Melty Blood/MBAACC/Red Arcueid/Half Moon

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This page has been merged with translations from the French wiki BasGrosPoing

Character Page Progress

This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.

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

H-Warc Match Video Database
Drunkard Shade article about H-Warc
H-Warc Combo video by XxTexasTimxX

Players to watch/ask

JP:

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NA:

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Overview

Strengths / Weaknesses
Strengths
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Weaknesses
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General Gameplan

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Neutral

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Pressure

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Okizeme

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Defense

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Combos

Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.

For more information, see Glossary and Controls.

X > Y X input is cancelled into Y.
X > delay Y Must wait for a short period before cancelling X input into Y.
X, Y X input is linked into Y, meaning Y is done after X's recovery period.
X+Y Buttons X and Y must be input simultaneously.
X/Y Either the X or Y input can be used.
X~Y This notation has two meanings.
  1. Use attack X with Y follow-up input.
  2. Input X then within a few frames, input Y. Usually used for option selects.
X(w) X input must not hit the opponent (Whiff).
j.X X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.

Applies to all air chain sections:

  • Assume a forward jump cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
sj.X X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
dj.X X input is done after a double jump.
sdj.X X input is done after a double super jump.
tk.X Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
(X) X is optional. Typically the combo will be easier if omitted.
[X] Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
{X} Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
X(N) Attack "X" should only hit N times.
(XYZ)xN XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
(XYZ^) A pre-existing combo labelled XYZ is inserted here for shortening purposes.
CH The first attack must be a Counter Hit.
Air CH The first attack must be a Counter Hit on an airborne opponent.
66 Performs a ground forward dash.
j.66 Performs an aerial forward dash, used as a cancel for certain characters' air strings.
IAD/IABD Performs an Instant AirDash.
AT Performs an Air Throw. (j.6/4A+D)
IH Performs an Initiative Heat.
AD Performs an Arc Drive.
AAD Performs an Another Arc Drive.

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • (2A) > 5B > 5C > 2C > 623A/B~[8] > j.CAB > j.66 j.B(1) > dj.AB(1)C > j.2C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
The jump-cancel timing is tight, holding [8] during 623A/B is recommended.
Use 623A if you're too close, or else 623B might not hit.
Normal starter, grounded opponent
  • (2A) > 5B > delay 2C > 5C > 5A6AA > 22A, 623B~[8] > j.AB(1)C > dj.AB(1)C > j.2C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Harder to execute, but deals more damage than other combos off 2A starter.
Normal starter, grounded opponent, 100% meter
  • (2A) > 5B > 5C > 2C > 623A/B~[8] > j.CAB > j.66 j.B(1) > dj.AB(1) > j.214A > j.214C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Midscreen combo with meter for hard knockdown. Safe-jump can be done with a superjump.
Counterhit starter, airborne opponent
  • Air CH, 5B > 5C > 2C > j.AB(1)C > dj.AB(1)C > j.2C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Aerial counterhit combo. If the Air CH is done with j.214X, you can add 3C before 5B for more damage.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • (2A) > 5B > 5C > 2C > 623A/B~[9] > j.B(1)C > j.22B > sdj.AB(1)C > j.2C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Corner combo, the enemy can bounce on the wall, deals more damage.
Normal starter, grounded opponent, 100% meter
  • (2A) > 5B > 5C > 2C > 623A/B~[8] > j.CAB > j.66 j.B(1) > dj.AB(1) > j.214A > j.214C, land 3C, 3C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Corner combo with meter, then safe-jump or meaty bloodring.

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
MBCWarc5A.png
MBHWarc5A6A.png
MBHWarc5A6AA.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5A 350 192 75% (O) 2.8% -SE-, -N-, -SP-, -CH-, -EX-, (J) LH 5 4 5 3 -

Decent anti-air, doesn’t hit crouchers.

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

Moves Warc forward.

5A~6A~6A 1000 768 60% (O) 7.0% (N), SP, EX, (J) LH 9 4 17 -3 -

Good for creating frame traps from 5A or hunting back dashes midscreen. By regular H-moon rules, the second hit can only be canceled into specials.

5B
5B
5{B}/[B]
MBCWarc5B.png
MBCWarc5XB.png
MBCWarc5XB2.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5B 700 480 100% 4.2% N, SP, EX, (J) LH 7 ~ 14 4 20 -9 -

Her best combo starter, can catch jump outs when properly spaced. Has a short cancel window by Melty standards.

5{B} 500*2 (863) (497) 75% (O) 3.5%, 2.8% (6.3%) N, SP, EX, (J) LH 17 ~ 26 6 17 -5 -

Half charging 5B makes it a 2 hit move and moves her forward more, increasing the move’s reach. The first hit will trip crouching opponents so you may need to adjust the combo in case it hits.

5[B] 600 384 60% (O) 3.5% N, SP, EX, (J) H 26 4 17 -6 -

Full charging 5B makes it an overhead and grants a short period of armor just before going active. Too much proration to be scary but pretty good range for an overhead.

5C
5C
5[C]
MBCWarc5C.png
MBCWarc5XC.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5C 975 672 90% (M) 6.83% N, SP, EX, (J) LH 4 ~ 30 4 25 -11 -

Fastest normal outside of 2A/5A so it is good for interrupting pressure. Might whiff on some low profile moves, or blocking female crouchers if done at max range.

5[C] 2500 1920 100% 12.6% - U 42 2 27 - -

Fully charging it extends the reach and makes it a really slow but quite damaging unblockable. Mix it up with 5[B] to catch people sleeping.

Crouching Normals

2A
MBHWarc2A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
280 172 70% (O) 2.45% -SE-, -N-, -SP-, -EX-, (J) LH 5 3 9 0 -

Rather slow, but good range. Not a low.

2B
MBCWarc2B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700 384 75% (O) 4.2% N, SP, EX, (J) L 6 5 16 -6 -

Fairly active sweep-like move that trips the opponent but doesn’t give hard knockdown on air hit. It can also be used as anti air when properly positioned because of how low to the ground she sticks, low profiling a lot of moves.

2C
MBCWarc2C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 672 75% (O) 6.3% N, SP, EX, (J) L 7 4 28 -14 -

Has the longest reach out of all her normals and is a low. It’s possible to connect with 623B for a combo unless you are too far.

Aerial Normals

j.A
MBCWarcjA.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 144 75% (O) 2.1% SE, N, SP, EX, J LHA 5 4 10 - -

Decent air to air move, slightly slower than j.B so you won’t be using it much outside of combos.

j.B
MBCWarcjB.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
510, 200 307, 96 80% (O) 3.5%, 1.4% (4.9%) N, SP, EX, J HA 4 3 (4) 3 - - -

Her only air normal that hits overhead. Great air to air move due to its range and priority. To get maximum damage when expecting air counter hit I suggest buffering airdash behind the first hit so the second doesn’t come out. Also very strong when used defensively while air dashing backwards. If used in air to ground situations it must be done either high enough so that she falls with the second hit at ground level or low enough that the first hit will connect with crouchers.

j.C
MBCWarcjC.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
950 624 90% (M) 6.65% N, SP, EX, J LHA 5 2 - - -

Good vertical hitbox to challenge from below. On hit, will send the opponent upwards. Is not an overhead.

Command Normals

3C
MBCWarc3C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1600 1248 55% (O) 8.75% - L 19 3 20 -8 Super Armor 5-22

Slow and armored attack that hits low and gives hard knockdown. Punishable on block if done too close. Hitting on OTG always launches the opponent at a specific height, making it consistent to combo of from (by linking a 5C) regardless of gravity.

j.2C
j.2C
(~8)
MBCWarcj2C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
j.2C
~8
300*6, 800 (2064)
300*6, 500 (1849)
(1043)
(905)
100%
50% (O)
2.8%*6, 5.6% (22.4%)
2.8%*6, 3.5% (20.3%)
- LHA, HA 3 2 (2) x3, 2, 2 (4) 1 (1) 4 14 -9 (TK) -

She spins around hitting in a circle with her claws. Mostly a combo ender for a little more damage and meter gain, although it creates distance between you and the opponent. It has armor through all the active frames so it could be used to challenge in the air, but it is punishable on block.

Holding 8 will make the last hit weaker and not cause a knockdown.


Universal Mechanics

Ground Throw
MBCWarcThrow.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1200 576 70% 0.0% - U 2 1 20 - -

Warc grabs the opponent and tosses them the direction you held when throwing. Ground techable, but this sets up a strong OTG/tech punish mixup for Warc in the corner.

Air Throw
Air Throw
j.6/4A+D
MBCWarcThrowAir.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1600 (Raw)/1300 511 30% 0.0% - U 1 1 12 - -

A grab that catches the opponent and slams them to the ground. The recovery has been nerfed, so your oki will be limited to basic things such as 5B or 2A on opponents who have a fast wakeup time.

Shield Counter
Shield Counter
Auto after a successful Shield (Air OK)
MBHWarcSC.png
MBCWarc2C.png
MBHWarcSCAir.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Standing 500 (345) 198 50% 3.5% (SP), (EX), (J) LHA 8 4 18 -4 High 1-6

Has upper body invincibility on startup.

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

Same hitboxes as 2C.

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

Same animation as j.C.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCWarc214D.png
MBHWarc214D.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Neutral 500 192 50% 0.0% - LHA 25 4 19 -5 Clash 1-10
(Clash) 500 192 50% 0.0% - LHA 7 4 19 -5 Strike 1-7

Downward claw attack.

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
MBCWarcCSpark.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
Wackenroder
236A/B/C
MBHWarc236AB.png
MBHWarc236C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 576 70% (O) 7.0% -EX- LH 11 X 30 -2 -

Warc creates a blood shockwave that travels across the ground. Launches the opponent on hit.

B 1000 576 70% (O) 7.0% -EX- LH 20 X 26 2 -

B shockwave travels much faster.

EX
(Shockwave)
600, 400*2 (1317)
600, 400*3, 200 (1742)
(759) 100%
(1487)
-100.0% - LH (1-2), LHA (3)
LH
2+3 2 (2) 2 (1) 2, (5) 18 36 -48 ~ -32 Full 1-11, Clash 8-11

A rising slash with both invincibility and clash frames early on. Releases a large blood shockwave at the end, which travels farther than its Crescent counterpart.

623X
MBHWarc623A.png
MBHWarc623B.png
MBCWarc623C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1500 1152 70% (O) 10.5% -EX-, (J) LHA 10 7 24 -9 -

Warc teleport forwards and attacks the opponent. This acts as a jump-cancelable launcher.

B 1500 1152 70% (O) 10.5% -EX-, (J) LHA 10 7 33 -18 -

B version travels farther.

EX 0, 1500 (1453) 0 45% (O) -100.0% - LH 3+4 8 11 -3 Full 5-18

EX teleport. This is a hitgrab that wallslams the opponent.

214X
Alte Schule
214A/B/C
MBCWarc214A.png
MBCWarc214B.png
MBCWarc214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 288 100% 2.1% - LHA 17 26 5 -6 -

Warc summons a ring that travels at mid-range.

B 1000*2 (1968) (567) 100% 2.1%*2 (4.2%) -EX- LHA 24 (43) 45 5 -6 -

A slower version that adds a second ring which launches the opponent on hit.

EX 500*10 (3349) (1914) -5%*10 -100.0% - LH 4+11 (4+31) 46 22 12 Full 1-9

Releases 2 large, multi-hitting rings.

421X
Weisse Katze
421A/B/C (No EX)
(~623A/B/C)
MBCWarc421ABC.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A/B - - - - -CH- - - - 32 - Full 9-22
C - - - - -CH- - - - 35 - Full 12-25

Warc teleport backwards. Distance depends of the button. Can be canceled into 623X.

A: Fakeout. Warc teleports and appears in the same spot. The move has some invincibility so it can go through some things (although unreliably).
B: Teleports backwards at a short distance.
C: Travels the same distance as 623A backwards.

22X
Vollmond
22A/B/C
MBHWarc22AB.png
A/B
MBHWarc22C.png
EX
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1500 480 70% (O) 10.5% -EX- HA
(Whiffs vs Crouch.)
20 2 32 13 -

Warc performs a fullscreen eye beam. Will whiff on crouchers, but has huge frame advantage if blocked.

B 800 480 60% 5.6% -EX- H
(Whiffs vs Crouch/Air)
24 2 14 25 -

A generally weaker version, but with much shorter recovery. Does not hit opponents that are airborne or in hitstun.

EX 1500 960 -5%*10 -100.0%, 10.5% - HA
(Whiffs vs Crouch.)
11+6 2 23 22 -

EX Beam, fastest version.

63214C
MBHWarc63214C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
0, 2500 (2130) (1636) 40% (M) -150.0% - LH 3+4 8 11 -3 -

A hitgrab similar to 623C. On hit, Warc takes the opponent to the corner and slams them. Ground techable.

Aerial Specials

j.214X
MBCWarcj214AB.png
MBCWarcj214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 288 60% (O) 2.1% -EX- LHA 11 X (26) 18 10 -

Aerial rings. Warc throws a ring at a diagonally downward angle. This version does not change Warc's air momentum.

B 1500 480 50% (O) 5.6% -EX- LHA 21 X (26) 21 -13 -

A slower version that halts Warc's air momentum and lets her regain her air actions after a recovery period, similarly to a j.A.

EX 2100 2016 50% (O) -100.0% - LHA 2+16 X (26) 6 6 (TK) Full 1-12

Big EX ring, causes an untechable knockdown on hit.

j.22X
MBCWarcj22A.png
MBCWarcj22B.png
MBCWarcj22C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 500 (440) 211 70% (O) 3.5% -EX- A
(Whiffs vs Ground.)
16 2 29 (21) - -

Air eye beams. Whiffs on grounded opponents and wallslams on hit. Very narrow hitbox.

B 1000 (880) 422 70% (O) 7.0% -EX- A
(Whiffs vs Ground.)
24 2 29 (21) - -

Slow startup. Same height, but full screen range.

EX 1500 (1320) (844) 70% (O) -100.0% - A
(Whiffs vs Ground.)
2+11 2 21 - -

Quick EX beam with a thicker hitbox.

Arc Drive

Pluto die Schwester
41236C during Heat
MBCWarcADAAD.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
(Point-Blank Hit) 0, 3000 (1848) (1418) 70% (M), 30% (O) removes all - LH 17 9 3+60 -53 Full 27-89
(Moon Drop) 3000 2119 30% (O) removes all - U 29+245 1 - - Full 27-89

Warc summons a moon-like object which will fall after some time, resulting in an unblockable attack that causes an untechable knockdown on the opponent. However, if Warc is hit during the duration of this Arc Drive, the moon drop is cancelled.

If this Arc Drive's vertical hitbox hits (see image), this will result in an instant moon drop, but this will do much less damage.



General
FAQ
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