Melty Blood/Controls
Controls
7 8 9 A B C 4 5 6 1 2 3 D E
This is the standard layout for the game, with numericals representing directions and a five-button layout. (Think of the number pad on your keyboard).
- A, B, and C correspond to weak, medium, and heavy attacks respectively.
- The D button functions as shield, which is a parry mechanism. Specifics of the D button vary with the Moon style.
- 236D/j.236D (After successful Shield): Launching counter hit follow up. Can be guarded if timed right. (Full Moon only)
- The E button is the in-game macro button which serves various functions depending on the direction held.
- 5E: Activate Heat or Blood Heat (Crescent), Charge or Active Blood Heat (Full). This can also be done with A+B+C.
- 5E/j.5E (while being hit): Circuit Spark (Crescent, Full). This can also be done with A+B+C.
- 4/6E: Throw and Tech Throw (All). This can also be done with 4/6 A+D, and more importantly, you can tech throw with 1 A+D as an option select.
- j.4/6E: Air Throw (All). This can also be done with j.4/6 A+D.
- 2E/j.2E: Dodge and Air Dodge (Crescent, Half). This can also be done with 2 A+B/j.2 A+B.
The only macro that can't be done with the E button is 4/6 A+B or j.4/6 A+B, which gives you a dash/backdash or airdash/airbackdash.
66_6A+B = Dash Forward
44_4A+B = Backdash
66_6A+B in the air = Air Dash Forward
44_4A+B in the air = Air Dash Backwards
7_8_9 = Jump
7_8_9 in the air = Double Jump
28_29 = Super Jump
29 in the air = Super Double Jump
6956 = Instant Air Dash (also shortened to iad or IAD)
4A+D_6A+D = Throw
4A+D_6A+D in the air = Air Throw
(at time of getting thrown) = Throw Tech
2A+B = Dodge (Cresent and Half Moon only)
2A+B int the air = Air Dodge (Cresent and Half Moon only)
214D = Bunker
Option Selects
1A+D = Break Throw / Shield random shit
Movement and Metagame
Block: Hold back or down-back, which will be 4 or 1 if facing right and 6 or 3 if facing left.
EX Guard: Similar to Guilty Gear instant block or Garou just defend. Guard an attack by pressing 4 or 1 right before it connects. Will restore guard meter if successful, and will reduce blockstun by 2f(need confirmation on this).
Jump(8): AKA jumping straight up. This is very different from Jump(7) and Jump(9), in that you can drift forward or backwards in the air by holding 6 or 4 respectively.
Doublejump: Input by either pressing 7, 8, or 9 in the air. If you are facing the wrong direction the doublejump will turn you in the right direction.
Air Dash: Can either airdash forwards or backwards by inputting 66 or 44 in the air respectively. If you are facing the wrong direction the airdash will not correct it.
Superjump: A jump that goes farther and higher than usual. Can only superjump straight up or forwards
Super Double Jump: A doublejump that goes higher and farther than usual. Can be input in 2 ways: 29 or just 9 with 1f timing. While the 1f timing sounds difficult in theory, it is very easy to do if you need to do a super doublejump during a combo: Just press and release 9 during the hitstop of the air move you are going to super doublejump cancel.
Air Tech: Press any button + a direction in the air once hitstun has ended to recover.
Ground Tech: Some knockdown inducing moves allow you to ground tech. Ground techs can go either forwards, backwards, or neutral, which are input by pressing 6, 4, or 8 respectively. All techs have a bit of recovery at the end. Neutral techs start up a bit faster than forwards and back techs.
Ground Dodge: Available to Crescent and Half moon only. Input by pressing 2E or 2A+B on the ground. Ground dodges have invincible startup, and are only strike invincible throughout their duration. Meaning they can still be thrown.
Air Dodge: Available to Crescent and Half moon only. Input by pressing 2E or 2A+B in the air. Same properties as ground dodge, but has two extra properties: they will stop your air momentum and will turn your character in the right direction if you were facing the wrong one.