Melty Blood/MBTL/Arcueid Brunestud/Strategy

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Okizeme

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.

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

Options Covered
Reversal Heat, Kohaku 214C, jump, throw 5A/2A, Block > Guardcancel Heat(reaction check)

Counterplay
Invincible Reversals, Moon Drive, 2D

Generic Airthrow neutraljump leftright with very poor anti-reversal coverage and fairly tough execution.

Options Covered
Forward facing invincible reversals

Counterplay
Reversal Heat, jump, 5D, Moon Drive(escape), Jump, 5A(character dependent)

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

Options Covered
All invincible reversals except Ciel 22C, all reversal mash

Counterplay
Stone Hat, Reversal Heat, reversal Moon Drive(must counterdrive), reversals manually delayed by variable amounts (10f)

  • Video Example Link
  • Frame Advantage values/estimates
  • Fuzzy guard strategies/Anti Fuzzyguard
  • 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

Options Covered
Very slow invincible reversals (check values), mash, jump

Counterplay
Fast invincible reversals (check values)

  • Video Example Link
  • Frame Advantage values/estimates
  • Fuzzy guard strategies/Anti Fuzzyguard
  • mention superjump jC airdash jC and superjump jC land 2A mixup, whether its fuzzyable
  • input tips for crossing up, list result of fastest timing, strictness of inputs
  • anti-reversal

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" | - }}


The Game
Getting Started
FAQ
Glossary
HUD & UI
Links
Customization
News & updates
The Battle System
Controls
Offense
Defense
Movement
Resources
Game Data
Characters
Shiki Tohno
Arcueid Brunestud
Akiha Tohno
Ciel
Hisui
Kohaku
Hisui & Kohaku
Miyako Arima
Kouma Kishima
Noel
Michael Roa Valdamjong
Vlov Arkhangel
Red Arcueid
Saber
Aoko Aozaki
Dead Apostle Noel
Mario Gallo Bestino
Powered Ciel
Neco-Arc
Mash Kyrielight
Ushiwakamaru
Monte Cristo