Melty Blood/MBTL/Mario Gallo Bestino/Combos
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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. |
Combos are ordered from least to most difficult within their individual sections. These are not all guaranteed to be optimal and are subject to change as more labbing gets done.
Starter Combos
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2A(A) > 2B > 5B(2) > 5C(2) > 623B > dl.j.C > 2C > 623A > j.B > j.C > AT | 2992 dmg | ?% Opp: ?% |
Anywhere | |
Good block string as well. If the opponent blocks, you can skip 2B and go into 5B > 5C , delaying as appropriate. Use 2B > 5A > 623B to convert in this case. You'll miss out on around 80 dmg. | ||||
2A > 2A > 2A | 666 dmg | ?% Opp: ?% |
Anywhere | |
put notes here | ||||
2A > 2A > 2A | 666 dmg | ?% Opp: ?% |
Anywhere | |
put notes here | ||||
2A > 2A > 2A | 666 dmg | 1 Magic Circuit | ?% Opp: ?% |
Anywhere |
put notes here. |
Advanced Combos
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2A > 2B > 2C > 2C > 5C(2) > 236[A] > 5BBB > j.B > AT > j.236A/B > j.236C | 3689 dmg | 1 Magic Circuit | ?% Opp: ?% |
Anywhere |
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Combo Theory
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