Melty Blood
              Act Cadenza
       Mech-Hisui FAQ (v1, 14th September, 2006)
       Copyright 2006 Tariq mukhttar
       email: leblackdragon@yahoo.com
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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:
--------

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:
-----------

03.1) Movement:
---------------
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:
--------------
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:
--------------
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:
--------------------

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:
--------------

Mech-Hisui

04.1) Ground Attacks:
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INPUT           LEVEL   Hit  PROPERTY
-----------------------------------------------------------------------
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:
---------------------
 INPUT          Hit  PROPERTY
-----------------------------------------------------------------------
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:
----------------------------------------
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:
------------
- 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:
--------
- 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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