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

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(Added basics to kohaku combo guide)
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==External Links==
==External Links==
[Links]
[https://docs.google.com/document/d/11QawAJPe2zRxEeaLNooCjVYyh5cSpcxAXDv7w66FC7A/edit Kohaku Combo Optimization] by Planned Tuna


== MBTL Navigation ==
== MBTL Navigation ==

Revision as of 21:22, 31 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

The combos listed below are BNB shortcuts for when you want a quick combo to learn. See the Starters and Enders section for the best combos to do situationally.

Combo Damage Cost Meter Gain Location
  • 2A universal BNB. Can ommit the j.BC to save the double jump for a safejump setup.
  • 2A universal Metered BNB. Ends in a hard knockdown with enough time to set up 22B oki. The (j.[C] > dl j.B) section can be omitted.
  • Basic A shield counter combo with metered ender

Theory

[To Do]

FAQ

[To Do]

Enders

Kohaku has various enders based on the starter used and what resources are available.

Combo Cost Location
  • Kohaku's most common metered ender. Gives extremely strong okizeme at the cost of meter.
  • Same as ender above, but with a 22A extension. Works midscreen but only if your starter leaves you close enough to your opponent.
  • Kohaku's 3C launcher AT ender. Doesn't work after a 3C/Shield Counter starter. Can ommit the j.BC to save the double jump for a safejump setup.
  • Kohaku's cornered metered okizeme ender.


Starters

Combo Damage Cost Meter Gain Location
  • Kohaku's main combo starter. The (j.[C] > dl j.B) section can be omitted.
  • Side switch starter. The IAD j.A should whiff with enough time for you to pick up the opponent on the other side.
  • Cornered opponent high damage starter.
  • 3C or grounded shield counter starter. Leaves you without a 3C launcher for use later in the combo.


Videos

[Links]

External Links

Kohaku Combo Optimization by Planned Tuna

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