Melty Blood/MBTL/Red Arcueid/Combos: Difference between revisions

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   | notes        = In the corner, you can substitute 5[C] for 6C for a slight damage increase
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Revision as of 12:09, 9 October 2021

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

Starter Combos

Combo Damage Cost Meter Gain Location

In the corner, you can substitute 5[C] for 6C for a slight damage increase

Combo Theory

For meter dumping just do j.214C 236BC. * dj j.214A/j4BC added before j.214C can tack on more damage while not giving up a knockdown, consider it with your routing.

623C can let you side swap mid combo with most routes, watch your distance after.


5CCC seems to give slightly more meter in a combo, otherwise doing 5C 3C is better damage wise.


If the opponent shields 5[C] in a string and attempts the launcher follow up, B+C will clash but allow for you to air backdash j.B for a punish. Example here

Yes, the slowdown effect on j.214X is intentional.


Oki

  • 1A 1A~D

This beats out most reversals and is worth learning but the timing is hard so don't stress if you struggle to get it right mid match. Example here

  • j.214A

j.214A oki is the most basic one used so far, by saving an air movement option by doing AT early you can set it up with. Bear in mind that j.214A oki can lose to certain reversals that are fast enough to catch warc’s landing recovery for the neutral jump version. Other reversals can entirely whiff by doing back jump versions, so keep in mind if your opponents reversals move them forward enough. Doing back jump midscreen allows you to stay at a safe distance but you will need to run up to connect any buttons other than 5[C], so they can jump away pretty easily


Neutral jump > j214A while falling midscreen.
Back jump > j214 while falling midscreen
Back jump > air dash j214A in the corner.


Convert off j.214A oki if it hits with

2C 5[C] IAD j.C j.214A 5CCC j.BC AT
2C IAD j214A 2C 5[C] 6C 214A/B (super cancel ender if wanting to spend meter to reposition)
2C IAD j.C j2C 2B 2C 5C 3C j.B j.C AT (sideswap route)


  • AT ender > jump forward > late airdash back > jC

If done right causes shields and MS to whiff due to opponent facing the opposite direction, loses to delayed shield/MS

  • AT ender > delay double jump > airdash forward > falling j.C

Corner oki that, if timed right, is a safejump. Loses to high shield, but you can j.[C] whiff to avoid it and punish. Also loses to: to all Arc Drives, to Shiki 623C, Ciel 22C, Arc 22C, Kouma 623C, Roa 623C

  • Post j.214C Oki

After j.214C ender, you can either try to dash up or try to frame kill with 5A into 623[A]/[B] and try to follow up as you see fit. Either attempting to safejump with an air normal (j.B) or making use of your remaining movement options to bait out a response.

j.214C ender > super jump > delay airdash back > j.214A 

Beats most stuff, check twitter link for details. Example here


Combos

A Starter

Combo Damage Cost Meter Gain Location

B Starter

Combo Damage Cost Meter Gain Location

C Starter

Combo Damage Cost Meter Gain Location

Special Starter

Combo Damage Cost Meter Gain Location

Jump-in/IAD Starter

Combo Damage Cost Meter Gain Location

CH Starter

Combo Damage Cost Meter Gain Location

Videos

External Links

WIP Combo Doc by @ConyXReaper

BNB Video


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