Melty Blood/MBAACC/Miyako Arima/Crescent 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
  • Combos:
    • Add damage, meter gain/given numbers and video links to the pre-existing combos.
  • Overview/General Gameplan:
    • If needed, expand the written sections.
  • Move Descriptions:
    • Double check move descriptions as they were taken from the MBAA page, expand them if needed.
  • Additional Ressources/Players to watch/ask
    • Add any external links to ressources such as video guides or articles.
    • 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
    • Write the Okizeme and Defense sections.
  • Combos:
    • If necessary, add a list of starter options.


Additional Resources

C-Miyako Match Video Database

Players to watch/ask

JP:

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NA:

  • Text goes here after asterisk
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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

Despite having stubby loli limbs, C-Miyako excels at pressure and has a very good set of air normals, excellent for racking up counter hits in the air. Your main goal when playing Miya is to land a hit, take the opponent to the corner, and keep them there until they're dead. Her jump is very fast, great for sticking out her very active j.B or j.C to stop the opponent's air approach. She also has one of the best anti air normals in the game: 2B.

Neutral

Abuse her very strong air normals. Try to be as unpredictable as possible. Abuse j.B crossup. Her ground dashes may not be the best, but they serve their purposes well. Dash up 2B/2C can be good for catching your opponent off guard. Dash 5C sometimes works for forcing your opponent out of the air. She also has a very good walkspeed.

Pressure

Miyako has many good tools for pressure, such as 6B and 5C which move her forward and her 22A/22B stomps that are good for frametraps. Mix up 5[C] with 5{C} (half charged) into a low to keep the opponent guessing.

Blockstrings

  • 5B 5C 5A
  • 5B 6B 22A
Basic. Try to mix it up and not rely on these too often. Mix up 22A with 22B if your opponent starts blocking high.
  • (whatever) 236A~6[A]
236A's 6[A] followup is plus on block and can be jump canceled into aerial tomfoolery.
  • 5B 5B 5B or 2A 5B 2A 5B
Full moon style staggering.

Fun stuff

  • j.C~j.C j.22C
Fuzzy guard setup. Do this as your opponent is waking up. Follow up with an air combo if it hits.
  • 5[C] 214[A/B] / 623B
Double overhead!

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.

Enders

Condition Notation Damage
vs V.Sion
Notes
Airborne opponent
  • j.BC > dj.BC > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Standard Melty Blood ender, techable knockdown.
Airborne opponent, 100% meter
  • j.BC > dj.BC > (j.623A) > j.22C
???
Meter Gained: - Meter Given (vs C-Moon): ???
Hard knockdown for 100 meter.

OTG Pick ups

Condition Notation Damage
vs V.Sion
Notes
OTG Normal starter (optional 100% meter)
  • 2AAAA > 5B > 5C > 623C > Ender
??? ???
OTG Normal starter
  • AAAA > 5B > 5C > 22B
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
The 22B will punish (launch) your opponent if they tech, with the right timing.

Normal Combos

Beginner Combos:

Basic beginner combos. These work anywhere. However, they deal very little damage.

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • (5A/2A >) 2C > 5B > 2B > Ender
??? ???
Normal starter, grounded opponent
  • (5A/2A >) 5B > 2B > 5C > 2C > 6C > Ender
??? ???
Other BnBs:
Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • (5A/2A >) 5B > 2B > 5C > 236A~6C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
:Does hard knockdown and allows you to get a sandoori mixup midscreen or safe heat activation.
Normal starter, grounded opponent
  • (5A/2A >) 5B > 2B > 2C > 5C > (delay) 236C, 66 214[A] > (delay) Ender
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Full screen corner carry combo.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • (5A/2A >) 5B > 2B > 5C > 2C > 214A, (walk back) 5B > 5C > Ender
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Good damage. Will drop on some characters if you don't walk back a little after 214A. You can also substitute the ender with Arc Drive for a sandoori mixup!
Normal starter, grounded opponent
  • (5A/2A >) 5B > (6B >) 2B > 5C > 236A~6A > 214C, 5B > 5C > Ender
    (5A/2A >) 5B > (6B >) 2B > 5C > 2C > 236A~6A > Ender
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Use these if you're too far from the corner to land the previous combo.
5[C] starter, grounded opponent
  • 5[C] > 5A > 5C > Ender
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Overhead confirm.


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
MBCMiyako5A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 186 72% (O) 3.0% -SE-, -N-, -SP-, -EX-, (J) LH 3 5 7 0 -

A quick, forward jab. It's fast, but otherwise not particularly notable. It's safe on block and good for whiff cancelling, as usual.

5B
MBCMiyako5B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600 343 90% (O) 7.0% N, SP, EX, (J) LH 5 4 11 0 -

A stepping forward elbow. This is fast and has a little more range than 5A. It's neutral on block, so use it to reset pressure without whiff cancelling. Start your bnb with this for maximum damage without a jump-in.

5C
5C
5[C]
MBCMiyako5C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5C 1000 686 80% (O) 10.0% N, SP, EX, (J) LH 9 6 18 -6 -

A strong shoulder thrust. It moves forward a good amount and does good guard damage, so it's pretty good in blockstrings. It also has a low prorate and the highest damage of all her normals (1000), so use it as much as possible in combos! Note that against an airborne opponent, it gains wallslam properties.

5[C] 1500 980 70% (O) 10.0% N, SP, EX, (J) H 29 10 18 -10 -

Looks the same as 5C. It moves forward a bit more(?), does even more damage (1500), and hits overhead. It will wallslam the opponent, so it's difficult to follow up when used midscreen. In the corner it can lead up to nice damage(4k+) though.


Crouching Normals

2A
MBCMiyako2A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 176 70% (O) 2.0% -SE-, -N-, -SP-, -EX-, (J) L 3 4 10 -2 -

A crouching, downward angled jab. It's fast and hits low, but has slightly less range than 5A. A good poke, and safe on block.

2B
MBCMiyako2B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 490 75% (O) 8.0% N, SP, EX, (J) LH 7 5 19 -9 Clash 7-12

A rising uppercut. This is normal is a mixed bag. It doesn't have much horizontal range, it doesn't hit low, and it has a kind of weird hitbox; however, it's great for anti-air. Your character hitbox is very low and your attack hitbox is rather high during the attack, so you can poke out of a lot of jump-ins with it. Clash hitbox active from frame 7-12.

2C
MBCMiyako2C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 588 60% (O) 10.0% N, SP, EX, (J) L 5 3 18 -3 -

A sweeping kick. This is one of C Miyako's best pokes. It comes out fast(6f!), hits low, and is her longest range normal. It will cause knockdown on hit, which is good for okizeme or restarting pressure, and can be comboed from for low-to-moderate damage.


Aerial Normals

j.A
MBCMiyakojA.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 117 75% (O) 3.0% SE, N, SP, EX, J LHA 4 4 10 - -

A downward angled jab. It's basically the same as 2a, but in the air. It's very fast, so it's great for air-to-air counter hitting.

j.B
j.B
MBCMiyakojB.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700 372 90% (O) 7.0% N, SP, EX, J HA 6 7 - - -

A palm strike to both sides. This is one of Miyako's best air normals. It comes out moderately fast, has pretty good range, and also hits a good distance behind her. Use this for awesome crossup shenanigans, because hitting someone with the crossup side of the attack actually pushes them into you! Be careful though, it starts to become shield bait if you get too predictable with it.

j.C
MBCMiyakojC.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
900 490 90% (M) 10.0% N, SP, EX, J HA 7 8 - - -

A downward double palm thrust. This has a deceptively massive attack hitbox and is amazing for jump-ins. Use it early in jump-ins to stuff all kinds of stuff, and just reverse beat into j.B on hit to confirm into ground combo for maximum damage bnb.


Command Normals

6B
MBCMiyako6B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
550 343 75% (M) 5.5% N, SP, EX, (J) LH 12 4 19 -8 Clash 13-16

A far stepping elbow. This is basically 5B, but with longer range, more startup, and longer recovery. It also has a horrible 75% multiplicative proration, so don't use it in combos. Its only use is just to stay in close during blockstrings.

6C
MBCMiyako6C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 588 70% (M) 10.0% (SP), (EX), (J) LH 9 4 17 -3 -

An exaggerated uppercut. This move is just plain ass. It launches, but it has horrible multiplicative proration. It's not good for any practical purpose.


Universal Mechanics

Ground Throw
MBCMiyakoThrow.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500 0 37% 0.0% - U 2 1 20 - -

Weak throw that doesn't knock the opponent down, but can be comboed into her farther-ranged normals.

Air Throw
Air Throw
j.6/4A+D
MBCMiyakoThrowAir.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1600 (Raw)/1300 474 30% 0.0% (Any if Raw) U 1 1 12 - -

Sparkly air throw that sends the opponent in the air behind you, resulting in a side switch.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCMiyako214D.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Bunker 500 196 50% 0.0%
(-50.0% in blockstun)
- LHA 25 4 19 -5 Clash 1-10
(Clash) 500 196 50% 0.0%/-50.0% - LHA 7 4 19 -5 Strike 1-6

Similar to 6C, now as a shield bunker.

Heat
Heat
A+B+C
MBCMiyakoHeat.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
100 0 100% -100.0% (min) - U 16 2 25 - Full 1-18
Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
MBCMiyakoCSpark.png
MBCMiyakoCSparkAir.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
Center Elbow Strike
236A/B/C
(236A/B~6A/[A]/B/C)
MBCMiyako236A.png
A
MBCMiyako236B.png
B
MBCMiyako236AB6A.png
~6A
MBCMiyako236AB6B.png
~6B
MBCMiyako236AB6C.png
~6C
MBCMiyako236C.png
EX
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 700 294 100% 8.0% -CH-, -EX- LHA 10 4 23 -2 Full 5-6

A dashing elbow. It comes out quick and is useful in both combos and blockstrings. Because of the three possible followup commands, it can lead to damage on hit or a safe blockstring reset on block. Use this often.

B 1200 686 80% (O) 9.0% -CH-, -EX- LHA 24 4 37 -3 Full 12-14

A crossup dashing elbow. It's basically 236A with longer startup and free crossup. Since you can cancel into the followup commands, it's good in pressure. Don't be afraid to throw it out here and there, just be careful of people mashing out.

~6A 600 196 100% 5.0% EX LH 13 4 20 -3 -
~6[A] 600 196 100% 5.0% EX, J LH 29 4 20 -6 -

A shoulder thrust, similar to 5C. It's only real purpose is in combos. It is ex cancellable and will wallslam on hit vs airborne opponent. Air unblockable.

The held version's only real difference is being jump cancellable on block giving better advantage.

~6B - - - - - - - - 25 - Strike

A cartwheel, similar to her evade. It has evasion properties, so it is invincible to non-throws and will crossup the opponent. It has some recovery though, so use it very sparingly.

~6C 900 588 60% (O) 10.0% - L 7 7 14 -3 -

A low slide kick, similar to F-Moon's 2B. It hits low, is safe on block, and gives a knockdown on hit. It's really good. Air unblockable.

EX 1800 980 60% (M) -100.0% - LH 2+13 3 19 -4 -

A crossup dashing elbow. No longer invincible.

623X
Double Kick
623A/B/C
MBCMiyako623A.png
MBCMiyako623B.png
MBCMiyako623C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 600, 800 (1366) (892) 100% 5.0%, 8.0% (13.0%) EX (2nd Hit) LH, LHA 5 2 (12) 2 30 -28 Full 1-5, Low 6-7

A jumping crescent kick. It comes out quick and the first kick is air unblockable. Has startup invincibility but if blocked on the ground, the second attack will whiff and leave you at a huge frame disadvantage.

B 500*2, 1000 (1395) (880) 100%, 50% (O), 60% (O) 5.0%*2, 10.0% (20.0%) (J) (3rd Hit) HA, LH, LHA 26 4 (2) 4 (8) 2 18 -2 -

A slower jumping crescent kick. It moves forward during it's sizable startup, it hits overhead, and is safe on block. Use this shit in your blockstrings. On hit, it's jump cancellable for a free air combo. The second kick is air unblockable.

EX 600*2, 1000 (2005) (1417) 100%, 50% (O, 3rd Hit) -100.0% J (3rd Hit) LH (2), LHA 1+2 4 (2) 3 (9) 2 31 -15 (vs Stand.)
-27 (vs Crouch.)
Full 1-9, High 10-12

A big jumping crescent kick. It has startup invincibility and the first kick is air unblockable, so it's a good midscreen reversal(236c is better in the corner). You can jump cancel the last hit on hit or block, so it's safe as long as the enemy doesn't block it crouching (last hit will whiff vs crouchers).

214X
Arrow Fist
214A/[A]/B/[B]/C
MBCMiyako214A.png
MBCMiyako214B.png
MBCMiyako214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 800 539 70% (O) 10.0% -EX- LHA 14 4 16 -5 -
[A] 800 539 70% (O) 10.0% - H 27 4 16 - -

A strong lunging punch. It comes out pretty fast and launches on hit, but it's unsafe and doesn't have much practical use outside of C's corner BnB.

[A]: Same as 214A, but further moving. This is actually pretty good. It not only moves forward more and hits overhead, but it also does heavy guard damage(500) and is semi-safe on block. It will wallslam on hit though, so its hard to combo from midscreen. Air unblockable.

B 800 539 70% (O) 10.0% -EX- LHA 22 4 16 -2 Low 8-21
[B] 800 539 70% (O) 10.0% - H 33 4 16 -2 Low 17-32

A strong leaping punch. It has longer startup, but can jump over some low hits and is semi-safe on block. Still not too practical overall. This will jump over certain low attacks as well.

[B]: Same as 214B, but further moving. This hits overhead, has the same frame advantage, and launches on hit. It's the only overhead that doesn't wallslam on hit, so it can be useful if the opponent doesn't expect it. This also moves really far, so sometimes you can catch people off guard when they think they're at a safe range. This can also be used in certain situational combos for extra damage without adding to the slam/bounce counter. This will jump over certain low attacks as well.

EX 1800 1470 70% (M) -100.0% - LHA 7+8 3 18 -3 Full 1-13

A devastating lunging punch. It wallslams and does good damage, but has heavy multiplicative proration. Its main use is for comboing off of a 236B hit in pressure strings. If you see a circuit spark coming during a ground chain, you can cancel into this to punish it.

22X
MBCMiyako22A.png
MBCMiyako22B.png
MBCMiyako22C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 800 294 65% (O) 8.0% - LH 15 3 20 -3 (vs Stand.)
3 (vs Crouch.)
Full 1, Clash 2-7

A quick stomp. It comes out quick and gives advantage on block(moreso vs crouching block), so throw it out in pressure strings for a quick and easy reset. It gives a knockdown on hit. Air unblockable (not that it matters).

B 700 245 70% 7.0% - L 26 9 12 -1 Clash 3-12

An exaggerated stomp. It has much more startup, but hits low and launches the opponent on hit for free combo. It also is very safe on block, so it's good in pressure as long as the opponent doesn't expect it. Air unblockable (not that it matters).

EX 1800 980 80% -100.0% - LH 1+23 X 25 -6 ~ 0 Full 1-24

An exaggerated stomp. It has full startup invincibility, hits nearly the entire screen, and launches on hit. It's a shame that the 20+ frames of startup almost guarantee that it'll never hit anything. Don't use this.

Aerial Specials

j.623X
MBCMiyakoj623AB.png
A/B
MBCMiyakoj623C.png
C
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 500, 700 (1096) (711) 100% 5.0%, 7.0% (12.0%) EX LHA 3 2 (5) 2 9 -22 (1st Hit TK) -

An aerial crescent kick. Ex cancellable. Its only use is to end air combos with j.623A > j.623C for extra damage at the cost of meter.

B 500, 1000 (1351) (878) 100% 5.0%, 10.0% (15.0%) - LHA 3 3 (11) 10 10 -19 (TK 1st)
1 (TK 2nd)
-

Don't use this.

EX 1000, 1500 (2278) (1604) 100%, 70% (O) -100.0% - LHA 1+2 3 (6) 2 6 -32 (1st Hit TK) Full 1-3

Wallslams on hit.

j.22X
MBCMiyakoj22AB.png
MBCMiyakoj22C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A/B 800 294 50% 8.0% - LH 31 7 13 0 -

A falling stomp. Its safe on block, but otherwise it isn't particularly notable. It will give knockdown on hit. On counterhit, you can relaunch your opponent with 2C 5B 2B. Air unblockable (not that it matters).

EX (Air) 1200 (1056) 603 100% -100.0% - A
(Whiffs vs Ground)
1+5 X - - -
EX (Ground) 700 245 50% - - L 1+7 6 18 2 -

This is one of C Moon's best moves, hands down. Unlike the A/B air stomps, this has a hitbox in the air that will groundslam (techable) the opponent. The stomp itself is low and launches on hit for a free 3k combo (similar to 22b on the ground). It also is VERY safe on block, and can be used to crossup opponents (especially on their wakeup). Crossup low meaty that looks high? I'd buy that for a dollar! Also air unblockable (not that it matters).


Arc Drive

Ultimate Final Technique
41236C in Max/Heat
MBCMiyakoAD.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
3800 2614 100% removes all - LH 4+16 10 66 -43 Full 1-20

A strong stomp that explodes in a huge blue burst. It's air unblockable and does around 1000 guard damage, but due to the increased startup it's really not practical to use. Use your meter on 623C or 236C reversals and life gain instead. Air unblockable.


Another Arc Drive

MBCMiyakoAAD.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1800*5 (4599) (3705) 50% removes all - LH 4+10 10 66 -35 Full 1-14

Similar to the AD, with an even more massive burst. It's air unblockable, does lots of damage, and lots of guard damage. It's startup is even decreased from the normal AD! Too bad it's still too much to make it useful... Use your meter on 623C or 236C reversals and life gain instead.


Last Arc

Forbidden Technique Final Thunder - Smashing Fist
Grounded EX Shield during Blood Heat
MBCMiyakoLA.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
7000 (base) - 50% + 50% * remaining BH time removes all - U 4+0 3 32 - Full 1-7

A beefy lunging punch, similar to 214B. This will either do lots of damage and light the opponent on fire(just a visual perk), or do little damage and confuse the opponent for an extended time. Which version you get is random. It's not really that great, to be honest.



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