Talk:Melty Blood/MBAACC/Shiki Ryougi

From Mizuumi Wiki
Jump to navigation Jump to search


Special Moves edit

Want to see if I can make one page with notes for different moons. This was copy-pasted from Half.

I've only worked on the first move, and I need to do other things right now, but I'll leave this here. --Raijinili (talk) 11:50, 22 January 2013 (UTC)

(draft)

Kasane Shouro 「双ね鐘楼」 - 236ABC
  • (Description) - Ryougi runs forward and slashes. Hitbox is kind of low but hits mid. Starts your rekka chain. Somewhat unsafe by itself.
  • (A version) - Faster startup and doesn't move as far as B version. Otherwise identical. Makes a decent poke at 10f startup.
  • (B version) - Slower startup, but Ryougi moves further. Otherwise identical.
  • (EX version)
    • Crescent - Dashes forward and does a single slash. Hard knockdown. More damage than other moons.
    • Full/Half - Dashes forward and automatically does a series of slashes; if any of the slashes hit the rest are practically guaranteed. OTGs. The last hit launches and is jump cancellable on hit.
      Starts off with 6 frames of invulnerability, so it's your only "reversal" type move. It's a terrible reversal, though. After that 6 frames wears off, you get a frame of you just running forward before you start attacking. A decent meaty can easy beat it out. Also, no invincibility any time after that. People who are careless on punishing this might get caught by the American reset, 'cause the last slash has a decent hitbox.

Non-EX version can be followed up with:

  • (236ABC) - Downward slash that knocks down airborne opponents. Basic combo filler. All versions are identical. Safe on block.
    • (236[ABC]) [Full] - More damage. Won't combo on standing target from rekka starter. Use this on falling enemies, though, 'cause it will combo after those. Also use this in blockstrings once in a while to make frame traps. Safe on block.
  • (214ABC) - Jumping slash that hits overhead and knocks down airborne opponents. Doesn't combo from first rekka. Is decent for catching mashing and jump-outs. All versions are identical.
  • (214D) - Short-ranged low kick that knocks down. Comes out fairly fast and can be used to punish lazy blocking, but otherwise works just like 236A. Ends chain early. EX-cancellable. 50% proration.

Which can then be followed up with:

  • (236A) - Diagonally angled slash that gives hard knockdown. Basic rekka ender. Use this when you want oki. Fairly safe on block.
  • (236B) - Launching upward slash. Gives untechable launch followed by hard down. Deals more damage than 236A, but prorates a bit more. You can 2A/2B after this for combos. You use this for your bread and butter. Safe on block.
  • (236C) - Straight stab that goes through the opponent. Launches on hit. EX-cancellable regardless of hit. You'll generally do 214C after this. Very unsafe on block.
    • (236[C]) [Full] - Unblockable. Obviously won't combo from rekka extenders. Don't hold this half way. This isn't Warc's 5{b}. If this gets blocked half charged, you eat 5k damage. Use this in blockstrings sometimes. It's got decent speed. If they get wise and start not respecting, you should just stop doing this move instead of trying to half charge it to catch them.
  • (214ABCD) - Same low kick as 214D above.

Note: If you do 236A 236A on an airborne opponent (i.e. after 2C), you will cross them up midscreen sometimes. The directions for the last hit of the rekka will be switched as well so adjust accordingly.

Hari no Tsuki 「玻璃の月」 - j.236ABC
  • (Description) - Big circular slash with a gigantic hitbox. Wallbounces on hit. Can be used to end combos, for AA, to punish air teching, etc. However, it is unsafe on block, especially when blocked on the ground.
  • (A version) - For some reason this is the slower version. Longer startup and hits overhead.
  • (B version) - Faster startup makes this the version used for combos. Deals slightly more damage.
  • (EX version) - Invulnerable startup and hits overhead. Superflash makes it obvious as hell though.
Mogaribue 「虎落笛」 - 236ABC
  • (Description) - Ryougi runs forward and does a slash that hits low. All versions can be held to delay the slash while running; A and B charged versions are identical. Not punishable on block, but not really safe either.
  • (A version) - Fastest startup. Knocks down on hit. When charged, gets B version's launch properties.
  • (B version) - Slower startup, but gives untechable launch and allows for followup combo. Can be charged, but properties remain the same other than startup.
  • (EX version) - A version's startup with B version's launch property. Also OTG relaunches. Goes a little farther.
  Mumyou no Tsuki 「無明の月」 - 214ABC
  • (Description) - Flips forward with a big horizontal slash. Hits overhead and crosses up, but whiffs on most crouching characters and is a bit unsafe on block.
  • (A version) - Fastest version that wallbounces. Mostly used for combos.
  • (B version) - Slower version that has a better downward hitbox. Knocks down on hit.
  • (EX version) - Fast, wallbounces, and has invul until you leave the ground. Can be used as a pseudo-reversal or to escape corners.
Onyou Raden 「陰陽螺鈿」 - 421ABC
  • (Description) - Counter special. On a successful counter, Ryougi grabs and throws the opponent behind her, allowing for a followup combo if in corner. If out of range for a throw, basically works as a command parry. Has some startup before the counter becomes active, though, so you can't use it as a true reversal.
  • (A version) - Counters upper-body attacks.
  • (B version) - Counters lower-body attacks.
  • (C version) - Counters lower-body attacks. Comes out and recovers faster than A and B versions, but can't be followed up.
Kakushi Naifu 「隠しナイフ」 - 22ABC (air also)
  • (Description) - Throws your knife. Once thrown, the knife stays where it lands and can't be used again until you go and pick it up. Goes through the opponent on block or hit. Unlike with the other moons, if the knife hits a wall, it will always try to bounce back to where you were when you threw it. Also, H-Ryougi can catch the knife in midair by jumping into it or pick it up automatically by crouching on top of it (in both cases, must be at neutral, i.e. jumping into it while attacking won't work). If you catch the knife during an airdash, it will cancel airdash lag.
  • (A version) - Throws the knife straight forward. Long untechable time on hit and is guaranteed to bounce back to you because of the trajectory. Recovers extremely quickly and gives frame advantage on block. Good for combos, pressure, you name it. If done in the air, Ryougi will flip forward then throw the knife at a downward angle. Decent for approaching but extremely unsafe if the knife whiffs.
  • (B version) - Throws the knife at a downward angle. Basically C-Ryougi's 22B. Has more startup, recovery, and may stick in the ground instead of bouncing if the screen is wide enough. Honestly not much reason to use this. Aerial version is the same as j.22A except Ryougi flips backward before throwing.
  • (EX version) - 22A except faster. The knife hits up to four times and comes out super fast, making it an extremely good pseudo-reversal since it'll not only get you out of pressure, but gives huge advantage on block as well. If you do it against an airborne opponent, though, it'll only hit once, which means it'll actually do less damage than 22A, but it still has some uses in specific combos. Aerial version flips backwards like j.22B, but comes out much faster and the knife is thrown laterally. On hit, the knife is untechable all the way to the ground, letting you further extend your air combos.
Naifu Hiroi 「ナイフ拾い」 - 22ABC
  • (Description) - Picks up the knife. Covers slightly more area than H-Ryougi's crouch-auto-pickup. If the knife is within the crouch-pickup area, the first 2 input will pick up the knife and you'll just end up throwing it again, but can be used mid-combo to recover the knife. The move is actually much faster than the animation (11 frames), which means you can scoop significant frame advantage if you cancel a blockstring into this.
Hari no Tsuki Tobi 「玻璃の月鳶」 - 63214ABC
  • (Description) - Ryougi runs towards the opponent, jumps, then throws the knife like her j.22 series. Slightly advantageous on block if done from far enough away. Think of it as an alternative to ground knife throws. Without the throwing knife, will come out as 214.
  • (A version) - Jumps immediately and throws the knife. Whiffs on most characters in corner if you're too close.
  • (B version) - Runs forward. Upon reaching the opponent, Ryougi jumps through them and throws the knife backwards. Autocrossups. Note that she always throws the knife backwards no matter where the opponent actually is, so if they move backwards or are in corner you'll just whiff the knife and eat a fat combo.
  • (EX version) - Jumps back and throws the knife downward. Has a ton of stun, so it gives significant frame advantage on block and can be followed up on hit.
Tenpyo 「転貓」 - 44/22/66ABC during air tech
  • (Description) - Command tech. Ryougi recovers in the indicated direction with a big crescent slash that knocks the opponent down. Is fairly safe and has a good hitbox, but you won't really get much opportunity to use it except to punish dropped air combos.
  • (A version) - Slower startup.
  • (B version) - Faster startup.
  • (Airborne) - Fast startup with invulnerable startup.