Melty Blood/MBTL/Shiki Tohno/Strategy: Difference between revisions

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'''>j4AAAB>AT>IAD>wjX>land''' Gives consistent hight for a meaty. It works best in the corner since you land quite far away from the enemy Midscreen.<BR> <BR>
'''>j4AAAB>AT>IAD>wjX>land''' Gives consistent hight for a meaty. It works best in the corner since you land quite far away from the enemy Midscreen.<BR> <BR>


'''Corner Safejump(thanks to [https://twitter.com/hare082/status/1560719151001350144?cxt=HHwWgMCt2Y_z5KgrAAAA @hare082])
Corner Safejump(thanks to [https://twitter.com/hare082/status/1560719151001350144?cxt=HHwWgMCt2Y_z5KgrAAAA @hare082])<BR>
...>3C>jBC>66>AT>dl9>jC>(D)>:'''
'''...>3C>jBC>66>AT>dl9>jC>(D)>:'''
j9 has to be input a little later then half the way down
j9 has to be input a little later then half the way down


Mdscreen Metered Left/Right:
Mdscreen Metered Left/Right:<BR>
'''>236C>w2A>sj>wjA>land''' early wjA means sameside, late wjA means Sideswitch
'''>236C>w2A>sj>wjA>land''' early wjA means sameside, late wjA means Sideswitch



Revision as of 05:16, 21 August 2022

Offense

Okizeme

There are not a lot of safejumps for Thono. So most OKI is done grounded
Examples:
OS vs Heat and DPs: meaty 2A>2A~D>...
IAD >jX vs lowshield
dl. Grab vs shield
...

Throw:
j8/9>wjA>land j8 in corner j9 Midscreen

Airthrow:
...>3C>AT>66> You can always just runup and meaty from an early Airthrow.
>j4AAAB>AT>IAD>wjX>land Gives consistent hight for a meaty. It works best in the corner since you land quite far away from the enemy Midscreen.

Corner Safejump(thanks to @hare082)
...>3C>jBC>66>AT>dl9>jC>(D)>: j9 has to be input a little later then half the way down

Mdscreen Metered Left/Right:
>236C>w2A>sj>wjA>land early wjA means sameside, late wjA means Sideswitch

j236C left/right
old routing not possible after 19.08. Patch: @ralialidell
new routing quite difficult: @TheLonePhantom


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Shiki Tohno
Arcueid Brunestud
Akiha Tohno
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Hisui
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