Melty Blood/MBAACC/Akiha Vermillion/Crescent Moon

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Combos

Moves between parenthesis are optional.
xx denotes a link and .. denotes a delay

Inputs Notes
Midscreen
2a 5c 4c 2c .. 5bb sj8 .. j.(a)ab j.(a)bc Basic j.c knockdown combo.
You can do 2a up to four times at point blank.
2a 5c 4c 2c .. 5bb sj8 .. j.ab j.66 j.b j9 j.(a)c Gives slightly less damage/meter but carries further.
You cannot crossup with IAD after this knockdown.
2a 5c 4c 2c 623c land 5b 2c .. 5c 4c 623b Metered fullscreen corner carry. Obviously you can only do 1 rep of the loop after this.
This combo requires 623c to cross under so not delay it too much.
Corner
2a 5c 4c 2c .. 5bb sj8 j.66 sideswitch j8 j.bc Corner sideswitch combo. You'll only do this combo if you're facing AWAY from the corner.
2a 5c 4c 5b 2c .. 623b -> momiji loop The biggest corner damage you'll get starting from 2a.
2a 5b 2c 5c 4c 623b -> momiji loop Carries more than the previous combo.
Goes into momiji loop if done from around the middle of the stage or less.
If done on crouchers (because 5b trips crouchers) 5c needs a tiny delay
6c xx 2c (2a(w) 4c) 623b -> momiji loop Standard overhead combo in the corner. 2c is the only required move.
OTG
2aaaaa 5b 4c 2b(2) 5a 2a tk8.236a
2aaaaa 5b 4c 2b(2) 5a 2a 2b 236c

The momiji loop

If you miss one hit of 623b while doing these (i.e you started it too far away) following up with 4c won't work. Use 5b or 2b instead.

Inputs Notes
4c 623b 4c 623b The most basic one
4c 2c delay 623b 4c 2c delay (5bb) 623b You can do 5bb 623b twice but it will prorate a lot.
5b 2c 2a(w) 4c 623b 5b 2c 2a(w) 4c 623b Whiffing 2a is optional. It doesn't change anything but the timing
5b/4c 2c .. 623c j22c land 2a 2c 4c 623b Puts a pit mid combo for more possibilities. Only do it if you're in max/heat mode.
5b/4c 2c 22c[explode] 5a 2c tk.22c Combo for renewing a pit that is already up.

Strategy

Corner okizeme

There are two ways of setting up a pit after a momiji loop, and that's by ending the loop with 2c or 623b. Basically they're the same as you can do the same follow ups.

Follow-ups
tk7/8.22c j.tk9/8.236a Set ups ribbon on wakeup. Yes the double jump j.236a is also TK'ed
8 j.22c j.236a Potentially slower alternate way of doing it.
tk7.22c j.tk7/8.236a j.8 66 {j.a(w) 2a}/{j.c} High/low mixup after ribbon. Haven't tested it yet so its reliability is dubious.
8 .. j.236a No pit but worth including because of how easy it is.

Gimmicks

j.ab j9 j.c is an instant overhead (pseudo-fuzzy). j.c is cancellable into j236b for another dash, have fun.


Pressure

Move Descriptions

Normal Moves

2A
Vakiha 2a.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
350 150 Absolute: 65% 4.0% SE, SP, EX, (J), N L 4 - - - -

description


5A
Cvakiha 5a.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
300 120 Absolute: 75% 3.0% SE, SP, EX, (J), N HL 4 3 8 +12 Hit

+1 Block

-

description



2B
Vakiha 2b.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
500 260 Absolute: 85% 5.0% SP, EX, (J), N L 6 4 15 +15 Hit

-4 Block

-

description


2BB
Vakiha2b2.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
400 400 100% 4.0% SP, EX, (J), N LA 9 3 14 +17 Hit

+2 Block

-

description


2BBB
Vakiha 2b3.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
500 600 Absolute: 75% +6.0% J HA 26 4 51 Launch on Hit

Varies on Block

-

An overhead with rather slow start-up. Can be jump-cancelled on Hit OR Block so it is safe so long as it doesn't whiff. Very rarely used.


5B
Vakiha 5b.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
650 400 100% 6.0% SP, EX, (J), N HL 10 4 11 +15 Hit

-3 on Block

-

description


5BB
Vakiha 5bb.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
400 200 Absolute: 70% 2.0% SP, EX, (J), N HL 7 4 20 +17 Hit

+2 Block

-

description


5[B]
Vakiha 5bBE.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
650 x3 400 x3 100% 3.0% x3 SP, EX, (J), N HL 20 1, 4, 4 9 +15 Hit

+3 Block

-

description


2C
Vakiha 2c.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
900 500 Relative: 55% 7.0% SP, EX, (J), N L 11 6 23 Hard Knockdown

-11 Block

-

description


5C
Vakiha 5c.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
1000 700 Relative: 90% 8.0% SP, EX, (J), N HL 10 6 15 +18 Hit

-3 Block

-

description


4C
Vakiha 4c.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
1000 700 Relative: 80% 16.0% SP, EX, (J), N HL 7 4 26 +17 Hit

-12 Block

-

description


6C
Vakiha 6c.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
600 400 Relative: 80% 8.0% SP, EX, (J), N HL 7 4 22 +13 Hit

-8 Block

-

description

j.A
j.A
Vakiha ja.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
600 400 Relative: 80% 8.0% SP, EX, (J), N HL 7 4 22 +13 Hit

-8 Block

-

description

j.B
j.B
Vakiha jb.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
600 400 Relative: 80% 8.0% SP, EX, (J), N HL 7 4 22 +13 Hit

-8 Block

-

description

j.C
j.C
Vakiha jc.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
600 400 Relative: 80% 8.0% SP, EX, (J), N HL 7 4 22 +13 Hit

-8 Block

-

description

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.


MELTY BLOOD Actress Again Current Code
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