Melty Blood/MBAACC/Satsuki Yumiduka/Half Moon

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Combos

Conditions Input V.Sion Damage Meter Cost Meter Generated Opposing Meter Video Link
Anywhere (2A/5A) > 2B > 5B > 5C > 2C(2) > 3C > (slight delay) 214A > j.B > j.C > (dj.A) > dj.B > dj.C > AT 4844 0% 64% 27.4% [1]
General BNB. Adding 5A/2A and dj.A will give you slightly more meter at the cost of damage
Anywhere, Corner Carry (2A/5A) > 2B > 5B > 5C > 2C(2) > 3C > (slight delay) 214A > j.B > j.C > 66j.A > sdj.A > dj.B > dj.C > AT 4922 0% 68.2% 29.2% [2]
Corner Carry combo. Distance travel is based on delay of 214A and whether or not you use sdj after the airdash cancel j.A. Buffer 66 while j.C is active and time the j.A properly
Anywhere, Corner Carry, Close Range 2B > 5B > 5C > 6AAA > 2C(2) > 3C > (slight delay) 214A > j.B > j.C > 66j.A > sdj.A > dj.B > dj.C > AT 5269 0% 81.4% 34.8% [3]
Corner carry combo that reaches farther than above combo. Works on everyone.
Anywhere, Corner Carry, Close Range 2B > 5B > 5C > 6AAA > 2[C] > 2C(2)> 3C > (slight delay) 214A > j.B > j.C > 66j.A > sdj.A > dj.B > dj.C > AT 5953 0% 90.5% 38.7% [4]
Damaging version of above combo. Character specific (see below)
Anywhere, Corner Carry, Metered (2A/5A) > 2B > 5B > 5C > 2C(2) > 623C > 2C(2) > 3C > (slight delay) 214A > j.B > j.C > 66j.A > sdj.A > dj.B > dj.C > AT 5421 100% 51.8% 36% [5]
Corner carry combo with Meter usage. Perfect use for meter dump if needed to keep yourself from going into heat.
Anywhere, Metered (2A/5A) > 2B > 5B > 5C > 2C(2) > 623C > 2C(2) > 5[C] > (delay) 5A > 5C > j.B > j.C > dj.B > dj.C > AT 5572 100% 52.3% 36.4% [6]
Alternative combo with meter usage. Timing on 5A after 5[C] is strict to not get rebeat. Can subtitute (delay) 5A > 5C to 5B > 214A for more distance and slight meter

Strategy

Half

Unlike the other two moon styles, Hatsuki doesn't have quite as many useful special moves, and with Half Moon meter management she doesn't always have meter to do her setups. However, to counter balance that, she gains the ability to jump and normal cancel her air normals on block, giving her stronger jump-ins, normal air combos, and a fuzzy guard that is quite practical and effective. As Half Moon she still has good combo options and is able to build meter quite quickly, so you can choose between saving meter for life gain, or using a meter combo to go for your standard Satsuki style mixups. Another thing that Hatsuki has over the other styles is that her normals and 6AAA series probably give her the best blockstring and rushdown game out of the three.

Blockstrings and Pressure

Hatsuki's blockstring game is pretty strong, and you can force people to block for a long time with a basic understanding of rebeat pressure and her specific moves that are good for it. Her 5C is a good move to charge up often as it charges quite quickly, 2C is also a good move to charge up due to massive blockstun, guard damage, and frame advantage; but should be done more sparingly because of the much longer startup. Generally you will be starting your blockstrings with 5B from any range other than point blank, and 2A or possibly 5A if you are in their face.

From neutral generally you want to go for a... 5B for forward momentum and decent pressure reset. 2C because it's faster and will stuff almost all pokes at a bit of a distance. 22B if you are spaced out a bit for catching jumps (buffer 623 and press C on reaction to jumps and to hit confirm). Or alternatively IAD or regular jump 9 and go for a jump attack. If you aren't pushed back too far, dash EX Bite can be a really strong tool.

The most important things to be paying attention to (other than your opponent), is whether or not you've used your 2A/5A for rebeats, so that you don't hit the wrong button, or try to rebeat when it's not possible. If you've already used both your 2A and 5A just make sure to end with 22A or something else safe.

Basic Blockstrings:

(2A) 5B 5C 2C 3C 22A

Resets to neutral and builds respect that you'll want when going for rebeats.

5B 5C (2C) 5A/2A(wiff) > neutral reset

Normally you want to rebeat after either 5C or 2C, mix it up.

xx > 6A6EE > 22A / neutral reset

6A6EE is an option select that beats shield bunkering, learning the timing to stagger it as much as possible is very useful as well. The last hit of 6AAA is neutral on block but it has a lot of pushback, so you should probably cancel into 22A until you get some respect, then you can sneak in some other stuff.

stuff > 6AA > more stuff > 3C 22A

6AA forward momentum is pretty useful, but the second hit is terrible on block so you should always be canceling it into something else.

Okizeme and Mixups

Keep in mind that Hatsuki has a slightly different air backdash than the other moon styles, which changes the effectiveness of her various mixups. Primarily, since it's a bit slower, but has an upwards hop like movement, the crossup IABD mixup is a lot easier to see, however you can also use air dodge for that mixup. In addition to this, when backdashing over people's heads, you are able to do so lower to the ground, even if they are standing.

Corner

Satsuki's primary corner 3.5-way gimmicks come from 623C when the opponent is just outside of the corner. The best setup for this is xx > 623B > OTG > 623C. You can't get that setup without 200% meter unless you confirm into a 6AAA combo or some other situational combo that can lead to 623B. Another more basic setup off a regular chain that still works is just 3C > ASAP cancel 623C. Satsuki's mixups can go several ways, but they're only a true 2 way at best, and only in the corner. Simply autopiloting them probably won't get you very far against anyone capable of reacting decently so try to get in their head with your variety of options.

Basic corner mixup: pause (based on character's standup time)...

...dash (push into corner) jump 8
...land 2A or 2C
...air backdash j.C 5B ect
...dash (don't push into corner) jump 8
...land 2A or 2C
...air backdash j.C 5B ect
...double jump instant air backdash (after crossup) j.C 5B ect
  • Can be input with either 4 [crossup] (9 / 7) 4 or [crossup] (9 / 7) 4AB, whichever you find easiest, you have to be pretty fast to actually make it look deceiving.

Midscreen

The initial setup for midscreen is a lot easier than the corner setups. So long as you end with a 623C you're good to go. Remember from before that the 3C > 214A j.BC land 623C is a really good combo extender for midscreen so that you maintain both damage and oki. If you didn't already know about it, drifting is done by holding 4 or 6 in mid air after a neutral jump or double jump.

The mixups listed below are just the generic stuff that goes as many ways as possible. You probably want to base your oki off these, but don't forget there is always all sorts of other tricks available to you like j.C wiffs or j.[C] fakeouts.


Here's the basic mixup you should be going for most the time midscreen:

623C pause (based on standup times) SJ9...

DJ8 before crossup...
Fall straight down > land 2A / 2C
Drift forward (crossup)...
Land 2A / 2C
j.44 (second crossup) j.C 5B ect
DJ8 after crossup...
Fall straight down > land 2A / 2C
Drift forward (second crossup)...
land 2A / 2C
j.44 (third crossup) j.C 5B ect

Fuzzy Setups

... DJ[9] j.C slight pause j.B land > 6AAA / 5A 5B 5C 2C 3C > ect

The combo. Make sure to hold 9 when double jumping so that you don't get a super double jump. Use 6AAA followup on characters you can 2[C] and a regular chain on everyone else for optimized damage. Just go for a 6AAA if you want a 623B combo in the corner.

IAD > deep j.B / j.C > fuzzy

A pretty practical setup, you can go for it off any knockdown, or in pressure if you are daring. Personally I find the j.B to be easier, it comes out faster so you can hit it deeper, meaning the followup j.C will have easier timing.

j.CB > fuzzy

On Nero, and maybe some other tall characters you can start with a j.BC if you're high enough.
Yes, it's really a setup, your already totally practical jumpin is probably the easiest fuzzy guard setup you'll ever see. However, there's a couple issues with it.
  • 1) It does not work if your opponent actually gets hit by the first j.B, probably not a good setup to use against someone who doesn't have any matchup experience.
  • 2) You rebeat twice, the damage isn't going to be quite as good as the other setup.

Move Descriptions

Normal Moves

Ground Normals

5A
5A
5A~6A~6A
HSatsuki5a.png
HSatsuki6a.png
HSatsuki6aa.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5A 250 150 75% 2.8% -SE-, -N-, -SP-, -CH-, -EX-, (J) LH 3 3 9 0 -

Good face smacker with decent range for its startup. Neutral on block.

5A~6A 600 400 80% 6.0% N, SP, -CH-, EX, (J) LH 7 4 16 -5 -

Second hit of 6AAA, forward momentum and -5f on block.

5A~6A~6A 1000 800 60% 10.0% (N), SP, EX, (J) LH 9 4 14 0 -

Third hit of 6AAA, special and super cancel only when blocked. Neutral on block with massive pushback.

5B
HSatsuki5b.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700 420 100% 8.0% N, SP, EX, (J) LH 8 7 15 -7 -

Lots of range and forward momentum, really useful move for everything. Often used to OTG after 623B/C as in other moons.

5C
5C
5[C]
HSatsuki5c.png
HSatsuki5Xc.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5C 850 700 90% 8.5% N, SP, EX, (J) LH 9 5 14 -1 -

Great upwards poke, a bit slow on startup but has clash. Minor forward momentum.

5[C] 1700 1200 85% 15.0% N, SP, EX, (J) LH 18 5 13 0 -

Juggles on hit, neutral on block, fast charge and more forward momentum than uncharged version.

Crouching Normals

2A
HSatsuki2a.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 150 73% 4.0% -SE-, -N-, -SP-, -EX-, (J) L 3 4 9 -1 -

Less range than 5A, but it hits low.

2B
HSatsuki2b.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600 360 100% 7.0% N, SP, EX, (J) LH 7 4 10 +1 -

Terrible range, can still be used to fill normal chains and in-your-face blockstrings. +1f on block.

2C
2C
2[C]
HSatsuki2c.png
HSatsuki2Xc.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
2C 800 550 80% 4.0% N, SP, EX, (J) L 4 6 24 -15 -

Really good range and fast at 4f of startup. Knocks airborne on second hit only. Should reverse beat or chain this move into something else on block.

2[C] 900 650 60% 6.0% N, SP, EX, (J) L 26 10 15 +3 -

Really long startup, hits 3 times, has massive pushback and guard damage.

3C
3C
3[C]
HSatsuki3c.png
HSatsuki3Xc.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
3C 1000 700 60% 10.0% SP, EX, (J) L 13 12 19 -13 -

It's basically Blanka slide, only cancellable. A bit slow on startup, but after the initial bit of startup it will duck high attacks. Bad on block so cancel into 22A or something else.

3[C] 1500 1200 70% 15.0% SP, EX, (J) L 26 8 13 -3 -

Extremely long startup, and active frames don't come out until deceptively late, making this a bad move to use in pressure, even though it's safe at -3f. Goes into big combos and has lots of range so this move is very useful for punishing.

Aerial Normals

j.A
HSatsukija.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 200 75% 3.0% SE, N, J LHA 4 4 - - -

Pretty good for an MBAA j.A, face smack that hits straight out in front of her, what more do you want.

j.B
j.B
j.[B]
HSatsukijB.png
HSatsukijXB.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
j.B 600 400 90% 6.0% N, J HA 7 5 - - -

~45 degree downward swipe, decent air to air at even or higher altitudes, and useful for jump ins as well.

j.[B] 1000 700 70% 10.0% N, J LHA 18 7 - - -

~45 degree downward swipe which shoots a "sonic boom" that stops forward air momentum and pushes Sacchin back as if she had air backdashed.

j.C
j.C
j.[C]
HSatsukijc.png
HSatsukijXc.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
j.C 900 600 85% 9.0% N, J HA 8 4 - - -

Better downward hitbox than j.B, but slower. Amazing jump in move. If you hit the jump in high enough, there's enough time to rebeat into a j.B before landing.

j.[C] 2100 1550 50% 16.0% N, J HA 26 4 - - -

Obviously not that great outside of combos and feigning jump ins. Half charge j.[C] is pretty useful because it lets you set up j.B reverse beats without waiting for floaty air momentum for as long.

Universal Mechanics

Ground Throw
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1400 - 100% - - U 2 1 20 - -

Goes both ways, hard knockdown. Not very useful outside of the corner. In the corner you can cover all ground tech options by taking about 2/3 of a step backwords then pressing 5B into combo. 5B can also beat bad airtechs, if they double jump after air teching you'll most likely want to go for a 623C. The other options are a neutral air tech to immediate landing which is completely safe, they'll be forced to block your 5B. If they choose not to tech, 5B wiffs and you have enough time to do another meaty 5B or what have you.

Air Throw
Air Throw
j.6/4A+D
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1408 - 30% 7.0 - U 1 1 12 - -

Untechable knockdown, but doesn't really keep knocked down long enough to go for a meaty unless you're in the corner, or hit it somewhat near the ground. Unlike many airthrows, it actually builds meter.

Special Moves

236X
A
B
EX
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 968 - 100% 0.0% - LH 18 3 12 -3 -
  • Not really a useful series of attacks, but they do things.

Satsuki dashes then tries to grab the opponent with her hand, blockable. Gives hard knockdown on hit but does not lead into OTG. Safe on block, not that you want to get it blocked.

B 968 - 100% 0.0% - U 35 2 20 - -

Satsuki dashes and does a command throw, you can go into a combo via OTG just like 623B. Pretty obvious, and extremely slow.

EX 1550 - 100% -100.0% - LH 1+6 2 20 -4 -

236A, only it has 623C effects on hit. Seems to have invulnerability near the start, but loses it well before active frames. Potential use in punishing projectiles.

623X
A
B
EX
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 968 - 100% 0.0% - AU 7 8 24 - -
  • Sacchin's trademark ground-to-air throws.

Limited anti air ability, mostly useful because it can't be shielded. Gives hard knockdown on hit but does not lead into OTG.

B 968 - 100% 0.0% - AU 13 2 34 - -

Too slow to really be usable as an anti air, however it gives hard knockdown on hit and sets up for OTG, making it very useful in combos.

EX 1937 - 60% -100.0% - AU 0+4 2 34 - -

Probably Satsuki's single best move, it has the fastest startup of 623S and the range is pretty huge. Really good anti air, goes into a full combo on hit. Ending combos with this move also sets up Satsuki's strongest mixups.

214X
Let's go~!
214A/B/C
A
B
EX
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 500 90% 9.0% EX LH 8 4 19 -5 -
  • Sacchin Punch!

Fast and really important for combos, jump cancellable on hit or block. Also EX cancellable. Still safe on block outside of point blank at -5f, but not something you want to go about getting blocked on purpose.

B 1475 - 70% 15.4% - H 30 5 21 -2 -

Really terribly slow overhead, unlike the Crecent version you can't charge or cancel it, so it's even worse. Though it's safe on block, it's completely punishable if it gets shielded. However it is an overhead so using it once in a blue moon won't get you killed. For whatever reason this move is always air techable even on counterhit so you can't really get good combos off it without meter.

EX 2400 2000 45% -100.0% - LH 0+2 3 19 -2 -

Despite looking similar to 214B, it does NOT actually hit overhead, though it is invulnerable all the way up to the active frames, so if it doesn't get you a clean hit as a reversal it will at least trade. Followup combo possible on non-trades. Also completely safe on block at -2f.

22X
A
B
EX
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 800 100% 10.0% EX LH 16 11 9 -2 -
  • Air unblockable projectile that travels really fast. It might as well be instant except for near the very end where it goes up higher. Basically resembles Terry Bogard's Power Wave. Frame advantage changes upon distance from opponent.

Slow startup, safe on block at -2f.

B 1000 800 100% 10.0% EX LH 10 11 19 -12 -

Fast startup, EX cancellable. Slightly more range than 22A. Terribly unsafe on block anywhere near the opponent at -12f. However this move is extremely useful as a jump trap as you can cancel into 623C to catch them if they jump over. 22B also combos into 623C if they get hit by the 22B. Near max range 22B can also combo into 236C.

EX - - - -100.0% - LH 2+6 28 19 +21 -

Fast startup, does a 22A wave immediately followed by the 22B version. Not very useful outside of guaranteed guard break setups, but does give frame advantage on block now. Being too close to the opponent stuck in the corner can lead to this move being punishable on block.

63214C
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
2500 - 100% -100.0% - U 2 1 29 - -
  • It's a command throw, about 1.2 Satsukis in range. Not invulnerable, but it's really fast. Drains the damage it deals in life, as well as giving hard knock down.

Arc Drive

I'm angry......!
41236C in Heat
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
3300 - - removes all - U - - 27 - -

Basically a useless version of Kohaku's arc drive. It's a fully invulnerable throw, but jumpable on reaction. You probably can't combo into it either.


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