Melty Blood/MBTL/Mash Kyrielight/Matchups: Difference between revisions
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| favorability =Very Hard | | favorability =Very Hard | ||
| 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 up-close pressure is good so that's where you want to be for the entire match. | | 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 up-close pressure is good 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. | *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. His safejump oki is also incredibly safe since he's able to do a safejump from so far away where majority of your options will whiff. You also don't really have any good moves to low profile under his j.B. So again, just block and hope you can find a gap somewhere else! | ||
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Revision as of 22:00, 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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