Melty Blood/Riesbyfe Stridberg/Crescent Moon

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Combos

Normal Combos

  • The combos listed in this article are meant for total beginners, if you want to learn this character's advanced combos watch this compilation made by Kumiko: https://streamable.com/3ehbd
  • Note: Any normals from the ground string can be omitted if need be, up until 2C.
  • 2AAA 2B 5B (6B) 5C 2C 214A j9.B C sdj9.B C AT
basic combo
  • 2AAA 2B 5B (6B) 5C 2C 214A j8.C dj8...C...6C land > sj8.B C dj9.B C AT
optimal corner combo
  • 2AAA 2B 5B (6B) 5C 6C 214B > 2B 214B > 2C 2A(wiff) > oki
corner oki setup, use for when you can't get a full combo or rebeat penalty is very high
  • air CH > 2B 236A > j9.C sdj9.B C AT
self explanatory
  • air CH > 6[B] 5C > air combo
optimal, but won't work from all counterhits
  • 6[C] 214A > j8.C dj8...C...6C land > sj8.B C dj9.B C AT
overhead in the corner
  • 6[C] Arc Drive
overhead midscreen
  • 6[B] 214[A] > j8.C dj8...C...6C land > sj8.B C dj9.B C AT
low trip combo you can use near the end of your string
  • ...5C 214C > 2B > ???
EX option that can be used mid combo, generally not worth it but feel free to play with it and find where it's useful


Alternative Enders

  • ...sdj9.C 6C
Wallbounce, good vs chars with bad air options, especially when you use it for corner carry
  • ...sdj9.B C (623A) 623C
Damage ender, C.Ries 623C actually adds a lot of damage, adding the 623A subtracts some damage but can be used for meter

Strategy

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

Crescent

Spacing

Pressure

Move Descriptions

Normal Moves

2A
2A
Damage Startup Active Recovery Frame Adv Cancels Guard
+12 Hit

+0 Block

SE, SP, EX, (J), N L

A low kick; weak, fast, and close-ranged. Good for starting your combos at close range, given its reliable speed; but it won't beat out other 2As all the time.


5A
5A
Damage Startup Active Recovery Frame Adv Cancels Guard
+12 Hit

+1 Block

SE, SP, EX, (J), N HL

A very standard close ranged attack, weak and quick. Generally useless, but has potential to net counter hits, and functions nearly the same as 2A in combos, besides lacking similar range. It's other primary use is as your whiff-cancel for blockstrings.


2B
2B
Damage Startup Active Recovery Frame Adv Cancels Guard
+15 Hit

+0 Block

SP, EX, (J), N L

Low jab with Gamaliel; good range, damage, and speed. An effective mid-range poke, and can easily start combos. Also good at catching enemies falling from a counter-hit. Your hitbox extends with the attack, though, so be careful.


5B
5B
Damage Startup Active Recovery Frame Adv Cancels Guard
+15 Hit

-6 on Block

SP, EX, (J), N HL

An upward stab with Gamaliel. Damage is good, but the speed and horizontal range aren't that great. Best used in combos, and as an anti-air attack, since it has good vertical range.


5[B]
5[B]
Damage Startup Active Recovery Frame Adv Cancels Guard
23 +15 Hit

-2 Block

SP, EX, (J), N HL

Charged 5B; damage and vertical range is increased, and Riesbyfe moves forward a significant distance at full charge before the attack comes out. Holding down the button without fully charging it will still move Ries quite a bit, so you can use this in clever ways for more effective anti-air.


6B
6B
Damage Startup Active Recovery Frame Adv Cancels Guard
+18 Hit

-2 Block

SP, EX, (J), N HL

A forward swipe with Gamaliel. Damage is good, but the lack of good enough speed and range relegate it to combo use. The swipe can reflect nearly every projectile in the game, though, so clever use of this can turn the tables on your opponents in some pretty hilariously effective ways.


6[B]
6[B]
Damage Startup Active Recovery Frame Adv Cancels Guard
25 Hard Knockdown

-2 Block

SP, EX, (J), N HL

Charged 6B; range and damage get a significant boost, and it will now trip your opponent. not generally noteworthy, but its the most effective way to catch opponents falling from a counter-hit (but it isn't always optimal, you'll usually opt for a simple 2C unless you know you can pull it off)


2C
2C
Damage Startup Active Recovery Frame Adv Cancels Guard
Hard Knockdown

-11 Block

SP, EX, (J), N L

A low sweep. Damage is good, speed and range is relatively poor and renders it largely useless outside of combos (though it can still have its moments). Aside from being essential for combos, this is a very reliable attack for catching enemies falling from a counter-hit.


5C
5C
Damage Startup Active Recovery Frame Adv Cancels Guard
+18 Hit

-2 Block

SP, EX, (J), N HL

Long ranged forward slash with Gamaliel; great damage and horizontal range, and good speed for what it is. Lacks vertical range, though. It's a good move outside of combos if you can utilize its range, and it's an essential for combos.


6C
6C
Damage Startup Active Recovery Frame Adv Cancels Guard
-1 Hit

-1 Block

SP, EX, (J), N HL

Forward lunge with the rear-end of Gamaliel. Damage isn't very good, it's slow, and the range is OK but doesn't justify using it randomly. Can't be jump canceled, and cant be canceled into any normal attacks. Generally useless beyond adding another attack before your AD. Otherwise, you may use this in place of 6[C] for some blockstring mixups, but it's not safe on block, so you'll need to make some distance with 214B if it fails.


6[C]
6[C]
Damage Startup Active Recovery Frame Adv Cancels Guard
29 Wallbounce

-8 Block

SP, EX, (J), N HL

Charged version of 6C. Damage is now pretty alright, but most notably, the move is now an overhead and sends the opponent into a wallslam. As such, it's a good option for breaking your opponents guard during blockstrings. You can easily follow up with a wallslam combo if it hits successfully; if not, make sure you create some distance with 214B.


j.A
j.A
Damage Startup Active Recovery Frame Adv Cancels Guard
SP, EX, (J), N HL

A very quick, but very small, downward-angle punch. Reasonably low damage. Generally pretty reliable, despite its short range, due to its speed. This attack knocks the opponent back horizontally more than it does vertically, which makes it useful for extending air combos to fit in more hits. It can also be effective for getting counter-hits, and as a lightning fast jump-in, if you're quick enough.


j.B
j.B
Damage Startup Active Recovery Frame Adv Cancels Guard
SP, EX, (J), N H

A reasonably tough kick with decent, kick-like range. It's too slow to be used very effectively outside of combos, but used alongside an air-dash or j.C, it can be effective for jump-ins. Obviously, it's very important for air combos. It's also worth noting that an opponent behind you will get hit by your butt during this attack if they're touching you, so this attack has good cross-up potential.


j.C
j.C
Damage Startup Active Recovery Frame Adv Cancels Guard
SP, EX, (J), N H

A huge downward slash with Gamaliel. Riesbyfe's all-purpose heavy air attack, featuring great damage and range (however lacking upwards range), as well as appropriate speed. Great for use outside of combos to try and confirm hits, and chip your opponent's HP away. A no-brainer for air combos. The hitbox can actually be a bit deceiving, as it's a bit smaller than the attack's visual effect. Your hitbox also extends with it, so be smart with your range.


j.[C]
j.[C]
Damage Startup Active Recovery Frame Adv Cancels Guard
SP, EX, (J), N H

A charged j.C. The only difference is increased damage, but it's awesome damage.


j.6C
j.6C
Damage Startup Active Recovery Frame Adv Cancels Guard
SP, EX, (J), N HL

A big forward thrust with Gamaliel, which sends opponents into wallslam. Can't cancel into anything. Damage, range, and speed are all OK, but it's an integral part of Riesbyfe's corner combos with that wallslam. Also generally useful for being mean to opponents that don't do well in the air.


Special Moves

Wrist Pizzicato 「リスト・ピッツィカート」 - 236ABC
  • (Description) - Charge forward while defending yourself with Gamaliel. Normally used for safetly closing distance. Each variant makes the opponent airborne, so you can always potentially follow up with a combo.
  • (A version) - Charged forward with Gamaliel poised above Riesbyfe, launching the enemy. Jump cancelable and EX cancelable. Holding the button will prolong the movement and allow it to block mid and high attacks, but airborne opponents will be able to block it (you're usually safe, though). Generally a great defensive offense, you'll be using this version the most. Also works as an anti-air (can get you some counter-hits), and as a fairly primitive but reliable transition into air combos.
  • (B version) - Charge forward with Gamaliel poised below Riesbyfe, tripping the enemy. Jump cancelable and EX cancelable. Holding the button will still prolong movement and block mid and high attacks, but this version is mysteriously more reliable than the A ver. for guarding against air attacks (but is generally unreliable against ground attacks). It will also remain air-unblockable. Hitting air-borne opponents with this leaves them at the perfect height for a full aerial followup, but its impractical to use this as a launcher on the ground. The only optimal combo situation for this is to catch an airborne opponent that's been staggered by 63214C; otherwise, it's too difficult to use and the proration isn't worth it.
  • (EX version) - Charge forward like in the A ver., but deal multiple hits, substantial damage, and send the enemy into wallslam. This is the most raw-damaging EX-edge C-Riesbyfe has. Every hit will clash with other attacks. Normally risky to use, as you're completely open before the hitboxes come out, and it's easy to avoid. Best to use outside of combos because the proration is insane. You should only use this when you know you can pull it off, or when you know you can use it to tank through other attacks and counterattack.
Breath Cantino 「ブレス・カンティーノ」 - 623ABC
  • (Description) - Swing Gamaliel in an upward arc, launching the enemy. The hitboxes surround you almost completely in your facing direction, so they're easy and practical to hit with. All versions are air OK.
  • (A version) - The fastest version, most useful for getting counter-hits. EX cancelable in the air (though your only option is 623C). Does identical damage to 623B in the air. This version itself apart in its speed and that it doesn't thrust you into the air nearly as much. Because of this, it's extremely easy to follow up on any counter-hits you get with this. You can also use it as a counter-hit after shields, and as a combo ender if your opponent is too high to be thrown. Extremely punishable if it doesn't hit, however, because you're defenseless until shortly after you land, so don't use this too carelessly.
  • (B version) - This version has invincibility on startup, making it your go-to reversal. Also deals multiple hits, but any hit after the first is air-blockable. Identical damage to 623A in the air, but it launches you forward a significant distance, theoretically making it useful for counter-hits in it's own way. Launches Riesbyfe much higher into the air on the ground, though, so working off of counter-hits is difficult. Extremely punishable on whiff/guard for the same reasons as 623A, so still be careful and don't use it so often that it becomes too predictable.
  • (EX version) - Identical to 623B, but deals substantially more hits and damage. deals less hits but more damage when used in the air. It's a great reversal, the damage is good, and it adds a nice amount of damage to combos as an ender.
Wrist Staccato「リスト・スタッカート」 - 214ABC
  • (Description) - Riesbyfe's patented 2-ton punch. Great damage, but shines the most in its utility.
  • (A version) - Execute a powerful close-ranged punch. Jump cancelable and EX cancelable. This is the go-to edge for starting your air combos after a sweep, as the damage is great and it leaves your opponent at the perfect height for followup. Not really useful outside of combos, though.
  • (B version) - A big, heavy, long-ranged punch that sends the enemy into wallslam. The wallslam is un-techable. Doesn't cancel into anything. Using this constantly has very little downsides, and is an amazing way to work on your enemies when you can't close distance effectively; if it hits, you can do whatever you want, since the victim is unable to recover. You'll even usually have a good opportunity to catch off of the wallslam, and follow up with a corner combo. Aside from that, it's useful for capping off blockstrings in that it will distance you considerably so that you aren't vulnerable to counterattack, and should it hit, it's easy to follow up on.
  • (EX version) - Execute 3 heavy punches, wallslamming the opponent on the last hit. This is the best way to use your meter if you can get a combo going, as it will more often than not get you in the perfect position for a corner combo, tacks on a lot of damage, and is very easy to follow up on. Not useful otherwise, however, because you can't make use of the wallslam outside of a corner, and you're quite vulnerable for the duration of the attack. This EX-edge is also unique in how much of an idiot you look like when you use it without context.
Wrist Portato 「リスト・ポルタート」 - 63214ABC
  • (Description) - C-Riesbyfe's alpha counter, wrist potato; while guarding, execute a shield bash that sends the opponent flying. Punish your opponent for getting a blockstring on you. Landing any of these will effectively reset pressure, as well, and counter-hits can be followed up on near corners. This edge has a ton of proration, though.
  • (A version) - The quickest version, but lacks invincibility. EX cancelable. Breaks the opponent's magic circuit. Using this during a fast-paced blockstring is asking to get rinsed, since this version has no invincibility whatsoever, but if you memorize your opponent's pressure tactics, you can use this at the right moment to blow them away without any opportunity to avoid it.
  • (B version) - This version has a bit of a lengthy startup, but you're completely invulnerable until the attack comes out. This is the version you'll be using the most, since it's the safest and the easiest to use. Avoid using it as soon as you can all the time, though, because if you become too predictable and your opponent gets wise to your antics, they can block it and turn the tables on you.
  • (EX version) - The EX version has identical damage to the other versions, but the proration is significantly lighter, and it sends the opponent into wallslam. If you land a counter-hit using this your opponent will stagger, leaving them wide open for followup via 2C (if they're on the ground) or 236B (if they're in the air). If you can use this at a later point during an opponents blockstring, against a slow or charge attack, a good counter-hit will let you get good damage in just for being subjected to a blockstring (full damage including a combo is comparable to 236C). Incredibly valuable if you can use it well, but if you don't land a counter-hit, you essentially spent meter on a 63214A.

Arc Drive

Official Apocrypha「正式外典」
  • (Description) - Thrust Gamaliel forward in a grand display of damage and hits. You're invincible for the duration and it's air-unblockable. You'll get the most out of this by using it after a short ground BnB, but it's also a very powerful reversal, and has great damage and range just on it's own. Slightly unsafe on block, but you should be safe if you used this at a decent distance. This attack is really good, so make sure you use it.

Another Arc Drive

Official Apocrypha「正式外典」
  • (Description) - Thrust Gamaliel forward as in the AD, but locks the opponent in for a single hit of big damage. Stronger than the AD and moves a bit further, but otherwise functions the same.

Last Arc

Official Apocrypha: Original Sin Embrace「正式外典・原罪抱擁」
  • (Description) - Activated via an EX-shield on the ground during Blood Heat. Works from just about anywhere and against just about anything, so long as the opponent can be grabbed. If you get the EX shield, no matter where the opponent is, they'll get caught and take a ton of damage. If there's a blue moon and all of the planets are aligned your opponent will evade the hitbox, effectively breaking the attack; but don't let that discourage you.
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