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Melty Blood: Airborne Counter-Hits Print
Tuesday, 27 March 2007

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In Melty Blood, being countered typically means that you'll be stunned for an additional period of time. However, if you're countered during a JUMPING attack, it doesn't matter what you got hit with or what you were attacking with- you are completely unable to air-recover.

 

The easiest way to exploit this is to shield an opponent's jump-in and counter with a standing 5A. You then have plenty of time to set up an attack to continue the combo.

 

Some characters have other options on counter-hit. Nero Chaos can counter with a crouching 2C to pop Shiki up in the air, then juggle with a charged 2[C] before resuming the rest of his air combo. Under normal circumstances, Shiki would have air-recovered after the first 2C.

 

What this also means is that Shielding allows you to score free counter-hits. However, it's offset by the automatic 70% prorate, so make the best use of the opportunity.

 

Discussion Thread: Airborne Counter-Hits

 
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