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

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  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2AA > 2C > 236[B] > 236A~A > jc8~6 > j.[C] > dl j.B > 5B > 5C > 6C > 22A > 6C > 236A > 236C
   | combo        = 2AA > 2C > 236[B] > 236A~A > jc8~6 > j.[C] > dl j.B > 5B > 5C > 6C > 22A > 6C > 236A > 236C
   | basedamage    = 3166
   | basedamage    =  
   | cost          = 1 Bar
   | cost          = 1 Bar
   | metergain    =
   | metergain    =
Line 90: Line 90:
   {{ComboData-MBTL
   {{ComboData-MBTL
   | combo        = 2A > 5C > 2C > 236B~B > j9.[C] > dl j.B > 5B > 6C > 22A > 6C > 236A~A > 236C
   | combo        = 2A > 5C > 2C > 236B~B > j9.[C] > dl j.B > 5B > 6C > 22A > 6C > 236A~A > 236C
   | basedamage   =  
   | basedamage   = 3166
   | cost          = 1 Bar
   | cost          = 1 Bar
   | metergain    =  
   | metergain    =  

Revision as of 15:22, 17 January 2022

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

Basic combo theory is something like

  • Normals > 236X~X jc > air extension > ender.
  • Normals > 236X~X jc > sideswap > ender.
  • 3C/Shield counter > air extension > ender.

The main way to tack on extra damage to her combos is sneaking in 236X and 22A where you can before ending with 236C. How much you can get away with is entirely based on your starter and whether or not it was a fatal counter. Generally you can group them into "Good" and "Bad" starters (this is solely based off hitstun decay and not how much they prorate damage, though they often go hand-in-hand). Good starters enable ...236B~X > 236A~X > air extension > ender or ...236A~X 236B~X > 236A~X > air extension > ender. So be sure to take the free extra damage where you can.

"Bad" starters include...

  • 5A and 2A.
  • 22C and 2BC, and the entire 214X series.
  • All air normals.

"Good" starters include...

  • All her B/C ground normals.
  • All air normals graduate to "Good" starters on CH or FC.
  • j.[C], 236X, and 236X~X.
  • 22A and 22B are "Good" starters, but they hit so many times that it's finnicky unless you get a CH.

Your goal as Kohaku is to end in 2C, 236C, 22C, or 214C to enable her terrifying layered plant Okizeme. Of these enders, 236C is the most preferred due to the high damage in addition to the fantastic knockdown. 22C routes can be finnicky but give her unreal corner carry, 214C works if the hitstun decay isn't too high, and 2C requires specific routing and generally sacrifices a lot of damage in the interest of slightly better positioning and conserving meter for reversals, heat, or bardumping next hit. Generally, Air Throw is a last resort used when you find yourself without enough bar to end with 236C. Arc drive gives a good knockdown and corner carry, but 236C is generally preferred unless you're in heat or bardumping to end the round.

FAQ

[WIP]
When I do j.[C] > dl.j.B I cross the opponent up and whiff, how do I prevent this?
Delay your Jump Cancel if you are close. The window you have to jump cancel after 236X~X is rather large. If you can't get used to that, then you could try just jumping with 8 instead of 9, but you may be out of range for certain enders like ...5B > 6C > 22A > 6C > 236A > 236C.

How do I properly route into 22C?
Immediately cancel from 236B~X into 22C. Then when you hit them with 5C, you only want the first 2 hits of 5C's automatic followup. So it'd look something like ...2C > 236X~X > 5C(3) > 6C. All 4 fireballs should hit for maximum damage and corner carry.

Is there a way to pull the opponent out of the corner?
It's not on the same level of grime as Current Code, but ending with 236B > 236C pulls them a few pixels out of the corner allowing you to crossup, while 236A > 236C keeps them in the corner preventing the crossup.

Combos

Grounded Normal Starters

Combo Damage Cost Meter Gain Location
  • substitute ...> 6C > 22A > 3C > AT if not enough meter
  • drift forward after the neutral jump cancel

2A midscreen EX ender

  • 2A AT ender.
  • replace 3C with SJ > j.A > J.C > AT for higher consistency at the cost of 37 damage
  • substitute ...> 6C > 22A > 3C > AT if not enough meter
  • 2C starter for when the opponent is close to you
  • substitute ...6C > 22A > 3C > AT if not enough meter.
  • Max range 2C starter
  • substitute ...6C > 22A > sj.CB > AT if not enough meter
  • substitute ...> 6C > 22A > 3C > AT if not enough meter
  • Depending on spacing, a drift forward after the neutral jump may be required.

Shield Counters

Combo Damage Cost Meter Gain Location
  • Shield Counter A starter.
  • Substitute ...> 5C > 6C > 236A~A > j9.C > AT if not enough meter.
  • Shield Counter B starter.
  • Substitute ...> 5B > 5C > 6C > 22A > sj.CB > AT if not enough meter.
  • Shield Thrust Starter (B+C Shield Counter).
  • Substitute ...> 5B > 5C > 6C > 22A > 3C > AT if not enough meter

Videos

[Links]

External Links

Kohaku Combo Optimization by Planned Tuna

Kohaku 2C Hard Knockdown Routes by Osugure

MBTL Navigation

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Shiki Tohno
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