Melty Blood/MBAACC/Miyako Arima/Full Moon

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Character Page Progress

This page is mostly complete, consider joining as an editor to help finish it up. Please update this character's roadmap page when one of the editing goals have been reached. When no main goals are left, please remove this section from this page.

In Progress To-do
  • Combos:
    • Add damage, meter gain/given numbers and video links to the pre-existing combos.
  • Overview/General Gameplan:
    • Main: Add a short summary of this character with a list of strengths and weaknesses


Additional Resources

F-Miyako Match Video Database

Video links:
F-Miyako BnB Tutorial Combo Video by GPop
Essential Combos

F-Miyako's Miscellaneous Setups and Tech Tutorial by GPop
Amazing WHICH WAY mixup


Players to watch/ask

JP:

NA:


Overview

Strengths Weaknesses
Strengths
  • Text goes here after asterisk
  • Text goes here after asterisk
Weaknesses
  • Place text here be sure to use "*" for each point*


General Gameplan

Neutral

When people first take a look at this character, they typically assume that her tiny stature is compensated for with false conclusions. Ones such as "that makes her harder to hit", "she makes up for it with speed", and so on. Miyako is unfortunately close to the lesser echelons when it comes to winning neutral. Her small size makes for small hitboxes. This is an issue when considering that most characters are about twice her size, giving them literal-space to commit much less against her in neutral than many other matchups. This is especially evident against certain top tier characters. Ones such as Nero or Archetype:Earth, or even zoners like Mech Hisui or Aoko. Winning neutral against these characters is a struggle for her.

But there is a reason why I say "close to", and not "is outright bad" regarding this subject. While her worst aspects may be exacerbated on display against certain character types, she absolutely has the means to play neutral regardless. In fact even better than a fair number of characters who are overall, more consistently designed to win matchups. She can contend with most of the cast on an even playing field, if not better. Even against her worst nightmares, she still has chances at success.

This is particularly due to two things:

1) Her movement

2) The properties of her aerial normals, beyond spacing issues

These two aspects actively complement one another, and ultimately make it so that Miyako should never be counted out, no matter who you play.

Offense

F-Miyako's pressure is the easiest part about her to learn, as it is also easily being the most rewarding. Despite people's complaints about Miyako as a character struggling overall, there is no doubt her offensive capabilities altogether belong to that of a solid, high, B-tier character.

While her range may be lacking, her character design (just barely) manages to save her from this prevalent issue by virtue of a few particular aspects. One, this is a Full Moon Miyako. This makes her A and B normals plus on block, allowing for relatively safe resets and redashes. What's even nicer about her normals is that they all delay pressure with extreme ease. This fluidity makes her frightening to call out when she's in close-range, as risk, reward, and commitment are generally never in the enemy's favor due to her ridiculous damage numbers. All these factors combined, it is great in that this makes it incredibly easy to convert accidental hits into actual combos. So if you were to do 2AAA > 5B > 2B, if the enemy were to get hit during the 5B portion, if the 2B is delayed but timed well enough, it becomes reactable as both a combo and as a blockstring. Furthermore, if desired, she can also reset with 22A, which is also slightly plus on block. If you want an idea of how plus, try it up close against the opponent and try to get your 5B to beat their 2A mash. It will work on everyone. Do be wary of the range at which you use this normal however, as it is not so plus that the enemy is forced to stay put when pushed out far enough, as their options tend to change at that spacing.

Her normals by virtue of being plus can also technically not just reset into specials, but also into each other. For example, her 5B and 2B are both plus on block. Provided you are at the right distance, you can reset by going back to her A normals. Her 5A and 2A will catch any mashing opponent if her B nomrals are blocked.

Speaking of normals, her 5C is also underrated for pressure. Though it is extremely minus on block, the pushback on the 5C actually makes it completely safe against every possible attack in the game on block. Combined with the fact the window of its cancellable frames on both hit and block is extremely wide, you have yet another potent tool for resets and frametraps.

623B-B is also underrated (though should be used cautiously). The second hit can be delayed, and it is plus on block. So plus that 2B can be pressed right after and it'll beat every mashout 2A in the game clean. NOTE that F-Miyako's 2B is 5f startup, and her 5B is 7f startup. This makes a significant difference. On the other hand, because it's such a potent frametrap, this, again, makes her redashes a threat once the opponent starts respecting.

22C is also an amazingly underrated pressure tool. It has as much frame advantage as 22A, is able to be mixed up with empty-jump-forward (into grab or whatever else, when the opponent's not expecting it), and if blocked incorrectly, leads into full combo. Also puts you back forward completely into Miyako's absolute most optimal range.

That said, her pressure in short, and the mixup has to be somewhere. If the enemy is respecting your pressure enough to get pushed out, and if redashes aren't causing them to commit to anything faulty, throw. Remember that Miyako's throws are comboable, something very rare among characters in this game. Her combos also lead into an average of 3-4K damage. Ultimately, even if they are less damage than her normal non-scaled combos, these are still extremely high numbers the opponent is facing. Do not be afraid to rely on throws when the opponent is blocking too much. If anything, your enemy should be the one in fear if they cannot meet against these properly.

Once your opponent starts expecting tick throws, and begins teching them, Miyako very fortunately has the absolute best possible tools to deal with throw-tech callout situations. If you suspect your opponent is throw teching regularly (4/6+E) you can call this out by just (redashing and) 2A mashing. If the opponent is throw teching regularly, that means they'll have to stand up to do it. And if they are standing up when they think you will throw, your 2A mashing will be firing at a rate so quick, their timing can't possibly compensate for it. They will get caught low if they guess wrong.

But suppose the above isn't a problem for them, because they're throw teching with the OS instead (1A+D). This means they can keep blocking low and not have to commit to standing up while freely inputting an OS during blockstun. However, if they are not under blockstun, they let out a low-shield that only lasts for an instant. Though the obvious answer here would be to simply (redash and) delay 5B, there is another solution. What you can do in order to beat both throw-tech options is dash, jump forward, immediately IAD backwards, and do j.C. This will catch them in a counter-hit state both ways, and leading to an absolutely devastating combo. Because F-Miyako's IAD backwards is so short, and has to go against her current momentum, this puts her perfectly in place for a low j.C which can either confirm on callout or lead to more pressure if blocked. If you're in the corner, you can also dash and IAD forward to call out both options. Difference with IAD forward being that you can cancel into j.C quicker and you stay closer if blocked to pressure.

So in summary, F-Miyako pressure is extremely linear, and does not have many ways to defy conventional Melty Blood design logic. Not blocking? Hit buttons. Blocking? Throw. Throw teching? Miyako can call it out better than most. Made a faulty move? Do your best to reset. Miyako's tools are straightforward, and powerful, in boasting a myriad of tools that allow her to always be plus. But the pressure phase is almost always going to be pathetically short compared to the rest of the cast. This makes her equally easy to read given her linear gameplan. So just outread your opponent and you'll be scoring big numbers in no time with little issue.

TL;DR:

  • A and B normals are plus, making for good frametraps even within themselves
  • 5C looks unsafe, and by frame data would be, but in reality is completely safe 100% of the time on block thanks to pushback
  • Her A and B normals and 5C have amazing reset and cancel ability thanks to the fact they have long cancel windows. Use this to your discretion based on how the opponent is or isn't respecting you
  • 22A to reset pressure. Plus enough to even have B normals beat out opponent mashing any normal clean
  • 22C is as plus as 22A, and puts her back into optimal range, not to mention can be mixed up with empty-jump forward. However do be wary of its long startup if the enemy is prepared for it
  • The above combined with Miyako's big damage numbers make for fantastic fear-installment in the enemy, which gets them respecting, which makes way for Miyako's powerful tick throw game. Which also nets her crazy damage, making for a scarily complete character on offense
  • If the opponent is throw teching, 2A mash if they are doing it regularly (4/6+E). Dash, forward jump, and IAD backwards into j.C if they are doing throw-tech OS
  • Once they are respecting and don't throw tech, the cycle begins all over again

Defense

You will eventually be forced to block. And quite frankly, defense as Miyako is far more difficult than average.

In Melty Blood, offense can be continuous, and seemingly indefinite. However, we all know that it is not truly forever. The one on offense will eventually get pushed out, before being forced to settle for a reset. The way this design philosophy is tilted against Miyako however, is precisely because of one issue in her design: Range.

Her grounded A and B normals have slightly faster than average startup. But for that speed, they aren't exactly going anywhere. This makes her 5B completely impractical as an abare. Her A normals only good as one on a hard read, at the correct distance. But credit should be given. 2B is 5f startup, which is well worth its range. Not to mention it can proximity-OS. What this means is that if you press a button at a certain time after 2B, if you whiff, it'll do nothing. If it is blocked or hit, you will go into those following moves. So let's say you did 2B > 5C for example. If the 2B as a defensive mashout whiffs, nothing happens. If blocked or hit, the 5C will come out immediately by cancelling the 2B, and thus you can react to the situation with a potential conversion. However, mashing out is still dangerous because of how universally easy it is to blow up the strategy in this game. Not to mention, Miyako's stubby range despite her quick moves, is still an issue for defense. This makes it easier for those with longer limbs/pressure tools (read: Everyone named not-Miyako and not-Necos), to keep her at a particular spacing where her 2A can't feasibly reach. The aforementioned balancing drawback to offense, where you must eventually be pushed out before reset, suddenly changes when the attackers can commit to their spacing that much less against Miyako in particular. So if you are going to mash, please, be certain and be careful.

But the lot of you might be wondering how this is an issue when abare is among the riskiest defensive options anyway. This is only part of the problem, as it's not just a lack of range, but also a lack of tools which can stably put her in a good situation.

Given the nature of her Full Moon Style, she has two real options based on that: Shields and EX Guards. The lack of her range exacerbates Shield as an option, however. The best times to use Shield are when the enemy puts themselves in certain, predictable situations. During defense, the best example of this is Airdashing. Airdashing as an offensive reset is used to safely get around a potential abare, most of which are lower-hitting normals. However, if the range isn't a threat, then there is seldom any real need to do so. Thus giving the enemy not enough of a reason to airdash as frequently as they would normally. This in theory turns Shield into a tough, and barely usable option for Miyako. As for EX Guards, they speak for themselves. If you can afford them, and if it'll be better to do so, go for it. If not, then don't. This doesn't change no matter who you use.

But what about 623C? Sorry to say, but this is also not a good option, only made good by hard-read or lucky guesses; the latter of which you shouldn't be relying on regularly. This is not only because it's metered, but also insanely telegraphed with the superflash. On top of that, every character (yes even Nero) can crouch block the first kick, causing the second to whiff. Failing to have the second half of 623C blocked means you can't jump cancel to make it safe, leaving you wide open for a punish opportunity. Not at all a favorable use of meter, even for one who generates it rapidly as F-Miyako.

So what do you do? Cry, give up, and go home the second you're forced to block? Well, no. While the reality for a defensive Miyako is grim, that doesn't mean the ability to find better scenarios is totally robbed of you. You still have two particular things. First, the main, universal defensive maneuver of jumping. And second, the mindgames around throw mixup.

Regardless of how little the enemy has to commit during pressure, pushblock is still going to play its part. When the enemy is out far enough, it might be easy for them to reset. But it might not always be so easy for them to get the most optimal situations based on spacing. In most cases, you should be able to wait out pressure one way or another. And once you find the optimal timing to jump, remember what was written in the Neutral section for this guide: Miyako's air normals have extremely long active frames and deceptively good hitboxes. That change in position, difficult to earn as it may be, can be one of Miyako's simplest yet most hopeful points for turnaround.

The enemy will want to do damage to you as well. If your defense is good, then they'll have to resort to something to force you open eventually. It might be easy to hypothesize most situations as "oh but the opponent can just bully me forever because of Miyako's horrid range!" While this may be true in theory, you must remember that Miyako scores far higher damage than normal. On average, two combos from most other characters equals one regular F-Miyako combo. If your opponent ends their pressure without committing to anything, at best they might've scored negligible chip damage as different in health. We all know that in Melty Blood, or heck, fighting games in general, that tiny amount doesn't mean a lot; even if the timer were to be as low as 20 seconds. Life lead or not, it's not a stable enough quantity to put the enemy in that much more of a position to play from a dominant perspective. One interaction can still forcefully push the momentum towards either player. Meaning that in due time, the opponent, if they are thinking on this level, will want to resort to a throw.

Keeping in mind Miyako's damage numbers, your reward for mashing out will almost always be greater than your risk. BUT KEEP IN MIND that risk IS DIFFERENT from commitment. The reward you get is fantastic, and the risk is almost never able to match, but the probability of things going one way or another, is determined by commitment. Remember that mashing, no matter who you play, is dangerous in Melty Blood because of all the ways that exist to stuff it. A smidge bit of delay pressure is all that's needed to consistently blow up mash attempts. That said, if you are going to mash, mash intelligently. This is built by nothing other than good reading ability. Note: READING. Not trying-really-hard-to-guess. On the other hand, if you fail a throw callout, or throw tech (also a valid option as it creates just enough space and a situation in which to try and get your "turn" back), do not fret. Remember that conditioning in fighting games can go both ways. You can view this as your opponent conditioning you, but at the same time, you are objectively conditoning your opponent, whether they know it or not. This perspective should make it clearer on how to act in the face of future interactions.

On a final note regarding the throw-mixup, do keep in mind that a throw tech, the throw tech OS, and mashout attempts, can all be beaten by an instant-airdash in the corner. Leaving yourself open, possibly to counter-hit state, is also incredibly dangerous in relation to risk, reward, and commitment values. But if you see that coming, then airdashes, no matter who you play, are still pretty committed by nature. And remember what was said about Miyako's damage. Her 5A is an unorthodox anti-air, but if you place it right, it can also be used deceptively. You also have Shield, which is pretty strong in Full Moon. In a situation where the enemy is tense, this could be the moment where Shield goes from a not-so-great option to an actually usable one. And so we come full circle from her worse options being her better options when considering the fuller scope of the match.

In a rudimentary way of summarizing, all comes down to reads and good defensive fundamentals with Miyako. She has to struggle far more than average to even so much as get a turn back. But once she does, remember that the damage she earns off of one good read could possibly be more than enough to turn the tide of battle on its head.

TL;DR:

  • 2A is only good close range. Make sure to convert proper by not pushing them out too far with rapid-fire 2A's so that the followup gatling doesn't hit
  • 2B being 5f startup is good and can proximity-OS
  • Shield where it makes sense to, Shield Counter when it works
  • Condition your opponent by blocking. Force them to commit to unfavorable resets where their intentions become obvious due to limiting options
  • Jump at the right times

Dealing with F-Miyako

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.

For this section, the final parts to each notation listed will almost always end with j.421C. This guide will be working under the assumption that you have enough meter to end with the EX Elbow Drop for two reasons. One, F-Miyako generates meter at a ridiculous rate per BnB. Two, using this super grants her a hard knockdown ender with ample time to set up her next attack. Although if for some reason, you find yourself shy of the meter required for an ender, you can then instead opt for an Air Throw instead of (623A >) j.421C. On the other hand, if you find yourself on the cusp of whittling away the final remains of your opponent's health, opt for j.623C as your ender instead of j.421C. This combo list will also be working on the assumption every j.421C ender can be replaced with j.623C.

For the sake of convenience, the "Normal Combos" subsection will be for all combos that don't need you to start with facing towards the corner. One of F-Miyako's biggest strengths as a character is largely-above-average corner carrying capacity. This is because of the specific moves she uses in her combos which allows her to travel great distances. Not to mention, again, she nets an absurd amount of meter per BnB, and needs it for hard knockdown enders. So instead of convoluting everything into "Midscreen", "Universal", "Corner Only", "Metered", etc., we will only have "Normal Combos", "Corner Combos", and "Initiative Heat Combos".

The majority of the notations in "Normal Combos" will have strong corner carrying capacity, and will require you to be there by the end of it, if not halfway through it. Whether you can use the combo or not based on your position, can be tested in training mode, or read in their respective descriptions.

Finally, do note that for every combo which notates 2C > 6C > 236A near the corner, you can replace that bit with:

  • 5B > 236A, if the 2C > 6C version is proving to be sloppy, OR if you're fighting Kouma/Warachia. 2C pickup doesn't work on those two characters, so please keep this alternative route in mind!
  • 2C > 623A~A > land > 236A, for optimized damage and meter gain. Keep in mind this is harder to do

Everything dictated on this section will be taken from this video by GPop: https://www.youtube.com/watch?v=u1oRIhJ64oc

However, not everything from this video will be listed below. If it's far, far too impractical, and/or serves no other purpose compared to another combo meant to achieve the same purpose, it was omitted. However, the video is still there with all the information and content it has to offer, for convenience's sake.

This entire setup tutorial video, also made by GPop, shall also be referenced: https://www.youtube.com/watch?v=NaNLvyLPIvU

Whether you wish to watch the videos and practice those first, or go through the combo list, is up to you. Do remember that the videos are here in order to serve visual reference in case you're not getting something, so maximize the learning materials you've been provided.


OTG Pick ups

Condition Notation Damage
vs V.Sion
Notes
Raw Airthrow starter, 100% meter
  • Raw AT, 2B > 5C > 236A > j.ABC > dj.ABC > j.623A > j.421C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Basic airthrow starting combo

Can be done anywhere on screen. Usually done midscreen.

Omit j.623A if height is too high for j.421C to land all three hits by any chance.
Raw Airthrow starter, near corner, 100% meter
  • Raw AT, 5B > 236B > j.421B > AT(w), land 2C > 6C > 236A > j.ABC > dj.ABC > j.623A > j.421C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Follow up an air throw with this when you are pushing close enough towards the corner for this to be possible
Corner:
Condition Notation Damage
vs V.Sion
Notes
Raw Airthrow starter
  • Raw AT, 6C > 236B > j.421B > AT(w), land 2C > 6C > 236A > j.ABC > dj.ABC > j.623A > j.421C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Corner version of the airthrow combo. Does more damage than the midscreen, and gives more meter.
Hard knockdown
  • Hard Knockdown, 2AAAA(A) > 6C > 236A > j.ABC > dj.ABC > j.623A > j.421C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Meterless OTG combo.
Does nearly 3K damage on average, so still great for driving in fear of knockdown. Especially since this version helps to save 100 meter.
Hard knockdown, 200% meter
  • Hard Knockdown, 2AAA > 5B > 5C > 623C > j.421C > AT(w), land 2C > 6C > 236A > j.ABC > dj.ABC > j.623A > j.421C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Metered version of the above. Does an average of 3.5K damage.
Use these unusually high numbers (for the situation) to drive fear into your enemy for getting knocked down, most likely by 22A.
Hard knockdown
Works On: Aoko, All Kohakus, Nanaya
  • Hard Knockdown, 2AAAA(A) > 6C > 236B > j.421A > jump > double jump > (drift >) backwards airdash into the corner > j.C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Meterless OTG ambiguous 50/50 corner which-way
For more information, and some visual reference, refer to the following video from 3:36 to 3:49


Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, 100% meter
  • (2A >) 5B > 2B > 2C > 6C > 236A > j.ABC > dj.ABC > j.623A > j.421C
4332
Meter Gained: 85.5 - 100.0 Meter Given (vs C-Moon): 31.8 (Video)
Beginner F-Miyako Combo. Can be done anywhere.
Normal starter, standing opponent, 100% meter
  • (2A >) 5B > 2B > 5C > 6C > 623B~B, land > 236B > j.421B ~ AT(w), land 2C > 6C > 236A > j.ABC > dj.ABC > j.623A > j.421C
5200
Meter Gained: 126.0 - 100.0 Meter Given (vs C-Moon): 45.3 (Video)
Can be applied universally.

The second of your two most important combo conversion routes as Miyako. With this and the above combo, you learn what's basically going to be a vast majority of the conversion routes Miyako will be using for the rest of her starters. Does less damage than the combo below, however is the general BnB for crouching opponents.
Does full corner carry, and can be done from anywhere 95% of the screen.
Note that if you're doing this combo in the corner, the opponent might switch sides due to the slightly odd collision box physics. In these cases, after the j.421B, and before the 2C, you want to walk away from the corner for a split second, so they land inside it.

If you're having trouble getting the 623B~B part down consistently, wait until you see Miyako descending just a little before pressing the second B. This should make your timings 100% consistent if you can understand it.
Normal starter, standing opponent, 100% meter
  • (2A >) 5B > 2B > 5C > 6C > 236B > j.421B ~ AT(w), land (66 >) 2C > 6C > 236A > j.ABC > dj.ABC > j.623A > j.421C
5782
Meter Gained: 117.9 - 100.0 Meter Given (vs C-Moon): 42.6 (Video)
Can only be done on standing opponents.

This is the first of the two conversion routes you'll be seeing use for extremely often with Miyako. If there's a combo to learn, this would absolutely be one of them.
The dash is optional if you're close enough and need to close space. In most cases you shouldn't have to.
Can be done from most anywhere on the screen, thanks to the horizontal coverage of 236B. But do keep in mind that by the time you hit j.6E(whiff), the opponent should be smack dab in the corner.
If you find yourself having trouble with the timing, cancel 236B into j.421B as quickly as you can.

Then delay the j.6E(whiff) right before you hit the ground. Full Moon characters don't have landing lag from basic aerial actions, so this whiff is to guarantee you recover quickly enough from j.421B to follow up with the rest. The remainder of the combo should be straightforward.
Normal starter, grounded opponent, 100% meter
  • (2A >) 5B > 2B > 5C > 6C > 623B~B, land 236A > j.ABC > dj.ABC > dj.623A > j.421C
4539
Meter Gained: 88.2 - 100.0 Meter Given (vs C-Moon): 32.7 (Video)
Actual fullscreen corner carry, if you are too far sunk into the corner and cannot properply exhaust 200 meter by the end for the alternate fullscreen-corner-carry combo.
Normal starter, grounded opponent, 100% meter
Works On: Tohno, Nanaya, Sion, Riesbyfe, V.Sion, Mech, Hisui, Kohaku
  • (2A >) 5B > 2B > 5C > 6C > 236B > j.421B > AT(w), land 2C > 236A > j.66 j.AB, land 236A > j.AB > dj.ABC > j.623A > j.421C
5842
Meter Gained: 118.8 - 100 Meter Given (vs C-Moon): 42.9
Only works on characters where 2C > 236A connects. Optimized version of the above combo.
Normal(?) starter, grounded opponent, player facing outside corner
Works On: Everyone except Riesbyfe
  • (Filler >) 22A, 6[C] > 421A > j7, land, slight delay sj9 (> j.A/C)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
MUST be done facing outside the corner, while extremely close to it. This setup requires about 4/5 of the full screen space to actually utilize

Usually confirmed from a 5B > 5C, and is the most convenient to confirm after a raw throw from the ground
Sets up an ambiguous, unreactable left/right mixup. If you do the superjump forward as-is, she'll land on the other side. If you do a j.A whiff last second, she'll land on the same side.
On top of all that, it can also be used as a safejump (with j.C)
CANNOT be done on Riesbyfe, as 6[C] will not OTG her
Should seriously not be used against Archetype: Earth. Her collision box is too big for Miyako to be able to cross her up

For more information, and visual reference, please refer to the following video from 3:50 to 5:19
Throw starter
  • Throw > 5B 5C > 6C > Etc.
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Combo from a raw throw. Note that the enemy will always be standing when you throw them on the ground
The "Etc." portion of this combo means you can convert into whichever route you please. Most typically, you'll choose among three options. Those three being going for the optimal 236B followup, the 623B~B corner carry, or the 623C corner mixup (see Corner Combos subsection below for more information)
22B/C starter, grounded opponent, 100/200% meter
  • 22B/C, 5B > 236A > j.ABC > dj.ABC > j.623A > j.421C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Universal, basic midscreen confirm from 22B/C.

You'll hardly be using that special midscreen, but it is good to know regardless.

Omit j.623A if height is too high for j.421C to land all three hits by any chance.
22B/C starter, grounded opponent, near corner, 100/200% meter
  • 22B/C, 5B/6C > 236B > j.421B ~ AT(w), land 2C > 6C > 236A > j.ABC > dj.ABC > j.623A > j.421C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Confirm from 22B/C when you're pushing towards the corner closely enough.
214[B] starter, grounded opponent, 100% meter
  • 214[B], 5B > 236A > j.ABC > dj.ABC > j.623A > j.421C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Universal confirm off of 214[B] overhead, can be done anywhere.

Very gimmicky and easy to react to, but it's good to know regardless.

Omit j.623A if height is too high for j.421C to land all three hits by any chance.
214[B] starter, grounded opponent, near corner, 100% meter
  • 214[B], 5B > 236B > j.421B > AT(w), land 2C > 6C > 236A > j.ABC > dj.ABC > j.623A > j.421C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Optimal confirm off of 214[B], when heading close enough towards the corner.
Very gimmicky and easy to react to, but it's good to know regardless.
Aerial counterhit normal starter, airborne opponent, 100% meter
  • CH j.A/B/C, 5B > 236A j.ABC > dj.ABC > j.623A > j.421C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Basic, universal air-to-air counter hit conversion.
Omit j.623A if height is too high for j.421C to land all three hits by any chance.
Aerial counterhit normal starter, airborne opponent, near corner, 100% meter
  • CH j.A/B/C, 5B/6C > 236B > j.421B ~ AT(w), 2C > 6C > 236A > j.ABC > dj.ABC > j.623A > j.421C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Follow up an air-to-air counter hit with this when you are pushing close enough towards the corner for this to be possible.
Normal starter, grounded opponent, 100% meter
  • 623C, 421B, 66 2C > 6C > 236A > j.BC > dj.BC > Ender
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Good starter that does a lot of wall carry and damage to boot
Initiative Heat and Arc Drive enders:
Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, MAX mode
  • BnB > j.ABC > j.623A > IH > dj.ABC > dj.623A > j.421C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Take whatever BnB you normally use on the ground and transform the ending aircombo into this.
Excellent for situations where you're in MAX and need to recover red health immediately in the middle of a combo.
Normal starter, grounded opponent, MAX/Heat/Blood Heat mode
  • BnB > j.421B > AT(w), 2C > 6C > 41236C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Staple AD/AAD combo

Must be in the corner by the end of the combo, much like your 236B/623B corner carries.>br/>

After the AD/AAD, you can dash under your opponent when they skyrocket, and make for a mixup scenario. As the dust cloud disappears, you can choose among forward jump j.B, forward empty jump low, or 22C.
Normal starter, grounded opponent, Blood Heat mode
  • BnB > j.421B > AT(w), 41236C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Staple AAD only combo.

Must be in the corner by the end of the combo, much like your 236B/623B corner carries.

After the AAD, you can dash under your opponent when they skyrocket, and make for a mixup scenario. As the dust cloud disappears, you can choose among forward jump j.B, forward empty jump low, or 22C.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, 100% meter
  • (2A >) 5B > 2B > 5C > 623C > j.421B > AT(w), land 5C ~ 6[C] > jump > double jump > (drift >) backwards airdash into the corner > j.C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
F-Miyako's iconic, universal corner 50/50 setup.

This setup is infamous for being one of the few completely ambiguous 50/50s in the game. With enough practice, the visual cue for whether Miyako will land left or right can be made totally impossible to spot. However, the player can know ahead of time as they control which side they'll land on. Mixed with her deadly damage, this is one of the biggest reasons you have to fear Miyako's potential as a character.
In order to perform this, drift slowly away from the corner after the apex of your double jump, before airdashing backwards. If you do, you'll end up outside the corner. If you don't however, you'll stay inside the corner.

For more information, and some visual reference, refer to the first minute and thirty seconds of this video.
Normal starter, grounded opponent, 100% meter
Works On: Aoko, All Akihas, All Kohakus, Nanaya
(Delayed drift trick works on: Arcueid, Ryougi, Satsuki, Both Sions)
  • (2A >) 5B > 2B > 5C > 623C > j.421B > AT(w), land 2C > 6C > 236B (slight delay) > j.421A (mini delay) > AT(w), land > jump > double jump > (drift >) backwards airdash into the corner > j.C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Character-specific version of the above 50/50. Drifting and mixup portion are fundamentally the same.

Despite being character-specific, this is arguably even deadlier because unlike the above variant, if you drift outside the corner for a little longer than necessary, you can trick your opponent into thinking you'll land outside it when you're realy landing inside.

For more information, and some visual reference, refer to the following video from 2:09 to 3:35.
Normal starter, grounded opponent, 100% meter
Works On: Warc, Arc, Kouma only
  • (2A >) 5B > 2B > 5C > 236A > j.66 > j.AB, land 236B > j.421A > AT(w), land (into corner, facing out of it) 5A > 5C > 236A > j.66 j.AB, land 236A > j.66 > dj(now facing outside corner).AA > j.421C
???
Meter Gained: ??? Meter Given (vs C-Moon): ??? (Video)
Extremely difficult and situational to execute corner setup as Miyako. Not in any way mandatory to know, but it still is a useful in that it fills a niche no other combo does for high damage.

The first airthrow whiff you do, you should be inside the corner, facing away from it. The purpose of the airdash into double jump before the dj.AA is to position yourself outside the corner again, and essentially sideswitch with the enemy.

Purpose of this is to set a bit of distance after the EX Elbow Drop. The distance created will allow Miyako to meaty with 22A. The distance set will beat Shield and DPs. Also granted that 22A doesn't push back, you're free to assert dominance with your superior, well-earned positioning. Its not very practical but it is stylish.
5[C] starter, grounded opponent, 100% meter
  • 5[C] > 214[B], 6C > 236A > j.ABC > dj.ABC > j.623A > j.421C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Corner-only confirm off of 5[C] overhead, the only place where 5[C] confirms even work.
22B/C starter, grounded opponent, 100/200% meter
  • 22B/C, 6[C] > 214[B], 6C > 236A > j.ABC > dj.ABC > j.623A > j.421C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Corner-only confirm off of 22B/C. Opt for this instead of the versions in the "Normal Combos" subsection if you're in the right position for it.
214[A] starter, grounded opponent, 100% meter
  • 214[A], ~ 5AA > 236A > j.ABC > dj.ABC > j.623A > j.421C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Corner-only overhead confirm off of 214[A], as it will knock the opponent away too far to be used midscreen.


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
MBFMiyako5A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 202 72% (O) 2.7% -SE-, -N-, -SP-, -EX-, (J) LH 3 4 6 2 -

A short backfist. This is fast, but has really pathetic range. Not really useful for much, but I guess you can poke out of super deep jump-ins with it.

5B
MBFMiyako5B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600 353 90% (O) 5.4% N, SP, EX, (J) LH 7 2 13 0 -

A forward moving front kick. This is a pretty amazing normal. It moves forward a good bit, is safe on block, and has good reach. It's great for poking, catching jump outs during pressure, resetting pressure, etc. Abuse it.

5C
5C
5[C]
MBCMiyako5C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5C 1000 707 80% (O) 9.0% N, SP, EX, (J) LH 9 8 17 -6 -

A strong shoulder thrust. New to MBAA, 5C can now be normal cancelled into 6C, which greatly improves the usability of this move! 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 1010 70% (O) 9.0% SP, EX 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(5k+) though.


Crouching Normals

2A
MBCMiyako2A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 181 70% (O) 1.8% -SE-, -N-, -SP-, -EX-, (J) L 3 4 6 2 -

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

2B
MBHMiyakoSCLow.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600 353 75% (O) 5.4% N, SP, EX, (J) L 5 3 12 0 -

A sliding low kick. Like 5b, this moves forward, is safe on block, and has great reach. This is your best low poke, so you should be using it pretty liberally.

2C
MBCMiyako2C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 606 60% (O) 9.0% N, SP, EX, (J) L 5 3 18 -3 -

A sweeping kick. It comes out fast, hits low, and has good range. It will cause knockdown on hit. Normal-cancellable on block into 6C only.


Aerial Normals

j.A
MBCMiyakojA.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 121 75% (O) 2.7% SE, N, SP, EX, J HA 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
MBCMiyakojB.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700 383 90% (O) 6.3% 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
900 505 90% (O) 9.0% 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.


Command Normals

6C
6C
6[C]
MBFMiyako6C.png
MBFMiyako6XC.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
6C 900 757 70% (O) 8.1% SP, EX, (J) LH 11 4 17 -3 -

A lunging forward double-fisted strike. It does a lot of damage (900) and loads of hitstun, so use it in combos as much as possible. You can throw it in during pressure, but make sure to always special cancel it.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
6[C] 1500 1212 75% 13.5% SP, EX, (J) LH 24 7 15 -4 -

Looks the same as 6C. Charging this raises damage(1500), but more importantly raises guard damage to 600(!!). This is Miyako's strongest guard breaking tool along with the loli elbows.


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, such as 5B for this moon specifically.

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 465 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 Counter
Shield Counter
236D after a successful Shield (Air OK)
MBHMiyakoSC.png
MBHMiyakoSCAir.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Ground 500 (345) 198 50% 5.0% (SP), (EX), (J) LHA 8 4 18 -4 -

Same animation as 5B.

Air 500 (345) 198 50% 5.0% - HA 8 4 - - -

Same animation as her 236 series.

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 500 202 50% 0.0%
(-50.0% in blockstun)
- LHA 25 4 19 -5 Clash 1-10
(Clash) 500 202 50% 0.0%/-50.0% - LHA 7 4 19 -5 Strike 1-6

Similar to 6C, now as a shield bunker.

Blood Heat
Blood Heat
A+B+C during MAX
MBCMiyakoHeat.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
100 0 100% uses all - 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
MBHMiyako236AB.png
MBHMiyako236C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 707 70% (O) 9.0% -EX- LHA 7 13 24 -19 -

An upwards flying dragon kick. Due to the angle, it's rather hard to hit a grounded opponent. You have full air action afterwards, so use it in combos to initiate an air combo for free damage. You can also use it as anti-air, but be careful as it can be beaten out by early jump-ins. Heat cancellable.

B 1000 505 70% (O) 6.3% -EX- LHA 9 13 18 -13 -

A forwards flying dragon kick. It travels a good distance forward, but whiffs against crouchers and is all around unsafe. The only practical use for this is in her corner combo. It wallslams on hit and is special cancellable. Heat cancellable.

EX 1700 1515 87% (M) -100.0% N/A LHA 1+7 13 12 -7 -

A big flying dragon kick. It moves at a similar angle to 236b and wallslams on hit. There are some combos you can do off of it, but I would suggest saving the meter for more ex loli elbow combo finishers.

623X
Double Kick
623A/B/C
(623A~A)
(623B~B)
MBFMiyako623A.png
MBFMiyako623B.png
MBCMiyako623C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 600 404 60% (O) 4.5% -CH- LH 7 3 28 -13 -
~A 1000 707 60% (O) 9.0% (J) LH 5 2 28 ~ 8 -15 ~ 5 -

A jumping crescent kick. In Full exclusively, you have to manually do the second kick with another button press, the later you cancel into it the less recovery frames and more frame advantage you get. The window for the second kick is smaller than 623B, so it's less useful. Both hits are air unblockable and the move starts up relatively fast, so it can be used as anti-air. It gets beaten out easy though, so be careful. Heat cancellable.

B 500 202 60% (O) 3.6% N/A LH 16 3 28 -13 -
~B 700 303 85% (M) 4.5% (J) LH 5 2 28 ~ 6 -15 ~ 7 -

The long window for the second kick coupled with its forward movement during startup makes it very useful for combos or pressure. Properly delayed, it is completely safe in blockstrings and gets you back in to restart pressure. It's absolutely essential as a launcher for her BnB. Both hits are air unblockable. Heat cancellable.

EX 600*2, 1000 (2005) (1461) 100% (2), 50% (O) -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

It is exactly the same as the other moon styles' 623C, so it doesn't have a manual second kick. It has startup invincibility and the first kick is air unblockable, so it's your only real reversal in Full. 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). Heat cancellable.

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 800 555 70% (O) 9.0% -EX- LHA 14 4 16 -5 -
[A] 800 555 70% (O) 9.0% - 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 800 555 70% (O) 9.0% -EX- LHA 22 4 16 -2 Low 8-21
[B] 800 555 70% (O) 9.0% - 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. Heat cancellable.

[B]: Same as 214B, but further moving. This hits overhead, is semi-safe on block, 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.

EX 1800 1515 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. Don't use it.

421X
MBHMiyako421AB.png
MBHMiyako421C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 808 90% (M) 9.0% J, AT H 24 8 32 -22 -

A leaping elbow. This move is good. It jumps over stuff, hits overhead, does good guard damage(500), and is cancellable on block or hit. The best options for cancelling are either jump cancelling(more safe, but can leave an opening in pressure) or whiff throw cancelling(less safe, but lets you reset pressure). On hit vs a grounded opponent, it will give a knockdown. On hit vs an airborne opponent (it's air unblockable), it will ground bounce for free combo. On whiff, you will fall on the ground for a long time(but not actually in an otg state), so don't whiff or you eat guaranteed free punish.

B 1000 808 90% (M) 9.0% J, AT H 24 13 32 -27 -

This version's only real difference is that it goes higher.

EX 700x2, 1000 (1835) (1210) 80% (O)*2, 100% -100.0% - H 3+11 6 (4) 12 32 -26 -

This isn't so good. It's not cancellable and is just as massively punishable as the other elbows. Don't use this.

22X
Quake Stomp
22A/B/C (No EX)
MBCMiyako22A.png
MBCMiyako22B.png
MBFMiyako22C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 800 303 65% (O) 7.2% - LH 15 3 20 -3 (vs Stand.)
3 (vs Crouch.)
-

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 700 252 70% 6.3% - L 26 9 12 -1 -

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.

C 700 252 70% 6.3% - L 34 6 15 5 -

A jumping stomp. This is one of F's meanest attacks. It looks almost exactly like her normal 9 jump, but comes down with a low stomp that launches like 22b. It can also crossup against a crouching or waking up opponent, for great justice. Mix this up with random jump-ins and empty jumps into throws for massive frustration.


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) (733) 100% 4.5%, 6.3% (10.8%) EX LHA 3 2 (5) 2 9 -22 (1st Hit TK) -

An aerial crescent kick. Ex cancellable. Heat cancellable. Don't use this.

B 500, 1000 (1351) (878) 100% 4.5%, 9.0% (13.5%) - 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. Don't use this.

j.421X
MBHMiyako421AB.png
MBHMiyako421C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 808 90% (M) 9.0% J, AT H 23 X 32 -15 -

Same as 421A, but from the air. It has all the same properties as the grounded 421A. You can occasionally catch people off guard with an evasive backwards jump or IABD cancelled into air elbow.

B 1000 808 90% (M) 9.0% J, AT H 23 X 32 -15 -

This is a staple in F's corner BnB, and has all the same properties as the grounded 421B. You can also occasionally catch people off guard with an evasive backwards jump or IABD cancelled into air elbow.

EX 700*2, 1000 (1835) (1210) 80% (O)*2, 100% -100.0% - H 2+11 6 (4) X 32 -15 -

Same as 421C, but actually useful! End every air combo you possibly can with this move. It will push you and the opponent forward a good distance and gives guaranteed knockdown. This move is essential for pushing/keeping the opponent in the corner and maintaining pressure. With the nerf her air throw has gotten, using this couldn't be any more important.


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 2695 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 like 1000 guard damage, but due to the increased startup, it's really not practical to use. Use your meter on 623C reversals or j.421C combo enders instead. Air unblockable.


Another Arc Drive

MBCMiyakoAAD.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1800*5 (4599) (3820) 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 reversals or j.421C combo enders 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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