Monday, January 11, 2016

Melty Blood - Satsuki Yumizuka - Half Moon

Melty Blood - Satsuki Yumizuka - Half Moon

Satsuki Yumizuka

I finished up all my findings on the Half-Moon variant.  I even discovered some new stuff and updated my previous post on the Crescent-Moon.  I also learned there are a lot of differences between these two characters.  They may look similar but they have some very different shenanigans.

Half Moon:

Notable - Can air juggle.  Can jump cancel all aerial attacks on hit or block except charged j.B.  Standard throw puts opponent on the ground.  Does not have any version of the 421X Slam Dunk attack.

Normals:

5A - Short range slap.  Hits crouching at full distance.  Even on block.

2A - Short range, low.  Even-ish on block, maybe even slightly negative.

5B - Swipe.  Moves forward a fair bit.  Very 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.  Slightly negative on block without charge, with charge it is even on block.

2C - Sweep low. 2hits, 2nd hit knocks down.  Chargeable(3 hits, 2automatic, more damage).  Very negative on block without charge, with charge it becomes positive on block.

3C - Forward slide, low, causes knockdown.  Charge goes farther and knocks way higher, very far reach, does more damage.  Cannot jump cancel on hit.  Very negative on block without charge, with charge it is less negative but still bad.

j.A - Poor air-to-ground hitbox.  Not an overhead.

j.B - Decent hitbox, overhead, chargeable.  Charge version is very active and ground bounces.  Cannot jump cancel on hit or block.

j.C - Chargeable, overhead.  Best jump-in  Does slightly more damage while charged and ground bounces.

Specials:

236A - Sliding command grab, can combo, blockable.  Can grab aerial opponents low to the ground.   Large hitbox.  Negative on block.

236B - Sliding command grab, can't combo, unblockable, slides further than A version, can be followed-up.  Large hitbox.  Not invincible.

236C - Sliding command grab, can combo on counter-hit, blockable, ground bounces.  Can grab aerial opponents low to the ground.  Huge hitbox.  Negative on block.  Invincible on startup.

623A - Ground-to-Air collider grab, can combo.  Drops opponent in front of Satsuki.

623B - Ground-to-Air collider grab, can combo, slightly slower than A version, can be followed-up.  Drops opponent in front of Satsuki.

623C - Ground-to-Air collider grab, can combo, ground bounces.  Not invincible.

214A - Quick attack, moves Satsuki forward a good amount.  Can be jump-canceled only on hit.  VERY POSITIVE ON BLOCK.

214B - Slower than the A variant, overhead, ground bounce.  Positive on block.

214C - Wall slams opponent(almost corner to corner).  Not invincible.  Slightly negative on block.

22A - Ground-based projectile.  Slightly negative on block regardless of distance.

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.  Not invincible.  VERY POSITIVE on block.

41236C - Powerful command grab for 100-meter, fast and good range.  Unblockable.  Lunges very far.  Invincible on startup.

63214C - Command grab.  Unblockable.  Short hitbox.  100-meter.  Super fast.  Not invincible.

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