User:ThatKirbo: Difference between revisions

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(→‎Starter Combos: i fixed it)
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WHY THE FUCK DOES THIS NOT WORK!!!! WHERE IS THE FUCKING VIDEO!!!!
WHY THE FUCK DOES THIS NOT WORK!!!! WHERE IS THE FUCKING VIDEO!!!!
}}
{{ComboData-MBTL
{{ComboData-MBTL
   | combo        = (5B >) {{clr|18|3C}} > {{clr|17|j.B}} > {{clr|18|j.[C]}} \/ {{clr|17|2B}} > {{clr|17|tk.236B}}X > {{clr|17|tk.214B}} \/ {{clr|18|2C}} > {{clr|18|5[C]}} > {{clr|17|2B}} > RB1 > {{clr|17|236B}}X > {{clr|18|214C}}
   | combo        = (5B >) {{clr|18|3C}} > {{clr|17|j.B}} > {{clr|18|j.[C]}} \/ {{clr|17|2B}} > {{clr|17|tk.236B}}X > {{clr|17|tk.214B}} \/ {{clr|18|2C}} > {{clr|18|5[C]}} > {{clr|17|2B}} > RB1 > {{clr|17|236B}}X > {{clr|18|214C}}

Revision as of 18:48, 23 July 2023

kirbo page hi im here on the wiki

silly. mbtl vnoel and so i write for her page. subscribe to my you-tube. https://wiki.gbl.gg/w/Melty_Blood/MBTL/Dead_Apostle_Noel/Combos

ThatKirbo#7380 im in psa too btw

FAQ (im really popular i know)

can you edit something other than the vnoel combo page silly goofy guy

I did. It was the VNoel main page hahahaha

can i add you on steam

no because if you do youll see me hopping on sfv and thats kind of embarassing it makes me blush

youre cute can i go on a date with you

haha thanks for asking but i cant say yes because i am in the computer so ummm

wake up

erm... no...

are you real

no

ok fr plans for contributions

vnoel page

  • rewrite the combo page entirely for convenience sake (a starter, b starter instead of what it is now)
  • finish the getting started section
  • make and link videos for at least the basic combos
  • port key combos from my combo doc to the page
  • update move information
  • write gap table

satsuki page

  • satsucope

other stuff

  • not much tbh
  • im a vnoel player idk what you expect
  • go to sleep probably

Starter Combos

Combo Damage Cost Meter Gain Location

Day 1 BnB. Does not set up oki.

Most basic combo to set up 22B mix-ups.

Your BnB TK oki setup combo. Works off any normal starter.

WHY THE FUCK DOES THIS NOT WORK!!!! WHERE IS THE FUCKING VIDEO!!!!

Anti-air 5B/3C starter. Does not work off Shield A counter.

|- class="nav-header" style="text-align:right; background-color:#ccccff30;" 

| style="text-align:left" data-sort-value="5" | D~A > j.B > j.236BX > j.[C] > (dl) > j.A \/ 5B > RB1 > 236BX > 214C | style="width:12%;" | 3355 | style="width:12%;" | 1 Magic Circuit | style="width:12%;" | 62% [-38%] | style="width:12%;" | Shield Counter Anywhere

|- class="expand-child" | colspan="3" style="text-align:left" | Basic Shield A counter combo. Works off Rapid Beat as well.

| colspan="2" style="text-align:center" |

}}

im like hey whats up hello

MBTL da noel 236A.png 236X

MBTL da noel j236B.pngMBTL da noel j214B.png Double TK

MBTL da noel 623A.png 623X

MBTL da noel 22A.png 22X

MBTL da noel 214A.png 214X

MBTL da noel 3C.png Launchers

MBTL da noel 6C.png Corner

236X

Combo Damage Cost Meter Gain Location

Your best friend even in the most basic of combos. From being the only special in a combo, a starter, in your ender, to an extender, 236X(X) is a solid combo tool all around due to its versatility.

236X has two parts to the move: the initial projectile and its follow-up.

236B:

  • Simple, reliable, fed my family. This is the one.
  • Its completely straight path makes it incredibly easy to work with in combos.
  • Wallbounces, giving the projectile without a follow-up a solid application if you use it near/in the corner.

236A:

  • Scales damage slightly worse than 236B. Used primarily in enders to avoid SMP.
  • Does also have use in very specific combos where (j.)236B drops.
  • Its angle can be a bit awkward to time the follow-up.

236XX is a dash forward with a hitbox and can cross-up. Outside of the corner, you will near always want to use the follow-up since it is the only way you can consistently and meterlessly extend combos midscreen. The version of the projectile you used does not change or affect the follow-up directly, but the angle of the 236A can make the follow-up whiff at certain heights and timings.

  • Extensions with grounded 236XX will have you link into a normal like 5B or 5A in order to maintain the combo.
    • As of 1.4.0, you can also extend with 22A for extra damage.
  • Aerial 236XX can be jump cancelled. TKing this motion is one half of Dead Apostle Noel's most important combo element: Double TK

236X~4X is almost never used in combos and never used in optimal combos. Its weird angle and the fact it sends you high up into the air makes it impractical to use in combos. The move shares an animation with j.214X, a move with far more practical application in combos.

Double TK

Combo Damage Cost Meter Gain Location

The lifeblood of many of Dead Apostle Noel's combos, Double TK: tk.236XX > tk.214X. The most bang-for-your-buck combo element that she has. Great damage (relatively), great meter build, and incredibly consistent. Most of your combos will use the B version of both tk.236XX and tk.214X. The A versions are mostly used in combos where the B version would not hit due to high scaling. Examples include off 22X combos and Shield A optimals.

Midscreen, your intention with Double TK always is to box your opponent in by crossing up with the follow-up of tk.236XX. This allows you to jump cancel the follow up into tk.214X once it hits which ground bounces your opponent. You can still apply Double TK in the corner. Using 5[C] to vacuum your opponent out of the corner will allow you to swiftly execute the follow-up of tk.236XX to steal the corner early on in your combo, while delaying the follow-up will keep your opponent against the wall and tk.214X will hit regardless.

623A

Combo Damage Cost Meter Gain Location

623A is jump cancellable, allowing for effective use in high-damage combos.

3BC works exactly the same in combos in terms of function and damage and can be interchanged to build extra meter.


22X

Combo Damage Cost Meter Gain Location

22X was given jump cancel properties in the 1.4.0 patch of the game, transforming it into a very useful tool to squeeze extra damage out of combos.

214X

Combo Damage Cost Meter Gain Location

While incredibly rare, you are able to use 214X in combos. The scaling from all the extra moves can result in combos using 214X routing being less damaging, but it is not damage that these routes seek. The main draw of using 214X in combos is meter gain. The more developed 214X routes will result in you being meter positive due to all the multi-hitting special moves present in the routes, less developed routes will still have decent meter build. At the moment, 214X routes are heavily unexplored.

214A:

  • The main one
  • The fast recovery of 214A makes linking into 2C for a non-MD route relatively lenient

214B:

  • The Bigfoot combo tool. Routes with 214B are incredibly rare and don't exist within practical means
  • Its distance from Noel and startup time make comboing into it difficult, but not impossible
    • You can partially charge 6C to make both bells multihit the flying opponent, giving you enough time to detonate with 22A
  • Not recommended to try in a real match

Shield A Counter and 3C

Combo Damage Cost Meter Gain Location

Dead Apostle Noel has two cinematic launchers: those being the universal Shield A counter and 3C. While you can certainly use these launchers into air throw, you will lose out on your oki, so it's important to bring your opponent to the ground in order to end your combo with 214C. Due to hitstun scaling, you are able to apply Shield A structure to 3C combos, but not vice-versa.

In The Corner

Combo Damage Cost Meter Gain Location

Say you have your opponent in the corner, be it pushing them there from closer to midscreen or they’re just in the corner. You can quickly perform a midscreen Double TK combo that steals the corner very early on but that's not the greatest in terms of damage. You’re going to want to steal the corner at some point, as doing 214C with your opponent’s back up against the wall entirely means you lose out on your most potent 214C oki options, but to keep them there as best and as long as you can to reap the benefits like higher average damage combos, you’re gonna have to think a little bit differently.

In the corner, you have access to doing just tk.236B and 236B with no followup. The wall bounce gives you enough time to recover/land and pick up with your ender. The same logic runs for using 6[C]. The wall allows you to use the far-flinging, wall bouncing projectile to be introduced into combos for more damage and potentially meter build. Your string of normals in the ender are almost always going to end with 2C > 5[C] due to its vacuum effect allowing you to steal the corner for proper oki setup. It’s very simple, but it’s safe, consistent and ends up being pretty freeform and more optimal than just running your midscreen combos in the corner.