Melty Blood/MBAACC/Mech-Hisui/Half Moon

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Character Page Progress

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In Progress To-do
  • 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:
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  • Combos:
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Additional Resources

H-Mech-Hisui Match Video Database
Melty Bits: H-Mech-Hisui
Japanese combo movie video for all Mech-Hisui moons

Players to watch/ask

JP:

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NA:

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Overview

H-Mech has different airdashes from other moons. Those are similar to C-Mech j.236A/B, in which you can manually stop anytime by releasing your directional input.
Strengths / Weaknesses
Strengths
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  • Text goes here after asterisk
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.

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A > 2B(1) > 2C > 6C > j8.BC > dj.BC > AT
4023
Meter Gained: 42.4 Meter Given (vs C-Moon): 18.1 (Video)
Most basic Mech-Hisui BnB.
Normal starter, grounded opponent
  • 2A > 2B > 5C > 2C > 214A > j.BC > dj.BC > AT
4531
Meter Gained: 61.3 Meter Given (vs C-Moon): 26.2 (Video)
214A launcher combo. For ranges too far for 5A(w)6AA combos, or if 5A has already been used.
Normal starter, grounded opponent
  • 2A > 2B(1) > 5C(1) > 5A(w)6AA > 2[C] > 6C > j.BC > dj.BC > AT
4866
Meter Gained: 62.0 Meter Given (vs C-Moon): 26.5 (Video)
Close range combo. More hits from 5C can be added depending on distance, but 1 hit is the safest option.
Raw Airthrow starter
  • Raw AT, land 5C > 6C > j8.BC > sdj9.BC > AT
3087
Meter Gained: 35.0 Meter Given (vs C-Moon): 15.0 (Video)
Standing Shield Counter starter
  • 5D > 63214B > 2[C] > 5C > 5B > 6C > j8.C > dj.BC > AT
3621
Meter Gained: 49.7 Meter Given (vs C-Moon): 22.4 (Video)
Crouching Shield Counter starter
  • 2D > 214A > j.BC > sdj9.BC > AT
3100
Meter Gained: 45.5 Meter Given (vs C-Moon): 19.5 (Video)
5B/2B starter, grounded opponent, 100% meter
  • 5B/2B > (623B >) 623C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Followup off a long range hit from your Dhalsim normals. 623B is optional as it can whiff if you hit from the tip of 5B/2B.
Normal starter, grounded opponent, 100% meter
  • 2A > 5B > 2B(1) > 5C > 2C > TK j.623B, land 623A > 623C
4583
Meter Gained: -45.4 Meter Given (vs C-Moon): 35.6 (Video)
Metered combo ending in an untechable knockdown.
Normal starter, grounded opponent, 100% meter
  • 2A > 2B > 5C > 2C > 214A > j.C > j.236C > dj.AC > AT
4735
Meter Gained: -55.0 Meter Given (vs C-Moon): 24.5 (Video)
Metered BnB.
Raw Airthrow starter, 100% meter
  • Raw AT, land 5A6AA > j.[C]A, land 5B > 236236C
2809
Meter Gained: -67.8 Meter Given (vs C-Moon): 14.9 (Video)

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A > 2B(1) > 5C(3) > 2C > 5A(w)6AA > 236C, 2[C] > 5C > 5B > 6C > sj8.BC > dj.BC > AT
5326
Meter Gained: -45.9 Meter Given (vs C-Moon): 36.6 (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
5A
5A~6A~6A
MBFMech5A.png
MBHMech5A6A.png
MBHMech5A6AA.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5A 300 192 78% (O) 2.1% -SE-, -N-, -SP-, -CH-, -EX-, (J) LH 4 3 8 1 -

Finger snap poke. Your fastest normal, plus on block and hits crouchers.

5A~6A 600 384 80% (M) 4.2% N, SP, -CH-, EX, (J) LH 6 4 17 -6 -

Drill attack. Moves Mech-Hisui quite a bit forward.

5A~6A~6A 1000 672 60% (O) 7.0% (N), SP, EX, (J) LH 9 7 12 -1 -

5A6AA finisher and one of your launcher options.

5B
MBHMech5B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 672 100% 7.0% N, SP, EX, (J) LH 10 5 19 -6 -

Disjointed Dhalsim-style poke number one. Whiffs on most crouchers.

5C
5C
5[C]
MBCMech5C.png
MBCMech5XC.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5C 400*2, 300, 600 (1367) (801) 80% (O) 2.8%*2, 2.1%*2 (9.8%) N, SP, EX, (J) LH 8 8 23 -7 -

Chainsaw attack, hits up to 4 times and moves Mech-Hisui forward. Combo tool, has a bit of a damage upgrade from C-Moon, but essentially works the same.

5[C] 500, 600, 400, 500 (1909) (1105) 100% 4.9%*2, 2.1%*2 (14.0%) N, SP, EX, (J) LH 23 8 11 5 -

The charged version has some use in blockstrings, it will leave a gap but if your opponnent doesn't disrespect it you are nicely plus.


Crouching Normals

2A
MBFMech2A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 192 78% (O) 1.96% -SE-, -N-, -SP-, -EX-, (J) L 5 4 6 2 -

Slowest 2A out of all moons, but the fastest low you have and plus on block.

2B
MBHMech2B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700*2 (1242) (852) 80% (O) 4.9%*2 (9.8%) N, SP, EX, (J) L 10 9 18 -8 -

Disjointed Dhalsim-style poke number two.

2C
2C
2[C]
MBFMech2C.png
MBFMech2XC.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
2C 950 576 60% (O) 5.6% N, SP, EX, (J) L 12 3 29 -14 -

Standard low sweep. Has decent range by itself, but relative to this moon it isn't the best option you have in that regard.

2[C] 1600 1152 80% (O) 11.2% N, SP, EX, (J) L 24 3 13 2 -

The charged version is mainly used as a way to add more damage to combos.


Aerial Normals

j.A
MBFMechjA.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 192 75% (O) 2.1% SE, N, SP, EX, J LHA 5 4 11 - -

Standard air jab.

j.B
MBHMechjB.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 624 80% (O) 7.0% N, SP, EX, J HA 12 4 - - -

Disjointed Dhalsim-style poke number three.

j.C
j.C
j.[C]
MBFMechjC.png
MBFMechjXC.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
j.C 1100 672 90% (M) 5.6% N, SP, EX, J HA 10 7 - - -

Overhead hammerstrike. Primarly a jump-in tool faster than j.B.

j.[C] 1600 1056 100% 14.0% N, SP, EX, J HA 26 8 - - -

The charged version is much more disjointed and causes an untechable knockdown if you manage to land it on an airborne opponent.


Command Normals

4B
MBCMech4B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
270*6 (1000) (355) 60% (O) 1.89%*6 (11.34%) - LHA 13 1 (3) 1 (3) 1 (3) 1 (1) 2 (2) 2 19 -6 -

Flamethrower hands. Slow attack for barely any reward, this move doesn't have much use. Make sure you don't input this by accident.

6C
MBFMech6C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
650 384 65% (O) 2.8% SP, EX, (J) LHA 10 4 22 -8 -

Upward hammer strike. A standard launching command normal, but short-ranged.

j.2C
MBFMechj2C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
250*8 (1776) (1368) 100% 1.4%*8 (11.2%) -EX- LHA 13 24 - - -

Flamethrower attack that carries Mech-Hisui's air momentum. Very unsafe on whiff.


Universal Mechanics

Ground Throw
MBFMechThrow.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600*5, 300 (1680) (766) 50% 0.0% - U 2 1 20 - -

Mech-Hisui electrocutes the opponent. Untechable knockdown.

Air Throw
Air Throw
j.6/4A+D
MBFMechThrowAir.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1600 (Gold)/1200 465 30% 0.0% - U 1 1 12 - -

Mech-Hisui takes the opponent for a ride. This launches the opponent to the opposite side and you throw the opponent in the same direction no matter which side you input. However, you get to chase ground techs with moves like 2B pretty nicely afterwards.

Shield Counter
Shield Counter
Auto after a successful Shield (Air OK)
MBFMechSC.png
MBFMech2XC.png
MBFMechSCAir.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Standing 500 (345) 198 50% 3.5% (SP), (EX), (J) LHA 8 4 18 -4 -

Same animation as 6C.

Crouching 1500 (1117) 714 50% 10.5% (SP), (EX) LA 8 4 18 -4 -

Same hitboxes as 2[C].

Aerial 500 (345) 198 50% 3.5% - HA 8 4 - - -

Same animation as C-Moon j.B.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBFMech214D.png
MBHMech214D.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Neutral 500 192 50% 0.0% - LHA 25 4 19 -5 Clash 1-10
(Clash) 500 192 50% 0.0% - LHA 7 4 19 -5 Strike 1-7

A Shield Bunker similar to her 214 series, but without as much forward movement.

Blockstun 0 0 100% -100.0% - LHA 18 3 22 -7 -

H-Moon specific reversal bunker.

Circuit Spark
Circuit Spark
In Heat:
Auto during hitstun
A+B+C during blockstun
MBFMechCSpark.png
MBFMechCSparkAir.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

Grounded Specials

236X
MBHMech236A.png
MBHMech236B.png
MBHMech236C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 400*4 (1189) (857) 80% (O) 2.8%*4 (11.2%) - LHA 15 X 35 -6 -

Fireball series. Fires a rocket drill that automatically changes its trajectory downward or upward depending on whether the opponent is grounded or airborne.

B 1100 768 70% (O) 7.7% - LH 12 X 32 -4 Reflect 13-X

Fires an air unblockable rocket punch that reflect any projectiles it comes in contact with.

EX 1200 960 80% (O) -100.0% - LH 7+12 X 35 -7 -

Air unblockable spikeball. Gives an untechable knockdown and corner carry on hit.

623X
MBHMech623A.png
MBHMech623B.png
MBHMech623C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 400*2, 800 (1537) (1197) 100% 2.8%*2, 5.6% (11.2%) -EX- LH 7 3 (3) 3 (3) 3 18 -9 -

Longer-ranged variation of C-Moon's 623 series. 3 hits.

B 350*5, 800 (2315) (1917) 100% 2.45%*5, 5.6% (17.85%) -EX- LH 13 3 (3) x5, 3 18 -9 -

More useful, longer-reaching version. 6 hits.

EX 300*10, 800 (3124) (2478) 100% -100.0% - LH 1+12 3 (3) x10, 3 18 -3 -

Longest reach, last hit causes an untechable knockdown and least disadvantageous on block version. Converts from long-range 5B/2B hits. 11 hits.

214X
MBHMech214AB.png
MBHMech214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 200*7 (1266) (912) 100% 1.4%*7 (11.9%) (J) LHA 10 14 21 -11 -

Obligatory Gurren Lagann reference. This version is one of H-Mech's launcher options after 2C, as it reaches forward more than 5A6AA and 6C and is jump cancelable on hit. 7 hits.

B 200*7 (1266) (912) 100% 1.4%*7 (11.9%) EX, (J) LHA 24 14 15 1 -

Slower, safer on block, EX cancelable and reaches a bit farther.

EX 300*10 (2574) (1650) 100%*9, 70% (M) -100.0% - LH 1+12 26 28 -11 Full 1-13

Gigadrill. One of H-Mech's only invulnerable moves. 10 hits.

63214X
S.O.S
63214A/B/C
MBHMech63214A.png
MBHMech63214B.png
MBHMech63214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A - - - - - - - - 42 - -
(Assist) 1000 768 100% 7.0% - LH 30 X - - -
(Takeuchi) 1800 1440 100% 7.0% - LH 30 X - - -

Calls out another Mech-Hisui that rushes forward and can be stopped with an attack. If you're lucky, you can get a Takashi Takeushi cameo which is stronger, unstoppable and wallslams on hit.

B - - - - - - - - 38 - -
(Assist) 800 480 100% 0.0% - LHA 26 X - - -

Calls out a Mech-Hisui on a jetpack, covering the air.

EX - - - -100.0% - - - - 15+86 - -
(Assist Lasers) 600*5 384*5 65% (O) 0.0% - HA
(Whiffs vs Crouch.)
15+112 2 (22) 2 (21) 2 (23) 2 (22) 2 - - -
(Assist Missiles) 500*3 336*3 65% (O) 0.0% - LHA 15+117 X (36) X (37) X - - -

Calls out a Last Arc style plane Mech-Hisui that starts from behind her then goes diagonally upwards as it fires lasers and missiles.

236236C
MBHMech236236C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1700 1248 100% -100.0% - LHA 4+6 X 36 -8 -

For her next trick, Mech-Hisui will shoot Kinoko Nasu himself. Untechable knockdown and corner carry on hit.


Aerial Specials

j.236X
MBHMechj236ABC.png
No laser sprites, framedisplay is bugged.
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 576 60% (O) 6.3% -EX-, -J- LHA 13 3 21 - -

Shoots a diagonally downward laser from Mech-Hisui's hairband. After a recovery period, you can double jump instead of going through the full vulnerable landing period.

B 1000*2 (1580) (910) 60% (O) 6.3%*2 (12.6%) -EX-, -J- LHA 21 3 (11) 3 13 - -

Shoots two beams and can be jump canceled earlier.

EX 1100*3 (2389) (1668) 70% (O) -100.0% -N-, -J- LHA 1+12 8 17 - -

EX laser. Launches on hit. Unlike other versions, the recovery can also be cancelled into an aerial normal or an airdash.

j.623X
MBHMechj623A.png
MBHMechj623B.png
MBHMechj623C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 400*2, 800 (1537) (1197) 100% 2.8%*2, 5.6% (11.2%) - LHA 7 3 (3) 3 (3) 3 - - -

Essentially the same as the ground version. 3 hits.

B 350*5, 800 (2315) (1917) 100% 2.45%*5, 5.6% (17.85%) - LHA 9 3 (3) x5, 3 11 - -

Similarly to j.As, this move only goes through a set recovery period before regaining all your options in the air back. 6 hits.

EX 250*10, 800 (2694) (1697) 100% -100.0% - LH 1+8 3 (3) x10, 3 11 - -

Same type of recovery as j.623B, and becomes air unblockable. 11 hits.


Arc Drive

MBFMechAD.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500*13 (4143) (2363) 90% (O) removes all - LHA 17+7 X 21 45 ~ 72 Full 1-29

A train of Mech-Hisuis comes out and covers the bottom of the screen. Has the most invulnerability out of all H-Mech moves, and greatly advantageous on block.



General
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