Melty Blood/MBAACC/Archetype: Earth/Half Moon

From Mizuumi Wiki
Jump to navigation Jump to search

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
  • Move Descriptions:
    • (Fix any inacurracies and missing details in the frame data.)
    • Expand upon to the shorter descriptions, cite their uses, add memes in captions, etc.
  • Additional Ressources/Players to watch/ask
    • 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 to 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.
  • Combos:
    • Add tech in the starters, enders, OTG pickup and normal/corner combo sections.
    • Add damage, meter gain/given numbers and video links to combos as you add them.


Additional Resources

Match Video Database
Melty Bits: H-Hime
H-Archehype Earth Combo Movie (Notations in the comments)

Players to watch/ask

JP:

  • Text goes here after asterisk
  • Text goes here after asterisk


NA:

  • Text goes here after asterisk
  • Text goes here after asterisk

Overview

Strengths Weaknesses
Strengths
  • Text goes here after asterisk
  • Text goes here after asterisk
Weaknesses
  • Place text here be sure to use "*" for each point*

General Gameplan

Place text here*

Neutral

Place text here*

Pressure

Place text here

Okizeme

Place text here

Defense

place text here*



Combos

/* template for combo notations */

Starters

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, ' ??? ???

Enders

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, ' ??? ???

OTG Pick ups

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, ' ??? ???

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, ' ??? ???

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, ' ??? ???

Move Descriptions

Frame Data Help
Header Tooltip
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 done against standing C-V. Sion.

Red Damage Base damage done to the recoverable red health bar by this attack. (Numbers are scaled and based against standing C-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 and scaled 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 hit or 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 Frame when the first hitbox is present.
+ denotes the frames before and after super flash.
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.
Recovery Frames that this move has after the active frames if not canceled.
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 equal or less than this move's advantage, it will result in opponent hitting that move.
±x~±y denotes a range of possible advantages.

Invul The frames in which a character either lacks an hurtbox on a specific part of their body, or cannot be affected by certain types of attacks.

X y~z denotes X type of invincibility 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.

Note: FL in the cancel section denotes that a move is a flight cancelable

Normal Moves

Standing Normals

5A
5A~6A
5A~6A~6A

Chime5a.png
MBHHime5A6A.png
MBHHime5A6AA.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5A 300 144 75% (O) 2.45% -SE-, -N-, -SP-, -CH-, -EX-, (J), -FL- LH 7 4 8 0 -

Neutral on block can be used to tick throw and pressure, has decent range for a 5A.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5A~6A 300 144 75% (O) 2.1% -N, SP, -CH-, EX, (J), FL LH 8 7 17 -12 -

A very minus on block follow-up.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5A~6A~6A 1000 768 60% (O) 7.0% N, SP, EX, (J), FL LH 11 8 14 0 -

Neutral on block can be used to tick throw and pressure, has decent range for a 5A.


5B
Chime5b.PNG
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300x2 (532) (340) 80% (O) 2.1%x2 N, SP, EX, (J), FL LH 9 6 9 0, 1 -

+1 on block and hits multiple times, making it a good general purpose pressure/hitconfirm tool.
Can be used as a ghetto anti-air sometimes, as the hitbox is slightly higher than it seems.


5C
Chime5c.PNG
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 480 90% 4.9% N, SP, EX, (J), FL LH 13 4 18 -4 -

Useful in standing combos and blockstrings for its significant forward movement. In neutral, 2C is almost always a better button to hit, being less vulnerable and hitting slightly further even with 5C’s forward movement, but 5C is a good punish for longer-ranged moves with lingering extended hurtboxes, like Kohaku 2C, since it’s all in one hit and gets a combo when canceled to 236B.


Crouching Normals

2A
Chime2a.PNG
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 96 75% (O) 2.1% SE, N, SP, EX, (J), FL L 7 4 9 -1 -

Low hitting 2A. Has decent range, but has 6F start-up, so be wary when trying to use this to mash out of pressure.
Also one of her better reverse beat options for pressure strings.


2B
MBCHime2B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500 384 80% (O) 2.8% N, SP, EX, (J), FL LH 10 4 12 -1 -

-1 on block, hits mid. Nothing especially noteworthy about her 2B, the range is nothing spectacular, combo/blockstring fodder.


2C
Chime2c.PNG
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
900 624 65% (O) 4.9% N, SP, EX, (J), FL L 12 4 15 -1 -

Not quite as degenerate as F-Hime's 2C, but it's still pretty good, and unlike F-Hime's, it hits low!
Reaches quite far, can be hitconfirmed into 5C 214B/236A for a combo, is only -1 on block, overall a solid ground poke.
Should take care to avoid whiffing it, but with 15f recovery, it can be rather difficult for the opponent to punish it with an IAD/Jump in.


Aerial Normals

j.A
Chimeja.PNG
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
250 96 75% (O) 2.1% N, SP, EX, J, -FL- LHA 5 4 - - -

Regular girl jA. teeny hitbox, not great as a jump in but can be used to make IAD strings tighter.
Can whiff cancel the recovery into more air options (jump air dash, buttons, flight) but once she begins her descent animation she loses that opportunity.


j.B
Chimejb.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350, 600 (872) (526) 90% (O) 2.1%, 2.8% N, SP, EX, J, -FL- HA 6 2 (8) 4 - - -

Huge (sorta). Great air to air, decent air to ground, hits twice and will beat out a good number of opposing air to airs. Only downside is it's rather suspect hitboxes, as sometimes characters will appear to phase through its active frame, so get a good feel for how it hits.


j.C
Chimejc1.PNG
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
850 576 75% (O) 4.9% N, SP, EX, J, -FL- HA 14 4 - - -

Savage. Hime claws your face off with an omnidirectional swipe. Really really big, but also quite slow, so don't be surprised if you get counter hit out of it. Good air to air, great air to ground, just be wary that it can be low profiled if coming down from too high.
Used during flight oki to get some fun mixups!
Probably one of your favourite buttons.


Command Normals

3C
MBHHime3C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 384 55% (O) 2.8% N, SP, EX, (J), FL LH 11 5 15 -2 -

An additionnal launcher for H-Hime.


6C
6[C]
Chime6c.PNG
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
6C 800 384 70% (O) 3.5% SP, EX, (J), FL LH 13 5 23 -10 -

Blockstring and combo filler. Launches and is jump cancelable on hit, can be used as a ghetto anti air but it's not recommended.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
6[C] 1000 480 70% 7.0% N, SP, EX, (J), FL LH 20 5 19 -6 -

6[C] also serves a similar function, but theres nothing especially noteworthy about it, besides having slightly better frame advantage.


j.6B
j.6[B]
MBCHimej6B.png
MBCHimej6XB.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
j.6B 700 384 90% (O) 2.8% N, SP, EX, J, -FL- HA 12 6 - - -

Big stab, can be held to become even larger and halt air momentum. The regular version is generally used as combo filler.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
j.6[B] 900 672 50% 7.0% N, SP, EX, J, -FL- HA 25 4 - - -

The held variant for occasional mixups post air throw ender, or as a cheeky long ranged overhead in neutral, though it can only be confirmed into j.236C.


Universal Mechanics

Ground Throw
4/6A+D
MBCHimeThrow.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1300 960 30% 0.0% - U 3 1 20 N/A -

Hime levitates the opponent the slams them.


Air Throw
4/6A+D (In Air)
MBCHimeThrowAir.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1600 480 30% 0.0% - U 2 1 13 (landing) N/A -

Switches sides post-throw.


Shield Bunker
214D in neutral or blockstun
MBCHimeShieldBunker.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Neutral
Blockstun
500
0
200
0
50%
100%
0.0%
-100.0%
- LHA 26
19
4
3
19
22
-5
-7
-

A bigger-hitbox shield bunker.


Shield Counter
Auto after a succesful Shield (Air OK)
MB FHime SC.png
MBHHimeShieldCounterCrouching.png
MB FHime jSC.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Standing 500 (345) 300 (198) 50% 3.5% SP, EX, (J) LHA 9 4 18 -4 -

Similar to 6C.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Crouching 1500 (1117) 1000 (714) 60% 11.5% SP, EX, (J) LA 9 4 18 -4 -

Similar to 2C.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Air 500 (303) 300 (174) 50% 3.5% - HA 9 4 - 14 -

Similar to F Moon's j.B.


Circuit Spark
A+B+C during hitstun/blockstun at MAX
MBCHimeCircuitSpark.png
MBCHimeCircuitSparkAir.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Ground 100 0 100% removes all - U 11 10 20 N/A Full
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Air 100 0 100% removes al - N/A 12 10 - N/A Strike


Special Moves

Sky (Flight)
22D (Air OK)
(Cancel 22)

MB FHime 22D.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - - -0.1% per frame - - 12 (16) - 26 (30) - -

Flight. Hime decides the ground is for losers and spends some meter to take to the skies. Upon activation, Hime can glide in either direction, but slightly descends as she glides. Resets her airdash upon activation, effectively giving her two airdashes, and she can fast-fall to the ground with 22, allowing her to quickly descend to the ground if necessary. Counts as an EX move, so you can whiff cancel into it off of practically every move imaginable, allowing for some very freeform (obnoxious) neutral and pressure strings. Drains meter as she floats, but it can be activated with any amount of meter, and the duration is fixed, and is not tied to the amount of meter drained. Ignores Melty crossup protection, allowing for some incredibly disgusting mixups, aand her hurtbox is mysteriously shrunk as she floats(confirm?), because why not. Abuse this move, can make some matchups absolute hell.


Grounded Specials

Wave
(EX: Avalanche)

236A/B/C
MBHHime236A.png
MBHHime236B.png
MBCHime236C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000, 100x2 (1106) (743) 65% (5.85%) -FL- L 10 8 21 -9 -

Geyser series. They hit low and are air unblockable, making them pretty good for harassing the opponent at a range.
Hime summons a Geyser at a distance which unlike other moon's 236A, hits and launches towards Hime. Quick startup for a special, but less damaging.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
B 1000, 100x2 (1106) (743) 65% (5.85%) -FL- L 15 8 24 -12 -

Same on-hit data as A version but moves Hime a little forward, a little slower and the direction isn't flipped.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
EX 500x8 (2898)
(Max Hits)
300x8 (1656)
(Max Hits)
95% (M) -100.0% N/A LH 11+5 48 82 (Total Duration) -40 ~ 1 -

The EX version of geyser makes a giant series of waves that will carry your opponent to the other side of the screen even on block. Generally hits up to 8 hits depending on screen position, tho if you get hit and run forward to chase it can hit more; you can start a combo this way spacing is favorable. Still air unblockable, but they can shield on reaction to the flash, and it doesn’t lead to much if it doesn’t trade.

Not really a bad move in a vacuum, but Hime generally has better things to spend meter on.

Regardless of how many times it hits, it does not contribute to internal hitcount for gravity and meter scaling. If you somehow combo off of it, this is very good, but linking it into arc drive after a throw in an attempt to jack up the hit count real quick doesn’t accomplish anything.


Bird
(EX: Big Bird)

623A/B/C
MBCHime623A.png
MBCHime623B.png
MBCHime623C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 700, 250x2 (1147) (460) 100% 2.8%, 0.7%x2 (4.2%) N/A LH 8 6 23 -13 -

DP series. It's a DP lol.
It's a functional anti air sometimes, pretty decent if you have a read on their air approach.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
B 700x2, 400x2 (1944) (1022) 100% 2.8%x2, 1.4%x2 (8.4%) N/A LH 6 3, 4 (12) 7 29 -17 (-33 vs crouch) Full 1-8

Invincible. Has regrettably small initial hitboxes, and the 2nd set only emerge when she loses her invincibility, use with caution, if they block this you will die.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
EX 500x5, 700 (2637) (1913) 100% -100.0% N/A LH
(Last hit: LHA)
1+5 7 (8) 6 (18) 6 82 (Total duration) -83
(-97 vs crouch)
Full

Fully invincible and knocks down at the end.


Wind
(EX: Big Wind)

214A/B/C
(214A~Auto Detonate)

MBHHime214A.png
MBCHime214B.png
MBCHime214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A
~Detonate
400x3 (867)
1000
(416)
384
70% (O)
100%
(5.25%)
2.8%
-FL- LH
LH
16 12
(104) 9
18 -2 -

Wind Mine series. Air unblockable initial hitbox, does ample chip damage and guard damage.
Hime spins gracefully, and places a projectile which turns into a lingering wind mine.and can be held to create a bigger explosion. Can flight cancel on hit, whiff or block, Both the initial projectile and the activation are air unblockable. Only -2 on block, so can be used rather liberally from a distance. Note that the mine activation itself is punishable if used too close, unless held.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
B 400x2, 1000 (1213) 400x3 (527) 70% (O) (6.3%) (J), -FL- LH (Last Hit: LHA) 15 6 (6) 9 9 -3 -

Hime spins even more elegantly, and creates a projectile which places explodes a wind mine instantly. The initial projectile is air unblockable, but the 'explosion' is air blockable. Is jump cancelable on hit, and flight cancelable on whiff and block. Only -3 on block, so can also be used to harass the opponent from just outside their effective range, catch jump outs, shark techs, the list goes on.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
EX 200x18 (2337) 150x18 (1679) 100% -100.0% N/A LHA 1+15 62 58 -20 Full 1-114

Waste of meter. Hitbox disappears partway through the animation, so the opponent can just waltz in, and ponder how they're going to kill you while they wait for you to land. Please don't use this.


Light
(EX: Radiance)

22A/B/C
MBCHime22A.png
MBCHime22B.png
MBCHime22C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A/B 500x3 (1127) (648) 75% (O) (13.6%) -EX-, -FL- LHA 51/52 - 80/81
(Total Duration)
6
(After all projectiles)
-

Hikari series. Slow startup fireballs, angle they fly is dependant on the button press.
Hime takes her sweet time and summons up to 3 star-shaped fireballs which fly forwards and gradually drifts upwards. Can be cancelled into flight at any time, giving her some decently strong neutral and pressure tools.
(B): Ditto, but they fly downwards, so they can be used to tag croucher's trying to duck under the A version.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
EX 500x7 - 75% (O) -100.0% N/A LHA 1+22 - 64
(Total Duration)
41
(After all projectiles)
-

Hime summons a ton of stars, not much use as the startup is still quite long and there are better ways to to tie opponents down.


Aerial Specials

Sigh
(EX: Breath)

j.236A/B/C
MB FHime j236A.png
MB FHime j236B.png
MB FHime j236C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A/B 800x3 (1470) (882) 50% (O) 3.5%x3 (10.5%) -EX-, -FL- LHA 34 - 19 7
(Lowest Height TK)
-

Laser series. Homegirl summons a gun to smite her opponents. Can cancel into flight at any time, and when used during flight, Hime retains her flight state, allowing her to retain her air options and heckle her opponents with more lasers (max of 3?). overall decent move to annoy and zone people with.
Hime summons a column of light ~1 character length in front of her. Comes out a tad slow, but has an expanding and contracting hitbox, so it can often times clip people from slightly farther than it appears (at its maximum it's as wide as C version!).
(B): Ditto, except it appears further away from Hime.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
EX 450x13 (2329) (1740) 50% (O) -100.0% N/A HLA 6+3 - 28 11
(Lowest Height TK)
-

The fear. Hime decides she wants you dead and whips out her gun. Tracks, comes out instantly post super flash, so it can be used to whiff punish practically everything on reaction. Leads to tech trap situations when it hits in close proximity, Does obscene damage, grants her plus frames when performed in flight, allows for her to hitconfirm off of random 236x/214x hits. Totally broken move, changes the way opponents need to approach her when she builds 100 meter. Piss people off with this move.


Wind (Air)
(EX: Big Wind)

j.214A/B/C
(j214A/B~Auto Detonate)

MBHHimej214A.png
MBHHimej214B.png
MBCHime214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 400x3 (867) (416) 70% (O) 1.75%x2, 2.8% (5.25%) N/A LH 22 12 - 20 (Lowest Height TK) -

Hime dashes backwards and sets a wind mine.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
B 400x3 (867) (416) 70% (O) 1.75%x2, 2.8% (5.25%) N/A LH 29 12 - 16 (Lowest Height TK) -

Forward dash version of the above.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Detonation 1000 384 100% 2.8% - LH 104 9 - - -
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
EX 200x18 (2337) 150x18 (1679) 100% -100.0% N/A LHA 1+16 64 - -11 (Lowest Height TK) Full 1-95

Similar to the grounded version.


Take This!
j.63214C
MB FHime j63214C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700x6 (2415) (1561) 60% (O) -150.0% - H 1+9 4 0 - Full 1-62

Big Kick. EX move that costs 150% meter. Does decent damage, but more importantly allows her to setup up her flight okizeme easily off of air combos. Has a cool animation and rebounds the opponent off the walls, usually dropping them close to the corner. Follow up with Arc Drive into 22D or 2C22D and make them guess.



Arc Drive

Memory
41236C during Heat
MBCHimeAD.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
AD 0, 275x25, 250 (3960) 0, 275x26 (2809) 100% removes all - HLA 3+2 (3+22) 3 80
(Total duration)
- Full 7-68

A combo ender. Extremely high hit count (27) triggers the protection system to give the opponent meter; afterwards inflicts a special circuit break that removes 100 meter in addition to sealing their meter (for 5 seconds). If your generous donation put the opponent in MAX, or they were already in it, the 100 deduction becomes an elimination, setting enemy meter to zero.

In addition to ruining the enemy’s meter, its give a lengthy untechable knockdown that allows you to either set up midscreen flight oki.

Has two hitboxes. The first, beginning frame 5 (AD), only hits people in and makes it easy to combo into. The second, beginning frame 25 (AD), tries to hit again if the cinematic hasn’t already begun. Because of this, it’s easy to combo into, but more difficult to punish things with. Though, it gets inv shortly after the combo hit, so it can work against some projectiles and long-range setup moves.

Donating the opponent meter is affected by moon-specific meter generation; full-moon gets 10% less than C, and half-moon gets 30% less.

Most of your opponents will likely be Crescent or Full-Moon, but take note vs Half Moon opponents that they do not automatically enter HEAT after hitting 200%, they only hit it after the combo would end, meaning that taking away 100% puts them at 100%, not 0%. So, if the opponent is below around 90% meter as half-moon, it’s generally better to just go with AD rather than AAD because it will give them less afterward, and if they’re really low and your combo has been long you may just want to just go for hime kick 2C oki, since the seal matters little if they’re H moon with low meter.


For more specifics:
https://docs.google.com/spreadsheets/d/1rjS-P3kCN7ziQOnuiqzX9J6jT__KzAoMXFGKPFBtqxE/edit?usp=sharing



MELTY BLOOD Actress Again Current Code
General
FAQ
Advanced
Characters
Aoko
Tohno
Hime
Nanaya
Kouma
Miyako
Ciel
Sion
Riesbyfe
V.Sion
Warachia
Roa
Maids
Akiha
Arcueid
Powerd Ciel
Red Arcueid
V.Akiha
Mech-Hisui
Seifuku
Satsuki
Len
Ryougi
White Len
Nero
NAC
Koha-Mech
Hisui
Neco-Arc
Kohaku
Neco-Mech