Melty Blood/MBTL/Monte Cristo/Combos
Notation Help | |
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Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. | |
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.
|
(...) 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
First and foremost, practice your TKs. While there are routes that do similarish damage with no TKs, you're going to want to be able to TK consistently off of 5C and 2C to maximize this character's damage potential. tk.214X= 2147x, tk.236X = 2369x.
Combo Theory
- TBD
Enders
All of the combos documented here can usually substitute whatever ender they have listed with one of these so don't sweat it if you prefer rekka ender damage but don't see a rekka ender listed.
3C > j.ABC > AT
The most basic ender but an important one to talk about since he has the world's easiest safejump off AT, just buffer a j.9 and land with j.C.
3C > j.abc > j.236A > j.214C
fairly potent drift-based l/r and can go into a safejump if you prefer. Moreover, you can do j.ABC > jc j.ABC > j.236A > j.214C to maximize your meter gain.
3C > j.abc > j.236A > j.236C
you can get a framekill off of it by just buffering j9 and 2a > 2ad
623A > sjc > j.BC > j.236A > j.214C
useful for 3c starters.
214A(2)~A(2)~6A > 623C
Thanks to the patch we can now do 6A rekka giving us a damage boost and we don't have to sideswap in the corner for certain enders anymore, make sure that 6A hits the ground.
Safejump with IAD > j.9A (Whiff) > falling j.B.
214A(2)~A(2)~6A > 214C > j.ABC > AT
Basically a corner to corner if u do like a combo.
214A(2)~A(2)~ 6A > 22C > 3C > j.ABC > AT
This is the highest damage ender he's got in the corner. The 22C > 3C link is kind of tight, be sure to practice.
214A~A~A > 214C
gives L/R for 3C/shield A starters
Starter Combos
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2A > 2B > 2C(2) > 4C(1) > j.214B > dl.j.[C] > j.236B > 5B > 5C(2) > 3C > j.A > j.B > j.C > j.236A > j.214C | 3858 | 1 Magic Circuit | 82.14% Opp: 61.34% |
Anywhere |
This will work off any starter and doesn't require any TKs, use this to learn the character without losing the damage race. |
A Starter
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2A > 2B > 2C > 5C > tk.214B > jc > dl.j.[C] > 4C(1) > j.236B > 5A > 5B > 3C > j.A > j.B > j.C > j.236A > j.214C | 3923 | 1 Magic Circuit | 83.81% | Anywhere |
The 2A confirm you want to shoot for, works off 2AA but not IAD. The BNB | ||||
Lua error in Module:Script-MBTL at line 432: illegal token: dl.. | 4286 | 1 Magic Circuit | Corner | |
one you will probably do the most. | ||||
Lua error in Module:Script-MBTL at line 432: illegal token: dl.. | 4.3k | 1 Magic Circuit | Corner | |
This one is kinda tight ngl. | ||||
Lua error in Module:Script-MBTL at line 432: illegal token: dl.. | 4392 | 1 Magic Circuit | Corner | |
Not the optimal but since the optimal is like impossible to do i will just leave this here instead. |
B Starter
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2B > 5C > 2C > jc > j.[C] > j.214B > land > 236A~B > 2A > 4C(1) > j.236B > 5A > 5B > 3C > j.A > j.B > j.C > j.236A > j.214C | 4143 | 1 Magic Circuit | Anywhere | |
The 2B midscreen |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Lua error in Module:Script-MBTL at line 406: illegal token: abc . | 4236 | 1 Magic Circuit | Anywhere | |
Jamie's route if I remember correctly. You can also do this on 5C starter as well. |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Lua error in Module:Script-MBTL at line 432: illegal token: dl.. | 4553 | 1 Magic Circuit | Corner | |
The 2B corner Optimal. It's tight, your success in the latter half is entirely dictated by how low to the ground you can hit j.[C]. When tking j.236B from j.214B, try to hold 2 for a little bit during j.214B then execute the tk. This will prevent you from superjumping which will keep you lower to the ground, giving you more time to link the 5A afterward. |
C Starter
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
5C > 2C > jc > j.[C] > j.214B > land > 236A~B > 2A > 4C(1) > j.236B > 5A > 5B > 3C > j.A > j.B > j.C > j.236A > j.214C | 4168 | 1 Magic Circuit | Anywhere | |
The 5c midscreen. |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Lua error in Module:Script-MBTL at line 463: illegal token: hits . | 4164 | 1 Magic Circuit | Anywhere | |
Can be tricky to do, if it's hard for you I would recommend 2c 236a~b 2b 5c tk.214b jc j[c] 4c(1) j236b 5a 5b instead |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2C/5C > 2C/5C > tk.214A > Sj > j.[C] > 236A~A > 4C(1) > j.214B > tk.236B > 5A > 5B > 214A~A~6A > 22C > 3C > j.A > j.B > j.C > AT | 4605/4620 | 1 Magic Circuit | Corner | |
Not the optimal for 2c but it's not bad. Timing for 3c after 22c can be tricky don't buffer it, time it. |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Lua error in Module:Script-MBTL at line 463: illegal token: hits . | 4125 | 1 Magic Circuit | Anywhere | |
Only time you will see 214b in a combo, and be sure to hold 2 before you do the tk.236b after 623a or else it won't connect | ||||
4C(2) > 214B > 2C > tk.j.214B > dl.j.[C] > walk forward 623A > j.236B > 5A > 5C > 5B > 2B > Ender | 4316 | 1 Magic Circuit | Anywhere | |
The 4C(2) midscreen optimal, attempt at your own risk | ||||
4C(2) > 236A~A > 2C > tk.214A > Sj > j.[C] > tk.214B > tk.236B > 5A > 5C > 5B > 2B > 214A~A~6A > 22C > 3C > j.A > j.B > j.C > AT | 4663 | 1 Magic Circuit | Corner | |
Same routing as 2B corner |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
j.[C]/j.C > 5C > 2C > tk.214B > land > 2B > 236A~B > 2A > 4C(1) > j.236B > 5A > 5B > 3C > j.A > j.B > j.C > j.236A > j.214C | 4.1k-4.2k | 1 Magic Circuit | Anywhere |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
j.[C]/j.C > 5C > 2C > tk.214A > land > 236A~A > 4C(1) > j.214B > tk.236B > 5A > 5B > 214A~A~6A > 22C > 3C > j.A > j.B > j.C > AT | 4.5k | 1 Magic Circuit | Corner |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
3C > j.B > j.236B > land > 2C(1) > tk.214A > jc > j.[C] > 5B > 5C > 4C(2) > 214A~A~A > 214C | 3490 | 1 Magic Circuit | Anywhere | |
L/R exclusive to launcher |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
3C > j.B > j.236B > 2C(1) > tk.214A > sj > j.[C] > 5C > 236A~A > 5B > 4C(2) > 214A~A~6A > 623C | 3734 | 1 Magic Circuit | Corner |
IAD Starter
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
IAD > j.B > j.A > 2A > 2B > 2C(2) > tk.214B > dl.j.[C] > 4C(1) > j.236B > 5A > 5C(2) > 5B > 623A > sjc > j.B > j.C > j.236A > j.214C | 3858 | 1 Magic Circuit | Anywhere | |
IAD j.B/j.BA confirm. Try not to use this on j.C due to SMP. |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Lua error in Module:Script-MBTL at line 406: illegal token: abc . | 4201 | 1 Magic Circuit | Corner | |
IAD j.B/j.BA confirm. Try not to use this on j.C due to SMP. |
Special Starter
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
236A~A/214B > 2B > 5C > 2C > tk.214B > jc > dl.j.[C] > 4C(1) > j.236B > 5A > 5B > 3C > j.A > j.B > j.C > j.236A > j.214C | 1 Magic Circuit | Anywhere | ||
For 236a~b connect with 2a(won't connect on certain ranges) |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Lua error in Module:Script-MBTL at line 406: illegal token: abc . | 4705 | 1 Magic Circuit | Corner | |
Usually used as a corner throw bait |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Lua error in Module:Script-MBTL at line 406: illegal token: abc . | 4536 | 1 Magic Circuit | Corner |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Lua error in Module:Script-MBTL at line 406: illegal token: abc . | 4460 | 1 Magic Circuit | Corner |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Lua error in Module:Script-MBTL at line 406: illegal token: abc . | 1 Magic Circuit | Corner |
Shield Counter
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Shield A > j.C > j.236B > 5B > 236A~B > 2A > 5C > 4C(1) > j.214B > 623A > jc > j.B > j.236A > j.214C | 3899 | 1 Magic Circuit | Anywhere |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Shield A > j.C > j.236B > 5B > dl.4C(1) > j.214A > 236A~A > 5C > 623A > jc > j.B > j.236A > j.214C | 4061 | 1 Magic Circuit | Corner | |
can be tricky for j.214a to hit also just do the BNB for the other shield counters |
Moon Skills
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Lua error in Module:Script-MBTL at line 406: illegal token: abc . | 4390 | 1 Magic Circuit | Corner | |
do 2b after 4BC and then the BNB for the midscreen |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
3BC > jc > dl.j.[C] > 236A~B > 2C > tk.214B > 4C(1) > j.236B > 5A > 5C > 5B > 2B > 3C > j.ABC > j.236A > j.214C | 4.3k | 1 Magic Circuit | Anywhere |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Lua error in Module:Script-MBTL at line 406: illegal token: abc . | 4564 | 1 Magic Circuit | Corner |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Lua error in Module:Script-MBTL at line 406: illegal token: abc . | 4281 | 1 Magic Circuit | Anywhere |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Lua error in Module:Script-MBTL at line 406: illegal token: abc . | 4.5k | 1 Magic Circuit | Corner | |
not the optimal,but this is the one that you will do most of the time. |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
6BC > 236C | hehe | 1 Magic Circuit | Anywhere |
MD Routes
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2A(2A) > 2B > 5C > MD > 2C > 7BC > j.6BC > jc > j.[C] > Dash/walk > 4C(1) > j.236B > 5A > 5B > 214A~A~6A > 22C > AD | 5822 | 4 Magic Circuit | 130%+ | Anywhere |
If it's 2a>2a try to omit 2b also use this routing for other midscreen confirms like 236aa MD,214b MD and 5C 2C into this route etc. |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2B > 5C > MD > 2C(1) > 7BC > jc > j.[C] > j.6BC > 236A~B > 2A > 4C(1) > 5A > 5B > 214A~A~6A > 22C > AD | 5991 | 4 Magic Circuit | 1.40%+ | Anywhere |
I wonder if it's possible to reach 6k |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2C/5C > 5C/2C > MD > 7BC > jc > j.[C] > j.6BC > 236A~B > 2B > 4C(1) > j.236B > 5A > 5B > 214A~A~6A > 22C > AD | 6136 | 4 Magic Circuit | 1.40%+ | Anywhere |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
j.236A > MD > j.4BC > dl.j.[C] > 3BC > j.6BC > land > 2C > tk.214B > 4C(1) > j.236B > 5A > 5B > 5C > 2B > 214A~A~6A > 22C > AD | 6066 | 4 Magic Circuit | 1.51%+ | Anywhere |
Can be vital to finishing a opponent off,but as you would expect only works on certain positions. |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
3C > j.B > j.236B > MD > land > 5C > 7BC > jc > dl.j.6BC > jc > dl.j.[C] > tk.214B > 5B > 214A~A~6A > 22C > AD | 5298 | 4 Magic Circuit | 1.40%+ | Anywhere |
it's a nice routing! Person who made this must be awesome! |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2A > 5C > MD > 2C(1) > tk.214A > jc > dl.j.6BC > jc > j.[C] > 236A~A > 4C(1) > j.236B > 5A > 5B > 214A~A~6A > 22C > AD | 6119 | 4 Magic Circuit | 1.50%+ | Corner |
2A route |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
(2B) > 5C > 2C(1)/2C > MD > tk.214A > jc > j.6BC > jc > dl.j.[C] > 236A~A > 4C(1) > j.4BC > tk.236B > 5A > 5B > 214A~A~6A > 22C > AD | 6198/6398 | 4 Magic Circuit | 1.50%+ | Corner |
route for 2B and 5C for 5C let both hits of 2C hit. |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2C > 5C > MD > 236A~A > 4C(1) > j.214A > jc > dl.j.6BC > jc > dl.j.[C] > land > 7BC > tk.236B > 5A > 5B > 214A~A~6A > 22C > AD | 6313 | 4 Magic Circuit | 1.50%+ | Corner |
2C route can be quite hard, try to delay j.6bc and j[c] as much as possible or either 7bc won't hit or the tk236b or 5A |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Tk 214A > tk.236B > MD > land > 5C > dl.2C > j.6BC > jc > dl.j.[C] > land7bc > 5B > 236A~A > 2B > 214A~A~6A > 22C > AD | 6407 | 4 Magic Circuit | 1.50%+ | Corner |
if you are having trouble linking 2B just delay harder. |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
3C > j.B > j.236B > MD > 5C > 2C(1) > tk.214A > 7BC > jc > dl.j.[C] > 236A~A > 5B > 214A~A~6A > 22C > AD | 5403 | 4 Magic Circuit | 1.40%+ Opp: 68.29% |
Corner |