Melty Blood/Riesbyfe Stridberg/Full Moon

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Overview

Full Moon Riesbyfe is a rushdown/poke heavy character with a reliable life pool, she can confirm any hit into decent damage, her damage output mostly comes from the counter hits she gets when she's pressuring by doing frametraps or baiting the 1A+D OS/tech throw attempts with j[C]. Her main mixup comes from the tick throws with her amazing 2A, some left/right setups that usually makes her lose damage and a universal Fuzzy Guard that's confirmable with MAX Mode.

She's really frustrating to play against since she gets a safejump (+ the Fuzzy Guard mixup if she has MAX) and corner carry from pretty much any hit.

Her weaknesses are that she extends her hurtbox a bit when trying to poke (the pokes are still disjointed), her moves don't have a lot of active frames and a lot of recovery. Since she's so slow, it's hard to approach with her and usually she has to take a lot of bets to get a hit since pushing the wrong button in the wrong context will definitely result in F-Riesbyfe getting hit. In contrast, all her moves are confirmable into something, and even if she's slow, she gets good momentum from her dash, making her effective range actually pretty good.

She doesn't have a good standing overhead, her main frametrap tool (6C) can be safely shielded since she can't jump cancel it to bait shield counters and the only move that forces you to shield low is 2C which won't net much damage. Also, 6C is -2 if you stand block it (point blank) and neutral (-+0) if she's far when stand blocked (the farther she is, the better the frame advantage is, against stand block it can even be +5, but it's unlikely to happen), so if the opponent reads a pattern in her blockstring he/she can turn the tides to his/her favor.

But exactly here is when F-Riesbyfe becomes a strong character, because now she gets to bait stand blocks with her amazing 2A (this is also the reason why a lot of players won't even bother in trying to stand block 6C) and get super high damage from baited shields with j[C].

Combos

Using 2B in combos: it generally adds around 200-300 damage but cannot be recommended:

- The bonus damage is often worth only if combo started with 2A.

- The chain "2A 5B 2B 6B" will link only if the 2A is performed as close as possible.

- The 2B does not hit crouched enemies.

Damage example: (combos are tested on VSion)

  5B 6B 5C 236A = 4377(4)
  5B 2B 6B 5C 236A = 4403(5)
  2A 5B 6B 5C 236A = 3401(5)
  2A 5B 2B 6B 5C 236A = 3770(6)

Disclaimer:

-First of all, learn the combos that end in 236A/B/C, because that is what you'll use the most, while her air combo routes aren't exactly intuitive or damaging.

-Please read the small comments on combos, they have tips on utility.


Normal Combos

  2A 5B 6B 5C 236A/236C/AD  = 3401(5)/3838(5)/5900(5)

Bread and Butter that you adapt depending on your meter management and your opponent's life bar.

  5B 5C 236C = 4298(3)

Hit confirm poke from long range 5B, this string alone is what makes F-Riesbyfe a strong character because her effective range is huge

  2A 5B 6B 5C IH 5B 5C AD = 5506(13)

A combo to get used to, when Max Mode is available so you can Initiative Heat on demand.

  2A 5B 6B 2C 6C 214A jC sdjBC AT = 4069(10)

You only do this one for damage, after airthrow you pretty much return to neutral unless you're close to the corner.

Corner Combos

  2A 5B 6B 5C 214B iad-j6C land microwalk (backwards or forward depending on distance) 6[B] 5B 236B = 4250(10)

Corner carry combo from about middle screen. The difficulty is on 6[B].

  2A 5B 6B 5C 214B j[C] djC6C land sjB[C] sdjBC AT = 5223(13)

Typical corner combo, that deals a good amount of damage. You can meaty with 5C after this.

  2A 5B 6B 5C 214B j[C]6C land microwalk backwards 6[B] 5B 236B = 4883 (11)

The trick in this combo is to delay the jump after 214B and hit with 5B as low to the ground as possible, this is the most important combo in the corner.


  • Please note that you can add 6C after 5C and link 214B depending on the spacing. It will add some damage, meter gain and corner carry but it's hard to get the proper spacing. It's easier against crouching small bodies and standing tall bodies.
  • If your hitcount is at 10 at 6[B] when you do the last combo, the last moves won't work because hitstun decay kills that ender, you change the 5B 236B ender for 2AAA 236A (you can do even more 2As against bigger characters, but three is universal). Also note that you can do more hits on purpose to get more meter, it isn't much more but it's an option.
  • If the starter is j.C/j.[C] the delayed jump timing is different.

Situational Combos

Raw/Golden AirThrow

  gAT 5C 236B = 2380(4)

Easy combo after a Raw AirThrow (golden airthrow)


  gAT 2C 6C 214A jC sdjBC AT = 2839(8)

Slightly more complex because of the "6C 214A" link, better damage, worse oki.

  gAT 2C delay 214A delay j7A6C land 6[B] 5B 236B = 2711(9)

Corner only and it allows you to get both decent damage and safejump oki, on cats replace jA with jC.

Air Counter-hit

  jC-AirCounter 5B 2B jC sdjBC AT = 4137(7)

Again the typical combo, easier to hit confirm, decent damage, only do this one if you feel like 6[B] won't connect.

  jC-aircounter 6[B] 5B 236B = 4383(5)

Slightly more complex because of 6[B] timing, better damage, corner carry, better oki.

  jC-aircounter 6[B] 5C 236B = 4530(5)

Same as the one above but instead of 5B, using 5C. Listed as a different combo because the timing is way more strict and for 200 more damage it might not be worth dropping. In other words, use it only if you feel confident in your timings.

  jC-aircounter 6[B], 2C 214B IAD j6C land 6[B] 5B 236B = 4341(9)

Less damage than the one above, 6[B] 2C link for style points, way more meter gain. Only works midscreen.

  jC-aircounter 6[B], 2C 214B j[C]6C land microwalk (backwards or forward depending on distance) 6[B] 5B 236B = 4983(10)

A really hard combo, the trick is to land the 2C as close to the ground as possible and delay the 214B, then you have to delay the jump. A lot of reward, this is her best combo out of an air counter hit. Only works in the corner.

Here's a video because i heard some people having trouble with it: https://youtu.be/BmDAhgK_O2E

After Shield

  D > 236D 5B 2B jC sdjbC AT = 2011(7)

Again the typical combo.

  D > 236D 5C 236B = 1641(4)

Less damage, less meter, everything else is better, get used to this combo, you will use it a lot.

  D > 236D dash under 2AA 236A = 1373 (4)

Side switch combo, useful when you have your back against the corner.

D > 236D 2C 214B IAD j6C land 6[B] 5B 236B = 2016(8)

Corner carry from midscreen

  D > 236D 2C 214B j[C]6C land 6[B] 5B 236B = 2446 (9)

Corner combo, notably better reward than the routes above.

  D > 236D 2C 214B j[C] djC6C land superjump jB[C] sdjBC AT = 2680 (11)

Corner again, use it only to seal a round because you don't get oki from this, but it's the most damage from non CH 236D.

  • You can replicate the Air-Counter hit combos from CH 236D, they won't be listed again for the sake of space.


6[C] near the corner

  6[C] delay 5C j9C djC delay j6C land sjBC sdjBC AT = 3891 (10)

If it's too hard for you, skip the second jB, this combo is similar to other damage corner routes, but it's way harder, also against some characters you might end up in the corner after 5C (namely Aoko, i haven't tested on all characters), so you can replace it with 5B.

  6[C] j7C delay j6C land 6[B] 5B 236B = 3362 (7)

Self-explanatory 236B hard knockdown route, the difference between this one and the others it that you don't use a jump cancel, so if you feel like if, you can change the 5B 236B for 2C and get a better knockdown for left/right mixups, in exchange, you lose 889 damage.

  6[C] 236B = 2484 (3)

Works from midscreen too, obviously not the most damaging route but it's the only one that works there, also, you can replace 236B with 236C to get a really small damage boost (259 damage) but using meter you would potentially need for long range 5B confirms and not getting the safejump is not worth it.

Pressure and follow ups

The use of 6C

Moves you closer, is + on block, -2 if stand blocked (can be + depending on the distance even on stand block), forces your opponent to take a defensive option.


(moves in parenthesis have been blocked, this is considering that your opponent disrespects long range 6C and tries to mash/jump after blocking it)

  (2A 5B 6B 6C) 214B delay j[C] djC6C land sjB[C] sdjBC AT = 4095(9)
  (2A 5B 6B 6C) 214B delay j[C]6C land 6[B] 5B 236B = 3728 (7)

Corner combos from 214B if opponent disrespects the 6C.

  (2A 5B 6B 6C) 2A 5B 6B 5C 236A

Example of midscreen combo if opponent disrespects the 6C, so 2A counter-hits, but you can do whatever route you want.

  • If the enemy respects your 6C and the 2A is blocked, be sure to constantly mix up when the 6C is going to come to avoid shields, get a grasp on the defensive options that your opponent is taking and capitalize accordingly (punish shields with j[C], stand blocks with dash 2A, jumps with 5B/2B, etc).
  • You can go for 6C at any point of your blockstring, even 2A 6C is a frametrap, but please avoid using 5C, since after it you don't have a single low option, which means stand blocking 6C is free, and blocking any overhead after 5C is free too.

Okizeme

The Dash

This small jump is a "hop" and can cross knocked down enemies, very useful after 6[B], 2C and 236C knockdowns. You can cut combos down to get the left/right mixups, not always recommended but it will get anyone that is not aware of the properties of your dash.


236A/B

This knockdown allows for a safejump with sj[C], you can option select wake up Heat with sj[C] 44 5B or sj[C] 4A+B (same OS, different inputs) (example: https://youtu.be/P4pBqnGBd5E?t=13), that way if the j[C] hits Riesbyfe will continue with 5B, and if it doesn't she will backdash, gets blown up against big and active reversals such as Archetype's DP. Practice the safejump against all characters since all your routes lead into it and all characters have different wakeup timings/reversal timings.

As a side note, from this knockdown if you have Max mode, you get a 50/50 with either sj[C] djC IH jC (fuzzy guard mixup) or sj[C] 2A (fake fuzzy low). This mixup is specially strong against tall characters because it's hard to guess that she can do a fuzzy guard from that high. It's not always worth it since meter management is important for neutral with her, but you can still do it from time to time, also the reward is very nice.

From fullscreen you can do dash sj9B and it will safejump, even if the situation isn't very likely, be prepared to improvise your own safejumps.

Strategy

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

Full

Spacing

Pressure

Move Descriptions

Normal Moves

2A

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

5A

-

2B

-

5B

-

2C

-

5C

-

6C

-

#C

-

#C

-

JA

-

JB

-

JC

-

J6C

-

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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