Melty Blood/MBTL/Mash Kyrielight/Matchups: Difference between revisions
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*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 or super jump j.[C] to try to score a hit to set up bento oki. Moon Drive 6BC is particularly annoying given how fast it is but just poking normally and reacting to the clash with DP is sufficient for dealing with it. | *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 or super jump j.[C] to try to score a hit to set up bento oki. Moon Drive 6BC is particularly annoying given how fast it is but just poking normally and reacting to the clash with DP is sufficient for dealing with it. | ||
*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. | ||
*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. | *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. She can sometimes space herself so that your heat will whiff so pay attention to that. | ||
*Being beneath Hisui is very dangerous since her j.C covers a huge range in front of her and below her. Stay focused on if she uses her double jump or not and then respond with anti-air DP/3C if you think she might press falling j.C. | |||
*Item toss isn't too threatening on its own but makes for a very effective defensive tool if you try to rush in to quickly. Moon drive version throws a lot of items at once so try to keep a safe distance until it looks like she wants to toss them and shield the projectiles for safe moon gauges. You can sometimes try to call out an item toss with 22A or 2BC but the risk/reward is usually favored in Hisui's favor since she can combo off the item toss meterlessy at the right spots. | |||
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| 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. | | 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. | *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 instead. | *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 instead. TK j.4BC or dive kick can sometimes be a surprise option for Roa if he's too focused on doing grounded rebeats. | ||
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Revision as of 21:07, 25 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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