Mech-Hisui (MBAC)

From SuperCombo Wiki

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)

  • j.A breaks the normal autoshielding rules -- each hit must be shielded individually.
  • 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.
  • 214D breaks the normal autoshielding rules -- each hit must be shielded individually.


Special Attacks

Arc Drive

Last Arc

Character Strategies and Notes