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Melty Blood/MBAACC/Mech-Hisui/Full Moon

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Character Page Progress

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

In Progress To-do
  • Move Descriptions:
    • (Fix any inacurracies and missing details in the frame data.)
    • Expand upon to the move descriptions, cite their uses, add captions where helpful, etc.
  • Additional Ressources/Players to watch/ask
    • If you know any players in particular that can be helpful for learning this character, please add them with, if possible a way to contact them (such as a Discord handle) and a name that can be searched in the match video database.
  • Overview/General Gameplan:
    • Add a short summary of this character with a list of strengths and weaknesses
    • Do your best to describe how to play this character, change or add subsections based on what you would write as a guide.
    • Adapt the info from the "Hisui means jade, not amber" video to this page. (?)
  • Combos:
    • If needed, add starter/ender options in their respective sections.


Additional Resources

F-Mech-Hisui Match Video Database
F-Mech basics + vod watching by j.g
Japanese combo movie video for all Mech-Hisui moons
Hisui means jade, not amber: A showcase of F-Mech's corner setplay and followup combos

Notable Players

Name Color Region Common Venues Status Details
akahoshi
(赤星)

Mech Color14.png

Japan A-cho Inactive C-Sats main with a solid F-Mech secondary, has a variety of VODs to watch serving as a great example of how F-Mech plays.
DabsR
(DabsR#0091)

Mech Color10.png

North America Netplay Active F-Mech main with a grounded style, is one of the most active F-Mech players at the time of writing.
j.g

Mech Color14.png

North America Netplay Inactive Strong F-Ciel main who played F-Mech occasionally, made useful resources for the character, and has a couple of VODs on melty games.

Overview

Playstyle
MBAACC Mech Head.webp F-Mech is a mid-range character with a strong emphasis on setplay.
Pros Cons
  • Great disjoint on grounded normals: Buttons such as 5B allow her to safely poke and counterpoke while having great amounts of disjoint
  • Strong corner setplay: 22C in the corner leads to various fuzzy and strike-throw mixups
  • Good pressure: Having a low +3 2A, and a low +6 5C leads to her pressure being far above the other Mech moons
  • Has one of the best j.As: Not only is it tied for being the fastest in the game, it retains air actions while also having great hitboxes.
  • Mediocre defense: Having no reversals outside of max makes her reliant on system mechanics for defense
  • Meter dependency: Requires spending meter to obtain hkd and/or setplay
  • Reverse guts: Reversed guts values makes it so that, on average, she heals less health than other characters would

General Gameplan

Place text here*

Neutral

Place text here*

Pressure

Place text here

Okizeme

Place text here

Defense

place text here*



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

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A*n > 2B(1) > 2C > 6C > j.BC > dj.BC > AT
3583


Meter Gained: 43.7 Meter Given (vs C-Moon): 14.5 (Video)
Normal starter, grounded opponent
  • 2A*n > 5B > 2B > 2C > 6C > j.BC > dj.ABC > AT
4210


Meter Gained: 57.2 Meter Given (vs C-Moon): 19.0 (Video)
Normal starter, grounded opponent
  • 2A*n > 5B > 2B > 2C > 6C > IAD j.B, land j.AC > sdj.BC > AT
4207


Meter Gained: 57.2 Meter Given (vs C-Moon): 19.0 (Video)
Normal starter, grounded opponent
  • 2A*n > 5B > 2B > 2C, 66 5C > 6C > j8.BC > sdj.BC > AT
3676


Meter Gained: 48.5 Meter Given (vs C-Moon): 21.7 (Video)
Raw Airthrow Starter
  • Raw AT, land 5C > 6C > j8.BC > sdj.ABC > AT
3029


Meter Gained: 40.5 Meter Given (vs C-Moon): 13.5 (Video)
Ground Shield Counter starter, grounded opponent
  • D~236D, 2[C] > 6C > j8.BC > dj.ABC > AT
3676


Meter Gained: 48.5 Meter Given (vs C-Moon): 21.7 (Video)
Normal starter, grounded opponent, 100% meter
  • 2A*n > 5B > 2B > 2C > 214A~4, 236A > 236C
2771


Meter Gained: -45.1 Meter Given (vs C-Moon): 22.4
Normal starter, grounded opponent, 100% meter
  • 2A*n > 5B > 2B > 5C > 236A > 236C/623C
4153


Meter Gained: -33.8 Meter Given (vs C-Moon): 22.0 (Video)
Normal starter, grounded opponent, 100% meter
  • 2A*n > 5B > 2B > 5C > 623C, 66 5C > 6C > j8.BC > sdj.BC > AT
4639


Meter Gained: -60.0 Meter Given (vs C-Moon): 34.0 (Video)
Normal starter, grounded opponent, 100% meter
  • 2A*n > 5B > 2B > 2C > 6C > 214C, sj9, land 5C > 6C > j8.BC > sdj.BC > AT
4269


Meter Gained: -60.0 Meter Given (vs C-Moon): 24.0 (Video)

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, 22C set
  • 22C (set), 2A > 5C > (22C hit) 5A > j.BC > (22C hit) sdj.[C], land 5C > (22C hit) 5A > sj8.BC > dj.BC > AT
4088


Meter Gained: 76.3 Meter Given (vs C-Moon): 32.1 (Video)
Normal starter, grounded opponent, 100%~300% meter
  • 2A*n > 5B > 2B > 2C > (6C > 214C, 2[C])*n > 6C > j.BC > dj.BC > AT
??? ~ 6706


Meter Gained: ??? Meter Given (vs C-Moon): ??? (Video)
Normal starter, grounded opponent, Max mode
  • 2A*n > 5B > 2B > 2C > 6C > 214C, 2[C] > IH 2C > AD, j.[C]
5144


Meter Gained: -All Meter Given (vs C-Moon): ??? (Video)

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
MBFMech5A.png
Damage Red Damage Proration Cancel Guard
300 202 78% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 3 7 2 2.7% -

A high hitting poke good for anti-airing in fuzzy mash situations, leads to a full air combo. The nature of it's hitbox causes it to generally whiff on crouching opponents unless you are very close to them, so utilizing it's plus frames is much harder than opting to use 2A in those situations instead.

5B
MBFMech5B.png
Damage Red Damage Proration Cancel Guard
700 505 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
9 4 10 1 6.3% -

Mech extends her arm for a disjointed far reaching attack. Combos into 623A at max range, which can lead into 623C > 5C for an OTG extension, otherwise 2C for a simple knockdown. Close range combos are pretty freeform. It has slightly less range than 2B, but still very worth using to keep opponents guessing between high/low shield.

5C
MBFMech5C.png
Damage Red Damage Proration Cancel Guard
500*3 (1452) (880) 100% N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
11 2 (2) 2 (2) 2 10 6 3.6%*3 (10.8%) -

Mech turns her hand into a Gatling gun. One of F-Mech's most important ground normals. Long range low, very active and good for tech punishing, high frame advantage, easily staggers into itself as a frame trap potentially up to 3 times, and is special cancellable into either 623A/B for long range confirms/frametraps or 214A/B for a somewhat reactable high/low mixup. This move also OTG relaunches, and is typically picked up with 6C.

Crouching Normals

2A
MBFMech2A.png
Damage Red Damage Proration Cancel Guard
320 161 78% (O) -SE-, -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
4 4 5 3 2.52% -

Mech's fastest ground normal, receives the best of both worlds in comparison to her C/H by being both faster and hitting low. It's plus on block and mashable, making it a great pressure and combo starter.

2B
MBFMech2B.png
Damage Red Damage Proration Cancel Guard
500*2 (887) (537) 80% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
7 6 18 -5 4.5%*2 (9.0%) -

Mech does a double palm thrust that looks like CvS2 Athena crouch fierce. Slightly longer reach than 5B, but is 2 hits and also a low. It has more recovery frames, so it's more susceptible to IAD whiff punishes. It's minus so ideally should be stringed into either 5C or a special move. Be careful that at max range it's combo options are limited and may only hit once, 623C is a pretty reliable max range confirm.

2C
2C
2[C]
MBFMech2C.png
MBFMech2XC.png
2C Damage Red Damage Proration Cancel Guard
950 606 60% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
13 3 19 -4 7.2% -

The standard sweep that goes into launcher and also F-Mech's farthest-reaching grounded normal. You are left with an extended hurbox and a lenghty recovery on whiff however.

2[C] Damage Red Damage Proration Cancel Guard
1600 1212 80% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
25 3 13 2 14.4% -

The charged version is mainly used to add more damage to combos, such as 214C loops.

Aerial Normals

j.A
MBFMechjA.png
Damage Red Damage Proration Cancel Guard
300 202 75% (O) SE, N, J HA
First Active Active Recovery Frame Adv Circuit Invuln
4 4 11 - 2.7% -

Quick air-to-air jab with cracked out stats. Very good rising normal, and overall one of the best j.A attacks in the game. Easily puts opponents in a air unblockable guard crush situation because of how it strings into itself. In mix-ups can be used as a fuzzy with j9 J.C > IAD j.AA

j.B
MBFMechjB.png
Damage Red Damage Proration Cancel Guard
600 363 100% N, J HA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 - - 4.5% -

Lightsaber aerial with considerable vertical reach, useful for attack opponents above you. Also a good option in Air-to-Ground IAD mix-up situations, either raw, after j.C. or late IADs to sync with 22c's attack intervals.

j.C
j.C
j.[C]
MBFMechjC.png
MBFMechjXC.png
j.C Damage Red Damage Proration Cancel Guard
1100 707 90% (M) N, J HA
First Active Active Recovery Frame Adv Circuit Invuln
11 7 - - 7.2% -

Overhead hammerstrike. Acts as a jump-in tool with more reach than j.A. However, it is relatively slow and should be used with care against shields or invincible attacks.

j.[C] Damage Red Damage Proration Cancel Guard
1600 1111 100% N, J HA
First Active Active Recovery Frame Adv Circuit Invuln
27 8 - - 12.6% -

The held version causes an untechable knockdown with a more disjointed hitbox. The most common situation to use this move is during a mixup covered by 22c, but to throw it out in neutral you have to be above your opponent who is attempting to catch you in the air.

Command Normals

6C
MBFMech6C.png
Damage Red Damage Proration Cancel Guard
650 404 65% (O) SP, EX, (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
11 4 22 -8 4.5% -

The best launcher option F-Mech has, which is unfortunate since it can whiff if you are too far away from the opponent in your combo

j.2C
MBFMechj2C.png
Damage Red Damage Proration Cancel Guard
250*8 (1776) (1436) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
14 24 - - 1.8%*8 (14.4%) -

Mech pulls out a giant multi hitting flamethrower. The trajectory of the move is determined by your air movement. It has a considerable amount of recovery, but using it on a retreat at a distance and low to the ground can be fairly safe defensive option. Take note that this move can be initiative heated.

Universal Mechanics

Ground Throw
MBFMechThrow.png
Damage Red Damage Proration Cancel Guard
600*5, 300 (1680) 805 50% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 20 - 0.0% -

Mech-Hisui electrocutes the opponent. Untechable knockdown. This will give you the time to set up one of her 22 specials.

Air Throw
Air Throw
j.6/4A+D
MBFMechThrowAir.png
Damage Red Damage Proration Cancel Guard
1600 (Gold)/1200 489 30% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 - 0.0% -

Mech-Hisui takes the opponent for a ride. This launches the opponent to the opposite side. Your only real aerial ender option due to F-Mech having no aerial specials.

Shield Counter
Shield Counter
236D after a successful Shield (Air OK)
MBFMechSC.png
MBFMechSCAir.png
Ground Damage Red Damage Proration Cancel Guard
500 (345) 202 50% (SP), (EX), (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 4.5% -

Same animation as 6C.

Air Damage Red Damage Proration Cancel Guard
500 (345) 202 50% - HA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 - - 4.5% -

Same animation as C-Moon j.B.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBFMech214D.png
Bunker Damage Red Damage Proration Cancel Guard
500 202 50% - 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
500 202 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 19 -5 0.0%/-50.0% Strike 1-7

Performs an attack similar to H Moon's 214A/B. Moves Mech-Hisui forward.

Blood Heat
Blood Heat
A+B+C during MAX
MBFMechHeat.png
Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
18 4 24 - -100.0% (min) Full 1-21

F-Mech only has two decent reversal options and they need her to be in MAX. This is one of them.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
MBFMechCSpark.png
MBFMechCSparkAir.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

236X
MBFMech236A.png
MBFMech236B.png
Entire hitbox displayed for your convenience.
Entire hitbox displayed for your convenience.
MBFMech236C.png
A Damage Red Damage Proration Cancel Guard
320*3, 500 (1383) (952) 100% -EX- HA
(Whiffs vs Crouch.)
First Active Active Recovery Frame Adv Circuit Invuln
12 17 20 -5 2.7%*3, 4.5% (12.6%) -
  • The guns, this is your primary zoning tool that you can convert into 236C for a nice reward. All versions cannot hit crouchers.

This reaches about more than half the screen.

B Damage Red Damage Proration Cancel Guard
280*5, 500 (1732) (1285) 100% -EX- HA
(Whiffs vs Crouch.)
First Active Active Recovery Frame Adv Circuit Invuln
17 23 26 -9 2.52%*5, 4.5% (17.1%) -

Fullscreen-reaching version.

EX Damage Red Damage Proration Cancel Guard
2500 2020 100% - L
(Whiffs vs Crouch.)
First Active Active Recovery Frame Adv Circuit Invuln
5+5 X 30 - -100.0% -
(Backblast) Damage Red Damage Proration Cancel Guard
1500 1010 92% - U
First Active Active Recovery Frame Adv Circuit Invuln
5+8 5 22 - 13.5% -

Launches a rocket that corner carries causes an untechable knockdown on hit. It is an air-unblockable low that doesn't hit crouchers, you'll pretty much never block this unless you're a training dummy set to all guard.

Funnily enough, the backblast also has a unblockable hitbox that wallslams the opponent on hit.

623X
Fingerbritt
623A/B/C
MBFMech623AB.png
MBFMech623C.png
A Damage Red Damage Proration Cancel Guard
400*4 (1524) (769) 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
7 10 19 -6 4.5%*4 (18.0%) -
  • Mech-Hisui shoots the ground at mid-range. Its only real use is if you want a ranged attack against a crouching opponent.
B Damage Red Damage Proration Cancel Guard
400*6 (2211) (1115) 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
25 21 14 -6 3.6%*6 (21.6%) -

A longer version.

EX Damage Red Damage Proration Cancel Guard
300*10 (2574) (2162) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+7 37 14 -12 -100.0% Full 1-2

The EX version covers more space and causes an untechable knockdown on hit.

214X
MBFMech214A.png
MBFMech214B.png
MBFMech214C.png
Those trajectory arcs are just a bunch of spaghetti at this point.
Those trajectory arcs are just a bunch of spaghetti at this point.
A Damage Red Damage Proration Cancel Guard
800 505 70% (M) - HA
First Active Active Recovery Frame Adv Circuit Invuln
23/20 X 26/28 4 ~ 30 7.2% -
[A] (Max) Damage Red Damage Proration Cancel Guard
800*5 (2116) (1334) 70% (M)*5 - HA
First Active Active Recovery Frame Adv Circuit Invuln
23/20 45 40/43 -10 ~ 15 7.2%*4 (36.0%) -
  • Cannon series. Holding back or forward when each projectile is shot changes its trajectory.

This shoots up to 5 overhead projectiles depending on how long the input is held.

B Damage Red Damage Proration Cancel Guard
800 505 70% (M) - HA
First Active Active Recovery Frame Adv Circuit Invuln
23/20 X 31/34 -1 ~ 36 7.2% -
[B] (Max) Damage Red Damage Proration Cancel Guard
800*5 (2116) (1334) 70% (M)*5 - HA
First Active Active Recovery Frame Adv Circuit Invuln
23/20 45 45/48 -15 ~ 23 7.2%*4 (36.0%) -

Same properties as the A version, with an upwards trajectory.

EX Damage Red Damage Proration Cancel Guard
1200 1010 80% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
7+4/7+3 X 23/24 4 ~ variable -100.0% -

Air unblockable spikeball. This bounces once then loses the hitbox the second time. Launches and causes an untechable knockdown on hit. This can be looped into, see the combo section.

22X
Various Amberjangs
22A/B/C (No EX)
MBFMech22A.png
MBFMech22B.png
MBFMech22C.png
The Setplayinator
The Setplayinator
A Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 46 - - -
(Summon) Damage Red Damage Proration Cancel Guard
300 (264) (177) 70% N/A LH
First Active Active Recovery Frame Adv Circuit Invuln
67 12 (48)
x4
46 - 2.7% -
  • Sets various machinery on the stage. The A and C versions have a hurtbox that deletes the object when striked by the opponent.

A version covers a wide horizontal area in the air 4 times. The hitboxes are pretty much unblockable since no one is tall enough to block them on the ground. Most situational version, that you won't see too often.

B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 35 - - -
(Summon) Damage Red Damage Proration Cancel Guard
2500 2020 70% - LH
First Active Active Recovery Frame Adv Circuit Invuln
242 3 1 - 22.5% -

B version is a time bomb that can't be destroyed. You can set up this version to protect yourself, and give you time to generate meter if the opponent respects it.

C Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 46 - - -
(Machine) Damage Red Damage Proration Cancel Guard
700 353 60% N/A LH
First Active Active Recovery Frame Adv Circuit Invuln
73 20 (80)
x3
46 - 6.3% -

C version fires a vertical laser 3 times. Great okizeme tool in the corner that the opponent will have more trouble destroying than the A version.

Arc Drive

MBFMechAD.png
Damage Red Damage Proration Cancel Guard
500*13 (4143) (2487) 90% (O)
39% (OTG)
- LHA
First Active Active Recovery Frame Adv Circuit Invuln
17+8 X 21 45 ~ 72 removes all Full 1-29

A train of Mech-Hisuis comes out, covers the bottom of the screen, and a reversal choice when you are in Max. Very advantageous on block.


Another Arc Drive

L.S.O (Superhuman Sister Alliance)
41236C during Blood Heat
MBFMechAAD.png
Damage Red Damage Proration Cancel Guard
500*29 (5969) (3570) 90% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+23 X 22 42 ~ 68 removes all Full 1

A bunch of flying Mech-Hisuis are added up, covering the majority of the screen. You lose the large amount of invincibility frames for using Blood Heat activation, such is the law of equivalent exchange.


Last Arc

Saturday Night Forever
Aerial EX Shield during Blood Heat
MBFMechLA.png
Damage Red Damage Proration Cancel Guard
2100*4 (3250~6500) (2600~5100) 50% + 50% * remaining BH time - U
First Active Active Recovery Frame Adv Circuit Invuln
1+3 13 (23) 13 (21) 13 (23) 13 111 - removes all Full

Mech-Hisui transforms into a plane and impacts the opponent 4 times.



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