Melty Blood/MBTL/Kohaku/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.

Getting Started

Kohaku's combo game on a basic level is fairly simple. You can realistically get by knowing only two combos.

Starter Combo 1

The first one is the one you will be using most of time and goes as follows:

Combo Damage Cost Meter Gain Location

So generally, you will be doing some kind of normal string (or even just a single normal!), into either one or two 236A/B moves, into a jump cancel for a dragdown with j.[C] and then finishing it off with a simple sequence. If you can afford to do a second 236X after your first will fully depend on if your starter allows for it or not - these starters will note it. For ease of reference, 236X~X > 236X~X will be referred to as "Double Battou".

Simple replace the "Starter Sequence" placeholder with any of these.

Combo Cost Location
  • The Bread and Butter.
  • Works off any amount of 5/2As before, and can stick an aerial before it (whether that be j.A, j.B or j.C).
  • Does not allow for Double Battou unless j.X Counterhit.
  • j.[C] starter.
  • Allows for Double Battou.
  • Any other normal than jabs starter.
  • Allows for Double Battou.
  • Simply one of the Batou moves as the starter.
  • Allows for Double Battou - do watch to use the other variant based on what you hit, so if your starter was 236A, use 236B as the second one.
  • Starter for far away j.C hits with a confirm into 2C
  • ALlows for Double Battou
Combo Cost Location
  • "Molotov" Starter. After hitting them, pick up with 5A > 5B.
  • If only one Molotov hits (which will always be the case in the Molotov moves that drop only 1), can go into Double Battou. Otherwise, go for only one.
  • Aerial CH Starter into 5B pickup.
  • Allows for Double Battou.
  • Counterhit Shield B follow-up into 5B Pickup.
  • Allows for Double Battou.
  • BC Shield Follow-up Starter into 5B Pickup.
  • Allows for Double Battou.
  • "Plant" Starter.
  • In situations where plant is pressuring your opponent you are most likely first opening them up with either an overhead or a low.
    • As such, its fairly rare that you get a raw plane starter + its pretty hard to tell how many times plant will hit based on when you hit them!
  • Technically allows for Double Battou if the plant doesnt hit too much, but if you want to be on the safe side, go for only one Battou.


Enders

Kohaku will usually prefer to end her Combos with 236C, as it gives her a great knockdown to work with and setup her plant okizeme.

Combo Cost Location
  • Kohaku's preferred ender. Great knockdown, and a key part of Kohaku's gameplan.
  • Skip the second part of 236A if you hit them right up the corner, as 236C will be unable to reach them that close.
  • Air Throw ender where you jump after them after 22A. Will not work if the combo is too heavily prorated.
  • Air Throw ender where you jump after them after 22A - this time with jA. For the times where proration is just too high but you still want to be at the height where you can do the delay sj safejump after AT.
  • Complete meter dump ender, only use this if you are confident it will win the round.
  • Skip the second part of 236A if you hit them right up the corner, as 236C will be unable to reach them that close.
  • Arc Drive Ender. Very expensive - only use this if you are confident it will win the round.

Execution Tips

  • If you only do one Battou, you have a ton of time to jump cancel and will have to delay it a decent bit until you go for the j.[C]
  • If you do Double Battou, immediately jump cancel into j.[C], as any later will most likely have them tech out.
  • Getting all hits of 22A to hit in the end sequence can be difficult depending on how close you are to the corner. You will have to change your jump angle depending on the jump cancel of either of the Battous so there is enough space between you and the opponent after you land from the j.[C]. This typically requires you to do a neutral jump, either drifting forwards or backwards, if you aren't midscreen.
    • This will take a bit of trying out to get used to, so don't sweat it if you are dropping there.

Starter Combo 2

The second one is surprisingly tight and is only used for cases where Kohaku is forced to go into the cinematic Launcher.

Combo Damage Cost Meter Gain Location

Similar as all the others. You want to immediately jump cancel the first j.C into a charged one. Being even a bit late with the jump cancel or j.[C] input will cause it to drop. After hitting the charged j.[C], wait until you are about to land and hit them with j.B. The rest of the combo should be fairly standard if you know Starter Combo 1.

If this combo seems too hard, you can also just go for the simple j.B j.C AT one, though this one makes you obviously miss out on lots of damage and the 236C ender.

Theory

Basic combo theory is something like

  • Normals > 236X~X jc > air extension > ender.
  • Normals > 236X~X jc > sideswap > ender.
  • 3C/Shield counter > air extension > ender.

The main way to tack on extra damage to her combos is sneaking in 236X and 22A where you can before ending with 236C. How much you can get away with is entirely based on your starter and whether or not it was a fatal counter. Generally you can group them into "Good" and "Bad" starters (this is solely based off hitstun decay and not how much they prorate damage, though they often go hand-in-hand). Good starters enable ...236B~X > 236A~X > air extension > ender or ...236A~X 236B~X > 236A~X > air extension > ender. So be sure to take the free extra damage where you can.

"Bad" starters include...

  • 5A and 2A.
  • 22C and 2BC, and the entire 214X series.
  • All air normals.

"Good" starters include...

  • All her B/C ground normals.
  • All air normals graduate to "Good" starters on CH or FC.
  • j.[C], 236X, and 236X~X.
  • 22A and 22B are "Good" starters, but they hit so many times that it's finnicky unless you get a CH.

Your goal as Kohaku is to end in 2C, 236C, 22C, or 214C to enable her terrifying layered plant Okizeme. Of these enders, 236C is the most preferred due to the high damage in addition to the fantastic knockdown. 22C routes can be finnicky but give her unreal corner carry, 214C works if the hitstun decay isn't too high, and 2C requires specific routing and generally sacrifices a lot of damage in the interest of slightly better positioning and conserving meter for reversals, heat, or bardumping next hit. Generally, Air Throw is a last resort used when you find yourself without enough bar to end with 236C. Arc drive gives a good knockdown and corner carry, but 236C is generally preferred unless you're in heat or bardumping to end the round.

FAQ

[WIP]
When I do j.[C] > dl.j.B I cross the opponent up and whiff, how do I prevent this?
Delay your Jump Cancel if you are close. The window you have to jump cancel after 236X~X is rather large. If you can't get used to that, then you could try just jumping with 8 instead of 9, but you may be out of range for certain enders like ...5B > 6C > 22A > 6C > 236A > 236C.

How do I properly route into 22C?
Immediately cancel from 236B~X into 22C. Then when you hit them with 5C, you only want the first 2 hits of 5C's automatic followup. So it'd look something like ...2C > 236X~X > 5C(3) > 6C. All 4 fireballs should hit for maximum damage and corner carry.

Is there a way to pull the opponent out of the corner?
It's not on the same level of grime as Current Code, but ending with 236B > 236C pulls them a few pixels out of the corner allowing you to crossup, while 236A > 236C keeps them in the corner preventing the crossup.

Combos

Grounded Normal Starters

Combo Damage Cost Meter Gain Location
  • substitute ...> 6C > 22A > 3C > AT if not enough meter
  • drift forward after the neutral jump cancel

2A midscreen EX ender

  • 2A AT ender.
  • replace 3C with SJ > j.A > J.C > AT for higher consistency at the cost of 37 damage
  • substitute ...> 6C > 22A > 3C > AT if not enough meter
  • 2C starter for when the opponent is close to you
  • substitute ...6C > 22A > 3C > AT if not enough meter.
  • Max range 2C starter
  • substitute ...6C > 22A > sj.CB > AT if not enough meter
  • substitute ...> 6C > 22A > 3C > AT if not enough meter
  • Depending on spacing, a drift forward after the neutral jump may be required.

Shield Counters

Combo Damage Cost Meter Gain Location
  • Shield Counter A starter.
  • Substitute ...> 5C > 6C > 236A~A > j9.C > AT if not enough meter.
  • Shield Counter B starter.
  • Substitute ...> 5B > 5C > 6C > 22A > sj.CB > AT if not enough meter.
  • Shield Thrust Starter (B+C Shield Counter).
  • Substitute ...> 5B > 5C > 6C > 22A > 3C > AT if not enough meter

Videos

Kohaku/Maids Combos Extensive - Melty Blood: Type Lumina by Planned Tuna

External Links

Kohaku Combo Optimization by Planned Tuna

Kohaku 2C Hard Knockdown Routes by Osugure

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