Melty Blood/MBTL/Mash Kyrielight/Matchups: Difference between revisions
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m (Mentioned 214C / 4BC to catch Warc rising j.4BC mid-pressure) |
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{{MBTL Character Subnav|char= | {{MBTL Character Subnav|char=Mash|short=MAS|sub=1}} | ||
{{ComboLegend-MBTL}} | {{ComboLegend-MBTL}} | ||
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{{MatchupData-MBTL | {{MatchupData-MBTL | ||
| player =Mash | | player =Mash | ||
| character = | | character =Shiki Tohno | ||
| | | shortName =Tohno | ||
| image =MBTL tohno icon.png | |||
| charLink =Melty Blood/MBTL/Shiki Tohno | |||
| image = | |||
| charLink =Melty Blood/MBTL/Tohno | |||
| favorability = Hard | | favorability = Hard | ||
| data = | | data = | ||
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{{MatchupData-MBTL | {{MatchupData-MBTL | ||
| player =Mash | | player =Mash | ||
| character =Arcueid | | character =Arcueid Brunestud | ||
| shortName =Arc | |||
| image =MBTL arcueid icon.png | | image =MBTL arcueid icon.png | ||
| charLink =Melty Blood/MBTL/Arcueid Brunestud | | charLink =Melty Blood/MBTL/Arcueid Brunestud | ||
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{{MatchupData-MBTL | {{MatchupData-MBTL | ||
| player =Mash | | player =Mash | ||
| character =Akiha | | character =Akiha Tohno | ||
| image =MBTL | | shortName =Akiha | ||
| image =MBTL akiha icon.png | |||
| charLink =Melty Blood/MBTL/Akiha Tohno | | charLink =Melty Blood/MBTL/Akiha Tohno | ||
| favorability = Fair | | favorability = Fair | ||
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| player =Mash | | player =Mash | ||
| character =Ciel | | character =Ciel | ||
| shortName =Ciel | |||
| image =MBTL ciel icon.png | | image =MBTL ciel icon.png | ||
| charLink =Melty Blood/MBTL/Ciel | | charLink =Melty Blood/MBTL/Ciel | ||
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| player =Mash | | player =Mash | ||
| character =Hisui | | character =Hisui | ||
| image = | | shortName =Hisui | ||
| image =MBTL hisui icon.png | |||
| charLink =Melty Blood/MBTL/Hisui | | charLink =Melty Blood/MBTL/Hisui | ||
| favorability = Fair | | favorability = Fair | ||
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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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| player =Mash | | player =Mash | ||
| character =Kohaku | | character =Kohaku | ||
| image = | | shortName =Kohaku | ||
| image =MBTL kohaku icon.png | |||
| charLink =Melty Blood/MBTL/Kohaku | | charLink =Melty Blood/MBTL/Kohaku | ||
| favorability =Fair | | favorability =Fair | ||
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*Your biggest threat in this matchup is battous of course. They're fairly fast and also have good reach. 2C is another normal to watch out for because of its range. If you can make good reads you can get around these or try to blow through them with 236[B]. She has no real grounded reversals to speak of so it's pretty effective for winning neutral. | *Your biggest threat in this matchup is battous of course. They're fairly fast and also have good reach. 2C is another normal to watch out for because of its range. If you can make good reads you can get around these or try to blow through them with 236[B]. She has no real grounded reversals to speak of so it's pretty effective for winning neutral. | ||
*Be mindful that she has a horizontal air dash so she can do quite a few overheads in the air low to the ground before she lands. | *Be mindful that she has a horizontal air dash so she can do quite a few overheads in the air low to the ground before she lands. | ||
*j.[C] has a big vertical hitbox below her. Retreating j.[C] is a good option for her to bait out your shield charges. Try to get above her or meet her horizontally with your j.C but always avoid being below this move. | |||
}} | }} | ||
{{MatchupData-MBTL | {{MatchupData-MBTL | ||
| player =Mash | | player =Mash | ||
| character =Maids | | character =Hisui & Kohaku | ||
| image = | | shortName =Maids | ||
| image =MBTL maids icon.png | |||
| charLink =Melty Blood/MBTL/Hisui & Kohaku | | charLink =Melty Blood/MBTL/Hisui & Kohaku | ||
| favorability =Fair | | favorability =Fair | ||
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{{MatchupData-MBTL | {{MatchupData-MBTL | ||
| player =Mash | | player =Mash | ||
| character =Kouma | | character =Kouma Kishima | ||
| image = | | shortName =Kouma | ||
| charLink =Melty Blood/MBTL/Kouma | | image =MBTL kouma icon.png | ||
| charLink =Melty Blood/MBTL/Kouma Kishima | |||
| favorability =Fair | | favorability =Fair | ||
| data =*Primary goal is to play a strong footsie game to keep Kouma from rushing at you and also to avoid rushing at Kouma needlessly. His defensive options are strong with an amazing anti-air 2B, DP, and a multitude of armored moves. You will want to watch out for his approaches with j.[C] which is a big armored jump in or dash rekkas. Learning to deal with his armor moves is also important, refer to his front page entry for ways to deal with armored moves. | | data =*Primary goal is to play a strong footsie game to keep Kouma from rushing at you and also to avoid rushing at Kouma needlessly. His defensive options are strong with an amazing anti-air 2B, DP, and a multitude of armored moves. You will want to watch out for his approaches with j.[C] which is a big armored jump in or dash rekkas. Learning to deal with his armor moves is also important, refer to his front page entry for ways to deal with armored moves. | ||
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{{MatchupData-MBTL | {{MatchupData-MBTL | ||
| player =Mash | | player =Mash | ||
| character =Miyako | | character =Miyako Arima | ||
| image = | | shortName =Miyako | ||
| charLink =Melty Blood/MBTL/Miyako | | image =MBTL miyako icon.png | ||
| charLink =Melty Blood/MBTL/Miyako Arima | |||
| favorability =Hard | | favorability =Hard | ||
| data =*Miyako is extremely threatening up close as it is difficult to challenge all of her options due to the wide variety of mixups she has. Your normals are bigger than hers so that's about the only leverage you will get in neutral to fight Miyako. Try to stuff her approach and start your offense before she does. | | data =*Miyako is extremely threatening up close as it is difficult to challenge all of her options due to the wide variety of mixups she has. Your normals are bigger than hers so that's about the only leverage you will get in neutral to fight Miyako. Try to stuff her approach and start your offense before she does. | ||
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| player =Mash | | player =Mash | ||
| character =Noel | | character =Noel | ||
| image = | | shortName =Noel | ||
| image =MBTL noel icon.png | |||
| charLink =Melty Blood/MBTL/Noel | | charLink =Melty Blood/MBTL/Noel | ||
| favorability =Hard | | favorability =Hard | ||
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{{MatchupData-MBTL | {{MatchupData-MBTL | ||
| player =Mash | | player =Mash | ||
| character =Roa | | character =Michael Roa Valdamjong | ||
| image = | | shortName =Roa | ||
| charLink =Melty Blood/MBTL/Roa | | image =MBTL roa icon.png | ||
| charLink =Melty Blood/MBTL/Michael Roa Valdamjong | |||
| favorability =Very Hard | | favorability =Very Hard | ||
| 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. | ||
}} | }} | ||
{{MatchupData-MBTL | {{MatchupData-MBTL | ||
| player =Mash | | player =Mash | ||
| character =Vlov | | character =Vlov Arkhangel | ||
| image = | | shortName =Vlov | ||
| image =MBTL vlov icon.png | |||
| charLink =Melty Blood/MBTL/Vlov Arkhangel | | charLink =Melty Blood/MBTL/Vlov Arkhangel | ||
| favorability =Very Hard | | favorability =Very Hard | ||
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{{MatchupData-MBTL | {{MatchupData-MBTL | ||
| player =Mash | | player =Mash | ||
| character =Warc | | character =Red Arcueid | ||
| image = | | shortName =Warc | ||
| charLink =Melty Blood/MBTL/ | | image =MBTL warc icon.png | ||
| charLink =Melty Blood/MBTL/Red Arcueid | |||
| favorability =Very Hard | | favorability =Very Hard | ||
| data =*Warc is another mobile zoner character that can operate outside of Mash's optimal ranges. You will have to use universal options to deal with upback onion ring projectiles as Mash has literally nothing in her kit that can stop her from simply running away and throwing rings at safe positions. Call them out with super jump j.C or dash under her and anti-air her from behind when you can. Grounded rings are a bit easier to deal with since you can use j.214X to get over them at the right ranges. | | data =*Warc is another mobile zoner character that can operate outside of Mash's optimal ranges. You will have to use universal options to deal with upback onion ring projectiles as Mash has literally nothing in her kit that can stop her from simply running away and throwing rings at safe positions. Call them out with super jump j.C or dash under her and anti-air her from behind when you can. Grounded rings are a bit easier to deal with since you can use j.214X to get over them at the right ranges. j.4BC is probably her most controlling ring toss given she can do it from the ground and put herself in a difficult to reach position. If you're close enough and shield the first ring as she's throwing it out you will be able to punish her with shield BC, but otherwise she can usually jump cancel before you have time to react to it. When pressuring her up close, a well-placed 214X or 4BC can catch Warc attempting to escape with an instant j.4BC. | ||
*Her ring oki is a bit tricky; she can choose to have the ring meaty or whiff on purpose to bait out shield. Generally the best option is to always block them but gambling on shield delay BC against a meaty ring can sometimes catch Warc by surprise. Keep in mind that she can simply respond with her own shield BC to beat you or just block and wait. | *Her ring oki is a bit tricky; she can choose to have the ring meaty or whiff on purpose to bait out shield. Generally the best option is to always block them but gambling on shield delay BC against a meaty ring can sometimes catch Warc by surprise. Keep in mind that she can simply respond with her own shield BC to beat you or just block and wait. | ||
*Her midscreen throws are less threatening due to her lacking any real consistent oki option midscreen. So taking throws midscreen isn't too bad (though going back to neutral vs her also is a disadvantage in a sense). Conversely, being in the corner and being thrown by her is not great given that she gets solid damage and gets to loop her okizeme. | *Her midscreen throws are less threatening due to her lacking any real consistent oki option midscreen. So taking throws midscreen isn't too bad (though going back to neutral vs her also is a disadvantage in a sense). Conversely, being in the corner and being thrown by her is not great given that she gets solid damage and gets to loop her okizeme. | ||
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| player =Mash | | player =Mash | ||
| character =Saber | | character =Saber | ||
| image = | | shortName =Saber | ||
| image =MBTL saber icon.png | |||
| charLink =Melty Blood/MBTL/Saber | | charLink =Melty Blood/MBTL/Saber | ||
| favorability =Fair | | favorability =Fair | ||
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{{MatchupData-MBTL | {{MatchupData-MBTL | ||
| player =Mash | | player =Mash | ||
| character =Aoko | | character =Aoko Aozaki | ||
| image = | | shortName =Aoko | ||
| charLink =Melty Blood/MBTL/Aoko | | image =MBTL aoko icon.png | ||
| charLink =Melty Blood/MBTL/Aoko Aozaki | |||
| favorability =Hard | | favorability =Hard | ||
| data =*Another annoying matchup given that Aoko's beams are pretty good at keeping Mash out. She can also set orbs in neutral to cut off some of your approach options. You're mainly just going to look for deadzones in her zoning to get in. Once you're in mid range it gets a lot easier as you can threaten 236X better and there's a good spot outside of her 236A range where you can charge up 236[B] and beat her out if she's just mashing finger beams. Stick close to her round start and don't let her freely set up orbs around the screen or else neutral will become complicated for you. | | data =*Another annoying matchup given that Aoko's beams are pretty good at keeping Mash out. She can also set orbs in neutral to cut off some of your approach options. You're mainly just going to look for deadzones in her zoning to get in. Once you're in mid range it gets a lot easier as you can threaten 236X better and there's a good spot outside of her 236A range where you can charge up 236[B] and beat her out if she's just mashing finger beams. Stick close to her round start and don't let her freely set up orbs around the screen or else neutral will become complicated for you. | ||
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{{MatchupData-MBTL | {{MatchupData-MBTL | ||
| player =Mash | | player =Mash | ||
| character =DANoel | | character =Dead Apostle Noel | ||
| image = | | shortName =DANoel | ||
| charLink =Melty Blood/MBTL/ | | image =MBTL danoel icon.png | ||
| charLink =Melty Blood/MBTL/Dead Apostle Noel | |||
| favorability =Fair | | favorability =Fair | ||
| data =*DAN is a mobile zoner/setplay character. Luckily her projectiles are pretty slow and easy to react to with shield compared to Vlov or Ciel. But she makes up for it with her strong setplay. The main goal is to get in her face and suffocate her. If she tries to set her 214X pillars in neutral it's a good time to approach with 236X since they will typically dodge the falling pillars and hit her. If the pillars are down in neutral it's important to carefully play around them as they can be detonated at any time with 22X. A bad move and she can easily convert from fullscreen and get a knockdown into setplay. | | data =*DAN is a mobile zoner/setplay character. Luckily her projectiles are pretty slow and easy to react to with shield compared to Vlov or Ciel. But she makes up for it with her strong setplay. The main goal is to get in her face and suffocate her. If she tries to set her 214X pillars in neutral it's a good time to approach with 236X since they will typically dodge the falling pillars and hit her. If the pillars are down in neutral it's important to carefully play around them as they can be detonated at any time with 22X. A bad move and she can easily convert from fullscreen and get a knockdown into setplay. | ||
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{{MatchupData-MBTL | {{MatchupData-MBTL | ||
| player =Mash | | player =Mash | ||
| character =Mario | | character =Mario Gallo Bestino | ||
| image = | | shortName =Mario | ||
| charLink =Melty Blood/MBTL/Mario | | image =MBTL mario icon.png | ||
| charLink =Melty Blood/MBTL/Mario Gallo Bestino | |||
| favorability =Fair | | favorability =Fair | ||
| data =*Your best friend here is really 236[B] which will blow through a lot of nun moves and knock them down. Sometimes you don't always want to knock a nun down since it can effectively shorten his recovery on his nun specials. Letting his 214X nuns whiff is usually better than hitting them. However 236X (the walking nun) goes into a much longer recovery state if you hit her. Mario has no frame 1 reversal options aside from arc drive so you needn't worry about that. His anti-air options with 623X/3BC are actually quite good since they're a fast near full diagonal coverage of the screen. So it's not recommended to be blindly diving at him with j.214X or j.236X. | | data =*Your best friend here is really 236[B] which will blow through a lot of nun moves and knock them down. Sometimes you don't always want to knock a nun down since it can effectively shorten his recovery on his nun specials. Letting his 214X nuns whiff is usually better than hitting them. However 236X (the walking nun) goes into a much longer recovery state if you hit her. Mario has no frame 1 reversal options aside from arc drive so you needn't worry about that. His anti-air options with 623X/3BC are actually quite good since they're a fast near full diagonal coverage of the screen. So it's not recommended to be blindly diving at him with j.214X or j.236X. | ||
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{{MatchupData-MBTL | {{MatchupData-MBTL | ||
| player =Mash | | player =Mash | ||
| character =PCiel | | character =Powered Ciel | ||
| image = | | shortName =PCiel | ||
| charLink =Melty Blood/MBTL/ | | image =MBTL pciel icon.png | ||
| charLink =Melty Blood/MBTL/Powered Ciel | |||
| favorability =Very Hard | | favorability =Very Hard | ||
| data =*Your mortal enemy is j.[C] (and just about every other button she presses). Her options for covering Mash's approaches by simply doing a retreating j.[C] are insanely strong. It's difficult to get above her or below her as she's doing this move given the massive space coverage. Some characters can low-profile under it but Mash lacks such options. Shielding can be risky as whiffing the shield gives her an easy punish with 2C into big damage. You want to try to make her whiff it by halting your approach outside of its range. This gives you a little more frame advantage to work with to get in than blocking it. | | data =*Your mortal enemy is j.[C] (and just about every other button she presses). Her options for covering Mash's approaches by simply doing a retreating j.[C] are insanely strong. It's difficult to get above her or below her as she's doing this move given the massive space coverage. Some characters can low-profile under it but Mash lacks such options. Shielding can be risky as whiffing the shield gives her an easy punish with 2C into big damage. You want to try to make her whiff it by halting your approach outside of its range. This gives you a little more frame advantage to work with to get in than blocking it. | ||
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}} | }} | ||
{{MatchupData-MBTL | |||
| player =Mash | |||
| character =Neco-Arc | |||
| shortName =Neco | |||
| image =MBTL neco icon.png | |||
| charLink =Melty Blood/MBTL/Neco-Arc | |||
| favorability = Advantageous | |||
| data = | |||
*Neco-Arc has short buttons and her neutral is RNG based. Just focus on beating her out with having real normals and don't give her space to summon. 236X is good for rushing at her. If she tries to retreat in the air with her long air dash, simply just wait for her to land without committing to an anti-air option. j.2B can catch you if you overcommit to anti-airing her. | |||
*She has a slow overhead in 4C. It's easy to react to on its own, but she can obscure it behind her summons so watch out for it. | |||
}} | |||
{{MatchupData-MBTL | |||
| player =Mash | |||
| character =Mash Kyrielight | |||
| shortName =Mash | |||
| image =MBTL mash icon.png | |||
| charLink =Melty Blood/MBTL/Mash Kyrielight | |||
| favorability = Fair | |||
| data = | |||
*It's the mirror match. Focus on baiting out the other Mash player's 236X and punish them for whiffing. | |||
*Defensively, you can call out her gaps with 623X like any other character. | |||
}} | |||
{{MatchupData-MBTL | |||
| player =Mash | |||
| character =Ushiwakamaru | |||
| shortName =Ushi | |||
| image =MBTL ushiwaka icon.png | |||
| charLink =Melty Blood/MBTL/Ushiwakamaru | |||
| favorability = ? | |||
| data =*Overview | |||
*Neutral | |||
*Offense | |||
*Defense | |||
}} | |||
{{MatchupData-MBTL | |||
| player =Mash | |||
| character =Monte Cristo | |||
| shortName =TCMC | |||
| image =MBTL monte cristo icon.png | |||
| charLink =Melty Blood/MBTL/Monte Cristo | |||
| favorability = ? | |||
| data =*Overview | |||
*Neutral | |||
*Offense | |||
*Defense | |||
}} | |||
== MBTL Navigation == | == MBTL Navigation == | ||
{{Navbox-MBTL}} | {{Navbox-MBTL}} | ||
[[Category:Melty Blood: Type Lumina]] | [[Category:Melty Blood: Type Lumina]] |
Latest revision as of 22:52, 24 July 2023
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
Shiki Tohno (Hard) [character page][match videos] |
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Arcueid Brunestud (Hard) [character page][match videos] |
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Akiha Tohno (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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Hisui & Kohaku (Fair) [character page][match videos] |
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Kouma Kishima (Fair) [character page][match videos] |
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Miyako Arima (Hard) [character page][match videos] |
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Noel (Hard) [character page][match videos] |
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Michael Roa Valdamjong (Very Hard) [character page][match videos] |
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Vlov Arkhangel (Very Hard) [character page][match videos] |
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Red Arcueid (Very Hard) [character page][match videos] |
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Saber (Fair) [character page][match videos] |
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Aoko Aozaki (Hard) [character page][match videos] |
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Dead Apostle Noel (Fair) [character page][match videos] |
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Mario Gallo Bestino (Fair) [character page][match videos] |
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Powered Ciel (Very Hard) [character page][match videos] |
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Neco-Arc (Advantageous) [character page][match videos] |
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Mash Kyrielight (Fair) [character page][match videos] |
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Ushiwakamaru (?) [character page][match videos] |
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Monte Cristo (?) [character page][match videos] |
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