Melty Blood/MBAACC/Shiki Ryougi/Full Moon

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Additional Resources

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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Combos

Most j.236B enders can be switched for an airthrow. End in j.236B for extra damage and meter charge time. End in airthrow for okizeme. Let j.B hit once if you plan on ending with air throw. When doing 236A236[A]236A midscreen on an airborne opponent, enter the last 236A in reverse (214A), as 236[A] will cross under temporarily. In the corner, enter 236A normally.

(x) means x is optional, [x/y] means x or y, [x] means charged x.

Normal Combos


Midscreen, Standard
V.Sion damage: 4766 Meter spent: 0 Meter Generated: 97.6 Opponent Meter Generated: 32.5 -

(2A) > 5B > 2B > 5C > 236B > 236B > 236B > [2A/2B] > 5C > j.BC > dj.BC > dj.236B

Standard midscreen bread and butter combo from close distances. Use 2A instead of 2B when you're especially close for a slightly easier link.



Corner
V.Sion damage: 5090 Meter spent: 0 Meter Generated: 108.9 Opponent Meter Generated: 36.3 -

(2A) > 5B > 2B > 5C > 236B > 236B > 236B > [2A/2B] > 5C > TKj.236B > j.AC > dj.BC > dj.236B

Corner combo from close distances. Use 2A instead of 2B when you're especially close for a slightly easier link.



Far, Have Knife
V.Sion damage: 3791 Meter spent: 0 Meter Generated: 90.4 Opponent Meter Generated: 30.1 -

(2A) > 5B > 2B > 2C > 3C > 22A > 2B > 5C > j.BC > dj.BC > dj.236B

When you're too far to use the rekka launcher combo but you have your knife. Do 5B or 5C instead of the 2B 5C after 22A for a bit less damage if you aren't able to delay the 2B consistently.



Far, Corner, Have Knife
V.Sion damage: 4146 Meter spent: 0 Meter Generated: 101.7 Opponent Meter Generated: 33.9 -

(2A) > 5B > 2B > 2C > 3C > 22A > 2B > 5C > TKj.236B > j.AC > dj.BC > dj.236B

Corner version of the above.



Far, Knifeless
V.Sion damage: 3030 Meter spent: 0 Meter Generated: 51.7 Opponent Meter Generated: 17.2 -

(2A) > 5B > 2B > 2C > 3C > 236A > 236[A] > 236A

When you have no knife and you're too far to use the rekka launcher combo.



Midscreen, Overhead, Have Knife
V.Sion damage: 2310 Meter spent: 0 Meter Generated: 55.8 Opponent Meter Generated: 18.6 -

4C > 22A > 2C > 3C > 236A > 236[A] > 236A

Overhead starter into hard knockdown for okizeme.



Midscreen, Overhead, Have Knife
V.Sion damage: 2621 Meter spent: 0 Meter Generated: 69.7 Opponent Meter Generated: 23.2 -

4C > 22A > 2B > 5C > j.BC > dj.BC > dj.236B

Overhead starter into wallslam for damage and meter charge time. Do 5B or 5C instead of 2B 5C if you can't do it reliably.



Corner, Overhead, Have Knife
V.Sion damage: 2968 Meter spent: 0 Meter Generated: 81.0 Opponent Meter Generated: 24.2 -

4C > 22A > 2B > 5C > TKj.236B > j.AC > dj.BC > dj.236B

Corner version of the above.



Midscreen, Overhead, Knifeless
V.Sion damage: 1765 Meter spent: 0 Meter Generated: 31.0 Opponent Meter Generated: 10.3 -

4C > 236A > 236[A] > 236A

Knifeless overhead starter into hard knockdown for okizeme.



Counter/AirThrow, Knifeless
V.Sion damage: 2953 / 2111 / 3561 Meter spent: 0 Meter Generated: 54.0 / 57.5 / 57.1 Opponent Meter Generated: 17.1 / 19.5 / 19.0 -

(golden airthrow/shield counter/air counter hit) > 2B > 5C > j.BC > dj.BC > dj.236B

Change 2B 5C to 5B if you can't time it right. Values are for gAT, shield counter, and CH 5A, respectively.



Counter/AirThrow, Knifeless, Corner
V.Sion damage: 2511 / 4252 Meter spent: 0 Meter Generated: 69.7 / 68.4 Opponent Meter Generated: 23.2 / 22.8 -

(shield counter/air counter hit) > 2B > 5C > TKj.236B > j.AC > dj.BC > dj.236B

Corner version of the above. Does not work from gAT because gAT uses up two wallbounces. Values are for shield counter and CH 5A, respectively.



Counter/AirThrow, Knifeless
V.Sion damage: 2401 / 1483 / 2232 Meter spent: 0 Meter Generated: 31.9 / 36.4 / 35.1 Opponent Meter Generated: 11.7 / 12.1 / 11.7 -

(golden airthrow/shield counter/air counter hit) > 3C > 236A > 236[A] > 236A

Conversion into hard knockdown for okizeme. Values are for gAT, shield counter, and CH 5A, respectively.



Metered Combos


Midscreen, Have Knife, Metered
V.Sion damage: UNK Meter spent: 0 Meter Generated: N/A Opponent Meter Generated: N/A -

(launcher) > j.BC > dj.BC > dj.22C > 2C > 3C > 236A > 236[A] > 236A

For okizeme off of an air combo.



Anywhere, Metered
V.Sion damage: UNK Meter spent: 0 Meter Generated: N/A Opponent Meter Generated: N/A (Video)

(2A) > 5B > 2B > 5C > 236B > 236B > 236C > 214C > 8 > j.C > 5B > j.BC > dj.BC > dj.236B

Neutral jump cancel the 214C and delay the j.C as late as possible so that your 5B will connect.



Anywhere, Metered
V.Sion damage: UNK Meter spent: 0 Meter Generated: N/A Opponent Meter Generated: N/A -

(2A) > 5B > 2B > 5C > 236B > 236B > 236C > 214C > j.B(whiff) > 2B > 5C > j.BC > dj.BC > dj.236B

Slightly easier version.



Corner, Metered
V.Sion damage: UNK Meter spent: 0 Meter Generated: N/A Opponent Meter Generated: N/A -

(2A) > 5B > 2B > 5C > 236B > 236B > 236C > 214C > j.B(whiff) > 2B > 5C > TKj.236B > j.BC > dj.BC > dj.236B

Corner version of the above.



Anywhere, Metered
V.Sion damage: UNK Meter spent: 0 Meter Generated: N/A Opponent Meter Generated: N/A (Video)

(2A) > 5B > 2B > 5C > 236B > 236B > 236C > 214C > j.B(whiff) > 2C > 3C > 236A > 236[A] > 236A

For hard knockdown.



Anywhere, Metered
V.Sion damage: UNK Meter spent: 0 Meter Generated: N/A Opponent Meter Generated: N/A -

(2A) > 5B > 2B > 5C > 3C > 236A > 236[A] > 236A > 236C > j.BC > j.BC > j.236B

For some extra damage off of 236A rekka ender. You can do similar combos from 236C off of any hard knockdown.



Anywhere, Metered
V.Sion damage: UNK Meter spent: 0 Meter Generated: N/A Opponent Meter Generated: N/A -

(rekka x2) > 214A > 236C > j.BC > dj.BC > dj.236B

For if your first two rekkas are blocked but you land the low rekka.



Instant Heat Combos


Anywhere, Instant Heat
V.Sion damage: UNK Meter spent: 0 Meter Generated: N/A Opponent Meter Generated: N/A -

(2A) > 5B > 2B > 5C > 236B > 236B > 236C > IH > j.BC > dj.BC > dj.236C

Does around 6k.



Corner, Instant Heat
V.Sion damage: UNK Meter spent: 0 Meter Generated: N/A Opponent Meter Generated: N/A -

(2A) > 5B > 2B > 5C > 236B > 236B > 236C > IH > 214A > 5AC > TKj.236B > j.B > delay j.C > j.BC > dj.BC > j.236C

For mad hype near the corner.



Swag Combos


Anywhere, Have Knife
V.Sion damage: UNK Meter spent: 0 Meter Generated: N/A Opponent Meter Generated: N/A -

(2A) > 5B > 2B > 5C > 3C > TKj.236B > 5A > 22A > TKj.236B > j.AC > dj.BC > dj.236B

Delay the 5A. Replacement for (2A) 5B 2B 5C 3C 22A 2B 5C TKj.236B j.AC dj.BC dj.236B



Anywhere, Knifeless
V.Sion damage: UNK Meter spent: 0 Meter Generated: N/A Opponent Meter Generated: N/A -

5B > 2B > 5C > 3C > TK j.236B > 5A > 5C > 214C > j.B > (whiff) 2C > 3C > 236A > 236[A] > 236A

Delay the 5A. Replacement for (2A) 5B 2B 5C 236B 236B 236C 214C j.B(whiff) 2C 3C 236A 236[A] 236A. Actually better if the opponent reduces reasonably well and is reasonably easy for a bnb.



Anywhere, Has Knife
V.Sion damage: UNK Meter spent: 0 Meter Generated: N/A Opponent Meter Generated: N/A -

5B > 2B > 5C > 236B > 236B > 236C > 214C > 8 j.C > j.22B > 2B > 5C > j.236B > j.AC > j.B(2)C > j.236B

Delay the first j.C. Knife version of (2A) 5B 2B 5C 236B 236B 236C 214C 8 j.C 5B j.BC dj.BC dj.236B



Anywhere
V.Sion damage: UNK Meter spent: 0 Meter Generated: N/A Opponent Meter Generated: N/A -

5AA > 5B > 2B > 5C > 3C > TKj.236C > 5A > 2C > 236A > 236A > 236A > 5A > 2C > 3C > 236A > 236[A] > 236A

Impossible swaaaaaaaag. Loop 5A 2C rekkas on some characters for more swaaaaaaaag. Burs.



Strategy

Your attacks have extremely long range, so use that to your advantage. At mid distance, F-Ryougi is extremely strong. Your long range pokes means that the enemy can't do much if they don't want to have their move stuffed. At long range, your dash 3C allows you to quickly punish from across the screen, same as knife. j.B gives you great control in air to air. j.C is amazing against anyone who's above you. None of your air attacks have good angles towards the ground, however, so try to stay on the ground unless you're approaching with an instant air dash.

If you get the enemy to block an attack, make them block more. Although almost every attack is negative on block, the pushback and long range means that you're almost always safe. Plus, F-Ryougi does significant guard damage. Rekkas are safe outside of the first hit and 236C ender. 22A allows you to reset. 3C lets you get back in if you push yourself too far. 5[C] is very slow, but having it shielded turns into rock paper scissors, since F-Ryougi can cancel into 623 series which allows a followup combo should you guess correctly. Against Half Moon characters, there's no guess game involved, so them shielding your 5[C] nets you free damage.

Off of hard knockdown like A rekka ender, you can set up safe jump. F-Ryougi doesn't have any special mixups, but she can do things like neutral jump into drift and corner airdash mixups just fine.

When you're getting pressured, there's not much you can do. If you know what they're going to use next and you know that you can time a 236C perfectly so that its active frames fall perfectly within 236C's invulnerability frames, you can give it a try. That's really silly, though, and will probably end up with eating 5k damage. So just block. Block a lot. You have no real reversals and you're full moon, so you can't H-Bunker or easily Heat as a reversal. A good part of F-Ryougi is making sure that you don't get forced into the corner.

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
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 for a F-Ryougi move, 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
Fryougurt5B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500 303 85% 4.5% N, SP, EX, (J) HL 9 3 22 -10 -

Amazing anti-air air and great poke in general. Air unblockable. Clashes. Just like 2B, don't whiff this. Can be crouched under at the extreme range. As long as you don't whiff, it's pretty safe.

5C
5C
Fryougurt5C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
850 505 100% 6.3% N, SP, EX, (J) HL 9 5 17 -4 -
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1500 3030 100% 13.5% (N), (SP), (EX), (J) U 31 5 25 - -

Definitely don't whiff this. Air unblockable. Clashes. Long range like her other normals. Longer, even. If you don't whiff, it's STILL pretty safe. Charged Unblockable! Use it once in a while to keep the enemy on their feet.


Crouching Normals

2A
2A
Fryougurt2A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 151 75% 2.7% N, SP, EX, (J) HL 6 3 17 -8 -

A lot of range for a 2A. It doesn't cancel to itself, however. Hits mid. If this gets blocked at close range, it's actually safer on block to continue into rekka. At most ranges, though, it's fairly safe on block since most moves that are fast enough can't reach.

2B
2B
Fryougurt2B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500 353 90% 4.5% N, SP, EX, (J) L 8 4 17 -6 -

Great range and good start up. Good poke. Hits low. If you whiff, you're stuck with an extended hitbox for a good while. If you make contact, it's pretty safe.

2C
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 -

Mostly blockstring/combo filler before you use 3C. Hard knockdown. Move you forward. At long range, though, this is pretty safe as long as you don't whiff.

Aerial Normals

j.A
j.A
FryougurtJA.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350 151 75% 3.1% N, SP, EX, J HLA 7 3 - - -

Okay for when they're above you. Can't cancel into itself.


j.B
j.B
FryougurtJB1.png
FryougurtJB2.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350 * 2 (621) 151 * 2 (267) 80% 3.1% N, SP, EX, J HA 7 2 - - -

Amazing air to air move. It's fast, it's got a great hitbox, and it's long enough to easy combo after. It's a two hitter, but you'll cancel the second hit into j.C a lot of the time during combos 'cause the second hit adds minimal damage (maybe 250 if you get both second hits in an air combo) and risks them getting too high for your combo ender to connect.


j.C
j.C
FryougurtJC.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
900 404 90% 8.1% SP, EX, J HA 8 3 - - -

Hitbox goes really high. If anyone is above you, you'll probably beat them out.

Command Normals

3C
3C
Fryougurt3C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
900 707 65% 8.1% SP, EX, (J) L 14 9 18 -15 -

Great move, but don't end on it in blockstrings. Moves you in real close. Plus, huge amounts of active frames. Definitely not safe on block unless you start it from far away. If you do it from that far, though, people can react and punish you. If you see them using something that takes a while, you can dash in and 3C for a fairly quick full screen punish.


4C
4C
Fryougurt4C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 606 45% 7.2% SP, EX H 27 1 35 -9 -

Her only normal overhead. Not safe on block. Only really combo into rekka and 22A/C.

Special Moves

Kasane Shourou 「双ね鐘楼」 - 236ABC
  • (Description) - Ryougi's rekka series. Very useful for just about everything.
  • (A version) - Rekka starter. Ryougi moves forward and slashes. Not safe on block.
  • (B version) - Same as A version, except moves Ryougi farther. Also a bit slower. Not safe on block.
  • (236A/B) - Rekka extender. Do 236A/B after a rekka starter. Just another slash. Safe on block.
  • (236[A]/[B]) - Rekka extender. Do 236[A]/[B] after a rekka starter. Just another slash. Won't combo on standing target from rekka starter. Use this on falling enemies, though, 'cause it will combo after those. Also use this in blockstrings once in a while to make frame traps. Safe on block.
  • (214A/B) - Rekka extender. Do 214A/B after a rekka starter. Overhead. Doesn't combo from rekka starter. Not safe on block.
  • (236A) - Rekka ender. Do 236A after rekka extender. HARD knockdown. Use this when you want oki. If you're using this on a falling enemy midscreen, enter the 236 in reverse (214) because the rekka extender will cross under. Safe on block.
  • (236B) - Rekka ender. Do 236B after rekka extender. Launcher. You can 2A/2B after this for combos. You use this for your bread and butter. Safe on block.
  • (236C) - Rekka ender. Do 236C after rekka extender. Can be Ex cancelled. You'll generally do 214C after this. Not safe at all on block.
  • (236[C]) - Rekka ender. Do 236[C] after rekka extender. Unblockable. Obviously won't combo from rekka extenders. Don't hold this half way. This isn't Warc's 5{b}. If this gets blocked half charged, you eat 5k damage. Use this in blockstrings sometimes. It's got decent speed. If they get wise and start not respecting, you should just stop doing this move instead of trying to half charge it to catch them.
  • (214A/B) - Rekka ender. Do 214A/B after rekka extender. Hits low. Hard knockdown. Can be Ex canceled. If you're using this on a falling enemy midscreen (why?), enter the 214 in reverse (236) because the rekka extender will cross under. Not safe on block.
  • (EX version) - Starts off with 6 frames of invulnerability, so it's your only "reversal" type move. It's a terrible reversal, though. After that 6 frames wears off, you get a frame of you just running forward before you start attacking. A decent meaty can easy beat it out. Also, no invincibility any time after that. People who are careless on punishing this might get caught by the American reset, 'cause the last slash has a decent hitbox.
Mumyou no Tsuki 「無明の月」 - 214ABC
  • (Description) - Ryougi's signature moonsault slashes.
  • (A version) - Whiffs crouchers. Air unblockable. Wall slams. Sounds terrible and it really is. It's a gimmicky anti air at best. Can be Ex cancelled, so you can do some gimmicks with it.
  • (B version) - Hits crouchers. Overhead. Air unblockable. Somewhat safe on block if spaced, can be 5A/2A punished. Can be Ex cancelled. It's not a bad move to just throw out randomly once in a while.
  • (EX version) - It hits practically everything in the air. In fact, you should be surprised when it whiffs and the enemy is in the air. Air unblockable. Can be air dash cancelled! You have free movement after this as if you just jumped off the ground. You can catch people with this if they aren't careful. This isn't invincible so it can still be beat out so don't just use it like an Ex
Inyou Rasen 「陰陽螺旋」 - 623ABC
  • (Description) - Ryougi's first set of counters. She catches the enemy attack and throws them behind her if they are close enough. You can combo after A and B versions with a 5B.
  • (A version) - Counters high and mid.
  • (B version) - Counters low.
  • (C version) - Counters high and mid, but throws them off their feet. Can combo with 2C after.
Inyou Raden 「陰陽螺鈿」 - 421ABC
  • (Description) - Ryougi's second set of counters. She catches the enemy attack and throws them behind her into hard knockdown if they are close enough.
  • (A version) - Counters high and mid.
  • (B version) - Counters low.
  • (C version) - Counters low, but throws them off their feet like 623C. Can combo with 2C after.
Kakushi Knife 「隠しナイフ」 - (J)22ABC
  • (Description) - Ryougi throws a knife.
  • (A version) - Knife is thrown horizontally and lands midscreen. Useful for blockstrings and combos. Positive on block.
  • (B version) - Knife is thrown at a downward angle. Whiffs full screen. Lands where the knife hits unless if it hits the wall, in which case it lands midscreen. You can't combo after it. Hits low, though.
  • ([B] version) - Knife is thrown at a downward angle. You STILL can't combo after it. Plus, it hits the ground even closer. And it whiffs point blank. Hits low.
  • (EX version) - Knife is thrown at an angle between A and B versions. Hits full screen. Lots of hitstun. Whiffs point blank. Hits low.
  • (Air A version) - In the air, Ryougi jumps forward before throwing it at a downward angle and lands midscreen.
  • (Air B version) - In the air, Ryougi jumps backwards before throwing it at a downward angle and lands midscreen.
  • (Air EX version) - In the air, Ryougi jumps backwards and the knife is thrown straight ahead.


Knife Hiroi 「ナイフ拾い」 - 22ABC
  • (Description) - Ryougi picks up her knife. A/B/C versions are identical. It can works like a whiff cancel in blockstrings.
Marubi Neko 「転猫」 - (during air tech) 22/44/66ABC
  • (Description) - Ryougi air techs, then slashes. Doesn't hit high.
  • (A version) - This one is slow.
  • (B version) - This one is fast.
  • (EX version) - This one has invulnerability frames.
Hari no Tsuki 「玻璃の月」 - J236ABC
  • (Description) - Ryougi slashes in a half circle around her.
  • (A version) - This one has a small hitbox. It hits high, so you can TK it for blockstrings.
  • (B version) - This one has a big hitbox. It doesn't hit high, but you can still TK it for variation. It's not like people can tell. It's safer than TK236A (but not safe). You're mostly going to use this for air to air or to end combos.
  • (EX version) - This one has a HUGE hitbox. Hits high, TK is safe on block.

Arc Drive

「直死の魔眼 五景崩落」
  • (Description) - Ryougi activates her Mystic Eyes and lunges forward. If they are in a throwable state after she activates her eyes (they won't be), this is unblockable. This is so slow that no one will ever get caught by it unless they're respecting you so much that they're not even considering jumping. It's easily dodged by jumping.

Another Arc Drive

「直死の魔眼 七景終落」
  • (Description) - This is WAY better than her AD. Basically, use this like a command throw with ridiculously long range. It's near instant and you can combo into it.

Last Arc

「無垢識 空の境界」
  • (Description) - Ex Shield on the ground. Does 7k flat. This is what makes Ryougi in Blood Heat so menacing. No longer removes all red health, though, so it's not as overpowered.


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