Melty Blood/MBTL/Mario Gallo Bestino/Combos: Difference between revisions

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(Created page with "{{MBTL Character Subnav|char=Mario|short=PC|sub=1}} {{ComboLegend-MBTL}} Combos are ordered from least to most difficult within their individual sections. These are not all gu...")
 
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   | oppmetergain = ?%
   | oppmetergain = ?%
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = Very simple auto combo from a 2A confirm that ends in an air throw, giving you a hard knockdown. You can fit in up to more 2As at the start if you need more confirm time but it'll lower your damage a lot. This combo, and others like it that end in air throw, can have some extra stuff tacked on: see the Advanced Combo section or the Combo Theory section for more on that.
   | notes        = put notes here
  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2A > 2B > 2C > 2C > 5C(2) > 236B~B~X
   | combo        = 2A > 2A > 2A
   | damage    = 2839 dmg
   | damage    = 666 dmg
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          =  
   | cost          =  
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   | oppmetergain = ?%
   | oppmetergain = ?%
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = 2A combo confirm that doesn't use autocombo. Though you can substitute other rekkas aside from 236B~B~X combinations after 5C(2), most of them do less damage. In the corner, you'll want to substitute the 2B for a 5B or else you'll have to delay the second 2C (see Combo Theory section below as to why).
   | notes        = put notes here
  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2A > 2B > 2C > 2C > 5C(2) > 236[A] > link 5BBB > j.B > AT
   | combo        = 2A > 2A > 2A
   | damage    = 3094 dmg
   | damage    = 666 dmg
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          =  
   | cost          =  
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   | oppmetergain = ?%
   | oppmetergain = ?%
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = A variant of the previous combo that uses charged 236[A] instead of 236B to get more damage out, acting as a more advanced version of the first combo above. Getting the 5B to hit after 236[A] requires some careful timing, as most characters will be right on the edge of its range; to make this easier, don't immediately mash 5C after the second 2C, as the cancel window on the second 2C is wide enough to let the enemy get a little closer before you do 5C(2).
   | notes        = put notes here
  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = j.A/B/C(2)/[C](2) > AT > j.236A/B > j.236C
   | combo        = 2A > 2A > 2A
   | damage    = 2187 (j.A starter) - 2382 dmg (j.[C](2) starter)
   | damage    = 666 dmg
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = 1 Magic Circuit
   | cost          = 1 Magic Circuit
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   | oppmetergain = ?%
   | oppmetergain = ?%
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = Max damage off of an air normal when you hit an opponent air-to-air. Your damage will vary depending on which normal you hit with, and you can press A, B, or C after your normal of choice to attempt the air throw. Note that the air throw can and will whiff if you're not close to the opponent. You can get slightly more damage if you hit with j.[C](2) but that's a big risk.  
   | notes        = put notes here.  
  }}
  }}
}}
}}

Revision as of 22:25, 16 April 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.

Combos are ordered from least to most difficult within their individual sections. These are not all guaranteed to be optimal and are subject to change as more labbing gets done.

Starter Combos

Combo Damage Cost Meter Gain Location

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Advanced Combos

Combo Damage Cost Meter Gain Location

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Combo Theory

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Video Examples