Melty Blood/MBTL/Mash Kyrielight/Matchups: Difference between revisions
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| image =MBTL_saber_icon.png | | image =MBTL_saber_icon.png | ||
| charLink =Melty Blood/MBTL/Saber | | charLink =Melty Blood/MBTL/Saber | ||
| favorability = | | favorability =Fair | ||
| data =* | | data =*An FGO player's favorite matchup. These two servants go pretty evenly with each other. Your primary focus is to just play a solid neutral game. Her j.[C] is something to look out for as it's very big and has more reliable clash frames than Mash's. Avoid being in situations where she is above you and you don't have a good angle to anti-air with 5B or DP. Otherwise just use 236[B] when she's on the ground or about to land to force your way in. | ||
* | *When blocking rekkas always block low until the third rekka where you have to then start blocking overhead. She does not have a low rekka 3. | ||
* | *Watch when she has three bars because Avalon will beat any safejump you try to do. | ||
}} | }} | ||
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| image =MBTL_aoko_icon.png | | image =MBTL_aoko_icon.png | ||
| charLink =Melty Blood/MBTL/Aoko | | charLink =Melty Blood/MBTL/Aoko | ||
| favorability = | | favorability =Hard | ||
| data =* | | data =*Another annoying matchup given that Aoko's beams are pretty good at keeping Mash out. She can also set orbs in neutral to cut off some of your approach options. You're mainly just going to look for deadzones in her zoning to get in. Once you're in mid range it gets a lot easier as you can threaten 236X better and there's a good spot outside of her 236A range where you can charge up 236[B] and beat her out if she's just mashing finger beams. Stick close to her round start and don't let her freely set up orbs around the screen or else neutral will become complicated for you. | ||
* | *Outside of her 4C, most of her overheads are very slow and reactable so just hold downback until you see an obvious looking overhead. Her 4C is only really a threat when she has an orb on top of you which she can use to combo from it. | ||
* | *She has a good horizontal air dash that's good for baiting throw techs. If you're going to throw tech vs Aoko it's a good idea to use 3C~AD. | ||
* | *Most of her beams are pretty reactable from fullscreen, so once you see her charging one up or whiffing the initial hits of 236X you should get ready to shield for some free moon gauges. The only exception is 6BC which is very fast but super disadvantageous on block. | ||
*Expect her to use 2BC in many defensive situations. Have MD or shield ready to bait out this option. | |||
}} | }} | ||
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| image =MBTL_danoel_icon.png | | image =MBTL_danoel_icon.png | ||
| charLink =Melty Blood/MBTL/DANoel | | charLink =Melty Blood/MBTL/DANoel | ||
| favorability = | | favorability =Fair | ||
| data =* | | data =*DAN is a very mobile zoner/setplay character. Luckily her projectiles are pretty slow and easy to react to with shield compared to Vlov or Ciel. But she makes up for it with her strong setplay. The main goal is to get in her face and suffocate her. If she tries to set her 214X pillars in neutral it's a good time to approach with 236X since they will typically dodge the falling pillars and hit her. If the pillars are down in neutral it's important to carefully play around them as they can be detonated at any time with 22X. A bad move and she can easily convert from fullscreen and get a knockdown into setplay. | ||
* | *Her DP has a massive hitbox but is very slow so it's easy to meaty her off of any knockdown with anti-heat OSes (2A > 25BD). | ||
* | *Keep in mind that only her 4BC is an overhead for the falling pillars. | ||
* | *When she knocks you down with pillars on top of you, she has the ability to perform "cross-up" setups to break your left/right guard. If you're not sure where to block, you can sometimes do a delayed shield to have the game correct for you if there's enough space between you and the pillar explosions. Be careful with this as she has more than enough ways to bait this option out. | ||
}} | }} | ||
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| image =MBTL_Mario_icon.png | | image =MBTL_Mario_icon.png | ||
| charLink =Melty Blood/MBTL/Mario | | charLink =Melty Blood/MBTL/Mario | ||
| favorability = | | favorability =Fair | ||
| data =* | | data =*Your best friend here is really 236[B] which will blow through a lot of nun moves and knock them down. Sometimes you don't always want to knock a nun down since it can effectively shorten his recovery on his nun specials. Letting his 214X nuns whiff is usually better than hitting them. However 236X (the walking nun) goes into a much longer recovery state if you hit her. Mario has no frame 1 reversal options aside from arc drive so you needn't worry about that. His anti-air options with 623X/3BC are actually quite good since they're a fast near full diagonal coverage of the screen. So it's not recommended to be blindly diving at him with j.214X or j.236X. | ||
* | *If you get put into his okizeme, you really do have to hold it. It's extremely easy for him to bait out DPs and heats by letting projectile nun cover him before he continues pressure. Try to avoid wasting resources getting out of his oki and instead look for gaps in his pressure. | ||
}} | }} | ||
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| image =MBTL_PCiel_icon.png | | image =MBTL_PCiel_icon.png | ||
| charLink =Melty Blood/MBTL/PCiel | | charLink =Melty Blood/MBTL/PCiel | ||
| favorability = | | favorability =Very Hard | ||
| data =* | | data =*Your mortal enemy is j.[C] (and just about every other button she presses). Her options for covering Mash's approaches by simply doing a retreating j.[C] are insanely strong. It's difficult to get above her or below her as she's doing this move given the massive space coverage. Some characters can low-profile under it but Mash lacks such options. Shielding can be risky as whiffing the shield gives her an easy punish with 2C into big damage. You want to try to make her whiff it by halting your approach outside of its range. This gives you a little more frame advantage to work with to get in than blocking it. | ||
* | *Beyond dealing with j.C, most of her normals are big but have long recovery. So just being patient and looking for something to whiff punish with 6BC is the most stable way of winning against P-Ciel. | ||
* | *When blocking, make sure you learn to visually tell the difference between 236[B] and 2[C] which are two similar looking moves that need to be shielded differently. Otherwise it's free damage for P-Ciel if you can't distinguish between these moves. | ||
}} | }} | ||
Revision as of 17:00, 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 (Fair) [character page][match videos] |
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Aoko (Hard) [character page][match videos] |
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DANoel (Fair) [character page][match videos] |
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Mario (Fair) [character page][match videos] |
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PCiel (Very Hard) [character page][match videos] |
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