Melty Blood/MBTL/Shiki Tohno/Combos

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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

This route requires somewhat specific delay on the 214B and the 5B after so the opponent is low enough for 5AA to connect

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 into Boundary Peek. 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. You can Jump Cancel the j6B+C before the final hit to make the combo easier as the connection otherwise is very tight. Mistiming the jump in-between hits of the j6B+C can cause it to drop as well, so it's advised you practice this combo and any other that use j6B+C carefully, including the one above.

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

Combo into Last Arc. Simple conceptually, you need a very good reason to do this over one of the above Boundary Peek combos if you are able to perform them. I'll go into a bit more detail in the combo theory section about the arguments that can be made to use this (or other Last Arc combos that you may have found yourself) vs throwing in an extra EX move during the above Boundary Peek combos when at 4 meter.

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. 
  • Boundary Peek vs Last Arc as a combo ender
Combos that involve Last Arc will likely be the easiest high damage combos you can do at the cost of being incredibly expensive, draining both Magic Circuit and Moon Gauge (with the change to refill some Magic Circuit if your moon gauge is decently full at the start). And in the regard of expense, you can do 236A > dl.236C > dl.236B+C at the end of most of the Advanced Boundary Peek combos and easily add around 500 damage to their baseline damage. As most of the advanced boundary peek combos will already deal more damage than most Last Arc combos, even when performed from a scaled starter and the Last Arc combo is not. Even in Blood Heat and you perform the combo as soon as you physically can, the damage will often not surpass that of an ideal Boundary Peek combo. Furthermore, even if there is such a situation that this is the case, the incentive of unlocking Shiki's 22X moves needs to be considered as well. 22A/2B+C and 22B are very powerful tools to equip yourself with especially if you are ending the round with Boundary peek, as you will unlock them for the next round that follows if there is one. With more damage, a wider range of combo routes and options and the ability to add powerful moves to Shiki's arsenal Boundary Peek should be your go-to meter dump option if you have the chance, however there is an aspect of the Last Arc combos that work in their favor; simplicity and accessibility. Last Arc combos won't be very long due to the start up of Last Arc, even when using Moon Drive to cancel. As a result they'll be very simple and not require too many difficult inputs or links. That coupled with the fact that they only do a bit less damage then a standard Boundary Peek combo would (without an EX extension that is to say) it doesn't do so much less damage as to be invalid, especially if you're worried that you might not be able to perform the standard Boundary Peek combos perfectly. At the end of the day it is this editor's personal recommendation that you stick more to Boundary Peek as your go-to ender even if you have the resources for Last Arc as the payoff of 22X specials is too important to pass up. However, in reality it's always about in the moment decision making; is it round 3 of a tight match, where you stand to gain nothing from going for the harder Boundary Peek combo if you know that 4000 damage will be enough to guarantee you the victory? Or is it the round going into round 3, and you want to keep your opponent with low resources of their own and you're already in blood heat after trying to escape their okizeme? The truth is that there is no single correct answer to this question as the situations you will face as a player will constantly change and evolve as you learn and play more. 

TL;DR 9 times out of 10 you will want to use an EX and Boundary Peek over Last Arc if you have 4 Magic Circuit but there will be situations where Last Arc can serve you better (wanting to switch sides, restricting your opponents resource gain, going for easy damage knowing it will be enough to kill)

Video Examples

In this section we'll link to a couple of videos that show off different Shiki combos. Over time the combo lists will be expanded to include as much of these combos that are useful/ unique enough to warrant their own description, but for the time being you may find combos in these videos that aren't listed above.

NEVER LOSE WITH THESE SHIKI COMBOS |TOHNO SHIKI BNB GUIDE| by SJ

【MBTL】遠野志貴コンボまとめ【MELTY BLOOD: TYPE LUMINA】 by Clearlamp_o

【MBTL】遠野志貴コンボまとめパート2【MELTY BLOOD: TYPE LUMINA】 by Clearlamp_o

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