Melty Blood Actress Again Shiki Ryougi Best Moon

Character Page Progress

This page has been merged with translations from the French wiki BasGrosPoing

This folio is still a work in progress renovation-wise, consider joining as an editor to help aggrandize it. Please update this character's roadmap page when i of the editing goals have been reached.

In Progress To-do
  • Combos:
    • Add damage and meter gain/given numbers to the pre-existing combos.
  • Overview/General Gameplan:
    • Add a brusk summary of this character with a list of strengths and weaknesses
    • Practice your all-time to describe how to play this character, change or add together subsections based on what you would write equally a guide.
  • Movement Descriptions:
    • Expand upon the shorter move descriptions.
  • (Boosted Ressources/Players to watch/ask)
    • (Add any external links to ressources such every bit video guides or articles.)
    • (If you know whatever players in item that can exist helpful for learning this graphic symbol, please add them with, if possible a way to contact them (such as a Discord handle) and a proper noun that tin can be searched in the match video database.) -> Check for non-JP players.

Boosted Resource

C-Ryougi Match Video Database

Players to watch/ask

JP:

  • ieda (いえだ)
  • taico- (たいこ)

Overview

Playstyle

link C-Ryougi is the princess of gimmicks.
Pros Cons
  • Good general mobility: Average run speed combined with an absolutely fantastic airdash.
  • Strong neutral: Her aerials are incredible, j.B is notable, which absolutely controls the skies, and she tin can speedily reposition to catch airborne opponents landing. Her grounded buttons are expert as well, outranging many characters.
  • High corporeality of gimmicks and knowledge checks: Unblockables, rekkas, rebeats, overheads, and a crossup overhead that is safe on cake, C-Ryougi is never out of gimmicks to catch y'all with.
  • Menacing in Blood Heat: A fearsome grapheme in BH, her AAD is one of the all-time reversals and command grabs in the game and her Concluding Arc does 7k damage unscaled.
  • Weird hurtbox during hitstun: A lot of characters lose routes and confirms on Ryougi, giving her an additional hazard at life.
  • Loftier meter gain: C-Ryougi gains well-nigh a full bar from most of her combos.
  • Good damage with meter: Using her unique "Genei Jin" super, C-Ryougi can break 6k, damage far above what a graphic symbol of her tier should be getting.
  • Poor defense: 5A being tiny, her fastest push you lot can utilize in most abare situations is 2A. She also completely lacks meaningful reversals exterior of Blood Estrus.
  • Extended hurtboxes: C-Ryougi extends a lot of green before and during her active frames on nigh of her pokes, making it easy to become counter-hitting without pristine spacing. In do, this can make it difficult to antiair a lot of characters.
  • Depression impairment without meter: C-Ryougi'due south principal BnB doesn't even break 4k, coupled with her highly contemporary crime this can make a clean combo difficult to offset.
  • Frequent returns to neutral: Her airthrow gives her weak to nonexistent okizeme midscreen and mediocre okizeme confronting most of the cast in the corner, whereas j.236X ender is usually a render to neutral if the opponent doesn't go for risky plays. Her rebeats don't put her at an advantageous position either most of the fourth dimension.
  • Low health: Ryougi has the fifth everyman HP in the game and insignificant guts. She bleeds for her mistakes; C-Ryougi specially with how contemporary her law-breaking is.
  • Long recovery on pokes: Her recovery on non-5A moves is at best 17 frames, messing up your spacing can mean game over.

General Gameplan

C Ryougi is generally considered the worst of the 3 moons, due to her mostly gimmicky pressure and smaller buttons compared to the other moons. That being said, she gains a few notable things over said moons: An invincible reversal in the form of Rut on demand, which also increases her survivability when able to heal scarlet wellness. She also gains an actual leap in push button in the grade of jB, which is too an incredible button that is used very liberally. C Ryougi wants to use her fast movement and bully air buttons to ostend hits and keep you on the ground.

Neutral

More often than not being precise with j.B and 5B.
Use your quick airdashes to get in or retreat.
Retreating is important for C-Ryougi, every bit it sets up her quick airdash to arrive when the moment presents itself.

Offense

C-Ryougi has mediocre pressure and unremarkably ends up giving up on it and falling back to neutral, unless you desire to take some take a chance.
Example blockstring: ...5B > 2C > 5A(whiff) > 5B > 2C... Cancelling into an A normal from 5C is +ane, and +2 on 2C. 5BB is -1. If you desire to have risks, y'all should go for rekka loftier/low (236A>214A/214D), frame traps(half charge 5C or 6C), unblockables (apply 5C or 6C the others are too slow), or the 421 series for a crossup overhead (preferably B because that one is spring cancellable so you won't dice on block) Should you become a hard knockdown through A rekka, 214B, or 421B, you lot tin time safejump with j.B or, should yous be feeling frisky, use 623[A]/[B] every bit a meaty. Because these moves are unblockable and provide untechable knockdown, they're a proficient choice should yous exist fighting an opponent without a meterless reversal, or without meter for said reversal. Possible to be jumped out of should the meaty non exist tight enough.

Unblockables

You have v unblockable moves. They are by and large weak, but work well vs F-Moon opponents, because they don't accept the choice to dodge.
Since they cannot contrivance, they are forced to shield it, or use some kind of reversal. They ordinarily shield it, as it is easier.
You cannot combo from hit an unblockable.

  • 5[C] is the fastest unblockable. Active on 31st frame. Main drawback of this move is that opponent can tech in the air afterward getting striking.
  • half dozen[C] is active on 33rd frame. All the same opponent cannot tech in the air, so you tin can catch them teching on the ground if you guess right. It also has bigger range than 5[C] and doesn't movement you lot forrard. Range can be important, as even if they shield it, some shield counters volition whiff.
  • 623[A] is active on 38th frame. This is an unblockable yous want to do as a meaty rather than pressure reset. As meaty it is fairly safe to do midscreen, because you will dash backside the opponent even if they shield. It can still exist punished past unorthodox ways like weird specials, practiced backdashes.
    Sometimes this move is useful to use later catastrophe combo with j.236B. Opponent is going to be high in the air, and will not see where you are on the basis. So this movement might grab them off guard.
  • 623[B] is active on 45th frame. Useless, same properties equally 623[A] just slower.
  • 623[C] is active on 40th frame. Same backdrop as 623[A] simply a bit more than dmg + screen wink might scare opponents into trying to cake information technology.

One big annotation well-nigh unblockables is that they do big amounts of red hp damage.

  • 5[C] and vi[C] practice 1500 normal hp dmg, and 3000 ruby-red hp dmg.
  • 623[A] and 623[B] do 1500 normal hp dmg, and 3500 red hp dmg.
  • 623[C] does 1900 normal hp dmg, and a whopping 4500 cherry hp dmg.

So consider opponents cherry-red hp gauge and if you want to clear it.

421 series

C-Ryougi has a unique 421 series that crosses up and hits overhead. The monke flip.
This move pretty proficient as it tin can exist cancelled from normals, and is non easy to punish.

  • 421A is the fast version. Active on frame 30. Big drawback is that it is not jump cancellable, making it risky vs shields. You tin yet special cancel it with j.236C to punish a shield counter, and it volition combo into it on hit.
  • 421B is slower. Agile on 36th frame. Can be bound cancelled. Has a weird airdash restriction, if you lot started philharmonic/blockstring off of ground dash cancel due east.chiliad. nuance > 2A, then you volition not exist immune to airdash after this motion.
    If you fully recover the dash, then do 2A > 421B > bound cancel, so you tin can airdash.
  • 421C, agile on 27th frame (there is some flash freeze, and then this is very much reactable). Mainly used as an escape tool from the corner, some starting frames are hit invulnerable.

Okizeme/Setups

C-Ryougi has a 50/50 setup in the corner.
It's adequately technical because it's character specific.
The philharmonic string is 2AAA > 2B > 5BB > 5C > 2C > (delay?) 5A > 236C.

Doesn't work on Aoko, Tohno, All Akihas, and Kohaku. Always out of the corner.
Always crosses up on Kouma, Miyako, Len, WLen. Can all the same be used equally a cognition bank check.

Works on residuum of the characters, however the delay varies to get crossup or not per graphic symbol.
The lower the opponent(more delay) before 236C, the bigger the odds that they will exist pulled out of the corner.

C-Ryougi has universal okizeme options to choose from as well. Equally long equally the opponent is airborne you tin apply 236A~236A~236A and you tin manually time a rubber jump on every character mid-screen. If they are in the corner you can manually time a super bound forwards(29) to compact them safely.

Here are some of her okizeme routes from her TKj.236B routes in the corner:

  • ...>2C > TKj.236B, 5BB > 214A, 2C > 5C > 236C

This route uses meter but gives full you lot plenty of time to set up a fifty/50 in or out of the corner. The hard office is watching the height equally some characters float as well high and go over Ryougi, so y'all need to filibuster your link of the TKj.236B and the 5BB. Do annotation that the 2C can modify which side the opponent is on and so be sure to lookout advisedly, you should be able to control it if you lot watch your links and their height.

  • ...>2C > TKj.236B, 5BB > 214A, 2C > 2A(due west) > (2A) > 236A~236A~236A

Does not employ meter nor grants a 50/50 but it is her one of her more damaging corner enders without meter. Due to catastrophe in the 236A rekka ender she can super jump later on to rubber spring. Exist wary of the height and timing as the second 2A tin can whiff sometimes. If the 2A(w) > 2A is also difficult feel costless to just exercise 2A into rekka.

Defence force

  • 421C

No invincibility on beginning up only it gains some before long after then it tin can be used against certain set ups in force per unit area to reset back to neutral. If information technology is shielded it's fine, it can be canceled with jump so you tin can air cake or air nuance back to get away. Considering it does cross upwardly it does go you out of the corner which can be life saving in some match ups, besides the angle it hits at makes it tough to duck under.

  • 214C

Similar to 421C simply it has invincibility on kickoff upwardly, only not for very long(frames 1 to 3). Even if shielded you are nevertheless able to jump cancel information technology adding some extra safety. The hitbox is very high and will non striking crouching characters, so if they compact with a depression, long range move you're probably getting punished as their move will recover in time. Can be used to intermission out similar to 421C every bit the invincibility on first up is e'er appreciated.

  • TK j.236C

A rarer merely situational reversal option. Due to being a TK input information technology takes iii frames minimum before invincibility will activate, and the TK motion tin can exist hard to clasp out in tight blockstrings, but it is a quick option that is only about -6 with decent button back so not the worst option. It tin can besides be used every bit a panic option to get someone off of you in the air if they are going to land before you, only practice know that while you are strike invincible you are non throw invincible and after the wink yous tin be gAT out of it still.

Combos

Combo Note Help
Disclaimer: Combos are written by various writers, then the bodily notation used in pages tin differ from the standard ane.

For more information, see Glossary and Controls.

X > Y X input is cancelled into Y.
Ten > delay Y Must wait for a short menses before cancelling X input into Y.
X, Y 10 input is linked into Y, significant Y is done after 10'due south recovery period.
Ten+Y Buttons X and Y must be input simultaneously.
Ten/Y Either the X or Y input can be used.
X~Y This notation has two meanings.
  1. Use attack X with Y follow-up input.
  2. Input X and then within a few frames, input Y. Unremarkably used for option selects.
Ten(w) 10 input must not hit the opponent (Whiff).
j.Ten 10 input is done in the air, implies a leap/jump cancel if the previous motility was done from the ground.

Applies to all air concatenation sections:

  • Assume a forwards bound cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
sj.X X input is done after a super leap. Notated as sj8.10 and sj9.Ten for neutral and forward super jumps respectively.
dj.X X input is done afterwards a double bound.
sdj.X X input is done afterwards a double super jump.
tk.X Stands for Tiger Articulatio genus. X motion must be buffered earlier jumping, inputting the motion equally close to the ground every bit possible. (ex. tk.236A)
(X) X is optional. Typically the philharmonic volition be easier if omitted.
[X] Input X is held downward. Also referred to as Blowback Edge (Exist). Depending on the grapheme, this tin indicate that this push button is held down and non released until indicated by the release notation.
]X[ Input Ten is released. Will only appear if a button is previously held downwards. This type of input is referred to as Negative Edge.
{X} Button X should simply be held down briefly to go a partially charged version instead of the fully charged one.
10(N) Set on "10" should simply hit North times.
(XYZ)xN XYZ string must be performed N times. Combos using this annotation are unremarkably referred to every bit loops.
(XYZ^) A pre-existing combo labelled XYZ is inserted here for shortening purposes.
CH The first attack must be a Counter Hit.
Air CH The first attack must be a Counter Striking on an airborne opponent.
66 Performs a ground frontwards dash.
j.66 Performs an aerial frontwards dash, used as a abolish for certain characters' air strings.
IAD/IABD Performs an Instant AirDash.
AT Performs an Air Throw. (j.half dozen/4A+D)
IH Performs an Initiative Heat.
AD Performs an Arc Bulldoze.
AAD Performs an Some other Arc Bulldoze.

Normal Combos

Note: In most of these combos, j236B ender tin (and normally should) be swapped for an airthrow to proceeds oki at the cost of damage. Use 236B should you feel more damage is needed to finish off an opponent.

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2AA > 2B > 5BB > 5C > 2C > 6C > j.BC > (airdash j.C) > sjc > j.BC j.236B/AT
4203
Meter Gained: 101 Meter Given (vs C-Moon): 30.3
Basic philharmonic. Airdash j.C is optional, but its a free damage and is not very difficult to do, although may not work on some characters, in which case you should but skip it. Airdash j.C is height specific, and grounded 2C 6C starter allows for it to exist a reliable option.
Normal starter, grounded opponent
  • 2AA > 2B > 5BB > 5C > 2C > 6C > 22A/B, 2A > 2C > 5C > 5BB > j.BC > j.ABC > j.236B
4305
Meter Gained: 136.5 Meter Given (vs C-Moon): ???
There is a filibuster betwixt 2C > 5C, this applies for all combos beneath. Combo gives skillful meter, just it's arguable if tossing a knife in this combo is worth it.
Normal starter, grounded opponent
  • 2A > 2B > 5BB > 5C > 2C > 6C > 22A/B, 2A > 2C > 623B, 2C > 5C > 5BB > j.BC > j.ABC > j.236B
4334
Meter Gained: 152.3 Meter Given (vs C-Moon): 47.5
Advanced philharmonic for more damage, but is impractical for the impairment gained. Does not work with more than 1x 2A, because opponent lands before 623B due to gravity. Might be char specific.
Normal starter, grounded opponent, 100% meter
  • 2AA > 2B > 5BB > 5C > 236A~236A~236C > 214C > j.A(westward), land 2C > 5C > 5BB > j.BC > j.ABC > j.236B
4760
Meter Gained: 94.8 - 100 Meter Given (vs C-Moon): 42.5
The opponent has to be on the ground when you offset the Rekkas, or else "236C" will not striking.
Normal starter, grounded opponent, 100% meter, far from corner
  • 2AA > 2B > 5BB > 5C > 236A~236A~236C > 22C, 214A > 2C > 5C > 5BB > j.BC > j.ABC > j.236B
5142
Meter Gained: 99.i - 100 Meter Given (vs C-Moon): 45.5
Needs to be done far abroad from the corner. Good impairment. Delay between 22C and 214A is cardinal for consistency. Attempt adding micro walk back before 2C to make it not hit behind and whiff 5C. Otherwise 2C > 5C can be changed to 2C > 2B.
Normal starter, grounded opponent, 150% meter
  • 2AA > 2B > 5BB > 5C > 63214C~[8 > (filibuster > half-dozen~eight)x3 > 4] > 5BB > j.BC > j.ABC > j.236B
6124
Meter Gained: 55.8 - 150 Meter Given (vs C-Moon): 49.4
Great damage. Can be used if you started combo with 120 meter
Normal starter, grounded opponent, midscreen or slightly further
  • 2AA > 2B > 5BB > 5C > 214A, 5BB(tk.236B) > j.BC > j.BC > AT/j236B
4014(4202)
Meter Gained: 90.0(???) Meter Given (vs C-Moon): ???
A slightly more than damaging BnB with more corner carry and meter gain. Will non work at certain ranges. tk.236B is inconsistent, more than research is needed as to who it works on.

Corner Combos

Status Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2AA > 2B > 5BB > 5C > 214A > 2A > 2C > 5C > 5BB > j.BC > j.ABC > j.236B
4577
Meter Gained: 119.5 Meter Given (vs C-Moon): 36.9
Corner combo for damage.
Normal starter, grounded opponent, 100% meter
  • 2AA > 2B > 5BB > 5C > 214A > 2A > 2C > 236C
3962
Meter Gained: 53 - 100 Meter Given (vs C-Moon): twenty.iii
Corner philharmonic with meter, less damage but good okizeme. Depending on the delay between 2C and 236C y'all can forcefulness opponent be in the corner, or slightly out of information technology. So air dashing over them subsequently 236C is a left/right mixup and then land > 2A is a left/right mixup. Might be graphic symbol specific.

Tigerknee Corner Combos

Condition Notation Damage
vs 5.Sion
Notes
Normal starter, grounded opponent
  • 2AA > 2B > 5BB > 5C > 2C > 6C > TK j.236B > j.BC > j.ABC > j.236B
4449
Meter Gained: 111.5 Meter Given (vs C-Moon): 33.four
Basic version, like shooting fish in a barrel to execute.
Normal starter, grounded opponent
  • 2AA > 2B > 5BB > 5C > 2C > TK j.236B, 5BB > 214A > j.BC > j.BC > j.236B
4651
Meter Gained: 115 Meter Given (vs C-Moon): 35.6
Advanced version, "5BB" link is tricky.
Normal starter, grounded opponent, 100% meter
  • 2AA > 2B > 5BB > 5C > 2C > TK j.236B, 5BB > 214A, 2C > 236C
4715
Meter Gained: 86 - 100 Meter Given (vs C-Moon): 29.1
Meter version, okizeme. Sometimes 2C volition hit backside, and so will need to exercise 214C to get 236C, it will still hit.

Move Descriptions

Frame Data Help
Header Tooltip
Motion Box Colors

Light gray = Collision Box (A move lacking ane means it can get through the opponent'due south ain standoff box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops existence active. Multi-hit attacks can beat disharmonism since they will even so progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

Damage Base harm done by this set on.

(10) denotes combined and scaled damage tested against standing V. Sion.

Ruby Damage Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested confronting standing V. Sion.

(X) denotes combined damage.

Proration The correction value set by this attack and the fashion information technology modifies the scaling during a string. Run into this page for more details.

10% (O) ways X% Overrides the previous correction value in a philharmonic if X is of a lower per centum.
Ten% (Thou) ways the electric current correction value in a combo will exist Multiplied by Ten%. This can besides be referred to as relative proration.

Circuit Meter gained by this set on on striking.

(10%) denotes combined meter gain.
-Ten% denotes a meter cost.

Cancel Actions this move tin be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the side by side part of the same attack (Concatenation in case of specials).
EX = EX cancelable.
J = Spring cancelable.
(Ten) = Cancelable only on hit.
-X- = Cancelable on whiff.

Baby-sit The way this movement must be blocked.

Fifty = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

Startup Amount of frames that must laissez passer prior to reaching the active frames. As well referred to as "True Startup".
Active The amount of frames that this move will have a hitbox.

(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (10) frames are difficult to use to make up one's mind punish windows. Generally the larger the numbers, the more time y'all have to punish.
X denotes agile frames with a duration separate from its origin move'south frame data, such as projectile attacks. In this case, the total length of the motility is startup+recovery only.

Recovery Frames that this motion has after the active frames if not canceled. The grapheme goes into one frame where they can block merely not act afterwards, which is not counted here.
Advantage The difference in frames where you can deed before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).

If the opponent uses a movement with startup that is at least 2 frames less than this move'south negative advantage, it will result in the opponent hitting that movement.
±x~±y denotes a range of possible advantages.

Invul Lists whatsoever defensive properties this motility has.

X y~z denotes X holding happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire movement.

Invicibility:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Backdrop

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character tin accept hits without going into hit stun.

Normal Moves

Standing Normals

5A

Fryougurt5A.png

Damage Ruddy Damage Proration Cancel Guard
350 196 75% (O) -SE-, -N-, -SP-, -EX-, (J) LH
Startup Active Recovery Frame Adv Circuit Invuln
4 4 ix -one three.5% -

Tied with 2A for Ryougi's fastest normal. Air unblockable. The range is not much, but information technology's notwithstanding decent. If you really need to, you can use it equally an emergency anti-air, just you'll probably get beat out.

5B

5B~B

HRyougi5b.png

HRyougi5bb.png

5B Impairment Red Damage Proration Abolish Guard
500 245 80% (O) N, SP, CH, EX, (J) LH
Startup Active Recovery Frame Adv Circuit Invuln
8 3 18 -6 five.0% Clash 9-xi

Mid-range knife swipe with excellent horizontal range and clash frames. Moves forward very slightly. Her 2nd best combo starter and all-time overall standing poke; can be repeated into another delayable 5B. It has terrible lag on whiff nonetheless, and is decumbent to backdash-canceling and dodges.

5B~B Impairment Red Damage Proration Cancel Guard
600 343 70% N, SP, EX, (J) LH
Startup Active Recovery Frame Adv Circuit Invuln
4 3 eighteen -4 six.0% Clash 5-vii

A close range pocketknife swipe follow-up to her 5B. Has proficient range, but not as long equally her 5B. Keeps her in place. Used primarily in combos and pressure strings to add damage/deplete guard meter.

5C

v[C]

MB C-Ryougi 5C.png

5C Damage Reddish Impairment Proration Cancel Baby-sit
850 392 80% (O) N, SP, EX, (J) LH
Startup Active Recovery Frame Adv Circuit Invuln
10 4 17 -4 eight.5% Clash eleven-14

Downward pocketknife swipe with less range than 5B and moves Ryougi forward a flake. Deals a petty bit of flake dmg.

v[C] Damage Cherry-red Damage Proration Cancel Guard
1500 2940 100% - U
Startup Active Recovery Frame Adv Excursion Invuln
30 4 28 - 15.0% Clash 31-34

Becomes an unblockable while charged, launching the opponent into an air tech state on striking.

Crouching Normals

2A

HRyougi2a.png

Damage Red Impairment Proration Abolish Guard
300 147 75% (O) -SE-, -N-, -SP-, -EX-, (J) Fifty
Startup Active Recovery Frame Adv Excursion Invuln
4 4 nine -i 3.0% -

Shut ranged crouching low kicking. Fastest normal along with 5A. Best combo starter. Best whiff cancel move for pressure and stagger strings. Can be used for off-the-ground pick ups.

2B

HRyougi2b.png

2 frames slower than H-moon 2B for some reason

2 frames slower than H-moon 2B for some reason

Damage Red Harm Proration Abolish Baby-sit
550 392 90% (O) Due north, SP, EX, (J) L
Startup Active Recovery Frame Adv Circuit Invuln
10 3 15 -one 5.5% Clash 11-thirteen

Mid-range crouching horizontal knife swipe with clash frames. Good range. Highest damage philharmonic starter. Clash hitbox makes this good to allurement DPs. Simply press it and if it clashes, do nothing and expect for them to come downwardly. If it blocks, blockstring as normal.

2C

Fryougurt2C.png

Damage Red Harm Proration Cancel Guard
900 490 55% (O) N, SP, EX, (J) Fifty
Startup Agile Recovery Frame Adv Circuit Invuln
13 2 28 -12 9.0% -

Dull, long-range crouching depression slash that besides moves Ryougi forward. Gives an untechable knockdown and hits at a very large arc in front, behind, and a picayune bit higher up her. Cracking option afterwards a footing throw, as information technology will hitting exactly on wakeup of most characters. Very useful in blockstrings and staggering combos equally it propels Ryougi frontward, allowing her to catch any backdash cancels. Had its active frames nerfed from AA to CC, changing the timings on many of her corner combos.

Aerial Normals

j.A

MB C-Ryougi j.A.png

Damage Scarlet Damage Proration Cancel Guard
300 147 75% (O) SE, N, -SP-, -EX-, (J) LHA
Startup Active Recovery Frame Adv Circuit Invuln
6 4 10 - 3.0% -

A downward stab. You can cancel this move into commands and EX edges fifty-fifty if yous whiff.

j.B

MB C-Ryougi j.B.png

"Why do some people think C is better than H?"

"Why do some people think C is meliorate than H?"

Harm Red Damage Proration Abolish Guard
550 294 fourscore% (O) N, SP, EX, (J) H
Startup Active Recovery Frame Adv Excursion Invuln
6 4 - - 5.5% -

Downward swipe. Good for both air to air and air to ground. Cornerstone of your gameplan. Use this move, just endeavor non to overuse it. It's not THAT proficient, but it is very expert. Can hit backside on everyone except: Tohno, Sion, Satsuki, Len, WLen

j.C

MB C-Ryougi j.C.png

Impairment Crimson Damage Proration Cancel Guard
850 392 xc% (O) N, SP, EX, (J) HA
Startup Active Recovery Frame Adv Circuit Invuln
7 4 - - 8.5% -

Upward swipe.

Command Normals

6C

vi[C]
(6C~214C)

MB C-Ryougi 6C.png

MB C-Ryougi 6C BE.png

6C Impairment Reddish Impairment Proration Cancel Baby-sit
850 588 85% (1000) SP, (CH), EX, (J)* L
Startup Active Recovery Frame Adv Circuit Invuln
14 3 24 -9 8.5% -

Low-hitting standing slash. On hit against a grounded opponent, this will brand Ryougi switch sides and allows for an unique EX followup with 214C. As this switches sides, it allows for a gimmicky reset should you hit someone with it (ex. whatever into 5C 6C then practise 2A into a combo or some other reset). This is mostly a cognition check, but is pretty practical and tin fifty-fifty take hold of people who know it off guard.

6[C] Damage Red Damage Proration Cancel Guard
1500 2940 100% - U
Startup Active Recovery Frame Adv Circuit Invuln
32 3 29 - 15.0% -

Becomes an unblockable when charged.

Universal Mechanics

Footing Throw

6/4A+D

MB C-Ryougi Throw.png

Damage Red Harm Proration Cancel Baby-sit
1500 980 100% - U
Startup Agile Recovery Frame Adv Circuit Invuln
2 1 twenty 13 ~ 18 15.0% -

Ryougi pins the opponent to the ground so stabs them in the chest.
One of the trickiest ground throws due to a bug where opponents cannot run their reversal options on wakeup on the neutral frame. So afterwards the throw, if you lot meaty when with a normal on their neutral frame, they are forced to block it or get hit.
Out of the corner, Ryougi will not jump out far away, and you can also effort to fourth dimension some other ground throw. Opponents volition exist forced to tech it or exist put in a loop state of affairs.

Air Throw

j.6/4A+D

MB C-Ryougi Throw Air Raw.png

Raw

Raw

MB C-Ryougi Throw Air Ender.png

Combo Ender

Combo Ender

Raw /
Combo Ender
Harm Ruby Damage Proration Abolish Baby-sit
1600 (1408)
1000
(862)
784
35%
100%
- U
Startup Active Recovery Frame Adv Circuit Invuln
1 ane 12 -
4 ~ 9
0.0%
10.0%
-

Has completely different animations for whether this is done raw or during a combo. For the former, Ryougi will launch the opponent diagonally downwards and so slice them, resulting in a ground bounce. For the latter, she will driblet the opponent straight beneath her and so stab them like in her ground throw.

Shield Bunker

214D in neutral or blockstun

MB C-Ryougi 214D.png

Bunker Harm Red Harm Proration Cancel Guard
500 196 100% - LHA
Startup Active Recovery Frame Adv Circuit Invuln
25 iv 19 -5 0.0%
(-50.0% in blockstun)
Clash 1-10
(Disharmonism) Impairment Red Damage Proration Cancel Guard
500 196 100% - LHA
Startup Active Recovery Frame Adv Circuit Invuln
7 4 19 -5 0.0%/-fifty.0% Strike 1-7

A continuing-meridian slash.

Heat

A+B+C

MB C-Ryougi ABC.png

Damage Red Damage Proration Cancel Guard
100 0 100% - U
Startup Active Recovery Frame Adv Circuit Invuln
sixteen 2 29 - -100.0% (min) Full ane-eighteen

Hitbox covers Ryougi completely.

Circuit Spark

A+B+C during hitstun/blockstun at MAX

MB C-Ryougi CSpark.png

MB C-Ryougi CSpark Air.png

Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
Startup Active Recovery Frame Adv Circuit Invuln
10 ten 20 - removes all Full one-39
Air Damage Cerise Impairment Proration Abolish Guard
100 0 100% - U
Startup Active Recovery Frame Adv Circuit Invuln
xi x 15 - removes all Strike 1-thirty

Universal burst mechanic. Unlike Crescent/Full Estrus activation, the hitbox and frame data doesn't vary between characters. Nonetheless, yous can exist thrown out of this movement if y'all input it in the air.

Special Moves

Notation: C-Ryougi has 2 moves where she throws her knife and takes out a 2nd knife. She must retrieve the thrown knife from the ground (with 22A/B/C) earlier she can throw it again.

Grounded Specials

Double Belfry
(EX: Belfry - Kiyohime Passing)

236A/B/C
(236A/B~236X / 214X/D)
(~236A/B/C / 214X)

Mbacryougi236.png

A/B

A/B

Mbacryougi236236.png

~236X

~236X

Mbacryougi236214.png

~214X

~214X

Mbacryougi236a.png

~236A (Ender)

~236A (Ender)

Mbacryougi236b.png

~236B (Ender)

~236B (Ender)

Mbacryougi236c.png

~236C (Ender)

~236C (Ender)

Mbacryougilowkick.png

~214D/Ten (Ender)

~214D/X (Ender)

MB C-Ryougi 236C.png

EX

EX

A Impairment Blood-red Damage Proration Cancel Baby-sit
750 539 fourscore% (O) -CH- LH
Startup Active Recovery Frame Adv Circuit Invuln
9 4 21 -vii 7.5% -
B Damage Red Damage Proration Cancel Guard
750 539 80% (O) -CH- LH
Startup Active Recovery Frame Adv Circuit Invuln
15 iii 33 -eighteen 7.5% -
  • Ryougi'due south rekka series starter.

A: Ryougi low-profiles and dashes forrard with a depression knife cut (but information technology hits mid).
B: Has a slower start-up than the A version, but covers slightly more footing.

~236X Damage Red Harm Proration Abolish Baby-sit
900 735 80% (O) -CH- LH
Startup Agile Recovery Frame Adv Circuit Invuln
4 five xix -half dozen ix.0% -
~214X Impairment Red Damage Proration Cancel Baby-sit
1200 882 75% (O) -CH- H
Startup Active Recovery Frame Adv Circuit Invuln
26 ~ 23 three nineteen -vii 12.0% -
~214D Impairment Reddish Damage Proration Cancel Baby-sit
450 343 50% (O) -EX- Fifty
Startup Active Recovery Frame Adv Excursion Invuln
ten 3 22 -7 iv.5% -
  • 2d function of the rekka.

236X: Ryougi does a 2d low knife cut. Still hits mid.
214X: Ryougi does an overhead knife strike. This has a lot of commencement-upward, and does not combo from the previous hit.
214D: Ryougi does a sweep, but you have to be very close to the opponent otherwise it won't connect. This ends the rekka. Hard knockdown on hit.

236A Damage Ruby Impairment Proration Cancel Guard
700 392 50% (O) - LH
Startup Agile Recovery Frame Adv Excursion Invuln
8 ~ 4 iv 20 -6 seven.0% -
236B Damage Red Damage Proration Cancel Guard
1200 784 40% (M) - LH
Startup Active Recovery Frame Adv Circuit Invuln
12 ~ 8 6 25 -13 12.0% -
236C Damage Red Impairment Proration Cancel Guard
1500 980 100% -EX- LH
Startup Active Recovery Frame Adv Circuit Invuln
20 ~ 16 10 16 -ten xv.0% -
214X/D Impairment Reddish Impairment Proration Abolish Baby-sit
450 343 fifty% (O) -EX- L
Startup Active Recovery Frame Adv Circuit Invuln
8 3 22 -7 4.5% -
  • Rekka enders.

236A: Ryougi ends the rekka with a low horizontal knife cutting. Hard knockdown on hit.
236B: Ends the rekka with a knife uppercut. Launches into hard knockdown on striking.
236C: Ends the rekka with a knife thrust. If you're shut enough to the opponent, this move can cross-up. Launches high-up into an air-tech state on hitting.
214X/D: Ends the rekka with the small sweep.

EX Damage Red Damage Proration Abolish Guard
3000 (2640) 2156 100% - LH
Startup Active Recovery Frame Adv Circuit Invuln
one+ix six 32 -12 -100% Full 1-4

Ryougi dashes forrard and covers around three/4 of the screen. Very proficient at blowing through a character setting upwardly summons or charged projectiles, but don't overuse information technology, as you lot only take four invincible frames.

Bamboo Fence Melody
(EX: Mournful Slicing Bamboo Fence)

623A/B/C
(Hold OK)

MB C-Ryougi 623AB.png

MB C-Ryougi 623C.png

A Harm Blood-red Harm Proration Cancel Baby-sit
1200 1078 80% (O) - L
Startup Active Recovery Frame Adv Circuit Invuln
14 4 31 -7 9.8% -
[A] Damage Ruddy Damage Proration Cancel Baby-sit
1500 3430 100% - U
Startup Agile Recovery Frame Adv Circuit Invuln
37 five 35 - 15.0% -
  • Ryougi runs forward then perform a depression-hitting slash that cross-ups the opponent. All versions tin be held to make Ryougi run farther and turn the slash into an unblockable.

Hard knockdown on striking, launches upward when charged.

B Damage Ruddy Damage Proration Abolish Guard
1200 1078 55% (O) - L
Startup Agile Recovery Frame Adv Circuit Invuln
21 4 28 -4 9.8% -
[B] Damage Carmine Damage Proration Cancel Baby-sit
1500 3430 100% - U
Startup Agile Recovery Frame Adv Circuit Invuln
44 5 35 - 15.0% -

Both uncharged and charged versions launches up on hit, with the one-time being air techable.

EX Damage Reddish Damage Proration Abolish Guard
1200 1078 60% (O) - Fifty
Startup Active Recovery Frame Adv Circuit Invuln
1+17 5 35 -vii -100.0% -

Can launch on OTG, giving it niche use as an extender later a rekka.

[EX] Harm Ruddy Damage Proration Cancel Guard
1900 4410 100% - U
Startup Active Recovery Frame Adv Circuit Invuln
1+38 v 35 - -100.0% -

Untechable launch on hit. Super wink makes this insanely reactable. Use at own risk.

Avidya Moon

214A/B/C

MBFRyougi214A.png

MBFRyougi214B.png

MBFRyougi214EX.png

A Damage Red Damage Proration Abolish Guard
k 931 (90% (Thou)), 85% (M) -EX- H
Startup Agile Recovery Frame Adv Circuit Invuln
24 4 xx -6 ten.0% -
  • Slashing flip. Air-unblockable.

Slash forwards. Wallslams on hit.
Has a "hitbox" that extends hitstun on continuing opponents during a combo.

B Harm Ruddy Damage Proration Abolish Guard
1200 980 50% (O) -EX- H
Startup Active Recovery Frame Adv Circuit Invuln
26 iii 24 -viii 12.0% -

Slash down. Overhead. Knocks opponent up. While a highly risky motility, it beats backdash on wakeup, something C-Ryougi is prone to. The threat of this move is of import to instill in your opponent, to tell them they can't backdash for free.

EX Damage Red Damage Proration Cancel Baby-sit
1400 980 50% (M) Northward, SP, EX, J LH
Startup Active Recovery Frame Adv Circuit Invuln
1+thirteen four 22 -9 -100.0% Total one

Slash forward. Knocks opponent upwardly. Can abolish on striking or block (eastward.g. set on or dash).

Glass Moon Saka

421A/B/C

MB C-Ryougi 421AB.png

A/B

A/B

MB C-Ryougi 421C.png

EX

EX

A Damage Red Damage Proration Abolish Guard
1200 980 85% (M) SP, EX H
Startup Active Recovery Frame Adv Excursion Invuln
29 ~ 59 2 26 -nine 12.0% -
B Damage Reddish Impairment Proration Cancel Guard
1200 980 85% (M) SP, EX, J H
Startup Active Recovery Frame Adv Circuit Invuln
35 ~ 65 ii 26 -9 12.0% -
EX Damage Red Damage Proration Cancel Baby-sit
1200 980 85% (M) SP, EX, J H
Startup Active Recovery Frame Adv Circuit Invuln
five+(21 ~ 30) 2 26 -9 -100.0% -
  • Run forrard and flipjump to slash the opponent from behind. All versions are downward slashes, overheads, air unblockable.
  • B and EX versions are leap cancellable on cake, making them safe overheads that can be used in pressure. EX version is mostly useful equally a way to escape the corner, as the super flash makes it reactable. The B version is actually a good combo starter in the corner, as you can quickly cancel the striking into backwards airdash to link a j.BC.
Hidden Dagger

22A/[A]/B/[B]/C
(~22X Nearly Knife)

MB C-Ryougi 22A.png

MB C-Ryougi 22B.png

MB C-Ryougi 22C.png

MB C-Ryougi 22X Pickup.png

A Damage Reddish Damage Proration Cancel Baby-sit
950 735 60% (O) - LA
Startup Agile Recovery Frame Adv Circuit Invuln
16 xi 24 -three 9.5% -
[A] Damage Red Impairment Proration Abolish Guard
thousand 686 100% - LA
Startup Active Recovery Frame Adv Excursion Invuln
33 nine 22 2 10.0% -
  • Ryougi throws her knife, piercing the opponent. If information technology hits the floor, it will stay in the basis. If it hits the border of the screen, it will bounce off and spin to the footing.

Ryougi throws the knife at the ground at a low bending, hitting the ground over halfway across the screen. Tin be charged for a hard knockdown and to brand information technology unshieldable.

B Damage Red Damage Proration Cancel Guard
950 735 60% (O) - LA
Startup Active Recovery Frame Adv Circuit Invuln
xvi 17 18 -3 9.five% -
[B] Damage Red Damage Proration Cancel Guard
1000 686 100% - LA
Startup Active Recovery Frame Adv Excursion Invuln
33 15 16 2 10.0% -

Ryougi throws the pocketknife at a somewhat higher angle, reaching almost total screen. Can be charged for a hard knockdown and to brand it unshieldable.

EX Damage Ruby-red Harm Proration Cancel Guard
1700 1372 threescore% (O) - LHA
Startup Active Recovery Frame Adv Circuit Invuln
1+5 10 24 8 -100.0% Full one

Ryougi throws the knife in a direct line, wallslamming the opponent. Useful for extending pressure during blockstring.

~22X
(Pickup)
Damage Red Damage Proration Abolish Guard
- - - - -
Startup Active Recovery Frame Adv Excursion Invuln
- - 17 - - -

Ryougi picks her knife dorsum up. Tin be used to cancel special-cancellable moves nearly the knife's position.

Selfless Cognition - Empty Heart, Possess Truth

63214C
(~2/iv/5/six/8X or D)

MB C-Ryougi 63214C.png

Why you play this moon.

Why you play this moon.

MB C-Ryougi 63214C 5X.png

~5X

~5X

Mbacryougi236214.png

~6X

~6X

Mbacryougilowkick.png

~2X

~2X

Mbacryougi236236.png

~4X

~4X

Mbacryougi236b.png

~8X

~8X

MB C-Ryougi 63214C D.png

~D

~D

63214C Harm Carmine Impairment Proration Cancel Guard
- - - -CH- -
Startup Active Recovery Frame Adv Excursion Invuln
ane+5 X 70 - -150.0% -
~5X Impairment Red Damage Proration Cancel Baby-sit
500 392 xc% (M) -CH- LHA
Startup Agile Recovery Frame Adv Circuit Invuln
8 iv 26 -12 0.0% -
~6X Harm Crimson Damage Proration Cancel Baby-sit
1200 980 75% (O) -CH- HA
Startup Agile Recovery Frame Adv Circuit Invuln
23 3 xviii -half dozen 0.0% -
~2X Damage Red Damage Proration Abolish Guard
200 98 50% (O) -CH- LA
Startup Active Recovery Frame Adv Circuit Invuln
4 3 30 -fifteen 0.0% -
~4X Impairment Ruddy Impairment Proration Cancel Baby-sit
400 196 90% (M) -CH- LHA
Startup Active Recovery Frame Adv Circuit Invuln
7 3 17 -three 0.0% -
~8X Impairment Cerise Damage Proration Cancel Guard
700 392 lxx% (O) -CH- LHA
Startup Agile Recovery Frame Adv Circuit Invuln
5 6 29 -17 0.0% -
D Harm Red Impairment Proration Cancel Guard
- - - - -
Startup Agile Recovery Frame Adv Circuit Invuln
- - 44 - - -
  • Custom philharmonic EX. Nicknamed "Genei Jin" subsequently a like Street Fighter move. Ryougi runs frontwards. Pressing a direction and an attack button causes her to assault.

5X:236A/B slash.
6X: 236A/B~214X overhead slash.
2X: 236A/B~214D low sweep.
4X: 236A/B~236X slash.
8X: 236B rekka ender slash. Launches the opponent.
D: Rolls frontward, going through the opponent.

Culled Long-Sleeved Kimono

6C(Striking)~214C

MB C-Ryougi 6C 214C.png

Damage Blood-red Damage Proration Cancel Guard
2500 (2907) (2071) fifty% - U
Startup Active Recovery Frame Adv Excursion Invuln
four+1 3 22 - -100.0% -

Ryougi stabs the opponent from backside after 6C. Meter break the opponent at the cost of 100% meter, for roughly 3k damage.
Can only be used if the 6C successfully moves her backside the opponent (i.e. successful uncharged hitting against grounded opponent). Meter break lasts 5 seconds.

Damage includes the 6C.

Aeriform Specials

Drinking glass Moon

j.236A/B/C

Mbacryougij236a.png

Mbacryougij236b.png

Mbacryougij236c.png

A Harm Red Damage Proration Abolish Guard
1500 1372 75% (O) - HA
Startup Active Recovery Frame Adv Circuit Invuln
17 ii 15 -17 (TK) 15.0% -
  • Rise crescent slash. Wallslams. Tin can TK.

Slower. Overhead. You should probably never utilize this outside of one or two specific combo routes.

B Impairment Red Damage Proration Abolish Guard
1600 1470 75% (O) - LHA
Startup Active Recovery Frame Adv Excursion Invuln
x two 3 -5 (TK) 16.0% -

Faster. Not an overhead. Your main meterless ender if you need more damage. Due to being only 10f and covering her whole body, can exist used in niche scramble situations.

EX Damage Red Impairment Proration Cancel Baby-sit
2200 1960 40% (O) - HA
Startup Active Recovery Frame Adv Circuit Invuln
1+9 two vi -half dozen (TK) -100.0% Full 1-14

Invincible, overhead version. A metered version that adds about 300 impairment to whatever combo. Nice every bit a finisher.

Hidden Dagger (Air)

j.22A/B/C

MB C-Ryougi j.22A.png

MB C-Ryougi j.22B.png

MB C-Ryougi j.22C.png

A / B Damage Red Damage Proration Cancel Guard
950 735 ninety% (Chiliad) - LHA
Startup Active Recovery Frame Adv Circuit Invuln
twenty / 19 Ten 3 - ix.5% -

Ryougi flips then throws the knife at a downwards angle. A version goes forwards, B goes backward.

EX Harm Red Damage Proration Cancel Guard
950 735 50% (M) - LHA
Startup Active Recovery Frame Adv Excursion Invuln
1+0 Ten 17 - -100.0% -

Ryougi flips backward and throws the knife straight forward. Air-untechable knockdown.

Stumbling Cat

(During Air Tech)
44/66/22A/B/C

Mbacryougitumblingcat.png

A/B

A/B

Mbacryougitumblingcatex.png

EX

EX

A Harm Red Harm Proration Cancel Baby-sit
1100 735 fifty% - LHA
Startup Active Recovery Frame Adv Circuit Invuln
twenty 2 seven ix eleven.0% Total 1-3
  • A control air tech. Attack out of air recovery. The direction determines the direction of the tech. Wallslams.

While seemingly a gimmick at get-go, this command tech (colloquially chosen "nekotech") is surprisingly useful. It can punish about Shield Bunkers on hitting, and even things like Roa 623B. Basically anything that leaves them close to you lot and in an air tech state. You lot can philharmonic off information technology if you go hit while they're in the corner, merely this is exceedingly rare. Good to know though.

B Damage Cherry Damage Proration Cancel Guard
1100 735 50% - LHA
Startup Agile Recovery Frame Adv Excursion Invuln
xv ii 15 i 11.0% Total 1-3

Faster, but with longer landing recovery. This is the version you desire to utilize.

EX Impairment Red Damage Proration Cancel Guard
1800 1176 75% - LHA
Startup Active Recovery Frame Adv Circuit Invuln
6+6 two 15 -4 -100.0% Full ane-xiv

Fully invincible until end of active frames.

Arc Drive

Mystic Eyes of Expiry Perception - Five Scenic Plummet

41236C during MAX/Oestrus

MB C-Ryougi AD.png

https://www.youtube.com/lookout?five=37XdN_91dDE

https://www.youtube.com/lookout man?v=37XdN_91dDE

Damage Red Impairment Proration Abolish Guard
3500 (3080) (4761) 100% - U, LHA
Startup Agile Recovery Frame Adv Circuit Invuln
17+3 2 (35) 5 45 -31 removes all Full ane-2, 17-70

A weaker version of Seven Scenic Demise, information technology acts the same manner in that it tin OTG and blow through projectiles, but information technology has a slower startup and does less impairment. You lot can jump out during the super flash.
You can also just block it, equally it only becomes unblockable if you're well-nigh Ryougi during the startup of the super, and even then you can simply mash 88 and you'll be able to jump out of it 80% of the time. If blocked, Ryougi volition not be in counterhit state, only take plenty time to combo off the recovery. You shouldn't use this move.

Another Arc Bulldoze

Mystic Eyes of Death Perception - Seven Scenic Demise

41236C during Blood Estrus

MB C-Ryougi AAD.png

Impairment Ruby-red Damage Proration Cancel Guard
5000 (4400) (7936) 100% - U, LHA
Startup Active Recovery Frame Adv Circuit Invuln
3+20* v 45 -31 removes all Total 1-36

Ryougi freezes the opponent in identify, seeing the lines of death and cutting them apart. Active on frame one, information technology is an unblockable super that works every bit a catch/throw. You accept to leap before the super flash, or you'll exist caught by it. Tin OTG and accident through projectiles. You can't dodge it, equally contrivance runs out of active frames before the advent of the lines. Very stiff reversal at the cost of Claret Oestrus.

Last Arc

Pure Cognition - Empty Boundaries

Grounded EX Shield during Claret Heat

MBFRyougiLA.png

Impairment Blood-red Damage Proration Cancel Guard
7000 6860 N/A - U
Startup Active Recovery Frame Adv Excursion Invuln
0 5 26 - removes all Full one-eight

The move is akin to a throw/uses the throw animation, so it will whiff/cancel/not actuate when shielding DPs. If during Claret HEAT, a DP is EX shielded, the screen will flash white every bit if to betoken the activation of the Terminal Arc, but the throw whiff animation will come up out instead. Will activate when shielding whatsoever projectile, from Hime pillar to Aoko'south Arc Drive.

One of just two Terminal Arcs (the other beingness Roa) which ignore Last Arc proration (100% to fifty% based on Blood Heat duration).

General

Controls •

FAQ •

Getting Started •

System and Mechanics •

Links

Advanced

Advanced Mechanics •

Glossary •

Tier lists •

Patch Notes •

Internals •

Trials

Aoko Crescent Half Full

Aoko

Tohno Crescent Half Full

Tohno

Hime Crescent Half Full

Hime

Nanaya Crescent Half Full

Nanaya

Kouma Crescent Half Full

Kouma

Miyako Crescent Half Full

Miyako

Ciel Crescent Half Full

Ciel

Sion Crescent Half Full

Sion

Riesbyfe Crescent Half Full

Riesbyfe

V.Sion Crescent Half Full

V.Sion

Warachia Crescent Half Full

Warachia

Roa Crescent Half Full

Roa

Maids Crescent Half Full

Maids

Akiha Crescent Half Full

Akiha

Arcueid Crescent Half Full

Arcueid

Powerd Ciel Crescent Half Full

Powerd Ciel

Red Arcueid Crescent Half Full

Ruddy Arcueid

V.Akiha Crescent Half Full

V.Akiha

Mech-Hisui Crescent Half Full

Mech-Hisui

Seifuku Crescent Half Full

Seifuku

Satsuki Crescent Half Full

Satsuki

Len Crescent Half Full

Len

Ryougi Crescent Half Full

Ryougi

White Len Crescent Half Full

White Len

Nero Crescent Half Full

Nero

NAC Crescent Half Full

NAC

Koha-Mech Crescent Half Full

Koha-Mech

Hisui Crescent Half Full

Hisui

Neco-Arc Crescent Half Full

Neco-Arc

Kohaku Crescent Half Full

Kohaku

Neco-Mech Crescent Half Full

Neco-Mech

debelliscolm1939.blogspot.com

Source: https://wiki.gbl.gg/w/Melty_Blood/MBAACC/Shiki_Ryougi/Crescent_Moon

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