Melty Blood/MBTL/Mash Kyrielight/Matchups: Difference between revisions
< Melty Blood | MBTL | Mash Kyrielight
Jump to navigation
Jump to search
No edit summary |
|||
Line 8: | Line 8: | ||
| image =MBTL_neco-arc_icon.png | | image =MBTL_neco-arc_icon.png | ||
| charLink =Melty Blood/MBTL/Neco-Arc | | charLink =Melty Blood/MBTL/Neco-Arc | ||
| favorability = | | favorability = Advantageous | ||
| data = | | data = | ||
*Neco-Arc has very short buttons and her neutral is very RNG based. Just focus on beating her out with having real normals and don't give her space to summon. 236X is good for rushing at her. If she tries to retreat in the air with her long air dash, simply just wait for her to land without committing to an anti-air option. j.2B can catch you if you overcommit to anti-airing her. | *Neco-Arc has very short buttons and her neutral is very RNG based. Just focus on beating her out with having real normals and don't give her space to summon. 236X is good for rushing at her. If she tries to retreat in the air with her long air dash, simply just wait for her to land without committing to an anti-air option. j.2B can catch you if you overcommit to anti-airing her. | ||
*She has a slow overhead in 4C. It's easy to react to on its own, but she can obscure it behind her summons so watch out for it. | *She has a slow overhead in 4C. It's easy to react to on its own, but she can obscure it behind her summons so watch out for it. | ||
Line 20: | Line 19: | ||
| image =MBTL_mash_icon.png | | image =MBTL_mash_icon.png | ||
| charLink =Melty Blood/MBTL/Mash_Kyrielight | | charLink =Melty Blood/MBTL/Mash_Kyrielight | ||
| favorability = | | favorability = Fair | ||
| data = | | data = | ||
*It's the mirror match. Focus on baiting out the other Mash player's 236X and punish them for whiffing. | *It's the mirror match. Focus on baiting out the other Mash player's 236X and punish them for whiffing. | ||
*Defensively, you can call out her gaps with 623X like any other character. | *Defensively, you can call out her gaps with 623X like any other character. | ||
Line 32: | Line 30: | ||
| image =MBTL_Tohno_icon.png | | image =MBTL_Tohno_icon.png | ||
| charLink =Melty Blood/MBTL/Tohno | | charLink =Melty Blood/MBTL/Tohno | ||
| favorability = | | favorability = Hard | ||
| data = | | data = | ||
*Tohno occupies a lot of the same space that Mash wants to play in and he plays those spaces a lot better given that his moves are faster. His 2C will completely out-speed and out-space almost all of your normals. His 236X specials are simply just better versions of Mash's 236X. Not to mention that Tohno has excellent air normals and can easily convert any air-to-air into damage. Though not impossible to deal with his options, you are required to make very good reads on what he intends to do as picking the same option as him will likely lead to him beating you. | *Tohno occupies a lot of the same space that Mash wants to play in and he plays those spaces a lot better given that his moves are faster. His 2C will completely out-speed and out-space almost all of your normals. His 236X specials are simply just better versions of Mash's 236X. Not to mention that Tohno has excellent air normals and can easily convert any air-to-air into damage. Though not impossible to deal with his options, you are required to make very good reads on what he intends to do as picking the same option as him will likely lead to him beating you. | ||
}} | }} | ||
Line 42: | Line 39: | ||
| image =MBTL arcueid icon.png | | image =MBTL arcueid icon.png | ||
| charLink =Melty Blood/MBTL/Arcueid Brunestud | | charLink =Melty Blood/MBTL/Arcueid Brunestud | ||
| favorability = | | favorability =Hard | ||
| data = | | data = | ||
*Arc is another character with excellent air normals and a scary ground approach. Her ground normals are at least contestable with good spacing. 2B is her best overall poke but you can space yourself far enough where you can beat her out with 5C/2C. However you should avoid directly challenging her j.B in the air. It's best to just reposition yourself or run under and anti-air. | *Arc is another character with excellent air normals and a scary ground approach. Her ground normals are at least contestable with good spacing. 2B is her best overall poke but you can space yourself far enough where you can beat her out with 5C/2C. However you should avoid directly challenging her j.B in the air. It's best to just reposition yourself or run under and anti-air. | ||
*Her rekka pressure is pretty strong, but if your opponent attempts to hit you with the third hit high/low you can buffer 623C and quickly hold downback to cover most of her options. Immediate 623C will punish second rekka with no cancel and will beat the third rekka if your opponent leaves a gap. | *Her rekka pressure is pretty strong, but if your opponent attempts to hit you with the third hit high/low you can buffer 623C and quickly hold downback to cover most of her options. Immediate 623C will punish second rekka with no cancel and will beat the third rekka if your opponent leaves a gap. | ||
Line 54: | Line 50: | ||
| image =MBTL Akiha icon.png | | image =MBTL Akiha icon.png | ||
| charLink =Melty Blood/MBTL/Akiha Tohno | | charLink =Melty Blood/MBTL/Akiha Tohno | ||
| favorability = | | favorability = Fair | ||
| data = | | data = | ||
*Overall neutral in this matchup is dependent on how patient you can play around her wheels. Mash's buttons are certainly good enough to keep Akiha from just rushing her head-on. So you will need to make sure you avoid situations where you have to block a wheel which is her most sure-fire way of winning neutral. | *Overall neutral in this matchup is dependent on how patient you can play around her wheels. Mash's buttons are certainly good enough to keep Akiha from just rushing her head-on. So you will need to make sure you avoid situations where you have to block a wheel which is her most sure-fire way of winning neutral. | ||
*Shielding her wheels is an overall good way to deal with some of her oki options. Though keep in mind she can call this option out by altering her wheel placement and throwing you. | *Shielding her wheels is an overall good way to deal with some of her oki options. Though keep in mind she can call this option out by altering her wheel placement and throwing you. | ||
Line 66: | Line 61: | ||
| image =MBTL ciel icon.png | | image =MBTL ciel icon.png | ||
| charLink =Melty Blood/MBTL/Ciel | | charLink =Melty Blood/MBTL/Ciel | ||
| favorability = | | favorability = Very Hard | ||
| data = | | data = | ||
*Mash loves her senpais but this is one you want to avoid fighting. Ciel's neutral game is incredibly difficult for Mash to contend with. She can safely throw keys from angles that Mash cannot hit her out of (up back j.214B for example). Your overall focus will be to shield black keys and approach carefully, Ciel can easily convert any of her stray projectile hits into knockdowns. | *Mash loves her senpais but this is one you want to avoid fighting. Ciel's neutral game is incredibly difficult for Mash to contend with. She can safely throw keys from angles that Mash cannot hit her out of (up back j.214B for example). Your overall focus will be to shield black keys and approach carefully, Ciel can easily convert any of her stray projectile hits into knockdowns. | ||
*At the very least, Ciel's offense isn't too impressive. So blocking her isn't too scary and is definitely recommended. | *At the very least, Ciel's offense isn't too impressive. So blocking her isn't too scary and is definitely recommended. | ||
Line 79: | Line 73: | ||
| image =MBTL_hisui_icon.png | | image =MBTL_hisui_icon.png | ||
| charLink =Melty Blood/MBTL/Hisui | | charLink =Melty Blood/MBTL/Hisui | ||
| favorability = | | favorability = Fair | ||
| data = | | data = | ||
*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. | *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. | *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. | ||
Line 91: | Line 85: | ||
| image =MBTL_Kohaku_icon.png | | image =MBTL_Kohaku_icon.png | ||
| charLink =Melty Blood/MBTL/Kohaku | | charLink =Melty Blood/MBTL/Kohaku | ||
| favorability = | | favorability =Fair | ||
| data = | | data = | ||
*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. | *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. | *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. | ||
Line 102: | Line 96: | ||
| image =MBTL_maids_icon.png | | image =MBTL_maids_icon.png | ||
| charLink =Melty Blood/MBTL/Hisui & Kohaku | | charLink =Melty Blood/MBTL/Hisui & Kohaku | ||
| favorability = | | favorability =Fair | ||
| data = | | data = | ||
*Refer to the solo maids. It's not really that different. | |||
* | |||
}} | }} | ||
Line 201: | Line 193: | ||
| data =*Overview | | data =*Overview | ||
*Neutral | *Neutral | ||
*Offense | *Offense | ||
*Defense | *Defense | ||
Line 235: | Line 226: | ||
| image =MBTL_PCiel_icon.png | | image =MBTL_PCiel_icon.png | ||
| charLink =Melty Blood/MBTL/PCiel | | charLink =Melty Blood/MBTL/PCiel | ||
| favorability = | | favorability = | ||
| data =*Overview | | data =*Overview | ||
*Neutral | *Neutral |
Revision as of 22:03, 12 November 2022
Notation Help | |
---|---|
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. |
Specific Matchups
Neco-Arc (Advantageous) [character page][match videos] |
---|
|
Mash (Fair) [character page][match videos] |
---|
|
Tohno (Hard) [character page][match videos] |
---|
|
Arcueid (Hard) [character page][match videos] |
---|
|
Akiha (Fair) [character page][match videos] |
---|
|
Ciel (Very Hard) [character page][match videos] |
---|
|
Hisui (Fair) [character page][match videos] |
---|
|
Kohaku (Fair) [character page][match videos] |
---|
|
Maids (Fair) [character page][match videos] |
---|
|
Kouma [character page][match videos] |
---|
|
Miyako [character page][match videos] |
---|
|
Noel [character page][match videos] |
---|
|
Roa [character page][match videos] |
---|
|
Vlov [character page][match videos] |
---|
|
Warc [character page][match videos] |
---|
|
Saber [character page][match videos] |
---|
|
Aoko [character page][match videos] |
---|
|
DANoel [character page][match videos] |
---|
|
Mario [character page][match videos] |
---|
|
PCiel [character page][match videos] |
---|
|