You can jump out during the super flash. Add any external links to ressources such as video guides or articles. Very useful in blockstrings and staggering combos as it propels Ryougi forward, allowing her to catch any backdash cancels. Very strong reversal at the cost of BLOOD HEAT. Buttons X and Y must be input simultaneously. 22A - Ryougi flips forward and throws the knife at a downward angle. Multi-hit attacks can beat clash since they will still progress to the next hitbox.) Hits behind on everyone except: Tohno, Sion, Satsuki, Len, WLen. Slow, long-range crouching low slash that also moves Ryougi forward. Can be used for off-the-ground pick ups. (X) denotes combined and scaled damage tested against standing V. Sion. CH = Cancelable into the next part of the same attack (Chain in case of specials). If blocked, Ryougi will not be in counterhit state, but have enough time to combo off the recovery. Best whiff cancel move for pressure and stagger strings. Mid-range knife swipe with excellent horizontal range and clash frames. Performs an aerial forward dash, used as a cancel for certain characters' air strings. オールオーバー メルティブラッド ~ Melty Blood Actress Again for Limited Edition Original Sound Track. Chaque personnage a accès à trois modes de jeu - crescent moon, half moon, et full moon - avec des mécaniques de jeu distinctes pour chaque mode. The character goes into one frame where they can block but not act afterwards, which is not counted here. It has terrible lag on whiff however, and is prone to backdash-canceling and dodges. If you really need to, you can use it as an emergency anti-air, but you'll probably get beat out. Corner Combos. A pre-existing combo labelled XYZ is inserted here for shortening purposes. Can be charged for a hard knockdown. Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. (x) denotes frame gaps where there are no hitboxes is present. Will activate when shielding any projectile, from Hime pillar to Aoko's Arc Drive. Melty Blood Actress Again is the fourth game of the Melty Blood series. Air-untechable knockdown. On hit against ground opponent, has a special EX followup. Used primarily in combos and pressure strings to add damage/deplete guard meter. 2A 2B 5C 2C 5BB 214A 2C 5C 236C Combo combo with meter, less damage but good okizeme and gives you time to pickup the knife. If during BLOOD HEAT, a DP is EX shielded, the screen will flash white as if to signal the activation of the Last Arc, but the throw whiff animation will come out instead. X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. 2A 2B 5C 2C 5BB 214A 2C 5C (5BB) Combo-Ender Combo corner for damage. Red: Hit(/Grab) Boxes. Best combo starter. For more information, see Glossary and Controls. ±x~±y denotes a range of possible advantages. The move is akin to a throw/uses the throw animation, so it will whiff/cancel/not activate when shielding DPs. Charged Unblockable. Mise à jour majeure. Combos using this notation are usually referred to as loops. The opponent has to be on the ground when you start the Rekkas, or else "236C" will not hit.