Melty Blood - Satsuki Yumizuka - Full Moon
I noticed even more differences between the three on this variant. Different attacks, different properties on similar attacks, and even different frame data. They are like 3 different characters with the same skin. I kind of wish they were all one character, though, since there's something to love about each one!
Full Moon:
Notable - Extremely poor air-juggling ability. Standard throw tosses enemy in the air. No unblockable meterless grabs.
Normals:
5A - Short range kick, low. Positive on block.
2A - Short range poke, low. Positive on block.
5B - Short shoulder charge, moves Satsuki forward a little bit. Slightly negative on block.
2B - Standard horizontal punch. Not a low. Slightly positive on block.
5C - Downward chop, moves Satsuki forward slightly, chargeable. Charge moves forward a tiny bit more and does more damage. Not an overhead, not even when charged. Charge gives a low ground bounce on hit. Even on block without charge, slightly positive with charge.
2C - Sweep low. 2hits, 2nd hit knocks down. Chargeable(3 hits, 2automatic, more damage).
3C - Forward slide, low, causes knockdown, chargeable. Charge goes farther and knocks way higher, very far reach, does more damage. Cannot jump cancel on hit. Very negative on block without charge but slightly negative with charge.
j.A - Horizontal jab, bad hitbox, overhead.
j.B - Decent hitbox, overhead.
j.C - Chargeable, overhead. Best jump-in Does slightly more damage while charged and ground bounces. Charge can be jump canceled on on hit or block.
Specials:
236A - Hopping command grab, cannot combo excet on counter-hit, blockable, chargeable. Charge cancels grab. Throws opponent behind Satsuki. Decent hitbox. Slightly negative on block.
236B - Hopping command grab, cannot combo, blockable, chargeable, can be follwed-up. Decent hitbox. Positive on block.
236C - Hopping command grab, cannot combo excet on counter-hit, blockable, ground bounces. Decent hitbox. Negative on block. Not invincible.
623A - Uppercut/ground-to-air collider grab, can combo, fast, chargeable. Not sure what causes grab vs. uppercut. Charging drops opponent in front of Satsuki for oki, otherwise she throws them in the opposite direction for slightly more damage.
623B - Ground-to-Air collider grab, can combo, slightly slower than A version, chargeable, can be followed-up. Charging/not charging does the same as the A version. Can be followed-up on charge.
623C - Ground-to-Air collider grab, can combo, ground bounces. Not invincible.
214A - Quick attack, moves Satsuki forward a good amount. Charging cancels attack. Can be jump-canceled only on hit. Negative on block.
214B - Slower than the A variant, overhead, ground bounce, chargeable. Charge does more damage, wall slams instead, and is jump-cancelable on hit or block. Slightly negative on block without charge very negative on block without jump-canceling.
214C - Wall slams opponent(almost corner to corner), not an overhead. Slightly negative on block. Not invincible.
421A - Ground-to-air jump-grab, good close hitbox. Ground bounces. Can't follow up.
421B - Ground-to-air jump-grab, reaches much further up but doesn't work as well close up. Ground bounces. Can't follow up.
421C - Ground-to-air jump-grab,same range as B version and same problem close up. Ground bounces, can't be followed up, but oki is possible. Not invincible.
22A - Ground-based projectile. Slightly negative on block regardless of distance. Negative on block.
22B - Ground-based projectile, launches opponents low. Very negative on block.
22C - Ground-based projectile, launches opponents low, 5-hits. Hard(impossible?) to follow up outside a counter-hit. Very negative on block. Not invincible.
41236C - Powerful command grab for 100-meter, fast and good range, Max Heat only. Powered version is Blood Heat only. Unblockable. Lunges very far. Invincible on startup.
63214C - Command grab. Unblockable. Short hitbox. 100-meter. Super fast. Not invincible.
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