Melty Blood/MBTL/Noel/Combos: Difference between revisions
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{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 2A > 2B > 2C > 5C > 623B > 5B > 214AA > 236C > dash 3C > jBC > AT | | combo = 2A > 2B > 2C > 5C > 623B > 5B > 214AA > 236C > dash 3C > jBC > AT | ||
| | | damage = 3711 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = 1 Magic Circuit, 1 Key | | cost = 1 Magic Circuit, 1 Key | ||
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{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 5B/2B > 2C > 5C > 623B > 5BXX > j.4BBB | | combo = 5B/2B > 2C > 5C > 623B > 5BXX > j.4BBB | ||
| | | damage = | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
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{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 5B/2B > 2C > 5C > 623B > 2B(1)/5B > 214BB > 214AA > 236C > 3C > jBC > AT | | combo = 5B/2B > 2C > 5C > 623B > 2B(1)/5B > 214BB > 214AA > 236C > 3C > jBC > AT | ||
| | | damage = 4065/4061 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = 1 Magic Circuit, 1 Key | | cost = 1 Magic Circuit, 1 Key | ||
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{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 5B/2B > 2C > 5C > 623B > 2B(1)/5B > 214BB > 214AA > 623C > OTG 2C | | combo = 5B/2B > 2C > 5C > 623B > 2B(1)/5B > 214BB > 214AA > 623C > OTG 2C | ||
| | | damage = 4047/4068 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = 1 Magic Circuit | | cost = 1 Magic Circuit |
Revision as of 05:11, 7 October 2021
Notation Help | |
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Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. | |
X > Y | X input is cancelled into Y. |
X, Y | X input is linked into Y, meaning Y is done after X's recovery period. |
X+Y | Buttons "X" and "Y" must be input simultaneously. |
X/Y | Input "X" or "Y" can be used. |
dl | There should be delay before inputting "X". |
w.X or Xw | Attack "X" should whiff and not hit the opponent. |
j.X | Button "X" is input while jumping or in the air. |
dj.X | Button "X" is input after a double jump. |
jc | Jump cancel the previous action. Will occasionally be omitted due to being obvious. Will occasionally be notated with 7/9 to indicate backwards/forwards. |
sj | Perform a superjump, which is performed by inputting 2~8. |
sjc | Superjump cancel the previous action. |
IAD | Instant Air Dash. |
AT | Air throw, often used as a combo ender that leads to knockdown. |
md.X | Perform a micro-dash before performing "X". Unused in favor of writing "microdash." |
tk.X | Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee. |
(X) | Input "X" is optional. Typically the combo will be easier if omitted. |
[X] | Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input "X" is released. Will only appear if a button is previously held down. |
{X} | Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version. |
X(#) | Attack "X" should only hit # of times. |
X~Y | This notation has two meanings.
|
(...) OR (...) | Use only one between the two alternative routes. |
RB1/2 | The first or second hit of Rapid Beat auto combo. |
CH | The first attack must be Counter Hit. |
FC | The first attack must be Fatal Counter. |
MD | Perform a Moon Drive, which is inputted by pressing 5B+C. |
Heat | Perform Heat, which is performed by inputting A+B+C. |
AD | Perform an Arc Drive, which is performed by inputting 236B+C. Characters with more than one Arc Drive will have theirs notated by input. |
LA | Perform a Last Arc, which is performed by inputting A+B+C+D or successfully Shielding in Blood Heat. |
Getting Started
Starter Combos
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2A > 2A > 2C > 5C > 623B > 5B > 3C > j.4BBB | Midscreen |
Combo Theory
In order to spend meter in combos, Noel has to stay grounded. 214C enables massive damage if used early in corner combos. 236C can extend combos later at the cost of a Key, and leads to an AT ender if you haven't yet used your launch. 623C should only be used if you don't have keys left (or don't want to spend any) as it leads to a safejump.
Noel gets very powerful okizeme off her airthrow if she doesn't spend her double jump. Delay IAD j.236A beats every reversal in the game except some 22X ones, as well as Shield Counter A/BC. Generally you'll need 4-6 keys for oki (either j.236A or 236C), meaning you have around four to use for neutral or pressure.
Combos
A Starter
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Lua error in Module:Script-MBTL at line 432: illegal token: delay. | 1 Magic Circuit, 1 Key | Midscreen |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2A > 2B > 2C > 5C > 623B > 5B > 214AA > 236C > Dash3C > jBC > AT | 3711 | 1 Magic Circuit, 1 Key | Midscreen |
B Starter
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
5B/2B > 2C > 5C > 623B > 5BXX > j.4BBB | Midscreen |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
5B/2B > 2C > 5C > 623B > 2B(1)/5B > 214BB > 214AA > 236C > 3C > jBC > AT | 4065/4061 | 1 Magic Circuit, 1 Key | Midscreen | |
for 2B(1)/5B, use whatever you didn't start with |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
5B/2B > 2C > 5C > 623B > 2B(1)/5B > 214BB > 214AA > 623C > OTG 2C | 4047/4068 | 1 Magic Circuit | Midscreen | |
for 2B(1)/5B, use whatever you didn't start with |
C Starter
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2C > 5C > 623B > 5B > delay2CXX > j.4BBB | Midscreen
| |||
2C > 5C > 623B > 5B > delay2CX > 214BB > 236C/623C/236BC | 1-3 Magic Circuit, 1 Key (236C) | Midscreen
| ||
2C > 6C > 623B > 5B > 236A > 5C > 214BB > 5AX > 623A > 236C/623C/236BC | 1-3 Magic Circuit, 1 Key (2 with 236C) | Corner |
Special Starter
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
22A > 2C > 5C > 623B > 5A > 5B > 3C > j.4BBB | Midscreen |
Jump-in/IAD Starter
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Lua error in Module:Script-MBTL at line 255: illegal starting token. | Midscreen |
CH Starter
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Fatal Counter j.X > 2C > 5C > 623B > 5AXX > j.4BBB | Midscreen |