Melty Blood/Len/Half Moon

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  (5A/2A) > 5C(4) > 4B > jBC > sdj9 > jBC > airdash forward > AT
Basic bread and butter combo. Works on every character from all distances. Use this if you're not sure what to go for. 
If you have too much gravity scaling in the combo, the second jBC segment will whiff on small characters (Len, WLen, Miyako, Satsuki). Use jCB instead on those characters for better stability.
The airdash forward before the air throw is for extra corner carry.
  (5A/2A) > 5C(4) > 2B > (delay) 5B > 4B > tk j236[b] > sj9 > jBC > sdj9 > jBC > AT
Better damage, meter gain, and corner carry than the above combo. Doesn't work from far 5C hits, but you should be fine for most distances.
With a little bit of gravity scaling (say, a 5A > 6A or jC starter), you should be able to airdash before the AT for extra corner carry.
  5B > 3C > 5C(4) > jBC > sdj9 > jBC > airdash forward > AT
Basic combo for 5B starters. The 5C cancel might be a little tricky for beginners, but otherwise very stable.
You usually go for this combo when tech punishing with 5B, or going low with 5B in a fuzzy guard mixup.
  (5A/2A) > 5C(4) > 3C > 236C > 236[A] > walk forward > 2B > 5B > 5C(4) > jBC > jCB > sj9  airdash forward > AT
Use this if you need to blow meter for extra damage damage and corner carry.
If you feel your opponent is too low after the first jBC, you can correct the combo by going for jCB instead in the double jump segment.
5B > 3C > 5C (1) can be used as a starter and leads to the same combo.
It's worth mentioning that you if you skip 236[A], you have enough time to dash to the other side to get a side swap. Very useful for punishing opponents teching out of the corner.
  (5A/2A) > 5C(4) > 623B > 5A(1) > 5C(4) > jBC > dj9 > jBC > AT
Situational corner combo.
Gets blocked when Len is too far from the opponent.
It is preferred to go for this combo when you land a good unscaled close hit in the corner.
For scaled starters (j2C, lots of rebeats, etc), the tk j236[B] combo will outdamage this combo.


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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