Melty Blood/MBTL/Shiki Tohno/Combos

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< Melty Blood‎ | MBTL‎ | Shiki Tohno
Revision as of 23:27, 7 October 2021 by Jed belmont (talk | contribs) (→‎Starter Combos: Changed Rapid Beat to 5CCC for simplification.)
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Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

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.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
(...) 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.

Starter Combos

These are some simple combos to begin using Shiki.

Combo Damage Cost Meter Gain Location

Very simple auto combo. At the maximum range of 2A omit the 5B as it won't reach, or do the next combo instead.

slightly more advanced combo using 236B. Be careful about the section after the 3C as it's somewhat tight, don't delay any of the hits or it will drop.

similar to the last combo be careful of the section following the 3C as that can tend to drop if you aren't careful. You can even end the combo with 3C > AT immediately and still get 3274 damage and almost the same amount of meter

Very simple combo into Boundary Peak to unlock 22X moves. The 2C need to be delayed slightly or the 214B will whiff. A slightly harder variation replaces the end with 236B > d;.5C > dl.2C > dl.236B for 4011 damage, but the increase in difficulty isn't worth the extra damage when first learning this.

Slight more costly combo into Boundary Peak with more corner carry for slightly less damage. You can either cancel into Boundary Peak immediately to ensure it hits or you can delay a moment for greater corner carry, but be aware that if 4B+C causes the opponent to wallbounce you likely won't be able to reach them to finish the combo.

Advanced Combos

  • Editors Note: First time doing this, I dont have as much information on things as the last guy so if someone else comes in please edit this to make it look better**
  • Due to the nature of Moon Drive, combos requiring a Moon Skill enhanced by Moon Drive (like all of the combos using j6B+C) will have a minimum required amount of Moon Gauge filled. If you don't have the correct amount of moon gauge when you want to perform a combo, you can work around this by activating Moon Drive later in a combo than the recipe dictates in some situations. Be sure to experiment with the combos that are shown on this page and see if you can find combos that are better or fit your hands better.
Combo Damage Cost Meter Gain Location

This routing works with a good number of hits before 214B. 2AAA > 5B > 2B(1) > 2C > 5C > 214B works

j[C] in this route only connects with 2 or less hits before 236B. Counter Hits are an exception to this as is 2B(1). Overall universal based on range, small damage increase from 214B route.

Slightly more difficult route for use after Boundary Edge. Midscreen spacing can make 22B whiff but you can delay it after the 5C or go 5C > 2C to make it easier. Hit count rules apply same as 236B route.

Very simple combo into Boundary Peak to unlock 22X moves.

Advanced combo off of a low poke. Any more hits before 2C will make the first j[C] not connect. Moon Drive is necessary to allow the j6B+C > dj[C] to connect, otherwise it will whiff and drop the combo. At the furthest ranges of 2C you'll need to either walk or dash after Moon Drive to connect the second 2C. Doing the combo off a stray 236A will give you 5007 dmg but won't work at the longest range. You shouldn't fish for it, just nice to keep in mind.

  • Due to the effects of Moon Drive, you can regain meter after cancelling into and during Boundary Peaks animation. The maximum meter that you gain back before being able to move looks to be about 10% if you have full Moon Gauge when activating Moon Drive, but doing it with less than half will only get you something that looks to be less that 5%.

Replacement for the above that doesn't require Moon Drive to perform, though the combo after j6B+C can be tight

High Proration version of the above, allows more hits and jump-in starters at the cost of losing 200 damage.

Combo Theory

There isn't a great deal of complexity or finesse needed for Shiki's combos, the hardest thing you'll run into is most likely the j6B+C > dj[C] links in the advanced sections. You can throw most of his moves together to make a satisfactory combo as long as you follow a basic structure;

  • Start combo (normal poke or jump-in, etc)
  • cancel into 236B, 6B+C, or 214A/214B
  • continue with follow-up chain on the ground from 236B & 6B+C or j[C] > dl.jB from 214A/214B
  • lead into 3C or rapid beat 3 and Air Throw to end the combo

This is the most basic structure that you'll want to follow when you get a hit that doesn't spend resources (minus the version with 6B+C) for decent damage. With this in mind you can start to figure out extensions and conversions that become possible when you spend Magic Circuit or Moon Gauge and Drive, but this should be your standard structure when looking to deal damage.

  • Notes on Boundary Peek

Comboing into Boundary Peek will need you to modify the basic combo structure so that you end on the ground instead of the air, and this is usually accomplished with j6B+C > dj[C] if you want to get the most damage you can out of it. This is an important part of Shiki's gameplay and strategy so it's advised that you learn at least one of these combos to use consistently.

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