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:
  • 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

High damage DP/Heat punish or hitconfirm

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.

Advanced double slide routing that works off B/C starters. If you start with 5B do 2B(1) 236B later.

Hitconfirm for 236A whiff punish. Usually a couple hits into J6BC you want to jump cancel into J[C]

High damage routing that also doubles as a metered DP/Heat punish. Can skip the 236A and go straight to 236C for even more damage as a punish.

Combo usually use for closing out games/meter gain for kills

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.

Shield Combos

Combo Damage Cost Meter Gain Location

More Optimized Shield A routing.

Similar combo to shield A less optimized but decent damage.

Optimized Shield BC combo.

Optimized combo for fatal hit Shield B.

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 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. For other combos on specific starters/moon drive optimizations the Combo Doc by Chester is a good resource 

Chester's Shiki Combo Doc : https://docs.google.com/document/d/1icBv46hy0S9X_FiJcUmRiMoxz7KIBPrMdHcTHnhJSn8/edit

Meter Dumping

 Shiki's meter spends are also relatively simple. Outside of boundary peak you will mostly be doing the second follow up of auto combo into 236A > 236C. In the corner some routes allow you to do the autocombo into 214A~dl.A > 236C. To add to this the usual corner ender is either 236C > 2C > 3C or 3C (Depends on routing/proration)
  • Notes on Boundary Peek
To combo into arc drive you simply do 5BB > 236A > 236BC at the end of your combo
  • 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 even if you have 4 Magic Circuits.

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.

【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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Shiki Tohno
Arcueid Brunestud
Akiha Tohno
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Hisui
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Kouma Kishima
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