Melty Blood/Advanced Mechanics
Damage Modifier
The damage modifier system works much like Act Cadenza. Each character has a set life total of 11400, but take different amounts of damage at different points of their life bars. Another thing to note is that there is a Stance Modifier that changes the Damage modifier depending on if the character is in Stand, Crouch, or Jump state.
These are the values for the Stance Modifier
- Jump: x0.88
- Stand: x1.00
- Crouch: x1.08
These values modify the Damage Modifier during combos, as well. For example, if you combo them on the ground, then knock them in the air, they will get the Jump Stance modifier when they are in the air. Damage Modifier values are consistent across all moon styles for every character except Mech-Hisui, Nero, and Neco-Mech. For the Maids (Hisui & Kohaku) team characters, they each have their own Damage Modifiers.
If damage ends up becoming a decimal, it will always round down.
For in-depth data on character health and damage modifiers, either see the "Health Values" section below, or the "Health and Damage" section of the MBAACC frame data spreadsheet.
Correction Value
When starting a combo, one factor to keep in mind is Correction Value (also referred to as proration). This value, among other factors, determines how much damage any individual hit in a combo will deal. Formally, the correction value is a value in the interval between 0% and 100% that can only ever decrease or remain the same as a result of a hit. Most hits have a modifier that acts as an upper clamp on the correction value, setting the correction value to the fixed modifier if the fixed modifier is lower (i.e. closer to 0), or leaving it alone otherwise. Some hits have a scaling multiplier that always decreases the current correction value by some factor (less than one). Cancelling any special move into an EX move or Arc Drive super adds a 65% scaling multiplier. An OTG relaunch (distinct from a normal OTG hit) also concurs with a 65% scaling multiplier. All of these updates to the correction value occur after the hit's damage is calculated; as a consequence, the damage that an individual hit is not affected by how it changes the correction value.
The Reverse Penalty is a value closely related to the correction value. It inhabits the interval between 0% and 55%. Unlike the correction value, the reverse penalty is not tied to a specific combo, and exists throughout the game and changes in response to the actions that a character takes. By default the reverse penalty is 0%. It can increase as a result of specific actions being taken, such as performing a reverse beat (adds 22.5% reverse penalty), cancelling shield or EX-shield into something other than another shield (40% for actions that can only be done out of EX-shield, 30% for actions that can be done out of either), or even performing multiple jabs in quick succession (adds 0.8% reverse penalty). After taking an action that raises the reverse penalty, it remains at that value for a duration proportional to the amount by which it was raised, then decreases linearly towards 0 again. The significance of the reverse penalty is its role in determining correction value: if the correction value is greater than the reverse penalty minus one, it is set to that value. Notably, unlike the ways mentioned before, it updates the correction value before the hit's damage is calculated.
Reduce
You can Reduce by pressing A, B, C or D in a 5 frame window as you get hit, this reduces incoming damage by 30%.
- The window for damage reducing is 3 frames from before you get hit to 1 frame after being hit, with 9 to 4 frames before being hit counting as failed reduce.
Critical Hit
There is also a mechanic in Melty Blood called Critical Hit. It happens randomly on any hit and will multiply the damage dealt by 1.15x.
Damage Scaling Chart
(ROUND DOWN ON EACH STEP ONLY)
int Damage = BaseDmg - BaseDmg/32 * (Hits - 1 + QrtLifeLost); Damage = Damage * Def; Damage = Damage * Stance; Damage = Damage * PrevProration;
BaseDmg = With "Attack display" on in training mode, check "Damage" number inside brackets Hits = Combo hit count QtrLifeLost = Add 1 for each 25% of life lost (maximum of 3) PrevProration = Correction value BEFORE the move hit (100% for 1st hit in combo) Def = Defence multiplier for current life bar quarter (check game files for it) Stance=Air/OTG: 0.88 Stand : 1.00 Crouch : 1.08
Example:
- CRoa Arc Drive (7000 base damage) vs VSion with 70% health left. 14 hit combo.
- - 0.88 stance because Roa AD always hits in midair stance.
- VSion Multipliers: 0002.p/data/v_sion_1_c.txt -> Guard = 1.0, 0.95, 0.9, 0.9
floor( floor( floor( BaseDmg - BaseDmg/32*(Hits-1+QrtLifeLost) ) * Def) * Stance) * PrevProration
floor( floor( floor(7000 - 7000/32 * (14-1+1) ) * 0.95) * 0.88) * 0.5 floor( floor( floor(7000 - 218.75 * 14) * 0.95) * 0.88) * 0.5 floor( floor( 3937 * 0.95) * 0.88) * 0.5 floor(3740 * 0.88) * 0.5 = 1645 damage
Health Values
Character Name | Damage Modifier (Health %) | Net Health | Grade | |||
---|---|---|---|---|---|---|
100% | 75% | 50% | 25% | |||
Akiha | 0.920 | 0.823 | 0.768 | 0.725 | 14202 | S++ |
Nero (C) | 0.900 | 0.842 | 0.815 | 0.725 | 13979 | S+ |
Arcueid | 0.900 | 0.871 | 0.796 | 0.725 | 13950 | S+ |
Nero (H/F) | 0.900 | 0.852 | 0.815 | 0.725 | 13939 | S+ |
Kouma | 0.920 | 0.871 | 0.796 | 0.725 | 13881 | S |
White Len | 1.000 | 0.871 | 0.750 | 0.725 | 13853 | S |
Satsuki | 1.000 | 0.871 | 0.843 | 0.725 | 13433 | A |
Riesbyfe | 1.020 | 0.871 | 0.843 | 0.725 | 13378 | A- |
Hisui | 0.850 | 0.920 | 0.862 | 0.815 | 13253 | B+ |
Tohno | 0.920 | 0.871 | 0.862 | 0.860 | 12990 | B- |
Kohaku | 0.900 | 0.871 | 0.937 | 0.815 | 12977 | B- |
Roa | 0.950 | 0.920 | 0.843 | 0.815 | 12975 | B- |
Sion | 0.950 | 0.920 | 0.843 | 0.815 | 12975 | B- |
Ciel | 0.900 | 0.871 | 0.843 | 0.906 | 12965 | B- |
Seifuku | 0.900 | 0.871 | 0.843 | 0.906 | 12965 | B- |
Miyako | 1.000 | 0.920 | 0.843 | 0.815 | 12825 | C+ |
V.Sion | 1.000 | 0.920 | 0.843 | 0.815 | 12825 | C+ |
Hisui (Maids) | 0.879 | 0.952 | 0.892 | 0.843 | 12811 | C+ |
Mech-Hisui (F) | 0.850 | 0.842 | 0.937 | 0.951 | 12776 | C |
Mech-Hisui (C) | 0.870 | 0.871 | 0.937 | 0.906 | 12735 | C |
Warachia | 1.100 | 1.017 | 0.843 | 0.725 | 12705 | C |
Aoko | 1.000 | 0.968 | 0.843 | 0.815 | 12671 | C |
Red Arcueid | 0.950 | 0.968 | 0.890 | 0.815 | 12643 | C- |
Neco-Mech (C) | 0.870 | 0.920 | 0.937 | 0.906 | 12561 | D |
Kohaku (Maids) | 0.931 | 0.901 | 0.970 | 0.843 | 12543 | D |
Neco-Arc | 1.400 | 0.678 | 1.031 | 0.815 | 12500 | D |
Nanaya | 1.000 | 0.968 | 0.890 | 0.815 | 12493 | D |
Koha-Mech | 0.900 | 0.920 | 0.937 | 0.906 | 12451 | D |
Powerd Ciel | 0.950 | 0.920 | 0.890 | 0.906 | 12445 | D |
Mech-Hisui (H) | 1.200 | 0.968 | 0.843 | 0.770 | 12401 | D |
Neco-Mech (H) | 1.200 | 1.017 | 0.843 | 0.770 | 12259 | E |
Len | 1.100 | 0.968 | 0.890 | 0.815 | 12234 | E |
Ryougi | 1.050 | 0.988 | 0.918 | 0.860 | 12017 | F |
Hime | 1.000 | 0.968 | 0.937 | 0.906 | 11981 | F |
Neco-Mech (F) | 0.950 | 0.968 | 1.031 | 0.996 | 11569 | G |
NAC | 1.600 | 0.678 | 1.312 | 0.996 | 11018 | H |
V.Akiha | 1.150 | 1.114 | 1.031 | 0.906 | 10946 | H- |
Wakeup Timings
Each character has their own animations for being knocked down and getting up. There's three types of knockdown animations and two types of wakeup animations, and they each have their own duration:
Launchers, groundbounces, and a few character-specific actions have the opponent land head-first before collapsing onto their front, then go into their prone wakeup animation.
Sweeps trip the opponent have them land on their front, then go into their prone wakeup animation.
All other knockdowns have the opponent land on their back, then go into their supine wakeup animation.
(Exception: Hime's head-first animation falls onto her back and sweeps use her back animation; her two wakeup animations are identical.)
The following is a table of knockdown and wakeup times per type and character.
For knockdowns, the total duration of the knockdown and wakeup time together is listed first, which in most cases is the number most worth paying attention to. In parenthesis is the knockdown time alone, which defines how long you can strike the opponent OTG, as long as they are not in an uncomboable state as a result of being hit by certain moves or using up your bounce/OTG limit in your combo.
The wakeup time alone is also listed separately, which may be useful for characters who have time to react to that animation beginning in order to time their okizeme.
Character Name | Knockdown Type | Wakeup Type | |||
---|---|---|---|---|---|
Head-first | Front | Back | Prone | Supine | |
Akiha | 60 (34) | 55 (29) | 49 (27) | 26 | 22 |
Seifuku | 56 (34) | 51 (29) | 49 (27) | 22 | 22 |
V.Akiha | 56 (34) | 51 (29) | 49 (27) | 22 | 22 |
Aoko | 61 (34) | 56 (29) | 53 (26) | 27 | 27 |
Arcueid | 56 (34) | 51 (29) | 49 (27) | 22 | 22 |
Red Arcueid | 55 (34) | 50 (29) | 52 (27) | 21 | 25 |
Hime | 57 (35) | 49 (27) | 49 (27) | 22 | 22 |
Ciel | 56 (34) | 51 (29) | 49 (27) | 22 | 22 |
Powerd Ciel | 57 (35) | 51 (29) | 51 (27) | 22 | 24 |
Hisui | 56 (34) | 51 (29) | 49 (27) | 22 | 22 |
Mech-Hisui | 56 (34) | 51 (29) | 49 (27) | 22 | 22 |
Kohaku | 56 (34) | 54 (32) | 49 (27) | 22 | 22 |
Kouma | 60 (36) | 53 (29) | 56 (31) | 24 | 25 |
Miyako | 54 (32) | 51 (29) | 49 (27) | 22 | 22 |
Len | 57 (35) | 51 (29) | 53 (27) | 22 | 26 |
White Len | 63 (41) | 48 (26) | 50 (24) | 22 | 26 |
Neco-Arc | 56 (34) | 51 (29) | 49 (27) | 22 | 22 |
NAC | 56 (34) | 51 (29) | 49 (27) | 22 | 22 |
Nero | 59 (34) | 54 (29) | 53 (27) | 25 | 26 |
Riesbyfe | 61 (37) | 48 (24) | 57 (30) | 24 | 27 |
Roa | 58 (36) | 51 (29) | 49 (27) | 22 | 22 |
Satsuki | 65 (41) | 53 (29) | 50 (27) | 24 | 23 |
Tohno | 59 (37) | 51 (29) | 50 (27) | 22 | 23 |
Nanaya | 56 (34) | 51 (29) | 50 (27) | 22 | 23 |
Ryougi | 57 (33) | 53 (29) | 49 (27) | 24 | 22 |
Sion | 56 (34) | 51 (29) | 49 (27) | 22 | 22 |
V.Sion | 56 (34) | 51 (29) | 49 (27) | 22 | 22 |
Warachia | 56 (34) | 51 (29) | 50 (27) | 22 | 23 |
Shield Frame Data
Startup |
All shields have 0f startup, they are instant. |
Crescent Moon |
EX Shield = Ground Tap Shield = 4 frames. |
Held shield drains 0.2 meter per frame for 60 frames (12 spent). | |
Half Moon |
Normal Shield = Ground Tap Shield = 6 frames. |
Full Moon |
Cannot EX Shield = Ground Tap Shield = 4 frames. |
Held shield drains 1.0 meter per frame for 25 frames (25 spent). | |
Recovery | All shields recover in 19 frames. |
Buffered Moves
Like many games, Melty Blood allows you to input most actions slightly before you would be able to use them and have them come out on the first possible frame if you keep holding the button down. However, not all moves can be buffered for the same amount of time.
Buffer Time | Action |
0 | Non-Command Normals |
1 | Standing Shield |
Air Shield | |
2 | 2E Dodge/Airdodge |
4E/6E Throw/Airthrow | |
3 | Specials / EXs / Arc Drives |
Command Normals | |
Crouching Shield | |
Shield Bunker | |
A+B Dash/Backdash/Airdash*/Dodge/Air Dodge | |
4/6 A+D Throw | |
Heat Activate / Meter Charge | |
6 | 44/66 Dash/Backdash |
22 Fastfall (Nanaya/Hime only) |
Airdashes have a minimum height requirement. Below this height, AB will result in an air B normal (jB, j6B, etc). Because of how MBAACC handles correcting actions involving multiple buttons, using AB to instant airdash (both forward and backward) effectively has a 1f buffer window. Otherwise the buffer window is 3f as stated.
Landing Recovery Rules
- Jumping with no action has no landing recovery
- An air normal as Crescent or Half Moon has 2 frames landing recovery, +1 blockable neutral frame
- Doing an air normal as Full Moon has only 1 blockable neutral frame
- Airdash landing recovery depends on the character and whether its cancelled into another move. If cancelled into a normal, recovery defaults to the normal's recovery.
Combos
Grounded jump cancel
Some moves can be cancelled by a jump. However, if you've already jump-cancelled a ground move, you can't jump-cancel another ground move during the same combo. Double jumps are not counted.
Bounce
During a combo, when the opponent hits the floor, or hits the wall from certain attacks, there will be a white shockwave emanating from the point of impact and they will bounce. After three bounces, they are invincible until they recover from the combo.
Almost all throws, including command grabs, reset the bounce counter. (Exceptions include Len's and White Len's Air Throws.) For example, Satsuki has a lot of bounces in her combos, and uses her grabs to stop the bounce counter from reaching 3.