Melty Blood/MBTL/Mash Kyrielight: Difference between revisions
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[https://docs.google.com/document/d/1TX_luqX7JI0hn247jozck1Qgde60OghbJXu77hQb9pE/edit?usp=sharing Mash Combo Doc] | |||
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Revision as of 12:16, 2 September 2022
Story
A girl summoned from a parallel world. A member of the Organization for the Preservation of Human Order, Finis Chaldea, Mash is a being known as a demi-Servant: a successful fusion of a human body with a Heroic Spirit. Her Servant Class is Shielder. Her role is to jump to the point in spacetime of a problem in human history and resolve it, using the technology known as Rayshift.
Her hairstyle covering one eye is a key part of her fashion style, she also has a cute face, forthright personality, and honest, trusting character. Mash has learned about concepts like good and evil, and the purpose and significance of human life over the journey toward restoring her humanity.
In combat, she is excellent on defense and agile, using an immense shield much larger than she is. She also has strikes and throws using her shield, as well as techniques like kicks that launch her entire body from her shield.
In this title, an error of unknown origins during Rayshifting brings her to an unintended destination, into a nest of mysterious creatures in a world she knows nothing about.
Gameplay
Mash Kyrielight is a new character to Melty Blood, released as free DLC alongside Neco-Arc on August 19, 2022. She is a straightforward melee rushdown character with high forward movement and simple midrange tools. Mash's strongest points lie in the movement options provided by her special moves, like Buster Swing (236X), Quick Strike (214X), and High-Angle Transfer (j.236X), as they allow her to convert stray hits into damage very well while also helping her control the close and mid-range space. Her normals compliment this in close- to mid-range and help stabilize her conversions.
Her main flaws are her small selection of ranged moves, limited mostly to her Bunker Shot (22X) projectiles and her Arc Drive, as well as the risks of overcommiting to her special moves; they're relatively unsafe and will leave her open if they're used recklessly.
Strengths | Weaknesses |
---|---|
|
|
Backdash: 34 (1-10 All, 11-12 S, 13-17 AP)
Movement Speed: -Character Summary
- Moon Skills
- 6B+C - Buster Swing
- 3B+C - Art Strike
- 4B+C - Quick Assault
- 2B+C - Bunker Shot
- j.6B+C - High-Angle Transfer
- j.4B+C - Here's A Heavy One!
- Special Attacks
- 236A/B/C (EX OK) - Buster Swing
- 623A/B/C (EX OK) - Art Strike
- 214A/B/C (EX OK) - Quick Assault
- 22A/B/C (EX OK) - Bunker Shot
- j.236A/B/C (EX OK) - High-Angle Transfer
- j.214A/B/C (EX OK) - Here's A Heavy One!
- Arc Drive
- 236B+C - EX:Punishment
- Last Arc
- A+B+C+D / Successful Shield in Blood Heat - Tactical Decision: Around My Master
- Unique Attacks
- 6C, 3C
- Blowback Edge Moves
- 5[C], 6[C], j.[C], 236[B], 236[B+C]
Dash startup: 5
Dash actionable: ?
Jump startup: 4
Jump airtime: 37
Move Analysis
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
160 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 12 | 18 | -2 | - |
- Cancels into itself 3 times.
- 5A and 2A have the same whiff duration.
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 3? | 19 | 27? | -7 | - |
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
610 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 ~ 16 | 4 | 18 | 31 ~ 37 | -5 | - |
Mash swings her shield forward, creating a slash effect. It's a big poke and leads to decent damage on hit.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
910 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
22 | 4 | 18 | 43 | -5 | 16-21 Clash |
- Will fatal counter low shield.
- Gains clash frames.
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 2 | 11 | 18 | -1 | - |
- Gatlings into itself 3 times.
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 5 | 15 | 28 | -5 | - |
- Hits mid.
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 4 | 22 | 35 | -9 | - |
- Knocks down on hit.
Jumping Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
130 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 4 | 11+2L | 20 | - | - |
- Gatlings into itself 3 times.
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 5 | Until L+2 | - | - | - |
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
560 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 4 | Until L+2 | - | - | - |
- Hits on both sides of Mash.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 6 | Until L+6 | - | - | 16-19 Clash |
- Gains clash frames.
- Ground bounces on hit.
Command Normals
6C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 | 3 | 24 | 42 | -10 | - |
- Ground bounces on hit.
- Cannot reverse beat.
Useful as a blockstring tool and for stabilizing combos thanks to its ground bounce. 6C has long reach but is very negative on block and can only be cancelled into special moves, limiting its usage in neutral.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
950 | H | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
27 | 3 | 26 | 55 | -12 | 20-27 Clash |
- Hits overhead.
Universal Mechanics
Rapid Beat 2
- 2 hits.
- Advances very far forwards.
3C/Rapid Beat 3
- Standard cinematic launcher.
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1500 | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 | 3 | 21 | 27 | +50 | - |
Air Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1 | 3 | Until L+12 | - | - | - |
- Gives better oki with double jump available.
Special Moves
Buster Swing
Mash's grounded shield rush. It can act to combo, condition, or even clash through some attacks when the spacing is handled correctly.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1100 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 | 5 | 16 | 35 | -4 ~ +0 | - |
- Travels about 1/3 of the screen.
This move becomes barely minus if not 0 on block at max range, which can allow Mash to steal a turn if she conditions her opponent to block after. 236A does not lead to a meterless combo against grounded opponents at any range, but has tons of untech time against airborne opponents.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800, 400 (1178) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
18 | 5 | 16 | 38 | -4 ~ +0 | - |
- Travels farther than 236A, about half the screen.
236B can be spaced much like 236A, but comes with an additional strike that ground bounces if it hits the opponent. Much easier to combo after than 236A but uses a ground bounce to do so, which may limit combo options.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
350×3, 750 (1543) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
24 | 3×3 | 22 | 54 | -4 | 12-23 Clash |
- 236B with clash frames.
The automatic follow-up wallbounces instead of ground bouncing, forcing Mash to use meter to extend a combo after (nothing will connect after Moon Drive cancelling). However, it's very useful as a pressure tool, as Mash can vary the timing she charges in between 236A, 236B, and 236[B] (very similarly to another French Bread shield user).Mash can also use this to bulldoze through neutral. If it whiffs, it is still cancelable into EX moves.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
300×10 (2262) | LH | - | - | 1 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+6 | 2×9 | 21 | 48 | 0 | - |
- Wallbounces on hit.
Art Strike
Mash's anti-air shield strike. The B and C versions are the ones used for reversals, while the A version's jumpcancel point makes it largely a combo tool as a complement to her 214X.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620×2 (1159) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 3×2 | 24+12L | 45 | -21 | - |
- Jump cancelable on hit.
Good combo tool but has no invulnerability. As such, it is cancelable into supers and Moon Drive where the B version is not. When used in combos, the usual followup is j.[C].
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
370×4 (1282) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 3×4 | 29+15L | 63 | -33 / -36 | 1-13 All |
- Mash's meterless reversal.
The reason why she's called Mash is because you will be mashing this a lot. Having a reversal is always good as it's another thing your opponent has to think about on their offense.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
200×6, 230×8 (2265) | LH | - | - | 1 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+1 | 4×3(15)3×3 | 20+16L | 76 | -12 | - |
- Vacuums opponents on hit. Any extended hurtboxes will get clipped by the full super.
Quick Assault
A jumping shield strike that works great as a juggle combo starter thanks to its additional attack.
2nd hit
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
340×2 (656) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 2×2 | 17+12L | 42 | -14 | - |
- Mash leaps a short distance forward before swinging her shield.
Used in some stylish combos without SMP kicking in. As of right now, 214B seems to be more useful in combos.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
390×2 (748) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 2×2 | 23+12L | 49 | -20 | - |
- Mash leaps a greater distance forward.
Mainly seen in combos with follow-up, lower damage than 623A routes but 214B still connects at the maximum range of 6C. Delaying the follow-up correctly can leave you up to 0 on block, making it a useful tool in pressure or frame traps. You can also follow with 5C/2C if done correctly. No results
- Follow-up attack doable after 214A/B.
Delaying the follow-up is useful in combos as you can convert off it.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
670*4 (2264) | LHA | - | - | 1 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+6 | 3,2,2(9)5 | 3 + 17L | 51 | -4 | - |
- Jump cancellable on hit.
- Leads to HKD.
Bunker Shot
A set of powerful, mid-range attacks that covers space largely in front of Mash. Aside from her Arc Drive, these are the longest-range moves she's got that don't involve moving herself, but can't quite be used as easily as a traditional projectile--however, they are a fair hand at helping Mash maintain grounded pressure if used carefully. Should they trade with other fireballs, they trade very poorly for Mash.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480, 490×2 (1293) | LH, LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 2(2)2×2 | 25 | 45 | -2 | - |
- Projectile has two hits.
- Has an additional hit up close.
- Hits about half screen.
- Mash can cancel after the first hit with Moon Drive and the projectile will still come out.
Mash slams at the ground and creates a shockwave projectile. Opponents can jump over it up close, but Mash shouldn't be using it there anyway.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480, 490×2 (1293) | LH, LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
22 | 2(2)2×2 | 19 | 48 | +4 | - |
- Plus on block.
Slower version of 22A, but better as a pressure tool. It's plus enough that Mash can win any 5A mash contest afterward, but she has to condition her opponent to block before she can use it effectively due to its speed.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
720, 550×3 (1869) | LH, LHA | - | - | 1 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+5 | 2(2)5,5,7 | 15 | 41 | +12 | - |
- Projectile hits three times instead of two.
- Wallbounces on hit.
High-Angle Transfer
Aerial diagonal shield-dive series. Excellent for punishing whiffed attacks from far out if used wisely, as they descend relatively faster than j.214X does.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640×2 (1171) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | Until L,3 | 23 | - | -10 | - |
- Mash dives at a 40 degree angle downwards.
Requires meter to continue a combo after.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
670×2 (1226) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
19 | Until L,3 | 18 | - | -4 | - |
- Mash dives at a 50 degree angle downwards.
- Slightly slower and more damaging than j.236A.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
260×3, 1300 | LHA | - | - | 1 Magic Circut | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+2 | Until L,3 | 16 | - | -2 | - |
- Gives HKD.
Here's A Heavy One!
A more vertical shield dive as compared to j.236X. Hits overhead and slightly stalls Mash's momentum, making it a tricky but potential answer for baiting AAs in limited circumstances, and works as a good challenge to lows or low shields when TK'd. Use this cautiously in neutral, but if you're looking for a conversion from 623B, the C version of this move works excellently for that.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1300 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
23 (fastest) | 2 | 19 | - | +1 | - |
- Overhead.
- Bounces opponents into the air on block.
This can beat low abare and throws if TK'd but will lose to high shield.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1300 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
25 (fastest) | 2 | 19 | - | +1 | - |
- Similar on-block properties to j.214A.
Slower but travels farther forwards.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2000 | HA | - | - | 1 Magic Circut | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
3+6 (fastest) | 2 | 9 | - | +10 | - |
- Can pass over grounded opponents (!!!). Highly unsafe if this happens.
Moon Skills
Buster Swing
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
330×3, 450 | LH | - | - | 3 moon icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 3×3 | 22 | 41 | -4 ~ -2 | 1-9 MD Clash |
- Gains clash frames in Moon Drive.
Art Strike
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
290×5 | LH | - | - | 3 moon icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 3×5 | 26+15L | 61 (33) | -33 (-36) [-5 (-8)] | 1-6 MD Clash |
- Gains clash frames in Moon Drive.
- Jump cancelable on hit, block, and whiff.
Quick Assault
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
500×3 | LHA, HA | - | - | 3 moon icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 5 (9) 4 | 16L | 47 (27) | -4 (+15) | 1-11 MD Clash |
- Third hit is an overhead.
Bunker Shot
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480, 380×3 | LH, LHA | - | - | 3 moon icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 | 2(2)4×3 | 15 | 45 | +4 | 1-11 MD Clash |
High-Angle Transfer
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
690×2 | LHA | - | - | 3 moon icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | Until L, 3 | 17 | - | -4 | - |
Here's A Heavy One!
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1400 | HA | - | - | 3 moon icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
Until L | 2 | 18 | - | +1 | - |
Super Moves
EX:Punishment
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
300×4, 500, 1800 (3500) [Min: 1400 (40%)] |
LHA, LH | - | - | 3 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+8 | X(36)4 | 48 | 96 | -15 | 1-17 All |
- Mash Throws her shield before charging forward with a rush punch. Even if the shield is blocked, Mash will still charge forward.
- Hitting the shield guarantees the cinematic will happen(?).
- Blows the opponent full-screen on hit.
EX:Punishment (Charged Version)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
300×4, 500, 1800 (3500) [Min: 1400 (40%)] |
LHA, H | - | - | 3 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+8 | X(49)4 | 48 | 109 | -15 | 1-17 All, 44-49 Clash |
- Charging Arc Drive causes the rush punch to become an overhead.
- Knocks the opponent into the air if blocked.
Tactical Decision: Around My Master
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
4800 [Min: 1800 (37.5%)] |
LH | - | - | 4 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+21 | 4 | 26 | 53 | -14 | 14-25 All |
- Usable with 4 full Magic Circuit gauges, at any time in Blood Heat, or with a successful Shield while in Blood Heat.
- Damage in Blood Heat scales with amount of Heat Gauge remaining on activate.
- Uses the animation of the follow-up attack from 236B if done manually with 4 magic circuits.
Reverse Beats
Customization
Palette options
Mash Kyrielight Roadmap
50% complete | ||
|
Page | Completed | To-do | Score |
---|---|---|---|
Started |
15/25 | ||
Strategy |
Started |
10/25 | |
Combos |
Started |
15/25 | |
Matchups |
Started, basic matchup notes completed |
10/25 |