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

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(Normal Moves)
(Normal Moves)
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==Normal Moves==
 
==Normal Moves==
  
{| border="0" cellspacing="5" width="100%"
 
| width="" style="background:#E8E8E8;"|''' <font size = "3">2A</font>  '''
 
  
-Low jab(upward swipe)
+
A – standard standing jab.  Does hit crouching opponents.
  
|-
+
B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.
| width="" | ''' <font size = "3">5A</font> '''
 
  
-Standing elbow( Poor range)
+
C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.
  
|-
+
6C – Long arm strike, great range and moves forward.
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2B</font> '''
 
  
-downward angled punch(relatively safe on block) and also extends his hit-box a little(not tested just observation)
+
2A – hits low. fast, but short range
  
|-
+
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.
| width="" | ''' <font size = "3">5B</font> '''
 
  
-Low reach kick(moves Roa forward)
+
2C – a short slide.  Hits low.  Can combo a 6C after for an air combo.  Catches after air counter hits pretty well.
  
|-
+
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2C</font>  '''
 
  
-Slide Sweep(moves Roa forward)
+
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air
  
|-
+
j.B – good range kick that hits slightly above Roa
| width="" | ''' <font size = "3">5C</font> '''
 
  
-Double Kick(moves him forward)
+
j.C – Roa attempts storm’s jump fierce.  This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a
 
+
cross up if charged. Beats a lot of things once fully charged.
|-
 
| width="" style="background:#E8E8E8;"| ''' <font size = "3">6C</font> '''
 
 
 
-A Long range Poke in which he extends his arm out at a slightly upward angle.  
 
 
 
|-
 
 
 
 
 
| width="" | ''' <font size = "3">JA</font> '''
 
 
 
-Mid range poke.
 
 
 
|-
 
| width="" style="background:#E8E8E8;"| ''' <font size = "3">JB</font> '''
 
 
 
-long range kick that hits slight above him.
 
 
 
|-
 
| width="" | ''' <font size = "3">JC</font> '''
 
 
 
- Two handed chop
 
 
 
|-
 
| width="" style="background:#E8E8E8;"| ''' <font size = "3">J[C]</font> '''
 
 
 
- Extended two handed chop(gains a lot of range, and gain some priority)
 
 
 
|}
 
  
 
==Special Moves==
 
==Special Moves==

Revision as of 16:45, 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 or OTG setups.

OTG combo: 2A(5) 5B 2B 2C..

Corner Ex: after 214A knock down
  • 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

A – standard standing jab. Does hit crouching opponents.

B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.

C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.

6C – Long arm strike, great range and moves forward.

2A – hits low. fast, but short range

2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.

2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.

  • All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*

j.A – quick hand jab, fast with poor range, decent for a quick air-to-air

j.B – good range kick that hits slightly above Roa

j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a cross up if charged. Beats a lot of things once fully charged.

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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