Melty Blood Act Cadenza Mech-Hisui FAQ (v1, 14th September, 2006) Copyright 2006 Tariq mukhttar email: leblackdragon@yahoo.com _________________________________________________________________________ Version 1.0 14th Sep 2005 _________________________________________________________________________ TABLE OF CONTENTS: ------------------ 01) Mech-Hisui 02) Key 03) System 03.1) Movement 03.2) Defense 03.3) Offense 03.4) Magic Circuit 04) Move List 04.1) Ground Attacks 04.2) Jumping Attacks 04.4) Specials 04.5) Arc Drive 04.6) Last Arc 05) Combos 06) Shield 07) Strategies & Pointers 7.1) 4B Flame 7.2) Jetpacks 7.3) Whip B 7.4) Projectile 7.5) Electric 7.6) 2B 7.7) Maids Stampede 7.8) Hammer Oki _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 01) Mech-Hisui: --------------- - Is a zoning/spacing character - Is projectile crazy - Has poor defense - Has poor offense - Her moves are very situation-dependant - Has surprising combo ability at long range distance - Presicion timing needed to fully utilize her - Her strongest combos are character dependant - Alot of her essential moves miss crouching characters _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 02) Key: -------- Directional Input: Control Layout: 7 8 9 4 N 6 1 2 3 1 = Back Down 2 = Down 3 = Down Forward 4 = Back N = Nuetral 6 = Forward 7 = Back Up 8 = Up 9 = Up Forward Buttons: A = Light Attack B = Medium Attack C = Heavy Attack D = Shield J.* = Press * while jumping EX = Button C with +100% Magic Circuit Hit Level: High = Hits High, can avoid by crouching Mid = Hits Mid Low = Hits Low, can be avoid by certain moves and jumping All = Hits any state Properties: Shield = Auto-Guards an attack Misc: Jc = Jump Cancel Dmg = Damage Inflicted Cmb = Comboed Hits Mgc = Magic Circuit Consumption Launch = Launches opponent into air Sweep = Knocks opponent of thier feet _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 03) System: ----------- 03.1) Movement: --------------- Dash Backstep Press 44_66, or 4_6+A+B to dash. High Jump Use 2369 to do a full screen jump. Double Jump When jumping, press 7_8_9 again to execute a second jump. Air Dash Press 44_66, or 4_6+A+B to air dash. 03.2) Defense: -------------- Dodge Press 2AB Air Tech To recover in the air, press 7_8_9 with any button to to recover in that direction. Ground Tech When falling, as you hit the ground tap 1_2_3 to recover in that direction. Shield Press D. Hold to maintain. Costs magic. EX Shield Press D right before impact. Gains magic. Shield Bunker Press 214D. Move with shield property. Can be done during block to break out at cost of magic. Reduce Damage Press any button during an attack to reduce damage. Beat Edge Press button in tempo to further reduce damag. 03.3) Offense: -------------- EX Edge Special move done with C while having more than 100% magic. Arc Drive 41236+C during Max circuit. Last Arc Perform Ex Shield during Blood Heat Mode in a specific position. Blowback Edge Hold down attack button to strengthen attack. 03.4) Magic Circuit: -------------------- Activation Press BC with at least 100% circuit to enter Heat mode. Doing this during Max will enter Blood Heat. Circuit Spark Press ABC while guarding or being hit during Max circuit to burst out. _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 04) Move List: -------------- Mech-Hisui 04.1) Ground Attacks: ----------------------- INPUT LEVEL Hit PROPERTY ----------------------------------------------------------------------- A High 1 2A Low 1 B High 1 2B Low 2 4B High 9 C All 5 [C] All 5 Shield Mid 2C Low 1 Sweap 2[C] Low 1 Shield Mid, Sweap 6C All 1 Launch 4_6+A+D Mid - Throw 04.2) Jumping Attacks: --------------------- INPUT Hit PROPERTY ----------------------------------------------------------------------- A 7 Can combo into another A B 1 C 1 [C] 1 Shield 2C 9 4_6+A+D 1 Throw, Reverse position 04.4) Specials: ---------------------------------------- NAME INPUT LEVEL PROPERTY ---------------------------------------------------------------------- Laser A 236+A High Laser B 236+B High Laser EX 236+C Mid Missile A 236+A High Arches upward Missile B 236+B All 2 missles, stright and down Missile EX 236+C All - You can launch as many missles as you want. Electric A 623+A All Launch Electric B 623+B All Electric EX 623+C All Sweep Barrier A 22+A All Shield High/Mid, Launch Barrier B 22+B All Shield High/Mid, Wire Barrier EX 22+C All Whip A 421+A All Launch Whip B 421+B All Unblockable, Wire Whip EX 421+C All - Whip can catch sweeped and jumping opponents close to ground. Jetpack (air) 214+A All Forward Angle Jetpack (air) 214+A All Back Angle Jetpack (air) 214+A All Stright Projectile (air) 236+A All Projectile (air) 236+B All Projectile (air) 236+C All Homing - You can launch as many Jetpacks as you want. 04.5) Arc Drive: ---------------------------------------- NAME INPUT LEVEL PROPERTY --------------------------------------------------------------------- Maids Stampede 41236C All Invincibility 04.6) Last Arc: ---------------------------------------- NAME INPUT Conditions ---------------------------------------------------------------------- Last Arc (Air) D Perform Ex Shield during Blood Heat Perform while jumping _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 05) Combos: ------------ - The life bar constitutes 10,000 points. - Damage is calculated with damage setting 3 - Combos are based on standing Opponents - For crouching opponents remove B - Keep in mind how much Magic Circuit you gain or lose with combos - Super-Cancel costs no Magic Circuit INPUT Dmg Cmb Mgc% ------------------------------------------------------------------------ 6C > Jc > C,D > Jc > C,D > Jetpack A 2731 6 0 > Throw 2867 6 0 > Jetpack EX 3193 9 100 Whip B > Laser B 1735 2 0 Whip B > Laser EX 2087 4 100 Whip A > A,B > Jc > B,C 1567 5 0 Electric B > Electric EX 2266 34 0 A,B,2C,C > B,C > Jc > B,C > Throw 3451 11 0 2A,2B > Whip A > J.C > Jc > J.C,D > Throw 2637 8 0 HCFC > C,6C > J.B,C > Jc > B,C > Throw 5127 22 Heat 2A,2B > Whip EX > 2B,6C > B,C > Jc > B,C > Throw 3702 11 100 > Jetpack EX 3988 13 200 2A,2B,B > Whip EX > 2B,B > Electric EX 3872 27 200 2A,2B,B,2C > Whip A > J.B > Jc > J.B > Jetpack EX 3739 12 100 2A,2B,B,2C > Whip EX > 2B,B,2C > Whip A > - - J.B > Jc > B > Jetpack EX 4483 16 200 _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 06) Shield: ----------------- - TBA _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 07) Strategies & Pointers: -------------------------- This section is under construction. 07.1) 4B Flame: -------------- - Remember it hits high, so it can be easily crouched and countered. - It's an excellent anti-air method. - It stays out even when you're hit. - It paralyzes your opponent in place if they touch it. - Cannot be air blocked. - You can combo out of it. - If you can predict where your opponent will land, you can permenantly keep them off the ground. 07.2) Jetpacks: -------------- - If you hold the button, Jetpack easily becomes a life savior, runnaway tool. - If it hits, you can combo afterwards. - Tiger-Kneeing these will almost nullify all jump-in attempts. - Get in the habit of release 2 tiger-kneed Jetpacks to force your opponent to rush you on the ground. Severily limiting their options. 07.3) Whip B: ------------ - This move cannot be blocked. - This move has tremendous range. - During your pressure strings, or after a well spaced 4B, throw out an EX Whip to catch them off guard. - Can combo into all Laser, and if you're on the half of the screen where the oppoenent hits the wall you can air combo. 07.4) Projectile: ---------------- - One close-range air-projectile B will equal an EX Drive. - Projectile EX is an excellent way to regain momentum and force your opponent to block. 07.5) Electric: -------------- - Electrics can be used to bait opponents. The lag from a blocked electric looks punishable. Whip out your EX Electric an instant after it ends to show your opponent otherwise. 07.6) 2B: -------- - It will whiff at close range. - It's an excellent punisher becuase it has much range, and can be comboed out of. Use this with Whip for devastating results. 07.7) Maids Stampede: -------------------- - This move has alot of start-up invincibility. - The Maids always enter from the back of the screen. So remember how long it takes them to cross the screen to where you are at. - Use this when you are cornered to punish jump-ins or throw out during holes, or frame-advantages in your opponents pressure strings. - Can be comboed into an air combo. - Though it can be blocked, this is a great anti-air move that'll glue your opponent in place. - When you opponent blocks it in the air, quickly dash in and use C to break their guard. They'll eat the Arc Drive and allow you to continue. 07.8) Hammer Oki: ---------------- - Dunno what can be made of this or it's application, but I'll mention it anyways: In the corner: 2C > Jump > C (hit them on the ground) > Immediatly A (this'll combo) Mid screen: 2C > Jump > Cross them with C (hit them on the ground) _________________________________________________________________________ ######################################################################### _________________________________________________________________________