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.
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- 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.
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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) |
|
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) |
|
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 |
|
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
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.
- Use attack X with Y follow-up input.
- 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.
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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)
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(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
|
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.
|
|
|
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.
|
|
|
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
|
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.
|
|
|
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
|
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
|
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
|
|
|
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
|
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
|
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
|
|
|
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
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
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
Entire hitbox displayed for your convenience. Entire hitbox displayed for your convenience.
|
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.
|
|
|
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.
|
|
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.
|
|
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
|
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
|
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
|
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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