Melty Blood/MBAACC/Shiki Ryougi/Crescent Moon

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

Character Page Progress

This page is still a work in progress renovation-wise, 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:
    • Finish converting pre-existing combos to the current combo template.
    • Add damage and meter gain/given numbers to the pre-existing combos.
  • Move Descriptions:
    • Add universal mechanics, finish adpating the rest of the movelist to the current layout.
    • Add descriptions to the moves that are missing one.
  • Additional Ressources/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.
  • Overview/General Gameplan:
    • Add a short summary of this character with a list of strengths and weaknesses
    • Do your best to describe how to play this character, change or add subsections based on what you would write as a guide.


Additional Resources

C-Ryougi 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
  • Place text here be sure to use "*" for each point*

General Gameplan

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Neutral

Place text here*

Pressure

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Okizeme

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Defense

place text here*


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.

Starter

Enders

Condition Notation Damage
vs V.Sion
Notes
After launcher
  • j.BC > dj.BC > AT / j.236B/C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Basic ender.
After launcher
  • j.BC > AirDash > j.C > sdj.BC > AT / j.236B/C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Alternate ender, not guaranteed to work on the entire cast.

OTG Pick ups

Normal Combos

Combo midscreen

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 5BB > 2B > 5C > 2C > 6C > Ender
3820
Meter Gained: ??? Meter Given (vs C-Moon): ???
Basic combo.
Normal starter, grounded opponent
  • 5BB > 2B > 5C > 2C > 6C > 22B > 2A > 2C > 5C > 5BB > Ender
4197
Meter Gained: ??? Meter Given (vs C-Moon): ???
There is a delay between 2C > 5C or 5C > 5BB, this applies for all combos below.
Normal starter, grounded opponent
  • 5BB > 2B > 5C > 2C > 6C > 22B > 2A > 2C > 623B > 2C > 5C > 5BB > Ender
4223
Meter Gained: ??? Meter Given (vs C-Moon): ???
Advanced combo for more damage, but is impractical for the damage gained.
Normal starter, grounded opponent
  • 5BB > 2B > 5C > 2C > 6C > 22B > 5BB > 214A > Ender
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Corner carry at 3/4 screen.
Normal starter, grounded opponent
  • 5BB > 2B > 5C > 236A > 236A > 236C > 214C > j.A-whiff > land > 2C > 5C > 5BB > Ender
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
The opponent has to be on the ground when you start the Rekkas, or else "236C" will not hit.
Normal starter, grounded opponent
  • 5BB > 2B > 5C > 2C > 6C > 22B > 5BB > 214A > 2C > 5C > 5BB > Ender
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
The corner needs to be close enough.
Normal starter, grounded opponent
  • 5BB > 2B > 5C > 2C > 6C > 22C > 5BB > 214A > 2C > 5C > 236C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
The corner needs to be close enough. Good okizeme, gives you time to pickup the knife and meaty.

Corner Combos

Without Knife

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A > 2B > 5C > 2C > 5BB > 214A > 2C > 5C > (5BB) > Ender
4100
~4216
Meter Gained: ??? Meter Given (vs C-Moon): ???
Combo corner for damage. "214A" will wallslam the enemy and might reverse the direction, this applies for all "214A-wallslam".
Normal starter, grounded opponent
  • 2A > 2B > 5C > 2C > 5BB > 214A > 2C > 5C > 236C
3972
Meter Gained: ??? Meter Given (vs C-Moon): ???
Combo combo with meter, less damage but good okizeme and gives you time to pickup the knife.

With Knife

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A > 2B > 5C > 2C > 5BB > 214A > 2A > 2C > 22B > 2A > 2B > 623B > 2C > 5C > (5BB) > Ender
4100
~4216
???
Normal starter, grounded opponent
  • 2A > 2B > 5C > 2C > 5BB > 214A > 2A > 2C > 22B > 2A > 2B > 623B > 2C > 5C > 236C
3972
Meter Gained: ??? Meter Given (vs C-Moon): ???
Good okizeme, gives you time to pickup the knife and meaty.
Normal starter, grounded opponent
  • 2A > 2B > 5C > 2C > 6C > 22B > 5BB > 214A > 2C > 5C > (5BB) > Ender
3790
~3846
???
Normal starter, grounded opponent
  • 2A > 2B > 5C > 2C > 6C > 22B > 5BB > 214A > 2C > 5C > 236C
3972
Meter Gained: ??? Meter Given (vs C-Moon): ???
Good okizeme, gives you time to pickup the knife and meaty.

Tigerknee Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 5BB > 2B > 5C > 2C > 6C > j.236B > Ender
4282
Meter Gained: ??? Meter Given (vs C-Moon): ???
Basic version, easy to execute.
Normal starter, grounded opponent
  • 5BB > 2B > 5C > 2C > tk.236B > 5BB > 214A > Ender
4612
Meter Gained: ??? Meter Given (vs C-Moon): ???
Advanced version, "5BB" link is tricky.
Normal starter, grounded opponent
  • 5BB > 2B > 5C > 2C > tk.236B > 5BB > 214A > 2C > 5C > 236C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Meter version, okizeme.
Normal starter, grounded opponent
  • 5BB > 2B > 5C > 2C > tk.236B > 5BB > 214A > 2A > 2C > 623B > 2C > 236A > 236A > 236A
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Do you need more style?
Normal starter, grounded opponent
  • 5BB > 2B > 5C > 2C > tk.236B > 5BB > 214A > 2C > 63214C [8C 6C 8C 6C 8C 6C 2C]
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Meter version.

63214C Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 5BB > 2B > 5C > 2C > 6C > 63214C [4C 8C 6C 5C 8C 6C 5C 6C]
??? ???
Normal starter, grounded opponent
  • 5BB > 2B > 5C > 2C > 6C > 63214C [8C 6C 5C 6C 8C 6C 5C 6C]
??? ???
Normal starter, grounded opponent
  • 5BB > 2B > 5C > 2C > 6C 63214C [4C 8C D 5C 8C 6C 5C 6C]
??? ???

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
Fryougurt5A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350 202 75% 3.1% -SE-, -N-, SP, EX, (J) HL 5 3 9 0 -

Her fastest normal. Air unblockable. The range is not much, but it's still decent. If you really need to, you can use it as an emergency anti-air, but you'll probably get beat out.

5B
5B
5B~B
HRyougi5b.png
HRyougi5bb.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500 240 80% 3.5% N, SP, CH, EX, (J) HL 9 3 18 -6 -

Mid-range knife swipe with excellent horizontal range and clash frames. Moves forward very slightly. Her second best combo starter and best overall standing poke; can be repeated into another delayable 5B. It has terrible lag on whiff however, and is prone to backdash-canceling and dodges.

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600 336 70% 4.2% N, SP, EX, (J) HL 5 3 16 -4 -

A close range knife swipe follow-up to her 5B. Has good range, but not as long as her 5B. Keeps her in place. Used primarily in combos and pressure strings to add damage/deplete guard meter.

5C
C-Ryougi5c.gif
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
850 400 80% 8.5% - HL 10 4 17 -4 -
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1500 3000 65% 15.0% - Unblockable 31 4 17 - -

Description


Crounching Normals

2A
HRyougi2a.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 144 75% 2.1% -SE-, N, SP, EX, (J) L 5 4 9 -1 -

Close ranged crouching low kick. Her fastest ground move. Best combo starter. Best whiff cancel move for pressure and stagger strings. Can be used for off-the-ground pick ups.

2B
HRyougi2b.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
550 384 90% 3.8% N, SP, EX, (J) L 10 3 15 -3 -

Mid-range crouching horizontal knife swipe with clash frames. Good range.

2C
Fryougurt2C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
900 505 55% 8.1% N, SP, EX, (J) L 14 2 28 -12 -

Slow, long-range crouching low slash that also moves Ryougi forward. Gives an untechable knockdown and hits at a very large arc in front, behind, and a little bit above her. Great option after a ground throw, as it will hit exactly on wakeup. Very useful in blockstrings and staggering combos as it propels Ryougi forward, allowing her to catch any backdash cancels. Had its active frames nerfed from AA to CC, changing the timings on many of her corner combos.

Aerial Normals

j.A
C-Ryougija.gif
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 150 75% 3.0% - HL 7 4 - - -

Description

j.B
C-Ryougijb.gif
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
550 300 80% 5.5% - H 7 4 - - -

Hits behind on everyone except: Tohno, Sion, Satsuki, Len, WLen

j.C
C-Ryougijc.gif
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
850 400 90% 8.5% - H 8 4 - - -

Description

Command Normals

6C
C-Ryougi6c.gif
C-Ryougi6c-1.gif
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
850 - 85% 8.5% - HL 11 3 24 -9 -
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1500 - 50% 15.0% - Unblockable 33 3 24 - -

On hit against ground opponent, has a special EX followup. Charged Unblockable.

Special Moves

C-Ryougi has two moves where she throws her knife and takes out a second knife. She must retrieve the knife from the ground with 22A/B/C before she can throw it again.

Grounded Specials

236X
Double Belfry
(EX: Belfry - Kiyohime Passing)

236A/B/C
>
236X / 214X / 214D
>
236A/B/C / 214X/D
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A - - - - - LH - - - - -
B - - - - - LH - - - - -
  • Starter hit.

A version: Ryougi low-profiles and dashes forward with a low knife cut (but it hits mid).
B version: Has a slower start-up than the A version, but covers slightly more ground.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
236X - - - - - LH - - - - -
214X - - - - - H - - - - -
214D - - - - - L - - - - -
  • Second hit.

236X: Ryougi does a second low knife cut. Still hits mid.
214X: Ryougi does an overhead knife strike. This has a lot of start-up, and does not combo from the previous hit.
214D: Ryougi does a sweep, but you have to be very close to the opponent otherwise it won't connect.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
236A - - - - - LH - - - - -
236B - - - - - LH - - - - -
236C - - - - - LH - - - - -
214X/D - - - - - L - - - - -
  • Last hit.

236A: Ryougi ends the rekka with a low horizontal knife cut.
236B: Ends the rekka with a knife uppercut.
236C: Ends the rekka with a knife thrust. If you're close enough to the opponent, this move can cross-up.
214X/D: Ends the rekka with the small sweep.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
EX 3000 (2640) 2156 100% -100% - LH - - - - -

Ryougi dashes forward and covers around 3/4 of the screen.

623X
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A - - - - - - - - - - -
[A] - - - - - - - - - - -

Normal version:
Charged version:

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
B - - - - - - - - - - -
[B] - - - - - - - - - - -

Normal version:
Charged version:

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
EX - - - - - - - - - - -
[EX] - - - - - - - - - - -

Normal version:
Charged version:

214X
Avidya Moon
214A/B/C
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - - - - - - - - - -

Description.

421X
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - - - - - - - - - -

Description.

22X
Hidden Dagger
22A/B/C
22[A]/[B]
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A - - - - - - - - - - -
  • Ryougi throws her knife, piercing the opponent. If it hits the floor, it will stay in the ground. If it hits the edge of the screen, it will bounce off and spin to the ground.

Ryougi throws the knife at the ground at a low angle, hitting the ground over halfway across the screen. Can be charged for a hard knockdown.

B - - - - - - - - - - -

Ryougi throws the knife at a somewhat higher angle, reaching almost full screen. Can be charged for a hard knockdown.

EX - - - - - - - - - - -

Ryougi throws the knife in a straight line, wallslamming the opponent. Useful for extending pressure during blockstring.

63214C
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - - - - - - - - - -

Description.


6C_214C
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
3350 (2907) 2071 50% -100% - N/A - - - - -

Ryougi stabs the opponent from behind after 6C. Meter break the opponent at the cost of 100% meter, for roughly 3k damage.

Aerial Specials

j.236X
Glass Moon
j.236A/B/C
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - - - - - - - - - -

Description.

j.22X
Hidden Dagger
j.22A/B/C
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A - - - - - - - - - - -

Ryougi flips forward and throws the knife at a downward angle.

B - - - - - - - - - - -

Ryougi flips backward and throws the knife at a downward angle.

EX - - - - - - - - - - -

Ryougi flips backward and throws the knife straight forward. Air-untechable knockdown.

44/66/22X
Stumbling Cat
44/66/22A/B/C during Air Tech
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - - - - - - - - - -

Description.

Arc Drive

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - - - - - - - - - -
  • A weaker version of Seven Scenic Demise, it acts the same way in that it can OTG and blow through projectiles, but it has a slower startup and does less damage. You can jump out during the super flash.
  • You can also just block it, as it only becomes unblockable if you're near Ryougi during the startup of the super, and even then you can just mash 88 and you'll be able to jump out of it 80% of the time. If blocked, Ryougi will not be in counterhit state, but have enough time to combo off the recovery.

Another Arc Drive

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - - - - - - - - - -

Ryougi freezes the opponent in place, seeing the lines of death and cutting them apart. Active on frame 1, it is an unblockable super that works as a grab/throw. You have to jump before the super flash, or you'll be caught by it. Can OTG and blow through projectiles. You can't dodge it, as dodge runs out of active frames before the appearance of the lines. Very strong reversal at the cost of BLOOD HEAT.

Last Arc

Pure Knowledge - Empty Boundaries
Grounded EX Shield during BLOOD HEAT
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - - - - - - - - - -

The move is akin to a throw/uses the throw animation, so it will whiff/cancel/not activate when shielding DPs. If during BLOOD HEAT, a DP is EX shielded, the screen will flash white as if to signal the activation of the Last Arc, but the throw whiff animation will come out instead. Will activate when shielding any projectile, from Hime pillar to Aoko's Arc Drive.


General
FAQ
Advanced
Characters
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TohnoCrescentHalfFull
HimeCrescentHalfFull
NanayaCrescentHalfFull
KoumaCrescentHalfFull
MiyakoCrescentHalfFull
CielCrescentHalfFull
SionCrescentHalfFull
RiesbyfeCrescentHalfFull
V.SionCrescentHalfFull
WarachiaCrescentHalfFull
RoaCrescentHalfFull
MaidsCrescentHalfFull
AkihaCrescentHalfFull
ArcueidCrescentHalfFull
Powerd CielCrescentHalfFull
Red ArcueidCrescentHalfFull
V.AkihaCrescentHalfFull
Mech-HisuiCrescentHalfFull
SeifukuCrescentHalfFull
SatsukiCrescentHalfFull
LenCrescentHalfFull
RyougiCrescentHalfFull
White LenCrescentHalfFull
NeroCrescentHalfFull
NACCrescentHalfFull
Koha-MechCrescentHalfFull
HisuiCrescentHalfFull
Neco-ArcCrescentHalfFull
KohakuCrescentHalfFull
Neco-MechCrescentHalfFull