Melty Blood/MBTL/Shiki Tohno/Combos: Difference between revisions
(Reformatted to fit the lua.) |
(→Double DP: (changed for the new patch)) |
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(24 intermediate revisions by 5 users not shown) | |||
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|data= | |data= | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 2A > 2B > 5C > 2C > 214BB > j.[C] > dl j.B > 5B > RB1 > Ender | | combo = 2A > 2B > 5C > 2C > 214BB > j.[C] > dl.j.B > 5B > RB1 > Ender | ||
| damage = | | damage = | ||
<p> | <p> | ||
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}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = | | combo = starter > RB1 > 214AA > j.[C] > dl.j.B > 5B > RB1 > Ender | ||
| damage = | | damage = | ||
| cost = | | cost = | ||
Line 32: | Line 32: | ||
}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 3C > j. | | combo = 3C > j.A > j.B > j.[C] > 5B > RB1 > (214AA > AT) OR (214A > 236C) | ||
| damage = | | damage = | ||
<p> | <p> | ||
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}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = D | | combo = D~A > j.B > j.C > jc > j.[C] > dl.j.A > 5B > RB1 > (214AA > AT) OR (214A > 236C) | ||
| damage = | | damage = | ||
<p> | <p> | ||
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}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = (236B, 6B+C, | | combo = (236B, 6B+C, FC, j.[C], starter > ) 2C > 214BB > j.[C] > dl.j.B > 5B > RB1 > (3C > j.BC > AT) OR (214A > 236C) | ||
| damage = | | damage = | ||
| cost = | | cost = | ||
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|data= | |data= | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 3C > j. | | combo = 3C > (j.A > ) j.B > j.C > airdash > AT | ||
| cost = | | cost = | ||
| location = {{Property-UNI|Anywhere}} | | location = {{Property-UNI|Anywhere}} | ||
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}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 214A/236A > 236C | | combo = 214A / 236A > 236C | ||
| cost = 1 Bar | | cost = 1 Bar | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
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}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 214A | | combo = 214A/214A~A/236A > 236C > 3C > (j.A >) j.B > j.C > airdash > AT | ||
| cost = 1 Bar | | cost = 1 Bar | ||
| location = {{Property-UNI|Corner}} | | location = {{Property-UNI|Corner}} | ||
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}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 3C > j. | | combo = 3C > j.A > j.B > j.C > jc > j.A > j.B > j.236A(1) > j.236C | ||
| cost = 1 Bar | | cost = 1 Bar | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
Line 115: | Line 115: | ||
}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 214A/236A > 236B+C | | combo = 214A / 236A > 236B+C | ||
| cost = 3 Bars | | cost = 3 Bars | ||
| location = {{Property-UNI|Anywhere}} | | location = {{Property-UNI|Anywhere}} | ||
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}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 214A/236A > 236C > 236B+C | | combo = 214A / 236A > 236C > 236B+C | ||
| cost = 4 Bars | | cost = 4 Bars | ||
| location = {{Property-UNI|Anywhere}} | | location = {{Property-UNI|Anywhere}} | ||
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==Advanced Combos== | ==Advanced Combos== | ||
All numbers assume no '''{{clr|18|5C}}''' or '''{{clr|16|214A~A}} > {{clr|18|236C}}''' extenders and assumes '''j.{{clr|17|B}}{{clr|18|C}} AT''' ender. <br> | All numbers assume no '''{{clr|18|5C}}''' or '''{{clr|16|214A~A}} > {{clr|18|236C}}''' extenders and assumes '''j.{{clr|17|B}}{{clr|18|C}} AT''' ender. <br> | ||
As of the latest patch, Shiki can now use his '''623X''' to extend his routing. A fairly universal implementation is as simple as a regular combo, but omitting '''{{clr|17|j.B}}''' and landing into '''{{clr|16|623A}}''', then linking into '''{{clr|16|5A}}/{{clr|16|2A}}''' into the rest of your normals to end the combo. Some cases can fit in '''{{clr|17|623B}}''' as well, but this only works in the corner with | As of the latest patch, Shiki can now use his '''623X''' to extend his routing. A fairly universal implementation is as simple as a regular combo, but omitting '''{{clr|17|j.B}}''' and landing into '''{{clr|16|623A}}''', then linking into '''{{clr|16|5A}}/{{clr|16|2A}}''' into the rest of your normals to end the combo. Some cases can fit in '''{{clr|17|623B}}''' as well, but this only generally works in the corner or midscreen with specific routing cases. | ||
</p> | </p> | ||
{{ComboTable-MBTL | {{ComboTable-MBTL | ||
|data= | |data= | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 2C > 5C > 236B > dl 2B(1) > 214BB > j.[C] > dl j.B > 5B > (5C) | | combo = 2C > 5C > 236B > dl.2B(1) > 214BB > j.[C] > dl.j.B > 5B > (5C >) RB1 > Ender | ||
| damage = | | damage = | ||
AT - 3469 | AT - 3469 | ||
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}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 2B > 5C > 2C > 214B~B > 214AA > j.[C] > dl.j.B > 5B > (5C) | | combo = 2B > 5C > 2C > 214B~B > 214AA > j.[C] > dl.j.B > 5B > (5C >) RB1 > Ender | ||
| damage = | | damage = | ||
AT - 3592 | AT - 3592 | ||
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}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 2C > 214B~B > 5C > dl 214AA > j.[C] > dl.j.B > 5B > (5C) | | combo = 2C > 214B~B > 5C > dl.214AA > j.[C] > dl.j.B > 5B > (5C >) RB1 > Ender | ||
| damage = | | damage = | ||
AT - 3628 | AT - 3628 | ||
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}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 236B > 214AA > 2C > 214B~B > j.[C] > dl j.B > 5B > (5C) | | combo = 236B > 214AA > 2C > 214B~B > j.[C] > dl.j.B > 5B > (5C>) RB1 > Ender | ||
| damage = | | damage = | ||
AT - 3642 | AT - 3642 | ||
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}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 214BB > 214AA > j.[C] > dl j.B > 5B > (5C) | | combo = 214BB > 214AA > j.[C] > dl.j.B > 5B > (5C>) RB1 > Ender | ||
| damage = | | damage = | ||
AT - 3583 | AT - 3583 | ||
Line 224: | Line 224: | ||
}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 214BB > 2C > 236A > 214AA > j.[C] > dl j.B > 5B > (5C) | | combo = 214BB > 2C > 236A > 214AA > j.[C] > dl.j.B > 5B > (5C >) RB1 > Ender | ||
| damage = | | damage = | ||
AT - 3814 | AT - 3814 | ||
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}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 214AA > 2C > 214B~B > j.[C] > dl j.B > 5B > (5C) | | combo = 214AA > 2C > 214B~B > j.[C] > dl.j.B > 5B > (5C >) RB1 > Ender | ||
| damage = | | damage = | ||
AT - 3630 | AT - 3630 | ||
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}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 214AA > dl 2B(1) > 236A > 2C > 214B~B > j.[C] > dl j.B > 5B > (5C) | | combo = 214AA > dl.2B(1) > 236A > 2C > 214B~B > j.[C] > dl.j.B > 5B > (5C >) RB1 > Ender | ||
| damage = | | damage = | ||
AT - 3724 | AT - 3724 | ||
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}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 236A > 5A > 2C > 214BB > j.[C] > dl.j.B > 5B > (5C) | | combo = 236A > 5A > 2C > 214BB > j.[C] > dl.j.B > 5B > (5C >) RB1 > Ender | ||
| damage = | | damage = | ||
AT - 3461 | AT - 3461 | ||
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}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 236A > 5A > 214BB > 214AA > j.[C] > dl.j.B > 5B > (5C) | | combo = 236A > 5A > 214BB > 214AA > j.[C] > dl.j.B > 5B > (5C >) RB1 > Ender | ||
| damage = | | damage = | ||
AT - 3639 | AT - 3639 | ||
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}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = | | combo = ch 236A > 2C > 214B~B > 214AA > j.[C] > dl.j.B > 5B > (5C >) RB1 > Ender | ||
| damage = | | damage = | ||
AT - 3766 | AT - 3766 | ||
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}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 236A > 214C > j. | | combo = 236A > 214C > j.B > j.C > jc > j.[C] > dl.j.A > 5B > 5C > RB1 > 214AA > AT | ||
| damage = | | damage = | ||
AT - 3433 | AT - 3433 | ||
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}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 3C > j. | | combo = 3C > j.A > j.B > j.[C] > 5B > dl.5C > dl.236A > 2C > (214BB > AT) OR (214B > 214C/236C) | ||
| damage = | | damage = | ||
AT - 3002 | AT - 3002 | ||
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}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 3C > | | combo = 3C > doublejump > j.B > j.[C] > 5B > 214B~B > 2C > 5C > RB1 > (214AA > AT) OR (214A > 214C/236C) | ||
| damage = | | damage = | ||
AT - 3057 | AT - 3057 | ||
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}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = j.[C] > dl.j.B > 5B > (5C) | | combo = j.[C] > dl.j.B > 5B > (5C >) RB1 > Ender | ||
| damage = | | damage = | ||
AT - | AT - | ||
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|data= | |data= | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = | | combo = D~A > j.C > jc > j.[C] > dl.j.B, 5B > j.B > j.C > AT | ||
| damage = 2482 dmg | | damage = 2482 dmg | ||
| bonusdamage = | | bonusdamage = | ||
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}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = | | combo = D~B+C > dl.5B > 5C > 236A, 2C > 214B~X > j.[C], dl.j.B, 5B > 3C > j.B > j.C > AT | ||
| damage = 3529 dmg | | damage = 3529 dmg | ||
| bonusdamage = | | bonusdamage = | ||
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}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = | | combo = D~B+C > 2C > 5C > 214B~X > 214A~X > j.B > j.6B+C(1) > jc > j.[C] > dl.j.A > 5B > RB1 > RB2 > AT | ||
| damage = 3651 dmg | | damage = 3651 dmg | ||
| bonusdamage = | | bonusdamage = | ||
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}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = | | combo = ch D~B > 5B > 5C > 236A > 2C > 214B~X > j.B > j.6B+C(1) > jc > j.[C] > dl.j.A > 5B > RB1 > RB2 > AT | ||
| damage = 3683 dmg | | damage = 3683 dmg | ||
| bonusdamage = | | bonusdamage = | ||
Line 411: | Line 411: | ||
| notes = Optimized combo for fatal hit Shield {{clr|17|B}}. Damage Might be a bit outdayed | | notes = Optimized combo for fatal hit Shield {{clr|17|B}}. Damage Might be a bit outdayed | ||
}} | }} | ||
}} | |||
===Moon Skill Starters=== | |||
{{ComboTable-MBTL | |||
|data= | |||
{{ComboData-MBTL | |||
| combo = 6BC > 5C > 214B~x> 2c > 214A(w)~X > j.[C] > dl.j.B > 5B > 623A > 5A > RB1 > Ender | |||
| damage = | |||
AT - 3692 | |||
Corner {{clr|18|236C}} - 4226 | |||
| metergain = | |||
AT - 1.16 | |||
Corner {{clr|18|236C}} - 1.16 | |||
| location = {{Property-UNI|Anywhere}} | |||
| notes = *On counterhit (or if only one hit of 6BC connects) it is not necessary to make 214A whiff, instead do 214B~X 214AX as usual. 6BC>5C>214B whiffs if done at max range, swap 5C's and 2C's order to make the slide always connect. | |||
}} | |||
{{ComboData-MBTL | |||
| combo = 4BC > j.A > j.C > jc > j.[C] > dl. j.B > 5B > 5{C} > 236A > 2C > RB1 > Ender | |||
| damage = | |||
AT - 3183 | |||
Corner 214A > {{clr|18|236C}} - 3708 | |||
| metergain = | |||
AT - 0.91 | |||
Corner 214A > {{clr|18|236C}} - 0.97 | |||
| location = {{Property-UNI|Anywhere}} | |||
| notes = *Combo possible after all hits of 4BC land, useful if you are not close enough to the corner to get an immediate wallbounce. In the latter case, you can simply pick up with 2C and go into 214B~X>j.[C]>(...). | |||
}} | |||
{{ComboData-MBTL | |||
| combo = 3BC > 8 > dl j.[C] > 236A > 2C > 214B~X > j.[C] > j.B > 5B > 623A > 5A > RB1 > Ender | |||
| damage = | |||
AT - 3550 | |||
Corner 214A > {{clr|18|236C}} - 4100 | |||
| metergain = | |||
AT - 1.20 | |||
Corner 214A > {{clr|18|236C}} - 1.20 | |||
| location = {{Property-UNI|Anywhere}} | |||
| notes = *The more hits of 3BC land, the worse the damage. Depending on how few hits you get, you may be able to squeeze in more normals after 623A, netting you more damage. This version works even if all 5 hits land, and on that event it requires a delay before the first j.[C]. | |||
}} | |||
{{ComboData-MBTL | |||
| combo = 2BC > 8 > j.B > dl j.C > 236A > dl 22C >dl 2C > 5{C} > 5B > RB1 > Ender | |||
| damage = | |||
214A~X > AT - 2782 | |||
Corner 214A > {{clr|18|236C}} - 2943 | |||
| metergain = | |||
214A~X > AT - 1.09 | |||
Corner 214A > {{clr|18|236C}} - 0.99 | |||
| location = {{Property-UNI|Anywhere}} | |||
| notes = *Optimal midscreen 2BC combo. Has some tricky delays, and the initial j.B confirm makes it somewhat impractical. | |||
}} | |||
{{ComboData-MBTL | |||
| combo = 2BC > 9 > j.B > dl j.C > 623A > 5A > 22C > dl 2C > 5{C} > 5B > RB1 > Ender | |||
| damage = | |||
214A~X > AT - 2721 | |||
Corner 214A > {{clr|18|236C}} - 2882 | |||
| metergain = | |||
214A~X > AT - 1.08 | |||
Corner 236/214A > {{clr|18|236C}} - 0.98 | |||
| location = {{Property-UNI|Anywhere}} | |||
| notes = *2BC combo trading damage for ease of use, as the timings are slightly more lenient. Keep in mind the jump after 2BC must be towards the opponent. | |||
}} | |||
}} | }} | ||
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|data= | |data= | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 214AA > MD > | | combo = 214AA > MD > md.3B+C(2) > IAD > 2B(1) > 236A > 2C > 214B~B > j.B > j.6B+C(4) > j.[C] > dl.j.A > 5B > 5C > RB1 > 6B+C > 236C > (4B+C >) 236B+C | ||
| damage = 6026 | | damage = 6026 | ||
| cost = 5+ Moon Gauge | | cost = 5+ Moon Gauge | ||
Line 427: | Line 489: | ||
}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 214AA > MD > | | combo = 214AA > MD > md.3B+C(2) > IAD > 2B(1) > 236A > 2C > 4B+C > 214B~B > j.6B+C(1) > j.[C] > 5B > 5C > RB1 > 6B+C > 236C > 6B+C > 236B+C | ||
| damage = 6076 | | damage = 6076 | ||
| cost = 5+ Moon Gauge | | cost = 5+ Moon Gauge | ||
Line 436: | Line 498: | ||
}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 214AA > MD > | | combo = 214AA > MD > microdash3B+C(2) > IAD > 4B+C > dl.5A > 236A > 2C > 214B~B > j.6B+C(1) > j.[C] > 5B > 5C > RB1 > 6B+C > 236C > 6B+C > 236B+C | ||
| damage = 6113 | | damage = 6113 | ||
| cost = 5+ Moon Gauge | | cost = 5+ Moon Gauge | ||
Line 458: | Line 520: | ||
}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 214BB > MD > | | combo = 214BB > MD > md.3B+C(2) > IAD > 214A~A > 5B > dl.236A > 2C > 4B+C(4) > j.6B+C(1) > j.[C] > 2B(1) > 5C > RB1 > 6B+C > 236C > (4B+C) > 236B+C | ||
| damage = 6002 | | damage = 6002 | ||
| cost = 5+ Moon Gauge | | cost = 5+ Moon Gauge | ||
Line 467: | Line 529: | ||
}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 214BB > MD > | | combo = 214BB > MD > md.3B+C(2) > IAD > 2B(1) > 236A > 2C > 4B+C > 214A~A > j.6B+C(1) > j.[C] > 5B > 5C > RB1 > 6B+C > 236C > (4B+C) > 236B+C | ||
| damage = 6063 | | damage = 6063 | ||
| cost = 5+ Moon Gauge | | cost = 5+ Moon Gauge | ||
Line 476: | Line 538: | ||
}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 214BB > MD > | | combo = 214BB > MD > md.3B+C(2) > IAD > 4B+C > 2B(1) > 236A > 2C > dl.214A~A > j.6B+C(1) > j.[C] > 5B > 5C > RB1 > 6B+C > 236C > (4B+C) > 236B+C | ||
| damage = 6164 | | damage = 6164 | ||
| cost = 5+ Moon Gauge | | cost = 5+ Moon Gauge | ||
Line 485: | Line 547: | ||
}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 214BB > MD > 4B+C(3) > 236A > 5B > 2C > dl 214A~A > j.6B+C(1) > j.[C] > 2B(1) > 5C > RB1 > 6B+C > 236C > (4B+C) > 236B+C | | combo = 214BB > MD > 4B+C(3) > 236A > 5B > 2C > dl.214A~A > j.6B+C(1) > j.[C] > 2B(1) > 5C > RB1 > 6B+C > 236C > (4B+C) > 236B+C | ||
| damage = 6182 | | damage = 6182 | ||
| cost = 5+ Moon Gauge | | cost = 5+ Moon Gauge | ||
Line 496: | Line 558: | ||
}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 236B > MD > | | combo = 236B > MD > md.3B+C(2) > IAD > 214A~A > 2B(1) > 236A > 2C > 214B~B > j.6B+C(1) > j.[C] > 5B > 5C > RB1 > 6B+C > 236C > (4B+C) > 236B+C | ||
| damage = 5921 | | damage = 5921 | ||
| cost = 5+ Moon Gauge | | cost = 5+ Moon Gauge | ||
Line 514: | Line 576: | ||
}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 236B > MD > dl 3B+C(2) > IAD > 4B+C > 5C > 236A > 2C > 214B~B > j.6B+C(1) > j.[C] > 5B > RB1 > 214A~A > 236C > (6B+C) > 236B+C | | combo = 236B > MD > dl.3B+C(2) > IAD > 4B+C > 5C > 236A > 2C > 214B~B > j.6B+C(1) > j.[C] > 5B > RB1 > 214A~A > 236C > (6B+C) > 236B+C | ||
| damage = 6022 | | damage = 6022 | ||
| cost = 5+ Moon Gauge | | cost = 5+ Moon Gauge | ||
Line 545: | Line 607: | ||
* continue with follow-up chain on the ground from {{clr|17|236B}} & {{clr|17|6B}}+{{clr|18|C}} or {{clr|18|j[C]}} > {{clr|17|dl.jB}} from {{clr|16|214A}}/{{clr|17|214B}} | * continue with follow-up chain on the ground from {{clr|17|236B}} & {{clr|17|6B}}+{{clr|18|C}} or {{clr|18|j[C]}} > {{clr|17|dl.jB}} from {{clr|16|214A}}/{{clr|17|214B}} | ||
* after a j[C] routing you can use 623X>5A>...>RB1>ENDER to add some Damage and corner carry (see below) | * after a j[C] routing you can use 623X>5A>...>RB1>ENDER to add some Damage and corner carry (see below) | ||
* lead into {{clr|18|3C}} or rapid beat | * lead into {{clr|18|3C}} or rapid beat 2 and Air Throw to end the combo | ||
This is the most basic structure that you'll want to follow when you get a hit that doesn't spend resources (minus the version with {{clr|17|6B}}+{{clr|18|C}}) for decent damage. | This is the most basic structure that you'll want to follow when you get a hit that doesn't spend resources (minus the version with {{clr|17|6B}}+{{clr|18|C}}) for decent damage. | ||
====623X extension==== | ====623X extension==== | ||
623X> | 623X>5/2A>... can be used after J[C] routing to get some extra damage and meter. | ||
* | * Will make the proration high enough to make 236C not HKD if used late in the combo. | ||
* Possible Routes: | * If 236c>3C in the corner is dropping, consider "skipping" a normal. | ||
** '''214X~X > j[C] > 623X > | '''Possible Routes:''' | ||
*** | ** '''214X~(dl.)X > j[C] > 623X > 5/2A > ...''' | ||
*** Most consistent route; If you are not sure about your proration '''use this one'''! | |||
*** in | *** The damage difference compared to the methdos below is very negligible, and allows for 3C pickups after 236C wallbounce in practically every situation. | ||
** 214X~X > j[C] > dl.jB(1) > 623X > | *** This method has the added benefit of allowing for '''double DP extensions''' (see below), which can greatly increase a combo's meter gain. | ||
*** | *** On low proration you dont have to delay the 214 followup but on high proration you have to so get in the habit of doing so anyways! | ||
*** Route if you have a relatively high proration 236C Wallbounce can mostly be followed up | ** 214X~X > j[C] > dl.jB > 5B > 623X > 5/2A > ... | ||
*** | *** Highest damage route for almost all starters, with a few exceptions. | ||
** 214X~dl.X > j[C] > dl.jB > 623X > | *** Weird height restriction, but not at all hard to get consistently. Easier to identify potential drops, and fix the combo after accordingly. | ||
*** 236C | *** Possible to replace 5B with 2B(1) in the corner to avoid SMP, although even without this change it may deal more damage than other routes. | ||
*** You have to delay the 214X | *** 99% of the time it won't be possible to go for double dp extension, which will hurt your meter gain. | ||
** 214X~X > j[C] > dl.jA > 623X > 5/2A > ... | |||
*** Somewhat easy route. | |||
*** Since it deals less damage than j[C] > dl.jB > 5B > 623X, and it is not possible to go for double DP routes like with j[C] > 623X, this route doesn't see too much use. | |||
** 214X~X > j[C] > dl.jB(1) > 623X > 5/2A > ... | |||
*** Buffer 623X directly after jB. | |||
*** Route if you have a relatively high proration. 236C Wallbounce can mostly be followed up with 3C without any issues. | |||
*** Useful in Routes where you combine it with 2B(1). | |||
** 214X~dl.X > j[C] > dl.jB > 623X > 5/2A > ... | |||
*** Combos scale harder, which means that, if you want to get 3C after 236C>wallbounce, you have to "skip" a normal and/or Rapid Beat (or you can use 9>AT instead). | |||
*** You have to delay the 214X follow-up just like you do on the double Slide Routes. | |||
====Double DP==== | |||
If you have 2 open buttons after the j[C]>623A rejump, and you are in the corner, you can do the double DP extension. Due to the first restriction, it's mostly done either with special move and 5C/2C starters. Alternatively, it will require a more strict string from A normals (example: 2A>2B>2C>214B, instead of 2A>2B>5C>2C>214B). | |||
The general structure is: | |||
* (...) > j.[C]> 623A/B > 5/2A > [2 unused B/C normals] > 623B/A > 2/5A > [unused B/C normal or RB - optional] > 214A/236A(*) > 3C > (...) | |||
The 2 unused B/C normals are required to get the correct height for 623B/A (whichever version is not SMP'd). (*) After the second DP, if you have another B/C button available, it is possible to do that button into 236A (depends on the full combo). If it is not the case, or if you're unsure of the scaling, 2/5A > (RB) > 214A is the safest alternative. Sometimes you might not want to go into RB since it can prevent you from being able to hit 3C (see exception below). | |||
Notes: | |||
* You can do double DP route instead of double slide route, but it does less damage so its only useful if you fucked up the confirm. | |||
* It is very often possible to get 3C after RB>214A~X>236C (if the string connects). However, if the proration is too high, 236C must hit high above the ground, which will delay the last hit of the EX (hitting on its later frames), giving you the extra plus frames required to do 3C after the wallbounce. As of the May 7th patch, this is now easy to do consistently. | |||
==Meter Dumping== | ==Meter Dumping== | ||
Line 569: | Line 651: | ||
'''236C''' | '''236C''' | ||
* your most common 1 bar extender of choice. big damage, strong corner carry, knocks down outside the corner in most combos and wall bounces for extensions in the corner. | * your most common 1 bar extender of choice. big damage, strong corner carry, knocks down outside the corner in most combos and wall bounces for extensions in the corner. | ||
* will not grant HKD after DP Extension > 236A so its not as useful of an ender midscreen anymore. If you still wish to end in a 236C HKD midscreen, consider using 623A>5A>5B>623B(1st hit whiffs)>236c. | |||
'''623C''' | '''623C''' | ||
* | * Ender for midscreen combos | ||
* gives you a lot of advantage and leads to multiple variants of L/R and safejump oki | |||
* a lot worse then {{clr|18|236C}} in the corner | |||
'''J.236C''' | |||
* similar to 623C used for midscreen HKD | |||
** leads into similar oki as 623C | |||
** generates more Meter and does a little bit more damage on 2A Starter then 623C | |||
* can be used in the corner to get out just a little bit more damage after the wallbounce | |||
** weaker then most metered extensions | |||
* In general you want to hit >j236A(2)>236C and want to hit all of the 3 hits. | |||
** there are spaceings where you dont get the first hit of j.236C which drastically reduces the damage | |||
** has a lot of variations of how to get the string to hit correctly | |||
** most consistent way is >JABC>9>jAB>236A(2)>236C | |||
'''236B+C''' | '''236B+C''' | ||
* Generally, most characters wouldn't want to waste 3 bars for an arc drive unless it gets the kill/ends the match. However, as Shiki gets his 22x series after his arc drive, you'll incentivized to go for this often in certain matchups. Especially useful given that if you finish a round with this the 22x series will be unlocked for the whole next round. | * Generally, most characters wouldn't want to waste 3 bars for an arc drive unless it gets the kill/ends the match. However, as Shiki gets his 22x series after his arc drive, you'll incentivized to go for this often in certain matchups. Especially useful given that if you finish a round with this the 22x series will be unlocked for the whole next round. | ||
* if you can safely wiff it at the end of heat it might even be worth just to get the 22X Series | |||
* | |||
==Video Examples== | ==Video Examples== |
Latest revision as of 04:18, 12 May 2024
Notation Help | |
---|---|
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.
|
(...) OR (...) | Use only one between the two alternative routes. |
RB1/2 | The first or second hit of Rapid Beat auto combo. |
CH | The first attack must be Counter Hit. |
FC | The first attack must be Fatal Counter. |
MD | Perform a Moon Drive, which is inputted by pressing 5B+C. |
Heat | Perform Heat, which is performed by inputting A+B+C. |
AD | Perform an Arc Drive, which is performed by inputting 236B+C. Characters with more than one Arc Drive will have theirs notated by input. |
LA | Perform a Last Arc, which is performed by inputting A+B+C+D or successfully Shielding in Blood Heat. |
Basics
Phantom's Combo Doc is a useful resource you can have alongside this wiki page.
Starter Combos
These are some simple combos to begin using Shiki. Get these basics down first before attempting any of his more advanced routing, as they are a great starting place.
Combo | Damage | Meter Gain | Location |
---|---|---|---|
2A > 2B > 5C > 2C > 214BB > j.[C] > dl.j.B > 5B > RB1 > Ender |
AT - 3287 / 236C - 3772 Corner 236C - 3848 |
AT - 0.82 / 236C - 0.71 Corner 236C - 0.76 |
Anywhere |
The universal Shiki BNB, and one you should master. Can be done from 2AAA or an IAD normal. Teaches you the basic rejump that Shiki will rely on for almost all of his combos. | |||
Starter > RB1 > 214AA > j.[C] > dl.j.B > 5B > RB1 > Ender | Anywhere | ||
Something you can do if you accidentally perform a Rapid Beat mid combo when you didn't want to. Useful for failed hit confirms or simple ease of use. | |||
3C > j.A > j.B > j.[C] > 5B > RB1 > (214AA > AT) OR (214A > 236C) |
AT - 2547 / 236C - 2679 |
AT - 0.58 / 236C - 0.41 |
Anywhere |
3C anti-air combo that you can do to ensure you keep your turn. Not the greatest or most rewarding combo, but a good starting place. | |||
D~A > j.B > j.C > jc > j.[C] > dl.j.A > 5B > RB1 > (214AA > AT) OR (214A > 236C) |
AT - 2754 / 236C - 2988 |
AT - 0.64 / 236C - 0.48 |
Anywhere |
Shield A route that is slightly different from 3C thanks to the scaling differences. Again, a good starting place. | |||
(236B , 6B+C , FC , j.[C] , Starter > )2C > 214BB > j.[C] > dl.j.B > 5B > RB1 > (3C > j.BC > AT) OR (214A > 236C) | Anywhere | ||
The universal way to pick up off air hits (granted you have enough untech to do so). Generally the same routing as his BNB, with the only difference being how you started the combo. |
Enders
A list of enders Shiki will commonly use after a combo. Details on oki can be (eventually) found in the Strategy section.
Combo | Cost | Location |
---|---|---|
3C > (j.A > )j.B > j.C > Airdash > AT | Anywhere | |
| ||
214A/236A > 236C | 1 Bar | Midscreen |
| ||
214A/214A~A/236A > 236C > 3C > (j.A > )j.B > j.C > Airdash > AT | 1 Bar | Corner |
| ||
623A(1) > 623C | 1 Bar | Midscreen |
| ||
623A(2) > j.236C | 1 Bar | Midscreen |
| ||
3C > j.236A(1) > j.236C | 1 Bar | Midscreen |
| ||
3C > j.A > j.B > j.C > jc > j.A > j.B > j.236A(1) > j.236C | 1 Bar | Midscreen |
| ||
214A/236A > 236B+C | 3 Bars | Anywhere |
| ||
214A/236A > 236C > 236B+C | 4 Bars | Anywhere |
|
Advanced Combos
All numbers assume no 5C or 214A~A > 236C extenders and assumes j.BC AT ender.
As of the latest patch, Shiki can now use his 623X to extend his routing. A fairly universal implementation is as simple as a regular combo, but omitting j.B and landing into 623A, then linking into 5A/2A into the rest of your normals to end the combo. Some cases can fit in 623B as well, but this only generally works in the corner or midscreen with specific routing cases.
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2C > 5C > 236B > dl.2B(1) > 214BB > j.[C] > dl.j.B > 5B > (5C > )RB1 > Ender | AT - 3469
236C - 4003
|
AT - 0.90
236C - 0.80
|
Anywhere | |
| ||||
2B > 5C > 2C > 214B~B > 214AA > j.[C] > dl.j.B > 5B > (5C > )RB1 > Ender | AT - 3592
236C - 4129
|
AT - 0.97
236C - 0.86
|
Anywhere | |
| ||||
2A > 2B(1) > 5C > 2C > 214B~B > j.[C] > dl.j.B(1) > 623A > 5A > 5B > RB1 > Ender | AT - 3428
|
AT - 0.97
|
Corner | |
| ||||
2C > 214B~B > 5C > dl.214AA > j.[C] > dl.j.B > 5B > (5C > )RB1 > Ender | AT - 3628
236C - 4177
|
AT - 0.94
236C - 0.83
|
Anywhere | |
| ||||
236B > 214AA > 2C > 214B~B > j.[C] > dl.j.B > 5B > (5C > )RB1 > Ender | AT - 3642
236C - 4179
|
AT - 0.98
236C - 0.88
|
Anywhere | |
| ||||
214BB > 214AA > j.[C] > dl.j.B > 5B > (5C > )RB1 > Ender | AT - 3583
236C - 4101
|
AT - 0.84
236C - 0.74
|
Anywhere | |
| ||||
214BB > 2C > 236A > 214AA > j.[C] > dl.j.B > 5B > (5C > )RB1 > Ender | AT - 3814
236C - 4339
|
AT - 0.97
236C - 0.87
|
Anywhere | |
| ||||
214AA > 2C > 214B~B > j.[C] > dl.j.B > 5B > (5C > )RB1 > Ender | AT - 3630
236C - 4169
|
AT - 0.89
236C - 0.79
|
Anywhere | |
| ||||
214AA > dl.2B(1) > 236A > 2C > 214B~B > j.[C] > dl.j.B > 5B > (5C > )RB1 > Ender | AT - 3724
236C - 4249
|
AT - 0.98
236C - 0.88
|
Anywhere | |
| ||||
236A > 5A > 2C > 214BB > j.[C] > dl.j.B > 5B > (5C > )RB1 > Ender | AT - 3461
236C - 3962
|
AT - 0.82
236C - 0.72
|
Anywhere | |
| ||||
236A > 5A > 214BB > 214AA > j.[C] > dl.j.B > 5B > (5C > )RB1 > Ender | AT - 3639
236C - 4153
|
AT - 0.93
236C - 0.83
|
Anywhere | |
| ||||
CH 236A > 2C > 214B~B > 214AA > j.[C] > dl.j.B > 5B > (5C > )RB1 > Ender | AT - 3766
236C - 4291
|
AT - 0.97
236C - 0.87
|
Anywhere | |
| ||||
236A > 214C > j.B > j.C > jc > j.[C] > dl.j.A > 5B > 5C > RB1 > 214AA > AT | AT - 3433 | 100% Magic Circuit | AT - 0.28 | Anywhere |
| ||||
3C > j.A > j.B > j.[C] > 5B > dl.5C > dl.236A > 2C > (214BB > AT) OR (214B > 214C/236C) | AT - 3002
214C - 3060
|
AT - 0.75
214C/236C - 0.59 |
Anywhere | |
| ||||
3C > Doublejump > j.B > j.[C] > 5B > 214B~B > 2C > 5C > RB1 > (214AA > AT) OR (214A > 214C/236C) | AT - 3057
214C - 3235
|
AT - 0.83
214C/236C - 0.68 |
Anywhere | |
| ||||
j.[C] > dl.j.B > 5B > (5C > )RB1 > Ender | AT -
236C -
|
AT -
236C -
|
Anywhere | |
|
Shield Combos
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
D~A > j.C > jc > j.[C] > dl.j.B , 5B > j.B > j.C > AT | 2482 dmg | Anywhere | ||
Shield A BnB | ||||
D~B+C > dl.5B > 5C > 236A , 2C > 214B~X > j.[C] , dl.j.B , 5B > 3C > j.B > j.C > AT | 3529 dmg | Anywhere | ||
Shield B+C BnB | ||||
D~B+C > 2C > 5C > 214B~X > 214A~X > j.B > j.6B+C(1) > jc > j.[C] > dl.j.A > 5B > RB1 > RB2 > AT | 3651 dmg | Anywhere | ||
Optimized Shield B+C combo. Damage might be a bit outdated | ||||
CH D~B > 5B > 5C > 236A > 2C > 214B~X > j.B > j.6B+C(1) > jc > j.[C] > dl.j.A > 5B > RB1 > RB2 > AT | 3683 dmg | Anywhere | ||
Optimized combo for fatal hit Shield B. Damage Might be a bit outdayed |
Moon Skill Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
6BC > 5C > 214B~X > 2C > 214A(w)~X > j.[C] > dl.j.B > 5B > 623A > 5A > RB1 > Ender | AT - 3692
Corner 236C - 4226 |
AT - 1.16
Corner 236C - 1.16 |
Anywhere | |
| ||||
4BC > j.A > j.C > jc > j.[C] > dl.j.B > 5B > 5{C} > 236A > 2C > RB1 > Ender | AT - 3183
Corner 214A > 236C - 3708 |
AT - 0.91
Corner 214A > 236C - 0.97 |
Anywhere | |
| ||||
3BC > 8 > dl.j.[C] > 236A > 2C > 214B~X > j.[C] > j.B > 5B > 623A > 5A > RB1 > Ender | AT - 3550
Corner 214A > 236C - 4100 |
AT - 1.20
Corner 214A > 236C - 1.20 |
Anywhere | |
| ||||
2BC > 8 > j.B > dl.j.C > 236A > dl.22C > dl.2C > 5{C} > 5B > RB1 > Ender | 214A~X > AT - 2782
Corner 214A > 236C - 2943 |
214A~X > AT - 1.09
Corner 214A > 236C - 0.99 |
Anywhere | |
| ||||
2BC > 9 > j.B > dl.j.C > 623A > 5A > 22C > dl.2C > 5{C} > 5B > RB1 > Ender | 214A~X > AT - 2721
Corner 214A > 236C - 2882 |
214A~X > AT - 1.08
Corner 236/214A > 236C - 0.98 |
Anywhere | |
|
MD Routes
Can potentially replace 6B+C with 22B in some routes for more damage, but less meter gain. Does not always apply.
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
214AA > MD > md.3B+C(2) > IAD > 2B(1) > 236A > 2C > 214B~B > j.B > j.6B+C(4) > j.[C] > dl.j.A > 5B > 5C > RB1 > 6B+C > 236C > (4B+C > )236B+C | 6026 | 5+ Moon Gauge
~220% Magic Circuit |
1.39 + MD Passive | Midscreen to Corner
|
214AA > MD > md.3B+C(2) > IAD > 2B(1) > 236A > 2C > 4B+C > 214B~B > j.6B+C(1) > j.[C] > 5B > 5C > RB1 > 6B+C > 236C > 6B+C > 236B+C | 6076 | 5+ Moon Gauge
~220% Magic Circuit |
1.41 + MD Passive | Back to Corner
|
214AA > MD > Microdash3B+C(2) > IAD > 4B+C > dl.5A > 236A > 2C > 214B~B > j.6B+C(1) > j.[C] > 5B > 5C > RB1 > 6B+C > 236C > 6B+C > 236B+C | 6113 | 5+ Moon Gauge
~210% Magic Circuit |
1.50 + MD Passive | Back to Corner
|
214AA > MD > 4B+C(3) > 236A > 5B > 2C > 214B~B > j.6B+C(1) > j.[C] > 2B(1) > 5C > RB1 > 6B+C > 236C > 6B+C > 236B+C | 6239 | 5+ Moon Gauge
~230% Magic Circuit |
1.32 + MD Passive | Corner |
| ||||
214BB > MD > md.3B+C(2) > IAD > 214A~A > 5B > dl.236A > 2C > 4B+C(4) > j.6B+C(1) > j.[C] > 2B(1) > 5C > RB1 > 6B+C > 236C > (4B+C) > 236B+C | 6002 | 5+ Moon Gauge
~230% Magic Circuit |
1.41 + MD Passive | Midscreen to Corner
|
214BB > MD > md.3B+C(2) > IAD > 2B(1) > 236A > 2C > 4B+C > 214A~A > j.6B+C(1) > j.[C] > 5B > 5C > RB1 > 6B+C > 236C > (4B+C) > 236B+C | 6063 | 5+ Moon Gauge
~230% Magic Circuit |
1.43 + MD Passive | Back to Corner
|
214BB > MD > md.3B+C(2) > IAD > 4B+C > 2B(1) > 236A > 2C > dl.214A~A > j.6B+C(1) > j.[C] > 5B > 5C > RB1 > 6B+C > 236C > (4B+C) > 236B+C | 6164 | 5+ Moon Gauge
~210% Magic Circuit |
1.50 + MD Passive | Back to Corner
|
214BB > MD > 4B+C(3) > 236A > 5B > 2C > dl.214A~A > j.6B+C(1) > j.[C] > 2B(1) > 5C > RB1 > 6B+C > 236C > (4B+C) > 236B+C | 6182 | 5+ Moon Gauge
~230% Magic Circuit |
1.31 + MD Passive | Corner |
| ||||
236B > MD > md.3B+C(2) > IAD > 214A~A > 2B(1) > 236A > 2C > 214B~B > j.6B+C(1) > j.[C] > 5B > 5C > RB1 > 6B+C > 236C > (4B+C) > 236B+C | 5921 | 5+ Moon Gauge
~240% Magic Circuit |
1.33 + MD Passive | Midscreen to Corner
|
236B > MD > 3B+C(2) > IAD > 2B(1) > 236A > 2C > 4B+C > 214B~B > j.6B+C(1) > j.[C] > 5B > 5C > RB1 > 214A~A > 236C > 6B+C > 236B+C | 5863 | 5+ Moon Gauge
~240% Magic Circuit |
1.33 + MD Passive | Back to Corner
|
236B > MD > dl.3B+C(2) > IAD > 4B+C > 5C > 236A > 2C > 214B~B > j.6B+C(1) > j.[C] > 5B > RB1 > 214A~A > 236C > (6B+C) > 236B+C | 6022 | 5+ Moon Gauge
~230% Magic Circuit |
1.40 + MD Passive | Back to Corner
|
236B > MD > 4B+C(3) > 236A > 5B > 2C > 214B~B > j.6B+C(1) > j.[C] > 2B(1) > 5C > RB1 > 214A~A > 236C > 6B+C > 236B+C | 6108 | 5+ Moon Gauge
~240% Magic Circuit |
1.27 + MD Passive | Corner |
|
Combo Theory
There isn't a great deal of complexity or finesse needed for Shiki's combos, the hardest thing you'll run into is most likely the j6B+C > dj[C] links in the advanced sections. You can throw most of his moves together to make a satisfactory combo as long as you follow a basic structure;
- Start combo (normal poke or jump-in, etc)
- cancel into 214A/214B
- continue with follow-up chain on the ground from 236B & 6B+C or j[C] > dl.jB from 214A/214B
- after a j[C] routing you can use 623X>5A>...>RB1>ENDER to add some Damage and corner carry (see below)
- lead into 3C or rapid beat 2 and Air Throw to end the combo
This is the most basic structure that you'll want to follow when you get a hit that doesn't spend resources (minus the version with 6B+C) for decent damage.
623X extension
623X>5/2A>... can be used after J[C] routing to get some extra damage and meter.
- Will make the proration high enough to make 236C not HKD if used late in the combo.
- If 236c>3C in the corner is dropping, consider "skipping" a normal.
Possible Routes:
- 214X~(dl.)X > j[C] > 623X > 5/2A > ...
- Most consistent route; If you are not sure about your proration use this one!
- The damage difference compared to the methdos below is very negligible, and allows for 3C pickups after 236C wallbounce in practically every situation.
- This method has the added benefit of allowing for double DP extensions (see below), which can greatly increase a combo's meter gain.
- On low proration you dont have to delay the 214 followup but on high proration you have to so get in the habit of doing so anyways!
- 214X~X > j[C] > dl.jB > 5B > 623X > 5/2A > ...
- Highest damage route for almost all starters, with a few exceptions.
- Weird height restriction, but not at all hard to get consistently. Easier to identify potential drops, and fix the combo after accordingly.
- Possible to replace 5B with 2B(1) in the corner to avoid SMP, although even without this change it may deal more damage than other routes.
- 99% of the time it won't be possible to go for double dp extension, which will hurt your meter gain.
- 214X~X > j[C] > dl.jA > 623X > 5/2A > ...
- Somewhat easy route.
- Since it deals less damage than j[C] > dl.jB > 5B > 623X, and it is not possible to go for double DP routes like with j[C] > 623X, this route doesn't see too much use.
- 214X~X > j[C] > dl.jB(1) > 623X > 5/2A > ...
- Buffer 623X directly after jB.
- Route if you have a relatively high proration. 236C Wallbounce can mostly be followed up with 3C without any issues.
- Useful in Routes where you combine it with 2B(1).
- 214X~dl.X > j[C] > dl.jB > 623X > 5/2A > ...
- Combos scale harder, which means that, if you want to get 3C after 236C>wallbounce, you have to "skip" a normal and/or Rapid Beat (or you can use 9>AT instead).
- You have to delay the 214X follow-up just like you do on the double Slide Routes.
- 214X~(dl.)X > j[C] > 623X > 5/2A > ...
Double DP
If you have 2 open buttons after the j[C]>623A rejump, and you are in the corner, you can do the double DP extension. Due to the first restriction, it's mostly done either with special move and 5C/2C starters. Alternatively, it will require a more strict string from A normals (example: 2A>2B>2C>214B, instead of 2A>2B>5C>2C>214B). The general structure is:
- (...) > j.[C]> 623A/B > 5/2A > [2 unused B/C normals] > 623B/A > 2/5A > [unused B/C normal or RB - optional] > 214A/236A(*) > 3C > (...)
The 2 unused B/C normals are required to get the correct height for 623B/A (whichever version is not SMP'd). (*) After the second DP, if you have another B/C button available, it is possible to do that button into 236A (depends on the full combo). If it is not the case, or if you're unsure of the scaling, 2/5A > (RB) > 214A is the safest alternative. Sometimes you might not want to go into RB since it can prevent you from being able to hit 3C (see exception below).
Notes:
- You can do double DP route instead of double slide route, but it does less damage so its only useful if you fucked up the confirm.
- It is very often possible to get 3C after RB>214A~X>236C (if the string connects). However, if the proration is too high, 236C must hit high above the ground, which will delay the last hit of the EX (hitting on its later frames), giving you the extra plus frames required to do 3C after the wallbounce. As of the May 7th patch, this is now easy to do consistently.
Meter Dumping
236C
- your most common 1 bar extender of choice. big damage, strong corner carry, knocks down outside the corner in most combos and wall bounces for extensions in the corner.
- will not grant HKD after DP Extension > 236A so its not as useful of an ender midscreen anymore. If you still wish to end in a 236C HKD midscreen, consider using 623A>5A>5B>623B(1st hit whiffs)>236c.
623C
- Ender for midscreen combos
- gives you a lot of advantage and leads to multiple variants of L/R and safejump oki
- a lot worse then 236C in the corner
J.236C
- similar to 623C used for midscreen HKD
- leads into similar oki as 623C
- generates more Meter and does a little bit more damage on 2A Starter then 623C
- can be used in the corner to get out just a little bit more damage after the wallbounce
- weaker then most metered extensions
- In general you want to hit >j236A(2)>236C and want to hit all of the 3 hits.
- there are spaceings where you dont get the first hit of j.236C which drastically reduces the damage
- has a lot of variations of how to get the string to hit correctly
- most consistent way is >JABC>9>jAB>236A(2)>236C
236B+C
- Generally, most characters wouldn't want to waste 3 bars for an arc drive unless it gets the kill/ends the match. However, as Shiki gets his 22x series after his arc drive, you'll incentivized to go for this often in certain matchups. Especially useful given that if you finish a round with this the 22x series will be unlocked for the whole next round.
- if you can safely wiff it at the end of heat it might even be worth just to get the 22X Series
Video Examples
In this section we'll link to a couple of videos that show off different Shiki combos. Over time the combo lists will be expanded to include as much of these combos that are useful/ unique enough to warrant their own description, but for the time being you may find combos in these videos that aren't listed above.
KEEP IN MIND THE VIDEOS ARE OLD AND MAY BE OUTDATED AS OF THE NECO-ARC PATCH.
SOME COMBOS MAY BE UNOPTIMAL AND THE DAMAGE IS MOST LIKELY OFF
【MBTL】遠野志貴コンボまとめ【MELTY BLOOD: TYPE LUMINA】 by Clearlamp_o
【MBTL】遠野志貴コンボまとめパート2【MELTY BLOOD: TYPE LUMINA】 by Clearlamp_o