Melty Blood/MBTL/Kouma Kishima/Combos: Difference between revisions
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}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = D > A > j.B > j.6BC > 2C > | | combo = D > A > j.B > j.6BC > 2C > 9j.[C] > 236AA(delay)4A > 5A > 5C > 2BB > 236BBB > 214C | ||
| damage = 4220 | | damage = 4220 | ||
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}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = D > A > j.B > j.6BC > 2C > 8j.[C] > | | combo = D > A > j.B > j.6BC > 2C > 8j.[C] > 5C > 236[B] > 22A > 5B > 2B > 236AAA > 214C | ||
| damage = | | damage = 4220 | ||
| cost = 1 Moon Gauge, 100 meter | | cost = 1 Moon Gauge, 100 meter | ||
| metergain = 1.18 | | metergain = 1.18 | ||
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| location = {{Property-UNI|Corner}} | | location = {{Property-UNI|Corner}} | ||
| notes = *Moonskill and meter combo, corner version. | | notes = *Moonskill and meter combo, corner version. | ||
}} | |||
{{ComboData-MBTL | |||
| combo = D > A > j.B > j.6BC > 2C > 9j.[C] > 236AA(delay)4A > 5A > 5C > 5B > 2B > 236BBB > 214C | |||
| damage = 4233 | |||
| cost = 1 Moon Gauge, 100 meter | |||
| metergain = | |||
| oppmetergain = | |||
| location = {{Property-UNI|Corner}} | |||
| notes = *Moonskill and meter combo for the corner. Slightly higher damage than the above, but requires a delay. | |||
}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL |
Revision as of 20:15, 3 November 2022
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
The combos listed below are basic BNBs and relatively easy combos to use. You can also go into Mission Mode to try his combo trials, but those aren't as well developed.
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2C > 5C > 5B > 236A~A~A > 2B > 2C > 5C > RB1 > Ender | ~3345 | 79% Opp: 35% |
Anywhere | |
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2B > 3C > jB > j.6BC > 236A~4A~4A > 2A > 2C > 5C > RB1 > Ender | ~ | 3 Moon Gauge | Anywhere | |
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D > A > jB > j.6BC > 236A~4A~4A > 2A > 2C > 5C > RB1 > Ender | ~ | 3 Moon Gauge | Anywhere | |
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D > CH B > 3BC > jc > dl.j.[C] > 236A- 4A- 4A > 2A > 2C > 5C > RB1 > Ender | ~ | Anywhere | ||
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j.[C] > 2BC > 236B~4B~4B > 2A > 2C > 5C > RB1 > Ender | ~ | 72% Opp: 32% |
Anywhere | |
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3BC > jc > dl.j.[C] > 236A- 4A- 4A > 2A > 2C > 5C > RB1 > Ender | 3234 | 65% | Anywhere | |
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Lua error in Module:Script-MBTL at line 406: illegal token: ). | ~ | 3 Moon Gauge | Anywhere | |
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D > BC > dj.[C] > 2BC > 236B- 4B- 4B > 2A > 2C > 5C > RB1 > Ender | ~ | 6 Moon Gauge | Anywhere | |
|
Theory
Kouma, while having several different ways to extend combos, generally wants to get the opponent high enough for a rekka extension then go into one of his multiple enders that can either prioritize okizeme or damage. This is generally done by comboing into 2C then two subsequent normals, generally 5C > 5B.
Thanks to having consistent combos into his 214A, he has meterless access to amazing okizeme unlike most of the cast. Because of this, his combos aren't meter dependant and he can save it up for reversal purposes or for Arc Drive.
He also has ways to extend his combos off situational starters, such as 6BC from a long range confirm, j.6BC from shield launcher, 22B when ground bounce is used, 214A~A near the corner, and j.236C from DP.
FAQ
What do I do after X starter?
2A can be any other low/CH air starter for bnb or any normal starter for 6BC or IAD. Additional normals before 2C will reduce the damage.
Why end with 214A?
This damage is made up by the advantage you get after it: a safejump that can be a 5-way mixup.
Why do my normals/rekka whiff/come out too late mid-combo?
If anything whiffs - you are mashing when you have to time it.
Why does Rekka not cross up?
A) You finished with 4X
B) You delayed it too much
C) You are using the wrong one On higher ranges you have to switch 236A for 236B.
D) j.[C] 5C 2[C]: you need some space between you and your opponent for it to work. You create it by doing 8jc (jump upwards instead of diagonal), delaying normals or you add 2B after 5B for a bit of damage loss, but a stable B-rekka confirm.
2B link is too hard! Can I replace it?
Yes, you can replace it with 5A > 5CC > 214A. This will give up a lot of damage, though.
I can’t connect anything after j.[C] after 3BC, my opponent just techs!
Start charging j.C when falling, not rising. 3BC has a lot of hitstun.
Enders
Kouma has strong combo enders that allow him to pick between okizeme and damage. This will be listing the enders after rekka specifically, as other combo starters will require specific enders even if they still get to pick between damage and okizeme.
Combo | Cost | Location |
---|---|---|
214A | Anywhere | |
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214A > 236C | 1 Bar | Anywhere |
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236X~X~X > 214C | 1 Bar | Anywhere |
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236X~X~X > 236BC | 3 Bars | Anywhere |
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236X~X > 236C(2) > 236BC | 4 Bars | Anywhere |
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Close to Corner After Sideswitch
Combo | Cost | Location |
---|---|---|
2BB > 214A~4A > C > 214C | 1 Bar | Anywhere |
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2BB > 214A~4A > 2C > 236BC | 3 Bars | Anywhere |
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2BB > 214A~4A > 2C > 236C > 236BC | 4 Bars | Anywhere |
|
Combos
2A Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2A > 2C > 5C > 5B > 236A~A~A > Ender | 214A - 3345, j.CC - 3519, 214C - 3908 | Anywhere | ||
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2A > 2C > 5C > 5B > 236A~A~A > 2B > 2C > 236[B] > 5CC > 214A | 3455 | 0.88 | Anywhere | |
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2A > 2C > 5C > 5B > 236A~A~A > 5A > 214A~4A > Ender | 214A - 3470, j.BB - 3620 | Near Corner | ||
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2A > 2C > IAD > j.C > 5A > 5C > dl.5B > dl.236Bdl BB > Ender | 214A - 3439, j.BB - 3567, 214C - 4036 | Anywhere | ||
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2A > 2C > IAD > j.C > 5A > 5C > dl.5B > dl.236BdlBB > 2B > 214A- 4A > 2B > 5CC > 214A | 3545 | Near Corner | ||
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Lua error in Module:Script-MBTL at line 463: illegal token: delay. | 3666 | 3 Moon gauge. | 1.11 | Anywhere |
Divekick combo. Very tricky to pull off. |
2B/5B Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2B > 2C > 6236B(1)B > 5C > 236AAA > 5A > 5B > Ender | 3581(214A ender) | .83 Magic Circuit | Anywhere | |
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5B/2B > 2C > IAD > j.C > 623B(1)B > 236AXX > 5A > 5C > Ender | AT: 3708, 214A: 3609 | Anywhere | ||
High damage and good corner carry combo. | ||||
5B/2B > 2C > IAD > j.C > 623B(1)B > 236AXX > 5A > 5C > 214X4 > 5C > 5B > Ender | AT: 3822, 214A: 3714 | Corner | ||
Variant for in case you reach the corner. | ||||
5/2B > 2C > 236[B] > 5C > 236AXX > 5A > 5B > 22A > Ender | AT: 3822, 214A: 3714 | Corner | ||
Corner combo. |
Shield Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
D > A > j.B > 6BC > 2B > 5CCC > 214A | 3003 | 3 Moon Gauge | Anywhere | |
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D > A > j.C > 6BC > 5C > 22B > 5A > 2C > 2B > 5BBB > 214A | 3392 | 3 Moon Gauge | Anywhere | |
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D > A > dl.j.B > 6BC > 2C > 5C > dl.5BB > 214A | 3024 | 3 Moon Gauge | Anywhere | |
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Lua error in Module:Script-MBTL at line 463: illegal token: delay. | 4220 | 1 Moon Gauge, 100 meter | 1.20 | Anywhere |
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D > A > j.B > j.6BC > 2C > 8j.[C] > 5C > 236[B] > 22A > 5B > 2B > 236AAA > 214C | 4220 | 1 Moon Gauge, 100 meter | 1.18 | Corner |
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Lua error in Module:Script-MBTL at line 463: illegal token: delay. | 4233 | 1 Moon Gauge, 100 meter | Corner | |
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D > BCH > dl.2.C > 5C > dl.236B- dl.B- B > Ender | 214A - 3264, j.BB - 3392, 214C - 3861, 236BC - 4656, 236C(2)236BC - 5030 | Anywhere | ||
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D > BC > 2[C] > dl.5C > dl.5B > dl.236B- dl.B- B > Ender | 214A - 3509, j.BB - 3625, 214C - 4098, 236BC - 4923, 236CBC - 5267 | 2 Moon Gauge | Anywhere | |
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Anti-Air Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2B > dl.5B > dl.5C > dl.236BBB > Ender | 214A - 3306, j.CC - 3411, 214C - 3912 | Anywhere | ||
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CH 2B > j.[C] > 2B > dl.5C > dl.236AAA > Ender | 214A - 3686, j.BB - 3748, 214C - 4253 | Anywhere | ||
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CH 2B > 2[C] > dl.5B > dl.5B > dl.236BBB > Ender | 214A - 3799, j.CC - 3947, 214C - 4396 | Midscreen | ||
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CH 5A > j.[C] > 2B > (dl.5CC > 214A) OR (3C > j.BB) OR (dl.5C > dl.5BB > 236AA > 214C) | 214A - 2860, j.CC - 3250, 214C - 3753 | Midscreen | ||
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j.[C] Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
j.[C] > dl.2C > dl.5C > dl.5B > dl.B > dl.236Bdl BB > Ender | 214A - 3901, j.CC - 4002, 214C - 4498 | Midscreen | ||
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236X ~ X ~ CH 4X Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Lua error in Module:Script-MBTL at line 432: illegal token: w.. | 2526, 2673 | Anywhere | ||
|
214X ~ 4X Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Lua error in Module:Script-MBTL at line 276: illegal token: 5. | 3568, 3718 | Back to Corner | ||
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214A4A > 5C > 236AAA > 5A > 5B > 22A > 2A > 2C > 236[B] > 2BB > 236BBB > 214C | 4445 | Back to Corner | ||
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Air to Air CH Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
j.X > 2C > dl.5C > dl.5B > dl.236B- dlB - B > Ender | Anywhere | |||
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j.A > 5C > 2[C] > IAD > j.B > 623B(1)B > 236A~6X4X > 5A > 5BB > 214A OR 2B > 5B > 3C | (AT: 4178. 214A: 4037) | Anywhere | ||
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j.B > 5C > 2[C] > IAD > j.C > 623B(1)B > 236A~6X4X > 5A > 5BB > 214A OR 2B > 5B > 3C | (AT: 4176. 214A: 4064) | Anywhere | ||
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j.C > 5C > 2[C] > IAD > j.B > 623B(1)B > 236A~6X4X > 5A > 5BB > 214A OR 2B > 5B > 3C | (AT: 4144. 214A: 4032) | Anywhere | ||
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236[B] starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
236[B] > 236C > Dash > 6BC > 5A > RB1 > ENDER | 3629(214A) ender | 100% Magic Circuit | 26% Magic Circuit | Anywhere |
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236[B] > 236C > 2C > 5C > 5B > RB1 > ENDER | 3869(214A ender) | 100% Magic Circuit | 23% Magic Circuit | Corner |
Similar to the above combo, but in the corner and without a dash. Not optimal, but very easy. | ||||
236[B] > 2B > 2C > j.[C] > 5C > 236AXX > 5A > 5B > 22A > 2A > 2CC > 214A OR 2CC > 236BXX > 214C | 4.8 ex ender(4.3 214A ender | 100% Magic Circuit | 105% Magic Circuit | Corner |
Highly damaging combo of 236[B] but is slightly tricky to perform |
Moonskill starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2BC > 2C > IAD > j.B > 623B(1)B > 236A~6X4X > 5A > 5C > 5B > 2B > 3C > AT OR 5BB > 214A | (AT: 3996. 214A: 3892.) | Anywhere | ||
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2BC > 5C > 236[B] > 2C > 236AXX > 5A > 5B > 22A > 2A > 2B > 3C OR 2BB > 214A | (AT: 4262. 214A: 4186) | Corner | ||
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6BC > 2C > IAD > j.B > 623B(1)B > 236A~6X4X > 5A > 5C > 5B > 2B > 3C > AT OR 5BB > 214A | (AT: 3649. 214A: 3560) | Anywhere | ||
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6BC > 2C > 236[B] > 5C > 22A > 5A > 5B > 2B > 3C > AT OR 2BB > 214A | (AT: 3613. 214A: 3471.) | Corner | ||
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3BC > IAD > delayj.[C] > 2C > delayIAD > j.B > 5A > 236AXX > 2A > 5C > 5B > 3C > AT OR 5C > 5BB > 214A | (AT: 3864. 214A: 3788) | Anywhere | ||
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3BC > j.8 > delayj.[C] > 236[B] > 236AXX > 5A > 5B > 22A > 2A > 2C > 2B > 3C OR 2BB > 214A | (AT: 4173. 214A: 4117.) | Anywhere | ||
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j.6BC > 2C > IAD > j.B > 623B(1)B > 236A~6X4X > 5A > 5C > 5B > 2B > 3C > AT OR 5BB > 214A | (AT: 3860. 214A: 3786.) | Anywhere | ||
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j.6BC > 5C > 236[B] > 2C > 236AXX > 5A > 5B > 22A > 2A > 2B > 3C OR 2BB > 214A | (AT: 4028. 214A: 3972.) | Anywhere | ||
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Moondrive Combos
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2A > 2B > 2C > 2BC > MD > IADj.[C] > 5C > 236AXX > 5A > 5BB > 236BXX > 214C | 4587 | 100% magic circuit | Anywhere
| |
2B > 2C > 2BC > MD > IADj.[C] > 623B(1)B > 5C > 236AXX > 5A > 5BB > 236BXX > 214C | 4781 | 100% magic circuit | Anywhere
| |
2A > 2B > 2C > 236[B] > 2BC > MD > 3BC > j.8 > j.[C] > 5C > 22A > 5A > 5BB > 236AXX > 214C | 4603 | 100% magic circuit | Corner |
Videos
Kouma 214A Okizeme Primer
RED's Week 1 Kouma Guide (Info Potentially Outdated)
External Links
- Dadoc: Optimized Kouma Combo Doc by Liz.
- Kouma Combo Doc for beginners and people that just want to grill by Fluury.
- Combo Doc By Jamie