Melty Blood How Tdo I Continue

Damage Modifier

The damage modifier system works much like Act Cadenza. Each character has a set life total of 11400, but take different amounts of damage at different points of their life bars. Another thing to note is that there is a Stance Modifier that changes the Damage modifier depending on if the character is in Stand, Crouch, or Jump state.

These are the values for the Stance Modifier

  • Jump: x0.88
  • Stand: x1.00
  • Crouch: x1.08

These values modify the Damage Modifier during combos, as well. For example, if you combo them on the ground, then knock them in the air, they will get the Jump Stance modifier when they are in the air. Damage Modifier values are consistent across all moon styles for every character except Mech-Hisui, Nero, and Neco-Mech. For the Maids (Hisui & Kohaku) team characters, they each have their own Damage Modifiers.

If damage ends up becoming a decimal, it will always round down.

For in-depth data on character health and damage modifiers, either see the "Health Values" section below, or the "Health and Damage" section of the MBAACC frame data spreadsheet.

Hit Count Scaling

The damage of each hit in any combo is, in addition to the other scaling methods, scaled by the number of hits in a combo. Each hit in a combo further reduces the amount of damage done by subtracting 1/32nd of the original damage of that hit, so the first hit in a combo does 32/32 times its normal damage, the next hit 31/32, and so on. This continues until the combo hits a minimum at which point the damage cannot be reduced any further by hit count alone. For each quartile of health that the enemy is missing, the combo is treated as being 1 hit longer for the purpose of calculating the damage of each hit.

Correction Value

When starting a combo, one factor to keep in mind is Correction Value (also referred to as proration). This value, among other factors, determines how much damage any individual hit in a combo will deal. Formally, the correction value is a value in the interval between 0% and 100% that can only ever decrease or remain the same as a result of a hit. Most hits have a modifier that acts as an upper clamp on the correction value, setting the correction value to the fixed modifier if the fixed modifier is lower (i.e. closer to 0), or leaving it alone otherwise. Some hits have a scaling multiplier that always decreases the current correction value by some factor (less than one). Cancelling any special move into an EX move or Arc Drive super adds a 65% scaling multiplier. An OTG relaunch (distinct from a normal OTG hit) also concurs with a 65% scaling multiplier. All of these updates to the correction value occur after the hit's damage is calculated; as a consequence, the damage that an individual hit is not affected by how it changes the correction value.

The Reverse Penalty is a value closely related to the correction value. It inhabits the interval between 0% and 55%. Unlike the correction value, the reverse penalty is not tied to a specific combo, and exists throughout the game and changes in response to the actions that a character takes. By default the reverse penalty is 0%. It can increase as a result of specific actions being taken, such as performing a reverse beat (adds 22.5% reverse penalty), cancelling shield or EX-shield into something other than another shield (40% for actions that can only be done out of EX-shield, 30% for actions that can be done out of either), or even performing multiple jabs in quick succession (adds 0.8% reverse penalty). After taking an action that raises the reverse penalty, it remains at that value for a duration proportional to the amount by which it was raised, then decreases linearly towards 0 again. The significance of the reverse penalty is its role in determining correction value: if the correction value is greater than the reverse penalty minus one, it is set to that value. Notably, unlike the ways mentioned before, it updates the correction value before the hit's damage is calculated.

Reduce

You can Reduce by pressing A, B, C or D in a 5 frame window as you get hit, this reduces incoming damage by 30%.

  • The window for damage reducing is 3 frames from before you get hit to 1 frame after being hit, with 9 to 4 frames before being hit counting as failed reduce.

Critical Hit

There is also a mechanic in Melty Blood called Critical Hit. It happens randomly on any hit and will multiply the damage dealt by 1.15x.

Damage Scaling Chart

(ROUND DOWN ON EACH STEP ONLY)

int Damage = BaseDmg - BaseDmg/32 * (Hits - 1 + QrtLifeLost); Damage = Damage * Def; Damage = Damage * Stance; Damage = Damage * PrevProration;        
BaseDmg  = With "Attack display" on in training mode, check "Damage" number inside brackets Hits = Combo hit count QtrLifeLost   = Add 1 for each 25% of life lost (maximum of 3) PrevProration = Correction value BEFORE the move hit (100% for 1st hit in combo) Def  =  Defence multiplier for current life bar quarter (check game files for it) Stance=Air/OTG: 0.88       Stand  : 1.00       Crouch : 1.08        

Example:

  • CRoa Arc Drive (7000 base damage) vs VSion with 70% health left. 14 hit combo.
  • - 0.88 stance because Roa AD always hits in midair stance.
  • VSion Multipliers: 0002.p/data/v_sion_1_c.txt -> Guard = 1.0, 0.95, 0.9, 0.9
floor( floor( floor( BaseDmg - BaseDmg/32*(Hits-1+QrtLifeLost) ) * Def) * Stance) * PrevProration        
floor( floor( floor(7000 - 7000/32 * (14-1+1) ) * 0.95) * 0.88) * 0.5 floor( floor( floor(7000 - 218.75 * 14) * 0.95) * 0.88) * 0.5 floor( floor( 3937 * 0.95) * 0.88) * 0.5 floor(3740 * 0.88) * 0.5 = 1645 damage        

Health Values

Character Name Damage Modifier (Health %) Net Health Grade
100% 75% 50% 25%
Akiha 0.920 0.823 0.768 0.725 14202 S++
Nero (C) 0.900 0.842 0.815 0.725 13979 S+
Arcueid 0.900 0.871 0.796 0.725 13950 S+
Nero (H/F) 0.900 0.852 0.815 0.725 13939 S+
Kouma 0.920 0.871 0.796 0.725 13881 S
White Len 1.000 0.871 0.750 0.725 13853 S
Satsuki 1.000 0.871 0.843 0.725 13433 A
Riesbyfe 1.020 0.871 0.843 0.725 13378 A-
Hisui 0.850 0.920 0.862 0.815 13253 B+
Tohno 0.920 0.871 0.862 0.860 12990 B-
Kohaku 0.900 0.871 0.937 0.815 12977 B-
Roa 0.950 0.920 0.843 0.815 12975 B-
Sion 0.950 0.920 0.843 0.815 12975 B-
Ciel 0.900 0.871 0.843 0.906 12965 B-
Seifuku 0.900 0.871 0.843 0.906 12965 B-
Miyako 1.000 0.920 0.843 0.815 12825 C+
V.Sion 1.000 0.920 0.843 0.815 12825 C+
Hisui (Maids) 0.879 0.952 0.892 0.843 12811 C+
Mech-Hisui (F) 0.850 0.842 0.937 0.951 12776 C
Mech-Hisui (C) 0.870 0.871 0.937 0.906 12735 C
Warachia 1.100 1.017 0.843 0.725 12705 C
Aoko 1.000 0.968 0.843 0.815 12671 C
Red Arcueid 0.950 0.968 0.890 0.815 12643 C-
Neco-Mech (C) 0.870 0.920 0.937 0.906 12561 D
Kohaku (Maids) 0.931 0.901 0.970 0.843 12543 D
Neco-Arc 1.400 0.678 1.031 0.815 12500 D
Nanaya 1.000 0.968 0.890 0.815 12493 D
Koha-Mech 0.900 0.920 0.937 0.906 12451 D
Powered Ciel 0.950 0.920 0.890 0.906 12445 D
Mech-Hisui (H) 1.200 0.968 0.843 0.770 12401 D
Neco-Mech (H) 1.200 1.017 0.843 0.770 12259 E
Len 1.100 0.968 0.890 0.815 12234 E
Ryougi 1.050 0.988 0.918 0.860 12017 F
Hime 1.000 0.968 0.937 0.906 11981 F
Neco-Mech (F) 0.950 0.968 1.031 0.996 11569 G
NAC 1.600 0.678 1.312 0.996 11018 H
V.Akiha 1.150 1.114 1.031 0.906 10946 H-

Wakeup Timings

Each character has their own animations for being knocked down and getting up. There's three types of knockdown animations and two types of wakeup animations, and they each have their own duration:

Launchers, groundbounces, and a few character-specific actions have the opponent land head-first before collapsing onto their front, then go into their prone wakeup animation.
Sweeps trip the opponent have them land on their front, then go into their prone wakeup animation.
All other knockdowns have the opponent land on their back, then go into their supine wakeup animation.
(Exception: Hime's head-first animation falls onto her back and sweeps use her back animation; her two wakeup animations are identical.)

The following is a table of knockdown and wakeup times per type and character.
For knockdowns, the total duration of the knockdown and wakeup time together is listed first, which in most cases is the number most worth paying attention to. In parenthesis is the knockdown time alone, which defines how long you can strike the opponent OTG, as long as they are not in an uncomboable state as a result of being hit by certain moves or using up your bounce/OTG limit in your combo.
The wakeup time alone is also listed separately, which may be useful for characters who have time to react to that animation beginning in order to time their okizeme.

Character Name Knockdown Type Wakeup Type
Head-first Front Back Prone Supine
Akiha 60 (34) 55 (29) 49 (27) 26 22
Seifuku 56 (34) 51 (29) 49 (27) 22 22
V.Akiha 56 (34) 51 (29) 49 (27) 22 22
Aoko 61 (34) 56 (29) 53 (26) 27 27
Arcueid 56 (34) 51 (29) 49 (27) 22 22
Red Arcueid 55 (34) 50 (29) 52 (27) 21 25
Hime 57 (35) 49 (27) 49 (27) 22 22
Ciel 56 (34) 51 (29) 49 (27) 22 22
Powered Ciel 57 (35) 51 (29) 51 (27) 22 24
Hisui 56 (34) 51 (29) 49 (27) 22 22
Mech-Hisui 56 (34) 51 (29) 49 (27) 22 22
Kohaku 56 (34) 54 (32) 49 (27) 22 22
Kouma 60 (36) 53 (29) 56 (31) 24 25
Miyako 54 (32) 51 (29) 49 (27) 22 22
Len 57 (35) 51 (29) 53 (27) 22 26
White Len 63 (41) 48 (26) 50 (24) 22 26
Neco-Arc 56 (34) 51 (29) 49 (27) 22 22
NAC 56 (34) 51 (29) 49 (27) 22 22
Nero 59 (34) 54 (29) 53 (27) 25 26
Riesbyfe 61 (37) 48 (24) 57 (30) 24 27
Roa 58 (36) 51 (29) 49 (27) 22 22
Satsuki 65 (41) 53 (29) 50 (27) 24 23
Tohno 59 (37) 51 (29) 50 (27) 22 23
Nanaya 56 (34) 51 (29) 50 (27) 22 23
Ryougi 57 (33) 53 (29) 49 (27) 24 22
Sion 56 (34) 51 (29) 49 (27) 22 22
V.Sion 56 (34) 51 (29) 49 (27) 22 22
Warachia 56 (34) 51 (29) 50 (27) 22 23

Backdash Frame Data

Character Name IFrames Duration Distance Airborne punish EBR
Tohno (F) 13 22 1.415 No 48.76
V.Akiha 15 24 1.046 Yes 39.53
NAC (C+F) 16 21 0.915 No 39.27
Neco-Arc (C+H) 16 21 0.915 No 39.27
Nanaya 12 19 0.980 No 38.96
Seifuku 16 26 1.092 Yes 37.79
Akiha 16 26 1.030 Yes 35.28
Warachia 16 24 1.033 No 34.62
Tohno (C+H) 12 22 1.122 No 34.06
Mech-Hisui 16 27 1.213 No 33.08
Roa 16 27 1.187 No 32.24
Nero (C+F) (fwd.) 53 56 1.373 No 29.58
Hisui 16 28 1.000 Yes 29.39
Miyako 15 28 1.218 No 28.98
Aoko 16 25 0.805 Yes 28.71
Riesbyfe 16 23 0.805 No 28.27
Satsuki 16 29 1.168 No 27.41
Powered Ciel 16 29 0.977 Yes 26.66
Sion 16 25 0.750 Yes 26.50
Hime 16 32 1.142 Yes 26.30
Kouma 16 29 1.089 No 25.23
V.Sion (C) 16 26 0.768 Yes 25.16
Nero (F) (back) 51 60 1.373 No 24.79
Ryougi 16 29 0.912 Yes 24.62
Ciel 16 29 1.057 No 24.36
Neco-Mech 16 28 0.995 No 24.35
Len 16 31 1.181 No 24.31
White Len (H) 16 31 1.181 No 24.31
Red Arcueid 16 29 0.892 Yes 24.00
Arcueid 16 25 0.686 Yes 23.97
Kohaku 16 27 0.757 Yes 22.96
White Len (C+F) 24 29 0.686 No 22.26
V.Sion (H+F) 16 25 0.672 No 19.52
Nero (C+H) 16 29 0.817 No 18.08
Neco-Arc (F) 16 30 0.775 No 15.91
NAC (H) 16 30 0.737 No 15.03

Shield Frame Data

Startup

All shields have 0f startup, they are instant.
Held shield for 5 or more frames drains meter.

Crescent Moon

EX Shield = Ground Tap Shield = 4 frames.
Air Tap Shield = 6 Frames.
Can cancel into any attack, when successful.
Normal Shield = Hold for 5 or more frames.
Cannot cancel into normals, but can cancel into any other attack, when successful.

Held shield drains 0.2 meter per frame for 60 frames (12 spent).

Half Moon

Normal Shield = Ground Tap Shield = 6 frames.
Air Tap Shield = 8 Frames.
Cannot hold.
Causes Auto-Shield Counter on a successful shield of a "physical" attack.
Projectiles do not trigger the Auto-Shield Counter, but it can be manually inputted (236D).

Full Moon

Cannot EX Shield = Ground Tap Shield = 4 frames.
Air Tap Shield = 6 Frames.
Only counts for Last Arc.
Normal Shield = Tap or Hold.
Can only cancel into Shield Counter (236D), specials or supers, when successful.

Held shield drains 1.0 meter per frame for 25 frames (25 spent).

Recovery All shields recover in 19 frames.

Buffered Moves

Like many games, Melty Blood allows you to input most actions slightly before you would be able to use them and have them come out on the first possible frame if you keep holding the button down. However, not all moves can be buffered for the same amount of time.

Buffer Time Action
0 Non-Command Normals
1 Standing Shield
Air Shield
2 2E Dodge/Airdodge
4E/6E Throw/Airthrow
3 Specials / EXs / Arc Drives
Command Normals
Crouching Shield
Shield Bunker
A+B Dash/Backdash/Airdash*/Dodge/Air Dodge
4/6 A+D Throw
Heat Activate / Meter Charge
6 44/66 Dash/Backdash
22 Fastfall (Nanaya/Hime only)

Airdashes have a minimum height requirement. Below this height, AB will result in an air B normal. Because of how MBAACC handles resolving inputs involving multiple buttons, using AB to instant airdash (both forward and backward) effectively has a 1f buffer (2f window for earliest IAD). Otherwise the buffer window is 3f as stated.

Landing Recovery Rules

  • Jumping with no action has no landing recovery
  • An air normal as Crescent or Half Moon has 2 frames landing recovery, +1 blockable neutral frame
  • Doing an air normal as Full Moon has only 1 blockable neutral frame
  • Airdash landing recovery depends on the character and whether its cancelled into another move. If cancelled into a normal, recovery defaults to the normal's recovery.

Combos

Grounded jump cancel

Some moves can be cancelled by a jump. However, if you've already jump-cancelled a ground move, you can't jump-cancel another ground move during the same combo. Double jumps are not counted.

Bounce

During a combo, when the opponent hits the floor, or hits the wall from certain attacks, there will be a white shockwave emanating from the point of impact and they will bounce. After three bounces, they are invincible until they recover from the combo.

Almost all throws, including command grabs, reset the bounce counter. (Exceptions include Len's and White Len's Air Throws.) For example, Satsuki has a lot of bounces in her combos, and uses her grabs to stop the bounce counter from reaching 3.

Universal Option Selects

While not on the same level of dependency as with other French Bread titles like Under Night or Type Lumina, there are a bunch of useful option selects that any character is able to use effectively.

5A or Throw (5A6E)

If your character has a 5A that whiffs on crouching opponents, by performing the input above, one of two things will happen:

- If they are standing or trying to jump, another 5A will come out.

- If they are crouching, you will whiff cancel the 5A into a throw.

Pros: Forces your opponent to stand block more, opening themselves to your lows.

Cons: Can often lose if the opponent is preemptively pressing an attack that goes under your 5A

5A that whiffs on crouchers
Character Move
WArc All Moons
Akiha Crescent Moon
VAkiha Crescent Moon
Hisui Crescent Moon
Mech-Hisui Crescent Moon
Kohaku Crescent Moon
Nanaya All Moons
Nero All Moons
Ryougi Half Moon* Note 1
Warachia Full Moon
  • Note 1: Half Moon Ryougi is the only character that will get a shield instead of a throw when doing 5A6E, so while it does whiff, she can't use this OS. Reasons as to why are unknown, spaghetti code is the most likely one.

Crouch Tech (1A+D)

One of the most common OS is also found here. Picture this situation.

-Your opponent has finished their blockstring with a Rebeat and are now +1, and they are using their dash to close the gap, their most likely options are one of these two, another 5A/2A to restart pressure, or a throw. Since they are really fast, you can't react to which one they are going to do, so you have to predict, right?

By doing 1A+D as they are next to you, one of two things will happen

-If they do the 2A/5A, it will get shielded.

-If they go for the throw, you'll get the throw tech.

Depending on your moon, you'll want to add different things you do after the 1A+D

-Crescent: 1A+D~A. If you shield, a 2A will come out, if you throw tech, the A input won't result in an attack. -Half: Since your shield is automatic, just do 1A+D.

-Full: 1A+D~236D/Special input of your choice: Same logic with Crescent. Since Full can instead choose to use a special instead of their normal shield counter, you can decide which one to use depending on the situation.

Pros: A lot of the regular pressure in Melty is now easier to dealt with, forces your opponent to restructure their offense, often with more risky alternatives.

Cons: If they do nothing, choose to go with an air dash, or dash and do a 5B/5C to crush your low shield, it will give them a counter hit starter, so the risk of failing to crouch tech is high.

Anti-Shield Counter OS (1A71A)

This is an OS that's specially useful against Half Moon as they cannot change the timing that they shield counter. It goes as follows:

-If they block your first 2A, a second one will come out.

-If they shield it, you will jump cancel the 2A and block their shield counter.

Pros: Makes a lot of your pressure safer, can be used to combat crouch tech or characters with specially deadly shield counter follow-ups. Cons: Less reliable against Full, and very risky against Crescent, since their shield follow-up will often be a normal, which can hit you while air blocking. Also, if they simply get hit, you'll jump cancel away, ending your pressure most of the time.

Anti-Heat OS (2AA 5B+D)

Whenever the opponent has access to Heat, you can use this OS. It would look like this in practice:

-If they don't Heat, you initiate your blockstring or combo.

-If they Heat, your 2A will cancel into a shield.

Note: Does not lead into a confirm if the character lacks a self-chaining 2A like C-Seifuku

Pros: Allows you to punish Heat while also keeping your advantage

Cons: Can often lose against other reversals

Anti-Bunker OS (5A6EEE)

Specially useful against Half Moon players that have a habit of using Bunker whenever they find themselves in a tough spot. Contrary to the 5A6E OS, your 5A needs to not whiff on crouchers to effective.

Note: Does not work if you are Half Moon yourself or if you can't self-chain your 5A like F-Ries.

-If they block, you keep doing 5As.

-If they shield bunker, you will throw them.

Pros: Still grants you a blockstring while not having to hard call out the bunker.

Cons: Doesn't work in all ranges, and you also don't really force a mix-up aside of bunker or no bunker, but this can be remedied if you deliberately go for other blockstring options.

General

Controls •

FAQ •

Getting Started •

System and Mechanics •

Links

Advanced

Advanced Mechanics •

Glossary •

Tier lists •

Patch Notes •

Internals •

Trials

Aoko Crescent Half Full

Aoko

Tohno Crescent Half Full

Tohno

Hime Crescent Half Full

Hime

Nanaya Crescent Half Full

Nanaya

Kouma Crescent Half Full

Kouma

Miyako Crescent Half Full

Miyako

Ciel Crescent Half Full

Ciel

Sion Crescent Half Full

Sion

Riesbyfe Crescent Half Full

Riesbyfe

V.Sion Crescent Half Full

V.Sion

Warachia Crescent Half Full

Warachia

Roa Crescent Half Full

Roa

Maids Crescent Half Full

Maids

Akiha Crescent Half Full

Akiha

Arcueid Crescent Half Full

Arcueid

Powered Ciel Crescent Half Full

Powered Ciel

Red Arcueid Crescent Half Full

Red Arcueid

V.Akiha Crescent Half Full

V.Akiha

Mech-Hisui Crescent Half Full

Mech-Hisui

Seifuku Crescent Half Full

Seifuku

Satsuki Crescent Half Full

Satsuki

Len Crescent Half Full

Len

Ryougi Crescent Half Full

Ryougi

White Len Crescent Half Full

White Len

Nero Crescent Half Full

Nero

NAC Crescent Half Full

NAC

Koha-Mech Crescent Half Full

Koha-Mech

Hisui Crescent Half Full

Hisui

Neco-Arc Crescent Half Full

Neco-Arc

Kohaku Crescent Half Full

Kohaku

Neco-Mech Crescent Half Full

Neco-Mech

reyeshourtiong.blogspot.com

Source: https://wiki.gbl.gg/w/Melty_Blood/Advanced_Mechanics

0 Response to "Melty Blood How Tdo I Continue"

Post a Comment

Iklan Atas Artikel

Iklan Tengah Artikel 1

Iklan Tengah Artikel 2

Iklan Bawah Artikel