Melty Blood/MBTL/Hisui & Kohaku/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.
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(...) 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
These are some simpler combos using pieces of combo structure that are important to their more advanced combos to help you get accustomed to parts of their combo flow
Kohaku Lead:
Combo | Damage | Cost | Meter Gain | Location |
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Lua error in Module:Script-MBTL at line 406: illegal token: jB . | 3043 dmg | Anywhere
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Lua error in Module:Script-MBTL at line 406: illegal token: jB . | 3616 dmg | Anywhere |
Hisui Lead:
Combo | Damage | Cost | Meter Gain | Location |
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2A > 2B > 2C > 236B~X > j.[C] > 5B > 3C > jBC > AT/j.236C | 3055/3353 dmg | Anywhere |
Combo Theory
In the case of using meter Kohaku lead generally spends it to end with 236C whenever meter is available for an untechable knockdown to setup plant oki anywhere, while Hisui lead often ends with j236C for untechable knockdown and corner carry to setup 22B(Bento) oki midscreen, or 623A/C(Dust) or 214A(Koha plant assist) in the corner. Note: Hisui lead's meterless AT enders are more useful than Kohaku's due to her AT allowing for a Left/Right by jumpcancelling(8) the AT once she bounces off the opponent and holding 6 (either immediately for landing opposite side, or delayed for same side), so Hisui can get away with ending meterlessly more often while it is recommended to always end Kohaku combos with 236C.
For Kohaku lead combos, there are multiple variants with competitive damage to each other midscreen that can be interchanged depending on desired outcomes. Routes labeled as "Sandwich"(examples here) will sideswap to allow Hisui assist to hit the opponent back towards Kohaku, so they sacrifice corner carry but allow your 236C enders to hit closer for more time to setup better oki situations midscreen. If sandwich routing is messed up (Hisui 214B hits them away instead of towards Kohaku) you can salvage it with 6B+C > 236C after the 214B hits. For maximizing damage "Battou Loops" will be your best bet, however they only work off 2A starters in the Corner so Midscreen you will need a B starter or better to utilize them
For Hisui lead combos, an important note for all routes using j2C j236B is to delay the j2C slightly so j236B will connect properly. For routing using 236B~X/236A~X, it is generally best to allow all hits to connect before using the follow-up launcher to get more damage. The caveat to this is some combos need to be cancelled sooner to avoid too much hitstun scaling that will cause the combo to drop.
Combos
Koha Lead
A Starter
Combo | Damage | Cost | Meter Gain | Location |
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2AA > 2C > 5C(1) > 236B~B > j.[C] > 5B > 5C > 6C > 22A > jBC > AT | 3099 dmg | Midscreen
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Lua error in Module:Script-MBTL at line 406: illegal token: jB . | 3851 dmg | Midscreen | ||
if ending near corner, 2C after 5B can be 2C~C for added dmg | ||||
Lua error in Module:Script-MBTL at line 406: illegal token: jB . | 3557 dmg | Midscreen | ||
if ending near corner, 2C after 5B can be 2C~C for added dmg | ||||
2A > 2B > 2C~C > 236B~X > j.[C] > 5C(1) > 5B > 6C > 22A > jBC > AT | 3285 dmg | Midscreen | ||
works with 2AAA 2C starter(replacing 2A 2B 2C~C) as well | ||||
Lua error in Module:Script-MBTL at line 406: illegal token: jB . | 3901 dmg | Midscreen | ||
works with 2AAA 2C starter(replacing 2A 2B 2C~C) as well | ||||
2A > 2CC > 6C > 236A~X > IADjC (whiffs ) > 5C > 6C > 214B > 5A > 5B > 5C > 6C > 236B > 236C | 3708 dmg | 1 Magic Circuit | Midscreen Side Swap | |
Sandwich routing | ||||
2AA > 2C~C > 6C > 236A~A > IADjC (whiffs ) > 5C > 6C > 214B > 5A > 5B > 5C > 6C > 236B > 236C | 3446 dmg | 1 Magic Circuit | Midscreen Side Swap | |
Sandwich routing | ||||
2AAA > 2B(1) > 2C > 236A~A > IADjC (whiffs ) > 5C(1) > 6C > 214B > 5A > 5B > 5C > 6C > 236B > 236C | 3365 dmg | 1 Magic Circuit | Midscreen Side Swap | |
Sandwich routing | ||||
Lua error in Module:Script-MBTL at line 406: illegal token: jB . | 3329 dmg | 1 Magic Circuit | Midscreen | |
If ending near corner, 2C after 5B can be 2C~C for added dmg | ||||
2AA > 2C~C > 5C(1) > 236[B] > dl.236A~A > j.[C] > 5A > 5B > 5C(1) > 6C > 236A~A > 236C | 3916 dmg | 1 Magic Circuit | Corner | |
corner battou loop; for meterless ender, swap 6C > 236A~A > 236C with 3C > AT | ||||
Lua error in Module:Script-MBTL at line 406: illegal token: jB . | 4140 dmg | 1 Magic Circuit | Corner | |
corner battou loop | ||||
Lua error in Module:Script-MBTL at line 406: illegal token: jB . | 4133/4154 dmg | 1 Magic Circuit | Corner | |
corner battou loop variant, first dmg value listed is 236B/second value is 6B+C; can be done with 2AAA starter if 5C(1) is skipped |
B Starter
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
5B > 2C > 22A > Dash6C > 236A~A > IADjC (whiffs ) > 5C > 6C > 214B > 5A > 5B > 5C > 6C > 236B > 236C | 3888 dmg | 1 Magic Circuit | Midscreen Side Swap | |
Sandwich routing | ||||
2B > 2C > 22A > Dash6C > 236A~X > IADjC (whiffs ) > 5C > 6C > 214B > 5A > 5B > 5C(1) > 6C > 236B > 236C | 3793 dmg | 1 Magic Circuit | Midscreen Side Swap | |
Sandwich routing | ||||
5B > 2C > 22A > Dash5C(5) > 6C > 236A~A > j.[C] > delayjB > 5B > 2C~C > 236B > 236C | 3988 dmg | 1 Magic Circuit | Midscreen > Ends in Corner
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Lua error in Module:Script-MBTL at line 406: illegal token: jB . | 3451 dmg | Midscreen | ||
Battou Loop, dmg measured with 2B starter | ||||
Lua error in Module:Script-MBTL at line 406: illegal token: jB . | 4011 dmg | 1 Magic Circuit | Midscreen | |
damage measured with 2B starter | ||||
Lua error in Module:Script-MBTL at line 406: illegal token: jB . | 3913(?) dmg | 1 Magic Circuit | Midscreen | |
Corner Carry route; for 2B(both hits) requires CH starter. dmg measured with 2B(2) starter (dmg is inaccurate due to dummy being set to CH) | ||||
Lua error in Module:Script-MBTL at line 406: illegal token: jB . | 4283 dmg | 1 Magic Circuit | Corner
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5B/2B > 2C~C > 5C(1) > 236[B] > dl.236A~X > j.[C] > 5A > 5B > 6C > 22A > 5B > 6C > 236A~X > 236C | 4264 dmg | 1 Magic Circuit | Corner | |
B starter Corner Battou Loop; dmg measured with 2B starter |
C Starter
Combo | Damage | Cost | Meter Gain | Location |
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Lua error in Module:Script-MBTL at line 406: illegal token: jB . | 4040 dmg | 1 Magic Circuit | Midscreen | |
Battou Loop | ||||
Lua error in Module:Script-MBTL at line 463: illegal token: whiffs . | 4358 dmg | 1 Magic Circuit | Corner | |
C starter Corner Battou Loop |
Special Starter
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Lua error in Module:Script-MBTL at line 406: illegal token: jB . | 4115 dmg | 1 Magic Circuit | Midscreen |
Jump-in/IAD Starter
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Lua error in Module:Script-MBTL at line 406: illegal token: jB . | 4024 dmg | 1 Magic Circuit | Midscreen
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Lua error in Module:Script-MBTL at line 406: illegal token: jB . | 3934 dmg | 1 Magic Circuit | Midscreen | |
Also works off jA > 2A starter | ||||
IADjC > 2C~C > 5C(1) > 236[B] > dl.236A~X > j.[C] > 5A > 5B > 5C(1) > 6C > 236A~X > 236C | 4180 dmg | 1 Magic Circuit | Corner | |
IAD start Corner Battou Loop; also works off jB starter or jA > 2A starter | ||||
IADjA > 2AAA > 2C > 236A~X > IADjC (whiffs ) > 5C(1) > 6C > 214B > 5A > 5B > 5C(1) > 6C > 236B > 236C | 3335 dmg | 1 Magic Circuit | Midscreen Side Swap | |
Sandwich Routing | ||||
IADjA > 2A > 2C~C > 6C > 236A~X > IADjC (whiffs ) > 5C(1) > 6C > 214B > 5A > 5B > 5C(1) > 6C > 236B > 236C | 3574 dmg | 1 Magic Circuit | Midscreen Side Swap | |
Sandwich Routing | ||||
IADj.4AA > 2A > 2B(2) > 2C > 236A~X > IADjC (whiffs ) > 5C(1) > 6C > 214B > 5A > 5B > 5C(1) > 6C > 236B > 236C | 3511 dmg | 1 Magic Circuit | Midscreen Side Swap | |
Sandwich Routing | ||||
IADjB > 2B(1) > 2C~C > 6C > 236A~X > IADjC (whiffs ) > 5C(1) > 6C > 214B > 5A > 5B > 5C(1) > 6C > 236B > 236C | 3796 dmg | 1 Magic Circuit | Midscreen Side Swap | |
Sandwich routing | ||||
IADjC > 2C~C > 6C > 236A~X > IADjC (whiffs ) > 5C(1) > 6C > 214B > 5A > 5B > 5C > 6C > 236B > 236C | 3872 dmg | 1 Magic Circuit | Midscreen Side Swap | |
Sandwich routing | ||||
669~4AB/44jC > 2C > 236A~X > IADjC (whiffs ) > 5C(1) > 6C > 214B > 5A > 5B > 5C(1) > 6C > 236B > 236C | 3917 dmg | 1 Magic Circuit | Midscreen Side Swap | |
Sandwich routing |
CH Starter
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Lua error in Module:Script-MBTL at line 406: illegal token: jB . | 3831 dmg | Midscreen
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Lua error in Module:Script-MBTL at line 406: illegal token: jB . | 4386 dmg | 1 Magic Circuit | Midscreen
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jB (F CH ) > 2C~C > 5C(1) > 236[B] > dl.236A~X > j.[C] > 5A > 5B > 6C > 22A > 5B > 6C > 236A~A > 236C | 4638 dmg | 1 Magic Circuit | Corner | |
6038 dmg with Arc Drive (236B+C) ender after 236C |
Shield Follow-up Starter
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Lua error in Module:Script-MBTL at line 406: illegal token: jB . | 3598 dmg | 1 Magic Circuit | Midscreen Side Swap | |
Sandwich routing | ||||
Lua error in Module:Script-MBTL at line 463: illegal token: CH . | 3680 dmg | 1 Magic Circuit | Midscreen Side Swap | |
Sandwich routing | ||||
Lua error in Module:Script-MBTL at line 463: illegal token: CH . | 3903 dmg | 1 Magic Circuit | Midscreen Side Swap | |
Sandwich routing |
Unblockable Setups
Utilizing 22C for a knockdown that gives you time to position Kohaku and Hisui at proper spacings, Kohaku lead has access to unblockable setups with 214C(Hisui's Overhead Table Assist) in conjunction with 2A/236A/other lows (causing a high and a low to hit meaty simultaneously)
- These setups are very new and haven't be meticulously labbed against, so be aware there might be more counterplay to these than it seems at first glance. The damage of these is a sacrifice compared to what Kohaku can generally output in exchange for setting up the unblockable to 'guarantee' another conversion opportunity. They also require the use of meter, so be wary of overutilizing them when your resources are lower to avoid losing access to Kohaku's 236C enders. If you mess up, you could leave yourself in a lackluster situation and give the opponent a chance to swing the round back in their favor if you don't choose how to spend meter wisely
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Lua error in Module:Script-MBTL at line 490: illegal token: 6. | 1 Magic Circuit per loop | Midscreen Side Swap | ||
Loopable baby route version, stabilized loops; Kohaku should automatically stop running, making this easy to space properly for the unblockable; video example | ||||
2A > 2B > 2C > 5C(1) > 6C > 236A~X > 22C > 5C(3) > 6C > (2A+B)Dash > 214C > 236A~X | 1 Magic Circuit | Midscreen (Ends in corner) | ||
Very good corner carry so can be done from a surprising distance away; video example | ||||
Lua error in Module:Script-MBTL at line 463: illegal token: just . | 1 Magic Circuit | Midscreen Side Swap | ||
Variant utilizing 2A > B+C (Moon Drive Activate) for added safety against counter options; video example | ||||
2A > 2B > 236A~X > IADjA (whiff ) > 5C(1) > 22A > 22C > j.[C] > jB > 9j.[C] > Dashsj > dl.214C > dl.2A | 1 Magic Circuit | Corner Side Swap | ||
takes the opponent out of the corner to setup the unblockable, be thoughtful when using this as you give up corner control; video example | ||||
2A2B236A~XIADjB 5C(1)22A22Cj.[C]jA 9j.[C]Dashunderdl.214Cdl.2A | 1 Magic Circuit | Midscreen Side Swap | ||
goes from midscreen to corner but leaves you in the corner for the sandwich unlockable;video example | ||||
2B > 2C~C > 236[B]236A~X > IADjB (whiff ) > 5C(1) > 22A > 22C > j.[C] > jA > 9j.[C] > Dashsj > dl.214C > dl.236A | 1 Magic Circuit | Corner Side Swap | ||
Another variant that takes the opponent out of the corner to setup the unblockable utilizing corner Battou Loops for more dmg; be thoughtful when using this as you give up corner control; video example |
Hisui Lead
A Starter
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2A > 2B > 2C > 6CC > 236B~B > j.[C] > delayj.2C > j.236B > rejump jA > j.236A > 5B > 5C(1) > 3C > jB ~2B > AT | 3322 dmg | Midscreen | ||
2A > 2B > 2C > 6CCC > 236A~A > j.[C] > delayj.2C > j.236B > 5B > 5C(1) > 3C > jB ~2B > AT | 3454 dmg | Corner | ||
2AAA > 2C > 5C > IADjB ~2B > j.[C] > j.2C > j.236B > 5B > 3C > jB ~2B > AT | 2794 | Corner | ||
routing for extremely scaled starters |