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. |
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 |
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2A(A) > 5B(2) > 5C(2) > 2B > 5A > 623B > dl.j.C > 2C > 623A > j.B > j.C > AT | 2992 dmg | 0 bar | 80% magic circuit Opp: ?% |
Anywhere |
Good block string as well. If the opponent blocks, you delay 5B, 5C, and 2B as appropriate. You can confirm the first 2A(s) into 2B 5B 5C for around 80 more dmg than usual. | ||||
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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