Melty Blood/MBAACC/Riesbyfe Stridberg/Crescent Moon

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Character Page Progress

This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.

In Progress To-do
  • Combos:
    • Add damage, meter gain/given numbers and video links to the pre-existing combos.
  • Additional Ressources/Players to watch/ask
    • Add any external links to ressources such as video guides or articles.
    • If you know any players in particular that can be helpful for learning this character, please add them with, if possible a way to contact them (such as a Discord handle) and a name that can be searched in the match video database.
  • Overview/General Gameplan:
    • Add a short summary of this character with a list of strengths and weaknesses
    • Do your best to describe how to play this character, change or add subsections based on what you would write as a guide.


Additional Resources

C-Riesbyfe Match Video Database

Players to watch/ask

JP:

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NA:

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Overview

Strengths / Weaknesses
Strengths
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Weaknesses
  • Place text here be sure to use "*" for each point*


General Gameplan

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Neutral

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Pressure

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Okizeme

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Defense

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Combos

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

For more information, see Glossary and Controls.

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

Applies to all air chain sections:

  • Assume a forward jump cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
sj.X X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
dj.X X input is done after a double jump.
sdj.X X input is done after a double super jump.
tk.X Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
(X) X is optional. Typically the combo will be easier if omitted.
[X] Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
{X} Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
X(N) Attack "X" should only hit N times.
(XYZ)xN XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
(XYZ^) A pre-existing combo labelled XYZ is inserted here for shortening purposes.
CH The first attack must be a Counter Hit.
Air CH The first attack must be a Counter Hit on an airborne opponent.
66 Performs a ground forward dash.
j.66 Performs an aerial forward dash, used as a cancel for certain characters' air strings.
IAD/IABD Performs an Instant AirDash.
AT Performs an Air Throw. (j.6/4A+D)
IH Performs an Initiative Heat.
AD Performs an Arc Drive.
AAD Performs an Another Arc Drive.
  • (The combos listed in this article are meant for total beginners, if you want to learn this character's advanced combos watch this compilation made by Kumiko: https://streamable.com/3ehbd)
  • Note: Any normals from the ground string can be omitted if need be, up until 2C.


Enders

Condition Notation Damage
vs V.Sion
Notes
Airborne opponent
  • ...sdj9.C > j.6C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Wallbounce, good vs chars with bad air options, especially when you use it for corner carry
Airborne opponent, 100% meter
  • ...sdj9.BC > (j.623A >) j.623C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Damage ender, C-Ries 623C actually adds a lot of damage, adding the 623A subtracts some damage but can be used for meter

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2AAA > 2B > 5B > (6B >) 5C > 2C > 214A > j9.BC > sdj9.BC > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Basic combo.
6[B] starter, grounded opponent
  • 6[B] > 214[A] > j8.C > dj8 (delay?) j.C > j.6C, land sj8.BC > dj9.BC > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Low trip combo you can use near the end of your string.
Aerial Counterhit starter, airborne opponent
  • Air CH > 2B 236A > j9.C sdj9.BC Airthrow
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Self-explanatory.
Counterhit starter, airborne opponent
  • air CH, 6[B] > 5C > (air combo)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Optimal, but won't work from all counterhits.
Mid-combo option, 100% meter
  • ...5C > 214C, 2B > ???
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
EX option that can be used mid combo, generally not worth it but feel free to play with it and find where it's useful.
6[C] starter, grounded opponent, Max/Heat mode
  • 6[C] > AD
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Midscreen overhead followup.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2AAA > 2B > 5B > (6B >) 5C > 2C > 214A > j8.C > dj8 (delay?) j.C > j.6C, land sj8.BC > dj9.BC > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Optimal corner combo.
Normal starter, grounded opponent
  • 2AAA > 2B > 5B > (6B >) 5C > 6C > 214B, 2B > 214B, 2C > 2A(w) > (Okizeme)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Corner oki setup, use for when you can't get a full combo or rebeat penalty is very high.
6[C] starter, grounded opponent
  • 6[C] > 214A > j8.C > dj8 (delay?) j.C > j.6C, land sj8.BC > dj9.BC > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Overhead corner combo.


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
MBCRies5A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 196 75% (O) 3.5% -SE-, -N-, -SP-, -EX-, (J) LH 4 3 8 1 -

A very standard close ranged attack, weak and quick. Generally useless, but has potential to net counter hits, and functions nearly the same as 2A in combos, besides lacking similar range. It's other primary use is as your whiff-cancel for blockstrings.

5B
5B
5[B]
MBCRies5B.png
MBCRies5XB.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5B 700 392 70% (O) 7.0% N, SP, EX, (J) LH 10 4 17 -6 -

An upward stab with Gamaliel. Damage is good, but the speed and horizontal range aren't that great. Best used in combos, and as an anti-air attack, since it has good vertical range.

5[B] 1000 686 70% (O) 10.0% N, SP, EX, (J) LH 22 4 15 -2 -

Charged 5B; damage and vertical range is increased, and Riesbyfe moves forward a significant distance at full charge before the attack comes out. Holding down the button without fully charging it will still move Ries quite a bit, so you can use this in clever ways for more effective anti-air.

5C
Hries 5c.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 490 90% (O) 10.0% N, SP, EX, (J) LH 12 2 18 -2 -

Long ranged forward slash with Gamaliel; great damage and horizontal range, and good speed for what it is. Lacks vertical range, though. It's a good move outside of combos if you can utilize its range, and it's an essential for combos.


Crouching Normals

2A
Hries 2a.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350 245 75% (O) 3.5% -SE-, -N-, -SP-, -EX-, (J) L 4 4 8 0 -

A low kick; weak, fast, and close-ranged. Good for starting your combos at close range, given its reliable speed; but it won't beat out other 2As all the time.

2B
Hries 2b.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
650 392 80% (O) 6.5% N, SP, EX, (J) LH 8 3 14 0 -

Low jab with Gamaliel; good range, damage, and speed. An effective mid-range poke, and can easily start combos. Also good at catching enemies falling from a counter-hit. Your hitbox extends with the attack, though, so be careful.

2C
Hries 2c.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700 392 65% (O) 8.0% N, SP, EX, (J) L 10 3 22 -7 -

A low sweep. Damage is good, speed and range is relatively poor and renders it largely useless outside of combos (though it can still have its moments). Aside from being essential for combos, this is a very reliable attack for catching enemies falling from a counter-hit.


Aerial Normals

j.A
MBCRiesjA.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 147 75% (O) 3.0% SE, N, SP, EX, J LHA 4 4 10 - -

A very quick, but very small, downward-angle punch. Reasonably low damage. Generally pretty reliable, despite its short range, due to its speed. This attack knocks the opponent back horizontally more than it does vertically, which makes it useful for extending air combos to fit in more hits. It can also be effective for getting counter-hits, and as a lightning fast jump-in, if you're quick enough.

j.B
MBCRiesjB.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600 343 90% (O) 6.0% N, SP, EX, J HA 7 3 - - -

A reasonably tough kick with decent, kick-like range. It's too slow to be used very effectively outside of combos, but used alongside an air-dash or j.C, it can be effective for jump-ins. Obviously, it's very important for air combos. It's also worth noting that an opponent behind you will get hit by your butt during this attack if they're touching you, so this attack has good cross-up potential.

j.C
j.C
j.[C]
Hries jc.png
Hries bejc.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
j.C 900 588 90% (O) 8.0% N, SP, EX, J HA 10 3 - - -

A huge downward slash with Gamaliel. Riesbyfe's all-purpose heavy air attack, featuring great damage and range (however lacking upwards range), as well as appropriate speed. Great for use outside of combos to try and confirm hits, and chip your opponent's HP away. A no-brainer for air combos. The hitbox can actually be a bit deceiving, as it's a bit smaller than the attack's visual effect. Your hitbox also extends with it, so be smart with your range.

j.[C] 1500 1176 90% (O) 15.0% N, SP, EX, J HA 20 3 - - -

A charged j.C. The only difference is increased damage, but it's awesome damage.


Command Normals

6B
6B
6[B]
Hries 6b.png
Hries be6b.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
6B 800 490 100% 8.0% N, SP, EX, (J) LH 12 4 16 -2 Reflect 9-16

A forward swipe with Gamaliel. Damage is good, but the lack of good enough speed and range relegate it to combo use. The swipe can reflect nearly every projectile in the game, though, so clever use of this can turn the tables on your opponents in some pretty hilariously effective ways.

6[B] 1200 686 100% 12.0% N, SP, EX, (J) L 21 3 10 5 -

Charged 6B; range and damage get a significant boost, and it will cause an untechable knockdown. not generally noteworthy, but its the most effective way to catch opponents falling from a counter-hit (but it isn't always optimal, you'll usually opt for a simple 2C unless you know you can pull it off)

6C
6C
6[C]
MBCRies6C.png
MBCRies6XC.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
6C 700 392 70% (O) 7.0% N, SP, EX, (J) LH 11 4 15 -1 -

Forward lunge with the rear-end of Gamaliel. Damage isn't very good, it's slow, and the range is OK but doesn't justify using it randomly. Can't be jump canceled, and cant be canceled into any normal attacks. Generally useless beyond adding another attack before your AD. Otherwise, you may use this in place of 6[C] for some blockstring mixups, but it's not safe on block, so you'll need to make some distance with 214B if it fails.

6[C] 1000 686 70% (O) 10.0% N, SP, EX, (J) H 28 4 16 -8 -

Charged version of 6C. Damage is now pretty alright, but most notably, the move is now an overhead and sends the opponent into a wallslam. As such, it's a good option for breaking your opponents guard during blockstrings. You can easily follow up with a wallslam combo if it hits successfully; if not, make sure you create some distance with 214B.

j.6C
Hries 6jc.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
850 588 68% (M) 8.5% - HA 9 3 - - -

A big forward thrust with Gamaliel, which sends opponents into wallslam. Can't cancel into anything. Damage, range, and speed are all OK, but it's an integral part of Riesbyfe's corner combos with that wallslam. Also generally useful for being mean to opponents that don't do well in the air.


Universal Mechanics

Ground Throw
MBCRiesThrow.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1500 759 100% 0.0% - U 2 1 20 - -

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

Air Throw
Air Throw
j.6/4A+D
MBCRiesThrowAir.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1600 (1408, Raw)/1500 862 30% 0.0% (Any if Raw) U 1 1 13 - -

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

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCRies214D.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Bunker 500 196 50% -50.0% - LHA 25 4 19 -5 Clash 1-10
(Clash) 500 196 50% -50.0% - LHA 7 4 19 -5 Strike 1-7

A charging shield bunker. One unique bugfeature it has is that both neutral and out of blockstun versions cost meter.

Heat
Heat
A+B+C
MBCRiesHeat.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
100 0 100% -100.0% (min) - U 16 2 30 - Full 1-18

Good horizontal range, not as good vertical range, it doesn't hit from behind as much as other heatboxes but the forward range is worth it.

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

Grounded Specials

236X
Wrist Pizzicato
236A/[A]/B/[B]/C
MBCRies236A.png
MBCRies236B.png
MBCRies236C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 700 392 70% (O) 7.0% -EX-, (J) LH 12 8 27 -17 ~ -10 -
[A] (Max) 700 392 70% (O) 7.0% -EX-, (J) LHA, LH 22 8 12 -2 ~ 5 -
  • Charges forward while defending yourself with Gamaliel. Normally used for safely closing distance. Each variant makes the opponent airborne, so you can always potentially follow up with a combo.

Charges forward with Gamaliel poised above Riesbyfe, launching the enemy. Jump and EX cancelable. Holding the button will prolong the movement and allow it to block mid and high attacks, but airborne opponents will be able to block it (you're usually safe, though). Generally a great defensive offense, you'll be using this version the most. Also works as an anti-air (can get you some counter-hits), and as a fairly primitive but reliable transition into air combos.

B 700 392 70% (O) 7.0% -EX-, (J) L 13 8 22 -12 ~ -5 -
[B] (Max) 700 392 70% (O) 7.0% -EX-, (J) L 23 8 12 -2 ~ 5 -

Charges forward with Gamaliel poised below Riesbyfe, tripping the enemy. Jump and EX cancelable. Holding the button will still prolong movement and block mid and high attacks, but this version is mysteriously more reliable than the A ver. for guarding against air attacks (but is generally unreliable against ground attacks). It will also remain air-unblockable. Hitting air-borne opponents with this leaves them at the perfect height for a full aerial followup, but its impractical to use this as a launcher on the ground. The only optimal combo situation for this is to catch an airborne opponent that's been staggered by 63214C; otherwise, it's too difficult to use and the proration isn't worth it.

EX 600*13 (3297) (2676) 90%*13 (M) -100.0% - LH 5+9 30 12 0 ~ 5 Clash 14-43

Charges forward like in the A ver., but deals multiple hits, substantial damage, and sends the enemy into a wallslam. This is the most raw-damaging EX C-Riesbyfe has. Every hit will clash with other attacks. Normally risky to use, as you're completely open before the hitboxes come out, and it's easy to avoid. Best used outside of combos because the proration is insane. You should only use this when you know you can pull it off, or when you know you can use it to tank through other attacks and counterattack.

623X
MBCRies623A.png
MBCRies623B.png
MBCRies623C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 490 100% 10.0% - LH, LHA 3 2 (2) 4 36 -26 (1st Hit),
-22 (2nd Hit)
-
  • Swings Gamaliel in an upward arc, launching the enemy. The hitboxes surround you almost completely in your facing direction, so they're easy and practical to hit with.

The fastest version, most useful for getting counter-hits. This version itself apart in its speed and that it doesn't thrust you into the air nearly as much. Because of this, it's extremely easy to follow up on any counter-hits you get with this. You can also use it as a counter-hit after shields. Extremely punishable if it doesn't hit, however, because you're defenseless until shortly after you land, so don't use this too carelessly.

B 700*2, 300 (1543) (886) 100% 7.0% - LH 3 4 (2) 6 46 -34 Full 1-5 8-9, High 6-7

This version has invincibility on startup, making it your go-to reversal. Also deals multiple hits, but any hit after the first is air-blockable. Launches Riesbyfe much higher into the air on the ground, though, so working off of counter-hits is difficult. Extremely punishable on whiff/guard for the same reasons as 623A, so still be careful and don't use it so often that it becomes too predictable.

EX 600, 300*7 (2210) (1344) 100% -100.0% - LH, LHA 1+4 25 41 -32 Full 1-15

Identical to 623B, but deals substantially more hits and damage. It's a great reversal, the damage is good, and it adds a nice amount of it to combos as an ender.

214X
MBCRies214A.png
MBCRies214B.png
MBCRies214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 490 80% (O) 10.0% -EX-, (J) LH 11 6 15 -3 -
  • Riesbyfe's patented 2-ton punch. Great damage, but shines the most in its utility.

Execute a powerful close-ranged punch. Jump cancelable and EX cancelable. This is the go-to edge for starting your air combos after a sweep, as the damage is great and it leaves your opponent at the perfect height for followup. Not really useful outside of combos, though.

B 1200 980 50% (M) 12.0% - LH 15 4 23 -9 -

A big, heavy, long-ranged punch that sends the enemy into wallslam. The wallslam is un-techable. Doesn't cancel into anything. Using this constantly has very little downsides, and is an amazing way to work on your enemies when you can't close distance effectively; if it hits, you can do whatever you want, since the victim is unable to recover. You'll even usually have a good opportunity to catch off of the wallslam, and follow up with a corner combo. Aside from that, it's useful for capping off blockstrings in that it will distance you considerably so that you aren't vulnerable to counterattack, and should it hit, it's easy to follow up on.

EX 400, 700, 1100 (2109) (1496) 100% -100.0% - LH 3+10 2 (12) 2 (13) 2 22 -6 -

Execute 3 heavy punches, wallslamming the opponent on the last hit. This is the best way to use your meter if you can get a combo going, as it will more often than not get you in the perfect position for a corner combo, tacks on a lot of damage, and is very easy to follow up on. Not useful otherwise, however, because you can't make use of the wallslam outside of a corner, and you're quite vulnerable for the duration of the attack. This EX is also unique in how much of an idiot you look like when you use it without context.

63214X
Wrist Portato
(During Blockstun)
63214A/B/C
MBCRies63214A.png
MBCRies63214BC.png
B/EX
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 784 50% 10.0% -EX- LH 18 3 35 -20 Full 1-11
  • C-Riesbyfe's alpha counter, wrist potato; while guarding, execute a shield bash that sends the opponent flying. Punish your opponent for getting a blockstring on you. Landing any of these will effectively reset pressure, as well, and counter-hits can be followed up on near corners. This edge has a ton of proration, though.

The quickest version, but has the least invincibility. EX cancelable. Breaks the opponent's magic circuit. Using this during a fast-paced blockstring is asking to get rinsed, but if you memorize your opponent's pressure tactics, you can use this at the right moment to blow them away without any opportunity to avoid it.

B 1000 784 50% 10.0% - LH 23 3 31 -16 Full 1-26

This version has a bit of a lengthy startup, but you're completely invulnerable until the attack comes out. This is the version you'll be using the most, since it's the safest and the easiest to use. Avoid using it as soon as you can all the time, though, because if you become too predictable and your opponent gets wise to your antics, they can block it and turn the tables on you.

EX 1000 784 50% -100.0% - LH 6+10 3 22 -7 Full 1-19

The EX version has identical damage to the other versions, but it sends the opponent into wallslam. If you land a counter-hit using this your opponent will stagger, leaving them wide open for followup via 2C (if they're on the ground) or 236B (if they're in the air). If you can use this at a later point during an opponents blockstring, against a slow or charge attack, a good counter-hit will let you get good damage in just for being subjected to a blockstring (full damage including a combo is comparable to 236C). Incredibly valuable if you can use it well, but if you don't land a counter-hit, you essentially spent meter on a 63214A.


Aerial Specials

j.623X
MBCRiesj623AB.png
MBCRiesj623C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 490 100% 10.0% EX LHA 3 4 16 -18 (TK) -
  • Aerial versions of Riesbyfe's DP series.

EX cancelable in the air (though your only option is 623C). Does identical damage to 623B in the air. Can be used as a combo ender if your opponent is too high to be thrown.

B 1000 490 100% 10.0% - LHA 3 6 16 -30 (TK) -

Identical damage to 623A in the air, but it launches you forward a significant distance, theoretically making it useful for counter-hits in it's own way.

EX 600*5 (2544) (1660) 100% -100.0% - LHA 1+3 15 16 -28 (TK) Full 1-18

The air version of 623C deals less hits but more damage. It's a great reversal, the damage is good, and it adds a nice amount of it to combos as an ender.


Arc Drive

Official Apocrypha
41236C during Max/Heat
MBCRiesAD.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800*6, 2500 (3626) (2965) 50% (O) removes all - LH 2+9 21 35 -20 Full 1-32

Thrusts Gamaliel forward in a grand display of damage and hits. You're invincible for the duration and it's air-unblockable. You'll get the most out of this by using it after a short ground BnB, but it's also a very powerful reversal, and has great damage and range just on it's own. Slightly unsafe on block, but you should be safe if you used this at a decent distance. This attack is really good, so make sure you use it.


Another Arc Drive

Official Apocrypha
41236C during Blood Heat
MBCRiesAAD.png
MBCRiesAAD2.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1200, 7500 (4832) (3380) 50% (O) removes all - LH 3+10 18 36 -10 ~ 8 Full 1-31

Thrusts Gamaliel forward similar to her Arc Drivek, but locks the opponent in for a single hit of big damage. Stronger than the AD and moves a bit further, but otherwise functions the same.


Last Arc

Official Apocrypha: Original Sin Embrace
Grounded EX Shield during Blood Heat
MBCRiesLA.png
MBCRiesLA2.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
550*19, 2000 (4000 ~ 7500) (3500 ~ 6500) 50% + 50% * remaining BH time removes all - U 0 1+0 61 - -

Works from just about anywhere and against just about anything, so long as the opponent can be grabbed. If you get the EX shield, no matter where the opponent is, they'll get caught and take a ton of damage. If there's a blue moon and all of the planets are aligned your opponent will evade the hitbox, effectively breaking the attack; but don't let that discourage you.



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