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Melty Blood/MBAACC/Riesbyfe Stridberg/Crescent Moon

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Character Page Progress

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

In Progress To-do
  • Combos:
    • Add 236B > Jump cancel and 2C > 2Aw > 8 > 6 to oki section
  • Additional Resources/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.


Additional Resources

C-Riesbyfe Match Video Database
C-Ries Combo Doc

Notable Players

Name Color Region Common Venues Status Details
MoltyBleed

Ries Color28.png

Europe Netplay Active
Sikanto

Ries color11.png

North America Lunar Phase Inactive
teru (テル)

Ries Color22.png

Japan KorewaMelty, Play Spot BIG ONE 2nd Inactive
toriniku (とりにく)

Ries Color01.png

Japan A-cho, KorewaMelty Inactive

Overview

Strengths / Weaknesses
Strengths
  • High damage output, especially in the corner
  • Strong, long range pokes that can be converted without meter in most cases
  • Wide array of combo routes allow most hits to take her to the corner when fully mastered
  • Good A buttons for pressuring close range, 5A is + on block which is rare for a crescent moon character
  • Incredible corner pressure and solid midscreen pressure
  • Best throw range in the game, only tied with Nero and Hime
  • Wide array of unique special moves that can be useful in specific situations
  • Large amount of defensive options with access to C-Moon mechanics, 623B having a generous amount of invulnerable frames, and 63214B being a slow but fully invulnerable guard cancel that can be EX cancelled
  • 2B is 0 on block, making it an incredibly safe poke when spaced and a decent pressure tool even close range
  • 214B is a very long range air unblockable punch that leads to a mixup on hit or trade near the corner. Due to Ries stepping forward then returning to her original position, it can be incredibly hard to contest
Weaknesses
  • 2A doesn't hit air state meaning that some characters can jump out her + frames
  • Requires a good understanding of combo routing to get big damage from 2B and air counterhits
  • Struggles to confirm some counterhits, such as anti-air 623B
  • Needs some commitment to catch backdash
  • While they are disjointed, most of her buttons extend her hurtbox allowing her to be stuffed if buttons are not spaced very well. The range just outside of 2A is notably difficult for her to contest because her 2B extends her hurtbox enough that most faster buttons will win
  • Mostly worse air buttons for neutral then her H and F moon counterparts
  • Her best routes require a lot of practice, as they take into regard hitcount and character specific delays
  • Unremarkable movement means she requires a lot of patience in neutral vs characters with longer range or better space control then her
  • Weak Gold Air Throw damage

General Gameplan

Crescent Moon Riesbyfe is a grounded, rushdown, and poke heavy character similar to her Full Moon variant, with a stronger focus on her special moves and reverse beat to navigate neutral and pressure her opponent.

Her big damage output and corner mixup with 214B means she can end a round from any opening, and thanks to her solid neutral tools such as 2B those hits can be easy to achieve. While C-Ries is comfortable playing from a range, she uses her tools best when she's close to her opponents, because this is where her best damage and strongest pressure come from. Generally, her gameplan will revolve around using her pokes at max range to get a combo, to annoy her opponent into approaching recklessly, and to cover her approach so opponents who respect 2B or 214B don't hit her out of her dash or IAD. Using your good pokes to bully your opponent into letting you get in or comboing from them into a knockdown then closing the gap is key to getting the most out of this character.

However, C-Ries struggles when she is forced to approach. Due to her subpar movement, closing the gap against characters that control space better then her can be very difficult, and she would much rather make her opponent come to her. When 2B can be outranged, the only threat she has is 214B, which is rather slow, and due to her unimpressive dash speed and long IAD startup she doesn't have many threats to represent at this range. Working hard for a single hit and never letting up all game is crucial to tackling these matchups.

Neutral

Finding out how good your range serves you in each matchup is vital to controlling neutral.

Universally, your best tools against grounded opponents are 2B, 5C, 5B, 214B, and j.[C]. 2B is fast for its range, disjointed at the tip, and very good on block for its range at 0. Only a very well timed close range IAD or counterpoke can consistently punish you for using it often, and is usually your go to tool for most games. 5C is used when the extra range or disjoint is needed, but its a lot slower so it must be used carefully. 5B is tall enough to catch anyone jumping near you, and makes IADing Ries at 2B range a risky option. 214B is your longest poke, very unsafe vs high IAD but very little else, getting hit will often result in Ries returning to her original position in a way that makes comboing her very difficult. It is also very high, air unblockable, and gives a wallbounce into techable knockdown, meaning it can lead to combos even on trade or jumpout. Due to it being -8 you can lose a bit of pressure by overusing it but for the most part this move will save you in some of her harshest matchups. Vital vs longer range characters. Jump back j.[C] is an incredibly difficult option to contest due to the protective and disjointed hitbox. If you can protect yourself for the entire startup it becomes incredible for demanding respect whenever you're in the air.

Against aerial opponents, your best tools are 5B/5[B], 236A, rising j.A and DP against airborne opponents. 5B takes practice to use well due to its slow speed and forward movement on charge, but can beat low air approaches relatively safely when well timed. If your opponent does sj9 at fullscreen for example, a well timed 5B will beat a good amount of options they have(provided they dont have a very good air-to-ground such as Warachia j.C), and should they jump or IAD, you usually have enough time to use another option once it recovers. 236A is a strange tool - it has a guardpoint for a short period of time. This guardpoint can be a bit unreliable against grounded attacks due to low attacks but will beat most air normals when timed correctly. Charging makes the move air blockable but much safer if they land and block. Rising j.A is an option avaiable for most characters that C-Ries uses when spacing a grounded anti-air is awkward such as when your opponent is directly above you. DP is usually used on reaction to a low air dash. The later frames are air blockable so using it to anti-air high opponents is a big risk for little reward.

Against shorter range characters you generally aim to stopping their approaches so you can combo them or condition them to respect you so you can close the distance and push them to the corner. For the most part, you will aim to stop these characters from rushing you down rather then approaching yourself. Should you lose the lifelead, you can approach with 2B and 5B to cover some space for you to close the gap and get your pressure started.

Against longer range characters whiffing 2B can be a lot more dangerous, so it must be used with caution. 214B tends to be a lot more valuable due to it preventing these characters from taking advantage of their stronger normals, but it is too slow to use reactively most of the time, so it must be used as a prediction. Once they start respecting 214B you can start approaching more aggressively with dash. Getting into 2B range is important as you can follow up a hit 2B into a combo and a blocked 2B into IAD j.B or 5[B] to start close range pressure.

Pressure

C-Ries doesn't have a lot of mixup outside of Okizeme, so for the most part her pressure is either strike/throw and using the forward movement of normals such as 5[B], 5{B}, 5C, and 2C to keep her opponent blocking and force them to commit to an option to escape. Notable options include 2B > 5{B} > 2C > 2A as it gains space and gives good oppurtunities to refresh strings with 2A but also mix in 5[B] at any point, 5C 5Aw as 5C can cause 5A to whiff at every spacing or not depending on how quickly you rebeat (delaying before rebeat will cause it to whiff even at point blank) and rebeat data being plus even on whiff allowing for ambiguous control of spacing, ending any string with a 6[B]/5[B] or 5{B} > 2A/5A to refresh your strings while still keeping you advantageous, and using 214B any time you predict a jumpout at mid to long range as a safe but pressure-ending read.

When she has lifelead, and the burden of escaping is on the opponent, she has two primary ways of pressuring her opponent. The first is a long range focused style that uses moves such as 5C 5Aw walk up, 2B walk up 2B, 5C 5Aw 214B, etc. This method works best against short range characters as it prevents them from using normals, DPs, or shield to escape. For such characters to escape, they will likely rely on jumping out of your pressure, which can be caught with 5[B] or 214B. If 5[B] gets blocked, you can go into short range pressure, and if 214B gets blocked, you stay safe. Not as powerful as the other Ries moons' long range pressure but still powerful against short range characters. This style of pressure is used when you get pushed out as once you condition them to respect the potential 214B you can dash forwards and begin close range pressure.

Examples of such strings include:

  • 2B > 2B > short dash > 2B > 5[B] > 2C > 2A > (short range pressure) - weak to jump in between 2Bs, strong vs most buttons when spaced, can be shielded if done predictably.
  • 2B > 6[B] > 5C > 5[B] > 2C > 5Aw > 2B > (more long range pressure) - better vs jump and hard to mash, but more easily shielded.
  • 2B > dl 5C > dl 214B - ends pressure if blocked, but makes jumping and mashing after 5C a dangerous risk, allowing you to do 5C 5Aw redash more often.
  • 5C > 5Aw > short dash > 2C > 5{B} > 5C > 5Aw > 2B > short dash > 2B - an example of using the threat of 214B to allow you to do run up 2C and go into close range pressure with 5{B}.
  • 2B > 5[B] > 5C > 2C > 5Aw > IAD j.A/B > Throw/(close range pressure) - another way of starting close range pressure from 5[B]. If you aren't confident your opponent will high block or want more frame advantage you can j.B, otherwise j.A will allow you to set up a tick throw situation.

These strings are just examples and C-Ries has a lot of flexibilty in her strings, so be sure to experiment with them.

The stronger way of pressuring with more options is close range pressure. This is ideally where C-Ries wants to be in pressure, but can be difficult to earn due to her air throw leaving her a very long distance away from her opponent. 5A becomes an incredible normal due to it being plus and her fastest whiff cancel. 5A walk up 5A walk up is a very simple and powerful string as it can be combined with throw to make a very fast tick throw and refreshes reverse beat strings. After they start teching or mashing the throws you can stagger into 2B, go into a combo if it hits and keep pressuring. 5{B} is notable for allowing you to stay in without needing to walk forward, being a great frametrap and can be combined with 5A to make pressure that can feel endless. 5[B] should be used sparingly as to not get shielded, but due to huge forward movement and it being -2 on block, it can be extremely scary alongside other rebeat options such as 5C to refresh strings at point blank and set up tick throws. 2B is a safe string ender that can beat high shield, 5C moves you forward, gives you time to react to a potential hit, and has a huge cancel window allowing for staggers, 2C can be staggered into to prevent jumpouts and frametrap. Note that in a string such as 2A dl 2A 2B 5{B} 5C 2C 2Aw, the 5A will usually whiff, but if the 5C is removed for a string of 2A dl 2A 2B 5{B} 5C 2C 5A, the 5A will usually hit (provided they dont EX guard). Mix both in to be unpredictable and make scary situations for your opponent at little risk to yourself. Constantly using the threat of staggers to dash or IAD to make up the distance is also vital to keeping your pressure constant and ambiguous.

Examples of such strings include:

  • 5A > walk > 5A > Throw/dl 2B/5{B} > ... standard A button stagger, s trong on C-Ries due to her 5A being +1
  • 5A > dl 5A > (2B) > 5{B} > 2C > 2A > (dl) 2A(w) > 2B > 5{B} > ... - a big reason your blockstrings can go on so long, this string sets up a spacing so that 2C 2AA will hit people not EX guarding, but 2C 2A dl 2A will whiff, making a very small gap where you can 2B and refresh your strings. This gap is mashable by some characters so be sure to use 5C or 6[B] if they start mashing it.
  • 5A > dl 5A > (2B) > 5{B} > 2C > 5C > dl 2Aw > 2B > 5{B} > ... - variant of the above string, but by adding 5C and a delay or not depending on EX Guard, the 2A whiffs immediately, allowing you to refresh your strings slightly faster and changing the timings the defender needs to be aware of.
  • 5A > dl 2A > (2B) > 5{B} > 2C > 5A > ... - similar to above string but goes into 5A on block, which is closer and plus but potentially more dangerous and more predictable.
  • 2B > 5{B} > 5C > dl 2C > 5A > ... - hard to confirm from at first, but a very solid string for establising the big cancel window of 5C as a threat in pressure.
  • 2A > dl 2AA > 2C > 5C > dl 2B > 5{B} > 5Aw > ... - uses the cancel window of 5C for 2B 5{B} instead of 2C, catching less options but giving a bit of space after 5{B} and getting a lot more damage if you can convert as you can do 2B 5[B] (6B 6C) 236A air combo. Due to 2B's speed making 5C > 2B a true frametrap and not a gapless string can take some practice but can also be used to make the gap ambiguous enough to disencourage reversals.
  • 2A > dl 2AA > 2C > 5C > dash > 5A/2A > ... - uses the threat of a cancel after 5C to cover a redash, allowing you to get back in. The more you can make them respect 5C, the longer you can dash, allowing you to get back in from further and further away.

C-Ries has even more flexibility in her close range strings so try and experiement with lots of different options. If you make a mistake such as using both A buttons and ending on 2C you can end the string with 214B, 236[A]/[B] or 6[B] as a risky final frametrap. All three have significant weaknesses but can be used sparingly as extra options to make punishing them difficult.

Okizeme

Air Throw

Midscreen, Ries airthrow mostly returns her to neutral considering the massive distance it sends you. In the corner however there are a few options. 5C can be used to make sure the opponent doesn't use a normal, and its so disjointed that some DPs will whiff, and if it is blocked you can reverse beat into 5A. However, they have enough time to jump out. 214B can catch jumpouts and normals but will likely end your pressure if it is blocked. Dash up 5[B]/2B are best for retaining pressure while also being ambiguous to shield, but still leave you an awkward distance from the opponent. Finally, if you condition them to block it every time, you can do run up 5A and get your best pressure started.

214B > Ender

Any hit that leads to 214B can be followed up with a 2C 2Aw providing you're close enough to the corner. Doing this will allow you to get a very good knockdown, and pushes the opponent slightly out of the corner, which will allow you to meaty, safejump, or perform a left/right mixup.

One way of doing the mixup is dash neutral jump (66 > 8) for an ambiguous same-side mixup, and dash neutral jump forward (slight) drift (66 > 8 > 6) (tap 6) for a crossup. You can adapt this simple oki in a few ways to combat specific responses; You can do sameside into backwards airdash j.C just before they wake up to get a high option that beats heat, crossup into double jump IABD j.C/B for a crossup high option (use j.C if you are high up, j.B if you are low), land crossup then do IABD j.B to beat low shield and tap high shield, land 5B to beat low shield and mash, dashing for long enough that the gap becomes hard to see or reduce it completely for a sameside that looks exactly like crossup(making the mixup harder to see but also making it harder to get a meaty), there are many ways you can adapt it to beat specific options.

Video example of above:

Note that in the final example, there is no gap, so the crossup option will result in Ries being on the same side. These are just a few examples, you can adapt this setup to combat any other defensive option you may think of.

2C~2A(w) Mixup

This Left/Right mixup can only be done from a specific combo (see the Corner Combos section below) allowing Ries to be the closest possible before going for the 2C~2A(w) ender. It works because of the way 2C pushes the opponent ,and how 2A(w) can halt it; Delaying 2A(w) enough will close the gap between the opponent and the corner ,allowing you to land same side, a smaller delay will land you in the corner.

Video example :

Fuzzy

Usually done from 214B > Ender, but also works from AD and AAD. Probably one of the last things you'll learn with this character as it is very difficult, but rewarding. A short video guide on both the fuzzy and her left right mixup can be found below.

Video example:

To perform: You must have not used your double jump, hit with j.C as close to the ground as possible, do a regular forward double jump then j.C as soon as possible, then do j.A after a very specific delay. If done correctly, you should be able to combo from it into any normal combo with 2A starter, and even if blocked you will still be slightly plus. Works on all characters apart from Necos, even when the first j.C is EX Guarded, and is notably easier against Nero. For those who don't know, a fuzzy like this is valuable because it makes every blocked low j.C used without expending a double jump a mixup; You can land and use 2A for a low option, or the fuzzy for a high option.

Defense

C-Ries is unique in that she was a wider array of defensive options compared to other characters. With access to Crescent Moon mechanics such as EX Shield, EX Guard, and heat, her strong meterless DP and her guard cancel in 63214X, she has many tools at her disposal. Each of these tools has a notable weakness, so using multiple different options smartly is the key to escaping pressure

63214X is her most unique tool by far. It is a slow, invulnerable move that can be used in blockstun, which allows her to beat pressure that doesn't have gaps and have a threat even under projectile oki. 63214B is the most used variant due to being fully invulnerable and only slightly slower then 63214A, use it to escape pressure has very small gaps/multiple frametraps to condition slower blockstrings. 63214A is generally worse but can still be used to punish certain moves such as C-Hisui 5[C] if it is not cancelled early enough even if it was a gapless string.

Despite having access to such options C-Ries' general options are a bit worse then usual. Her abare/mashing with 2A/5A is slightly worse due to them being 4f instead of 3f, and due to 5A being a bit short for a 5A she struggles to beat close range IADs in pressure without committing to a jumping j.A. Her jumping hurtbox is also slightly wider then usual, so jumping out can get you hit in awkward ways, but it is still a solid option. Finally, her backdash is relatively good, and usually puts her at a spacing she can contest, so it is another option to consider.


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.
  • Note: Any normals from the ground string can be omitted if need be, up until 2C. There is no downside to use 5{B} (partial charge) over 5B mid combo every time as the forward movement gives extra corner carry and makes connecting more normals easier. 6B adds a good amount of damage but pushes the opponent far, which may make the 2C whiff. You can avoid this doing 5{B} or removing 6B from the combo. All damage and meter values assume moves in () are used. Universal combo ender is air throw but can be replaced with other enders.


Enders

Condition Notation Damage
vs V.Sion
Notes
Airborne opponent
  • ...sdj9.C > j.6C
???


Meter Gained: ??? Meter Given (vs C-Moon): ???
Wallbounce, least damage, good corner carry but forces tech situation, best used for going into heat safely, may also be good vs chars with bad air options if you are willing to omit a knockdown.
Airborne opponent, 100% meter
  • ...sdj9.BC > (j.623A >) j.623C
???


Meter Gained: ??? Meter Given (vs C-Moon): ???
Damage ender, C-Ries 623C actually adds a lot of damage, adding the 623A subtracts some damage but gives you 10 meter which can be important for hitting max or going from 90% to 100% for 623C
Airborne opponent, 100% meter
  • ...sdj9.BC > j.623A
???


Meter Gained: ??? Meter Given (vs C-Moon): ???
Used when opponent is too high for AT.

Essential Combos

These are the must learn combos and or are the base to other variations/combos.

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • (2AAA) > 2B > 5B > (6B >) 5C > 2C > 214A > j9.BC > sdj9.BC > Air Throw (AT)
5053
Meter Gained: 93.0% Meter Given (vs C-Moon): 27.9% (Video)
Universal combo. At point blank you can use 2A 3 times, at longer ranges you may only be able to use one or two. Can work from 2B starter with 5{B} if you remove the 6B but it will whiff at long range. Super double jumping is not necessary for this combo if you AT immediately but is needed for most her other routes so is worth learning.
Normal starter, grounded opponent
  • (2AAA) > 2B > 5B > (6B >) 5C > (delay) 2C > 5A (slight delay) 214B > Dash (66/6A+B) 6.[B] > 5C > 214B , 2C > 2Aw
4152


Meter Gained: 100.5% Meter Given (vs C-Moon): 30.1%
full corner to corner carry ,and can lead into her 2C~2Aw mixup.

starter specific, refer to the image below. ommit 5C to make it work on ryougi, or slightly charge 5B and delay 2C.

Cries corner to corner specifics.png
Normal starter, grounded opponent close to or in corner
  • 2AAA > 2B > 5B > (6B >) 5C > 6C > 214B, 2B > 214B, 2C > 2A(w) > (Okizeme)
4165
Meter Gained: 87.5% Meter Given (vs C-Moon): 26.2% (Video)
Corner oki setup, used when you're willing to sacrifice damage for oki, which can be crucial in matchups where neutral is particularly hard as Ries airthrow makes it difficult to apply pressure at close range. Notably harder to land against Ryougi.
Normal starter, grounded opponent close to or in corner
  • (2AAA) > 2B > 5B > (6B >) 5C > 236A > j7.C > J.6C > land > 6[B], 2B > 214B, 2C > 2A(w) > (Okizeme)
4569
Meter Gained: 104.0% Meter Given (vs C-Moon): 31.2% (Video)
variation of the corner oki setup used for the 2C~2A(w) mixup (see in the Okizeme section above) .a slightly delayed J.C after 236A is needed on: Aoko, White Len, Len, Satsuki, VAkiha ,Sion and Vsion.
Normal starter, grounded opponent in corner
  • (2AAA) > 2B > 5B > (6B >) 5C > 2C > 214A > j8.C > dj8 dl j.C > dl j.6C > land > sj8.BC > sdj9.BC > AT
5355
Meter Gained: 117.5% Meter Given (vs C-Moon): 35.2% (Video)
Optimal universal corner rejump combo. For all Ries rejumps, you may delay the second j.C and slightly delay j.6C, or do no delay on the second j.C and add a long delay before j.6C. Be aware that delaying both too much may result in the opponent being too high.

Other Combos/Confirms

Midscreen

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2B > 5C > 236A > j9.BC > sdj9.BC > AT
4144
Meter Gained: 56.5% Meter Given (vs C-Moon): 16.9% (Video)
More consistent 2B starter. Does not work at absolute max range.
Normal starter, grounded opponent
  • (2B) > 5C > 214B > (Dash (66/6A+B) > 5C > 214B > 2C > 2Aw)
3106
Meter Gained: 58.5% Meter Given (vs C-Moon): 17.5% (Video)
Works from 2B and 5C at every range. Following up after the first 214B can only be done from the middle of the screen or the corner; doing so midscreen is difficult so you can opt for a heat or techchase instead.
6[C] starter, grounded opponent, middle of the screen
  • 6[C] > 236[A] > j8.C > dj8 (delay) j.C > (delay) j.6C > land > sj8.BC > sdj9.BC > AT
4192
Meter Gained: 74.5% Meter Given (vs C-Moon): 22.3% (Video)
Only works midscreen-near corner, but leaves you in an ok position even if the 236[A] whiffs. You can do j.BC j.BC AT instead of the rejumps for the ender. For all Ries rejumps, you may delay the second j.C and slightly delay j.6C, or do no delay on the second j.C and having a long
Normal starter, grounded opponent, you must be in corner
  • (2AAA) > 2B > 5B > (6B >) 5C > 2C > 236C > 214B > 2C > 2A(w)
4538
Meter Gained: +50% > (-100%, EX) > +8.5% Meter Given (vs C-Moon): 35.4% (Video)
Corner to corner. Only works when you have your back to the corner.
Normal starter, grounded opponent
  • 2AAA > 2B > 5{B} > 6B > 5C > 6C > 236A > j9.C > dl j.6C > sj9 j.C > j.BC > AT
5063
Meter Gained: 99.5% Meter Given (vs C-Moon): 29.8% (Video)
Tricky combo that only adds small amount of damage to bnb, but ends in corner airthrow from anywhere on the screen. Partial charge on 5{B} and inclusion of 6B is fundamental to get this route to work from fullscreen. Timing the j.C after sj9 takes some practice. You can skip the j.B rebeat for a j.A rebeat or no rebeat for less damage and easier execution.
Normal starter, airborne opponent not too close to the ground
  • 236B > j.9 CB > dj8/9.BC > AT
3092
Meter Gained: 40.0% Meter Given (vs C-Moon): 12.0% (Video)
Anti air combo. Works with charged or uncharged. Double jump can be forward or neutral, neutral double jump may be easier to avoid accidental super double jumps. Can work with 236A starter if you do sdj9 instead of dj8/9 (you may need to omit the first j.B depending on height). Will not work if they are too close to the ground (go for an OTG or oki).
623A counterhit starter
  • 623A (CH) > 2B > j.9 BC > sdj9.BC > AT
3326
Meter Gained: 52.9% Meter Given (vs C-Moon): 14.8% (Video)
623A counterhit combo. Uses 2B as 2C will often go too far and whiff. Usually seen from shield > 623A starter.
Counterhit starter, airborne opponent
  • Air CH > 2C > 214A > j9.BC > sdj9.BC > AT
3379 (j.A starter)
Meter Gained: 54% Meter Given (vs C-Moon): 16.2% (Video)
Go-to air pickup. May take some practice due to 2C's small amount of active frames making it whiff at strange times
Counterhit starter, airborne opponent
  • Air CH, 6[B] > 5C > j9.BC > sdj9.(B)C > AT
4001 (j.A starter)
Meter Gained: 58% Meter Given (vs C-Moon): 17.4% (Video)
Optimal, but won't work from all counterhits. Generally wont work from rising j.A if done early enough, and from air CH close to the ground. Difficult to do from j.A CH. Omit the second j.B if the 6[B] 5C hit them too high

Corner

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • (2AAA) > 2B > 5B > (6B >) 5C > 214C > 214A > j8.C > dj8 dl j.C > dl j.6C > land > sj8.BC > sdj9.BC > AT
5915
Meter Gained: +42.0% > (-100%, EX) > +28.9% Meter Given (vs C-Moon): 36.1% (Video)
Max damage practical corner combo. For all Ries rejumps, you may delay the second j.C and slightly delay j.6C, or do no delay on the second j.C and add a long delay before j.6C. Be aware that delaying both too much may result in the opponent being too high.
Normal starter, grounded opponent
  • 6[B] > 5C > j8.C > dj8 dl j.C > dl j.6C > land > sj8.BC > sdj9.BC > AT
5188
Meter Gained: 79.5% Meter Given (vs C-Moon): 23.8% (Video)
Low trip rejump combo you can use near the end of your string. You can replace the 5C for 214A if you used your 5B or for more damage, but doing so will leave you with less options if it is blocked. For all Ries rejumps, you may delay the second j.C and slightly delay j.6C, or do no delay on the second j.C and add a long delay before j.6C. Be aware that delaying both too much may result in the opponent being too high.
Normal starter, grounded opponent
  • (2AAA) > 2B > 5B > (6B >) 5C > 6C > 236A > j8.C > J.6C > land > 6[B] > 214B, 2C > 2A(w) > (Okizeme)
4707
Meter Gained: 101.0% Meter Given (vs C-Moon): 30.3% (Video)
corner oki setup, more damaging than the route above. Unlike the rejump routes ,J.C and J.6C need to be done as quicky as possible to keep the opponent low enough for 6[B] to hit. A delay between 6[B] and 214B is needed on Aoko.
6[C] starter, grounded opponent
  • 6[C] > 214A > j8.C > dj8 dl j.C > dl j.6C > land > sj8.BC > sdj9.BC > AT
4370
Meter Gained: 77.5% Meter Given (vs C-Moon): 23.2% (Video)
Overhead corner combo. Input 214A as soon as you can, any delay can result in them being too high. You can go into a simple air combo instead of j.6C rejumps should you need. For all Ries rejumps, you may delay the second j.C and slightly delay j.6C, or do no delay on the second j.C and add a long delay before j.6C. Be aware that delaying both too much may result in the opponent being too high.

Advanced Midscreen Combos

  • Note: The above combos will cover nearly every situation and are all you need to play C-Ries at a strong level. The below combos offer a very big increase in difficulty, with delays that vary for each character, for a relatively small increase in damage(300~700). It is recommended you only learn these combos if you have been playing this character for a very long time, you already have a strong grasp of the above combos, and/or you are willing to learn very specific combos to improve.
Condition Notation Damage
vs V.Sion
Notes
A button/jump in starter, grounded opponent
  • 2AAA > 2B > 5{B} > 6B > 5C > 2C > dl 6C > 236B > dl j9.C > dl j.B > land > j9.AC > j.BC > AT
5393
Meter Gained: 108.0% Meter Given (vs C-Moon): 32.4% (Video)
Midscreen rejump combo. Max midscreen meterless damage from 2A starter, but less corner carry. You can do j.B land into j.B rejump for added difficulty, damage, and no AT ender (you must use j.623C, you can use j.623A but it does less damage then j.A rejump AT ender). You may also do dl j9.CAB, using a longer delay on j.C to remove the delay before j.B, but the added damage and meter is so minor that its personal preference. Ideally you use at least one button (preferably more; each button you add makes it easier) before 2B so 2C 6C doesn't launch high enough to make 236B whiff (doing this from 2B starter is possible on every character but Mech, however the timing is very precise). The delay between 2C and 6C is character specific, generally being shorter on characters with larger hurtboxes. The delay between 2C and 6C is character specific, generally being shorter on characters with larger hurtboxes.
Normal starter, grounded opponent
  • (2AAA) > 2B > 5{B} > 6B > 5C > 2C > 6C > 214B > Dash (66/6A+B) > 6[B]/5C > 214B > 2C > 2Aw
4355
Meter Gained: 101% Meter Given (vs C-Moon): 30.3% (Video)
Character specific corner-to-corner oki combo. Works on Hime, Sion, VSion, Warachia, Satsuki, Nero, Neco-Arc, and Neco-Arc-Chaos. Use 5C if you can't reach the corner in time(usually when you are in corner vs Nero/Warachia). Not as necessary as the other combos listed but is notably easier due to no delay needed between 2C and 6C, and is still rewarding to learn if you fight these characters often.
A button/jump in starter, you are in the middle of the screen/not in the corner
  • 2AAA > 2B > 5{B} > 6B > 5C > 2C > dl 6C > 236B > dl j9.C > dl j.B > land > j9.A > j8.C > dl j.6C > land > sj8.AAC > sdj9.BC > AT
5490
Meter Gained: 130.5% Meter Given (vs C-Moon): 39.1% (Video)
Midscreen to corner combo, doesn't work if you're in the corner but works from most other spacings. Very difficult but rewarding, requires lots of precise delays; This combo is probably one of the last you should learn. The delay between j.C and j.6C can be extended so that sj8 BC is possible, but doing so is character specific (doesn't work on Miyako and Warachia, probably more) and a big step up in difficulty for little damage over this universal variant. The delay between 2C and 6C is character specific, generally being shorter on characters with larger hurtboxes.

Advanced Corner Combos

Condition Notation Damage
vs V.Sion
Notes
A button/jump in starter, grounded opponent
  • 2AAA > 2B > 5{B} > 6B > 5C > 2C > dl 6C > 236B > dl j9.C > dl j.6C > microwalk backwards (4) > 6[B] > dl 214B > 2C > 2Aw
4888
Meter Gained: 112.5% Meter Given (vs C-Moon): 33.7% (Video)
Most damaging oki combo in the corner. Arguably most difficult bnb, but also the most rewarding to learn. Note that this combo uses your jump cancel, so you cannot replace the 2C > 2Aw with 236B > jump oki like you can with the easier route. The delay between 2C and 6C is character specific, generally being shorter on characters with larger hurtboxes.
Counterhit starter, airborne opponent
  • Air CH > (2C > 214A OR 6[B] > 5C) > j8.C > dj8 dl j.C > dl j.6C > land > sj8.BC > sdj9.BC > AT
3774 (j.A, 2C) 4523 (j.A, 6[B])
Meter Gained: 78.5% Meter Given (vs C-Moon): 23.5% (Video)
Rejumps from air counterhit. Can be done from 2C > 214A and 6[B] > 5C (although from some j.A counterhits you may not be able to land 6[B]). For all Ries rejumps, you may delay the second j.C and slightly delay j.6C, or do no delay on the second j.C and add a long delay before j.6C. Be aware that delaying both too much may result in the opponent being too high.

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
MBCRies5A.png
The Knee
The Knee
Damage Red Damage Proration Cancel Guard
300 196 75% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 3 8 1 3.5% -

A close ranged knee attack, weak and quick. Very good on block for a C-Moon button, frametraps into itself very easily, and stops jumpouts. Very useful in pressure if you can work with its short range. Functions nearly the same as 2A in combos, besides lacking similar range. Your preferred rebeat to whiff for frame advantage in blockstrings due to short range and 1f faster recovery over 2A. Poor vertical reach limits its antiair capabilities, but can work alongside EX shield to catch extended hurtboxes. Notable rebeat data (w means whiff):

  • 5B 5Aw = -1
  • 5[B] 5Aw = +1
  • 6B 5Aw = +2
  • 5C 5Aw = +2
  • 2C 5Aw = +2
5B
5B
5[B]
MBCRies5B.png
All around "Anti-Jump" tool
All around "Anti-Jump" tool
MBCRies5XB.png
5B Damage Red Damage Proration Cancel Guard
700 392 70% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
11 4 17 -6 7.0% -
5[B] Damage Red Damage Proration Cancel Guard
1000 686 70% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
23 4 15 -2 10.0% -

An upward stab with Gamaliel. Damage is good, but the speed isn't that great. Solid anti-air in a lot of matchups due its good vertical range, but beware of characters with strong air-to-ground options. Charging this move greatly improves its hitbox and frame advantage, but due to the forward movement this can take some practice to use as an anti air propery. The improved frame advantage, as long as the huge forward movement and rich cancel options make this a solid reset point however as long as you aren't too predictable with it. Frametrap with 5C or 2C to condition respect, or wait for the move to recover then 2A to refresh your strings. The partial charge version also has a generous amount of forward movement, is a great frametrap, a good response to opponents trying to time a shield on the charged version if followed up with 2C, and a very important followup after 2B in combos due to the forward movement making 6B easier to put into combos. Solid all around button, and defining to good C-Ries gameplay.

5C
Hries 5c.png
Huge forward moving slash. Go-to hitconfirming tool.
Huge forward moving slash. Go-to hitconfirming tool.
Damage Red Damage Proration Cancel Guard
1000 490 90% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
13 2 18 -2 10.0% -

Long ranged forward slash with Gamaliel; great damage, proration, horizontal range, and good speed for what it is(although it is still slow and punishable from high IADs). It's a good move outside of combos if you can utilize its range, and it's an essential for combos. Spacing this well will be crucial for beating C-Ries' hardest matchups due to it punishing opponents for only respecting 2B's range. Also essential for hitconfirming as you can follow up (blockstring) > delay 2C > 5C with it for a combo if they jump/mash. Also has a relatively large cancel window allowing for strong stagger pressure. The glue that holds your pressure and combos together.


Crouching Normals

2A
Hries 2a.png
Tiny kick
Tiny kick
Damage Red Damage Proration Cancel Guard
350 245 75% (O) -SE-, -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
5 4 8 0 3.5% -

A low kick; weak, fast, and close-ranged. Longer range than a lot of 2As, but crucially does not hit airborne opponents whatsoever. Will lose to jump-outs if your opponent can get off the ground in time, but useful in combos as a consistent rebeat after 2C for favorable knockdown. Solid pressure tool, and commonly used after (214B > Ender) combos due to it being her fastest low.

2B
Hries 2b.png
C-Ries' most well rounded tool, you will be pressing this a lot.
C-Ries' most well rounded tool, you will be pressing this a lot.
Damage Red Damage Proration Cancel Guard
650 392 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
9 3 14 0 6.5% -

Low jab with Gamaliel; good range, damage, and speed. An effective mid-range poke, and can easily start combos. Probably your favourite button, it has no big weaknesses, beats high shield, is a constant threat in strings, has a very low recovery for Ries' standards, a cancel window that lasts for the moves entire recovery, and requires hard commitments to fully beat. Your hitbox extends with the attack, though, so it can let you down if you don't use it around its max range.

2C
Hries 2c.png
0f active
0f active
Damage Red Damage Proration Cancel Guard
700 392 65% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
11 3 22 -7 8.0% -

A low sweep. Damage is good speed and range is relatively poor compared to other sweeps though. Your best option for catching enemies falling from a counter-hit, and a constant threat to opponents trying to jump out of your strings, alongside 5B. Good pressure tool due to being a forward moving low and very important combo tool, although only 3 active frames and big forward movement can make this move difficult to use in combos sometimes, most notably after close range 623A CH. Very big cancel window give it potential for frametraps but if the 2C hits and you wait to stagger into a normal you will lose a lot of damage, so 5C or 2B are usually preferred. May have niche low profile uses but is usually outclassed by 236[A].


Aerial Normals

j.A
MBCRiesjA.png
"stop it"
"stop it"
Damage Red Damage Proration Cancel Guard
300 147 75% (O) SE, N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
5 4 10 - 3.0% -

A very quick, but very small, downward-angle punch. Reasonably low damage. This move is a bit better then it looks; j.As are generally only used when you're very close to your opponent, so the short range can act as more of a strength then a weakness due to the lack of a big extended hurtbox, however its range can let you down if you use it as an air-to-air instead of rising. This attack knocks the opponent back horizontally more than it does vertically, which makes it useful for extending air combos to fit in more hits. Due to its incredible speed, it can be useful for getting counterhits, and its recovery is short enough that you can do rising j.A falling j.C with some practice, which is a great pressure tool. Low hitbox also allow this to be used from a low IAD which can make for a scary tick throw setup.

j.B
MBCRiesjB.png
Cross-up and IAD tool
Cross-up and IAD tool
Damage Red Damage Proration Cancel Guard
600 343 90% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
8 3 - - 6.0% -

A reasonably tough kick with decent, kick-like range. It's usually too slow to be used very effectively outside of combos, only really being when you need a button faster then j.C but longer then j.A, and when you can take advantage of its crossup hitbox. Has use after a low IAD as your fastest and most reliable high option. Also has strong potential after a j.C as you can reverse beat into it for a double high, and allows rising j.[C] to be plus. Very important for air combos. It's also worth noting that the move hitting behind Ries allows her to beat dashunders, and is important for representing a high option from both sides for her left/right mixup (although note that this is a 3-way mixup due to crossup protection).

j.C
j.C
j.[C]
Hries jc.png
Easily your best button for controlling space, use this smartly
Easily your best button for controlling space, use this smartly
Hries bejc.png
j.C Damage Red Damage Proration Cancel Guard
900 588 90% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
11 3 - - 8.0% -

A huge downward slash with Gamaliel. Riesbyfe's all-purpose heavy air attack, featuring great damage and range (however lacking upwards range), as well as appropriate speed. A good option, but generally inferior to j.[C] due to the large hurtbox extension, this move has a nasty habit of getting Ries counterhit from very long ranges if not used quickly enough. The hitbox can actually be very deceiving, as it's a smaller than the attack's visual effect; The attack has very little hitbox above you and doesn't extend as far horizontally as it looks, but it's hitbox below Ries is incredible.

j.[C] Damage Red Damage Proration Cancel Guard
1500 1176 90% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
21 3 - - 15.0% -

Charged j.C gives more damage and circuit gain, and is the most used variant. Hitbox doesn't change, but hurtbox shrinks a lot compared to the non-charged version. Arguably her best button, absurdly good space control tool, and the crux of your air neutral. When spaced propery, nearly every option used to directly contest will result in a very damaging CH in Ries' favour, and landing with it allows you to act immediately afterwards to approach, poke, or simply do it again. Its biggest weakness is its long startup, fast opponents can hit you out of it with a rising j.A or other button, and it can easily be shielded if predictable, both setting you up for a punish. Forward jump j.[C] is very risky and aggressive, but very rewarding should it work, as it will push your opponent into the air while expending their air options, or closer to the corner, but backwards jump j.[C] is the highlight; Very difficult to stop, and will beat many many approaches. This move will easily be shielded if you get too predictable, but is an incredible defensive option, and extremely important for earning oppurtunites to win.

Command Normals

6B
6B
6[B]
Hries 6b.png
The charged version has no reflect frames, don't learn the hard way...
The charged version has no reflect frames, don't learn the hard way...
Hries be6b.png
6B Damage Red Damage Proration Cancel Guard
800 490 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
13 4 16 -2 8.0% Reflect 9-16

A forward swipe with Gamaliel. Tricky to use in combos at first due to the large pushback, but big damage and 100% prorate make it absolutely worth it. The swipe can also reflect nearly every projectile in the game, though, so clever use of this can turn the tables on your opponents in some pretty hilariously effective ways.

6[B] Damage Red Damage Proration Cancel Guard
1200 686 100% N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
22 3 10 5 12.0% -

Charged 6B; range and damage get a significant boost, and it will cause an untechable knockdown if your opponent is low enough/the combo is not too prorated. Difficult to use in neutral but due to the incredibly low recovery and high hitbox, it has a lot of potential. The recovery is so low that this move can beat dodge if you time another button well. Most damaging way to catch opponents falling from a counter-hit (but it isn't always optimal, you'll usually opt for a simple 2C unless you know you can pull it off). Can be very nice for resetting pressure due to being plus, but note that it is very easy to shield if you are too predictable, and generally pushes you back quite far. A great option for catching jumpouts and mashing when spaced due to having a solid disjoint and being a high sweep, allowing you to link a 5A or 2B after it into a damaging air combo. Very short cancel window makes this move awkward sometimes, especially in combos, so some combos such as air ch > 6[B] > 2C > 5C are not always recommended due to it being very strict (if you are willing to take the rebeat penalty, you can get around this with 6[B] 2Aw 2C).

6C
6C
6[C]
MBCRies6C.png
Overhead somehow
Overhead somehow
MBCRies6XC.png
6C Damage Red Damage Proration Cancel Guard
700 392 70% (O) SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
12 4 15 -1 7.0% -

Forward lunge with the rear-end of Gamaliel. Damage isn't very good, it's slow, and the range is ok for an overhead but otherwise underwhleming, it can't be jump canceled, and cant be canceled into any normal attacks. Has some uses in combos, notably can be used before 214B or (A)AD for some extra damage, and is important for some of her most damaging but difficult meterless combos. You can use 6{C} in place of 6[C] then follow up with 236B 236C for a gimmicky overhead/low mixup, but it's very expensive and unrewarding.

6[C] Damage Red Damage Proration Cancel Guard
1000 686 70% (O) SP, EX, (J) H
First Active Active Recovery Frame Adv Circuit Invuln
29 4 16 -8 10.0% -

Charged version of 6C. Damage is now pretty alright, but most notably, the move is now an overhead and sends the opponent into a wallslam. Slow startup and charge means most opponents will adapt to this quickly if you overuse it, but the startup is deceptive for an overhead so it can work occasionally. Much better in the corner then midscreen due to it being easier to combo from, and 214A being a less risky followup option compared to 236[A].

j.6C
Hries 6jc.png
Key combo tool. Difficult to use in neutral. Also anti-aired by crouching!
Key combo tool. Difficult to use in neutral. Also anti-aired by crouching!
Damage Red Damage Proration Cancel Guard
850 588 68% (M) - HA
First Active Active Recovery Frame Adv Circuit Invuln
10 3 - - 8.5% -

A big forward thrust with Gamaliel, which sends opponents into wallslam. Can't cancel into anything. Damage, range, and speed are all OK, but due to its poor cancel options, very short active frames, whiffing against most crouchers and being incredibly difficult to combo from the wall bounce if you're high up, it sees little in neutral (although it is very disjointed and can be used air to air to earn a safe heat). Essential part of Riesbyfe's corner combos and advanced midscreen combos however, a core part of your very good damage and corner carry. Small potential for double high's with j.C > j.6C, but is usually outclassed by j.C > j.B rebeat.


Universal Mechanics

Ground Throw
MBCRiesThrow.png
Longest throw range in the game, with good knockdown
Longest throw range in the game, with good knockdown
Damage Red Damage Proration Cancel Guard
1500 759 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 20 - 0.0% -

Riesbyfe carries her opponent to the ground using the tip of Gamaliel. Untechable knockdown. You can safejump some characters with IAD jA/B after this. Best throw range in the game.

Air Throw
Air Throw
j.6/4A+D
MBCRiesThrowAir.png
Largest airthrow damage in the game, with bad knockdown
Largest airthrow damage in the game, with bad knockdown
Damage Red Damage Proration Cancel Guard
1600 (1408, Raw)/1500 862 30% (Any if Raw) U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 - 0.0% -

Riesbyfe grabs the opponent then slashes them with Gamaliel. Amazing damage but poor knockdown, sends opponents much too far most of the time. Ground bounces the opponent if done raw, causes an untechable knockdown but leaves you at a distance as a combo ender.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCRies214D.png
For some reason raw bunker costs 50 meter for C-Ries (and no other Ries). If she has less then 50 meter it costs no meter. Hmmm...
For some reason raw bunker costs 50 meter for C-Ries (and no other Ries). If she has less then 50 meter it costs no meter. Hmmm...
Bunker Damage Red Damage Proration Cancel Guard
500 196 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 4 19 -5 -50.0% Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 196 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 19 -5 -50.0% Strike 1-7

A charging shield bunker. One unique bugfeature it has is that both neutral and out of blockstun versions cost meter.

Heat
Heat
A+B+C
MBCRiesHeat.png
Another great defensive option.
Another great defensive option.
Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
17 2 30 - -100.0% (min) Full 1-18

Good horizontal range, not as good vertical range, it doesn't hit from behind as much as other heatboxes but the forward range is worth it.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
MBCRiesCSpark.png
Not as meter reliant as other characters, so bursting is usually a decent option.
Not as meter reliant as other characters, so bursting is usually a decent option.
MBCRiesCSparkAir.png
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 10 20 - removes all Full 1-39
Air Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
12 10 15 - removes all 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
Wrist Pizzicato
236A/[A]/B/[B]/C
MBCRies236A.png
Very strange guard point dash. Can beat moves such as C-Aoko 214C when close.
Very strange guard point dash. Can beat moves such as C-Aoko 214C when close.
MBCRies236B.png
MBCRies236C.png
A Damage Red Damage Proration Cancel Guard
700 392 70% (O) -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
13 8 27 -17 ~ -10 7.0% Guard point 8-11
[A] (Max) Damage Red Damage Proration Cancel Guard
700 392 70% (O) -EX-, (J) LHA, LH
First Active Active Recovery Frame Adv Circuit Invuln
23 8 12 -2 ~ 5 7.0% Guard point 8-22
  • Shield rush. A dashing shield attack that has a guard point(acts as if Ries blocks without putting her in blockstun or stopping the animation) that varies by version. Charging extends startup, frame advantage, and length of guard point.

Charges forward with Gamaliel poised above Riesbyfe, launching the enemy. Jump and EX cancelable. Has a guard point against high and mid attacks that lasts for 3f, but does not last until the active frames begin. Uncharged, this move is fully air unblockable, and is best used as a reactive anti-air. Also works as a longer range but less damaging alternative to 2C 214A to set up air combos. The charged version is usually the most used version of this move due to charge extending the window of the guard point, so this version will protect you the longest, and due to it being -2 on block at worst, it becomes relatively safe to throw out in neutral(although predictable use may end up getting you shielded and punished). Excellent approach against projectile zoning if you can reach the opponent by the end of the charge. Can also work as an anti-air but due to this moves strange property of being air blockable for half the active frames, and air unblockable for the other half, it should only be used when you're confident your opponent will either use an air normal or land and block.

B Damage Red Damage Proration Cancel Guard
700 392 70% (O) -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
14 8 22 -12 ~ -5 7.0% Guard point 9-11
[B] (Max) Damage Red Damage Proration Cancel Guard
700 392 70% (O) -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
24 8 12 -2 ~ 5 7.0% Guard point 9-23

Charges forward with Gamaliel poised below Riesbyfe, tripping the enemy. Jump and EX cancelable. Has a guard point that strangely only works against air blockable attacks, making it surprisingly useful as an anti-air if you know you can connect the hit. Charged is the safer but slower version, and is notably air unblockable for the full duration unlike 236[A]. If either version hits the enemy high up enough you can go into an air combo.

EX Damage Red Damage Proration Cancel Guard
600*13 (3297) (2676) 90%*13 (M) - LH
First Active Active Recovery Frame Adv Circuit Invuln
5+10 30 12 0 ~ 5 -100.0% Clash 14-43

Charges forward like in the A ver., but deals multiple hits, substantial damage, and sends the enemy into a wallslam. This is the most raw-damaging EX C-Ries has. Every hit will clash with other attacks. Normally risky to use in neutral, as you're completely open before the hitboxes come out, and it's easy to avoid. Best used in specialised combos such as corner to corner because the proration is insane. Also your best special on block at 0 at worst, but is worse then it sounds; Unless you use it at very close range, it usually pushes your opponent out of 2A range, which is a very hard range to contest for C-Ries, and even point blank several hits can be EX Guarded with relative ease to make the move punishable. Still great for staying safe on block after some specials, but generally not super reliable for staying in after a stagger into 214A for example. Dont whiff this.

623X
MBCRies623A.png
Fittingly dramatic DP
Fittingly dramatic DP
MBCRies623B.png
MBCRies623C.png
A Damage Red Damage Proration Cancel Guard
1000 490 100% - LH, LHA
First Active Active Recovery Frame Adv Circuit Invuln
4 2 (2) 4 36 -26 (1st Hit),
-22 (2nd Hit)
10.0% -
  • Giant circle slash. Hitbox is no way near as good as it looks but is still very solid, and an all around decent DP.

The fastest version, most useful for getting counter-hits. This version sets itself apart in its speed and that it doesn't thrust you into the air nearly as much. Because of this, it's much easier to follow up on any counter-hits you get with this compared to 623B. You can also use it as a counter-hit after shields for a very solid anti-air option. Extremely punishable if it doesn't hit, however, because you're defenseless until shortly after you land, so don't use this too carelessly. Usually sends you too far for 2C to connect so use 2B/5A > air combo instead unless you know you can land the 2C.

B Damage Red Damage Proration Cancel Guard
700*2, 300 (1543) (886) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
4 4 (2) 6 46 -34 7.0% Full 1-5 8-9, High 6-7

Standard DP, massive range make it awkward to follow up on air counterhits but is generally a good reversal regardless. Also deals multiple hits, but any hit after the first is air-blockable, making it risky to use as an anti-air against opponents that are too high up. Launches Riesbyfe much higher into the air on the ground compared to 623A, so working off of counter-hits is usually impossible and very difficult even if they're high up enough for it. Extremely punishable on whiff/guard for the same reasons as 623A. This DP has notably poor frame advantage on hit; opponents can recover at around the same time as you if they tech as soon as possible, so be careful in a scramble after this.

EX Damage Red Damage Proration Cancel Guard
600, 300*7 (2210) (1344) 100% - LH, LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+5 25 41 -32 -100.0% Full 1-15

Identical to 623B, but deals substantially more hits and damage, and has some of the most invul of any DP in the game. It's a good reversal, with massive damage and good speed, but due to being +4f after superflash it can be shielded on reaction should they use meaty A normals. Mostly sees use as a punish to predictable meaties such as meaty overheads.

214X
MBCRies214A.png
HUGE punch, a signature of C-Ries and one of your most unique moves.
HUGE punch, a signature of C-Ries and one of your most unique moves.
MBCRies214B.png
MBCRies214C.png
A Damage Red Damage Proration Cancel Guard
1000 490 80% (O) -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
12 6 15 -3 10.0% -
  • Riesbyfe's patented 2-ton punch. Great damage, but shines the most in its utility.

A powerful close-ranged punch. Jump cancelable and EX cancelable. This is the go-to edge for starting your air combos after a sweep, as the damage is great and it leaves your opponent at the perfect height for followup. Huge hitstun on counterhit give it a niche use in punish scenarios such as blocked C-Ciel 236C (link to 2B > BnB), but generally underwhelming in pressure due to very limited cancel options.

B Damage Red Damage Proration Cancel Guard
1200 980 50% (M) - LH
First Active Active Recovery Frame Adv Circuit Invuln
16 4 23 -9 12.0% -

A big, heavy, long-ranged punch that sends the enemy into an untechable wallslam (although they can ground tech). Doesn't cancel into anything. Another one of C-Ries' most important moves and probably her signature.

This move is insanely long, has a huge amount of untech time, sends them all the way to the corner, and sets up your best oki. In matchups where you can't poke with 2B freely, you will most likely be looking to use this move to bully your opponent into respecting you. Can be used preemptively to stop them covering space and setting up with circuit charge, orb sets, summons, etc., and doing so often works out because, even if you trade, it's most likely in your favour. Can be staggered into at any point during pressure for a constant way to snipe jumpouts and mashing. Usually leaves you safe when spaced even a little bit. Pushes them to the corner even if you can't quite get the ender. This move is a lifeline for C-Ries when her other tools are being shut down.

However, the move has a very large amount of proration, meaning combos that use it towards the beginning usually do poor damage, making it better to put towards the end of the combo, and the reason combos with it end in a strong knockdown such as 2C 2Aw rather then an air combo.

The other big weakness is its slow speed and big recovery: While it usually spaces you safely, it is still very minus, and will end your turn if it is blocked. If you are too predictable, opponents can do a low IAD, or just forward jump/super jump and punish you by making it whiff, and smart opponents can even shield into hitgrab to beat it cleanly, so it is not completely free to overuse, but for the most part this move will help you out in neutral over and over again.

EX Damage Red Damage Proration Cancel Guard
400, 700, 1100 (2109) (1496) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
3+11 2 (12) 2 (13) 2 22 -6 -100.0% -

Execute 3 heavy punches, wallslamming the opponent on the last hit. This is the best way to use your meter if you can get a combo going midscreen/corner, as it will more often than not get you in the perfect position for a corner combo(the forward movement is huge), tacks on a lot of damage, and is very easy to follow up on. Also has niche use as an OTG from an unconfirmed 6[B] or 2C into 236B, allowing you to get a bit more damage. Not useful otherwise, however, because you can't make use of the wallslam outside of a corner, and you're quite vulnerable for the duration of the attack. Not minus enough to punish for the most part, but still very bad on block. Please dont whiff this.

63214X
Wrist Portato
(During Blockstun)
63214A/B/C
MBCRies63214A.png
If they try to get the mash give them the potato
If they try to get the mash give them the potato
MBCRies63214BC.png
B/EX
B/EX
A Damage Red Damage Proration Cancel Guard
1000 784 50% -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
19 3 35 -20 10.0% Full 1-11
  • C-Riesbyfe's alpha counter/guard cancel, wrist potato; while guarding, execute a shield bash that sends the opponent flying. Punish your opponent for getting a blockstring on you. Landing any of these will effectively reset pressure, as well, and counter-hits can be followed up on near corners. This edge has a ton of proration, though. Meterless versions are techable both air and ground, but can lead to techtrap/otg. All versions have very poor horizontal range so use carefully.

The quicker meterless version, but has the least invincibility. EX cancelable. Breaks the opponent's magic circuit. Generally worse then the B version in most ways due to it being full invul for a move that is only barely faster and even worse on block, but may be able to punish certain moves with good timing.

B Damage Red Damage Proration Cancel Guard
1000 784 50% -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
24 3 31 -16 10.0% Full 1-26

This version has a bit of a lengthy startup, but you're completely invulnerable until the attack comes out. This is the version you'll be using the most, since it's the safest and the easiest to use. Avoid using it as soon as you can all the time, though, because if you become too predictable and your opponent gets wise to your antics, they can block it and turn the tables on you. Think of it as a dodge that can be used in blockstun with a big hitbox at the end. Used best as a callout on staggers (If they stagger into a move with high recovery, they will get punished with no way to counter it), with some niche uses against projectile oki with good timing. Also strangely enough can be EX cancelled, even on whiff, allowing you to escape some strings in creative ways, or use 236C on a blocked hit to return to neutral safely.

EX Damage Red Damage Proration Cancel Guard
1000 784 50% - LH
First Active Active Recovery Frame Adv Circuit Invuln
6+11 3 22 -7 -100.0% Full 1-19

The EX version has identical damage to the other versions, but it sends the opponent into wallslam and is faster. If you land a counter-hit using this your opponent will stagger, leaving them wide open for followup via 2C (if they're on the ground) or 236B (if they're in the air). If you can use this at a later point during an opponents blockstring, against a slow or charge attack, a good counter-hit will let you get good damage in just for being subjected to a blockstring (full damage including a combo is comparable to 236C). Due to the wallbounce, you can follow up on this if you have them near the corner even without counterhit. Can be used to get a full punish on moves that are otherwise difficult to contest such as blocked F-Ryougi 236C.


Aerial Specials

j.623X
MBCRiesj623AB.png
Meterless versions have no invul
Meterless versions have no invul
MBCRiesj623C.png
A Damage Red Damage Proration Cancel Guard
1000 490 100% EX LHA
First Active Active Recovery Frame Adv Circuit Invuln
4 4 16 -18 (TK) 10.0% -
  • Aerial versions of Riesbyfe's DP series. All versions have niche use for beating EX shield.

EX cancelable in the air (though your only option is 623C). Does identical damage to 623B in the air. Can be used as a combo ender if your opponent is too high to be thrown.

B Damage Red Damage Proration Cancel Guard
1000 490 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
4 6 16 -30 (TK) 10.0% -

Identical damage to 623A in the air, but it launches you forward a significant distance, theoretically making it useful for counter-hits in it's own way. Very quick but fully air blockable with zero invul make this a very risky option

EX Damage Red Damage Proration Cancel Guard
600*5 (2544) (1660) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+4 15 16 -28 (TK) -100.0% Full 1-18

The air version of 623C deals less hits but more damage. It's a great reversal with a huge amount of invul frames, the damage is good, and it adds a nice amount of it to combos as an ender. Most damaging ender.


Arc Drive

Official Apocrypha
41236C during Max/Heat
MBCRiesAD.png
Good knockdown and damage but a bit unreliable on air hit.
Good knockdown and damage but a bit unreliable on air hit.
Damage Red Damage Proration Cancel Guard
800*6, 2500 (3626) (2965) 50% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
2+10 21 35 -20 removes all Full 1-32

Thrusts Gamaliel forward in a grand display of damage and hits. You're invincible for the duration and it's air-unblockable. You'll get the most out of this by using it after a short ground BnB (although it does less damage then 214C rejump combos, it gives a better knockdown), it adds great damage and a good knockdown. Also a potential reversal, with great damage. It has big startup so don't use this instead of DP every time you're in heat, and is unsafe on block unless very well spaced, so be wary with how you use this move outside of combos.


Another Arc Drive

Official Apocrypha
41236C during Blood Heat
MBCRiesAAD.png
Good knockdown, great damage and works consistently on air hit.
Good knockdown, great damage and works consistently on air hit.
MBCRiesAAD2.png
Damage Red Damage Proration Cancel Guard
1200, 7500 (4832) (3380) 50% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
3+11 18 36 -10 ~ 8 removes all Full 1-31

Thrusts Gamaliel forward similar to her Arc Drive, but locks the opponent in for a single hit of big damage. Stronger than the AD and moves a bit further. Generally much more reliable due to any hit leading to full damage, and much better frame advantage meaning this can be plus surprisingly, using this as a read can be much safer then it looks (still punishable if spaced poorly), but dont whiff it because it is extremely slow otherwise.


Last Arc

Official Apocrypha: Original Sin Embrace
Grounded EX Shield during Blood Heat
MBCRiesLA.png
Fullscreen unblockable LA
Fullscreen unblockable LA
MBCRiesLA2.png
Damage Red Damage Proration Cancel Guard
550*19, 2000 (4000 ~ 7500) (3500 ~ 6500) 50% + 50% * remaining BH time - U
First Active Active Recovery Frame Adv Circuit Invuln
0 1+0 61 - removes all -

Works from just about anywhere and against just about anything, so long as the opponent can be grabbed. If you get the EX shield, no matter where the opponent is, they'll get caught and take a ton of damage. If there's a blue moon and all of the planets are aligned your opponent will evade the hitbox, effectively breaking the attack; but don't let that discourage you.



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