Melty Blood/MBTL/Mash Kyrielight/Matchups: Difference between revisions
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| charLink =Melty Blood/MBTL/Hisui | | charLink =Melty Blood/MBTL/Hisui | ||
| favorability = | | favorability = | ||
| data =* | | data =*Matchup Rating: Fair | ||
* | *Fair matchup to play. Hisui's normals aren't too threatening but she does have the same silly gimmick in 5[C] as you do with your 236[B]. If both players try to do these moves too close both characters actually whiff through each other. Otherwise neutral consists of Hisui throwing out random projectiles at you and trying to score a hit to set up bento oki. | ||
* | *Her bento oki is strong but if you make the right guess you can DP out of it. She usually has to make a hard bait from most knockdowns if you present DP enough times. | ||
* | *If she attempts to do a close blockstring into EX dust, you can guard cancel heat to avoid the follow up mixup. Not recommended if you have a big meter/life lead already though. | ||
}} | }} | ||
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| charLink =Melty Blood/MBTL/Kohaku | | charLink =Melty Blood/MBTL/Kohaku | ||
| favorability = | | favorability = | ||
| data =* | | data =*Matchup Rating: Fair | ||
* | *Your biggest threat in this matchup is battous of course. They're fairly fast and also have good reach. 2C is another normal to watch out for because of its range. If you can make good reads you can get around these or try to blow through them with 236[B]. She has no real grounded reversals to speak of so it's pretty effective for winning neutral. | ||
* | *Be mindful that she has a horizontal air dash so she can do quite a few overheads in the air low to the ground before she lands. | ||
}} | }} | ||
Revision as of 21:58, 12 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.
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(...) 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. |
Specific Matchups
Neco-Arc [character page][match videos] |
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Mash [character page][match videos] |
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Tohno [character page][match videos] |
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Arcueid [character page][match videos] |
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Akiha [character page][match videos] |
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Ciel [character page][match videos] |
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Hisui [character page][match videos] |
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Kohaku [character page][match videos] |
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Maids [character page][match videos] |
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Kouma [character page][match videos] |
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Miyako [character page][match videos] |
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Noel [character page][match videos] |
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Roa [character page][match videos] |
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Vlov [character page][match videos] |
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Warc [character page][match videos] |
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Saber [character page][match videos] |
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Aoko [character page][match videos] |
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For reasons known to Neco-Arc alone, you can disable Aoko's orbs with a charged jC, 3C, 22B/2BC Necos, or any rocket Necos that you may get from summons. Inexplicably, you can also disable them with the Eye Beam portion of 22[A], even though the initial laser nor the individual 236 Beams affect the orbs.
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DANoel [character page][match videos] |
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Mario [character page][match videos] |
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PCiel [character page][match videos] |
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