Melty Blood/MBTL/Game Data
HP Values
After the August 19th Update, HP values were changed:
12300: Kouma Kishima
12000: Arcueid Brunestud, Akiha Tohno, Vlov Arkhangel, Saber, Powered Ciel
11700: Ciel, Shiki Tohno, Noel, Michael Roa Valdamjong, Miyako Arima, Hisui, Kohaku, Red Arcueid, Dead Apostle Noel, Aoko Aozaki, Mario Gallo Bestino, Mash Kyrielight
11000: Hisui & Kohaku
10000: Neco-Arc
[1]
Input Buffer
In most situations, the input buffer is 2 frames, meaning 1 frame links feel like 3 frame links. Actions from wakeup and blockstun have their windows increased to 8 frames. Airdashes also have the 8 frame buffer. Jump and shield buffer on every frame the corresponding input is held, so the buffer window for these actions effectively counts from the last frame of input rather than the first.
[2]
Landing Recovery
Input | Landing Recovery |
---|---|
empty jump | 0 |
j.X | 2 |
empty airdash | 8 |
airdash j.X | 4 |
air block | until blockstun ends* |
Any subsequent action overwrites recovery from the previous. For example, IAD jB jC has 2 frames of recovery rather than 4, even if the jC does not hit. Note that Landing Recovery is not cancelable into anything.
Landing while in blockstun reduces remaining blockstun by 5f after blocking an A normal and 6f for any other action as of version 1.21. Landing recovery can be 0f if this removes all remaining time in blockstun.
[3]
[4]
Sprite Priority
Sprite priority determines which character is drawn in front of the other when sprites overlap. It also determines how same frame throws are resolved: the player without priority will tech.
P1 starts the game with sprite priority, but priority at the end of a round carries over to the next. Priority is conferred by the following actions:
- Landing an attack, either hit or blocked.
- Throwing the opponent.
- Teching a throw.
- Activating Moon Drive.
In the case of a simultaneous hit, the player who previously had priority retains it.
Jump Airtime
Initiating an air action on one's first airborne frame reduces total airtime by one frame.
Movement Speed
Measured in "squares per second", the number of squares in training stage that the character can cross in one second. The length of a stage is 60 squares, and the distance between you and your opponent at full screen is approximately 18 squares.
Character | Dash | Forward Walk | Back Walk |
---|---|---|---|
Arcueid | 25.72 | 6.39 | 3.88 |
Red Arcueid | 25.72 | 6.39 | 3.88 |
Ciel | 25.41 | 6.39 | 3.88 |
Saber | 25.12 | 5.14 | 3.88 |
DA Noel | 24.83 | 5.78 | 4.52 |
P. Ciel | 24.83 | 6.10 | 3.56 |
Roa | 24.00 | 5.78 | 4.52 |
Kohaku (Solo) | 23.74 | 5.78 | 5.78 |
Vlov | 23.74 | 4.52 | 3.25 |
Aoko | 23.48 | 5.78 | 3.88 |
Miyako | 23.48 | 8.85 | 5.78 |
Noel | 23.48 | 5.14 | 4.52 |
Shiki | 23.48 | 4.52 | 3.88 |
Mario | 23.23 | 6.39 | 4.52 |
Kohaku (Maids) | 23.23 | 5.14 | 5.14 |
Kouma | 23.23 | 5.78 | 4.52 |
Akiha | 22.98 | 5.14 | 3.88 |
Hisui (Solo) | 22.98 | 7.66 | 5.14 |
Hisui (Maids) | 22.74 | 7.01 | 3.88 |
Backdash
Character | Invulnerable Frames | Duration | Airborne Frames |
---|---|---|---|
Akiha | 1-12 | 31 | 6-22 |
Aoko | 1-11 | 28 | 6-19 |
Arcueid | 1-10 | 32 | 6-22 |
Ciel | 1-10 | 33 | 16-22 |
DA Noel | 1-10 | 37 | 6-22 |
Hisui | 1-12 | 34 | 5-25 |
Kohaku | 1-11 | 35 | 6-26 |
Kouma | 1-12 | 31 | 8-19 |
Mario | 1-11 | 31 | N/A |
Miyako | 1-10 | 29 | N/A |
Noel | 1-12 | 33 | 5-21 |
P. Ciel | 1-10 | 37 | 6-22 |
Red Arcueid | 1-10 | 32 | 6-22 |
Roa | 1-10 | 27 | 6-18 |
Saber | 1-11 | 31 | 6-19 |
Shiki | 1-10 (23-33) | 28 (51) | 7-19 (23-39) |
Vlov | 1-12 | 36 | 6-24 |
Shiki's values in parenthesis indicate additional properties if his extended backdash is used.