Melty Blood
Act Cadenza
Mech-Hisui FAQ (v1, 14th September, 2006)
Copyright 2006 Tariq mukhttar
email:
[email protected]
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Version 1.0 14th Sep 2005
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TABLE OF CONTENTS:
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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
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01) Mech-Hisui:
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- 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
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02) Key:
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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
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03) System:
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03.1) Movement:
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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:
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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:
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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:
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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.
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04) Move List:
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Mech-Hisui
04.1) Ground Attacks:
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INPUT LEVEL Hit PROPERTY
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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:
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INPUT Hit PROPERTY
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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:
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NAME INPUT LEVEL PROPERTY
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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:
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NAME INPUT LEVEL PROPERTY
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Maids Stampede 41236C All Invincibility
04.6) Last Arc:
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NAME INPUT Conditions
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Last Arc (Air) D Perform Ex Shield during Blood Heat
Perform while jumping
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05) Combos:
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- 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%
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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
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06) Shield:
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- TBA
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07) Strategies & Pointers:
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This section is under construction.
07.1) 4B Flame:
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- 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:
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- 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:
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- 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:
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- 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:
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- 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:
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- 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:
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- 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:
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- 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)
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