Mech-Hisui (MBAC)

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MechHisui.gif

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).