Melty Blood/MBTL/Arcueid Brunestud/Strategy
Okizeme
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. |
Concepts
Make sure to have glossary links to common terms like fuzzy guarding and such
Jab Shield Option Select
Say a few words about 2A/5A shield OS, when to use which version of 2A 2AD, 2A 2BD, 2A 2CD, etc.
Point out the frame advantage thresholds for beating reversals.
Safejump
What is a safejump.
Say a few words about safejump shield OS and when to use it, give input tips for it, add concrete input leniency frame data as it is figured out.
Knockdowns
Airthrow (Midscreen)
Sequence | Type | Frame Advantage | Fuzzy Guard Difference | Meter Required | Location |
---|---|---|---|---|---|
airthrow > 8jc > drift > land > 2A 2B+D | Low Left/Right | +3 (AT > jc > land) | 0f | 0% | Anywhere |
Options Covered | |||||
Counterplay | |||||
Generic Airthrow neutraljump leftright with very poor anti-reversal coverage and fairly tough execution. | |||||
airthrow > 9jc > dl.44 > jC > 2B+D | High/Low | +3 (AT > jc > land) | 10f+ | 0% | Anywhere |
Options Covered | |||||
Counterplay | |||||
The idea is to airdash back extremely late, such that your opponents reversal comes out facing the wrong way. Anti-shield option from midscreen airthrow, also catches people fuzzy guarding for 9jc > land > 2A. Does not hit meaty. |
Airthrow (Corner)
Sequence | Type | Frame Advantage | Fuzzy Guard Difference | Meter Required | Location |
---|---|---|---|---|---|
Airthrow doublejump > late airdash jC "fake safejump" | High/Low | Yes | Fuzzyable(values wip) | 0% | Anywhere |
Options Covered | |||||
Counterplay | |||||
| |||||
Airthrow superjump > jC 2A / jC airdash jC / empty land 2A | High/Low | Big | 1f | 0% | Anywhere |
Options Covered | |||||
Counterplay | |||||
|
Airthrow (Corner Stolen)
Sequence | Type | Frame Advantage | Fuzzy Guard Difference | Meter Required | Location |
---|
|- class="nav-header" style="text-align:right"
| style="text-align:left" data-sort-value="1" | airthrow > IAD (w.jC) > land 2A
| style="width:10%;" | type
| style="width:10%;" | +4(empty IAD), +8(w.jC)
| style="width:10%;" | 0f
| style="width:10%;" | 0%
| style="width:10%;" | Anywhere
|- class="expand-child"
| colspan="6" style="background:#feffff; text-align:left" |
Options Covered
-
|- class="expand-child"
| colspan="6" style="background:#feffff; text-align:left" |
Counterplay
-
|- class="expand-child"
| colspan="6" style="text-align:left" |
- Video Example Link
- Frame Advantage values/estimates
- fuzzy guard strategies
- Say a few words about drifts in different directions on the same airthrow neutral jump
- input tips for crossing up, list result of fastest timing, strictness of inputs
- anti-reversal
}}
airthrow > IAD optional jC whiff > land 2A
Throw > 2
Sequence | Type | Frame Advantage | Fuzzy Guard Difference | Meter Required | Location |
---|
|- class="nav-header" style="text-align:right"
| style="text-align:left" data-sort-value="1" | sequence
| style="width:10%;" | type
| style="width:10%;" | -
| style="width:10%;" | - f
| style="width:10%;" | - %
| style="width:10%;" | Anywhere
|- class="expand-child"
| colspan="6" style="background:#feffff; text-align:left" |
Options Covered
-
|- class="expand-child"
| colspan="6" style="background:#feffff; text-align:left" |
Counterplay
-
|- class="expand-child"
| colspan="6" style="text-align:left" |
-
}}
236C
Sequence | Type | Frame Advantage | Fuzzy Guard Difference | Meter Required | Location |
---|
|- class="nav-header" style="text-align:right"
| style="text-align:left" data-sort-value="1" | 236C(down) > wait(1-2f) > 5A(whiff) > superjump > jC(safejump)
| style="width:10%;" | type
| style="width:10%;" | -
| style="width:10%;" | - f
| style="width:10%;" | - %
| style="width:10%;" | Anywhere
|- class="expand-child"
| colspan="6" style="background:#feffff; text-align:left" |
Options Covered
-
|- class="expand-child"
| colspan="6" style="background:#feffff; text-align:left" |
Counterplay
- Video Example Link
- Frame Advantage values/estimates
- fuzzy guard strategies
- masking intention, feinting the jC, tick throw
- anti-reversal
- figure out exact delay timings, input leniency for anti reversal
|- class="expand-child" | colspan="6" style="text-align:left" | placeholder }}
214C
Sequence | Type | Frame Advantage | Fuzzy Guard Difference | Meter Required | Location |
---|
|- class="nav-header" style="text-align:right"
| style="text-align:left" data-sort-value="1" | IAD > 8 > drift > land > 2A
| style="width:10%;" | -
| style="width:10%;" | -
| style="width:10%;" | - f
| style="width:10%;" | - %
| style="width:10%;" | Anywhere
|- class="expand-child"
| colspan="6" style="background:#feffff; text-align:left" |
Options Covered
-
|- class="expand-child"
| colspan="6" style="background:#feffff; text-align:left" |
Counterplay
-
|- class="expand-child"
| colspan="6" style="text-align:left" |
- Video Example Link
- Frame Advantage values/estimates
- fuzzy guard strategies
- Say a few words about drifts in different directions on the same airthrow neutral jump
- input tips controlling side, list result of fastest timing, strictness of inputs
- anti-reversal
|- class="nav-header" style="text-align:right"
| style="text-align:left" data-sort-value="2" | 214C dash > 8 > drift > land > 2A
| style="width:10%;" | -
| style="width:10%;" | -
| style="width:10%;" | - f
| style="width:10%;" | - %
| style="width:10%;" | Anywhere
|- class="expand-child"
| colspan="6" style="background:#feffff; text-align:left" |
Options Covered
-
|- class="expand-child"
| colspan="6" style="background:#feffff; text-align:left" |
Counterplay
-
|- class="expand-child"
| colspan="6" style="text-align:left" |
- Video Example Link
- Frame Advantage values/estimates
- fuzzy guard strategies
- Say a few words about drifts in different directions on the same airthrow neutral jump
- input tips controlling side, list result of fastest timing, strictness of inputs
- anti-reversal
}}
236BC
Sequence | Type | Frame Advantage | Fuzzy Guard Difference | Meter Required | Location |
---|
|- class="nav-header" style="text-align:right"
| style="text-align:left" data-sort-value="1" | sequence
| style="width:10%;" | type
| style="width:10%;" | -
| style="width:10%;" | - f
| style="width:10%;" | - %
| style="width:10%;" | Anywhere
|- class="expand-child"
| colspan="6" style="background:#feffff; text-align:left" |
Options Covered
-
|- class="expand-child"
| colspan="6" style="background:#feffff; text-align:left" |
Counterplay
-
|- class="expand-child"
| colspan="6" style="text-align:left" |
-
}}