Difference between revisions of "Melty Blood/Roa/Full Moon"

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(Strategy)
(Strategy)
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=Strategy=
 
=Strategy=
 
Do what you need to do to extrapolate on the character. Here are example categories below.
 
Do what you need to do to extrapolate on the character. Here are example categories below.
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly)
+
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His J[C] is also good priority. You can also use the fact that his J.C is chargeable. You can mix them up with jump ins on oki.
 +
Corner Ex: after 214A knock down in corner
 +
*2A(5) 5B 2B 2C jc IAD...
 +
:At this point you can either
 +
J.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.
 +
J.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).
  
  

Revision as of 14:35, 30 January 2012

Combos

Normal Combos

  • 2A 5B 2B 5C(2Hits) 6C 214A 6C 214A
Basic BnB oki combo
  • 2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C
  • 2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT
Easy combo that does a lot of damage, 236A can be substituted with 6C
Can do one hit on 5C if your spacing is too far.

Metered Combos

  • 2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A
After the 236C dash up so you can catch them on the wall slam and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second ...

Strategy

Do what you need to do to extrapolate on the character. Here are example categories below. F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His J[C] is also good priority. You can also use the fact that his J.C is chargeable. You can mix them up with jump ins on oki. Corner Ex: after 214A knock down in corner

  • 2A(5) 5B 2B 2C jc IAD...
At this point you can either

J.C To go for an overhead if you think they will duck, or if you want to keep applying pressure. J.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).



Spacing

Pressure

Move Descriptions

Normal Moves

2A

The moves in number and strength order. Explain no how the moves works, what it's best suited for and where it lacks.

5A

-

2B

-

5B

-

2C

-

5C

-

6C

-

#C

-

#C

-

JA

-

JB

-

JC

-

J6C

-

Special Moves

Name 「JP name」 - 22ABC
  • (Description) - Simply describe the move here and what it can be used for
  • (A version) - This is where you put what the version of the move can be used for and how its different from the rest of the moves.
  • (B version) - Ditto
  • (EX version) - This is were you describe what happens when you feed it 100%
「」 - 236ABC
  • (Description) -
「」 - 28ABC
  • (Description) - ...
  「」 - 623ABC
  • (Description) - ...
「」 - 214ABC
  • (Description) - ...
「」 - 421ABC
  • (Description) - ...
「」 - J22ABC
  • (Description) - ...
「」 - 426ABC
  • (Description) - ...
  • (A version) -
  • (B version) -
  • (EX version) -
「」 - BC
  • (Description) - ...
  • (Standing) -
  • (Crouching) -
  • (Airborne) -


Arc Drive

「」
  • (Description) - AD description


Another Arc Drive

「」
  • (Description) - AAD description

Last Arc

「」
  • (Description) - LA description. Mention where it is activated (air or ground shield) first.
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