Melty Blood/MBTL/Monte Cristo: Difference between revisions

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Revision as of 07:17, 17 February 2023

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 such as rekkas and C normals. He can also force an unseeable microwalk left/right mixup from anywhere on the screen, including the corner, giving him a surprisingly potent Oki game.

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, and overall sluggish movement. 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 oki. Moreover, he's forced to play 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

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 due to his variety of combo tools
  • 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.
  • Weak Retreat: While his ground speed and airdash are strong, his backdash/air backdash don't go very far which leads to a rather slow retreat. Couple this with his slow jump startup, and the result is a character who is better at maintaining space than moving about it.
  • High Commitment: He lacks a 5F normal for defense, boasts high startup and recovery even on his strongest pokes, and his overall rebeat framedata is generally more minus on average. Dantes has to rely on ambiguity and strong meter management to maintain his offense, and has to commit to risky options to get himself out of difficult situations up close
  • Weak Air to Air Presence: Thanks to a combination of his slow jump startup and mediocre A and B normals, he's only left with j.C in most scenarios which is prone to being counterpoked 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.
Unique Traits

Black Grudge

All of the Count's specials involving the use of his devastating Black Flame applies a damage over time debuff that corrodes recoverable health

These specials include 236X, 214X, j.236X, and 22C

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.

MBTL Monte Cristo Art.png

Move Analysis

Normal Moves

Standing Normals

5A
5A
5A
MBTL MonteCristo 5A.png
MBTL MonteCristo 5A hb.png
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 11.
  • Standard rebeat option since 2A is a low.
  • Can cancel into itself for three total 5A's by inputting with 4A.
5B
5B
5B
MBTL MonteCristo 5B.png
MBTL MonteCristo 5B hb.png
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
MBTL MonteCristo 5C 1.png
1st Hit
MBTL MonteCristo 5C 2.png
2nd Hit
MBTL MonteCristo 5C hb.png
1st Hit
Lua error in Module:MoveDataParser at line 99: attempt to concatenate local 'targetImage' (a nil value).
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
MBTL MonteCristo 2A.png
MBTL MonteCristo 2A hb.png
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 11.
  • Standard pressure starter due to being a quick and chainable low.
  • Can cancel into itself for three total 2As.
2B
2B
2+B
MBTL MonteCristo 2B.png
MBTL MonteCristo 2B hb.png
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
MBTL MonteCristo 2C 1.png
1st Hit
MBTL MonteCristo 2C 2.png
2nd Hit
MBTL MonteCristo 2C 1 hb.png
1st Hit
MBTL MonteCristo 2C 2 hb.png
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
MBTL MonteCristo jA.png
MBTL MonteCristo jA hb.png
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
MBTL MonteCristo jB.png
MBTL MonteCristo jB hb.png
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
MBTL MonteCristo jC.png
MBTL MonteCristo jC be.png
MBTL MonteCristo jC hb.png
MBTL MonteCristo jC be hb.png
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
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
MBTL MonteCristo 4C 1.png
1st Hit
MBTL MonteCristo 4C 2.png
2nd Hit
MBTL MonteCristo 4C hb.png
1st Hit
Lua error in Module:MoveDataParser at line 99: attempt to concatenate local 'targetImage' (a nil value).
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
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
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
MBTL MonteCristo 3c.png
MBTL MonteCristo 3c hb.png
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 lengthy 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
MBTL MonteCristo throw.png
MBTL MonteCristo throw hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1500 U - - - -
First Active Active Recovery Overall Advantage Invul
4 (+dash) 3 19 - +36 -
Hard knockdown when successful.
Air Throw
airthrow
Aerial 4/6+A+D
MBTL MonteCristo airthrow.png
MBTL MonteCristo airthrow hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 U - - - -
First Active Active Recovery Overall Advantage Invul
1 3 until landing + 12 - - -
Universal meterless combo ender.

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
MBTL MonteCristo 236a.png
A version
MBTL MonteCristo 236aa.png
MBTL MonteCristo 236ab.png
MBTL MonteCristo 236b.png
B version
MBTL MonteCristo 236c.png
C version
MBTL MonteCristo 236a hb.png
A version
MBTL MonteCristo 236aa hb.png
MBTL MonteCristo 236ab hb.png
MBTL MonteCristo 236b hb.png
B version
MBTL MonteCristo 236c hb.png
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 -
  • Shorter range than B and C versions.
  • Has 2 follow-ups.

Seen mostly in combos but also has uses in neutral due to its follow-ups and its speed.

Damage Guard Cancel Property Cost Attribute
1200 LH EX+ - - -
First Active Active Recovery Overall Advantage Invul
11 3 24 37 -4 -
  • Crumples on hit.
  • AUB.

A fast palm strike follow-up that does more damage than the other one and also crumples on hit. A strong call-out tool in neutral but is negative on block. Can be used in a meterless AUB set-up if the opponent blocked 236A while in the air, however, the follow-up may whiff if the opponent is too high in the air.

Damage Guard Cancel Property Cost Attribute
750 L EX+ - - -
First Active Active Recovery Overall Advantage Invul
14 10 18 41 -4 -
  • Low.

A slow slide attack that hits low, seen more in combos since it moves Dantes forward a fair amount.

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 -
  • Shoots 2 full-screen beams.

After a small delay, Dantes shoots 2 full-screen beams. A strong zoning tool due to its range and pretty active, but it's dangerous up close as the start-up is really long.

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 -
  • Shoots 5 full-screen beams.

Has a fast start-up which makes it an excellent way of confirming of a 236B, also has a fair amount of push back and chip on block.

Vengeful Conflagration

Dragon-Punch style specials. Dantes slices upwards into the air, offering 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
MBTL MonteCristo 623a.png
MBTL MonteCristo 623a hb.png
A version
MBTL MonteCristo 623b hb.png
B version
MBTL MonteCristo 623c hb.png
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 -
  • No invul.
  • Jump cancelable on hit or block.

Like most DP's in the game, Dantes typically uses this in some combo.

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

Dantes DP. On hit, you can cancel into j.214C for HKD. Lacks the ground hitbox that 623A and 623C have.

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

Fastest DP of the 3 of them and does the most damage.

Furious Hellfire

Various forward-moving slashes using the Count's flames. A is a rekka-style special that can cancel on whiff with a high/low/throw mixup on the third hit. B is a long ranged advancing slash to use for neutral, C is a launcher that can be used to end combos or convert stray special moves.

Furious Hellfire
214+X
MBTL MonteCristo 214a.png
A version
MBTL MonteCristo 214aa.png
MBTL MonteCristo 214aaa.png
214X~X~X (End Flame-Roasting)
MBTL MonteCristo 214aa~6a.png
214X~X~6X (End Flame-Condemnation)
MBTL MonteCristo 214aa4a.png
214X~X~4X (End Flame-Fallen Angel)
MBTL MonteCristo 214b.png
B version
MBTL MonteCristo 214c.png
C version
MBTL MonteCristo 214a hb.png
A version
MBTL MonteCristo 214aa hb.png
A~A
MBTL MonteCristo 214aaa hb.png
A~A~A
MBTL MonteCristo 214aa6a hb.png
A~A~6A
MBTL MonteCristo 214aa4a hb.png
A~A~4A
MBTL MonteCristo 214b hb.png
B version
MBTL MonteCristo 214c hb.png
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 -

Rekka series starter. Dantes swipes his hands forward while moving forward a bit.

  • Unsafe at close range if not cancelled.
  • Can delay cancel into the followup in order to frame trap.
Damage Guard Cancel Property Cost Attribute
530*2 (1001) LH CH, EX+ - - -
First Active Active Recovery Overall Advantage Invul
12 3 28 43 -9 -

The middle hit in the rekka, moves Dantes forward as well.

  • Punishable on block if not cancelled.
  • Can delay cancel to frame trap.
Damage Guard Cancel Property Cost Attribute
1100 L EX+ - - -
First Active Active Recovery Overall Advantage Invul
17 3 28 47 (41) -11 -

Dantes crosses through the opponent and swipes at their feet. Hits low.

  • Always switches sides with the opponent. This is usually not desirable.
  • Despite switching sides, this is not a crossup; it can be blocked in either direction.
  • Fastest follow-up of the three; the only rekka ender which can be made gapless.
  • Can be delayed to catch attempts to mash, or to try to hit at the same time as one of the other enders.
  • Unsafe on block on its own, but cancelling into 22C gives advantage on block or a combo on hit.
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

Dantes dashes forward and grabs the opponent after a long delay. Untechable command grab.

  • Moves extremely far, to the point where it even catches backdashes.
  • Extremely slow, and very reactable.
  • Punishable when jumped out of, and can't be cancelled on whiff to save yourself.
  • Requires EX cancel to combo off of.
  • Startup is slightly faster during combos, allowing for 214AA~6A to properly connect.
Damage Guard Cancel Property Cost Attribute
440*3 (1192) H EX+ - - -
First Active Active Recovery Overall Advantage Invul
29 3 31 63 -11 -

Dantes jumps into the air and dives down onto the opponent. Hits overhead.

  • Quite slow, and not particularly difficult to react to.
  • Vulnerable to mashing, and much worse at jumping over lows than it looks like it should be.
  • Unsafe on block on its own, but cancelling into 22C gives advantage on block or a combo on hit.
  • Has an additional hitbox during the jump portion that only activates during combos, allowing for 214AA~4A to properly connect.
  • Usually switches sides during combos.
Damage Guard Cancel Property Cost Attribute
490*3 LH EX, MD - - -
First Active Active Recovery Overall Advantage Invul
18 4 24 45 -5 -

The Count dashes forward a long distance before swiping with his flames. Same animation as 214AA.

  • Quite long, and decently fast for its range.
  • Causes a ground bounce on hit, allowing for a meterless combo.
  • Air unblockable, and hits fairly high up.
  • Disadvantageous but safe on block.
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 -

Dantes performs the first 2 hits of his rekka before ending with 3C.

  • Air unblockable. Can potentially be used to punish opponents who block 236B in the air at mid-range.
  • Has the universal launch effect on 3rd hit.
  • Punishable on block, but only by characters with a decent 7-frame option.
Revenge is Mine
Revenge is Mine
22+C
MBTL MonteCristo 22c.png
MBTL MonteCristo 22c hb.png
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
MBTL MonteCristo j236a.png
A version
MBTL MonteCristo j236b.png
B version
MBTL MonteCristo j236c.png
C version
MBTL MonteCristo j236a hb.png
A version
MBTL MonteCristo j236b hb.png
B version
MBTL MonteCristo j236c hb.png
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) -
  • Shoots one beam.

Good for zoning due to its startup being fast.

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) -
  • Shoots 2 beams.

A core part of Dantes combos as it nets a ton of damage.

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) -
  • Shoots 5 Beams.
  • HKD on hit.

Does more damage as a combo ender than j.214C but since Dantes falls all the way down afterwards the oki situation isn't as strong.

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
MBTL MonteCristo j214a.png
MBTL MonteCristo j214c.png
C version
MBTL MonteCristo j214a hb.png
A version
MBTL MonteCristo j214c hb.png
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) -

Dantes sends a clone of himself forward, afterwards, Dantes stays in the position that he summoned the clone from. When used in tandem with j.214B, it can lead to some mind games in blockstrings as to where Dantes will appear.

Damage Guard Cancel Property Cost Attribute
1200 LHA J, EX+ - - -
First Active Active Recovery Overall Advantage Invul
18 2 10L - -4 (TK) -

Dantes sends a clone of himself forward, afterwards, Dantes teleports to where his clone last appeared. Useful for gaining some distance, especially when using 4C as it moves Dantes backwards a lot.

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) -
  • HKD.

One of Dantes main combo enders, with less damage than j.236C but has a better oki situation afterwards.

Moon Skills

Keep in mind, all moon skills' startup (and thus overall frames) decrease by 1 when in Moon Drive. You can find a full list of MD buffs here.

Flames of Love and Hate
Flames of Love and Hate
6+B+C
MBTL MonteCristo 6bc.png
MBTL MonteCristo 6bc hb.png
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)
A faster version of 236B with some clash frames at the start.
Vengeful Conflagration
Vengeful Conflagration
3+B+C
MBTL MonteCristo 3bc.png
MBTL MonteCristo 3bc hb.png
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)
  • Jump cancellable.
Average Moon skill DP.
Furious Hellfire
Furious Hellfire
4+B+C
MBTL MonteCristo 4bc.png
MBTL MonteCristo 4bc hb.png
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)
Dantes performs the first 2 hits of his rekka with clash frames at the start. It travels a decent distance forward while also being fast, making it a strong tool in neutral.
Flames of Love and Hate
Flames of Love and Hate
Aerial 6+B+C
MBTL MonteCristo j6bc.png
MBTL MonteCristo j6bc hb.png
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 - - -
A faster, jump-cancellable version of j.236B.
Afterglow
Afterglow
Aerial 4+B+C
MBTL MonteCristo j4bc.png
MBTL MonteCristo j4bc hb.png
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 - - -
Dantes dashes forward with a punch, useful in combos as well as in the air.

Super Moves

My Vengeance Never Dies
My Vengeance Never Dies
236+B+C
MBTL MonteCristo 236BC.png
MBTL MonteCristo 236BC hb.png
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

Dantes runs towards the opponent to devastate them with his flames

  • Command Grab.
  • Comes out frame 0 post flash when close.
  • Like all command grab arc drives, it serves as an incredibly powerful reversal, strike throw tool, and scramble option
  • The longest range command grab arc drive in the game due to the length Dantes's dashes towards the opponent
  • Dantes' strongest mixup tool since he has plenty of ways to easily set up scenarios to put himself within frame 0 range
Enfer Chateau d'If
Enfer Chateau d'If
A+B+C+D
MBTL MonteCristo ABCD.png
MBTL MonteCristo ABCD hb.png
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

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