your dash momentum if you want to.
  • Be unpredictable! Her fast airdash and ground speed can help you go from 0 to 100 in neutral. You can play a methodical, patient neutral and suddenly dash into the opponent out of nowhere into a range where 5B is hard to contest.

Offense (WIP)

Outside of decently strong rebeat sequences, C-Ryougi has mediocre blockstring pressure, and usually ends up either returning to neutral or playing around the safety of her normals on block to create spacing traps.
Example rebeat sequence: ... > 2C/5C > 5A(w) > ...
Cancelling into 5A/2A(w) from 5C is +1, +2 on 2C (earliest possible), -1 on 5BB. As far as mixup opportunities and resets go; frametraps utilizing her large cancel windows and partial charge 5{C}, redash 2A, IAD jB, the occasional 5[C] or 6[C] unblockable to see if they're awake, or 421X for a crossup safe on block overhead.

Pressure (WIP, revising)

Ryougi10.png

(WIP) Mostly spacing traps utilizing rebeat whiff A normals, and frametraps abusing her very large cancel windows between buttons. Her normals are quite safe on block (2B being -1 is a great example), so they're also suitable for stagger pressure.

  • Corner gapless pressure reset example: 5BB > 2B > 2C > 5C > 6C > 236A~236A~236C/~214C > 22C. +8 on block. You have several options:
  • 1. Follow up with 2A. Can be made gapless. Generally a decent default option and sets up strike/throw. On shield happy opponents feel free to use 5B or 2B instead.
  • 2. Jump. If spaced out you can bait and punish bunkers this way. Succeptible to anti-airs, but versus passive opponents opens up an opportunity to present multiple overhead options.
  • 3. Play passive, look to bait mashing / reversal options and punish. Opponents who jump will usually have to be met with air to airs.
  • Note1: C-Ryougi's rebeat pressure is quite good thanks to having two stubby A normals, they synergize well with her large B and C normals. Unfortunately this means that convincingly dangerous sequences will crank rebeat penalty quite high, and kill her damage output on a successful hit. Returning to neutral is sometimes more beneficial than keeping the opponent locked down and scared to mash.
  • Note2: Ryougi's attacks do a lot of guard bar damage, especially if the enemy's guard quality is low from whiffing shield or dodging. Keep this in mind when running offense, as opponents about to be guard broken will behave more desperately or attempt to EX Guard more.
  • Rekka A Ender is entirely safe on block, and the sequence as a whole can be very slightly delayed. Rekka 1 can be used as a somewhat convincing reset point once you condition opponents to not fuzzy mash with your normal's huge delayable cancel windows. Just keep in mind you're trying to reset someone on -6.

Unblockables

C-Ryougi has 5 unblockable moves. Generally pretty gimmicky, but they do lots of red health damage, preventing your opponent from healing up with Heat. Situationally useful. However, they are universally weak to all shield types, as well as spotdodge, backdash, and even mashing (if used in a blockstring).
You cannot combo from hitting an unblockable.

  • 5[C] is the fastest unblockable. Active on 31st frame. Lowest reward of all unblockables, as they can airtech out afterwards. This can actually be detremental to Ryougi on hit, as it presents an opportunity for the opponent to escape.
  • 6[C] is active on 33rd frame. Ground techable knockdown instead of airtechable like 5[C], overall superior reward on hit. Leads to techtraps. It also has more range than 5[C], and can be spaced to force shield counters to whiff. The animation is very telegraphed compared to 5[C], and the limited cancel options of 6C means you can't threaten partial charge as well as 5{C}.
  • 623[A] is active on 38th frame. Mostly used as a gimmicky meaty that loses to stand shield, backdash, spotdodge, and a few reversals. Another knowledge check.
  • 623[B] is active on 45th frame. Useless, same properties as 623[A] but slower.
  • 623[C] is active on 40th frame. Same properties as 623[A], with insane red health damage. This move actually sucks, and is purely a knowledge check. Opponents who've never seen it before might block thinking the superflash indicates something punishable on block.

Red Health damage:

  • 5[C] and 6[C] do 3000 red hp dmg.
  • 623[A] and 623[B] do 3500 red hp dmg.
  • 623[C] does a whopping 4500 red hp dmg, but you'll never hit it.

421 series (To be revised)

C-Ryougi has a unique 421 series that crosses up and hits overhead. Commonly called "Monke flip" by the community.
This move pretty good as it can be cancelled from normals, and is not easy to punish.

  • 421A is the fast version. Active on frame 30. Big drawback is that it is not jump cancellable, making it risky vs shields. You can still special cancel it with j.236C to punish a shield counter, and it will combo into it on hit.
  • 421B is slower. Active on 36th frame. Can be jump cancelled. Has a weird airdash restriction, if you started combo/blockstring off of ground dash cancel e.g. dash > 2A, then you will not be allowed to airdash after this move.
    If you fully recover the dash, then do 2A > 421B > jump cancel, then you can airdash.
  • 421C, active on 27th frame (there is some flash freeze, so this is very much reactable). Mainly used as an escape tool from the corner, some starting frames are hit invulnerable.

Okizeme/Setups

C-Ryougi has a 50/50 setup in the corner.
It's fairly technical because it's character specific.
The combo string is 2AAA > 2B > 5BB > 5C > 2C > (delay?) 5A > 236C.

Doesn't work on Aoko, Tohno, All Akihas, and Kohaku. Always out of the corner.
Always crosses up on Kouma, Miyako, Len, WLen. Can still be used as a knowledge check.

Works on rest of the characters, however the delay varies to get crossup or not per character.
The lower the opponent(more delay) before 236C, the bigger the odds that they will be pulled out of the corner.

C-Ryougi has universal okizeme options to choose from as well. As long as the opponent is airborne you can use 236A~236A~236A and you can manually time a safe jump on every character mid-screen. If they are in the corner you can manually time a super jump forward(29) to meaty them safely.

Here are some of her okizeme routes from her TKj.236B routes in the corner:

  • ...>2C > TKj.236B, 5BB > 214A, 2C > 5C > 236C

This route uses meter but gives full you plenty of time to set up a 50/50 in or out of the corner. The hard part is watching the height as some characters float too high and go over Ryougi, so you need to delay your link of the TKj.236B and the 5BB. Do note that the 2C can change which side the opponent is on so be sure to watch carefully, you should be able to control it if you watch your links and their height.

  • ...>2C > TKj.236B, 5BB > 214A, 2C > 2A(w) > (2A) > 236A~236A~236A

Does not use meter nor grants a 50/50 but it is her one of her more damaging corner enders without meter. Due to ending in the 236A rekka ender she can super jump after to safe jump. Be wary of the height and timing as the second 2A can whiff sometimes. If the 2A(w) > 2A is too hard feel free to just do 2A into rekka.

Defense

  • 421C

No invincibility on start up but it gains some soon after so it can be used against certain set ups in pressure to reset back to neutral. If it is shielded it's fine, it can be canceled with jump so you can air block or air dash back to get away. Because it does cross up it does get you out of the corner which can be life saving in some match ups, also the angle it hits at makes it tough to duck under.

  • 214C

Similar to 421C but it has invincibility on start up, but not for very long(frames 1 to 3). Even if shielded you are still able to jump cancel it adding some extra safety. The hitbox is very high and will not hit crouching characters, so if they meaty with a low, long range move you're probably getting punished as their move will recover in time. Can be used to break out similar to 421C as the invincibility on start up is always appreciated.

  • TK j.236C

A rarer but situational reversal option. Due to being a TK input it takes 3 frames minimum before invincibility will activate, and the TK motion can be hard to squeeze out in tight blockstrings, but it is a quick option that is only about -6 with decent push back so not the worst option. It can also be used as a panic option to get someone off of you in the air if they are going to land before you, but do know that while you are strike invincible you are not throw invincible and after the flash you can be gAT out of it still.

Combos

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

NOTE1: In most of these combos, j236B ender can (and usually should) be swapped for an airthrow to gain oki at the cost of damage. Use 236B should you feel more damage is needed to finish off an opponent.

NOTE2: Starting a combo with 2B > 5B > 5C usually will improve his damage quite nicely.

NOTE3: Many times they may not respect the airthrow they may jump or do something else, if you notice that go for damage or use J.22C to get okizeme

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2AA > 2B > 5BB > 5C > 2C > 6C > j.BC > (airdash j.C) > sjc > j.BC j.236B/AT
4203


Meter Gained: 101 Meter Given (vs C-Moon): 30.3
Basic combo. Airdash j.C is optional, but its a free damage and is not very hard to do, although may not work on some characters, in which case you should just skip it. Airdash j.C is height specific, and grounded 2C 6C starter allows for it to be a reliable option.
Normal starter, grounded opponent
  • 2AA > 2B > 5BB > 5C > 2C > 6C > 22A/B, 2A > 2C > 5C > 5BB > j.BC > j.ABC > j.236B
4305


Meter Gained: 136.5 Meter Given (vs C-Moon): ???
There is a delay between 2C > 5C, this applies for all combos below. Combo gives good meter, but it's arguable if tossing a knife in this combo is worth it.
Normal starter, grounded opponent
  • 2A > 2B > 5BB > 5C > 2C > 6C > 22A/B, 2A > 2C > 623B, 2C > 5C > 5BB > j.BC > j.ABC > j.236B
4334


Meter Gained: 152.3 Meter Given (vs C-Moon): 47.5
Advanced combo for more damage, but is impractical for the damage gained. Does not work with more than 1x 2A, because opponent lands before 623B due to gravity. Might be char specific.
Normal starter, grounded opponent, 100% meter
  • 2AA > 2B > 5BB > 5C > 236A~236A~236C > 214C > j.A(w), land 2C > 5C > 5BB > j.BC > j.ABC > j.236B
4760


Meter Gained: 94.8 - 100 Meter Given (vs C-Moon): 42.5
The opponent has to be on the ground when you start the Rekkas, or else "236C" will not hit.
Normal starter, grounded opponent, 100% meter, far from corner
  • 2AA > 2B > 5BB > 5C > 236A~236A~236C > 22C, 214A > 2C > 5C > 5BB > j.BC > j.ABC > j.236B
5142


Meter Gained: 99.1 - 100 Meter Given (vs C-Moon): 45.5
Needs to be done far away from the corner. Good damage. Delay between 22C and 214A is key for consistency. Try adding micro walk back before 2C to make it not hit behind and whiff 5C. Otherwise 2C > 5C can be changed to 2C > 2B.
Normal starter, grounded opponent, 150% meter
  • 2AA > 2B > 5BB > 5C > 63214C~[8 > (delay > 6~8)x3 > 4(whiff)] > 5BB > j.BC > j.ABC > j.236B
6124


Meter Gained: 55.8 - 150 Meter Given (vs C-Moon): 49.4
Great damage. Can be used if you started combo with 120 meter.

Advanced Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2AA > 2B > 5B > 5C > tk.236B > 5BB > 214A > j.BC > j.ABC > j.236B
5126


Meter Gained: 109 Meter Given (vs C-Moon): 32.7
New route with tk.236B hitting grounded opponent. A lot more damage than average for meterless combos.
Normal starter, grounded opponent, 100% meter
  • 2AA > 2B > 5B > 5C > tk.236B > 5BB > 214A > micro step towards corner > 2C > delay > 5C > 421C > IAD back > j.C > land > j.BC j.ABC j.236B
5694


Meter Gained: 103.3 - 100 Meter Given (vs C-Moon): 41.6
New route with tk.236B hitting grounded opponent. Combo is fairly hard, but it can be done consistently. Efficiently uses 100 meter for damage (gains extra 550 damage than meterless version).

Tigerknee Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2AA > 2B > 5BB > 5C > 2C > 6C > TK j.236B > j.BC > j.ABC > j.236B
4449


Meter Gained: 111.5 Meter Given (vs C-Moon): 33.4
Basic version, easy to execute.
Normal starter, grounded opponent
  • 2AA > 2B > 5BB > 5C > 2C > TK j.236B, 5BB > 214A > j.BC > j.BC > j.236B
4651


Meter Gained: 115 Meter Given (vs C-Moon): 35.6
Advanced version, "5BB" link is tricky.
Normal starter, grounded opponent
  • 2AA > 2B > 5B > 5C > TK j.236B, 5BB > 214A > j.BC > j.ABC > j.236B
4948


Meter Gained:  ??? Meter Given (vs C-Moon): ???
More advanced BnB. Doesn't work with 3x 2A. Also, instead of j.BC j.ABC you can also do j.C dash j.C j.BC. It will bump damage to 5004.
Normal starter, grounded opponent
  • 2AA > 2B > 5B > 5C > TK j.236B, 5C 5BB > 214A > j.BC > j.ABC > j.236B
5446


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Optimised BnB. Second 5C is a just frame, and a difficult one at that. Difficult because 5C can also be held, increasing it's startup.
Normal starter, grounded opponent, 100% meter
  • 2AA > 2B > 5BB > 5C > 2C > TK j.236B, 5BB > 214A, 2C > 236C
4715


Meter Gained: 86 - 100 Meter Given (vs C-Moon): 29.1
Meter version, okizeme. Sometimes 2C will hit behind, so will need to do 214C to get 236C, it will still hit.
2B starter, grounded opponent, 100% meter
  • 2B > 5B > 5C > 236A~236A~236C > 22C > 5C > TK j.236B > j.BC > j.BC > j.236B
5787


Meter Gained: 80 Meter Given (vs C-Moon): 36.8
Ultra optimized version with a high degree of difficulty I think, you have little time to link the 5C after having used the 22C, you also have little time to connect the JB after the TK

J.22C Combo Pre Enders

The J.22C is a very good pre ender to continue the pressure after a combo.

Condition Notation Damage
vs V.Sion
Notes
From air combo, Knife, 100% meter
  • Air Combo > j.22C, 2C > 236A~236A~236A
Combo dependent


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Rekka ender for okizeme, Be careful with different types of reversal
From air combo, Knife, 100% meter
  • Air Combo > j.22C, 2C > 236C
Combo dependent


Meter Gained:  ??? Meter Given (vs C-Moon): ???
236C ender, great okizeme option, you will have a lot of advantage thanks to the HKD
From air combo, Knife, 100% meter
  • Air Combo > j.22C, 2C > 623A
Combo dependent


Meter Gained:  ??? Meter Given (vs C-Moon): ???
623A Ender, Similar to 236C it will give you good Okizeme but be careful with the different types of reversal

Additional Resources

C-Ryougi Match Video Database

Notable Players

Name Color Region Common Venues Status Details
ieda
(いえだ)

Color

Japan KorewaMelty Inactive
Rymaru

Color

Brazil Netplay Active
taico-
(たいこ)

Color

Japan Play Spot BIG ONE 2nd Active
Riv_Lv

Color

North America Netplay Active Up and coming LAN player showing rapid improvement. Very aggressive and scramble-heavy playstyle. Found in the main Discord

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