Melty Blood Actress Again Current Code Iad
Standard Terms and Abbreviations
Another Arc-Drive (AAD)
41236C in BLOOD Heat will activate another, commonly stronger, version of the Arc-Drive. Using it will deplete all your remaining Magic Circuit.
Arc-Drive (Ad)
41236C in HEAT or MAX volition activate a graphic symbol'south special motility. Using information technology in HEAT volition deplete all your remaining Magic Circuit, in MAX information technology volition leave yous with 100% Magic Circuit
Blockstring
Strings (usually airtight) of attacks that get blocked.
Bunker
Inputting 214D with any moon characters. When used during guarding/blocking, your character will attempt to clash the oncoming opponent's set on and follow up with a unique bunker attack. For half moon characters, this attack has invincibility frames, knocks downward without dealing damage, and costs 100% meter. For other moon characters, this attack deals damage and costs 50% meter.
When washed outside blocking, the characters does a quick EX shield and then follows upwards with the damaging version of the bunker (even if you are using half moon style). This does not cost any meter, but degrades guard bar. Has a clash frame on startup.
Circuit Break
Certain moves put the opponent (and, rarely, the role player) in a state where they can't proceeds or apply meter. Their Magic Circuit meter becomes cracked and imperial and have the words "Excursion Suspension" on it, with the bar indicating how long the state will final. Any meter they had before will exist kept after the Circuit Intermission ends.
Counter Striking (CH)
When a movement hits the opponent while they have a move out during its startup or active frames. Puts the opponent in a longer catamenia of hitstun and untech time than a normal hit, and may even knock them down. Some moves and actions can exist counter hit during recovery besides, making them much riskier to use.
Cross-Up
Passing over the opponent and striking their back while they are facing the wrong way. Considering of the cross-upwardly protection Melty has, when this happens the opponent can block both ways without worrying about getting striking.
Dodge and Air-Contrivance
2E or 2A+B causes the character to shine and go invincible for a short time. However, it has recovery, and so it is not possible to dodge every attack. A contrivance weakens the guard bar, so information technology shouldn't exist overly relied upon for defence.
Some characters' basis dodges are really rolls that moves your character toward a direction. This tin be used to become behind the opponent.
Air dodges have uses exterior that of simply avoiding the opponent'south attack. They can be used to realign your character to face the opponent in air during combos or for cross ups.
Frame Trap
A sequence of moves in which one (commonly advantageous on block) attack is used, followed past a 2d one that hits as soon every bit the opponent's hit/block stun ends. This leaves a very small gap during which if the opponent tries to utilize a move such equally 2A, they will get counter hit during their startup by the frame trap's next attack.
This can besides be referred to as Stagger Pressure in blockstrings.
Guard Bar
The short bluish bar you run across below the life bar. This volition deplete whenever you baby-sit (holding four or one) your opponent'due south attacks. Successful EX guards replenish the bar instead. If it is completely depleted, the guard is crushed.
Subsequently the showtime air dodge or whiffed shield, the bar turns crimson gray. The second time, it turns completely red. The redder the guard bar, the weaker information technology is to attacks. An assail that dealt certain bluish guard bar damage will deal several times more to a crimson guard bar. Thankfully, the baby-sit bar gradually returns to its original blue condition over time.
Guard Break
Note: The game uses "Baby-sit Intermission" to refers to fully depleting the baby-sit meter. See #Baby-sit Crush.
A situation when a histrion uses an air unblockable set on to pause the other player's air guard, or when a more often than not unblockable attack hits a grounded baby-sit.
Guard Crush
A state where the grapheme becomes immobile and helpless afterwards their guard bar is fully depleted. The guard bar quickly refills after the baby-sit crush.
Chosen "Baby-sit Break" in-game.
HEAT, MAX and BLOOD Rut
Rut is a state entered by pressing 5ABC or 5E with at least 100% Magic Circuit. While in HEAT, cerise life slowly regenerates. Arc-Drives can exist used in HEAT mode. Similarly, in MAX mode both Arc-Drives and Circuit Sparks can be used, merely without the regenerative furnishings of HEAT. Lastly, BLOOD Rut is entered when pressing 5ABC or 5E when in MAX. Wellness regerates faster and both Another Arc-Drives or Terminal-Arcs tin be used.
Annotation that at that place are differences regarding Oestrus amid the 3 moon styles. Please read the Melty Blood/Moons page for more info.
Run into too: Circuit Meter
Initiative Oestrus (IH)
It's like a Roman Cancel in GG, simply accessible by Full Moon characters in Max mode. Press A+B+C during an attack to abolish the current attack animation and return to a neutral land -- can also exist done in the air. Doing this will instantly heal all red life into yellow life and return the graphic symbol to "Heat" mode.
Instant Air (Back)Dash (IAD/IABD)
This is a fashion to perform an airdash as soon as you leave the footing, its input is 6956 / 4754.
Last-Arc (LA)
Successfully EX-Shielding an opponent'south attack while crouching, standing or in mid-air (this depends on the character performing the Final-Arc) will actuate a special attack that unremarkably pauses the opponent's movements and counter attacks for smashing damage.
Magic Excursion
Likewise called Circuit Meter or just Meter. Read the Excursion Meter page for more info.
Meaty
Using an attack as an opponent is waking, forcing them to cake. Characters tin can use invincible starup reversals or shields to beat the technique.
Mix-up
Technique used to brand an opponent guess betwixt two or more dissimilar actions that crave dissimilar reactions, such a followup set on that could either exist a depression or an overhead attack.
Moon Styles
There are 3 different moon styles: Crescent Moon, Half Moon and Full Moon. These are abbreviated with C, H and F respectively. These abbreviations are also used when referring to a character in a specific fashion, e.g. C-Nanaya, H-Ryougi, F-Kohaku etc.
Please read the Melty Claret/Moons page for more than info on the differences among the moon styles.
Okizeme
Fix-play done on the opponent's wakeup.
Option Select (OS)
A command commonly consisting of several buttons that will perform a dissimilar activity depending on what the opponent's own action.
Meet the Option Select section of the Melty_Blood/Controls page for examples.
OTG
A state where you can however be hitting while On The Footing. Unremarkably used to refer to strings performed on downed opponents.
Safejump
A jump-in attack used as a meaty. Referred to equally safejump for beingness safe against reversal attacks as landing will cancel your aeriform normal'south recovery and let y'all apace block or but out-space any wake-upwardly attacks such as invulnerable DPs. However, every bit per the landing recovery rules, only Full Moon characters can instantly cake on landing.
Sandoori/Sandori
Term used to denote the side switch air dash movement to bypass the cross-up protection. After crossing upwards it's usually inputted as 6954 or 4756 (Both notations are relative to the side you lot were in before crossing). The term is an abbreviation of the word "Sandaa Dorifuto" (サンダー・ドリフト) which is a Japanese pronunciation of the word "Thunder Drift". This has been commonly mistaken to denote 3-way mixups due to "sandoori" beingness misinterpreted as "Three way".
Shield and EX-Shield
D in air and ground. When shielding, one striking of an incoming assault is nullified. EX shield is a shield done correct before the assail connects. Holding shield drains meter quickly, so its unwise unless the benefit outweighs the cost. When the offset hit of certain muti-hit attacks are shielded, you lot volition automatically shield all subsequent hits (known as automobile-shielding).
Some attacks must be shielded continuing or crouching, similar to guarding. Exist enlightened that in that location are low attacks that tin can exist shielded loftier and vice versa. Some attacks (mostly grabs) are unshieldable.
A successful shield grants v% meter, and the attacker receives no meter while forced to complete the assail blitheness. Thus, hitting the unfortunate opponent after a shield (commonly with a shield counter 236D) usually results in a counter hit.
Startup
After inputting a move, it is the amount of frames that must pass prior to reaching the active frames. Otherwise known as "True Startup" as it does not include the outset active frame.
Teching
Recovery from midair hitstun or knockdown performed past pressing a button and a direction in midair, pressing a direction right before hitting the ground, or pressing a direction after an OTG assault. Vulnerable to attack (tech trapping/punishing). Some characters can set up near unescapable tech trap situations.
The Neutral Frame
The Neutral Frame is a frame that nearly all actions must pass through after the recovery frames. On this frame, one can block and tech throws, just not act otherwise.
Tick Throw
A throw performed later getting a fast attack blocked, usually 5a/2a. The throw is delayed to avoid the 7f throw protection window after blockstun.
Tiger articulatio genus (TK)
When an aerial move (such every bit j.236) is input on the ground earlier a jump (with 2369X/2367X/2368X) for use as close to the ground as possible. Changes usage for some moves and may even alter recovery. More than examples include: 2149X/2148X/2147X, 4219X/4218X/4217X, etc
Which-manner
Cryptic mixup involving a combination of left/right and high/low mixups.
Notation
Numpad Annotation
In society to represent directional inputs, numbers from a numpad are associated with directions ingame.
7 | eight | 9 | ||||
4 | 5 | 6 | ||||
1 | 2 | 3 |
Commands are always denoted bold that y'all're on the left facing right. Keep in mind that the numpad is mirrored when you face up from correct to left. In other words, 6 is always forward, and 4 is always backward.
Common Motions
Forward | Backward | |||
---|---|---|---|---|
Quarter circle | 236 | 214 | ||
Dragon punch | 623 | 421 | ||
Half circle | 41236 | 63214 |
See also: Melty Blood/Controls
Standard Notation
This is the standard notation for transcribing combos on this wiki. You'll find similar notation conventions in other airdashing fighting games, equally it makes combos or circuitous blockstrings like shooting fish in a barrel to describe and read. Less formal equivalents of certain notation and supplementary notes will exist noted with *LF:. Coincidental notation is to exist avoided on the wiki unless otherwise observed to prevent ambiguity, especially when there aren't easily attainable visual demonstrations of a combo.
You lot volition come across grapheme pages that are more up to date use this table in their philharmonic sections, for quick reference:
Combo Notation Help | |
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Disclaimer: Combos are written by various writers, so the actual annotation used in pages can differ from the standard one. For more data, see Glossary and Controls. | |
X > Y | X input is cancelled into Y. |
Ten > delay Y | Must wait for a short period before cancelling 10 input into Y. |
X, Y | Ten input is linked into Y, meaning Y is done after X's recovery menses. |
X+Y | Buttons 10 and Y must exist input simultaneously. |
Ten/Y | Either the X or Y input can be used. |
X~Y | This notation has ii meanings.
|
10(w) | Ten input must not hit the opponent (Whiff). |
j.X | X input is done in the air, implies a bound/jump cancel if the previous move was done from the ground. Applies to all air chain sections:
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sj.X | X input is done after a super bound. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively. |
dj.X | Ten input is done after a double jump. |
sdj.10 | X input is done subsequently a double super jump. |
tk.X | Stands for Tiger Knee. Ten motion must exist buffered earlier jumping, inputting the movement as close to the ground as possible. (ex. tk.236A) |
(10) | 10 is optional. Typically the combo will exist easier if omitted. |
[X] | Input X is held down. Too referred to as Blowback Edge (Be). Depending on the graphic symbol, this tin indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input 10 is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge. |
{Ten} | Button 10 should only be held downwardly briefly to get a partially charged version instead of the fully charged ane. |
X(N) | Set on "Ten" should only hit N times. |
(XYZ)xN | XYZ cord must exist performed Northward times. Combos using this notation are normally referred to as loops. |
(XYZ^) | A pre-existing combo labelled XYZ is inserted here for shortening purposes. |
CH | The first attack must be a Counter Hit. |
Air CH | The first attack must exist a Counter Hitting on an airborne opponent. |
66 | Performs a basis forrard dash. |
j.66 | Performs an aerial forrard dash, used equally a cancel for sure characters' air strings. |
IAD/IABD | Performs an Instant AirDash. |
AT | Performs an Air Throw. (j.6/4A+D) |
IH | Performs an Initiative Heat. |
AD | Performs an Arc Drive. |
AAD | Performs an Another Arc Drive. |
>「Cancel」
Indicates that the recovery menstruum of the preceding movement should explictly be cancelled by the next input. Most of the time, it just means "press this adjacent", but is used for clarity's sake. For example, "5A > 5B > 5C".
,「Link」
Indicates that the adjacent move should explictly exist linked afterward the recovery of the previous move ends. Link timings if tight/important will exist written equally a comment. For example, "5A,5B,5C".
- LF: Cancels and links alike are represented by spaces or by no space at all. They additionally driblet lever position if its neutral, for brevity's sake. For example, "A B C", "ABC". However, in formal note spaces are used for readabiity and between moves and special deportment that either don't have animations to abolish/link from, or have weather/animations that must complete.
~「Follow Up」
Reserved for specific moves that can abolish into specific followups. Can exist used to specify specific rekkas, if the input would bring a different motion instead when linked. When in doubt: If the movement tin can't be washed from pressing the input in neutral, its indicated with ~. For example, "236A~236C~236C~236C"
j.「Aerial Move」
Indicates the following move is washed in the air, implies a jump if the previous move was done from the ground. For instance, "j.A".
dj. / sj. / sdj.「Double/Super/Super Double Jump Move」
Different the former, explicitly indicates the motility is performed after a double, super, or double super spring. For example, "dj.A, sdj.6C".
- Can be input in two ways: the Superjump control, or just tap 9 with 1f timing. While the 1f timing sounds hard in theory, it is very piece of cake to practice if y'all need to practice a super doublejump during a combo: Just press and release 9 during the hitstop of the air motility you are going to super doublejump cancel.
- LF: Multiple moves performed in the same jump arc are often written together without explicit prefixes, and a new jump will be indicated past a new prefix. For example, "j.ABC j.BC".
tk.「Tiger Genu」
Usually prepended to a special move, it means it should exist performed as close to the ground as possible by buffering the input motion before jumping. For example, "tk.236B".
66「Dash」
Indicates betwixt the previous move and the next move, a dash should exist performed. Footing or air nuance is context dependent. For example, "5B 66 5C", "j.B 66 j.C".
- LF: Also indicated past "ad", merely can be confused with "Ad" (used informally for airthrow) and "Advert" (used formally for Arc Drive). Its all-time to stick with 66 for clarity.
IAD / IABD「Instant Air Dash/Instant Air Dorsum Dash」
Explicitly indicates the following move is performed after an Instant Air Dash. For example, "IAD j.A", "IABD j.6C".
XJCY「Jump Abolish」
Explcitly indicates the previous move's recovery should exist cancelled into a specific jump, where 'X' is the spring type and 'Y' is the spring management. Usually implictly indicated using j., dj., sj., and sdj., but should be used when a string becomes cluttered or unclear from prefixes alone. For example, "5B JC j.2C", "5B sJC9 j.B > j.5C sdJC9 j.C"
[X]「Charge/Blowback Edge」
Indicates a push button should exist held to fully charge the motility. Often indicated by both a flash and a sound cue when washed successfully. For instance, "5[B]", "j.[B]".
{X}「Partial Charge」
Explicitly indicates a push should be held to delay a move, only non long plenty to fully charge it.
xAT「Air Throw」
Indicates an air throw should be performed, where 'x' is a number specifying explicitly which direction should exist held. If no directions are notated, assume a forward air throw is performed.
- LF: Sometimes indicated with Advertizement, 6A+D, or iv/6E instead, 6A+D beingness an acceptable explicit synonym.
(Special Action)xN
There's many different things that tin go hither.
- Whiff: Indicates the preceding move should exist whiffed. For example, "5C > 5A(westward) > 6B".
- X Hit: Indicates the preceding move should hitting only on its Xth hitbox. For example, "j.B(2) > j.63214A".
- Delay: a context sensitive note that either asks for a sizeable delay between moves, or a slight delay for when a move is cancelled into (for example when placed betwixt a cancel from a previous movement and the next motion)
- Oestrus: Specifies a rut activation. Very rare to appear in annotation.
- X^: Indicates a previously discussed loop or move cord is inserted hither. For case, "(Pit Loop^) > j.B > j.C", where 'Pit Loop' is a labelled combo.
A special action is done one time, only if xN is written after information technology, the action is repeated 'Northward' times. If the letter of the alphabet itself is written, then information technology means the number of times depends on context or grapheme.
(Option A)/(Selection B)/...
The above note indicates multiple possible special deportment, with two ways it tin can be utilized. If the options are curt (a few moves or less), then they can remain enclosed in the bracket. For instance, "(2A)/(5A) > 2B > 5BB"
Otherwise, its best they point to a seperate line with the selection'south string, simply like standard (X^) notation.
(Optional Selection)
The above note indicates the enclosed activeness tin can exist omitted without compromising the string. For case, "(2A >) 5B > 5B"
reXjumpY「Render to Footing and Jump Again」
Indicates between the previous move and the adjacent one, the character lands on the ground and jumps once more. 'X' indicates the jump type, Y indicates the jump direction. For example: "sdj.B rejump j.6C", "j.63214A rejump9 j.A", "j.2C resjump j.C".
- LF: Often indicated implicity with "land" instead, and is an acceptable substitute when leap or air action specificity isn't important or to emphasize a render to basis.
IH「Initiative Heat」
Indicates an Initiative Heat should be performed to cancel the previous motility's active frames or recovery into the next move.
AD / AAD「Arc Drive/Another Arc Bulldoze」
Indicates Heat mode should be ended with an Arc Drive. Specific to combos that offset in Heat.
Notation Example
The following is a Powerd Ciel combo, meant to demonstrate the in a higher place note rules.
Meet this page for details specific to the template used here.
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Source: https://wiki.gbl.gg/w/Melty_Blood/Glossary
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