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[[Category: Melty Blood: Act Cadenza]] | [[Category: Melty Blood: Act Cadenza]] | ||
Latest revision as of 10:56, 2 June 2009
Character Bio
Mech-Hisui is the closest thing Melty Blood has to a runaway/zoning type character. She controls space better than anyone else in the game -- too bad zoning is generally ineffective in Melty Blood. The problem is that due to all of the mobility Melty Blood provides and the relatively small space the game takes place in there is not much space to control, and characters can rush her (it?) down fairly easily.
Normal Attacks
The notation and definition for the terms in the movelists can be found under Move List Notation (MBAC).
Motion | Y. Damage | R. Damage | Meter Gained | Startup | Proration | Blocked | Shielded |
5A | 300 | 180 | 3% | 5 | 78% | Any | Any |
2A | 320 | 160 | 2.8% | 5 | 78% | Any | Any |
j.A | 230x5 | 100x5 | 1%x5 | 9 | 80% | Upper | Any |
5B | 700 | 500 | 7% | 9 | 100% | Ground | High |
2B | 500+500 | 300+300 | 5%+5% | 8 | 80%, 80% | Low | Low |
4B | 270x16 | 100x16 | 0%x16 | 21 | 60% | Any | Any |
j.B | 600 | 360 | 5% | 6 | 100% | Upper | High |
5C | 400 400 300 600 |
350 350 350 350 |
4% 4% 3% 3% |
9 | 80% | Ground | High |
5[C] | 500 600 400 500 |
350 350 350 350 |
7% 7% 3% 3% |
32 | 100% | Ground | High |
6C | 800 | 500 | 6% | 15 | 70% | Any | High |
2C | 1100 | 700 | 11% | <14 | 60% | Low | Low |
2[C] | 1600 | 1200 | 16% | 34 | 80% | Low | Low |
j.C | 1100 | 700 | 8% | 10 | 90%r | Upper | High |
j.[C] | 1600 | 1100 | 14% | 28 | 100% | Upper | High |
j.2C | 300*8 | 250*8 | 2%*8 | ? | 100% | Any | Any |
214D | 160x7+300 | 100x8 | 1%x8 | 35 | 100% | Any | High |
(raw data)
- 2B will whiff at point-blank range.
- 4B is functionally worth 3.75% magic circut per hit, but Mech-Hisui gains nothing regardless of if it hits or misses. This move also chips.
- 5C and 5[C] do chip damage on block.
- 6C does chip damage on block, and launches on hit (recoverable at apex).
- 2C causes knockdown on hit -- untechable.
Special Attacks
The notation and definition for the terms in the movelists can be found under Move List Notation (MBAC).
Motion | Y. Damage | R. Damage | Meter Gained | Startup | Proration | Blocked | Shielded |
Eye Beam (Laser) | |||||||
236A | 1000 | 600 | 9% | 100% | Any | High | |
236B | 1400 | 1000 | 10% | 100% | Any | High | |
236C | 800x5 | 600x5 | -100% | 90% | Any | Any | |
Electricity (Electric Net Wire: Type High) | |||||||
623A | 400x4 | 200x4 | 5%x4 | 100% | Any | Any | |
623B | 150x15 | 100x15 | 1%x15 | 100% | Any | Any | |
623C | 250x19 | 200x19 | -100% | 100% | Any | Any | |
Rockets (Hallucination Missile) | |||||||
214A | 750 | 350 | 8.5% | ? | 100% | Ground | Any |
214B | 750x2 | 350x2 | 8.5%x2 | ? | 100% | Any | Any |
214C | 2400 | 1800 | -100% | ? | 100% | Any | Any |
Whip (Electric Net Wire: Type C) | |||||||
421A | 1400 | 0 | 0% | ? | 50% | Any | High |
421B | 1200 | 350 | 0 | ? | 50% | Unblockable | Unshieldable |
421C | 1000 | 0 | -100% | ? | 85%r | Any | High |
Barrier (Kohaku-Powered Barrier) | |||||||
22A | ? | ? | ? | 100% | xxx | xxx | |
22B | ? | ? | ? | 100% | xxx | xxx | |
22C | ? | ? | -100% | 100% | xxx | xxx | |
Jetpack (Scrander) | |||||||
j.236A | ? | ? | ? | 100% | xxx | xxx | |
j.236B | ? | ? | ? | 100% | xxx | xxx | |
j.236C | ? | ? | -100% | 100% | xxx | xxx | |
Crossbow (Heat Seeker: King Fisher) | |||||||
j.214A | ? | ? | ? | 100% | xxx | xxx | |
j.214B | ? | ? | ? | 100% | xxx | xxx | |
j.214C | ? | ? | -100% | 100% | xxx | xxx | |
? (L:S:O (Supersisters' Alliance)) [Requires Heat or Max Mode] | |||||||
41236C | ? | ? | -300% | 100% | xxx | xxx | |
? (L:S:O (Supersisters' Alliance)) [Requires Blood Heat Mode] | |||||||
41236C | ? | ? | -300% | 100% | xxx | xxx | |
? (Saturday Night Forever) [Requires Blood Heat Mode] | |||||||
D (grd.) | ? | ? | -300% | 100% | xxx | xxx |
(raw data)
- A and B Eye Beams will whiff against any crouching opponent. They are listed as a high shield not because you will get hit if you shield them low, but that they are impossible to shield crouching because they never make contact. The shield variant is functionally worth 3.67% of magic circut per hit.
- A and B versions of Electricty can not be super-cancelled until the last hit. All versions deal no chip damage. The A version pops up (recoverable at apex), the B version leaves them standing, and the C version knocks down (unrecoverable).
Character Strategies and Notes
Changes Between Arcade and PS2 Versions
- 5C no longer is air blockable.
- 2B can be canelled on the second hit.
- j.214A is now super cancellable.
- 214A and 214B execute faster.
- j.2C exceutes way faster now (j.C into j.2C combos now).
- 2C executes faster and recovers faster.
- j.236C executes faster (can now be comboed into).
General | Controls | Mechanics | System Arcanae | Damage Scaling | Character Defense Mods | General Strategy | |
The Characters | Akiha Tohno | Akiha Tohno (Vermillion) | Aoko Aozaki | Arcueid Brunestud | Arcueid Brunestud (Red) | Ciel | Hisui (and Kohaku) | Kohaku (and Hisui) | Kouma Kishima | Mech-Hisui | Miyako Arima | Neko-Arc | Neko-Arc Chaos | Nrvnqsr Chaos | Ren | Satsuki Yumiduka | Shiki Tohno | Shiki Nanaya | Sion Eltnam Atlasia | Sion Eltnam Atlasia (Tatari) | Warakia | White Ren |