|Want to be an editor? Request an account by joining the Mizuumi Discord and follow the instructions in the welcome message.|
Melty Blood/Advanced Mechanics
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.
Individual attacks have their own Correction Value (also referred to as proration) percentage which also scales damage.
With C and H moon, Reverse Beat Penalty directly acts as a cap on Correction Value. The maximum amount of penalty is 55%, which would cap an attack that has 90% Correction Value to 45%. This would scale the attack to do only half the usual damage.
- In combos the damage is scaled using the current lowest Correction Value of any move you have hit during the combo or Rebeat Penalty (whichever is lower), causing your attacks that would otherwise have higher percentage to do noticably less damage even without rebeats.
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.
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
- 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
|Character Name||Damage Modifier (Health %)||Net Health||Grade|
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|
|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
All shields have 0f startup, they are instant.
EX Shield = Ground Tap Shield = 4 frames.
Held shield drains 0.2 meter per frame for 60 frames (12 spent).
Normal Shield = Ground Tap Shield = 6 frames.
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.|
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.
|3||Specials / EXs / Arc Drives|
|4/6 A+D Throw|
|Heat Activate / Meter Charge|
|22 Fastfall (Nanaya/Hime only)|
The Quick Action button cannot be used to buffer throw and dodge motions, as using it to perform these inputs is only considered to be inputting the respective buttons for one frame.
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.
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.
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.