Melty Blood/MBAACC/Koha & Mech/Full Moon

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Additional Resources

F-Koha-Mech Match Video Database

Players to watch/ask

JP:

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NA:

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Overview

Strengths / Weaknesses
Strengths
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Weaknesses
  • Place text here be sure to use "*" for each point*

General Gameplan

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Neutral

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Pressure

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Okizeme

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Defense

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Combos

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.

Starter

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • text
text
Meter Gained: text Meter Given (vs C-Moon): text
text

Enders

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • text
text
Meter Gained: text Meter Given (vs C-Moon): text
text

OTG Pick ups

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • text after asterisk
text
Meter Gained: text Meter Given (vs C-Moon): text
text

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • text after asterisk
text
Meter Gained: text Meter Given (vs C-Moon): text
text

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • text after asterisk
text
Meter Gained: text Meter Given (vs C-Moon): text
text


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
MB F Kohaku 5A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500 303 78% (O) 4.5% -SE-, -N-, -SP-, -EX-, (J) LH 5 4 5 3 -

Broom handle poke.

5B
MB F Kohaku 5B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 505 80% (O) 7.2% N, SP, EX, (J) LH 6 4 12 -1 -

Forward sweep.

5C
5C
5[C]
MBFKohaMech5C.png
MB F Kohaku 5C HalfCharged.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5C 1000 707 90% (O) 9.0% N, SP, EX, (J) LH 9 4 14 -1 -

Extends the back of the broom forward.

5[C] 1300 909 80% (O) 11.7% N, LH 18 5 21 -8 -

Charged version gets more range and wallslams on hit.

Crouching Normals

2A
MB F Kohaku 2A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350 202 75% (O) 3.15% -SE-, -N-, -SP-, -EX-, (J) L 4 4 6 2 -

Her fastest normal, hits low.

2B
MBFKohaMech2B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700 404 65% (O) 6.3% N, SP, EX, (J) LH 10 4 11 0 Clash 8-14

Anti-air broom swipe with clash frames on top.

2C
2C
2[C]
Hkohamech 2C.png
Hkohamech BE2C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
2C 1000 808 60% (O) 9.0% N, SP, EX, (J) L 10 4 24 -10 -

Broom sweep.

2[C] 500, 800 (1042) (677) 70% (O), 80% (O) 4.5%, 6.3% (10.8%) SP, EX L 22 7 26 -15, -13 -

Charged version hits 2 times, has forward momentum and can only be cancelled into specials.

Aerial Normals

j.A
MBFKohaMechjA.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 202 75% (O) 3.15% SE, N, SP, J HA 4 4 10 - -

Standard air jab.

j.B
j.B
j.[B]
Hkohamech jB.png
Hkohamech BEjB.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
j.B 600 404 90% (O) 4.5% N, SP, J HA 6 4 - - -

Huge air-to-air button.

j.[B] 700 505 80% (O) 6.3% N, SP, J HA 20 4 - - -

Charged version wallslams on hit.

j.C
j.C
j.[C]
Hkohamech jC.png
Hkohamech BEjC.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
j.C 1000 707 90% (O) 8.1% SP, J HA 9 4 - - -

Horizontal swipe.

j.[C] 1200 1010 80% (O) 10.8% SP, J HA 18 4 - - -

Disjointed charged version.

Command Normals

4B
MB F Kohaku 4B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
400, 600 (981) (792) 100%, 55% (O) 3.6%, 5.4% (9.0%) N*, SP, EX, (J) L 8 5 (5) 5 14 -1 -

Low trip attack. Second hit causes an untechable knockdown.

3C
MB F Kohaku 3C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 707 70% (O) 9.0% SP, -EX-, (J) LH 10 5 24 -11 Reflect 11-17

Launcher normal that can also reflect projectiles. EX cancelable on whiff.

Universal Mechanics

Ground Throw
MBCKohaMechThrow.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 505 100% 0.0% - U 2 1 20 - -

Syringe hit. Untechable knockdown.

Air Throw
Air Throw
j.6/4A+D
MBCKohaMechThrowAir.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1600 (Raw)/1300 606 30% 0.0% - U 1 1 12 - -

Ground bounces the opponnent using a 16-ton weight.

Shield Counter
Shield Counter
236D after a successful Shield (Air OK)
MBHKohaMechSC.png
MBHKohaMechSCAir.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Ground 500 (345) 202 50% 4.5% (SP), (EX), (J) LHA 8 4 18 -4 -

Same animation as C/H-Moon 5C.

Air 500 (345) 202 50% 4.5% - HA 8 4 - - -

Same animation as j.B.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCKohaMech214D.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Bunker 500 202 50% 0.0%
(-50.0% in blockstun)
- LHA 25 4 19 -5 Clash 1-10
(Clash) 500 202 50% 0.0%/-50.0% - LHA 7 4 19 -5 Strike 1-7

Flaming battou swipe.

Blood Heat
Blood Heat
A+B+C during MAX
MBCKohaMechHeat.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
100 0 100% uses all - U 15 7 25 - Full 1-21

Decently quick and large hitbox.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
MBCKohaMechCSpark.png
MBCKohaMechCSparkAir.png
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

ACCD
(Assist Call Command Dash)
(during 623X/214X)
66/44
MBCKohaMech214X66.png
MBCKohaMech214X44.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Forward - - - - - - - - 36 - -
Back - - - - - - - - 33 - -

Kohaku can cancel her assist call animation into a command dash. Forward version goes at a set distance and cannot be cancelled unlike her normal dash, and the command backdash has smaller hurtboxes.

Note: Your frame advantage will be much worse if you use this dash on a blocked assist call.

Grounded Specials

236X
MBFKohaMech236A.png
MBFKohaMech236B.png
MBFKohaMech236C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 808 60% (O) 9.0% -EX- LHA 10 8 26 -6 -
[A] 1000 808 60% (O) 9.0% -EX- LHA 21 12 22 -6 -
  • Wave slash series. A and B versions can be charged for longer reach.

Forward wave slash, causes an untechable knockdown on hit.

B 1000 808 80% (O) 9.0% -EX- LH 12 6 33 -11 -
[B] 1000 808 80% (O) 9.0% -EX- LH 24 9 29 -10 -

Upward diagonal slash, air unblockable.

EX 1000 808 80% (M) 9.0% - LHA 6+4 16 18 -6 Full 1-7

EX slash, this reaches fullscreen and wallslams on hit.

623X
Fingerbritt
623A/B/C
(~66/44)
MBFKohaMech623AB.png
A/B
MBFKohaMech623C.png
EX
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 400*3 (1162) (586) 100% 4.5%*3 (13.5%) -CH- LH
(whiffs vs Air.)
9 7 38 -18 -
  • Mech-Hisui performs her F-Moon 623X series as assists. All versions cannot hit airborne opponents.

Fastest version.

B 400*4 (1524) (769) 100% 3.6%*4 (14.4%) -CH- LH
(whiffs vs Air.)
17 15 24 -6 -

B version, much less disadvantageous on block.

EX 280*8 (1992) (1792) 100% (1-7), 50% (M) -100.0% -CH- LH
(whiffs vs Air.)
5+6 31 14 12 -

EX version reaches from about 3/4th of the screen, causes an untechable knockdown on hit and is + on block.

214X
Bonds of Sisterhood - Steel Edition
214A/B/C/[C] (No EX)
(214C/[C]~6/2/4)
(~66/44)
MBFKohaMech214A.png
MBFKohaMech214B.png
MBFKohaMech214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 700 505 65% (O) 6.3% -CH- LHA 17 4 23 -1 -
  • Assist call series based around other F-Mech moves.

F-Mech 5B assist. Untechable knockdown on hit.

B 300*2 (519) (348) 100% 2.7%*2 (5.4%) -CH- A
(Whiffs vs Ground.)
11 9 28 - -

F-Mech j.B assist. This can only hit airborne opponents. 2 hits.

C
~6/2/4
800 505 70% (M) 7.2% -CH- LHA 28
25
X 25
31
5
2
-
[C]
~6/2/4
800*3 (1709) (1078) 70%*3 (M) 7.2%*3 (21.6%) -CH- LHA 28
25
23 5
8
? -

F-Mech 214B assist. Can be held and change trajectories but is not an actual overhead and can only shoot 3 projectiles max.

22X
Multi-Weapon Service
22A/B/C (No EX)
MBFKohaMech22A.png
MBFKohaMech22B.png
MBFKohaMech22C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A - - - - - - - - 49 - -
(Mech-Hisui) 600*3 (1743) (880) 100% 4.5%*3 (13.5%) - LHA 60 X - 34 -
  • Kohaku hands out various weapons to Mech-Hisui.

Mech-Hisui performs her C-Moon j.214A.

B - - - - - - - - 60 - -
(Mech-Hisui) 600*5 303*5 100% 4.5%*5 (22.5%) - LHA 64 X - 28 -

Same as above with C-Mech-Hisui's j.214B

C - - - - - - - - 60 - -
(Rocket) 2500 2020 100% 22.5% - HA
(Whiffs vs Crouch.)
100 X - 73 -
(Backblast) 1500 1010 75% 13.5% - LH 103 5 - 71 -

F-Mech 236C style rocket launcher. Corner carries and untechable knockdown on hit. Whiffs crouchers just like the solo Mech counterpart, but can actually be blocked properly.

This retains the backblast hitbox too, but it is also blockable. Wallslams on hit.

63214C
MBCKohaMech63214C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
0, 500, 1500 (1334) (1166) 100%, 70% (O), 35% (O) 9.0% - U
(Whiffs vs Air.)
3 1 22 - -

Command throw that launches opponent into the air followed by a H-Mech-Hisui 63214B style assist hit. Air techable.

Aerial Specials

j.214X
Bonds of Sisterhood - Steel Edition (Air)
j.214A/B/C/[C] (No EX)
(j.214C/[C]~6/2/4)
MBFKohaMechj214A.png
MBFKohaMechj214B.png
MBFKohaMechj214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 700 505 65% (O) 6.3% - LHA 13 4 12 -2 -
  • Air assist call series.

F-Mech 5B assist. Untechable knockdown on hit.

B 600 (528) (319) 100% 4.5%* - A
(Whiffs vs Ground.)
10 4 12 - -

F-Mech j.B assist. This can only hit airborne opponents. Single hit.

C
~6/2/4
800 505 70% (M) 7.2% - LHA 27
24
X 12 23
20
-
[C]
~6/2/4
800*3 (1709) (1078) 70%*3 (M) 7.2%*3 (21.6%) -CH- LHA 27
24
23 12 ? -

F-Mech 214B assist. Can be held and change trajectories but is not an actual overhead and can only shoot 3 projectiles max.

Arc Drives

214214C
MBCKohaMech214214C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
7980 (4638) (3164)q 100% removes all - LHA 2+4 4 22 -8 Full 1-10

Hitgrab-type Arc Drive, follows up into fast series of attacks from both Kohaku and Mech-Hisui, finishing in Mech-Hisui's air throw. Though just like with solo Mech, this air throw ender is ground techable.

41236C
Low Blow Amber Kick
41236C during Max/Heat
MB F Kohaku AD.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
4700 (2176) (1138) 50% (O) removes all - U
(Whiffs vs Air.)
2+14 X Knockdown* - Full

Kohaku dashes forward at high speed and goes into a 3-hit sequence that circuit breaks and knocks the opponent down. This is an unblockable that can only be evaded jumping. If this misses, Kohaku will hit the wall and be in an untechable knockdown state that allows for the opponent to OTG you.


Another Arc Drive

Low Blow Amber Overthrow
41236C during Blood Heat
MB F Kohaku AAD.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
13800 (5238) (3942) 50% removes all - U
(Whiffs vs Air.)
2+17 X Knockdown* - Full

Essentially the same as Arc Drive version in the beginning, but will into much more hits leading to wallslaming the opponent into a ground tech situation. More damage, but does not circuit break.


Last Arc

Ultimate Battou - Happy New Year's Comet
Grounded EX Shield during Blood Heat
MB F Kohaku LA.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
7000 (3500 ~ 7000) 3020 ~ 5538 50% + 50% * remaining BH time removes all - U 4+0 1+1 16+56 - Full

The final battou. Goes into a cutscene on hit. Untechable knockdown.



General
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