Melty Blood/MBAACC/Miyako Arima/Half 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:
    • Expand upon the "TODO" sections.
  • 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.
    • Write the Defense section.
  • Combos:
    • If necessary, add a list of starter/ender options.
    • Add OTG Pickup combos.


Additional Resources

H-Miyako Match Video Database


Players to watch/ask

JP:

  • Text goes here after asterisk
  • Text goes here after asterisk

NA:

  • Text goes here after asterisk
  • Text goes here after asterisk


Overview

Strengths / Weaknesses
Strengths
  • High meterless damage
  • Good pressure
  • Good combo conversions
  • 236C, the long range special to punish zoning with a lot of iframes (unlike F-Miyako's 236C)
  • Amazing ground grab
Weaknesses
  • Small hitboxes on normals
  • Reliance on rebeats makes damage inconsistent
  • Poor shield counter will whiff sometimes shielding air attacks from above
  • Bad dodge


General Gameplan

Neutral

TODO:

  • 5B, 2B, 5C in neutral

Pressure

TODO:

  • 2B > 22A, 2B > 22A...
  • 5B > 5C > 2A > 22A, 5B > 5C > 2A > 22A...

Tech

Corner 50/50:

H-Miyako has 50/50 that works on few characters.

It can be achieved via the following route:

  • Throw, 5C > 5BB > 214[B], 2B > 236A, 2C

The 50/50 depends on when you press 2B. Hit it early, and you will land on the same side, hit it later, and you will switch side.

Switching side is harder to see than not switching. So side switch first, otherwise, the opponent will not respect your mixup (Unless you know they know and expect this right away).

This timing is character dependent, some need 2B hit earlier to stay on the same side.

Here is the list of characters where this 50/50 works:

  • Tohno, Sion, VSion, Akiha, Arc, WArc, Seifuku, Satsuki, Ryougi, Hisui, Kohaku


Throw Okizeme:

It is recommended to keep corner, as Miyako neutral is hard, and corner is where she is most scariest.

In the corner, combos that end extremely high with an air throw, allow Miyako for a dash grab that cannot be mashed out of. That is practically a command grab, and Miyako gets full combo off of it, which makes this a strong option.

One possible route is via using 2C > 2B > 5B > 6C > j.BCA > dj.ABC > AT this usually puts enemy high enough for you to be able to do this. After landing, immediately dash throw.


Defense

place text here*


Character specific issues

  • Kouma, Warachia
421, 2C Doesn't work. Character hits ground.
  • Aoko
214B, 2C Doesn't work. Goes through. Works in the corner.
  • Nero
214B, 2C very hard to do, depends on gravity. Goes through. Works in the corner.
  • Nanaya
214B, 2C very hard to do. Goes through. Works in the corner.
  • Roa, Mech-Hisui, Neco-Mech
214B, 2C Doesn't work. 2C doesnt connect. In combos, do 5C > 2C instead of 2C > 5C.
  • Neco-arc, NAC
2C > 5C > 5BB Doesn't work.

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

Optimised 2A Starter:
Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
Works On: All but below
  • 2AAA > 2B > 5B > 5C > 5A6AA > 214B, 2C > 2B > 5C > 236A, 2C > 5C > 5B > 2B > j.BCA > dj.ABC > AT
??? ???
(Character-specific version of the above)
Works On: Miyako, Powerd Ciel
  • 2AAA > 2B > 5B > 5C > 5A6AA > 214B, 2C > 2B > 5C > 236A, 2C > 5C > 5A > 5B > 2B > j.BCA > dj.ABC > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
(Damage tested on: (Miyako))
(Character-specific version of the above)
Works On: Hime
  • 2AAA > 2B > 5B > 5C > 5A6AA > 214B, 2C > 2B > 5C > 236A, 2C > 5C > 5B > 2B > j.BC > dj.AABC > AT
??? ???
(Character-specific version of the above)
Works On: Aoko
  • 2AAA > 2B > 5B > 5C > 5A6AA, 2C > 2B > 5C > 236A, 2C > 5C > 5B > 2B > j.BCA > dj.ABC > AT
??? ???
(Character-specific version of the above)
Works On: Roa, Mech-Hisui
  • 2AAA > 2B > 5B > 5C > 5A6AA > 214B, 2B > 5C > 236A, 5B > 2B > 5A > j.ABC > dj.ABC > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
(Damage tested on: (Roa))


Corner Carry 2A Starter:
Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
Works On: All but below
  • 2AAA > 2B > 5B > 5C > 5A6AA > 214B, 2C > 5C > 5BB > 421B, 2C > 2B > 5B > j.ABC > dj.ABC > AT
??? ???
(Character-specific version of the above)
Works On: Aoko, Roa, Mech-Hisui, Nero
  • 2AAA > 2B > 5B > 5C > 5A6AA > 421A, 2C > 5C > 5BB > j.ABC > dj.ABC > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
(Damage tested on: (Aoko))
(Character-specific version of the above)
Works On: Kouma, Warachia
  • 2AAA > 2B > 5B > 5C > 5A6AA > 214B, 2C > 5C > 5BB > 421B, 2B > 5B > j.ABC > dj.ABC > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
(Damage tested on: (?)) Second 2C doesn't connect.
(Character-specific version of the above)
Works On: Powerd Ciel
  • 2AAA > 2B > 5B > 5C > 5A6AA > 214B, 2C > 5C > 5A > 5BB > 421B, 2B > 5B > j.ABC > dj.ABC > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Strangely, Miyako doesn't need 5A before 5BB.


Corner Carry 2A Starter into Throw Okizeme:

The throw oki is gotten because 5B > 6C puts opponent really high in the air. Jump to the Throw okizeme part of the Tech section on this page.

Another trick to gain some height is to finish combo with Airdash > Throw. However, this can be hard/impossible to do if the combo already has a lot of hits, which may allow enemy to airtech.

Characters on which 214B, 2C don't work, in midscreen you change route to use 214B, 5C > 2C > 5BB (As long as 5C doesn't wall slam, this is preferred)

Characters on which 421A/B, 2C don't work, when you are towards the corner you can omit 2C and just do 2B > 5B > 6C.

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2AAA > 2B > 5B > 5A6AA > 214B, 2C > 2B > 5C > 421B, 2C > 2B > 5B > 6C > j.BCA > dj.ABC > AT
5231 ???

Corner Combos

Optimised 2A Starter:
Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
Works On: All but below
  • 2AAA > 2B > 5C > 5BB > 214[B], 2B > 236A, 2C > 5C > 5B > 2B > j.BCA > dj.ABC > AT
??? ???
(Character-specific version of the above)
Works On: Miyako, Powerd Ciel
  • 2AAA > 2B > 5C > 5BB > 214[B], 2B > 236A, 2C > 5C > 5A > 5B > 2B > j.BCA > dj.ABC > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
(Damage tested on: (Miyako))
(Character-specific version of the above)
Works On: Hime
  • 2AAA > 2B > 5C > 5BB > 214[B], 2B > 236A, 2C > 5C > 5B > 2B > j.BC > dj.AABC > AT
??? ???
(Character-specific version of the above)
Works On: Nanaya, Nero
  • 2AAA > 2B > 5B > 5C > 5A6AA > 214B, 2C > 2B > 5C > 236A, 2C > 5C > 5B > 2B > j.BCA > dj.ABC > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
(Damage tested on: (Nanaya))
(Character-specific version of the above)
Works On: Aoko
  • 2AAA > 2B > 5B > 5C > 5A6AA > 214[B], 2C > 2B > 5C > 236A, 2C > 5C > 5B > 2B > j.BC > dj.AABC > AT
??? ???
(Character-specific version of the above)
Works On: Roa, Mech-Hisui
  • 2AAA > 2B > 5C > 5BB > 214[B], 2B > 236A, 5B > 5C > 5A > j.ABC > dj.ABC > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
(Damage tested on: (Roa)) 2C doesnt work on these a-holes


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
MBHMiyako5A.png
MBHMiyako5A6A.png
MBHMiyako5A6AA.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5A 300 192 72% (O) 2.1% -SE-, -N-, -SP-, -CH-, -EX-, (J) LH 3 5 8 -1 -

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

5A~6A 600 384 80% (M) 4.2% N, SP, -CH-, EX, (J) LH 7 4 16 -5 -

A slightly downward palm thrust.

5A~6A~6A 1000 768 60% (O) 7.0% (N), SP, EX, (J) LH 10 4 16 -2 -

A lunging double palm thrust. Not cancellable to any normals on block, only specials.

5B
5B
5B~B
MBHMiyako5B.png
MBHMiyako5BB.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5B 600 336 80% (O) 4.2% N, SP, -CH-, EX, (J) LH 6 3 16 -4 -

A quick chop.

5B~B 800 576 70% (O) 5.6% SP, EX, (J) LH 6 3 19 -4 -

A lunging palm thrust. Wall slams even grounded opponents.

5C
MBCMiyako5C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 576 75% (O) 7.0% N, SP, EX, (J) LH 9 8 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, so use it as much as possible in combos! Note that against an airborne opponent, it wall slams.


Crouching Normals

2A
MBCMiyako2A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 172 70% (O) 1.4% -SE-, -N-, -SP-, -EX-, (J) L 3 4 9 -1 -

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 - 75% 7.0% N, SP, EX, (J) LH 7 5 17 -7 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.

2C
MBCMiyako236AB6C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 576 60% (O) 5.6% N, SP, EX, (J) L 5 7 11 0 -

A sliding low kick. This move is pretty much exactly like F moon's 2B. Except with more active frames and damage. It has pretty fast startup, it's neutral on block, and it gives a guaranteed knockdown. This is easily one of H moon's best normals. Use it for tech punishes and resets during pressure strings.


Aerial Normals

j.A
MBHMiyakojA.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 115 75% (O) 2.1% 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 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
700 364 90% 4.9% 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 - 90% (M) 7.0% 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

6C
MBCMiyako6C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 576 70% (M) 7.0% (SP), (EX), (J) LH 9 4 17 -3 -

An exaggerated uppercut. This move is just plain bad. It launches, but it has horrible multiplicative proration. This move has only 2 purposes. 1 is that it is a panic confirm, as Miyako can super jump cancel it by holding 8 and confirm into air combo. 2 is that Miyako can do AD right after it. It's the only way to do it without wall slams or bounces.


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

Same animation as 5B.

Crouching 1500 (1117) 714 50% 15.0% (SP), (EX) LA 8 4 18 -4 -

Same animation as 2C.

Aerial 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
MBHMiyako214D.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 1-6

Similar to 6C, now as a shield bunker.

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
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 700 70% (O) 7.0% - LHA 7 13 24 -19 -
  • A powerful combo tool. All versions wall slam.

Upwards kick. Easy to combo after 2B. Can be used in corner for easy and damaging combos, but it gives up corner.

B 1200 768 70% (O) 8.4% -EX- LHA 9 13 18 -13 -

Forwards kick. Can be used in corner combos for easy damage. But also gives up corner.

EX 2000 1440 90% (M) -100.0% - LHA 1+7 13 12 -7 -

Same direction as B version, but this one is faster. Has a lot of invulnerability when in air, so much so that even half moon shields whiff, if shielded early this makes it very useful in certain matchups. Also can be used as combo tool, and keeps the corner.

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) (875) 100% 3.5%, 5.6% (9.1%) EX (2nd Hit) LH, LHA 5 2 (12) 2 30 -28 Full 1-5, Low 6-7
  • 2 jumping crescent kicks.

Poor man's reversal. Gets beaten by many things. First kick is air unblockable.

B 500*2, 1000 (1395) (880) 100%, 50% (O), 60% (O) 3.5%*2, 7.0% (14.0%) (J) (3rd Hit) HA, LH, LHA 26 4 (2) 4 (8) 2 19 -2 -

Slow overhead. Can beat opponents sleeping in corner. Can be grab whiffed on hit, followed by 236A for combo in the corner. 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

Reversal. If enemy blocks 3rd hit, it is jump 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 800 528 70% (O) 7.0% -EX- LHA 14 4 16 -5 -
[A] 800 528 70% (O) 7.0% - H 27 4 16 - -
  • Punch. Useful combo and pressure tool. Hitting opponent in the air wall slams in all versions.

A strong lunging punch. It comes out pretty fast and launches on hit. Used in certain confirms. Frame traps after 2A.

[A]: Same as A version, but slower and is an overhead. It also wall slams now.

B 800 539 70% (O) 7.0% -EX- LHA 22 4 16 -2 Low 8-21
[B] 800 528 70% (O) 7.0% - H 33 4 16 -2 Low 17-32

A strong leaping punch. Goes further than A version. Retains same properties, and is a frame trap after B normals.

[B]: Same as B version. Overhead, basically same gains as [A] version has over A.

EX 1800 1440 70% (M) -100.0% - LHA 7+8 3 18 -3 Full 1-13

This move can be used as a safe reversal. However the start-up is slow, so good opponents will be able to shield it. Wall slams.

421X
MBHMiyako421AB.png
MBHMiyako421C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 768 58% (O) 4.9% J, AT H 24 8 32 -22 -
  • Powerful combo tool.

Low to the ground. Ground bounces opponents. Overhead. Air jumpable and airgrab whiff-able on block.

B 1000 768 58% (O) 4.9% J, AT H 24 13 32 -27 -

Higher-up version.

EX 700*2, 1000 (1835) (1151) 80% (O)*2, 100% -100.0% - H 3+11 6 (4) 12 32 -26 -

Same as B version, but multihit, and last hit causes hard knockdown. Can be used to get oki.

22X
MBCMiyako22A.png
MBCMiyako22B.png
MBCMiyako22C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 800 288 65% (O) 5.6% - LH 15 3 20 -3 (vs Stand.)
3 (vs Crouch.)
Full 1, Clash 2-7
  • Stomp. Mainly used in pressure resets.

Plus when blocked crouching. Which allows for the pressure resets. Safe when blocked standing, but it's the opponent's turn now.

B 700 240 70% 4.9% - L 26 9 12 -1 Clash 3-12

Long range stomp. Hits low. Used at a distance where enemy wont be able to punish with their normals. Also can catch enemies teching.

EX 1800 960 80% -100.0% - LH 1+23 X 25 -6 ~ 0 Full 1-24

Becomes a very fast projectile that is scooting super quickly on the ground. Mainly used to punish long range zoning.


Aerial Specials

j.236X
MBHMiyakoj236AB.png
MBHMiyakoj236C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 800 (704) 422 70% (M) 5.6% - LHA 9 5 5 - -
  • Kind of useless dragon kick.

Upwards kick.

B 1000 (880) 591 70% (M) 7.0% - LHA 11 5 5 - -

Forwards kick. Can be used if you know airthrow will whiff.

EX 2000 1440 90% (M) -100.0% - LHA 1+4 5 5 - -

Same direction as B version. Does more damage than airthrow combo ender.


Arc Drive

MBCMiyakoAD.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
3800 2561 100% removes all - LH 4+16 10 66 -43 Full 1-20

This AD is invulnerable from frame 1, but has a long startup, so it can't really act as a reversal. Therefore you have to combo it.

You can combo it after a wall slam in the corner, or after 6C midscreen.

In the corner, it can be used to setup ambiguous left right situation, as it pulls enemy out of corner a bit. You can then use dodge to get behind the enemy.



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