Melty Blood/Hisui & Kohaku/Half Moon

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Hisui Point


These all work anywhere. For all starters involving 5A 6AA 2C, delay the 2C as long as possible or the followup combo may drop. All starters ending in 6B or 5A 6AA can lead into j.[C], allowing for a rejump or hard knockdown for okizeme.
  • (5B / j.B / j.C / j.[C]) 2B 5C(1) 5A(whiff) 6AA 2C 6B ~Aircombo
Basic starter.
  • (5B / j.B / j.C / j.[C]) 2B 5C(1) 2C 5A(whiff) 6AA ~Aircombo
Alternative starter. Leads to slightly less damage than 2B 5C(1) 5A(whiff) 6AA 2C 6B, but involves one less reverse beat so you'll get better damage from your oki if you just go into j.[C] afterwards.
  • 2B 5C(2) 5A(whiff) 6AA 2C 6B ~Aircombo
If you are at a range where 5C(1) 5A connects (rather than whiffing the 5A), you can go for both hits of 5C and a 5A whiff instead for more damage. Requires close spacing. 2B 5C(1) 5A 6AA 2C 6B works from farther, but does much less damage.
  • 2B 5C(2) 2C 5A(whiff) 6AA ~Aircombo
Alternative 2B 5C(2) starter; has the same spacing restrictions. Shares the benefits and drawbacks of the alternative 2B 5C(1) starter above.
  • 5[C] 5A 6AA 2C 6B ~Aircombo
Max damage starter. 5A actually connects here, unlike in all other optimal starters.
  • (Air CH) 2C 5A(whiff) 6AA ~Aircombo
Maximizes damage from an air counterhit.


  • j.[C] j.A j.236B[9] \/ j.]9[ ~(Aircombo Ender)
Rejump, made easy by holding 9 during j.236B. Use a slightly delayed j.B instead of j.A in the corner to get the height right.

Aircombo Enders

  • j.B j.C dj.B dj.C Airthrow
Simple j.B combo into airthrow, use when you can't confirm the other j.B combo from your current spacing or height or want to let your reverse penalty count down. Use assists for okizeme.
  • j.A 66 j.A j.C dj.B dj.C Airthrow
Basic airdash cancel aircombo ender. Versus most if not all characters you can mash j.A more; experiment away.

Kohaku Point

Metered Combos

  • ...


Do what you need to do to extrapolate on the character. Here are example categories below.




Move Descriptions

Normal Moves


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

























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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