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 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.

The universal Shiki BNB, aka the one you shuld master. Can go into 5BBB autocombo instead for slightly less damage and more corner carry.

Simple combo that teaches you another important routing Shiki uses. You can add another dl.5C after the 236A > 2C pickup for a bit more damage.

Routing for the universal BNB into meter/arc drive. 236C offers corner carry and damage, 623C offers a close knockdown. Keep in mind that in the corner you can followup 236C with 3C into an air combo for more damage

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 j.6B+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

Basic bnb from medium normals. after 236B, try to use the B normal you didn't start the combo with, as the damage scaling ends up better.

same as above but adjusted from a 2C starter

High damage DP/Heat punish or hitconfirm. The 214B~X 214A link is qute tricky but this is one of tonho's most damaging meterless combo without a counterhit.

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. Optimal damage from B normals, but quite tricky. If you start with 5B do 2B(1) 236B later.

Hitconfirm for 236A whiff punish, now meterless. Need to be in 2a range after 236a to work. if you're not, you can simply use the ample time to go for drift left-right mixups

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.

Pickup for 6B+C usually used in moondrive to abuse the clash frames. Pretty insane meter build, so it might be good for that purpose as well.

Shield Combos

Combo Damage Cost Meter Gain Location

Shield A BnB

Shield B+C BnB

Optimized Shield B+C combo. Damage might be a bit outdated

Optimized combo for fatal hit Shield B. Damage Might be a bit outdayed

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

236C

  • your most common 1 bar extender of choice. big damage, strong corner carry, knocks down outside the corner in most combos and wall bounces for extensions in the corner.

623C

  • Generally worse to 236C in nearly all aspects, except for the fact it gives a hard knockdown much closer to Shiki, allower greater potential of mixups in oki

236B+C

  • Generally, most characters wouldn't want to waste 3 bars for an arc drive unless it gets the kill/ends the match. However, as Shiki gets his 22x series after his arc drive, you'll incentivized to go for this often. Especially useful given that if you finish a round with this the 22x series will be unlocked for the whole next round.

J.6B+C decent option you can use to extent air combos. doesn't add too much damage but builds a lot of MC so its still useful.

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.
KEEP IN MIND THE VIDEOS ARE OLD AND MAY BE OUTDATED AS OF THE NECO-ARC PATCH.
SOME COMBOS MAY BE UNOPTIMAL AND THE DAMAGE IS MOST LIKELY OFF

【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

The Game
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The Battle System
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Resources
Game Data
Characters
Shiki Tohno
Arcueid Brunestud
Akiha Tohno
Ciel
Hisui
Kohaku
Hisui & Kohaku
Miyako Arima
Kouma Kishima
Noel
Michael Roa Valdamjong
Vlov Arkhangel
Red Arcueid
Saber
Aoko Aozaki
Dead Apostle Noel
Mario Gallo Bestino
Powered Ciel
Neco-Arc
Mash Kyrielight
Ushiwakamaru
Monte Cristo