Melty Blood/MBTL/Monte Cristo: Difference between revisions

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'''The Count of Monte Cristo''' (often referred to as '''Dantes''') is a new character to ''Melty Blood'', released as free DLC alongside Ushiwakamaru on December 15, 2022. Dantes is a -blank- character that does -blank-.  
'''The Count of Monte Cristo''' (often referred to as '''Dantes''') is a new character to Melty Blood, released as free DLC alongside Ushiwakamaru on December 15, 2022. He is a jack of all trades that focuses on using his powerful midrange pokes to corner the opponent into explosive damage
 
With a very versatile and well rounded toolkit, The Count is equipped with all the things you'd want in a traditional fighting game kit, with zoning tools in both the air and ground with projectiles '''Flames of Love and Hate''', solid defensive options like his reversal series '''Vengeful Conflagration''' to get you out of sticky situations, and a powerful strike throw game up close to compliment his seamless transitions from midrange to rushdown with his plethora of strong pokes with his rekkas and C normals
 
His versatility comes at a cost however, lacking the more focused and potent options his opponents have access to. His buttons are all slower than average across the board, lacking a 5 frame normal for defense, having some of the weakest rebeat framedata in the game. Both of his backdashes on the ground and air cover little to no ground, giving him an underwhelming retreat game as the opponent advances. He also lacks strong mixups outside of strike throw with no standing overheads or shield crush options. Despite these flaws he boasts high health and even higher damage, with great metered options for enders to keep up his potentially relentless offense once he has the opponent cornered
 
Players looking for a character who has a tiny bit of everything Melty Blood has to offer to its characters will enjoy the Count's widely applicable toolkit, overcoming his weaknesses with high damage and solid okizeme


- more description tbd-
- more description tbd-
{{ProConTable|width=100
{{ProConTable|width=100
|pros=
|pros=
* '''Jack of All Trades:''' He is capable of playing effectively at nearly every range, boasting a DP, beams, and decent midrange tools. This allows him to switch seamlessly between keepaway, playing an effective midrange with his 214B lariat, tk.214X clone, and C-normals, or going in for frametrap/IAD pressure once he gets close. Combined with his above-average HP, he's one of the most versatile characters in the game.
* '''Jack of All Trades:''' Dantes is capable of playing effectively at nearly every range, boasting a DP, beams, and solid midrange tools. This allows him to switch seamlessly between keepaway, playing an effective midrange with his 214B lariat, tk.214X clone, and C-normals, or going in for frametrap/IAD pressure once he gets close. Combined with his above-average HP, he's one of the most versatile characters in the game.
* '''Excellent C-buttons:''' With the exception of j.C, every C-button gives him fantastic ground control. 2C is a large and fairly active sweep, 5C is large and excellent at catching jump-outs with its second hit, 4C is, again, large and a fantastic option to cover his retreat + enforce his frametrap pressure, and 3C is one of the most effective anti-air buttons in the game.
* '''Excellent C-buttons:''' With the exception of j.C, every C-button gives him fantastic ground control. 2C is a large and fairly active sweep, 5C is large and excellent at catching jump-outs with its second hit, 4C is, again, large and a fantastic option to cover his retreat + enforce his frametrap pressure, and 3C is one of the most effective anti-air buttons in the game.
* '''Above Average Damage Potential:''' He is capable of 3-touching some of the highest health characters in the game, and this potential is only exacerbated once he reaches the corner.
* '''High Damage Potential:''' He is capable of 3-touching some of the highest health characters in the game, and this potential is only exacerbated once he reaches the corner.
* '''Conversion Flexibility:''' With a large arsenal of metered conversion tools combined with his high meter gain, Dantes has many ways to consistently convert all his hits into some form of knockdown to initiate his strike throw game or maintain his strong midrange keepaway
|cons=
|cons=
* '''Master of None:''' Many of his tools are often outclassed in startup or recovery. His effectiveness will be dictated by how well he cycles playstyles and applies creative use of these tools.
* '''Master of None:''' Many of his tools are often outclassed in startup or recovery. His effectiveness will be dictated by how well he cycles playstyles and applies creative use of these tools.
* '''Below Average Movement:''' While his ground speed and airdash are alright, his backdash/air backdash don't go very far which leads to a rather slow retreat. Couple this with his 5F jump startup as well as floaty air movement, and the result is a character who is better at maintaining space than moving about it.
* '''Slow Movement Speed:''' While his ground speed and airdash are alright, his backdash/air backdash don't go very far which leads to a rather slow retreat. Couple this with his slow jump startup and floaty air movement, and the result is a character who is better at maintaining space than moving about it.
* '''Mediocre abare:''' 5A and 2A are 6F startup, meaning he effectively has 1 extra minus frame attached to every situation. His only 5F abare move is 623C.
* '''Weak Abare:''' Dantes lack a 5F normal, making him effectively more minus in every situation, having to depend on his high commitment 623C as his only 5f button
* '''High Recovery:''' His rebeats are -4 from B-buttons and -2 from C-buttons. Most of his normals and special moves have high recovery on whiff/block which often results in him losing his turn, getting punished, or having to spend meter on 22C. Due to this, he must take extra risks on offense in order to keep his turn going.
* '''High Commitment:''' His rebeats are -4 from B-buttons and -2 from C-buttons. Most of his normals and special moves have high recovery on whiff/block which often results in him losing his turn, getting punished, or having to spend meter on 22C. Due to this, he must take extra risks on offense in order to keep his turn going.
* '''Bad air-to-air:''' Thanks to a combination of his 5F jump startup, j.A being a stubby 6F, and j.B being suited to air-to-ground. This leaves him with j.C in most situations which is prone to being fataled due to its long startup. This leads to a character who is better suited to staying grounded and anti-airing, which just isn't a viable strategy in some matchups.
* '''Weak Air to Air Presence:''' Thanks to a combination of his 5F jump startup, j.A being a stubby 6F, and j.B being suited to air-to-ground, this only leaves him with j.C in most situations which is prone to being fataled due to its long startup. This leads to a character who is better suited to staying grounded and anti-airing, which just isn't a viable strategy against certain characters.
}}
}}
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Revision as of 23:38, 26 December 2022

{{MBTL Character Intro|char=Monte Cristo|db=tcmc|short=ED|content=

Story

Real name: Edmond Dantès. Shrouded with wrathful, blue-black flames, the Count of Monte Cristo himself is the most renowned "Avenger" in the world. His wrath and vengeance are directed toward "irrationality and malice," and never toward innocent people. He was recorded in the Throne of Heroes as combined with the character in his eponymous novel and materialized as the Extra Class Avenger. He acknowledged Chaldea's Master, saying "while commonplace, you crush the machinations of evil," and forged a contract. Subsequently, he took root in the depths of his Master's spirit as a co-conspirator in deceiving and scorning the irrationality of this world, and plays an important role in shielding that spirit from malice. With the spiritual strength and quickness of thought honed at Château d'If where he was once sealed, he is skilled in incredibly quick unarmed combat using superhuman physical abilities, as well as his all-consuming black flames.

Gameplay

The Count of Monte Cristo (often referred to as Dantes) is a new character to Melty Blood, released as free DLC alongside Ushiwakamaru on December 15, 2022. He is a jack of all trades that focuses on using his powerful midrange pokes to corner the opponent into explosive damage

With a very versatile and well rounded toolkit, The Count is equipped with all the things you'd want in a traditional fighting game kit, with zoning tools in both the air and ground with projectiles Flames of Love and Hate, solid defensive options like his reversal series Vengeful Conflagration to get you out of sticky situations, and a powerful strike throw game up close to compliment his seamless transitions from midrange to rushdown with his plethora of strong pokes with his rekkas and C normals

His versatility comes at a cost however, lacking the more focused and potent options his opponents have access to. His buttons are all slower than average across the board, lacking a 5 frame normal for defense, having some of the weakest rebeat framedata in the game. Both of his backdashes on the ground and air cover little to no ground, giving him an underwhelming retreat game as the opponent advances. He also lacks strong mixups outside of strike throw with no standing overheads or shield crush options. Despite these flaws he boasts high health and even higher damage, with great metered options for enders to keep up his potentially relentless offense once he has the opponent cornered

Players looking for a character who has a tiny bit of everything Melty Blood has to offer to its characters will enjoy the Count's widely applicable toolkit, overcoming his weaknesses with high damage and solid okizeme

- more description tbd-

Strengths Weaknesses
  • Jack of All Trades: Dantes is capable of playing effectively at nearly every range, boasting a DP, beams, and solid midrange tools. This allows him to switch seamlessly between keepaway, playing an effective midrange with his 214B lariat, tk.214X clone, and C-normals, or going in for frametrap/IAD pressure once he gets close. Combined with his above-average HP, he's one of the most versatile characters in the game.
  • Excellent C-buttons: With the exception of j.C, every C-button gives him fantastic ground control. 2C is a large and fairly active sweep, 5C is large and excellent at catching jump-outs with its second hit, 4C is, again, large and a fantastic option to cover his retreat + enforce his frametrap pressure, and 3C is one of the most effective anti-air buttons in the game.
  • High Damage Potential: He is capable of 3-touching some of the highest health characters in the game, and this potential is only exacerbated once he reaches the corner.
  • Conversion Flexibility: With a large arsenal of metered conversion tools combined with his high meter gain, Dantes has many ways to consistently convert all his hits into some form of knockdown to initiate his strike throw game or maintain his strong midrange keepaway
  • Master of None: Many of his tools are often outclassed in startup or recovery. His effectiveness will be dictated by how well he cycles playstyles and applies creative use of these tools.
  • Slow Movement Speed: While his ground speed and airdash are alright, his backdash/air backdash don't go very far which leads to a rather slow retreat. Couple this with his slow jump startup and floaty air movement, and the result is a character who is better at maintaining space than moving about it.
  • Weak Abare: Dantes lack a 5F normal, making him effectively more minus in every situation, having to depend on his high commitment 623C as his only 5f button
  • High Commitment: His rebeats are -4 from B-buttons and -2 from C-buttons. Most of his normals and special moves have high recovery on whiff/block which often results in him losing his turn, getting punished, or having to spend meter on 22C. Due to this, he must take extra risks on offense in order to keep his turn going.
  • Weak Air to Air Presence: Thanks to a combination of his 5F jump startup, j.A being a stubby 6F, and j.B being suited to air-to-ground, this only leaves him with j.C in most situations which is prone to being fataled due to its long startup. This leads to a character who is better suited to staying grounded and anti-airing, which just isn't a viable strategy against certain characters.

Character Summary

Move list

Moon Skills
6B+C (Air OK) - Flames of Love and Hate
3B+C - Vengeful Conflagration
4B+C - Furious Hellfire
j.4B+C - Afterglow
Special Attacks
236A/B/C (EX OK) - Flames of Love and Hate (Air OK): Flame beams
623A/B/C (EX OK) - Vengeful Conflagration: Anti air DPs.
214A/B/C (EX OK) -Furious Hellfire: Rekkas, advancing alashes
22C (EX exclusive) - Revenge is Mine: Beam burst
J.214A/B/C (EX OK) - Afterglow: Clone lariat strike
Arc Drive
236B+C - My Vengeance Never Dies: Highly damaging advancing grab.
Last Arc
A+B+C+D / Successful Shield in Blood Heat - Ender Chateau D'If
Unique Attacks
- 4C, 3C
Blowback Edge Moves
- j.C
Stats & vitals

Health: - 12,000

Backdash:

  - 1-10 Throw Invul
  - 1-14 Strike Invul
  - 15-19 Aerial Invul
  - 15-19 Projectile Invul
  - 33 Total

Dash startup: 5

Dash actionable: 5

Jump startup: 5

Jump airtime: 35

Quick combo reference

Coming soon.

Move Analysis

Normal Moves

Standing Normals

5A
5A
5A
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Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
190 HL -N-, -RB-, -SP-, -EX-, -CH-, -MD-, (J) - - -
First Active Active Recovery Overall Advantage Invul
6 2 11 18 -1 -
  • Slower than average standing jab.
  • Hitbox hits fairly in the middle of Dantes' body, making it a not ideal to hit airborne targets.
  • Whiff cancel shield/jab available from frame 10.
  • Standard rebeat option since 2A is a low.
  • Can cancel into itself for three total 5A's by inputting with 4A.
5B
5B
5B
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Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
510 LH -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) - - -
First Active Active Recovery Overall Advantage Invul
9 3 20 31 -8 -

A left-handed swipe.

  • It has a good combination of reach and speed, as it lets him step forward during the animation.
  • The hitbox on the front covers a bit of area above Dantes' head.
    • While not being big enough to serve as an anti air, it can make for a good normal to hit opponents during their Instant Airdash or even slightly higher.
  • Slower than average recovery leads to this being a really bad poke.
5C
5C
5C
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1st Hit
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2nd Hit
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1st Hit
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2nd Hit
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
- LH -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) - - -
First Active Active Recovery Overall Advantage Invul
11 3 (10) 4 19 50 -6 -

A unique 5C involving two advancing punches with Dantes' cape.

  • Staple tool for stabilizing combos, establishing pressure, hitconfirming, and catching jump-outs.
  • The big gap between the two hits combined with long recovery make this a poke you should use very sparingly.
  • Both hits have fantastic reach, with the second hit taking a large step forward before going off, which is used in pressure to reverse beat to 5A for better frame advantage.
  • Seen the most as combo filler, as the second hit pulls the opponent down from altitudes where continuing the combo would otherwise be difficult.

Crouching Normals

2A
2A
2+A
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Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
180 L -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) - - -
First Active Active Recovery Overall Advantage Invul
6 2 11 18 -1 -
  • Slower than average crouching jab, but otherwise fairly standard .
  • Whiff cancel shield/jab available from frame 10.
  • Standard pressure starter due to being a quick and chainable low.
  • Can cancel into itself for three total 2A's by inputting with 1A.
2B
2B
2+B
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Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
460 L -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) - - -
First Active Active Recovery Overall Advantage Invul
8 4 18 29 -7 -

Low swipe.

  • A low poke with further reach than 2a, but still fairly stubby by most standards
  • Low to the ground disjoint make this good at hitting targets that stay on the ground, but bad at hitting airborne opponents.
  • An alright abare move/punish starter due to it being his only 8F normal, but has slower than usual recovery for a medium poke.
  • Good frametrap tool, leads to high damage as a combo starter if you can get into the range to make effective use of it.
2C
2C
2+C
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1st Hit
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2nd Hit
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1st Hit
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2nd Hit
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
350*2 (679) L -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) - - -
First Active Active Recovery Overall Advantage Invul
9 2 (2) 3 22 37 -8 -

Double low sweep with the cape. Possibly Dantes' best ground poke

  • Very long reaching, two hitting low that leads to high reward due to being a C normal
  • Having a big disjoint make this move fairly likely to clash or outright beat other low pokes
  • Despite this, it only has 2 more frames of recovery than both 5B and 2B, making it still alright to whiff.
  • The immense pushback makes this move fairly mediocre for pressure due to immediately spacing you out. It is better to hitconfirm with 5C instead.
  • The slower startup and decent recovery are still a reason you shouldn't be throwing this move recklessly.

Jumping Normals

j.A
j.A
Aerial A
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Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
170 HA N, SP, EX, MD, TH - - -
First Active Active Recovery Overall Advantage Invul
6 4 11 20 - -
  • Standard aerial jab.
  • It is the most common air-to-air due to its speed, but it's very stubby.
  • His 5F jump startup makes using this as a rising air-to-air not fantastic due to its effective startup of 11F when compared to the average of 9F, be absolutely certain it'll hit.
  • Can cancel into itself for three total jA's by inputting j4A.
j.B
j.B
Aerial B
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Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
420 HA N, SP, EX, MD, TH - - -
First Active Active Recovery Overall Advantage Invul
8 5 until landing - - -

Hand strike downwards

  • Dantes' main jump in due to a decently deep hitbox and fast startup
  • The ideal normal of use when approaching via Instant Airdash
j.C
j.C
Aerial C
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Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
590 HA N, SP, EX, MD, TH - - -
First Active Active Recovery Overall Advantage Invul
10 5 until landing - - -

Flaming slash with the cape

  • Long range and solid hitbox make this a consistent, albeit risky, air to air.
  • Slow startup and commitful recovery mean you should be real picky when choosing this over j.a air to airs.
  • Ideal for safejumps on oki
j.[C]
j.[C]
Aerial UNI Input Hold.png[C]
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Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
900 HA N, SP, EX, MD, TH - - -
First Active Active Recovery Overall Advantage Invul
20 6 until landing - - Clash 15-19

Charged version of the above.

  • Sacrifices speed for a better hitbox, bigger damage and longer untech time.
  • Is mainly a combo filler due to the latter two traits. It is too big of a commitment to use as an air poke

Command Normals

4C
4C
4+C
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1st Hit
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2nd Hit
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1st Hit
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2nd Hit
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
420*2 (806) LHA SP - - -
First Active Active Recovery Overall Advantage Invul
9 2 (11) 2 19 42 -4 -

Couple slashes with the cape. A cornerstone to his frametrap pressure when combined with 236A and enables gimmicky pressure resets with j.214X.

  • Long range and large disjoint combined with a large backstep motion makes this a fairly good retreating option.
  • Both strikes vacuum on hit.
  • First hit is special cancellable into air specials, while the second hit lands and can be special cancelled into ground specials.
  • Is airborne for frames 7-21 meaning he can get fatal countered out of it, careful.
  • First hit vacuums on hit, and is cancellable into air specials like j.236B or j.214B, making it a staple combo filler
  • Fatal counters scored with the first hit won't be interrupted by the 2nd hit. This, combined with its 9F startup, makes it a high risk high reward option to fuzzy with on IADs.

Universal Mechanics

Rapid Beat 2
Rapid Beat 2
X>X
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Hitboxes Off
Hitboxes On
No results Abysmal for stabilizing combos when compared to 5C, often whiffing on opponents who are only slightly above you. It also requires some practice to ensure you get all the hits, but this is optimal in routes such as MD cashouts where you're going to be at max damage scaling anyways.
3C/Rapid Beat 3
3C
3+C

or

X>X>X
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Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
700 LH SP+ - - -
First Active Active Recovery Overall Advantage Invul
10 3 25 37 -11 Air 5-12

Upward slash with the cape

  • Universal anti air and launcher, followed by an automatic jump.
  • Invulnerable to air moves beginning from frame 5.
  • Leads to bigger reward if it serves as the starter of a combo.
  • Risky to throw out due to lenghtly recovery animation, but it is fast and has a long reach upward.
  • One of the most reliable 3Cs in the game, right below Kouma.
Ground Throw
throw
4/6+A+D
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Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1500 U - - - -
First Active Active Recovery Overall Advantage Invul
4 (+dash) 3 19 - +36 -
Description.
Air Throw
airthrow
Aerial 4/6+A+D
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Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 U - - - -
First Active Active Recovery Overall Advantage Invul
1 3 until landing + 12 - - -
Description.

Special Moves

Flames of Love and Hate

Dantes' beam special, serving as horizontal projectiles of various utility. The B and C version are mainly used in neutral while the A version is a staple combo tool.

Flames of Love and Hate
236+X
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A version
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B version
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C version
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A version
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B version
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C version
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
850 LHA CH, EX+ - - -
First Active Active Recovery Overall Advantage Invul
12 4 29 44 -8 -
  • Description.
Damage Guard Cancel Property Cost Attribute
1200 LH EX+ - - -
First Active Active Recovery Overall Advantage Invul
11 3 24 37 -4 -
  • Description.
Damage Guard Cancel Property Cost Attribute
750 L EX+ - - -
First Active Active Recovery Overall Advantage Invul
14 10 18 41 -4 -
  • Description.
Damage Guard Cancel Property Cost Attribute
660*2 (1141) LHA EX+ - - -
First Active Active Recovery Overall Advantage Invul
23 9 (9) 9 22 71 -6 -
  • Description.
Damage Guard Cancel Property Cost Attribute
630*5 (2203) LHA MD/AD - 1 magic circuit -
First Active Active Recovery Overall Advantage Invul
4+8 9(2)*4, (16) 9 26 106 -10 -
  • Description.
Vengeful Conflagration

Dragon-Punch style specials. Dantes slices upwards into the air, offerring great vertical reach but variable horizontal reach. A is used in combos, while B is a reversal and C is a reversal/combo ender.

Vengeful Conflagration
623+X
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A version
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B version
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C version
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
440*3 (1200) LH EX+, Hit: J - - -
First Active Active Recovery Overall Advantage Invul
6 15 32 52 -21 -
  • Description.
Damage Guard Cancel Property Cost Attribute
480*3 (1271) LH Hit: EX+ - - -
First Active Active Recovery Overall Advantage Invul
8 9 40 56 -27 All 1-13
  • Description.
Damage Guard Cancel Property Cost Attribute
520*5 (2026) LH Hit: MD - 1 magic circuit -
First Active Active Recovery Overall Advantage Invul
4+1 5 (1) 8 42 60 -28 All 1-15
  • Description.
Furious Hellfire

Various forward slashed using the flames. A is a rekka-style special that can cancel on whiff, and offer mixups on the third hit. B is an advancing slash to use for neutral, C is a combo filler.

Furious Hellfire
214+X
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A version
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
214X~X~X (End Flame-Roasting)
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
214X~X~6X (End Flame-Condemnation)
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
214X~X~4X (End Flame-Fallen Angel)
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
B version
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
A version
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
A version
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
A version
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
A version
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
A version
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
B version
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
C version
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
530*2 (1001) LH CH, EX+ - - -
First Active Active Recovery Overall Advantage Invul
11 4 24 40 -6 -
  • Description.
Damage Guard Cancel Property Cost Attribute
530*2 (1001) LH CH, EX+ - - -
First Active Active Recovery Overall Advantage Invul
12 3 28 43 -9 -
  • Description.
Damage Guard Cancel Property Cost Attribute
1100 L EX+ - - -
First Active Active Recovery Overall Advantage Invul
17 3 28 47 (41) -11 -
  • Description.
Damage Guard Cancel Property Cost Attribute
1374 U Hit: EX+ - - -
First Active Active Recovery Overall Advantage Invul
31 1 37 71 19 Throw 20-35
  • Description.
Damage Guard Cancel Property Cost Attribute
440*3 (1192) H EX+ - - -
First Active Active Recovery Overall Advantage Invul
29 3 31 63 -11 -
  • Overhead connects at frame 30. First active hitbox is for combos only.
Damage Guard Cancel Property Cost Attribute
490*3 LH EX, MD - - -
First Active Active Recovery Overall Advantage Invul
18 4 24 45 -5 -
  • Description.
Damage Guard Cancel Property Cost Attribute
460*5 (1903) LH MD/AD - 1 magic circuit -
First Active Active Recovery Overall Advantage Invul
4+6 6 (8) 6 (17) 3 21 70 -7 -
  • Description.
Revenge is Mine
Revenge is Mine
22+C
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
370*8 (2280) LHA AD/MD - 1 magic circuit -
First Active Active Recovery Overall Advantage Invul
4+11 18 17 49 +4 -

Dantes smacks the ground, causing it to burst beams in a large area around him.

  • EX only special
  • Reaches the top of the screen and covers a large horizontal distance both on the front and behind of Dantes.
  • Active for a very large period of time as well, making it a huge, threatening wall of projectiles.
  • Deceptively short recovery, making this move advantagous on block and extremely easy to follow after on hit.
  • Untech duration scales very harshly if used in combos, though, making it very tricky to follow up midscreen.
Flames of Love and Hate

The airborne parallel to the beam series. Due to their steep diagonal incline, the beams have little use for long range. Instead, they serve as tools to halt Dantes air momentum and hit opponents in midrange, as well as combo tools.

Flames of Love and Hate
Aerial 236+X
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A version
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
B version
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
C version
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
A version
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
B version
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
C version
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
950 LHA EX+ - - -
First Active Active Recovery Overall Advantage Invul
11 6 until landing + 12 - -2 (4C/TK) -
  • Description.
Damage Guard Cancel Property Cost Attribute
640*2 (1107) LHA EX+ - - -
First Active Active Recovery Overall Advantage Invul
20 6 (11) 6 until landing + 12 - +3 (4C/TK) -
  • Description.
Damage Guard Cancel Property Cost Attribute
520*5 (1891) LHA MD/AD - 1 magic circuit -
First Active Active Recovery Overall Advantage Invul
4+8 6(3)*4, (12) 6 until landing + 12 - -13 (4C/TK) -
  • Description.
Afterglow

Dantes punched forward with an after image. Despite the long reach, they serve only occassional use in neutral, primarily being combo tools instead.

Afterglow
Aerial 214+X
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Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
C version
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
A version
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
B version
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
C version
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 LHA J, EX+ - - -
First Active Active Recovery Overall Advantage Invul
18 2 8L - -6(TK) -
  • Description.
Damage Guard Cancel Property Cost Attribute
1200 LHA J, EX+ - - -
First Active Active Recovery Overall Advantage Invul
18 2 10L - -4 (TK) -
  • Description.
Damage Guard Cancel Property Cost Attribute
370*7 (2142) LHA MD/AD - 1 magic circuit -
First Active Active Recovery Overall Advantage Invul
4+1 8 until landing + 10 - -10 (TK) -
  • Description.

Moon Skills

Flames of Love and Hate
Flames of Love and Hate
6+B+C
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Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
700*2 (1211) LHA EX+ - 3 moon icons -
First Active Active Recovery Overall Advantage Invul
18 9 (6) 9 22 63 -6 Clash 1-11 (MD)
Description.
Vengeful Conflagration
Vengeful Conflagration
3+B+C
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Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
480*3 (1300) LHA J, EX+ - 3 moon icons -
First Active Active Recovery Overall Advantage Invul
9 7 - - - Clash 1-7 (MD)
Description.
Furious Hellfire
Furious Hellfire
4+B+C
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
400*4 (1388) LH EX+ - 3 moon icons -
First Active Active Recovery Overall Advantage Invul
15 4 (3) 3 23 47 -4 Clash 1-11 (MD)
Description.
Flames of Love and Hate
Flames of Love and Hate
Aerial 6+B+C
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Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
700*2 (1211) LHA J, EX+ - 3 moon icons -
First Active Active Recovery Overall Advantage Invul
13 6 (6) 6 12L - - -
Description.
Afterglow
Afterglow
Aerial 4+B+C
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1300 LHA J, EX+ - 3 moon icons -
First Active Active Recovery Overall Advantage Invul
15 2 10L - - -
Description.

Super Moves

My Vengeance Never Dies
My Vengeance Never Dies
236+B+C
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Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
3500 U - - 3 Magic Circuit -
First Active Active Recovery Overall Advantage Invul
5+0 21 34 59 - All 1-25, Throw 26-35
Description.
Enfer Chateau d'If
Enfer Chateau d'If
A+B+C+D
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Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
4800 LH - - 4 Magic Circuit -
First Active Active Recovery Overall Advantage Invul
1+21 4 27 52 -14 All 1-25
  • Usable with 4 full Magic Circuit gauges, at any time in Blood Heat, or with a successful Shield while in Blood Heat.
  • Damage in Blood Heat scales with the amount of Heat Gauge remaining on activate.
  • Uses 214A if done manually with ABCD.

Reverse Beats

Rebeat Table
Attack Chain Advantage
5B/2B 5A/2A -4
5C/2C 5A/2A -2
Gap Table
Attack Chain Frame Gap

Customization

Palette options

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Color 21


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