Melty Blood: Actress Again Current Code

Melty Blood: Actress Again Current Code (MBAACC) is a 2D air dasher fighter for people that love fighting in the air and pressuring their opponent in the corner. Air movement has little startup and recovery. In most fighters, you get a double jump or an airdash per jump while in Melty Blood you can have both. After a character is hit out of the air they almost always fall right into the corner because of how tiny stages are. Once a player is cornered, rushdown begins and it feels like it never ends.

Helpful Resources

The MBAACC wiki.
The Melty Blood Discord server.
A simple guide for the Moon Styles.
MBAACC Character Overview.


Attack Notation

A Weak Attack
B Medium Attack
C Heavy Attack
D Shield

Directional Notation

up-back up up-forward
back neutral forward
down-back down down-forward

Numpad Notation

7 8 9
4 5 6
1 2 3

High attacks are overhead attacks that must be stand blocked. Mid attacks are attacks that can be blocked with both stand block and crouch block.

Melty Blood: Actress Again Current Code uses Legacy frame data notation. If an attack has 7 frames of startup, it hits on the 8th frame.

After selecting a character, select a Moon Style. The three styles are Crescent Moon, Half Moon, and Full Moon. Each Moon has different abilities and uses for meter. If I mention a mechanic costs meter but don't specify how much, it's because costs differ depending on Moon Style.

Pressing any attack button while taking damage slightly reduces the amount of damage taken. If you expect your opponent to do this, you can delay your offense to make their attack come out and frame trap it.

Beat System

Melty Blood's chain system is called the Beat System. The Beat System allows you to chain normal attacks into each other. You get a standing and crouching normal of each strength per chain. Every character can do a six hit chain that is 5A > 2A > 5B > 2B > 5C > 2C. Beat chains also work in the air but the attack needs to inflict enough hitstun or the opponent will air recover out of the combo.

2A and 5A can chain into themselves. 2A does everything 5A does and it's a low attack, making it better in every way. Players do not use 5A in block pressure, instead players "save" 5A for other uses.

Chaining a normal attack of a higher strength into a weaker strength is called Reverse Beat. Reverse Beat combos have their damage scaled. While you may be adding more hits to the combo with Reverse Beat, the combo might do less damage because of damage scaling. You can have a chain that goes up and down strengths in the same combo. For example, 5A > 5C > 5B is a regular Beat combo for the first two hits then becomes Reverse Beat on hit three.

Defense is about keeping track of the attacks your opponent has already used in their chain. For example, my opponent's only grounded overhead is 6C. Once I block their 6C, I don't have to worry about stand blocking for the rest of the chain. My opponent may end their chain early and start another one to get access to 6C again. When they end their chain, it creates a gap in their pressure and I can use that gap to escape.

Most block pressure chains end in 5C or 2C. The C normal attacks tend to be slow attacks with a lot of recovery and bad frame data on block. Reverse Beat lets you chain 5C/2C into weaker and faster normal attacks to recover quicker. I'm going to chain my 5C into a whiffed 5A, this is called whiff canceling. This is the reason players "save" 5A instead of using it in combos.

The recovery frames of whiffed 5A/2A can be canceled into a special attack. The most common attacks are safe special attacks like fireballs or forward moving special attacks to keep the pressure going. The whiff canceled 5A is still considered part of the chain, which means previously used attacks can't be repeated.

Underneath the health bar is the guard gauge. The gauge depletes when an attack is blocked and refills after not blocking for a certain amount of time. When it's empty, a guard break occurs and the character is completely vulnerable. The color of the gauge shows the character's Guard Quality. Whiffing shields degrades Guard Quality and makes the gauge deplete more.

Counter hits are important as they inflict more hitstun and create longer and more damaging combos. Failing certain actions like air throwing or shielding puts the character in a counter hit state.

If you're new to Melty Blood and don't know your character, here is a simple combo to use when starting out. Beat chain any normal into 2C, chain that into 5C, jump cancel the 5C, do an air chain, and end the combo with an air throw. Most juggles end in air throw because it is a knockdown that prevents the opponent from air recovering.

Left-Right Protection

After blocking an attack, you automatically block attacks from both directions until you leave blockstun. For example, if you block a projectile from the front and your opponent does a cross-up on you while you're still in blockstun, you will automatically block it without having to switch blocking directions.

Cross-ups are not common because this game has left-right protection and because you can block cross-ups by holding either direction. Cross-ups are still used because you end up behind your opponent and they have to anti-air from an awkward angle.

Throws are performed with 4A+D/6A+D and are teched with A+D. There is a whiff animation if unsuccessful.

There is a form of crouch teching in this game. 1A+D techs throws and performs a low shield. The shield has its own strengths and weaknesses. You want to crouch tech late because the shield's recovery can be thrown.

The D button performs a shield. There is a high shield, low shield, and air shield. Standing normal attacks beat low shield and crouching normal attacks beat high shield. There is no guard switching, which means you can't shield high then immediately shield low. Tapping D instead of holding it performs an EX Shield. EX Shied is preferred in most situations.

EX Shield is like a parry that starts up immediately and builds Magic Circuit. However, it has a lot of recovery frames and whiffing one puts the character in a counter hit state.

While shielding a multi-hitting attack, you may auto-shield the remaining attacks if you never leave the shield's "blockstun".

Shield Bunker is this game's Clash mechanic and Alpha Counter. Press 214D to perform it and it can be done in blockstun or in neutral. When done in blockstun, it costs Magic Circuit. The character is in parry stance with Clash frames then retaliates with a predetermined attack. Shield Bunkers are slow enough that they can be baited and punished.

Hitting the Clash frames of Shield Bunker counts as a hit for canceling purposes. Players can hit the Clash frames, jump cancel their normal attack, then air block the Shield Bunker attack as it's not air unblockable.

Melty Blood is a rushdown heavy but not mixup heavy game. Crouch blocking should be the default unless you're expecting an overhead or throw. Pressure can be difficult to escape even if your character has an invincible reversal as the input buffer window for reversals is very short.

Backdashes are invincible at the start. You can backdash out of blockstun as a reversal to get out of pressure but it is difficult to execute with perfect timing.

After a knockdown, press 44, 66, or 88 to quick recover. Do not quick recover unless you are sure your opponent's offense is over. Ground recovery is not fully invincible and can be punished.

After getting hit out of the air, hold 4, 5, or 8 and press an attack button to air recover.

There is air blocking and it blocks air attacks. You cannot air block during the pre-jump frames. Air blocking depletes Guard Gauge much more than ground blocking.

Use air shield to defend against grounded attacks while in the air. Failing air shield puts the character in a counter hit state until they land. Getting counter hit in the air is very bad as it results in taking a full combo.

Characters can perform two actions in the air before they land as long as an action isn't repeated. There are regular jumps, double jumps, high jumps, and air dashes.

Any type of neutral jump can be steered slightly backwards or forwards.

Steering neutral jumps is a way to jump with less horizontal distance. I want to jump backwards to avoid an attack. A regular backwards jump works but then I will be too far away to whiff punish the attack. I can neutral jump then steer it backwards to not travel as far.

Anti-airing from the ground is difficult because characters are regular sized humans with short limbs. The best way to anti-air is by meeting your opponent in the air.

Counter hitting an airborne character leaves them completely vulnerable until they land on the ground. Air counter hits almost always guarantee a combo and/or corner pressure.

A lot of the air footsies centers around preemptively using jump B and jump C in the air to occupy space. They are your best air pokes.

Jump A is your fastest air attack and is used for counter hitting jump B and jump C. Because of its very short range, you have to be aggressive and get very close to hit it. Whiffing jump A is not terrible because it has little recovery and you can still act before you land. If jump A is blocked, you can perform an air chain to deplete your opponent's Guard Gauge and push them closer to the corner.

Air normal attacks are jump cancelable like grounded normal attacks. Even on block.

Air throws cannot be teched. If an air throw starts a combo, it starts a full combo. Air throws in the middle of combos end combos. Whiffing an air throw puts the character into a counter hit state until they land.

Heat is a powered up state your character enters. The requirements for entering Heat depends on Moon Style. Sion entered Heat because her Magic Circuit went to 200%. Being in Heat recovers recoverable health, gives you access to a new super attack, and reduces cost for Super Attacks. However, being in Heat depletes Magic Circuit until it is empty.

In Crescent Moon or Full Moon, building Magic Circuit to maximum capacity puts you in Max Mode. It is like Heat except it doesn't recover recoverable health but gives you a Burst.

Circuit Sparks are Bursts. Press A+B+C to Burst. It costs all your Magic Circuit, is unblockable, and blows your opponent far away. Certain Moon styles automatically Burst at a specific Magic Circuit percentage.

Crescent Moon is the balanced Moon style. It has ground dodge, air dodge, and instant blocking. Dodge with 2A+B. Instant blocking refills Guard Gauge.

Half Moon is the rushdown Moon style. It has lower damage but longer combos. 6AA can be extended to 5A/2A.

Full Moon has shorter combos and no Reverse Beat but the most damage, real frame advantage on block, and a Roman Cancel called Initiative Heat. Press A+B+C in Max Mode to perform Initiative Heat.