Melty Blood/MBTL/Shiki Tohno/Combos: Difference between revisions

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(Reworked. Added enders, revamped starter combos, and added some better advanced combos,)
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   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = The universal Shiki BNB, and one you should master. Can be done from '''{{clr|16|2AAA}}''' or and IAD normal. Teaches you the basic rejump that Shiki will rely on for almost all of his combos.
   | notes        = The universal Shiki BNB, and one you should master. Can be done from '''{{clr|16|2AAA}}''' or an IAD normal. Teaches you the basic rejump that Shiki will rely on for almost all of his combos.
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{{ComboData-MBTL
{{ComboData-MBTL

Revision as of 14:25, 3 February 2023

Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

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.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
(...) 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.

Basics

Starter Combos

These are some simple combos to begin using Shiki. Get these basics down first before attempting any of his more advanced routing, as they are a great starting place.

Combo Damage Meter Gain Location

The universal Shiki BNB, and one you should master. Can be done from 2AAA or an IAD normal. Teaches you the basic rejump that Shiki will rely on for almost all of his combos.

Something you can do if you accidentally perform a Rapid Beat mid combo when you didn't want to. Useful for failed hit confirms or simple ease of use.

3C anti-air combo that you can do to ensure you keep your turn. Not the greatest or most rewarding combo, but a good starting place.

Shield A route that is slightly different from 3C thanks to the scaling differences. Again, a good starting place.

The universal way to pick up off air hits (granted you have enough untech to do so). Generally the same routing as his BNB, with the only difference being how you started the combo.

Enders

A list of enders Shiki will commonly use after a combo. Details on oki can be found in the Strategy section.

Combo Cost Location
  • Meterless AT ender that gives passable oki midscreen and significantly better oki in the corner.
  • Knocks the opponent down full screen for high damage in exchange for meter. Can perform his Left/Right setup or simply run up and continue pressure. Use whichever special was not already used, but if both were used, either is okay.
  • Metered extension in the corner that uses the wallbounce to confirm into 3C and get one of his many corner setups.
  • Arc Drive ender. Unlocks his 22X series and does high damage, but is very costly.
  • A full 4 bar dump incase you really need that damage to kill. Fully charge Arc Drive for midscreen to connect, delay in corner so that it links without cancelling the EX.

Advanced Combos

All numbers assume no 5C or 214A~A > 236C extenders and assumes j.BC AT ender.

Combo Damage Cost Meter Gain Location
  • A combo you will see a lot of players use. Easy to recognize on hit, still advantageous on block, and works at all spacings, thus typically used after pressure resets.
  • Basic Double Slide combo. Can be done off of C starters as long as you use 2C before the first slide or 5B.
  • Delay the first slide followup so that they land low enough for the second slide to connect
  • 2C starter that adds an extra move for more damage.
  • Optimal confirm off 236B that can be used anywhere at any ranges.
  • Confirm off 214B that can also be used anywhere at any ranges.
  • Confirm off 214B that has to be done closer, but does a lot more damage.
  • Confirm off of 214A that can be done anywhere.
  • Confirm off of 214A that can be done at closer ranges or corner for more damage.
  • Confirm off 236A crumple. Only works in range for A normals.
  • Double Slide variant off 236A crumple. Still only works in range for A normals.
  • Confirm off 236A crumple on grounded counterhit, which gives you more frames to link. Works at farther ranges.
  • Also your go to route for air hits if you are close enough
  • 236A confirm that can work in almost any situation. Good for awkward hits that other moves would otherwise not cover.
  • 3C confirm that uses delay 236A to extend damage. Uniquely can go for a left/right setup using the non-launcher knockdown of 214C.
  • 3C confirm that uses a unique double jump technique after launcher. This can be done without the double jump, but would require delays and would be more likely to side switch.
  • Copy fodder.

Shield Combos

Combo Damage Cost Meter Gain Location

Shield A BnB

Shield B+C BnB

Optimized Shield B+C combo. Damage might be a bit outdated

Optimized combo for fatal hit Shield B. Damage Might be a bit outdayed

Combo Theory

There isn't a great deal of complexity or finesse needed for Shiki's combos, the hardest thing you'll run into is most likely the j6B+C > dj[C] links in the advanced sections. You can throw most of his moves together to make a 
satisfactory combo as long as you follow a basic structure;
  • Start combo (normal poke or jump-in, etc)
  • cancel into 214A/214B
  • continue with follow-up chain on the ground from 236B & 6B+C or j[C] > dl.jB from 214A/214B
  • lead into 3C or rapid beat 3 and Air Throw to end the combo
This is the most basic structure that you'll want to follow when you get a hit that doesn't spend resources (minus the version with 6B+C) for decent damage. For other combos on specific starters/moon drive optimizations the Combo Doc by Chester is a good resource 

Chester's Shiki Combo Doc : https://docs.google.com/document/d/1icBv46hy0S9X_FiJcUmRiMoxz7KIBPrMdHcTHnhJSn8/edit

Meter Dumping

236C

  • your most common 1 bar extender of choice. big damage, strong corner carry, knocks down outside the corner in most combos and wall bounces for extensions in the corner.

623C

  • Generally worse to 236C in nearly all aspects, except for the fact it gives a hard knockdown much closer to Shiki, allower greater potential of mixups in oki

236B+C

  • Generally, most characters wouldn't want to waste 3 bars for an arc drive unless it gets the kill/ends the match. However, as Shiki gets his 22x series after his arc drive, you'll incentivized to go for this often in certain matchups. Especially useful given that if you finish a round with this the 22x series will be unlocked for the whole next round.

J.236C

  • Sometimes used in certain oki setups in lieu of 623C. Generally leads to his better oki thanks to being more consistent and having more variation in air strings.

Video Examples

In this section we'll link to a couple of videos that show off different Shiki combos. Over time the combo lists will be expanded to include as much of these combos that are useful/ unique enough to warrant their own description, but for the time being you may find combos in these videos that aren't listed above.
KEEP IN MIND THE VIDEOS ARE OLD AND MAY BE OUTDATED AS OF THE NECO-ARC PATCH.
SOME COMBOS MAY BE UNOPTIMAL AND THE DAMAGE IS MOST LIKELY OFF

【MBTL】遠野志貴コンボまとめ【MELTY BLOOD: TYPE LUMINA】 by Clearlamp_o

【MBTL】遠野志貴コンボまとめパート2【MELTY BLOOD: TYPE LUMINA】 by Clearlamp_o

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Shiki Tohno
Arcueid Brunestud
Akiha Tohno
Ciel
Hisui
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Kouma Kishima
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