Melty Blood/MBTL/Aoko Aozaki/Combos: Difference between revisions
(→Air Combos: Added the air combo Bane does and better clarified the difference (or lack thereof) in damage between these routes relative to one another.) |
(→Standard Metered: Typo leftover that's been here for too long & a historical ender.) |
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Line 127: | Line 127: | ||
| location = {{Property-UNI|Anywhere}} | | location = {{Property-UNI|Anywhere}} | ||
| notes = *Aoko's best midscreen damage ender. | | notes = *Aoko's best midscreen damage ender. | ||
*Doesn't | *Doesn't knock down, used to squeeze the extra damage for a kill. | ||
}} | |||
{{ComboData-MBTL | |||
| combo = 6C~C > 236AA > 236C | |||
| cost = 1 Bar | |||
| location = {{Property-UNI|Midscreen}} | |||
| notes = *Aoko's best midscreen damage ender. | |||
*Legacy 1BC Crossup Protection Break knockdown. Mostly here for posterity, pretty much never used today. | |||
*Requires that you delay 6CC as much as possible before rapidly inputting 236AA > 236C as quickly as possible. | |||
}} | }} | ||
}} | }} | ||
===Bardumps=== | ===Bardumps=== | ||
{{ComboTable-MBTL | width = 700px | showDamage = no | showMeter = no | {{ComboTable-MBTL | width = 700px | showDamage = no | showMeter = no |
Revision as of 12:26, 7 October 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. |
Combos
Combos are ordered from least to most difficult within their individual sections. These are not all guaranteed to be optimal and are subject to change as more labbing gets done.
Note that wherever you see j.B > j.C > dj.B > dj.C > AT, you can simplify the inputs as j.BB > dj.BBB and get the same result.
Getting Started
Starter Combos
These are beginner-level combos to get you playing the character. You can also try out Mission Mode, but they don't cover her better okizeme enders.
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2A(AA) > 2B > 2C > 5C > 6C~C~C~C > 5A > 5B > RB1 > Ender | 3077 | - | 71.99% Opp: 35.96% |
Anywhere |
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2A(AA) > 2B > 2C~C > 236A~A~[A] > dl.5C > RB1 > Ender | 3428 | - | 83.95% Opp: 39.81% |
Near Corner |
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D~A > j.A > dl.j.B > dl.j.236A > dl.623B > 5B > RB1 > 22B > sjc > j.B > AT | 3008 | - | 71.14% Opp: 36.24% |
Anywhere |
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3C > j.A > dl.j.B > dl.j.236A > dl.623B > 5B > RB1 > 22B > sjc > j.B > AT | 2660 | - | 67.06% Opp: 34.98% |
Anywhere |
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WIP. Check resources in the meantime.
Enders
Air Combos
Aoko's j236C has variable frame advantage that depends on the opponent's height relative to Aoko. Using Aoko's plethora of air options, she can generate the frame advantage to 1B+C and safejump with nedge orbs.
The difference in damage between these metered enders is minimal and often changes depending on the preceding route, so you should use whatever's comfortable for you while trying to maximize meter gain.
Combo | Cost | Location |
---|---|---|
3C > j.A > j.B > j.C > (j.A > j.B > j.C > jc > j.A > j.B > j.C) > AT | Anywhere | |
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3C > j.B > j.C > sjc > j.A > j.C > 8 > j.C > j.236C | 1 Bar | Corner |
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3C > j.A > j.B > j.C > jc > j.B > j.C > 7 > j.A > j.C > j.236C | 1 Bar | Corner |
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3C > j.B > j.C > sjc > j.C > j.A > j.B > 8 > j.B > j.C > j.236C | 1 Bar | Corner |
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3C > j.B > j.C > j.A > sjc > j.A > j.B > j.C > sjc > j.A > j.A > j.B > j.C > j.236C | 1 Bar | Corner |
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Standard Metered
Combo | Cost | Location |
---|---|---|
623B~B > j.236C | 1 Bar | Anywhere |
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623B > j.214C | 1 Bar | Anywhere |
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236AAA > 236C | 1 Bar | Anywhere |
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6C~C > 236AA > 236C | 1 Bar | Midscreen |
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Bardumps
Combo | Cost | Location |
---|---|---|
623B~B > j.236C > land > 236AA(A) > 236C > 236B | 2 Bar | Anywhere |
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Lua error in Module:Script-MBTL at line 463: illegal token: Dash. | 2 Bar | Corner |
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623B~B > j.236C > land > 236AAA > 236B+C | 4 Bar | Anywhere |
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Combo Theory
WIP.
Combos
A Starters
B Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2B > 2C > 5C > IADj.B > dl.8j.C > dl.j.236A > 623A > 5B > 6CCCC > 5A > RB1 > Ender | AT - 3453 / j.236C - 4002 | - / 1 Magic Circuit | AT - 93% / j.236C - 87% | Anywhere |
Ground B normals can be switched around for more damage. | ||||
2B > 2C > 5[C] > 22A > sj ' " `UNIQ - -templatestyles - 00000016-QINU ` " ' [C]< /span > > dl.j.236A > 6CCCC > 5A > 5B > RB1 > Ender | AT- 3442 / j.236C - 3965 | - / 1 Magic Circuit | AT- 92% / j.236C - 86% | Midscreen |
The timing super jump after 22A has to be delayed as the cancel window is a bit later. | ||||
2B > 2C > 5B > 22A > sj ' " `UNIQ - -templatestyles - 00000018-QINU ` " ' [C]< /span > > dl.j.236A > 623A > 2A > 5C > 6CCCC > 5A > RB1 > Ender | AT - 3532 / j.236C - 4064 | - / 1 Magic Circuit | AT - 97% / j.236C - 91% | Midscreen
|
2B > 2C > 22A > IADj.236A > 5B > 623A > 5C > 6CCCC > 5A > RB1 > Ender | AT - 3591 / j.236C - 4076 | - / 1 Magic Circuit | AT - 93% / j.236C - 87% | Midscreen |
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5B > 2C > 22A > sj ' " `UNIQ - -templatestyles - 00000019-QINU ` " ' [C]< /span > > dl.j.236A > 623A > 2B > 5C > 6CCCC > 5A > RB1 > Ender | AT - 3570 / j.236C - 4102 | - / 1 Magic Circuit | AT - 96% / j.236C - 91% | Midscreen
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2B > 2CC > 236B > 5C > 623A > 236A~AA > 5A > 5B > 6CC > Ender | AT - 3724 / j.236C - 4269 | - / 1 Magic Circuit | AT - 100% / j.236C - 98% | Corner |
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2B > 2CC > dl.j.C > j.236A > 5C > 623A > 236A~AA > 5A > 5B > 6CC > Ender | AT - 3715 / j.236C - 4290 | - / 1 Magic Circuit | AT - 101% / j.236C - 99% | Corner |
Same notes as the previous combo. | ||||
2B > 2CC > 4C > 22A > 5C > 623A > 236AAA > 5A > 5B > 6CC > Ender | AT - 3769 / j.236C - 4314 | - / 1 Magic Circuit | AT - 102% / j.236C - 99% | Corner
|
5B > 2CC > 4C > 22A > 5C > 623A > 236AAA > 5A > 6CC > Ender | AT - 3781 / j.236C - 4326 | - / 1 Magic Circuit | AT - 99% / j.236C - 97% | Corner |
C Starters
Shield Starters
Anti-Air Starters
IAD Starters
Special Starters
Throw Combos
Air to Air Starters
Moonskill Starters
MD Routes
Pre MD Routes
FAQ
WIP.
Video Examples
Nubtactics' "Quick Guide: How to not drop Aoko's BnB" (12/20/2022):
Taka's "【メルブラ/MBTL】青子コンボ動画" | "[MBTL] Aoko Combo Video" (01/07/2023):