Melty Blood/MBTL/Noel/Combos: Difference between revisions

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Line 43: Line 43:
  {{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
   | basedamage   = 3711
   | damage   = 3711
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = 1 Magic Circuit, 1 Key
   | cost          = 1 Magic Circuit, 1 Key
Line 58: Line 58:
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 5B/2B > 2C > 5C > 623B > 5BXX > j.4BBB
   | combo        = 5B/2B > 2C > 5C > 623B > 5BXX > j.4BBB
   | basedamage   =  
   | damage   =  
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          =  
   | cost          =  
Line 72: Line 72:
  {{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
   | basedamage   = 4065/4061
   | damage   = 4065/4061
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = 1 Magic Circuit, 1 Key
   | cost          = 1 Magic Circuit, 1 Key
Line 86: Line 86:
  {{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
   | basedamage   = 4047/4068
   | damage   = 4047/4068
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = 1 Magic Circuit
   | cost          = 1 Magic Circuit

Revision as of 05:11, 7 October 2021

Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

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.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
(...) 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

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
Combo Damage Cost Meter Gain Location

B Starter

Combo Damage Cost Meter Gain Location
Combo Damage Cost Meter Gain Location

for 2B(1)/5B, use whatever you didn't start with

Combo Damage Cost Meter Gain Location

for 2B(1)/5B, use whatever you didn't start with

C Starter

Combo Damage Cost Meter Gain Location

Special Starter

Combo Damage Cost Meter Gain Location

Jump-in/IAD Starter

Combo Damage Cost Meter Gain Location

CH Starter

Combo Damage Cost Meter Gain Location

Videos

External Links

Evernote by @Gosuda_

MBTL Navigation

The Game
Getting Started
FAQ
Glossary
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Links
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The Battle System
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Resources
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Characters
Shiki Tohno
Arcueid Brunestud
Akiha Tohno
Ciel
Hisui
Kohaku
Hisui & Kohaku
Miyako Arima
Kouma Kishima
Noel
Michael Roa Valdamjong
Vlov Arkhangel
Red Arcueid
Saber
Aoko Aozaki
Dead Apostle Noel
Mario Gallo Bestino
Powered Ciel
Neco-Arc
Mash Kyrielight
Ushiwakamaru
Monte Cristo