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Melty Blood/MBAACC/Shiki Ryougi/Half Moon

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Overview

Playstyle
link H-Ryougi is a fast, passive-aggressive midrange character with long blockstrings, tricky mixups, and stylish combos.
Pros Cons
  • Great general mobility: Her run speed is decent, and her quick airdash covers about half screen both forwards and backwards, but is a bit slow to act out of.
  • Good meter build, corner carry, and damage when optimized: She has various high reward situational combo routes, notably her iconic knife loops, that allow her to easily build and burn meter.
  • Strong variety of okizeme options: Many of her tools, namely her unique roll (6A+B while running), enable potent ambiguous corner mixups that can loop into themselves with proper routing.
  • Easy, suffocating corner pressure: One of the few characters in the game that can reasonably threaten to break your guard bar. Knife toss / manual pickup lets her reset without rebeat penalty for free.
  • Knife toss utility: Thanks to the auto-pickup and catch mechanic unique to H-moon, her knife is a consistently accessible resource (when properly managed) that is useful in every gamestate, and can even be used as a movement tool.
  • Big buttons : Her buttons are quite large, making it hard for a good chunk of the cast to contest her at mid range, as long as your spacing is good.
  • 22C: Frame 1 projectile that almost always trades in your favor and is incredibly plus on block. Mash responsibly.
  • Gimmicky, conditional defense: Without 100 meter available, 22C and H-Bunker are off the table. While 22C IS extremely ignorant, both it and bunker have very clear-cut counterplay in low profiles / airborne options. She lacks any real meterless reversal options outside of Hmoon system mechanics (lol) or (consistently) good abare.
  • Weak air-to-ground game: None of her air normals cover below her at all, only above her or horizontally. Making her prone to being anti-aired even by lows.
  • No knife, no hope: Losing access to her knife greatly weakens ALL aspects of her gameplay.
  • Susceptible to backdash and dodge: The recovery on her B and C normals is long enough that frametraps or staggers using them can cleanly be punished by most backdashes and dodge.
  • Mid dispenser: Despite her stickiness on offense and plethora of frame traps, its difficult for her to open up passive opponents and be reasonably rewarded without meter or taking a huge risk.
  • Low health : On top of her defense being lackluster, she also has the 5th lowest effective HP in the game. Ryougi bleeds for her mistakes.

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
HRyougi5a.png
HRyougi6a.png
HRyougi6aa.png
5A Damage Red Damage Proration Cancel Guard
350 192 75% (O) -N-, -SP-, -CH-, -EX-, (J) H
(Whiffs vs Crouch.)
First Active Active Recovery Frame Adv Circuit Invuln
6 4 11 -3 2.45% -

Close-standing knife swing tilted about 30 degrees up. Works good for covering airspace as a pre-emptive anti-air, hitting opponents before their buttons come out, as the hitbox is not good at directly challenging most jump-ins. Only whiff cancels into 6A followup and special moves.

5A~6A Damage Red Damage Proration Cancel Guard
600 384 80% (M) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 3 16 -4 4.2% -

Doesn't whiff on crouching (unlike 5A), and can be cancelled into even on whiff, allowing for ambiguous frametrap setups and anti-jump blockstrings. Is a strong anti-air but you must do so very early as you have to whiff 5A first.

5A~6A~6A Damage Red Damage Proration Cancel Guard
1000 768 60% (O) (N), SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
11 4 19 -5 7.0% Clash 11-14

Ryougi swings upwards, identical to her Shield Bunker. Launches on hit allowing for air follow-ups for more damage. On block you cannot rebeat out of this, only special cancel.

5B
5B
5B~B
HRyougi5b.png
HRyougi5bb.png
5B Damage Red Damage Proration Cancel Guard
500 240 80% (O) N, SP, CH, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
9 3 18 -6 3.5% Clash 9-11

Mid-range knife swipe with excellent horizontal range and clash frames. Moves forward very slightly. Best overall standing poke. Can cancel into 5BB followup only on hit/block. Long recovery makes this a very committal tool. Said clash frames allow for for OSing heat, although setups vary due to variable heat timings. Can clash with shield counters/bunkers too.

5B~B Damage Red Damage Proration Cancel Guard
600 336 70% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 3 18 -4 4.2% Clash 5-7

A close range knife swipe follow-up to her 5B. Has higher vertical range, but lower horizontal range than 5B. Be mindful of this when confirming, as at longer ranges it will whiff. The cancel window between the two is just long enough for you to frametrap with, but keep in mind delaying between buttons gives more time for pushback to occur.

5C
Fryougurt5C.png
Damage Red Damage Proration Cancel Guard
900 480 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
14 5 17 -4 6.3% Clash 14-18

Long-range horizontal knife swipe; slow. Moves forward slightly allowing you to kara throw with this button, but has a lot of pushback on its own. The far hitbox whiffs on crouch. 5C > 2a(w) is 0 on block

Crouching Normals

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

Close ranged crouching low kick. Her fastest ground move. Your only normal that can whiff cancel into any unused normal.

2B
HRyougi2b.png
2 frames faster than C-moon 2B
2 frames faster than C-moon 2B
Damage Red Damage Proration Cancel Guard
550 384 90% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
9 3 17 -3 3.85% Clash 9-11

Mid-range crouching horizontal knife swipe with clash frames. Good range, and now just as fast as 5B (with less recovery). Optimal grounded combo starter. For max damage, skip 5BB and go into a metered route with rekka. Like 5B, it can clash and low profile DPs / Heat activation if spaced/timed properly.

2C
Fryougurt2C.png
Damage Red Damage Proration Cancel Guard
900 480 55% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
14 2 28 -12 6.3% -

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. 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
FryougurtJA.png
As green as the grass in springtime
As green as the grass in springtime
Damage Red Damage Proration Cancel Guard
350 144 75% (O) N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
7 3 - - 2.45% -

Horizontal knife slash with good range. Unlike most j.A normals in Melty Blood, this one is not air actionable on whiff and cannot cancel into itself. Also on the slow side startup-wise. Its large size often makes it a more consistent button for use in air combos over j.B, said size also making it the target of some unfortunate counterhits.

j.B
FryougurtJB1.png
Damage Red Damage Proration Cancel Guard
350 144 80% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
8 2 - - 2.45% -

Quick horizontal knife slash with amazing range. If spaced out, can be hard to challenge from the ground.

j.C
FryougurtJC.png
Damage Red Damage Proration Cancel Guard
900 384 90% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
8 3 - - 6.3% -

Large vertical knife swing that hits in a large arc from below to very high above her. Your best button for IAD approaches. Covers above you very well.

Command Normals

3C
HRyougi3c.png
Damage Red Damage Proration Cancel Guard
600 336 65% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
16 2 17 (20) 1 4.2% -

Low sweep with short range. Untechable knockdown on hit. Quick access to +1 during pressure, be mindful of EX guard though as you may get pushed out too far for this to connect. This move has a unique property, Ryougi does not suffer any hitstop from this move, however your opponent still does. Any cancels from this move need to be buffered before it hits, or else they will come out late.

Your best button to pick up and throw knife from framedata-wise. 3C > 22A is gapless, 3C > 22X is +5.

4C
Fryougurt4C.png
Damage Red Damage Proration Cancel Guard
800 576 45% (O) SP, EX H
First Active Active Recovery Frame Adv Circuit Invuln
27 1 35 -9 5.6% -

Extremely close ranged overhead kick. Gives untechable knockdown after a ground bounce. Poor reward for an overhead, but still useful as another way to open the opponent up. Removes the collision boxes for Kouma, Ries, Roa, and NAC on grounded hit for some reason. Start-up frames were nerfed from AA to CC, making it even slower than it already was.

j.6B
FryougurtJB2.png
Damage Red Damage Proration Cancel Guard
350 144 80% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
8 3 - - 2.45% -

Quick knife slash tilted slightly upwards.

Universal Mechanics

Ground Throw
MB C-Ryougi Throw.png
Damage Red Damage Proration Cancel Guard
1500 960 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 20 13 ~ 18 10.5% -

Ryougi drags the opponent to the ground, stabbing them. Does not apply throw protection due to a bug.

Air Throw
Air Throw
j.4/6A+D
MB C-Ryougi Throw Air Raw.png
Raw
Raw
MB C-Ryougi Throw Air Ender.png
Combo Ender
Combo Ender
Raw /
Combo Ender
Damage Red Damage Proration Cancel Guard
1600 (1408)
1000
(844)
768
35%
100%
- U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 -
4 ~ 9
0.0%
7.0%
-

Raw: Ryougi throws the opponent down and slices through them. You can combo after this.


Combo: Ryougi drops the opponent straight down then stabs them like in her ground throw. Also does not apply throw protection like her ground throw.

Shield Counter
Shield Counter
Auto after a successful Shield (Air OK)
MB F-Ryougi 236D.png
MB H-Ryougi 236D.png
MB F-Ryougi j.236D.png
Standing Damage Red Damage Proration Cancel Guard
500 (345) 198 40% SP, EX, (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 3.5% -

Bugged to your benefit. Same animation as 5A6A, which may be the reason it can be cancelled into ~6AA as if it were a normal allowing you to beat safejumps.

Crouching Damage Red Damage Proration Cancel Guard
1500 (1035) 662 50% SP, EX, (J) LA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 10.5 -

Same animation as F-Ryougi 2B.

Air Damage Red Damage Proration Cancel Guard
500 (345) 198 50% - HA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 - +14 3.5% -

Same animation as C-Ryougi j.C.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MB C-Ryougi 214D.png
MB H-Ryougi 214D.png
Shares many unfortunate similarities with Terumi's CA
Shares many unfortunate similarities with Terumi's CA
Neutral Damage Red Damage Proration Cancel Guard
500 192 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 4 19 -5 0.0% Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 192 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 19 -5 0.0% Strike 1-7

Same animation as 5A6AA. May whiff on crouching opponents.

Blockstun Damage Red Damage Proration Cancel Guard
0 0 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
19 3 22 -7 -100.0% -

H-Moon specific reversal bunker. The knockdown gives you enough time to sideswitch out of the corner with either j9 or 6A+B and still meaty.

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

Special Movement

6A+B
(Forward Roll)
(during forward dash)
6A+B
MB C-Ryougi 63214C D.png
Time to guess
Time to guess
Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 32 - - -

Ryougi rolls forward. Removes her collision allowing her to cross up opponents and other obstacles. Utilized in mixups.

Grounded Specials

236X
Double Belfry
(EX: Double Belfry - Row of Beads)

236A/B
~236X / 214X/D
~236X / 214X
Mbacryougi236.png
236A/B. Rekka 1
236A/B. Rekka 1
Mbacryougi236236.png
~236X. Rekka 2
~236X. Rekka 2
Mbacryougi236214.png
~214X. Rekka 2 Overhead
~214X. Rekka 2 Overhead
Mbacryougi236a.png
~236A. Rekka 3 Knockdown ender
~236A. Rekka 3 Knockdown ender
Mbacryougi236b.png
~236B. Rekka 3 Launcher ender
~236B. Rekka 3 Launcher ender
Mbacryougi236c.png
~236C. Rekka 3 EX Cancel ender
~236C. Rekka 3 EX Cancel ender
Mbacryougilowkick.png
~214D/X. Rekka 2/3 Low ender
~214D/X. Rekka 2/3 Low ender

Ryougi's three part Rekka series, a forward moving series of slashes. Signature combo and pressure tool.

A Damage Red Damage Proration Cancel Guard
750 528 80% (O) -CH- LH
First Active Active Recovery Frame Adv Circuit Invuln
10 4 21 -7 5.25% -
B Damage Red Damage Proration Cancel Guard
750 528 80% (O) -CH- LH
First Active Active Recovery Frame Adv Circuit Invuln
16 3 33 -18 5.25% -

Rekka 1. "Ichi"

  • A version has faster startup.
  • B version moves further but has worse framedata.

A version is preferred in blockstrings due to better framedata, B version is preferred in combos as the extra forwards movement helps in longer range confirms.

~236X Damage Red Damage Proration Cancel Guard
900 720 80% (O) -CH- LH
First Active Active Recovery Frame Adv Circuit Invuln
5 5 19 -6 6.3% -

Rekka 2. "Ni". Will knock down aerial opponents. All versions are identical. Usually safe but minus on block.

~214X Damage Red Damage Proration Cancel Guard
1200 864 80% (O) -CH- H
First Active Active Recovery Frame Adv Circuit Invuln
26 ~ 27 3 19 -7 8.4% -

Overhead Rekka Follow-up. The hop can high-profile and punish many low attacks commonly used as abare after the first rekka, as well as catching jumps. Creates a low reward high/low mixup when used in tandem with the Low Kick follow-up. Does not combo into ~236C rekka ender except on counter hit.

~236A (Ender) Damage Red Damage Proration Cancel Guard
700 384 50% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
8 ~ 9 4 20 -6 4.9% -

Safe Rekka 3 ender, "San". Gives hard knockdown on hit and leaves you safe (but minus) on block. Launched opponents will sometimes cross over her head midscreen after rekka 2, making ~214X kick ender come out instead of 236A. Make sure to reverse your input midscreen to get HKD (example: 2C > 236A~236X~214A). You do not need to reverse your last Rekka input on Satsuki or Necos.

~236B (Ender) Damage Red Damage Proration Cancel Guard
1200 768 40% (M) - LH
First Active Active Recovery Frame Adv Circuit Invuln
12 ~ 13 6 25 -13 8.4% -

Launcher Rekka 3 ender. Beefy untechable knockdown on grounded opponents, but does not work on airborne opponents. You can link a 5B or 2B after if you get a Rekka starter, hitcount of 2 is a 2f(?) window, but from ~214X the link is much easier. Its nowhere near as safe as Rekka 236A ender on block, and to make matters worse, it whiffs in strings if you aren't point blank range. Can technically frametrap, even if using this rekka as one is questionable at best.

236C Ender Damage Red Damage Proration Cancel Guard
1500 960 100% -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
17 10 20 ~ 16 -10 10.5% -

EX Cancellable Rekka 3 ender. A lunging thrust that covers a ton of ground. Punishable on block without a cancel and will sideswitch outside the corner. Most commonly used as either a pressure reset or in high damage metered combos. Launches opponents on hit into an airtechable state, meaning normally you cannot convert off it without meter. On counter hit, however, the opponent is full untech until they tech on the ground, allowing you to convert into a high damage combo. You can delay slightly after Rekka 2 in order to frametrap with this.

~214X/D (Ender) Damage Red Damage Proration Cancel Guard
450 336 50% (O) EX L
First Active Active Recovery Frame Adv Circuit Invuln
10 / 8 3 22 -7 3.15% -

Low sweep ender. Input with either ~214D instead of Rekka 2, or as ~214X at the end of the rekka. Can technically be used to mix opponents trying to block ~214X overhead and/or to catch jumpouts, but these should be considered secondary functions. Where this move really shines is pressure resets with 22C, as it is EX cancellable just like ~236C. It has enough pushback to guarantee all 4 hits of EX knife for maximum plus frames, and unlike ~236C, you are at a very safe distance to bait immediate bunker attempts. If you choose not to spend meter, its still safe on block anyways. Cannot be cancelled into other rekka followups regardless of when in the chain it was used.

EX Damage Red Damage Proration Cancel Guard
400*7 (2107) 288*7 (1517) 80% (O)/(M) (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
1+7 62 25 -13 -100.0% Full 1-6

Not actually a Rekka, this is an entirely different move. Ryougi dashes in and does 6 slashes in rapid succession followed by a jump cancellable B Ender. The opponent can fall out on strange air connects. While it might have some i-frames, it's a very situational reversal, as it loses invuln before the first active frame. Where this move really shines is as an OTG relaunch. The following combo extension is completely unburstable, and it resets your bounces. If done early, this move adds a surprisingly huge chunk of damage.

623X
MB C-Ryougi 623AB.png
MB C-Ryougi 623C.png

A series of low slashes that can be held to change their properties, Ryougi dashes forward and cuts through the opponent. Side-swaps on hit. During all charged (623[X]) versions, Ryougi is in counterhit state for the entirety of the "run" animation. Despite being lows (mostly), they all must be stand shielded

A Damage Red Damage Proration Cancel Guard
1200 1056 80% (O) - L
First Active Active Recovery Frame Adv Circuit Invuln
15 4 31 -7 6.86% -
[A] Damage Red Damage Proration Cancel Guard
1200 1056 55% (O) - L
First Active Active Recovery Frame Adv Circuit Invuln
38 4 30 -6 6.86% -

Has the fastest startup of the 623X series, hits low, and grants knockdown on hit. Charging (623[A]) gives it the launch properties of B Version, allowing for conversions as well as increasing its range. Its long range and low profile during the actual slash allows its use as a way to challenge high-commitment zoning tools / moves with long recovery. However, 623A is a high-commitment move itself. On block, either you're about to die, or your opponent gets to start their offense. The farther you cross up, the safer you are on block.

B Damage Red Damage Proration Cancel Guard
1200 1056 55% (O) - L
First Active Active Recovery Frame Adv Circuit Invuln
22 4 28 -4 6.86% -
[B] Damage Red Damage Proration Cancel Guard
1200 1056 55% (O) - H
First Active Active Recovery Frame Adv Circuit Invuln
45 4 30 -6 6.86% -

Longer startup than the A version, but travels slightly farther and always launches on hit regardless of charge making it very useful in combos. Does not grant knockdown on normal hits, as the untech time ends just before the opponent touches the ground allowing them to air tech. On counterhit however it is full untech, granting knockdown. Fully charged 623[B] is an overhead, and visually identical to the charged A version (bar the longer startup), but both are still stand shieldable.

EX Damage Red Damage Proration Cancel Guard
1200 1056 60% (O) - L
First Active Active Recovery Frame Adv Circuit Invuln
1+18 5 35 -7 -100.0% -
[EX] Damage Red Damage Proration Cancel Guard
1200 1056 55% (O) - L
First Active Active Recovery Frame Adv Circuit Invuln
1+39 5 29 -6 -100.0% -

Travels the farthest of the three versions. Other than being an OTG relaunch, it has the same properties as counterhit 623B even on normal hit.

214X
Avidya Moon
214A/B/C
MBFRyougi214A.png
MBFRyougi214B.png
MBFRyougi214EX.png

A series of airborne flip slashes, all versions are air unblockable.

A Damage Red Damage Proration Cancel Guard
1000 912 (90% (M)), 85% (M) -EX- H
First Active Active Recovery Frame Adv Circuit Invuln
24 4 20 -6 7.0% -

Horizontal slash. Technically an overhead, but whiffs on crouching opponents, so it can't be used as one. Instead it is a combo tool and situational anti-air. Knocks opponent full screen on hit, wallslams in the corner allowing you to combo afterwards. Interestingly, there's a second hitbox early in the move that guarantees this will connect mid-combo (provided your opponent is standing) by applying enough hitstun for it to connect after B and C normals. This allows for confirms that dodge Nero’s snake summon as well as standing-only combo routes. Said hitbox can also be shielded and clashed.

B Damage Red Damage Proration Cancel Guard
1200 960 50% (O) -EX- H
First Active Active Recovery Frame Adv Circuit Invuln
27 3 24 -8 8.4% -

Overhead downward-hitting slash. The only version of 214X that doesnt whiff on crouchers, most of the time (be careful using this vs Akiha, as well as other short characters). To avoid whiffing on short characters, use from further away. Grants hard knockdown on hit. Can be converted off of on counter hit, some airborne hits, and any OTG relaunch. When used after AT ender it will catch wake-up backdash, making it an occasionally useful part of your AT ender RPS.

EX Damage Red Damage Proration Cancel Guard
1400 960 50% (M) N, SP, EX, J LH
First Active Active Recovery Frame Adv Circuit Invuln
1+14 4 22 -5 -100.0% Full 1

Big horizontal slash. Similar animation to 214A, with a much larger hitbox. Just like 214A, it whiffs on crouching opponents. If your opponent makes the mistake of standing to block, it has the same cancel properties on block as on hit. Has full invuln on frame 1, and strike invuln during superflash. She moves forward a lot during this move, so it can be used as a way to escape the corner. If your opponent used a move that is whiff cancellable or has low recovery, they may be able to catch the recovery, making it quite a risky reversal option versus opponents aware of this move.

421X
MB H-Ryougi 421A.png
A
A
MB H-Ryougi 421BC.png
B/C
B/C
MB H-Ryougi 421AB Hit.png
A/B Hit
A/B Hit
MB H-Ryougi 421C Hit.png
C Hit
C Hit

Ryougi's parry series, sporting some strange properties. For one, they have a hitgrab followup attack that automatically activates on nearby enemies. Secondly, the activation is triggered by if the move's hitbox connects with the parry box or not regardless of move attributes (high, low, mid). Finally, they seem to operate under the same rules as clash. Certain moves like C-Nero's B and EX Deer can't be parried, but A version can be. You can also parry F-Kouma 5[C] despite other hitgrabs beating parries clean.

A/B Damage Red Damage Proration Cancel Guard
0 0 60% (N), (SP), (EX), (J) -
First Active Active Recovery Frame Adv Circuit Invuln
5 12 12 - 0.0% -

A: Ryougi does a standing pose and readies herself for an attack. Once triggered, she throws the opponent behind her. The counter only covers her head and upper body, making it the one used for high hitting attacks and aerials. It is not only triggerable by attacks that must be blocked high, it can counter mids and lows but some hit too low for this counter to work so choose wisely. On successful counter you can convert into a standard air combo. If you're too far, walk forward a bit so 5BB can properly connect.

B: Ryougi does a crouching pose and readies herself for an attack. Once triggered, she throws the opponent just like the A version. This counter only covers her lower body. Just like A version, this can counter some mids and overheads but not all of them. Conversions off of a successful counter are exactly the same as A version.

C Damage Red Damage Proration Cancel Guard
1000 672 45% - -
First Active Active Recovery Frame Adv Circuit Invuln
5 9 9 - 0.0% -

Ryougi assumes the same pose as B version. This counter has the same hitboxes as the B version but has less active frames, meaning you have to be more strict with your timing. Upon successful counter, Ryougi throws her opponent into hard knockdown. Worse combo options than other versions but less recovery.

This counter has less recovery than A and B which makes it another option for cancelling during blockstrings, but more importantly you use it to cancel the recovery of 3C for the corner left / right roll mixup.

22X
Hidden Knife
22A/B/C
(~22X Near Knife)
MB H-Ryougi 22A.png
22A.
22A.
MB H-Ryougi 22B.png
22B.
22B.
MB H-Ryougi 22C.png
22C. Reversal, pressure reset, and combo extender
22C. Reversal, pressure reset, and combo extender
MB H-Ryougi 22X AutoPickup.png
Auto-Pickup Boxes
Auto-Pickup Boxes
MB C-Ryougi 22X Pickup.png
Manual Pickup.
Manual Pickup.

Half moon's signature knife toss series. All versions are air blockable.

A Damage Red Damage Proration Cancel Guard
950 720 60% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
14 X 22 5 6.65% -

One of H-Ryougi’s strongest tools that defines her whole character. Notable for being +5 On block. Ryougi throws her knife straight forward at chest-height. Travels fullscreen, and bounces off the wall back to where Ryougi threw it. Ground-techable knockdown on hit. Combined with manual pickup cancels this move enables blockstrings that loop into themselves and crazy, high meter build combo extensions. It's also decently usable as an anti-zoning tool. At closer ranges it is quite risky to toss in neutral (as it has a long recovery) and the knife itself can be low-profiled.

B Damage Red Damage Proration Cancel Guard
950 720 60% (O) - LA
First Active Active Recovery Frame Adv Circuit Invuln
17 17 18 -3 6.65% -

Downward angle knife toss. Hits low. The knife will get stuck in the ground instead of bouncing back if it hits the floor instead of the wall, leaving you in quite an unfortunate situation if your opponent blocks it midscreen. This doesn't see much use due to not covering a particularly useful angle, inconsistent knife placement, commonly gets your knife stuck in the ground, frame disadvantage, and extremely limited combo usage.

EX Damage Red Damage Proration Cancel Guard
500*4 (1501) 288*4 (863) 90% (M)*4 - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+0 X 21 3 (min) -100.0% -

Ryougi throws her knife straight forward, this time with some extra oomph. Hits up to four times depending on range, the closer you are the less it hits. Great for dumping 100 meter to make sure you don't enter Heat. Just like 22A you can convert off of almost any stray hit, and it still serves as a good combo extender. Extremely advantageous on block, a pressure reset at the cost of 100 meter. The knife is active on frame 1, useful as a reversal as you can convert off of trades that do not knock Ryougi down, and it is of course plus on block if they attempt to bait it like a normal reversal. Weak to being low profiled.

Knife Pickup Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 12 - - -

Unlike other Ryougi Moons, H-Ryougi is able to pick up the knife by simply crouching on top of it, and can catch it while it's spinning in midair as long as she is in a neutral state (not attacking). Keep in mind if you wish to pick your knife up on wakeup you must go from standing to crouching first, leaving you exposed to lows. H-Ryougi does still posses the ability to pick up the knife manually with 22X, which has more range and can be special cancelled into, and it has less recovery than Crescent and Full moon’s manual pickup. Manual pickup has less recovery than almost all of your normals, granting at least some frame advantage on most pickup cancels allowing you to create frametraps on the fly. Get creative.


An interesting "feature" (bug) her knife has is auto-pickup stops working after your knife is reflected. It is no longer her knife, the game considers it THEIR knife now. In the situation this occurs, you have to do manual pickup to get it back, after which auto-pickup will work normally. The consequences of your knife being reflected can be absolutely devastating, as you lose your strongest tool on top of having to commit to manual pickup.

63214X
MB H-Ryougi 63214A.png
MB H-Ryougi 63214B.png
Running animation doesn't come out point blank
Running animation doesn't come out point blank
MB H-Ryougi 63214C.png
GENKYO!
GENKYO!

Another knife toss series unique to H-moon, these make her airborne and have tricky properties. Just like 22B, your knife can get stuck in the ground, depending on whether or not the knife hits the corner or ground.

A Damage Red Damage Proration Cancel Guard
950 720 90% (M) -J- LHA
First Active Active Recovery Frame Adv Circuit Invuln
20 12 18 3 (min)
24 (jump cancel)
6.65% -

An advancing, plus on block, jump cancellable projectile that resets pressure and flips her hurtbox upside down. Its as great as it sounds... with an asterisk attached. It will only connect in blockstrings right outside of 5B range / inside 5C range, limiting when you can use it offensively over 22A significantly. It also can't really be made gapless, so an aware opponent can DP it or shield and try to take their turn back. Luckily for you, the fact that it is jump cancellable means a lot of common non-blocking options are completely avoidable... with yet another asterisk attached. EX Shield exists, and if they happen to have a good air-unblockable special to cancel from shield you can still get smoked. Nevertheless an important part of Ryougi's kit despite its flaws, as you can play mind games around jump cancel vs no jump cancel, and what you do in the air after a jump cancel. Untech lasts long enough that you can convert (albeit with difficulty outside of point blank range or after a jump cancel) on hit.

Something worth noting; as it is a jump cancellable projectile, it can be used in neutral as a way to try to fly in and take your turn on grounded opponents, or hop over grounded zoning tools like Nero snake. The projectile is plus enough to cover your approach reasonably well if they aren't prepared, and depending on how the knife bounces, can create some unique movement opportunities if you catch it.

B Damage Red Damage Proration Cancel Guard
950 720 90% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
25 ~ 26 15 12 3 (min) 6.65% -

Ryougi runs forwards until she reaches the opponent, jumps past them, and crosses them up with a quick knife toss. Ryougi will ALWAYS throw the knife in the direction she came from, meaning if your opponent cannot be crossed up (IE is cornered), she'll just whiff the knife toss and get punished hard. Not something to just toss out in neutral. You can (with some difficulty) get a normal combo if it hits depending on your spacing, unfortunately, most of the time the only thing that will connect is rekkas.

Even though it doesn't have any i-frames, this move can be used as a cheesy way to escape the corner. The startup is pretty fast, but more importantly, her hurtbox inverts during the crossup. If it works, you steal the corner completely.

EX Damage Red Damage Proration Cancel Guard
950 720 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
10+2 15 29 3 (min) -100.0% -

Ryougi leaps back and throws the knife downwards. This version has the fastest start up of the three. Big damage, the best out of the three for combo extending, notably from ~236C rekka ender. Also utilized in very potent knife catch oki setups in the corner, as the knife hit grants HKD.

Aerial Specials

j.236X
Glass Moon
j.236A/B/C
Mbacryougij236a.png
A version, even the hitbox is worse
A version, even the hitbox is worse
Mbacryougij236b.png
B version
B version
Mbacryougij236c.png
EX version
EX version

Ryougi's crescent slash series. Also referred to as "Tobei", "Baika", and "Moonslash". Her staple alternate meterless air combo enders.

A Damage Red Damage Proration Cancel Guard
1500 1344 75% (O) - HA
First Active Active Recovery Frame Adv Circuit Invuln
18 2 15 -17 (TK) 10.5% -

The slowest moonslash, objectively inferior to B and EX versions outside of being a risky overhead that is unsafe on block and can't be converted off on non-counterhits. Only really useful for finishing rounds.

B Damage Red Damage Proration Cancel Guard
1600 1440 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
11 2 3 -5 (TK) 11.2% -

The ACTUAL moonslash. You'll use this move 99% of the time over the other two versions. Knocks opponents fullscreen/wallslams in the corner ending in an air techable state. Not only is it your damage aircombo ender, it's one of your best combo extenders in the corner when TK'd. Without it, she wouldn't have access to any of her most common corner setups. While it's primary use is for ending air combos and extending corner combos, it has its niche usefulness in the neutral game as well. It's hitbox is massive both front and back, thus can be used to tag people trying to enter your space or jumping over you from the corner, and get yourself out of uncomfortable scrambles (Example: as seen throughout this round).

EX Damage Red Damage Proration Cancel Guard
2200 1920 40% (O) - HA
First Active Active Recovery Frame Adv Circuit Invuln
1+10 2 6 -6 (TK) -100.0% Full 1-14

The B version, but with higher damage and i-frames. Can be used to close out rounds if you need just a bit more damage after an air combo. Has niche usage as a reversal, but it must be TK'd to be used as one, it won't beat real meaties. Usually safe on block.

j.22X
MB C-Ryougi j.22A.png
MB C-Ryougi j.22B.png
MB C-Ryougi j.22C.png
A / B Damage Red Damage Proration Cancel Guard
900 720 90% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
20 / 21 X 3 - 6.65% -

Useful in some problematic matchups for when you want to stall your landing, beat grounded projectiles, catch people chasing your airdash back, or for trying to catch people doing stuff full screen. As you are not air-actionable afterwards, you can get yourself killed using this. Use cautiously.

A: Ryougi lunges forward and throws the knife downwards.

B: Ryougi hops back slightly and throws the knife downwards.


The knife can get stuck in the ground if it does not bounce off the wall, but due to how far the knife travels this will rarely happen.

EX Damage Red Damage Proration Cancel Guard
950 720 50% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+0 X 17 - -100.0% -

Ryougi hops and throws the knife horizontally. The main purpose of this move is to get much better okizeme than possible from air throw ender. The untechable knockdown on hit this move has gives you enough time to land and link 2C.

66/44/22X
Tumbling Cat
(During Air Tech)
44/66/22A/B/C
Mbacryougitumblingcat.png
A/B.
A/B.
Mbacryougitumblingcatex.png
EX for when you really hate having meter
EX for when you really hate having meter

Command air tech series unique to Ryougi, the only one of its kind in the game. Referred to by the community as necotech. The direction she hops towards is determined by the input (44/66/22). If you use any of these while your opponent is close to or in the corner, you can convert into an air combo. You are not air-actionable after all versions of neco tech, so you better have done this intentionally. You’ll want to use the 22 versions of this move most of the time, as you want to hit the ground as fast as possible after.

A Damage Red Damage Proration Cancel Guard
1100 720 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
21 2 7 9 7.7% Full 1-3

This version of the move has the longest startup, however it is also the safest on block and has the least recovery of the three. At lowest height it is plus, which will allow you to start blockstrings if used close enough to the ground.

B Damage Red Damage Proration Cancel Guard
1100 720 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
16 2 15 1 7.7% Full 1-3

Has faster start-up than A version, and will most likely be the one you rely on. It isn't as safe as A version, but can still give you some advantage if it's blocked low as possible.

Along with C version, this can be used to punish certain reversals on hit provided they are air-techable, challenge normal bunkers on hit, and escape some specific tech trap setups.

EX Damage Red Damage Proration Cancel Guard
1800 1152 75% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
6+7 2 15 -4 -100.0% Full 1-14

Extremely situational reversal. Has the fastest startup of the three versions, Full invuln, and still retains the combo potential from previous versions. As a trade-off, it isn't safe on block like the other two. In almost all cases B necotech does the job this move does.

Arc Drive

MB C-Ryougi AD.png
Just do a 200 meter route instead please
Just do a 200 meter route instead please
Damage Red Damage Proration Cancel Guard
3500 (3080) 4664 100% - U, LH
First Active Active Recovery Frame Adv Circuit Invuln
17+4 2 (35) 5 45 -31 removes all Full 1-2, 17-70

Ryougi crouches down, locks on to the opponent with her Mystic Eyes (unblockable), then dashes forward with a series of slashes (blockable). This has non-invulnerable startup before the superflash and a few frames where the opponent can move or jump out before the Eyes activate, so it can easily be jumped out on reaction. Only invulnerable after the superflash, and is punishable on block. You have enough time to meaty after it hits, and it forces a sideswitch even in the corner.

General Gameplan

Work in Progress.


Half-moon Ryougi lacks the unblockables of the other two moons and the buffed rekkas of Full-moon. As a trade-off however her 22X knife toss series has fantastic utility and she arguably has the best pressure and okizeme of the three moons. Her normals have better horizontal reach than Crescent's (notably 5C) while retaining the ability to Reverse Beat. Additionally, Half is the only moon capable of catching the knife in the air, allowing for extremely tricky mixups and some additional neutral options. She is very much reliant on having her knife either near her or on her, as it strengthens all aspects of her gameplan.

Neutral (WIP)

Since Ryougi doesn't have great ground-to-air or air-to-ground tools, you should usually try to approach aerial opponents from the air, and grounded opponents from the ground. With good spacing you can tag grounded or low air approaches with 5B, you must be cautious as it does not hit as vertically as the animation implies. Her 5A6AA series also serves as an anti-air due to hitbox and startup buffs. Both of these options have lengthy recovery so you can get blown up for whiffing these.

Pressure

H-Ryougi's midscreen pressure is nothing special, and requires her to sacrifice her knife or do high risk resets to keep her turn. Her corner pressure on the other hand can be absolutely suffocating, especially vs other Hmoon characters. Use 2A as a whiff cancel in blockstrings. 2A is preferred as a rebeat option, 5A has substantial recovery in comparison but can still be used to create gaps. 22A and 22X manual pickup enable very strong looping pressure strings in the corner. 624A is +3 at minimum and enables pressure resets from around 5C range, but it can be shielded. However, it's jump cancellable even on whiff, so you can play around with baiting common non-blocking options after 624A on block. Avoid using knife toss moves in midscreen pressure if possible, as you will have to risk a telegraphed IAD knife catch to reset, or lose your turn to pick it back up. Her B/C normals have incredibly long recovery (17f at best!), so leaving too many noticable gaps or auto-piloting pressure leaves you extremely vulnerable to C/H moon dodge, rewarding the defender with a full punish, and backdashing to escape pressure.

While its easy to get in the habit of just looping the same knife toss strings over and over, you still need to do normal Melty Blood pressure. Redashes, staggers, and tick throws are strengthened by 22A just existing as any gap can quickly become a frametrap. This is what actually makes H-Ryougi's pressure good. If you never throw or redash there isn't much of a reason for your opponent to not just EX Guard until its safe to jump out.

Pressure String Component Examples

Note: Melty Blood pressure is very freeform, especially on Half Moon. Do not take the below examples as law, else your pressure will become too linear and flowchart-like. These examples are simply meant to give you a general idea of how to structure your offense.


  • (2A) > 5B~B > 2B > 5C > 2C > 3C
Generic extremely basic string. +1 on block.
  • 2B > 5A(w)6A
Frametrap at close range, farther out ~6A will whiff and you'll just stand there looking stupid before getting counterhit.
  • 5A6A > 4C > 22A
Overhead attempt, made safe by the knife. Does not work off of 5A6AA; you must cancel the second hit in the series. Additionally if the 4C connects, 22A will confirm the combo as long as you nailed the cancel window. See combo section later on the page for 4C conversions
  • 5A6A > 2B / 5B~B
Delay 5BB slightly to avoid Reverse Beat. Use this to condition the opponent to not expect the overhead after 5A6A.
  • 22A > (2A)/(5B)/(2B)/(etc.)
22A is +5 on block; 2A will be airtight if you are close enough, 2B/5B will frametrap and catch jumps, microdash 5A6A will catch jumps and resets pressure if they don't respond to the 5A whiffing crouch, or you could dash up 2A for a pressure reset. The only disadvantage is that midscreen you lose the knife, in the corner having the knife on the floor next to you can be a very good thing. See below
  • (Corner) (Close range) > 3C > 22A , 66 > (throw)
In corner, if you don't do 5C or 2C (which pushes you out too far), a 22A knife throw will bounce back and land right on top of you. You get a free blockstring reset and then you can do...
  • (on top of knife) ... 3C > (22X pickup) , (2A)/(5B)/(2B)/(etc.)
Picking up the knife after a 3C will give you extra frame advantage, which you can use to do an airtight 2A or frametrap with a 2B or 5B.
  • (Corner) 22C , (66) > Basically anything
There are a couple of advantages to using 22C over 22A. First, if you are not smack in the corner, the knife will hit multiple times, giving you huge frame advantage and time to do basically anything you want. Second, it comes out faster than 22A, which means you can do 2C 22C without suffering from 2C's pushback, meaning you can use this to close the distance and force strike throw and various other point blank offensive options. Third, you can EX cancel the C enders of your Rekka chain, allowing you to safely reset pressure from them. You can also use this as a safe way to reset distance in a pressure string if you don't want to risk getting poked out of a redash.

Okizeme

Another advantage H-Ryougi has over her Full and Crescent moon peers is her very noteworthy okizeme. Full moon doesn't get access to mix at all except tk236B midscreen, and while Crescent's primary mixup is strong, it only works on specific characters. Granted, you do need to have very good execution to consistently route into her good setups, and then also capitalize off of the following hit with looping setplay or high damage route. This is what arguably makes H-moon worth investing in over the other two long-term.

All mixups / setups assume the opponent is cornered, her Rekka ender OSes can be done midscreen.

Roll setup

  • xx > 2C > tk.236B, 5BB > 214A, (microwalk) 2C > 3X~C > 421C > 66 6A+B
The roll mixup, sets up a left/right mixup in the corner that can be looped for consistent setplay. Rolling as soon as possible will always leave Ryougi on the opposite side, crossing up the opponent, but this isn't very ambiguous and is effectively a waste of the setup. Rolling as late as possible after running the opponent completely into the corner will always be sameside. Sameside trips up people not used to fighting H-Ryougi a lot, as they get scared looking at her sprite visibly overlapping with theirs.
The strength of this mixup comes from understanding how long you can hold run, while still making the roll cross up. Once you understand the timing, you can make which side you'll end up on after rolling look very ambiguous. Smarter players will know that picking options that beat sameside is much safer due to the difficulty of pulling off an ambiguous crossup roll that isnt seeable, so this is an important skill to learn. 2A and both B normals are the preferred options after you've picked a side to land on, but you can also IAD back/forward > j.C to present a (much faker and reactable) high option and bait low shield too.

624A knife toss setup

  • ... (microwalk) 2C > 3X~C > 624A
Occasionally called butterfly setup. Knife throw mixup, same lead up as the previous setup. Once you throw the knife, jump straight up with "8" and then drift with "6" to make a left/right mixup. How long you hold drift will determine which side you end up on. Once you land, you can meaty with 2B. Alternatively, you can airdash back > j.C after jumping for a quick cross up overhead, catching the knife in midair in the process.

624C knife catch setup

  • ... (microwalk) 2C > 3X~C > 624C
Genkyo setup. Think of it as an enhanced knife throw mixup. Super jump to catch the knife as its falling, allowing you to perform numerous mixup options. If you don't press anything else and simply fall after catching the knife, you'll pass through the opponent and cross them up. After you cross up but before you land, jump forward and quickly air dash backwards to do an overhead with j.C. You can also airdash back > j.B after catching the knife to stay on the same side. With so many options to choose from, this is easily one of Ryougi's best mixups if you have the meter for it. Timing your actions after the knife catch to be meaty though can be a little finicky, as having to catch the knife before it falls to the ground puts you on an awkward time constraint.

214C setup

  • ... (microwalk) 2C > 3X~C > (slight delay 5C) > 214C > j.B(w) > land > 3C

or

  • Knife loops > 22A, 2C > (delay) 5A6AA > 214A, 214C > j.B(w) > land > 3C
My personal favorite. Depending on how you route into it, this route does not sacrifice much of H-Ryougi's potential high corner damage for mix at all, and you build the meter for 214C mid-combo. Even with a metered knife loop starter you can get enough back right at the end of the route for 214C. The idea with this setup is you want to hit the opponent with reverse 3C, there isn't enough space inside the corner for crossunder 2C > 3X~C to connect as you are in its deadzone. That's a good thing though, this mixup is much easier to actually execute than an ambiguous roll mixup because of this closeness to the corner. Once reverse 3C connects, either j8~6 drift, or simply j9 back into the corner, both work. That crosses up. If you want to hit sameside, do an incredibly tiny microwalk after 3C and before you jump. Its such a small microwalk its possible to get it on accident. Do not dash, as that telegraphs sameside.


Something worth noting; These are just the guaranteed corner setups. There are many instances where, depending on your distance to the corner, you can get a roll/624A/624C setup off of combo routes that normally do not guarantee one. Any time crossunder 2C > 3X~C is possible in the corner, there is an opportunity to create a mixup. Recognizing these situations and capitalizing on them is an extremely important skill, as normally she HAS to get a clean hit in the corner to run her setplay.

5B > 2B DP Clash OS (WIP)

  • ... Rekka HKD > delay 5B > 2B
If 5B > 2B is spaced properly it can be timed to clash wakeup DPs. This beats both mashing and DP on wakeup, the spacing also makes most wakeup Heat attempts whiff. How much you need to delay 5B will change depending on the startup of the character in question's DP. Here is an example of it in action vs C-Nanaya 623B. 5B will clash, and cancelling to 2B causes you to low profile the rest of the DP, you recover in time to get a full punish with a 2B starter for big damage.

Rekka ender Heat OS

  • ... Rekka HKD > j9 (crosses over) > 2A > 5B > 2B
(WIP) This can beat a few things, including backdashes sometimes, but primarily this is gonna be used to clash with heat and punish. Not much else to it, simple and strong.

Defense

With 100 Meter

22C will usually be your best option. While it doesn't have frame 1 invul, it does come out frame 1, and will always hit at least twice unless you're point blank. This means that even if the opponent hits you, the knife will force most trades in your favor anyways. You to recover out of hitstun first, and still have time to convert off of the knife hits into an air combo. If the opponent blocks the knife instead, its incredibly plus on block, you get to steal your turn. If the opponent air blocks 22C, they're usually stuck in blockstun long enough for you to hit them out of the air with a normal (air unblockable), usually 5B will be most consistent. 22C is very strong, but it's important not to be over reliant on it. It can be low profiled by many moves (Arc 2B, Kohaku 2C, Nanaya 2C and 2B just to name a few notable ones), and even by some character's dash animations (e.g. Ciel, Kouma, F-Ryougi). It can also universally be jumped over. Use wisely.

Using H-Bunker (214D, 100 meter) while in blockstun is also a solid way to get the opponent off you, it grants hard knockdown on hit, giving you plenty of time to switch sides out of the corner or run rudimentary okizeme. While your bunker does hit lower to the ground than 22C does, you still must exercise caution when you decide to bunker, as it too can be low profiled. It also has the inherent weakness all H-moon bunkers do, and can be baited or OSed. It is not throw invuln. Try to look for specific, slower moves to bunker on, and wait for the opponent to exhaust options that low profile it (Satsuki slide for example).

214C is an air unblockable flipslash with frame 1 invul that is hard coded to whiffs on crouchers, and can be used for a quick escape from the corner. While it does have relatively lengthy recovery, and doesn't have much invuln in the first place, the distance it puts you away from the corner is substantial enough that the opponent might not be able to punish you. This reversal looks very weak compared to your other options on paper (and it kind of is), but it covers for the weaknesses of her other two main metered reversals, as well as not requiring you to have your knife at hand. Many moves that can low profile 22C have significant recovery, or can be rebeat to an A normal to recover in time to block bunker attempts. If your opponent jumps to bait 22C they can be hit by 214C as well, albeit they can still shield it unless they pressed a button. The weakest of your metered reversal options, but not something to entirely discard as a viable option.

Meterless

Without meter, Ryougi's defensive options are very limited. Parry (421X) offers slightly better reward and has more active frames than shielding. It is also riskier, because you have to know exactly which move the opponent is going to use and where it would hit visually, so that you know which version of parry to use. It isn't something you'll want to hard read with every time, but it's an option worth keeping in mind against predictable or overly aggressive opponents. Keep in mind that certain moves cannot be parried, such as hitgrabs, (with the exception of F-Kouma 5[C]) and Nero's B / EX Deer plow right through it. Think of this more as a tool to use against very specific okizeme setups or a hard callout than a real reversal. Trying to use parry as something you can use out of blockstun will get you killed almost 90% of the time, it is NOT supposed to be used like a DP.

As for standard abare, Ryougi does not really have anything to enforce her ability to mash on wakeup in the first place. Meaning mashing is absolutely putting your life on the line. That being said, eventually mashing must be done, you can't make friends with [1] and j7 sdj9 forever. Her 5A actually covers an excellent angle and is fast enough to attempt to contest IAD resets, or even beat things like Akiha tk236A flat out at close. 2C has rather slow startup (and embarrassingly long recovery if you whiff), but it propels Ryougi very far forward, letting you challenge things like Nero summons from pretty far away. It cannot be stressed enough how risky 2C is, but it has its niche usefulness. 2B might seem like its a decent abare option due to its reach, and since its her best starter the reward is enticing, however it gets smoked by IADs and jumps. If you want to mash on a reset, its usually much safer to do 2A(w) > 5B. 2A can catch a redash, and 5B hits high enough that it might clip IAD resets.

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.

Notes:

  • 22X refers to knife pickup, rather than throw.
  • 63214X is abbreviated as 624X, however this does not mean you can skip the diagonals.
  • 2B and 5B can be used interchangeably as combo fodder quite often, however 2B > 5B does more damage than 5B > 2B.
  • Ryougi can end almost any air combo with either Air Throw or j.236B, favoring positioning and damage respectively.
  • For air combos, Ryougi's j.A, j.B, and j.6B have identical damage, but different hitboxes, different startups, and different changes to the opponent's momentum. You can interchange them in any air combo that uses j.B to see which one works better for you.
  • Rekka ender gives better oki than air throw ender.
  • On airborne opponents (example: 2C > rekkas), the final ~236A input must be reversed (~214A instead of ~236A) midscreen on every character except the following; Satsuki, Necos, and White Len at certain hitcounts

Normal Combos

Meterless

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent (Rekka BnB, Basic)
  • (2A >) 2B > 5BB > 5C > 2C > 236A~236A~236A
3366
Meter Gained: 42.7% Meter Given (vs C-Moon): 18.3% (Video)
Your rekka BnB. Very easy and always useful. Hard knockdown gives you time to pick your knife back up, meaty, safejump, whatever you want really. There is a slight trick to get it to work midscreen properly, Refer to the notes at the start of the combo section.
Normal starter, grounded opponent (Rejump BnB)
  • (2A >) 2B > 5BB > 5C > 2C > 5A6AA > delay j.AC > land > j.AC > dj.AC > (AT)/(j.236B)
4178 / 4262
Meter Gained: 73.1% / 77.3% Meter Given (vs C-Moon): 32.4% / 33.1% (Video)
Your 5A6AA rejump BnB. Easy damage for not much effort, you're going to be using this and the airdash route a lot so get used to it now. You want the first j.AC to hit as you descend, press j.A as you start to fall and j.C before you touch the ground, refer to the video example. j.C has a lot of untech time so don't feel like you have to rush. At lower hitcounts (and in the mirror match), you will need to heavily delay ~6AA in order for it to connect.
Normal starter, grounded opponent (Alternate BnB)
  • (2A >) 2B > 5BB > 2C > 5C > j8.C > 66j.AC > land > j8.C > sdj.AC > (AT)/(j.236B)
4116 / 4242
Meter Gained: 63.3% / 67.5% Meter Given (vs C-Moon): 28.2% / 28.9% (Video)
Alternative BnB utilizing an airdash cancel. Works both midscreen and corner, but can drop in the corner vs some characters. You can sometimes do j7 instead of j8 to help make this more consistent / work in the corner (Example: Tohno). Decent corner carry and meterless damage without having to do anything too fancy. If you aren't comfortable with 66j.AC, do 6A+Bj.AC instead. Without sdj, AT ender will not reach, but j.236b will. Some characters will drop out of j8.C if you are not fast enough; notably Miyako, Sion, Hisui, Ciel, and both Lens. You can circumvent this by immediately holding 8 after you press 5C to jump cancel as soon as possible, then pressing C again right as you see it hit. This method is not necessary for it to connect if it feels too awkward for you.

623B Loops

623B loops can be routed into on almost any opponent launched by 22A or 3C. They have much better meter gain, corner carry, and okizeme than air combos while still sporting comparable enough damage.

Since 623B does not have full untech, you want to hit them as close to the ground as possible after 2C > 3C so they cant airtech out before landing. Delaying 3C or partial charging 623{B} can help with consistency. If you are too far out for 2C to connect and don't want to drop you can cut the route early with 623A instead of 2C, giving you HKD. If you did the loop properly, you will pick your knife back up on the second rep, as you need to crouch for 2C right ontop of where you tossed it.

Condition Notation Damage
vs V.Sion
Notes
Normal starter, midscreen or farther, knife
  • (2A) > 2B > 5BB > 5C > 2C > 5A > 22A, [2C > 3C > 623B,] x 2, 2C > 3C > 236A~236X~236A
4392
Meter Gained: 67 Meter Given (vs C-Moon): 41.5 (Video)
623B loop with Rekka HKD in favor of full corner carry. Does less damage but you dont need to spend meter for HKD. Whether or not you reverse rekka 3 input is context dependent
Normal starter, midscreen or farther, knife
  • (2A) > 2B > 5BB > 5C > 2C > 5A > 22A, [2C > 3C > 623B,] x 2, 2C > 3C > 5A6AA > 214A, j9.AC > dj.AC > AT
4540
Meter Gained: 99.3 Meter Given (vs C-Moon): 86.1 (Video)
623B loop with an air combo extension, carries full corner to corner and generates effectively 100 meter. If you picked your knife up you can route into j22C to get rekka HKD and a bit more damage. Finicky on some characters, delaying the last 6A stabilizes it and makes it work on Ryougi.

Airborne opponent

Condition Notation Damage
vs V.Sion
Notes
Normal starter, airborne opponent
  • 5B(B) > j.BC > dj.BC > AT
2753


Meter Gained: ??? Meter Given (vs C-Moon): ???
Generic antiair combo.
Normal starter, airborne opponent
  • 5A6A(A) > j.BC > dj.BC > AT
2937


Meter Gained: ??? Meter Given (vs C-Moon): ???
Does more damage than the 5BB antiair combo above. Requires the enemy to be very close to the ground and/or significant delays between each hit in the 5A 6AA series. This is the standard meterless midscreen combo to confirm into after an air-to-air counterhit.

4C Starter

All 4C > 22A combo routes have a ~3 frame cancel window for knife toss to connect.

Condition Notation Damage
vs V.Sion
Notes
4C starter, grounded opponent (Basic)
  • 4C > 236A~236A~236A
1495
Meter Gained: ??? Meter Given (vs C-Moon): ??? (Video)
Knifeless, meterless overhead combo. Other rekka strings connect, but do less damage. At extremely close range the third rekka may cross up, reverse inputs accordingly.
4C starter, grounded opponent, knife (Basic)
  • 4C > 22A , 5BB > j.BC > dj.(B)C > (AT)/(j.236B)
2266 / 2370


Meter Gained: ??? Meter Given (vs C-Moon): ???
Basic meterless combo off of Ryougi's ground overhead. Using 5C instead of 5BB does about 50 more damage, and in some cases lets you recatch the knife.
4C starter, grounded opponent, knife
  • 4C > 22A , 2C > 3C > 623B , 2C > delay 3C > delay 5A6A > j.BC > dj.BC > AT
2715
Meter Gained: 71.26% Meter Given (vs C-Moon): 31.6% (Video)
Advanced midscreen overhead combo. You can start 623B loops off of the first 623B, but past the 2nd rep it is very inconsistent. If you wish to sacrifice about 200 damage for consistency, as the delay timing for 2C > 3C is character specific, you can pick up after 623B with 2C > 5BB instead. Depending on screen position you can reverse your AT direction to get closer to your knife.
4C starter, corner, grounded opponent, knife (Basic)
  • 4C > 22A , 5BB > 214A , j.BC > dj.BC > AT
2344


Meter Gained: 51.45% Meter Given (vs C-Moon): 23.1%
Meterless corner combo off of her ground overhead. Provides air throw oki, but doesn't put you right on top of the knife.
4C starter, corner, grounded opponent, knife
  • 4C > 22A , 2C > TK236B, microwalk back 5BB > 214A, walk forward 2C > 3X~C > 421X / 22X
2693
Meter Gained: 54.95% Meter Given (vs C-Moon): 31.6% (Video)
Roll setup from 4C. See okizeme section at the top of the page for more details
4C starter (close), corner, grounded opponent, knife
  • 4C > 22A , 2C > 3C > 22X > microwalk 5A6AA > delay jAC > land > jAC > dj.AC > AT
2852
Meter Gained: 69.65% Meter Given (vs C-Moon): 30.9% (Video)
4C corner combo utilizing knife pickup and a rejump. The microwalk forward is for consistency and acts as a delay. Depending on how high the enemy is after the rejump you may need to sdj for air throw to be possible.
4C starter (close), corner, grounded opponent, knife
  • 4C > 22A, Knife loop
Variable 2.6k ~ 4k


Meter Gained: High, variable Meter Given (vs C-Moon): Variable
As long as you are close enough to do the above knife pickup routes, you can start knife loops. While the damage is very low compared to normal loops, the meter build is fantastic.

Extremely Character Specific (WIP)

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, knife
Works On: Warachia, Akiha, Powered Ciel, Nero
  • (2A >) 2B > 5BB > 5C > 2C > 5A > 236B~236A(w)~214A , 2A > 2C > 5C > 22A , 2C > 3C > 623B , 236A~236A~236A
???


Meter Gained: ??? Meter Given (vs C-Moon): ???
One of her most damaging midscreen combos, 236A also works on some characters. 214A input is reversed during the rekkas; original input is 236A. Timing is variant depending on the character.

Metered

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, 100% meter, OTG 236C. (Basic)
  • (2A >) 2B > 5BB > 5C > 2C > 236A~236A~236A , 236C , j.BC > dj.BC > AT / j.236B
4624 / 4677


Meter Gained: -46.8% Meter Given (vs C-Moon): 38.7%
A basic metered OTG combo that works anywhere on the screen. You don't have to time the jump cancel on 236C, just hold j9 and you will jump as soon as possible.
Normal starter, grounded opponent, 100% meter, OTG 236C.
Works On: Everyone except Necos, see notes.
  • (2A >) 2B > 5BB > 5C > 2C > 236A~236A~236A , 236C , delay j.A/B > delay j.C > land > j.AC > j.AC > AT
4732
Meter Gained: -43.1% Meter Given (vs C-Moon): 46.6% (Video)
Optimized version of the above 236C route, with a rejump. Delay the first j.AC so you hit them with j.C just before you land. The first j.A whiffs vs Hisui, Akiha, Vakiha, Arc, Warc, Mech, Seifuku, and Len. Substitute it for j.B instead.
Normal starter (2B preferred), grounded opponent, 100% meter, knife
  • (2A >) 2B > 5B > 5C > 236B~236A~236C > 624C, 2C > 3C > 5C > j8.C > 66j.AC > land > j.C > dj.AC > j.236B
6171 (2B starter)
Meter Gained: -39.5% Meter Given (vs C-Moon): 41.3% (Video)
Huge damage, especially from 2b starter. Works both midscreen and in the corner. In the corner, 66j.AC may drop vs some characters. You can always do j.BC > dj.BC > AT / j.C > 66j.C > dj.C for your air combo if it doesn't work there. The price you pay for doing 6.1k is leaving your knife on the other side of the stage.
Normal starter (2B preferred), grounded opponent, 100% meter, knife
  • (2A >) 2B > 5B > 5C > 236B~236A~236C > 624C, 2C > delay 3C > 623B, 2C > 3C > 623B, 2C > 3C > 5A6AA > 214A > j.A/BC > dj.A/BC > AT
6059 (2B starter)
Meter Gained: -11.7% Meter Given (vs C-Moon): 76.2% (Video)
Another high damage 624C combo, this one is corner to corner and gives you your knife back. Only works with your back to the corner or at least right outside of it. Make sure you have enough room for 623B to recover outside of the corner, you want to be perfectly spaced for 2C. If you look too far away for the second 2C link you can do 623A instead to save the conversion with a knockdown, cutting it short. Theoretically works directly in the corner but you are better off going for another route in that situation. Slightly execution heavy and has many character specific nuances, but is worth learning to get decent damage reward from crossup roll.

j.22C Combo Extensions

Ryougi can extend effectively any air combo with j.22C to get more damage and much better advantage than her air throw gives her, especially midscreen. Thanks to H-moon's auto-pickup mechanic, you usually can get your knife back afterwards.

Condition Notation Damage
vs V.Sion
Notes
From air combo, midscreen, knife save
  • Air Combo > j.22C, 2C > 3C > 623B, 2C > 3C > 623A
Combo dependent


Meter Gained: ??? Meter Given (vs C-Moon): ???
Arguably the most useful j.22C extension as 623A gives you HKD and puts you right on top of your knife. Has effectively the same combo properties as 623B loops so there will be character specific delays, but with time you can eyeball those and this is much easier than a full loop. Learn this one!
From air combo, corner, knife save (Basic)
  • Air Combo > j.22C, 2C > 3C > 236A~236A~236A
Combo dependent


Meter Gained: ??? Meter Given (vs C-Moon): ???
Rekka ender, still gives you HKD. In the corner your knife will be right next to you, and you still get Rekka ender oki.
From air combo, corner, knife save
  • Air Combo > j.22C, 2C > 3C > 623B, 236A~236X~236A
Combo dependent


Meter Gained: ??? Meter Given (vs C-Moon): ???
Optimized version of above route. Your knife will be right next to you.
From air combo, corner, knife catch, swag
  • Air Combo > j.22C, j766 > knife catch > jC > j22B, 236A~236X~236A
Combo dependent


Meter Gained: ??? Meter Given (vs C-Moon): ???
Swag! Dubiously practical but still gives you rekka HKD.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, knife
  • (2A >) 2B > 5BB > 5C > 2C > tk.236B , delay 5BB > 214A , 2C > delay 5C > 22A , 2C > 3X~C > 623B, 2C > 3X~C > (236A~236A~236A / 421X / 624A)
4921 (mix) 5120 (rekka)
Meter Gained: 80~100+? Meter Given (vs C-Moon): 52.2% (Video)
Moderately technical corner combo. Don't microwalk 2C or else you will have to do a different route, you need to 2C into the corner after 214A. Incredibly good meterless damage, great meter build, and provides HKD. You can omit rekka ender and do 421X or 624A instead for a mixup. 2C > 3X~C delay is still character specific. Still gotta reverse your inputs for the final rekka. This might possibly be one of the higher damage meterless combos you can do without knife loops.

Corner Steal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, inside corner (Basic)
  • (2A >) 2B > 5BB > 3C > 623B, 2C > 3C > 236A~236X~236A
3522
Meter Gained: 22 Meter Given (vs C-Moon): 22 (Video)
An easy, meterless, knifeless corner steal using 3C. At farther ranges 3C will whiff. Reverse the last rekka.
Normal starter, grounded opponent, inside corner, knife
  • (2A >) 2B > 5BB > 3C > 623B, 2C > (3C) > delay 5B > 624A, 2C > 3X~C > 623B, 2C > 3X~C > 22X
3974
Meter Gained: 43.2 Meter Given (vs C-Moon): 29 (Video)
Advanced corner steal route, loops back to the corner for a roll mixup. Very useful after crossup roll as it enables Ryougi to loop her mixups into itself from crossup.

Knife Pickup Loops

The combos that make H-Ryougi famous. If you don't know anything about H-moon, you know she has knife loops. Noteworthy for their insane meter build (effectively auto-heat on demand off of any clean hit), the ability to consistently do knife loops is a good indicator you've spent your required time in training room. Due to the nature of how creative H-Ryougi's routing can be, its a bit futile to try to list every single possible loop starter. The combo theory behind the knife loop however generally is consistent across all starters, once you know how to do a rep or two feel free to use a route that is most comfortable for you. The link gets tighter after about 3 reps if you do not change your routing, but that's just part of the combo theory.


If you wish to practice the timings for the loop (or you struggle with 2C > tk.236b) you can do 2C > 5C > 22A or (standing only) stuff > 214A, 5A 22A to start loops. Try to keep your hitcount at or below 32 hits total. While it is very possible to go past that, the infinite prevention system kicks in and your opponent rapidly builds meter, meaning you get diminishing returns.

Below is an incomplete list of possible loops:

  • [2C > 3C > 22X > 5B > 22A] x N
  • [2C > 3C > 22X > 2B > 22A] x N
  • [2C > 3C > 22X > 2A > 2C > 22A] x N
  • [2C > 3C > 22X > 2A > 2C > delay 5C > 22A] x N

The 5B variant is universal, 2A > 2C > delay 5C usually will start to work at higher gravity. Other than that, which loops do and don't work is character specific.

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, knife
Works On: (See Notes)
  • (2A) > 2B > 5BB > 5C > 2C > tk.236B, 5A > 22A, [2C > 3C > 22X > 2A > 2C > (delay) 5C > 22A] x N > 2C > 3C > 623B, 236A~236A~236A
???


Meter Gained: ??? Meter Given (vs C-Moon): ???
More than two loops may be possible depending on the character. Works on Aoko, Riesbyfe, V.Sion, Warachia, Akiha, Powered Ciel, and Seifuku. Possible with very strict timing and / or lots of delays on Tohno, Nanaya, Sion, Hisui, Arc, and Kohaku.
Normal starter, grounded opponent. knife
Works On: Everyone
  • (2A) > 2B > 5BB > 5C > 2C > tk.236B, 5A > 22A, [2C > 3C > 22X > 5B > 22A] x N, [2C > 3C > 22X > 2A > 2C > delay 5C > 22A] x N, 2C > 3C > 623B, 236A~236X~236A
???


Meter Gained: ??? Meter Given (vs C-Moon): ???
Universal on entire cast. Try to go into the 2A > 2C > 5C loop as soon as you build enough gravity for it to work since it deals way more damage than the 5B version. 2B can be used instead of 5B. Makes no real difference, use whatever is easier for you. 2A > 2C may be impossible or at least very difficult on some characters. However, 2A > 5C will always work so long as you have built up enough gravity.
Normal starter, grounded opponent, 100% meter, knife
  • (2A) > 5BB > 2B > 5C > 2C > tk.236B, 5A > 22A, 2C > 3C > 22X > 2A > 5C > 22C, [2C > 3C > 22X , 2A > 2C > (delay) 5C > 22A] x2 > 2C > 3C > 623B, 236A~236X~236A
???
Meter Gained: ??? Meter Given (vs C-Moon): ??? (Video)
A metered knife loop variant. Unlike meterless versions, this is universal.
Normal starter, grounded opponent, 100% meter, knife
  • (2A) > 2B > (5B) > 5C > 236A/B~236X~236C > 22C, 2C > delay tk.236B knife catch > 5A > 22A, [2C > 3C > 22X > 5B > 22A] x N, ([2C > 3C > 22X > 2A > 2C > delay 5C > 22A] x N), 2C > 3C > (623B,) 236A~236X~236A
High


Meter Gained: ??? Meter Given (vs C-Moon): ???
Advanced metered knife loop, utilizing ~236C Rekka to EX cancel to EX knife. Very good damage and can be meter positive.

Additional Resources

H-Ryougi Match Video Database
Melty Bits: H-Ryougi
H-Ryougi Combo Document

Notable Players

Name Color Region Common Venues Status Details
Ruusha

Color

Japan Play Spot BIG ONE 2nd Active Legendary H-Ryougi player, absolute lab monster. Showcases almost everything the character has to offer, or at least he used to.
Loves to go camping. Can be found on Twitter.
Monarch

Color

North America Netplay Active Top BlazBlue player that picked up H-Ryougi on the side. Great game sense.
N2L

Color

North America (Moved to Japan) Netplay Active(?) Uses random color palettes most of the time. Found in the main Discord.
Great at forcing arcane unconventional interactions, turning any interaction into a potential mixup. Knows a ton of crazy gimmicks and setups.
nise

Color

Europe Netplay Active(?)
Vsolid

Color

North America Netplay Active Current active editor of this page. Not as good as the others on this list, but feel free to ask me about H-Ryougi.
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SionCrescentHalfFull
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AkihaCrescentHalfFull
ArcueidCrescentHalfFull
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Red ArcueidCrescentHalfFull
V.AkihaCrescentHalfFull
Mech-HisuiCrescentHalfFull
SeifukuCrescentHalfFull
SatsukiCrescentHalfFull
LenCrescentHalfFull
RyougiCrescentHalfFull
White LenCrescentHalfFull
NeroCrescentHalfFull
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KohakuCrescentHalfFull
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