Melty Blood - Satsuki Yumizuka - Crescent Moon
This is what I could discover regarding Satsuki Yumizuka's Crescent-Moon variant in relatively short-order. This is probably not an exhaustive list and some of this may be wrong but I am not able to 100% test everything. This also does not include any potential properties gained through Counter-Hits. I will follow this up with Half-Moon and Full-moon in due time.
Crescent Moon:
Notable - Extremely poor air-to-ground pressuring ability. Cannot jump-cancel any aerial jump-ins on block. Standard throw tosses enemy in the air. Command grabs offer no movement bonuses.
Normals:
5A - Long reach. Hits crouching close only. Maybe a decent anti-air? Even on block.
2A - Long Reach. Not a low. Slightly negative on block.
5B - Swipe. Moves forward a fair bit. Very negative on block.
2B - Standard horizontal punch. Not a low. Slightly positive on block.
5C - Ground pound. Chargeable(gains overhead and ground-bounce properties, more damage). Very negative on block with and without charge
2C - Sweep, low. 2hits, 2nd hit knocks down. Chargeable(3 hits, 2automatic, more damage). Negative on block without charge, positive with charge.
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 - Poor air-to-ground hitbox. Not an 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 hit or block.
Specials:
236A - Command grab, can combo, blockable. Large hitbox. Negative on block.
236B - Command grab, can't combo, unblockable, can be followed-up. Not Invincible at all.
236C - Command grab, can combo, blockable. Has a ground bounce. HUGE HITBOX. Very Negative on block. Not invincible on startup but seems to be right after.
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.
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 without jump-canceling.
214C - Wall slams opponent(almost corner to corner), not an overhead. Slightly negative on block regardless of distance. Not invincible at all.
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. Invincible on startup.
22A - Ground Pound, launches enemy high. Super negative on block.
22B - Ground Pound, launches enemy low. 2-hits, more damage. Super negative on block.
22C - Ground Pound, wall slams. Can be followed up. Huge hitbox. Suuuuuper negative on block.
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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