Melty Blood/MBTL/Hisui & Kohaku/Combos: Difference between revisions

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{{ComboLegend-MBTL}}
{{ComboLegend-MBTL}}
==Getting Started==
==Getting Started==
Note that most combos that work for the solo characters ([[Melty_Blood/MBTL/Hisui/Combos|Hisui]], [[Melty_Blood/MBTL/Kohaku/Combos|Kohaku]]) will also work for the combined Hisui & Kohaku character. The exceptions are any combos that use their respective grounded 214X specials, or specific optimals that depend on the difference in dash speed (very rare).
===Starter Combos===
===Starter Combos===
These are some simpler combos using pieces of combo structure that are important to their more advanced combos to help you get accustomed to parts of their combo flow
These are some simpler combos using pieces of combo structure that are important to their more advanced combos to help you get accustomed to parts of their combo flow
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|data=
|data=
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2A > 2B > 2C > 236A~X > j[C] > dl jB > 5AAA > jBC > AT
   | combo        = 2A > 2B > 2C > 236A~X > j.[C] > dl.j.B > 5A > RB1 > RB2 > j.B > j.C > AT
   | damage    = 3043 dmg
   | damage    = 3043 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2A > 2B > 2C > 236A~X > j[C] > dl jB > 5A > 5B > 6C > 236B > 236C
   | combo        = 2A > 2B > 2C > 236A~X > j.[C] > dl.j.B > 5A > 5B > 6C > 236B > 236C
   | damage    = 3616 dmg
   | damage    = 3616 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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|data=
|data=
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2A > 2B > 2C > 236B~X > j[C] > 5B > 3C > jBC > AT/j236C
   | combo        = 2A > 2B > 2C > 236B~X > j.[C] > 5B > 3C > j.B > j.C > AT / j.236C
   | damage    = 3055/3353 dmg
   | damage    = 3055/3353 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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For Kohaku lead combos, there are multiple variants with competitive damage to each other midscreen that can be interchanged depending on desired outcomes. Routes labeled as "Sandwich"(examples [https://twitter.com/KorvusMellori/status/1444061275143688195?s=20 here]) will sideswap to allow Hisui assist to hit the opponent back towards Kohaku, so they sacrifice corner carry but allow your 236C enders to hit closer for more time to setup better oki situations midscreen. If sandwich routing is messed up (Hisui 214B hits them away instead of towards Kohaku) you can salvage it with 6B+C > 236C after the 214B hits. For maximizing damage "Battou Loops" will be your best bet, however they only work off 2A starters in the Corner so Midscreen you will need a B starter or better to utilize them
For Kohaku lead combos, there are multiple variants with competitive damage to each other midscreen that can be interchanged depending on desired outcomes. Routes labeled as "Sandwich"(examples [https://twitter.com/KorvusMellori/status/1444061275143688195?s=20 here]) will sideswap to allow Hisui assist to hit the opponent back towards Kohaku, so they sacrifice corner carry but allow your 236C enders to hit closer for more time to setup better oki situations midscreen. If sandwich routing is messed up (Hisui 214B hits them away instead of towards Kohaku) you can salvage it with 6B+C > 236C after the 214B hits. For maximizing damage "Battou Loops" will be your best bet, however they only work off 2A starters in the Corner so Midscreen you will need a B starter or better to utilize them


For Hisui lead combos, an important note for all routes using j2C j236B is to delay the j2C slightly so j236B will connect properly. For routing using 236B~X/236A~X, it is generally best to allow all hits to connect before using the follow-up launcher to get more damage. The caveat to this is some combos need to be cancelled sooner to avoid too much hitstun scaling that will cause the combo to drop.  
For Hisui lead combos, an important note for all routes using j2C j236B is to delay the j2C slightly so j236B will connect properly. For routing using 236B~X/236A~X, it is generally best to allow all hits to connect before using the follow-up launcher to get more damage. The caveat to this is some combos need to be cancelled sooner to avoid too much hitstun scaling that will cause the combo to drop.


==Combos==
==Combos==
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|data=
|data=
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2AA > 2C > 5C(1) > 236B~B > j[C] > 5B > 5C > 6C > 22A > jBC > AT
   | combo        = 2A > (2A) > 2C > 5C(1) > 236B~B > j.[C] > 5B > 5C > 6C > 22A > j.B > j.C > AT
   | damage    = 3099 dmg
   | damage    = 3099 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2A > 2C > 5C(1) > 22A > dash 6C > 236A~X > j[C] > dl jB > 5B > 2C > 236B > 236C
   | combo        = 2A > 2C > 5C(1) > 22A > dash > 6C > 236A~X > j.[C] > dl.j.B > 5B > 2C > 236B > 236C
   | damage    = 3851 dmg
   | damage    = 3851 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2AA > 2C~C > 5C(1) > 6C > 236A~X > j[C] > dl jB > 5B > 2C > 236B > 236C
   | combo        = 2A > (2A) > 2C~C > 5C(1) > 6C > 236A~X > j.[C] > dl.j.B > 5B > 2C > 236B > 236C
   | damage    = 3557 dmg
   | damage    = 3557 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2A > 2B > 2C~C > 236B~X > j[C] > 5C(1) > 5B > 6C > 22A > jBC > AT
   | combo        = 2A > 2B > 2C~C > 236B~X > j.[C] > 5C(1) > 5B > 6C > 22A > j.B > j.C > AT
   | damage    = 3285 dmg
   | damage    = 3285 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2A > 2B > 2C~C > 236B~X > j[C] > dl jB > 5C(1) > 5B > 6C > 22A > 6C > 236A~X > 236C
   | combo        = 2A > 2B > 2C~C > 236B~X > j.[C] > dl.j.B > 5C(1) > 5B > 6C > 22A > 6C > 236A~X > 236C
   | damage    = 3901 dmg
   | damage    = 3901 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2A > 2CC > 6C > 236A~X > IAD jC(whiffs) > 5C > 6C > 214B > 5A > 5B > 5C > 6C > 236B > 236C
   | combo        = 2A > 2CC > 6C > 236A~X > IAD > j.X(w) > 5C > 6C > 214B > 5A > 5B > 5C > 6C > 236B > 236C
   | damage    = 3708 dmg
   | damage    = 3708 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2AA > 2C~C > 6C > 236A~A > IAD jC(whiffs) > 5C > 6C > 214B > 5A > 5B > 5C > 6C > 236B > 236C
   | combo        = 2A > (2A) > 2C~C > 6C > 236A~A > IAD > j.C(w) > 5C > 6C > 214B > 5A > 5B > 5C > 6C > 236B > 236C
   | damage    = 3446 dmg
   | damage    = 3446 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2AAA > 2B(1) > 2C > 236A~A > IAD jC(whiffs) > 5C(1) > 6C > 214B > 5A > 5B > 5C > 6C > 236B > 236C
   | combo        = 2A > (2A) > 2B(1) > 2C > 236A~A > IAD > j.C(w) > 5C(1) > 6C > 214B > 5A > 5B > 5C > 6C > 236B > 236C
   | damage    = 3365 dmg
   | damage    = 3365 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}} {{Property-UNI|sideswap}}
   | location      = {{Property-UNI|Midscreen}} {{Property-UNI|sideswap}}
   | notes        = Sandwich routing
   | notes        = Sandwich routing; works off of 2Ax3
  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2AAA > 2C > 5C(1) > 6C > 236A~X > j[C] > dl jB > 5B > 2C > 236B > 236C
   | combo        = 2A > (2A) > 2C > 5C(1) > 6C > 236A~X > j.[C] > dl.j.B > 5B > 2C > 236B > 236C
   | damage    = 3329 dmg
   | damage    = 3329 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = If ending near corner, 2C after 5B can be 2C~C for added dmg
   | notes        = If ending near corner, 2C after 5B can be 2C~C for added dmg; works on of 2Ax3
  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2AA > 2C~C > 5C(1) > 236[B] > dl 236A~A > j[C] > 5A > 5B > 5C(1) > 6C > 236A~A > 236C
   | combo        = 2A > (2A) > 2C~C > 5C(1) > 236[B] > dl.236A~A > j.[C] > 5A > 5B > 5C(1) > 6C > 236A~A > 236C
   | damage    = 3916 dmg
   | damage    = 3916 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2A > 2B > 2C~C > 5C(1) > 236[B] > dl 236A~A > j[C] > dl jB > 5A > 5B > 5C(1) > 6C > 236A~A > 236C
   | combo        = 2A > 2B > 2C~C > 5C(1) > 236[B] > dl.236A~A > j.[C] > dl.j.B > 5A > 5B > 5C(1) > 6C > 236A~A > 236C
   | damage    = 4140 dmg
   | damage    = 4140 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2A > 2C > 5C(1) > 236[B] > dl 236A~X > j[C] > dl jB > 5B > 2C~C > 6C > 236B/6B+C > 236C
   | combo        = 2A > 2C > 5C(1) > 236[B] > dl.236A~X > j.[C] > dl.j.B > 5B > 2C~C > 6C > 236B / 6B+C > 236C
   | damage    = 4133/4154 dmg
   | damage    = 4133/4154 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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|data=
|data=
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 5B > 2C > 22A > dash 6C > 236A~A > IAD jC(whiffs) > 5C > 6C > 214B > 5A > 5B > 5C > 6C > 236B > 236C
   | combo        = 5B > 2C > 22A > dash > 6C > 236A~A > IAD > j.C(w) > 5C > 6C > 214B > 5A > 5B > 5C > 6C > 236B > 236C
   | damage    = 3888 dmg
   | damage    = 3888 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2B > 2C > 22A > dash 6C > 236A~X > IAD jC(whiffs) > 5C > 6C > 214B > 5A > 5B > 5C(1) > 6C > 236B > 236C
   | combo        = 2B > 2C > 22A > dash > 6C > 236A~X > IAD > j.C(w) > 5C > 6C > 214B > 5A > 5B > 5C(1) > 6C > 236B > 236C
   | damage    = 3793 dmg
   | damage    = 3793 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 5B > 2C > 22A > dash 5C(5) > 6C > 236A~A > j[C] > delay jB > 5B > 2C~C > 236B > 236C
   | combo        = 5B > 2C > 22A > dash > 5C(5) > 6C > 236A~A > j.[C] > dl.j.B > 5B > 2C~C > 236B > 236C
   | damage    = 3988 dmg
   | damage    = 3988 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 5B/2B > 2C~C > 236B~X > dl 236A~X > j[C] > dl jB > 5B > 5C(1) > 6C > 22A > jBA > AT
   | combo        = 5B / 2B > 2C~C > 236B~X > dl.236A~X > j.[C] > dl.j.B > 5B > 5C(1) > 6C > 22A > j.B > j.A > AT
   | damage    = 3451 dmg
   | damage    = 3451 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 5B/2B > 2C~C > 236B~X > j[C] > dl jB > 5C(1) > 5B > 6C > 22A > 6C > 236A~A > 236C
   | combo        = 5B / 2B > 2C~C > 236B~X > j.[C] > dl.j.B > 5C(1) > 5B > 6C > 22A > 6C > 236A~A > 236C
   | damage    = 4011 dmg
   | damage    = 4011 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 5B/2B(1) > 2C~C > 236B~X > j[C] > 5C(1) > 22A > j[C] > dl jB > 5B > 6C > 22A > 6C > 236A~A > 236C
   | combo        = 5B / 2B(1) > 2C~C > 236B~X > j.[C] > 5C(1) > 22A > j.[C] > dl.j.B > 5B > 6C > 22A > 6C > 236A~A > 236C
   | damage    = 3913(?) dmg
   | damage    = 3913(?) dmg
   | bonusdamage  =  
   | bonusdamage  =  
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  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 5B > 2C~C > 236[B] > 6C > 214B > 236A~X > j[C] > dl jB > 5B > 5C(1) > 236B > 236C
   | combo        = 5B > 2C~C > 236[B] > 6C > 214B > 236A~X > j.[C] > dl.j.B > 5B > 5C(1) > 236B > 236C
   | damage    = 4283 dmg
   | damage    = 4283 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 5B/2B > 2C~C > 5C(1) > 236[B] > dl 236A~X >  j[C] > 5A > 5B > 6C > 22A > 5B > 6C > 236A~X > 236C
   | combo        = 5B / 2B > 2C~C > 5C(1) > 236[B] > dl.236A~X >  j.[C] > 5A > 5B > 6C > 22A > 5B > 6C > 236A~X > 236C
   | damage    = 4264 dmg
   | damage    = 4264 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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|data=
|data=
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2C > 236A~A > dl 236B~B > j[C] > dl jB > 5B > 5C(1) > 6C > 22A > 6C > 236A~A > 236C
   | combo        = 2C > 236A~A > dl.236B~B > j.[C] > dl.j.B > 5B > 5C(1) > 6C > 22A > 6C > 236A~A > 236C
   | damage    = 4040 dmg
   | damage    = 4040 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 5C(1) > 2B > 2C~C > 236[B] > 2A(whiffs) > 236A~X > j[C] > 5A > 5B > 6C > 22A > 5B > 6C > 236A~X > 236C
   | combo        = 5C(1) > 2B > 2C~C > 236[B] > 2A(w) > 236A~X > j.[C] > 5A > 5B > 6C > 22A > 5B > 6C > 236A~X > 236C
   | damage    = 4358 dmg
   | damage    = 4358 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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|data=
|data=
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 236A~X > 236B~X > j[C] > dl jB > 5B > 5C(1) > 6C > 22A > 6C > 236A~X > 236C
   | combo        = 236A~X > 236B~X > j.[C] > dl.j.B > 5B > 5C(1) > 6C > 22A > 6C > 236A~X > 236C
   | damage    = 4115 dmg
   | damage    = 4115 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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|data=
|data=
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = IAD jB > 2B > 2C > 5C(1) > 236B~X > j[C] > dl jB > 5A > 5B > 6C > 22A > 6C > 236A~X > 236C
   | combo        = IAD > j.B > 2B > 2C > 5C(1) > 236B~X > j.[C] > dl.j.B > 5A > 5B > 6C > 22A > 6C > 236A~X > 236C
   | damage    = 4024 dmg
   | damage    = 4024 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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  }}
  }}
{{ComboData-MBTL
{{ComboData-MBTL
   | combo        = IAD jC > 2C > 5C(1) > 236B~X > j[C] > dl jB > 5A > 5B > 6C > 22A > 6C > 236A~X > 236C
   | combo        = IAD > j.C > 2C > 5C(1) > 236B~X > j.[C] > dl.j.B > 5A > 5B > 6C > 22A > 6C > 236A~X > 236C
   | damage    = 3934 dmg
   | damage    = 3934 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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  }}
  }}
{{ComboData-MBTL
{{ComboData-MBTL
   | combo        = IAD jC > 2C~C > 5C(1) > 236[B] > dl 236A~X > j[C] > 5A > 5B > 5C(1) > 6C > 236A~X > 236C
   | combo        = IAD > j.C > 2C~C > 5C(1) > 236[B] > dl.236A~X > j.[C] > 5A > 5B > 5C(1) > 6C > 236A~X > 236C
   | damage    = 4180 dmg
   | damage    = 4180 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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  }}
  }}
{{ComboData-MBTL
{{ComboData-MBTL
   | combo        = IAD jA > 2AAA > 2C > 236A~X > IAD jC(whiffs) > 5C(1) > 6C > 214B > 5A > 5B > 5C(1) > 6C > 236B > 236C
   | combo        = IAD > j.A > 2A > (2A) > 2C > 236A~X > IAD > j.X(w) > 5C(1) > 6C > 214B > 5A > 5B > 5C(1) > 6C > 236B > 236C
   | damage    = 3335 dmg
   | damage    = 3335 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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  }}
  }}
{{ComboData-MBTL
{{ComboData-MBTL
   | combo        = IAD jA > 2A > 2C~C > 6C > 236A~X > IAD jC(whiffs) > 5C(1) > 6C > 214B > 5A > 5B > 5C(1) > 6C > 236B > 236C
   | combo        = IAD > j.A > 2A > 2C~C > 6C > 236A~X > IAD > j.C(w) > 5C(1) > 6C > 214B > 5A > 5B > 5C(1) > 6C > 236B > 236C
   | damage    = 3574 dmg
   | damage    = 3574 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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  }}
  }}
{{ComboData-MBTL
{{ComboData-MBTL
   | combo        = IAD j4AA > 2A > 2B(2) > 2C > 236A~X > IAD jC(whiffs) > 5C(1) > 6C > 214B > 5A > 5B > 5C(1) > 6C > 236B > 236C
   | combo        = IAD > j.A > (j.A) > 2A > 2B(2) > 2C > 236A~X > IAD > j.X(w) > 5C(1) > 6C > 214B > 5A > 5B > 5C(1) > 6C > 236B > 236C
   | damage    = 3511 dmg
   | damage    = 3511 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = IAD jB > 2B(1) > 2C~C > 6C > 236A~X > IAD jC(whiffs) > 5C(1) > 6C > 214B > 5A > 5B > 5C(1) > 6C > 236B > 236C
   | combo        = IAD > j.B > 2B(1) > 2C~C > 6C > 236A~X > IAD > j.C(w) > 5C(1) > 6C > 214B > 5A > 5B > 5C(1) > 6C > 236B > 236C
   | damage    = 3796 dmg
   | damage    = 3796 dmg
   | bonusdamage  =  
   | bonusdamage  =  
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  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = IAD jC > 2C~C > 6C > 236A~X > IAD jC(whiffs) > 5C(1) > 6C > 214B > 5A > 5B > 5C > 6C > 236B > 236C
   | combo        = IAD > j.C > 2C~C > 6C > 236A~X > IAD > j.C(w) > 5C(1) > 6C > 214B > 5A > 5B > 5C > 6C > 236B > 236C
   | damage    = 3872 dmg
   | damage    = 3872 dmg
  | bonusdamage  =
  | cost          = 1 Magic Circuit
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Midscreen}} {{Property-UNI|sideswap}}
  | notes        = Sandwich routing
}}
{{ComboData-MBTL
  | combo        =  66 9~4AB/44 jC > 2C > 236A~X > IAD jC(whiffs) > 5C(1) > 6C > 214B > 5A > 5B > 5C(1) > 6C > 236B > 236C
  | damage    = 3917 dmg
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = 1 Magic Circuit
   | cost          = 1 Magic Circuit
Line 403: Line 395:
|data=
|data=
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = jB (F.CH) > 5C(1) > 2C > 236B~X > dl 236A~X > j[C] > dl jB > 5A > 5B > 6C > 22A > jCB > AT  
   | combo        = fc j.B > 5C(1) > 2C > 236B~X > dl.236A~X > j.[C] > dl.j.B > 5A > 5B > 6C > 22A > j.C > j.B > AT  
   | damage    = 3831 dmg
   | damage    = 3831 dmg
   | bonusdamage  =  
   | bonusdamage  =  
Line 413: Line 405:
  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = jB (F.CH) > 5C(1) > 2C > 236B~X > dl 236A~X > j[C] > dl jB > 5A > 5B > 6C > 22A > 6C > 236A~A > 236C
   | combo        = fc j.B > 5C(1) > 2C > 236B~X > dl.236A~X > j.[C] > dl.j.B > 5A > 5B > 6C > 22A > 6C > 236A~A > 236C
   | damage    = 4386 dmg
   | damage    = 4386 dmg
   | bonusdamage  =  
   | bonusdamage  =  
Line 423: Line 415:
  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = jB (F.CH) > 2C~C > 5C(1) > 236[B] > dl 236A~X > j[C] > 5A > 5B > 6C > 22A > 5B > 6C > 236A~A > 236C
   | combo        = fc j.B > 2C~C > 5C(1) > 236[B] > dl.236A~X > j.[C] > 5A > 5B > 6C > 22A > 5B > 6C > 236A~A > 236C
   | damage    = 4638 dmg
   | damage    = 4638 dmg
   | bonusdamage  =  
   | bonusdamage  =  
Line 438: Line 430:
|data=
|data=
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 5D/2D~A > jC > 9 j[C] > dl jB > 5B > 2C > 236B~X > IAD jC(whiffs) > 5C(1) > 6C > 214B > 5A > 5B > 5C(1) > 6C > 236A > 236C
   | combo        = D~A > j.C > jc > j.[C] > dl.j.B > 5B > 2C > 236B~X > IAD j.C(w) > 5C(1) > 6C > 214B > 5A > 5B > 5C(1) > 6C > 236A > 236C
   | damage    = 3598 dmg
   | damage    = 3598 dmg
   | bonusdamage  =  
   | bonusdamage  =  
Line 448: Line 440:
  }}
  }}
{{ComboData-MBTL
{{ComboData-MBTL
   | combo        = 5D/2D~B(CH) > 2C > 5C(1) > 22A > dash 6C > 236A~X > IAD jC(whiffs) > 5C(1) > 6C > 214B > 5A > 5B > 5C(1) > 6C > 236B > 236C
   | combo        = ch D~B > 2C > 5C(1) > 22A > dash > 6C > 236A~X > IAD > j.C(w) > 5C(1) > 6C > 214B > 5A > 5B > 5C(1) > 6C > 236B > 236C
   | damage    = 3680 dmg
   | damage    = 3680 dmg
   | bonusdamage  =  
   | bonusdamage  =  
Line 458: Line 450:
  }}
  }}
{{ComboData-MBTL
{{ComboData-MBTL
   | combo        = 5D/2D~B+C(CH) > dl 2B(1) > 2C > 22A > 6C > 236A~X > IAD jC(whiffs) > 5C(1) > 6C > 214B > 5A > 5B > 5C(1) > 6C > 236B > 236C  
   | combo        = ch D~B+C > dl.2B(1) > 2C > 22A > 6C > 236A~X > IAD > j.C(w) > 5C(1) > 6C > 214B > 5A > 5B > 5C(1) > 6C > 236B > 236C  
   | damage    = 3903 dmg
   | damage    = 3903 dmg
   | bonusdamage  =  
   | bonusdamage  =  
Line 469: Line 461:
}}
}}


===Unblockable Setups===
==Hisui Lead==
Utilizing 22C for a knockdown that gives you time to position Kohaku and Hisui at proper spacings, Kohaku lead has access to unblockable setups with 214C(Hisui's Overhead Table Assist) in conjunction with 2A/236A/other lows (causing a high and a low to hit meaty simultaneously)
* These setups are very new and haven't be meticulously labbed against, so be aware there might be more counterplay to these than it seems at first glance. The damage of these is a sacrifice compared to what Kohaku can generally output in exchange for setting up the unblockable to 'guarantee' another conversion opportunity. They also require the use of meter, so be wary of overutilizing them when your resources are lower to avoid losing access to Kohaku's 236C enders. If you mess up, you could leave yourself in a lackluster situation and give the opponent a chance to swing the round back in their favor if you don't choose how to spend meter wisely


===A Starter===
{{ComboTable-MBTL
{{ComboTable-MBTL
|data=
|data=
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2A > 2B(1) > 2C > 236B~X > 22C > 5C(1) > 5AA > (22C hits) 6[6] > {dl 214C > 2A > 236B~X > 22C > 5A > 5BB > (22C hits) 6[6]}xN
   | combo        = 2A > 2B > 2C > 6C~C > 236B~B > j.[C] > dl.j.2C > j.236B > land > j.A > j.236A > 5B > 5C(1) > 3C > j.B~2B > AT
   | damage    =  
  | damage    = 3322 dmg
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Midscreen}}
  | notes        = [https://www.youtube.com/watch?v=GnhaZbj-ubc (video example)]
}}
{{ComboData-MBTL
  | combo        = 2A > 2B > 2C > 6C~C~C > 236A~A > j.[C] > dl.j.2C > j.236B > 5B > 5C(1) > 3C > j.B~2B > AT
   | damage    = 3454 dmg
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = 1 Magic Circuit per loop
   | cost          =
   | metergain    =  
   | metergain    =  
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}} {{Property-UNI|Sideswap}}
   | location      = {{Property-UNI|Corner}}
   | notes        = Loopable baby route version, stabilized loops; Kohaku should automatically stop running, making this easy to space properly for the unblockable; [https://twitter.com/HellaBrett/status/1445894753694797833?s=20 video example]
   | notes        = [https://www.youtube.com/watch?v=swe3YnZVKdg (video example)]
  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2A > 2B > 2C > 5C(1) > 6C > 236A~X > 22C > 5C(3) > 6C > (2A+B) dash > 214C > 236A~X
   | combo        = 2A > (2A) > 2C > 5C > IAD > j.B~2B > j.[C] > j.2C > j.236B > 5B > 3C > j.B~2B > AT
   | damage    =  
   | damage    = 2794
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = 1 Magic Circuit
   | cost          =
   | metergain    =  
   | metergain    =  
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}} (Ends in corner)
   | location      = {{Property-UNI|Corner}}
   | notes        = Very good corner carry so can be done from a surprising distance away; [https://twitter.com/Magicriderr/status/1445904120699891716?s=20 video example]
   | notes        = routing for extremely scaled starters
  }}
  }}
}}
===B Starter===
{{ComboTable-MBTL
|data=
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2A > 2B > 2C > IAD jB > 5B > 5C(1) > 6C > 236A~X > 22C > 5C(3) > 6C > 236[A] > 66 iAD jCw > 2A+B(just tap) > 214C > dl 2A > B+C
   | combo        = 2B > 2C > 236B~X > j.[C] > dl.j.2C > j.236B > land > j.B > j.236A > 5B > 3C > j.B > j.C > j.236A > j.236C
   | damage    =  
   | damage    = 3870 dmg
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = 1 Magic Circuit
   | cost          = 1 Magic Circuit
   | metergain    =  
   | metergain    =  
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}} {{Property-UNI|Sideswap}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = Variant utilizing 2A > B+C (Moon Drive Activate) for added safety against counter options; [https://twitter.com/Magicriderr/status/1445833744212955139?s=20 video example]
   | notes        =  
  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2A > 2B > 236A~X > IAD jA(whiff) > 5C(1) > 22A > 22C > j[C] > jB > 9 j[C] > dash sj > dl 214C > dl 2A
   | combo        = fc 2B > 236B~X > j.[C] > dl.j.2C > j.236B > land > j.B > j.236A > 5B > 3C > j.B > j.C > j.236A > j.236C
   | damage    =  
   | damage    = 3855 dmg
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = 1 Magic Circuit
   | cost          = 1 Magic Circuit
   | metergain    =  
   | metergain    =  
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Corner}} {{Property-UNI|Sideswap}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = takes the opponent out of the corner to setup the unblockable, be thoughtful when using this as you give up corner control; [https://twitter.com/haiyori2a/status/1445980049891487744?s=20 video example]
   | notes        = Anti-Air 2B CH route
  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2A 2B 236A~X IAD jB 5C(1) 22A 22C j[C] jA 9 j[C] dash under dl 214C dl 2A
   | combo        = 5B > 5C > 2C > 22C > 2C > 22B > j.[C] > dl.j.B > 22B > > 3C > j.B > j.C > AT
   | damage    =  
   | damage    = 3598 dmg
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = 1 Magic Circuit
   | cost          = 1 Magic Circuit
   | metergain    =  
   | metergain    =  
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}} {{Property-UNI|Sideswap}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = goes from midscreen to corner but leaves you in the corner for the sandwich unlockable;[https://twitter.com/haiyori2a/status/1446085169580961795?s=20 video example]
   | notes        = 5B starter allowing Bento midcombo
  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2B > 2C~C > 236[B] 236A~X > IAD jB(whiff) > 5C(1) > 22A > 22C > j[C] > jA > 9 j[C] > dash sj > dl 214C > dl 236A
   | combo        = 5B > 2C > 5C > 6C~C > 236B~X(3) > j.[C] > dl.j.2C > j.236B > 5B > 3C > j.B > j.C > j.236A > j.236C
   | damage    =  
   | damage    = 3806~ dmg
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = 1 Magic Circuit
   | cost          = 1 Magic Circuit
   | metergain    =  
   | metergain    =  
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Corner}} {{Property-UNI|Sideswap}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = Another variant that takes the opponent out of the corner to setup the unblockable utilizing corner Battou Loops for more dmg; be thoughtful when using this as you give up corner control; [https://twitter.com/haiyori2a/status/1446077541249269762?s=20 video example]
   | notes        = will drop if too many hits of 236B are performed, try to only get 2 hits max before the launcher followup or the j236A > j236C won't be able to connect
  }}
  }}
}}
}}


==Hisui Lead==
===C Starter===
 
===A Starter===
{{ComboTable-MBTL
{{ComboTable-MBTL
|data=
|data=
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        =  2A > 2B > 2C > 6CC > 236B~B > j[C] > delay j2C > j236B > rejump jA > j236A > 5B > 5C(1) > 3C > jB~2B > AT
   | combo        =  2C > 5C(1) > 6C > 623B > 236A~X(5) > j.B~2B > j.[C] > dl.j.2C > j.236B > 5B > 3C > j.B > j.C > j.236A > j.236C
   | damage    = 3322 dmg
  | damage    = 4076 dmg
  | bonusdamage  =
  | cost          = 1 Magic Circuit
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Midscreen}}
  | notes        =
}}
{{ComboData-MBTL
  | combo        =  5[C] > 2C > 623B > 236A~X(4) > j.B~2B > j.[C] > dl.j.2C > j.236B > 5B > 3C > j.B > j.C > j.236A > j.236C
  | damage    = 4202 dmg
  | bonusdamage  =
  | cost          = 1 Magic Circuit
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Midscreen}}
  | notes        =
}}
{{ComboData-MBTL
  | combo        = 5C > 2C > 623B / 6C~C > 236A~X(4) > j.B~2B > j.[C] > dl.j.2C > j.236B > 5B > 3C > j.B > j.C > j.236A > j.236C
   | damage    = 4037/4003 dmg
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          =  
   | cost          = 1 Magic Circuit
   | metergain    =  
   | metergain    =  
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = [https://www.youtube.com/watch?v=GnhaZbj-ubc (video example)]
   | notes        = use 6C~C instead of 623B if 5C connects from further, which would cause 623B to whiff and drop the combo
  }}
  }}
}}
===Other Starters===
{{ComboTable-MBTL
|data=
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2A > 2B > 2C > 6CCC > 236A~A > j[C] > delay j2C > j236B > 5B > 5C(1) > 3C > jB~2B > AT  
   | combo        = 6B+C > 2B > 5C(2) > IAD > j.B~2B > j.[C] > j.2C > j.236B > 5B > 3C > j.B > j.C > AT
   | damage    = 3454 dmg
   | damage    = 3340 dmg
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          =
   | cost          = 1 Moon Skill
   | metergain    =  
   | metergain    =  
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = [https://www.youtube.com/watch?v=swe3YnZVKdg (video example)]
   | notes        = Can substitute AT at the end with j236A > j236C for a total of 3790 damage and hard knockdown
  }}
  }}
}}
}}
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<!-- Add links to documents and the link here using this format: -->
<!-- Add links to documents and the link here using this format: -->
<!-- *[http://wiki.mizuumi.net DocumentTitle] by [https://www.twitter.com AuthorName] -->
<!-- *[http://wiki.mizuumi.net DocumentTitle] by [https://www.twitter.com AuthorName] -->
[https://www.evernote.com/shard/s360/sh/2a7f69b3-5073-9803-3f29-1d07cb096943/d12145dc03c18e5b3156e225119d9350 Maids Doc Evernote] by [https://twitter.com/KorvusMellori raVen]
* [https://www.evernote.com/shard/s360/sh/2a7f69b3-5073-9803-3f29-1d07cb096943/d12145dc03c18e5b3156e225119d9350 Maids Doc Evernote] by [https://twitter.com/KorvusMellori raVen] (outdated)
* [https://www.youtube.com/watch?v=LnR_kvAWFAM Kohaku / Maids Combos Extensive - Melty Blood Type Lumina] by Planned Tuna
{{Navbox-MBTL}}
{{Navbox-MBTL}}
[[Category:Melty Blood: Type Lumina]]
[[Category:Melty Blood: Type Lumina]]

Latest revision as of 16:47, 15 December 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.

Getting Started

Note that most combos that work for the solo characters (Hisui, Kohaku) will also work for the combined Hisui & Kohaku character. The exceptions are any combos that use their respective grounded 214X specials, or specific optimals that depend on the difference in dash speed (very rare).

Starter Combos

These are some simpler combos using pieces of combo structure that are important to their more advanced combos to help you get accustomed to parts of their combo flow
Kohaku Lead:

Combo Damage Cost Meter Gain Location

Hisui Lead:

Combo Damage Cost Meter Gain Location

Combo Theory

In the case of using meter Kohaku lead generally spends it to end with 236C whenever meter is available for an untechable knockdown to setup plant oki anywhere, while Hisui lead often ends with j236C for untechable knockdown and corner carry to setup 22B(Bento) oki midscreen, or 623A/C(Dust) or 214A(Koha plant assist) in the corner. Note: Hisui lead's meterless AT enders are more useful than Kohaku's due to her AT allowing for a Left/Right by jumpcancelling(8) the AT once she bounces off the opponent and holding 6 (either immediately for landing opposite side, or delayed for same side), so Hisui can get away with ending meterlessly more often while it is recommended to always end Kohaku combos with 236C.

For Kohaku lead combos, there are multiple variants with competitive damage to each other midscreen that can be interchanged depending on desired outcomes. Routes labeled as "Sandwich"(examples here) will sideswap to allow Hisui assist to hit the opponent back towards Kohaku, so they sacrifice corner carry but allow your 236C enders to hit closer for more time to setup better oki situations midscreen. If sandwich routing is messed up (Hisui 214B hits them away instead of towards Kohaku) you can salvage it with 6B+C > 236C after the 214B hits. For maximizing damage "Battou Loops" will be your best bet, however they only work off 2A starters in the Corner so Midscreen you will need a B starter or better to utilize them

For Hisui lead combos, an important note for all routes using j2C j236B is to delay the j2C slightly so j236B will connect properly. For routing using 236B~X/236A~X, it is generally best to allow all hits to connect before using the follow-up launcher to get more damage. The caveat to this is some combos need to be cancelled sooner to avoid too much hitstun scaling that will cause the combo to drop.

Combos

Koha Lead

A Starter

Combo Damage Cost Meter Gain Location

if ending near corner, 2C after 5B can be 2C~C for added dmg

if ending near corner, 2C after 5B can be 2C~C for added dmg

works with 2AAA 2C starter(replacing 2A 2B 2C~C) as well

works with 2AAA 2C starter(replacing 2A 2B 2C~C) as well

Sandwich routing

Sandwich routing

Sandwich routing; works off of 2Ax3

If ending near corner, 2C after 5B can be 2C~C for added dmg; works on of 2Ax3

corner battou loop; for meterless ender, swap 6C > 236A~A > 236C with 3C > AT

corner battou loop

corner battou loop variant, first dmg value listed is 236B/second value is 6B+C; can be done with 2AAA starter if 5C(1) is skipped

B Starter

Combo Damage Cost Meter Gain Location

Sandwich routing

Sandwich routing

Battou Loop, dmg measured with 2B starter

damage measured with 2B starter

Corner Carry route; for 2B(both hits) requires CH starter. dmg measured with 2B(2) starter (dmg is inaccurate due to dummy being set to CH)

B starter Corner Battou Loop; dmg measured with 2B starter

C Starter

Combo Damage Cost Meter Gain Location

Battou Loop

C starter Corner Battou Loop

Special Starter

Combo Damage Cost Meter Gain Location

Jump-in/IAD Starter

Combo Damage Cost Meter Gain Location

Also works off jA > 2A starter

IAD start Corner Battou Loop; also works off jB starter or jA > 2A starter

Sandwich Routing

Sandwich Routing

Sandwich Routing

Sandwich routing

Sandwich routing

CH Starter

Combo Damage Cost Meter Gain Location

6038 dmg with Arc Drive (236B+C) ender after 236C

Shield Follow-up Starter

Combo Damage Cost Meter Gain Location

Sandwich routing

Sandwich routing

Sandwich routing

Hisui Lead

A Starter

Combo Damage Cost Meter Gain Location

(video example)

(video example)

routing for extremely scaled starters

B Starter

Combo Damage Cost Meter Gain Location

Anti-Air 2B CH route

5B starter allowing Bento midcombo

will drop if too many hits of 236B are performed, try to only get 2 hits max before the launcher followup or the j236A > j236C won't be able to connect

C Starter

Combo Damage Cost Meter Gain Location

use 6C~C instead of 623B if 5C connects from further, which would cause 623B to whiff and drop the combo

Other Starters

Combo Damage Cost Meter Gain Location

Can substitute AT at the end with j236A > j236C for a total of 3790 damage and hard knockdown

External Links

The Game
Getting Started
FAQ
Glossary
HUD & UI
Links
Customization
News & updates
The Battle System
Controls
Offense
Defense
Movement
Resources
Game Data
Characters
Shiki Tohno
Arcueid Brunestud
Akiha Tohno
Ciel
Hisui
Kohaku
Hisui & Kohaku
Miyako Arima
Kouma Kishima
Noel
Michael Roa Valdamjong
Vlov Arkhangel
Red Arcueid
Saber
Aoko Aozaki
Dead Apostle Noel
Mario Gallo Bestino
Powered Ciel
Neco-Arc
Mash Kyrielight
Ushiwakamaru
Monte Cristo