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Melty Blood/MBAACC/Riesbyfe Stridberg/Half Moon
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 |
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Additional Resources
H-Riesbyfe Match Video Database
H-Riesbyfe Combo Showcase
Notable Players
Name | Color | Region | Common Venues | Status | Details |
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Mordon | Brazil | Netplay | Active | ||
obutsu (汚物) |
Japan | Play Spot BIG ONE 2nd | Active | Has been sporadically active for the entirety of this game's history. Loops for days. |
Overview
Strengths |
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Weaknesses |
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General Gameplan
Half-Moon Riesbyfe is more or less the same as Crescent-Moon with a pinch of Full-Moon added to the mix - A rushdown-oriented character with lots of pokes that relies more on ground play than fighting in the air against their opponent, with some significant changes to the playstyle that promotes going up-close and personal, constant poking & pressure and trapping your opponent to the corner to release that sweet damage burst.
Because of a certain change in Ries's specials however, she is much more offensive than both her moon counterparts as tradition to any other Half-Moon character and has an easier way to gain meter & okizeme as a result through her corner combos and infamous Seal Loop combo. That being said, she is still Riesbyfe, which means her framedata is going to be pretty weak in comparison to other characters - and there will be times where said framedata will betray you during matches. Many will consider H-Riesbyfe a great variation of Riesbyfe whenever speed is more necessary than power.
Neutral
As H-Ries, you have a few neutral tools at your disposal during footsies that will help you get in that hit to unleash some basic combo starters, to list a few examples:
5B: A decent enough poke to throw out every once in a while if your opponent isn't low-profiling you due to its high hitbox, don't throw it out too often because it has a 10f startup. Proper spacing should be considered when throwing 5B in the ring.
2B: Same thing as 5B. A decent enough poke to throw out every once in a while, marginally worse range than 5B but hits low as well and is also good to toss out when people are expecting to shield 5B, also has a 10f startup like 2B so spacing should also be considered when tossing this normal out.
2C: Very great poking tool because it moves you forward by default and it also hard knockdowns upon hit allowing for 2C/214A into Air Combo conversion if landed.
236X: Shield rush which is either air unblockable or has a hard knockdown on hit depending on which button you press. Has a few guard-points and can be held for a longer period which allows for great advances if you can read the enemy's attacks, allowing for an automatic punish/okizeme opportunity.
63214B: Not a bad option to use whenever you expect the enemy to rush you down or advance with an attack due to its superarmor frames. You will immediately win neutral if you read the opponent and enter Okizeme if in midscreen or a potential corner combo.
Pressure
H.ries’ pressure is easily separated into two categories, midscreen, and corner. While all characters enjoy strengthened pressure in the corner h ries experiences this to a degree far beyond others as her midscreen and corner pressure are worlds apart in structure, effectiveness, and depth.
Midscreen: your pressure at midscreen is limited, linear, and unthreatening, as the only reliable ways of resetting pressure and closing the distance as you push yourself out are rebeating out of 6AA, 5C and 2C all of which severely limit your confirming routes once expended to continue pressure. Other tools for resetting pressure like 6[B], 214C and 624[B] allow the opponent to easily disengage via a backdash or backjump and the only chase for a backdash at extended range for h.ries is likely to be a 5B which has no confirm without arcdrive.
Corner: your pressure in the corner is extensive, varied, and profoundly dangerous with touches leading to anywhere from 4k to 8k with a near limitless metergain ceiling. This is where much of the joy of this character comes from with broad options and opportunities for expression in the structure of your pressure. The cornerstone of your corner pressure is building an ever growing wall of options for your opponent to consider, taxing at their mental stack until even slow options become difficult to react to. The reduced pushback at the wall allows h.ries to stay very close to the opponent throughout her entire pressure and with nowhere to go her wide range of pressure extenders all require precise and specific responses as without specific callouts all of your options are incredibly safe. The high guard damage of many of h.ries’s specials also put a clock on the opponent forcing half moon characters to quickly find an out or be guard broken and crescent and full moon characters are forced to split their metal focus even further to EX guard.
5A6A: 5A6A moves a surprising amount forward and in many strings will leave you as close as possible, rebeating into 2A leaves you at near point blanc and if you hold forward until the first frame you move forward this puts you nearly imperceptibly into tick throw range at the proper timing with an easy option of delayed 2A to instead catch a tech or mash. Even when a rebeat into 2A is unavailable 6AA remains a threat and even played fully out as an overcommit you are merely -2 with cancel options available.
6[B]: 6[B] is a +5 on block low with quite a long range, this is one of the most generic and layer 1 ways for you to extend your pressure as it can allow you to approach after pushing yourself somewhat out while also incidentally catching movement and jump outs due to being a low. When rebeating into this from 5C or 2C the gap is surprisingly small making it very difficult to interrupt with a mash.
5C/2C: 5C and 2C have a significant amount of forward movement and are excellent for rebeating out of into 5A or 2A to extend pressure, however stray hits from either of these are quite difficult to get a full confirm from on reaction if the other has already been used in the string.
63214[B]/63214B: As you build up your pressure and get your opponent used to frametraps and the more typical ways of resetting pressure they will become more focused on looking for the more typical pressure resets and will not be able to react quickly enough to b seal to hit early enough to reliably string in a way to beat both uncharged and charged seal. This will often result in them erring on the side of caution and blocking the charged seal giving you a way to reset both your rebeat strings and your distance letting you get back to point blanc and start your pressure all over again. Mixing in uncharged seal on occasion has fairly low risk and reinforces the opponent’s preference for conservative, defensive options, as getting hit by uncharged seal for trying to mash or escape will lead immediately to the loop.
214C: All of these options together give the opponent an enormous amount of things to consider, opening them up to your very slow but very safe overhead. 214C is one of the slowest commonly used overheads in melty at 28f but despite this it has a number of things going for it that make it much better than the data suggests. The startup of this overhead is surprisingly ambiguous, the startup doesn’t have a clear animation until halfway through and even once it does many players have reported confusing the animation for b seal, 214B, or even h ries simply walking backwards forcing the opponent to spend a lot of focus confirming that the overhead is coming. On top of this the overhead is -0 on block meaning that even when successfully blocked the opponent isn’t in the clear and still needs to respect your options. Shielding is not even a reliable punish as the EX cancel options ries have can have varied timings, interrupt many shield responses and can even reliably punish half moon counter. Blocking this overhead can even be dangerous due to the enormous amount of guard damage this does on block making this an even more appealing option when the opponent is low on guard gage and forced to time EX guards to avoid a guard break as the speed of this will alter the timing and can often be what breaks guards as the opponent reacts early enough to block but not early enough to properly time the EX guard.
Okizeme
H-Ries is filled to the brim with lots of tools to get her a chance of okizeme, because this character is all about getting that sweet knockdown/ender into the okizeme to further destroy their opponent's hopes and dreams of ever even considering mashing buttons on wakeup into even more damage output and a SECONDARY Seal Loop if you've managed to carry your opponent to the corner.
Your general okizeme paradise will either begin in a 2C > Air Combo > AT, 63214A Combo Ender, 236B, 6[B] or through a Shield Counter. Once your opponent is down, you can either set up for a Corner BnB, a crossup j.C (will not work on short characters), an IAD j.6C or another 50/50 mixup with 214C since it is her only standing overhead.
This version of Riesbyfe is the one that just screams 'Wake up for more pain' at their opponent and actually mean it whenever she gets in the position to do what her tools allow her to do.
Defense
That being said - let's talk about whenever you are not the one in the position to do what their tools allow them to do. Her Seal Bash, originally usable as her unique Alpha Counter whenever in blockstun has been completely removed from the scene - rendering her automatically with worse defensive options. So what CAN she do when she's in the defensive?
Universal Half-Moon Mechanics: Albeit not your #1 priority when wanting to escape a blockstring - Half-Moon gives Riesbyfe better room to breathe in a way as long as she has 100% meter and above, or when attempting to hard read an opponent's incoming pressure attempt. Her Shield Bunker, albeit doing no damage if done while blocking, grants invulnerability for the whole frame period from start to finish, and it comes out faster than other moons. Her Regular Shield also automatically stops any incoming attack from the opponent with a combo opener by itself.
623B: D.P with invulnerability frames at the start and upper-body invulnerability at the second half of the move. Catches Shield Bunker, Shield and button mashing but is beat by (obviously) blocking. Also air unblockable throughout the whole move so it's also good to catch jump-ins.
623C: Basically the same as above, but it's a super, has full invulnerability for the whole 15 frames, deals more damage, but is air blockable after the 8th active frame so you will need to time this DP right if you want to catch jump-ins.
63214B: Situational, but if the opponent is setting up some sort of a projectile trap, this may come in useful due to superamor frames and projectile reflect properties. 6B can also reflect projectiles but does not have the former armor frames.
63214C: Another decent reversal super to route meter to whenever cornered, as it knocks the enemy back far and resetting into neutral... if you catch a counter-hit with this, you can convert it into a combo.
Meter Management
H.Ries’s incredible access to meter and the way it interacts with the meter mechanics of half moon results in two major competing styles when it comes to meter management on this character:
Access to EX: The first major playstyle revolves around the standard theory of meter management on half moon characters, maintaining around 100% meter at all times in order to maximize the access to EX moves and to have the most consistent presence in the match. This has a number of difficulties with this character due to the difficulty of dumping meter, few of h.ries’s EX’s have consistent neutral application and none function as pressure extensions that can be easily used in order to prevent entering heat in an inopportune time during pressure. However maintaining this access to EX has a number of significant benefits as 624C is essential to converting off h.ries’s overhead presence, half moon bunker is by far your most reliable and versatile pressure escape and 236C can interrupt many ranged pressure sequences. When converting it can often be worth it to recognize when you can efficiently dump meter using 624C as an alternate to other wall bounces for additional damage and control of your meter total.
Insurance and Control: The second major playstyle revolves around using H.ries’s incredible metergain in the corner to its fullest potential in order to have precise control of both your own, and your opponent’s meter. This playstyle is fundamentally based on the seal loop combo and taking care in recognizing the metergain potential of your starters, and when to end the loop in order to optimize the amount of time you spend in heat during pressure while minimizing your opponent’s access to their own metered tools. H.ries wants to play in heat far more than most other characters, and has a great access to it due to her massive metergain and autoheat letting her enter it unimpeded. In pressure remaining in heat allows you to push the opponent into less offensive escapes, as successful abare will simply run into the autospark and force them to make a second correct call in a row without getting hit or allow you back into heat. These less offensive escapes are also more easily punished in heat as even when you are pushing yourself out 5B presents a much greater threat for checking movement and jumps as arc drive is a reliable reaction confirm on hits from any range of 5B, the only one she has. Additionally, many of the risks in entering heat for half moon characters are minimized for h.ries as autospark is only punishable while airborne and you will typically remain grounded for much of the match. Losing the meter upon autospark is also much less painful as the post knockdown situation will lead to one of the quite long corner pressure sequences h.ries has available, building much of the meter back unless the opponent makes two consecutive risky correct calls. This playstyle is especially effective against full moon characters as they will often be forced into max and have to make the choice between a risky burst at the cost of all their meter or being reduced to 100 meter and suffering oki.
Combos
Combo Notation Help | |
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
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.
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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:
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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
Corner Combos
Seal loop info:
- Seal loop starts with 63214B, which then allows you to loop (5A > 5C > 63214B) or (2C > 5C > 63214B) or (2C > 3C > 63214B).
- (XX > 5C > 63214B) loop stops working after 20 hits, because there isn't enough untech time after 5C. After 20 hits you should either stop with 63214A, or start doing (2C > 3C > 63214B) loop until you get heat.
- Even though you get all the meter in the world, AD ender is not recommended due to high proration. End with 63214A, keep the heat and go for riskier pressure instead, as half moon's safe(ish) auto burst will protect you.
- Don't forget that you will also give a lot of meter to the opponent.
Move Descriptions
Frame Data Help | |
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Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
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. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
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. |
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. |
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:
Hurtbox-Based Properties:
Miscellaneous Properties
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Normal Moves
Standing Normals
5A
5A
5A~6A~6A |
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5B
5C
Crouching Normals
2A
2B
2C
Aerial Normals
j.A
j.B
j.C
j.C
j.[C] |
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Command Normals
6B
6B
6[B] |
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3C
j.6C
Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
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Air Throw
Air Throw
j.6/4A+D |
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Shield Counter
Shield Counter
Auto after a successful Shield (Air OK) |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Circuit Spark
Special Moves
236X
Wrist Pizzicato
236A/[A]/B/[B]/C |
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623X
Breath Cantino
623A/B/C |
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214X
Wrist Staccato
214A/B/C (No EX) |
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63214X
Wrist Mordent 63214A/B/[B]/C A/B A/B
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Arc Drive
Official Apocrypha
41236C in Heat |
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