Melty Blood/MBTL/Mash Kyrielight/Matchups: Difference between revisions
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| favorability = Fair | | 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. Avoid blindly rushing at her and focus on calling out when she wants to set a wheel with super jump buttons. | ||
*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. | ||
}} | }} | ||
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| image =MBTL_kouma_icon.png | | image =MBTL_kouma_icon.png | ||
| charLink =Melty Blood/MBTL/Kouma | | charLink =Melty Blood/MBTL/Kouma | ||
| favorability = | | favorability =Fair | ||
| data =* | | data =*Primary goal is to play a strong footsie game to keep Kouma from rushing at you and also to avoid rushing at Kouma needlessly. His defensive options are very strong with an amazing anti-air 2B, DP, and a multitude of armored moves. You will want to watch out for his approaches with j.[C] which is a big armored jump in or dash rekkas. Learning to deal with his armor moves is also very important, refer to his front page entry for ways to deal with armored moves. | ||
* | *Defensively, you will usually want to fuzzy jump most of his strings to avoid his command grabs. Though his damage off his normals are much higher so sometimes its better to just hold downback and take the throw to avoid a potentially big call out. His j.236C is his big plus on block kick that you guard cancel heat through without fear of being punished if you don't want to take the mixup after. | ||
}} | }} | ||
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| image =MBTL_miyako_icon.png | | image =MBTL_miyako_icon.png | ||
| charLink =Melty Blood/MBTL/Miyako | | charLink =Melty Blood/MBTL/Miyako | ||
| favorability = | | favorability =Hard | ||
| data =* | | data =*Miyako is extremely threatening up close as it is difficult to challenge all of her options due to the wide variety of mixups she has. Your normals are bigger than hers so that's about the only leverage you will get in neutral to fight Miyako. Try to stuff her approach and start your offense before she does. | ||
* | *Defensively... you shouldn't expect to be able to beat all of her options by simply DPing. Do your best to react to her high/low/cross-up by blocking. If you have a good read you can even try to shield but getting called out by throw can lead to some significant damage or a reset opportunity for Miyako. | ||
}} | }} | ||
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| image =MBTL_Noel_icon.png | | image =MBTL_Noel_icon.png | ||
| charLink =Melty Blood/MBTL/Noel | | charLink =Melty Blood/MBTL/Noel | ||
| favorability = | | favorability =Hard | ||
| data =* | | data =*Noel's buttons are incredibly long and are more than a match for Mash's shield normals. Your primary focus should be on baiting out her 2B in neutral. It's an insanely long reaching two hit normal that can anti-air on the first hit and poke low on the second. It's fairly difficult to challenge on the ground since her 2B is 8f which is faster than your 2B. What you can instead do is slightly delay an airdash to go over 2B since the second hit has very poor vertical reach. TK 214X/j.4BC can also achieve the same result. If you think she will whiff it front of you, the fastest whiff punish you can usually do is 6BC for whiff punishing the extended hurtbox. New to recent patch is that you MUST low shield 2B as stand shield will force fail shield state. So guessing between her using 5C and 2B in neutral with shield can be really annoying. | ||
* | *Noel's keys are good but she has limited uses of it of course. Shield them when you see them for the moon gauge. | ||
* | *Noel has both an overhead and DP on her 22X. So it's important to safejump her to avoid any silly wake up games. | ||
* | *214X will restand you so keep a lookout if your opponent likes to do restand resets. You can typically mash out of these if you're ready. | ||
}} | }} | ||
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| image =MBTL_roa_icon.png | | image =MBTL_roa_icon.png | ||
| charLink =Melty Blood/MBTL/Roa | | charLink =Melty Blood/MBTL/Roa | ||
| favorability = | | favorability =Very Hard | ||
| data =* | | data =*Roa not only boasts powerful zoning tools, but also really strong pressure to boot. He won't run away from you thankfully but his grounded 214X is more than enough to keep Mash out. 6BC is the fastest tool you have to challenge horizontal lightning strikes while on the ground. The regular shield bashes you have are too slow to contest with horizontal lightning. When in doubt you can also just shield the lightning or just dash block into it until you get in. His grounded normals are all faster than you but you have a slight reach advantage over him. Mashing out of his pressure will be difficult but you can at least play some level of footsies with him at midrange. | ||
* | *Defensively it's best to avoid air teching unnecessarily. If you tech into 214C you can easily get air unblockable'd. | ||
* | *As stated before, his buttons are much faster than yours, so mashing on his rebeats can be very difficult as he is still effectively neutral or plus from his rebeats. Try to focus on jumping out of his pressure since directly challenging it with normals can be very difficult. | ||
}} | }} | ||
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| image =MBTL_vlov_icon.png | | image =MBTL_vlov_icon.png | ||
| charLink =Melty Blood/MBTL/Vlov Arkhangel | | charLink =Melty Blood/MBTL/Vlov Arkhangel | ||
| favorability = | | favorability =Very Hard | ||
| data =* | | data =*You can probably guess this matchup is awful for Mash. It is! Vlov has every tool on the planet to keep Mash from getting in and many of which require less risk and offer more reward to use than Mash's approach options. Your one singular option that you can use to deal with Vlov zoning is TK j.4BC. The air shield slam has a really good angle for getting over Vlov 22X and even some of his 236X projectiles if your timing/spacing is good. Otherwise it's very hard to find time to charge up 236[B] to get in and you're typically stuck using the same universal approach options that most characters have (dash blocking, IAD, superjump, shield BC). Your only chance of winning this matchup is to stick as close to possible to Vlov at round start and snowball him to death with your pressure. At the very least your upclose pressure is better than his so that's where you want to be for the entire match. | ||
* | *On defense it's best to just block until you see a good opportunity to jump out. If he starts calling out your jumps with 214X then that's when you can start mashing on some of his pressure. | ||
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| image =MBTL_warc_icon.png | | image =MBTL_warc_icon.png | ||
| charLink =Melty Blood/MBTL/Red_Arcueid | | charLink =Melty Blood/MBTL/Red_Arcueid | ||
| favorability = | | favorability =Very Hard | ||
| data =* | | data =*Warc is another oppressive Zoner character that can operate outside of Mash's optimal ranges. You will have to use universal options to deal with upback onion ring projectiles as Mash has literally nothing in her kit that can stop her from simply running away and throwing rings at safe positions. Call them out with super jump j.C or dash under her and anti-air her from behind when you can. | ||
}} | }} | ||
Revision as of 09:31, 13 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 (Advantageous) [character page][match videos] |
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Mash (Fair) [character page][match videos] |
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Tohno (Hard) [character page][match videos] |
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Arcueid (Hard) [character page][match videos] |
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Akiha (Fair) [character page][match videos] |
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Ciel (Very Hard) [character page][match videos] |
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Hisui (Fair) [character page][match videos] |
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Kohaku (Fair) [character page][match videos] |
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Maids (Fair) [character page][match videos] |
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Kouma (Fair) [character page][match videos] |
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Miyako (Hard) [character page][match videos] |
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Noel (Hard) [character page][match videos] |
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Roa (Very Hard) [character page][match videos] |
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Vlov (Very Hard) [character page][match videos] |
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Warc (Very Hard) [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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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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