Melty Blood/MBTL/Mash Kyrielight/Matchups: Difference between revisions
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| charLink =Melty Blood/MBTL/Red_Arcueid | | charLink =Melty Blood/MBTL/Red_Arcueid | ||
| favorability =Very Hard | | favorability =Very Hard | ||
| data =*Warc is another | | data =*Warc is another mobile zoner character that can operate outside of Mash's optimal ranges. You will have to use universal options to deal with upback onion ring projectiles as Mash has literally nothing in her kit that can stop her from simply running away and throwing rings at safe positions. Call them out with super jump j.C or dash under her and anti-air her from behind when you can. Grounded rings are a bit easier to deal with since you can use j.214X to get over them at the right ranges. | ||
*Her ring oki is a bit tricky; she can choose to have the ring meaty or whiff on purpose to bait out shield. Generally the best option is to always block them but gambling on shield delay BC against a meaty ring can sometimes catch Warc by surprise. Keep in mind that she can simply respond with her own shield BC to beat you or just block and wait. | *Her ring oki is a bit tricky; she can choose to have the ring meaty or whiff on purpose to bait out shield. Generally the best option is to always block them but gambling on shield delay BC against a meaty ring can sometimes catch Warc by surprise. Keep in mind that she can simply respond with her own shield BC to beat you or just block and wait. | ||
*Her midscreen throws are less threatening due to her lacking any real consistent oki option midscreen. So taking throws midscreen isn't too bad (though going back to neutral vs her also is a disadvantage in a sense). Conversely, being in the corner and being thrown by her is not great given that she gets solid damage and gets to loop her okizeme. | *Her midscreen throws are less threatening due to her lacking any real consistent oki option midscreen. So taking throws midscreen isn't too bad (though going back to neutral vs her also is a disadvantage in a sense). Conversely, being in the corner and being thrown by her is not great given that she gets solid damage and gets to loop her okizeme. |
Revision as of 21:39, 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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