Melty Blood/MBTL/Mash Kyrielight/Combos

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Revision as of 13:04, 27 August 2022 by Zero-Sennin (talk | contribs) ((starter version. feel free to fill out with combos or more fleshed out combo theory--will be revisiting as I can.))
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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.

Combos are ordered from least to most difficult within their individual sections. 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

Basic 236B midscreen confirm. Retains an air jump after the air throw for oki options.

Advanced Combos

A Starters

Combo Damage Cost Meter Gain Location

B Starters

Combo Damage Cost Meter Gain Location

C Starters

Combo Damage Cost Meter Gain Location

IAD Starter

Combo Damage Cost Meter Gain Location

Moonskill Starter

Combo Damage Cost Meter Gain Location

Specials Starter

Combo Damage Cost Meter Gain Location

Combo Theory

Mash's combos are pretty straightforward both on the ground and in the air, but will require meter for certain air-to-ground conversions. For less complicated methods of getting started on the ground, using 236B after a 2C or a 5C is your best bet; the ground bounce from 236B's second hit is fairly easy to pick up with a 5A or 5B into Rapid Beat or 3C, and the launch will give you options for either enforcing oki via airthrow or using special moves to bring the opponent back to ground. If you catch the opponent at grounded close range and are feeling a little more confident in your inputs, you can go for 214X instead and try to delay the followup hit such that you have untech time for continuing your combo, or even go for 623A > jc j.[C] to potentially squeeze out some more corner carry.

On the air-to-ground conversion side, you more or less have two distinct options during an air combo. Provided you control your height correctly & have magic circuit to burn, j.236A is pretty much your best bet for dragging the opponent back down to ground with you for grounded EX move. You also have j.214C to convert a properly timed and successful 623B into a combo.

Video Examples