Melty Blood/MBTL/Mash Kyrielight/Matchups: Difference between revisions
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| favorability = Advantageous | | favorability = Advantageous | ||
| data = | | data = | ||
*Neco-Arc has | *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. | *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. | ||
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| favorability = Hard | | favorability = Hard | ||
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*Tohno occupies a lot of the same space that Mash wants to play in and he plays those spaces a lot better given that his moves are faster. His 2C will completely out-speed and out-space almost all of your normals. His 236X specials are simply just better versions of Mash's 236X. Not to mention that Tohno has excellent air normals and can easily convert any air-to-air into damage. Though not impossible to deal with his options, you are required to make | *Tohno occupies a lot of the same space that Mash wants to play in and he plays those spaces a lot better given that his moves are faster. His 2C will completely out-speed and out-space almost all of your normals. His 236X specials are simply just better versions of Mash's 236X. Not to mention that Tohno has excellent air normals and can easily convert any air-to-air into damage. Though not impossible to deal with his options, you are required to make good reads on what he intends to do as picking the same option as him will likely lead to him beating you. | ||
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{{MatchupData-MBTL | {{MatchupData-MBTL | ||
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*Mash loves her senpais but this is one you want to avoid fighting. Ciel's neutral game is incredibly difficult for Mash to contend with. She can safely throw keys from angles that Mash cannot hit her out of (up back j.214B for example). Your overall focus will be to shield black keys and approach carefully, Ciel can easily convert any of her stray projectile hits into knockdowns. | *Mash loves her senpais but this is one you want to avoid fighting. Ciel's neutral game is incredibly difficult for Mash to contend with. She can safely throw keys from angles that Mash cannot hit her out of (up back j.214B for example). Your overall focus will be to shield black keys and approach carefully, Ciel can easily convert any of her stray projectile hits into knockdowns. | ||
*At | *At least Ciel's offense isn't too impressive. So blocking her isn't too scary and is definitely recommended. | ||
*If she tries to do delay 214B~B~B strings you can punish her with reversal 623C since it will punish any gaps while also being able to punish each individual key rekka on block if she doesn't cancel. Recommended to have MD when you do this so if she tries to EX cancel back with 236C you have a second chance to save yourself. | *If she tries to do delay 214B~B~B strings you can punish her with reversal 623C since it will punish any gaps while also being able to punish each individual key rekka on block if she doesn't cancel. Recommended to have MD when you do this so if she tries to EX cancel back with 236C you have a second chance to save yourself. | ||
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| charLink =Melty Blood/MBTL/Kouma | | charLink =Melty Blood/MBTL/Kouma | ||
| 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 | | 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. | ||
*Defensively, you will usually want to fuzzy jump most of his strings to avoid his command grabs. Though his damage off his normals are much higher so sometimes its better to just hold downback and take the throw to avoid a potentially big call out. His j.236C is his big plus on block kick that you guard cancel heat through without fear of being punished if you don't want to take the mixup after. | *Defensively, you will usually want to fuzzy jump most of his strings to avoid his command grabs. Though his damage off his normals are much higher so sometimes its better to just hold downback and take the throw to avoid a potentially big call out. His j.236C is his big plus on block kick that you guard cancel heat through without fear of being punished if you don't want to take the mixup after. | ||
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| 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 | *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. | ||
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| charLink =Melty Blood/MBTL/Vlov Arkhangel | | charLink =Melty Blood/MBTL/Vlov Arkhangel | ||
| favorability =Very Hard | | favorability =Very Hard | ||
| data =*You can probably guess this matchup is awful for Mash. It is! Vlov has every tool on the planet to keep Mash from getting in and many of which require less risk and offer more reward to use than Mash's approach options. Your one singular option that you can use to deal with Vlov zoning is TK j.4BC. The air shield slam has a really good angle for getting over Vlov 22X and even some of his 236X projectiles if your timing/spacing is good. Otherwise it's very hard to find time to charge up 236[B] to get in and you're typically stuck using the same universal approach options that most characters have (dash blocking, IAD, superjump, shield BC). Your only chance of winning this matchup is to stick as close to possible to Vlov at round start and snowball him to death with your pressure. At the very least your | | data =*You can probably guess this matchup is awful for Mash. It is! Vlov has every tool on the planet to keep Mash from getting in and many of which require less risk and offer more reward to use than Mash's approach options. Your one singular option that you can use to deal with Vlov zoning is TK j.4BC. The air shield slam has a really good angle for getting over Vlov 22X and even some of his 236X projectiles if your timing/spacing is good. Otherwise it's very hard to find time to charge up 236[B] to get in and you're typically stuck using the same universal approach options that most characters have (dash blocking, IAD, superjump, shield BC). Your only chance of winning this matchup is to stick as close to possible to Vlov at round start and snowball him to death with your pressure. At the very least your up-close pressure is good so that's where you want to be for the entire match. | ||
*On defense it's best to just block until you see a good opportunity to jump out. If he starts calling out your jumps with 214X then that's when you can start mashing on some of his pressure. | *On defense it's best to just block until you see a good opportunity to jump out. If he starts calling out your jumps with 214X then that's when you can start mashing on some of his pressure. | ||
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| charLink =Melty Blood/MBTL/Saber | | charLink =Melty Blood/MBTL/Saber | ||
| favorability =Fair | | favorability =Fair | ||
| data =*An FGO player's favorite matchup. These two servants go pretty evenly with each other. Your primary focus is to just play a solid neutral game. Her j.[C] is something to look out for as it's | | data =*An FGO player's favorite matchup. These two servants go pretty evenly with each other. Your primary focus is to just play a solid neutral game. Her j.[C] is something to look out for as it's big and has more reliable clash frames than Mash's. Avoid being in situations where she is above you and you don't have a good angle to anti-air with 5B or DP. Otherwise just use 236[B] when she's on the ground or about to land to force your way in. | ||
*When blocking rekkas always block low until the third rekka where you have to then start blocking overhead. She does not have a low rekka 3. | *When blocking rekkas always block low until the third rekka where you have to then start blocking overhead. She does not have a low rekka 3. | ||
*Watch when she has three bars because Avalon will beat any safejump you try to do. | *Watch when she has three bars because Avalon will beat any safejump you try to do. | ||
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| 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. | ||
*Outside of her 4C, most of her overheads are | *Outside of her 4C, most of her overheads are slow and reactable so just hold downback until you see an obvious looking overhead. Her 4C is only really a threat when she has an orb on top of you which she can use to combo from it. | ||
*She has a good horizontal air dash that's good for baiting throw techs. If you're going to throw tech vs Aoko it's a good idea to use 3C~AD. | *She has a good horizontal air dash that's good for baiting throw techs. If you're going to throw tech vs Aoko it's a good idea to use 3C~AD. | ||
*Most of her beams are pretty reactable from fullscreen, so once you see her charging one up or whiffing the initial hits of 236X you should get ready to shield for some free moon gauges. The only exception is 6BC which is very fast but super disadvantageous on block. | *Most of her beams are pretty reactable from fullscreen, so once you see her charging one up or whiffing the initial hits of 236X you should get ready to shield for some free moon gauges. The only exception is 6BC which is very fast but super disadvantageous on block. | ||
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| charLink =Melty Blood/MBTL/DANoel | | charLink =Melty Blood/MBTL/DANoel | ||
| favorability =Fair | | favorability =Fair | ||
| data =*DAN is a | | 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. | ||
*Her DP has a massive hitbox but is very slow so it's easy to meaty her off of any knockdown with anti-heat OSes (2A > 25BD). | *Her DP has a massive hitbox but is very slow so it's easy to meaty her off of any knockdown with anti-heat OSes (2A > 25BD). | ||
*Keep in mind that only her 4BC is an overhead for the falling pillars. | *Keep in mind that only her 4BC is an overhead for the falling pillars. |
Revision as of 21:36, 13 November 2022
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
Neco-Arc (Advantageous) [character page][match videos] |
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Mash (Fair) [character page][match videos] |
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Tohno (Hard) [character page][match videos] |
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Arcueid (Hard) [character page][match videos] |
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Akiha (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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Maids (Fair) [character page][match videos] |
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Kouma (Fair) [character page][match videos] |
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Miyako (Hard) [character page][match videos] |
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Noel (Hard) [character page][match videos] |
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Roa (Very Hard) [character page][match videos] |
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Vlov (Very Hard) [character page][match videos] |
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Warc (Very Hard) [character page][match videos] |
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Saber (Fair) [character page][match videos] |
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Aoko (Hard) [character page][match videos] |
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DANoel (Fair) [character page][match videos] |
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Mario (Fair) [character page][match videos] |
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PCiel (Very Hard) [character page][match videos] |
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