Melty Blood/MBAACC/Riesbyfe Stridberg/Half Moon

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Character Page Progress

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In Progress To-do
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    • Add damage, meter gain/given numbers and video links to the pre-existing combos.
  • Additional Ressources/Players to watch/ask
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    • 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.
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Additional Resources

H-Riesbyfe Match Video Database

Players to watch/ask

JP:

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NA:

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Overview

Strengths / Weaknesses
Strengths
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Weaknesses
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General Gameplan

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Neutral

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Pressure

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Okizeme

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Defense

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Combos

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

For more information, see Glossary and Controls.

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

Applies to all air chain sections:

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

Enders

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • (...) 2C > 214A/236A > j.AC > dj.AC > AT
text
Meter Gained: text Meter Given (vs C-Moon): text
Basic airthrow combo. You can do j.6C instead of airthrow to set up an air game instead if you want.
Normal starter, grounded opponent
  • (...) 2C > 63124A
text
Meter Gained: text Meter Given (vs C-Moon): text
Seal ender. Blows the opponent 3/4ths of the way across the stage and downs for an hour, giving you plenty of time to run in and do whatever you want.


Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 5A > 2A > 5B > 2B > 6B > 5C > (Ender)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Basic ground string. Add/omit whatever you need to make it work.
Counterhit 63214C starter, 100% meter
  • CH 63214C, 5B > 5C > j.AC > dj.AC > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Midscreen combo off CH EX Seal.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
(Seal Loop)
Normal starter, grounded opponent
  • (Ground String) > 63214B > (5A > 5C > 63214B)xN, 5A > 5C > 63214A
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Seal loop. Gives a ton of meter (usually at least 100%) and gives hard down. 63214B prorates a ton so you'll be doing somewhere in the range of 5 damage per rep by the end of this, so if you don't need the meter don't do it more than a couple of reps since any more is just feeding them free meter.
Normal starter, grounded opponent
  • (Ground String) > 2C > 236A > j8.C > j.6C, land 63214B > (Seal Loop^)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Easiest version of the corner BnB. Doesn't do as much damage though.
Normal starter, grounded opponent
  • (Ground String) > 2C > 214B > j7.6C, land 6[B] > 2C > 5C > 63214B > (Seal Loop^)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Slightly easier version of the corner BnB. Only works if you're already in the corner. You can omit 2C on bigger characters to make it easier.
Normal starter, grounded opponent
  • (Ground String) > 2C > 214B > IAD j.6C, land 6[B] > 2C > 5C > 63214B > (Seal Loop^)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Corner BnB. If you're already in the corner IAD backwards for the j.6C.
Counterhit 63214C starter, 100% meter
  • CH 63214C, 5C > j8.C > j.6C, land 63214B > (Seal Loop)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
You can do 2C > 214B > IAD j.6C etc., but it doesn't seem to work on smaller characters.


Move Descriptions

Frame Data Help
Header Tooltip
Move Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

Damage Base damage done by this attack.

(X) denotes combined and scaled damage tested against standing V. Sion.

Red Damage Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.

(X) denotes combined damage.

Proration The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.

X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

Startup Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
Active The amount of frames that this move will have a hitbox.

(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

Recovery Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).

If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.

Invul Lists any defensive properties this move has.

X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.

Invicibility:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

Standing Normals

5A
5A
5A~6A~6A
Hries 5a.png
Hries 6a.png
Hries 6aa.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5A 350 240 75% (O) 2.45% -SE-, -N-, -SP-, -CH-, -EX-, (J) L 4 2 9 1 -

Your average fast 5A. Hits low, but that also means you won't be Anti-airing anything with this move. Your fastest whiff cancel move at 15f total.

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

This move has guard-point properties on startup that are usually seen on 5A/2A normals.

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

Standard H-Moon 6A chain. Ries kicks forward, then stabs with her weapon. This launches the opponent on hit.

5B
Hries 5b.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 576 100% 5.6% N, SP, EX, (J) LH 9 2 19 -6 -

Ries pokes straight forward. Has better range than 2B, but suffers from the same weaknesses. Also it has a high hitbox, so while it will still hit crouchers you'll get blown up by low-profiling moves. Again, one of her slower moves at 10f startup, so make sure you space it properly.

5C
Hries 5c.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 480 90% (O) 7.0% N, SP, EX, (J) LH 12 2 18 -2 -

Ries slides forward and does a big swing with her weapon. One of her slowest normals at 13f first active, but the range is huge thanks to the sliding movement.


Crouching Normals

2A
Hries 2a.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350 240 75% (O) 2.45% -SE-, -N-, -SP-, -EX-, (J) L 4 4 8 0 -

Basic 2A. Hits low.

2B
Hries 2b.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
650 384 80% (O) 4.55% N, SP, EX, (J) LH 9 3 14 0 -

Ries leans forward and does a poke with her weapon. Has good range, but your hurtbox extends before your hitbox does, so you will get counterhit hard if you space this poorly. Also a bit slow as it's first active on frame 10.

2C
Hries 2c.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700 384 65% (O) 5.6% N, SP, EX, (J) L 10 3 22 -7 -

Low slide. Moves you forward quite a bit and knocks down. Staple in combos and also useful for poking since your hurtbox remains fairly small throughout the move. Actually only 1f slower than 2B/5B so it may be a better option in many cases.


Aerial Normals

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

Angled kick that looks like Crescent's j.B. Use it when you need to hit below you but can't afford to wait for j.C's huge startup.

j.B
Hries jb.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700 480 90% (O) 4.9% N, J HA 9 8 -- - -

Long-ranged horizontal stab. Like all her other B moves, your hurtbox extends quite a bit as well, so space this properly.

j.C
j.C
j.[C]
Hries jc.png
Hries bejc.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
j.C 900 576 90% (O) 5.6% N, J HA 10 3 -- - -

Huge downward swing. Has days of startup and doesn't cover as big an area as it looks like it does, but still hits below her pretty well. Beware that your hurtbox extends downward along with the swing.

j.[C] 1500 1152 90% (O) 11.5% N, J HA 20 3 -- - -

When charged, has more damage and stun, becomes airdash-cancelable and your hurtbox won't extend at all.


Command Normals

6B
6B
6[B]
Hries 6b.png
Hries be6b.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
6B 800 480 100% 5.6% N, SP, EX, (J) LH 12 4 16 -2 Reflect 9-16

Ries does a spinning slash. Moves forward slightly. Uncharged version has a really long startup compared to her other normals and kind of a crappy hitbox, but it can reflect most projectiles.

6[B] 1200 672 100% 8.4% N, SP, EX, (J) L 21 3 10 5 -

When charged, this move becomes a sweep and becomes +5 on block as well as becoming significantly less crappy hitbox-wise.

3C
Hries 3c.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700 384 70% (O) 4.9% N, SP, EX, (J) LH 9 4 23 -9 -

Ries does a move that looks like C's 5B. Launches and sets up some combos, but since the upward hitbox is actually a lot worse than it looks, you won't be using this in neutral too much.

j.6C
Hries 6jc.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
850 576 68% (M) 7.2% - HA 9 3 -- - -

Big stab that looks kind of like j.B. Wallslams on hit. Slower than j.B, but the hitbox is significantly better. As an additional tradeoff, hits kind of high so you won't be using it for jump-in.


Universal Mechanics

Ground Throw
MBCRiesThrow.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1500 744 100% 0.0% - U 2 1 20 - -

Riesbyfe carries her opponent to the ground using the tip of Gamaliel. Untechable knockdown.

Air Throw
Air Throw
j.6/4A+D
MBCRiesThrowAir.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1600 (1408, Raw)/1500 844 30% 0.0% (Any if Raw) U 1 1 12 - -

Riesbyfe grabs the opponent then slashes them with Gamaliel. Ground bounces the opponent if done raw, causes an untechable knockdown but leaves you at a distance as a combo ender.

Shield Counter
Shield Counter
Auto after a successful Shield (Air OK)
MBHRiesSC.png
MBHRiesSCLow.png
MBHRiesSCAir.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Standing 500 (345) 198 50% 3.5% (SP), (EX), (J) LHA 9 4 18 -4 -

Same animation as 214A.

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

Same animation as 2B.

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

Same animation as j.6C.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCRies214D.png
MBHRies214D.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Neutral 500 192 50% 0.0% - LHA 25 4 19 -5 Clash 1-10
(Clash) 500 192 50% 0.0% - LHA 7 4 19 -5 Strike 1-7

A charging shield bunker.

Blockstun 0 0 100% -100.0% - LHA 18 3 22 -7 -

H-Moon specific reversal bunker.

Circuit Spark
Circuit Spark
In Heat:
Auto during hitstun
A+B+C during blockstun
MBCRiesCSpark.png
MBCRiesCSparkAir.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Ground 100 0 100% removes all - U 11 10 20 N/A Full 1-39
Air 100 0 100% removes all - U 12 10 15 N/A 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

236X
Wrist Pizzicato
236A/[A]/B/[B]/C
MBCRies236A.png
MBCRies236B.png
MBCRies236C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 700 384 70% (O) 4.9% -EX-, (J) LH 12 8 27 -17 ~ -10 -
[A] (Max) 700 384 70% (O) 4.9% -EX-, (J) LHA, LH 22 8 12 -2 ~ 5 -
  • Ries rushes forward with shield of great justice. Think Charging Star except with less patriotism and more kawaii anime schoolgirls.

High shield rush. Has mid/high guardpoint and launches on hit. Air unblockable, but extremely punishable on ground block. Can be held to move further; when held, Ries moves further before the move becomes active, the guardpoint kicks in later but has more frames, is no longer AUB, and becomes safer (-2 at worst) on block.

B 700 384 70% (O) 4.9% -EX-, (J) L 13 8 22 -12 ~ -5 -
[B] (Max) 700 384 70% (O) 4.9% -EX-, (J) L 23 8 12 -2 ~ 5 -

Same as A version, except it hits low, has mid/low guardpoint, and knocks down on it.

EX 600*13 (3297) (2622) 90%*13 (M) -100.0% N/A LH 5+8 30 12 0 ~ 5 Clash 14-43

Looks like A version except multi-hitting. Not invulnerable, but retains guardpoint properties and can go through lots of stuff. Like held versions, slightly unsafe on block but not really punishable. Final hit wallslams, so you can follow this up in the corner, but it prorates like a mofo so don't expect to get too much additional damage out of it.

623X
MBCRies623A.png
MBCRies623B.png
MBCRies623C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 480 70% (O) 7.0% - LH, LHA 3 2 (2) 4 36 -26 (1st Hit),
-22 (2nd Hit)
-
  • DP-like rising slash. All versions are air unblockable so they make decent AAs in certain situations.

Fastest version. No invulnerability and your hurtbox is huge, but recovers relatively quickly and allows for a followup combo on air CH. You'll still be punished hard if it's blocked though.

B 700x2, 300 (1543) (869) 100% 7.0% - LH 3 4 (2) 6 46 -34 Full 1-5 8-9, High 6-7

Has actual reversal invulnerability. Starts out completely invulnerable for the first hit, then is upper-body invulnerable until the second. Functions pretty much like a conventional DP. Recovery is too slow for followup even on air CH, though.

EX 600, 300*7 (2210) (1320) 100% -100.0% - LH, LHA 1+4 25 41 -32 Full 1-15

Has better invulnerability (complete invul all the way through) than B version and does more damage, but otherwise works about the same.

214X
Wrist Staccato
214A/B/C (No EX)
MBCRies214A.png
MBHRies214B.png
MBHRies214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 480 80% (O) 7.0% -EX-, (J) LH 11 6 15 -3 -
  • Ries slides forward and punches.

Short-ranged uppercut. Fastest version that launches on hit. Combo staple and is also about even on block, so this is a decent move to toss into blockstrings occasionally if you're in range.

B 1200 672 70% (O) 8.4% -EX-, (J) LH 12 2 23 -7 -

Straight body blow. Wallslams on hit. Combo staple for big damage in corner. Not as safe as A version, but pushes you out a fair bit on block so you probably won't get punished per se.

C 1000 768 60% (O) 7.0% -EX-, (J) H 27 2 16 0 -

Overhead Ryu punch. Her only standing overhead. Comes out extremely slowly and doesn't do much by itself. Can be canceled into 236C or 63214C to scoop a small combo but you won't get that much damage off it due to how much it prorates.

63214X
Wrist Mordent
63214A/B/[B]/C
MBHRies63214AB.png
A/B
MBHRies63214XB.png
MBHRies63214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1200 768 100% 8.4% -EX- LH 4 6 31 -19 Reflect 5-20
  • Ries makes sort of a "shield bash" motion while a seal appears and blows the opponent back. Also, like 6B, it will reflect certain projectiles if they hit the seal. H's defining move.

Fastest version (5f first active). Somewhat unsafe on block. On hit, the opponent is sent flying (no followup possible no matter what). You can pretty much use this as automatic corner carry from anywhere since it knocks back so far and downs for hours, which means you can run in after them from fullscreen and still have time to do whatever you want.

B 1200 768 50% 8.4% -EX- LH 19 6 17 -5 Reflect 20-32
Super Armor 6-40
[B] 700*3 (1566) (1074) 65% (O) 2.1%x3 (6.3%) -EX- LHA 37 X 22 3 ~ 23 Reflect 33-60
Super Armor 6-26

Has way more startup and gets superarmor frames. You can still combo this off tons of stuff and it loops into itself pretty easily (see combo section).

Can also be charged. Instead of knocking down, this makes three advancing seals that give decent advantage on hit or block. Move has strange property of being Invul against Commands grabs but not regular throws.

EX 2000 1632 70% (O) -100.0% - LH 4+0 5 18 -5 Reflect 5-18

Basically A version with more damage. On counterhit, the opponent will be locked in stun all day, making it possible to follow up even from midscreen. Mostly safe on block and scoops big damage, so it's a good super to use as a frametrap or reversal when you have meter to burn.


Arc Drive

Official Apocrypha
41236C in Heat
MBCRiesAD.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800*6, 2500 (3626) (2905) 50% (O) removes all - LH 2+9 21 35 -20 Full 1-32

Ries charges forward with a BUST WOLF. Completely invulnerable during startup and active frames. Makes a good fullscreen punish due to range and speed, but try not to whiff it since it's unsafe on whiff or block.



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