Melty Blood/MBTL/Akiha 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.

Preface

  • There are many different routes with comparable damage, meter gain, setup potential, and corner carry in this game. (There are also often small adjustments to routes that give you slightly more or less meter in exchange for slightly less or more damage.) If you know or find a combo that is comparable to one below, and would prefer to do it instead whatever is listed here, that's fine.
  • Meter gain is a rough estimate until a utility that displays actual meter gain exists. Estimates are given by setting starting meter to a % and seeing what starting meter % finishes filling up a bar by the end of a combo.
  • The combos below are not guaranteed to be optimal. It's still fairly early in the game's lifecycle, and new developments can always occur.

Combo Theory

Basic Combo Structure

Essential Combo Pieces

Generally speaking, Akiha's combos favor corner carry with 214A/B at midscreen, and damage loops with 22B > 5C 6C in the corner. To that end, the most important combo pieces you should aim to learn first are:

5[B] > 214B > jc9 > j.[C] > delay j.B > 5C

Part of Akiha's primary BnB and the most important set of links to learn. Getting the timing down can be tricky, so it's advised to practice this piece on its own.

  • Be sure the jump cancel from 214B is input before you try to j.[C].
  • The delay j.B > 5C links require precision and cannot be mashed out due to autocombo forcing airthrow. The timing is more generous than it seems.

2C > 22B > 5B > 6C > 236A

Corner BnB piece and trickier than the above.

  • 6C > 236A can easily turn into 623A if you input it too fast.
  • Try to get in the habit of tapping 4 after 236A for a brief microwalk back - this lets you setup a reversal-safe 22B meaty if you choose the j.[C] jBA AT ender.

Advanced Combo Pieces

Here are some more complicated combo pieces you will find in more optimized routes. Feel free to ignore this section if learning advanced routes are not your focus.

214B > j2369X

Advanced Midscreen combo piece.

  • The speed at which you should input the Tiger Knee motion (2369X; TK for short) changes from game to game (due to differences in the input buffer system and pre-jump squat frames), so start practicing this motion by inputting it on the ground in training mode.
    • If Akiha throws out grounded wheel, you have pressed the attack button too early.
    • If Akiha jumps forward and performs an aerial attack, you either pressed the attack button too late or did not have a clean 2369 input.
  • To master this combo piece, trying throwing out TK wheel after a single hit of 214B, two hits of 214B, etc.

66 > 623A > j[C] > dl. jB > 5X

Advanced Midscreen combo piece.

  • This combo piece is commonly used after the one explained above for optimized damage.
  • 66 623A is much easier to perform if you input 66 > hold 6 > 23A.
  • Due to the speed of this sequence, a common mistake is inputting 6 between 3 and 9, which causes Akiha to throw out 2369C. Be sure to return to 5 before inputting 9.
  • The advice for hitting j[C] > dl. JB applies here as well. Buffer in the jump input before holding C.

623X > 2369X

Advanced Midscreen combo piece.

  • Very similar to the combo piece above, however...
    • provides better damage output
    • requires more effort to stabilize
    • generally provides less time to input the TK motion
  • Practice this combo piece by first performing 623B into 2369X, then move on to 623A into 2369X.
  • To help stabilize routes that use this combo piece, try...
    • delaying the TK wheel if the opponent is vertically far away
    • using 2369A if the opponent is horizontally close
    • using 2369B if the opponent is horizontally far away
    • using 623A dl. 2369B if the opponent is horizontally and vertically far away

Confirms & Conversions

Here are a few confirms and conversions important to Akiha's combo game...

Rising j.A > j.B > jc > j.B > j.[C] > 5C

The standard rising jA confirm.

  • Be sure to input 5C as soon as Akiha lands.
  • Try to hit confirm the first jA and jB, so that you can avoid the situation where the opponent blocks the first two attacks and you autopilot jump cancel into jB, then fall down to the ground vulnerable with no air actions available to you.
  • If Akiha catches an opponent below her with rising jA, delay the attacks in the confirm to stabilize.

623X/3B+C > IAD j236C

The most stable 'Painting the Moon' midscreen confirm.

  • Continue the combo with 2/5C into a combo of your choice for big damage.

Enders

Almost all Akiha routes are dominated by special move canceled into 236C, as 236C provides the best damage output, scaling, and the most time to setup okizeme. Whether or not 236C (or most C special moves) ends in a hard knockdown or not depends upon the hitstun scaling of the combo. The exception to this rule is 22C, which guarantees a hard knockdown at the cost of damage and setup time. Most of these enders are interchangeable for Akiha's BnBs, to try out each one to see what you prefer. However, Akiha's more advanced routes will require a certain ender, so its best to practice each one if you are seeking optimal damage with each combo. Common enders include:

  • 22A/B xx 236C
  • 623A/B xx 236C
  • normal attack xx 236C
    • used in routes to prevent further hitstun scaling and preserve the HKD
  • 623B xx 214C
    • used for primarily tricky left/right mixups
  • 22A/B xx 22C
  • close hitting 623A/B xx 236B+C
    • generally the best 3 bar ender
  • 623A xx 236C 66 623B xx 236B+C
    • universal 4 bar ender (given the opponent is close enough to the ground for 236B+C to hit)

BnBs

Everything listed here works with a 2AAA starter or IAD j.B/C starter instead of a 2A starter, unless otherwise noted. Consistency is preferred here over optimization; these are expected to be starting combos.

Midscreen

Meterless

Combo Damage Cost Meter Gain Location

Basic resourceless midscreen BnB.

  • Can do ...214B > sj.[C] > delay j.B... for additional carry; this makes the delay on j.B different, and the 5B pickup slightly harder.
  • Can omit 5C before 5[B] for improved consistency with a wider range of starters.

Alternate BnB for when you've used 5B early in your hitconfirm, and thus cannot route into 5[B].

More optimized BnB for those looking for a bit more damage.

  • A common execution error when performing this combo is canceling 623A into j.236C by accident. This mistake occurs when you input 6, then 9 j.[C] after 623A to jump cancel. Make sure to return to 5 before inputting 9 j.[C].

Metered

Combo Damage Cost Meter Gain Location

Basic metered midscreen BnB.

  • Cannot sj.[C], unlike the meterless version.

Alternate metered BnB for when you've used 5B early in your hitconfirm, and thus cannot route into 5[B].

More optimized metered BnB.

Corner

The midscreen combos work fine, but in addition:

Meterless

Combo Damage Cost Meter Gain Location

Corner BnB.

  • Does not work off IAD starter; use the next combo, instead.
  • You won't be able to pick up with 5CXX if you mess up the delays. If you find getting the 5CXX pickup is too hard, then you can do the IAD starter combo below instead.
  • j8[C] is not strictly necessary, but the habit is good for metered enders (since it gives you better spacing for oki).
  • Note that 2AAA 5B > 2B > 2C > 5C > 22B > 6C > 214B > j.[C] > delay j.B 5CXX AT drops. If you accidentally autopilot 2AAA > 5B, then you can correct by doing 2AAA 5B > 2C > 5C > 22B > 6C > 214B > j.[C] > delay j.B 5CXX AT instead, or switching to the IAD starter route below.

Corner IAD starter combo.

Metered

Combo Damage Cost Meter Gain Location

Metered corner BnB.

  • Works fine off IAD starter.
  • Puts you at a good spacing to prepare oki.

Intermediate

Combos you need to confirm in common situations not covered by the above—e.g. fatal counter air to airs, or 3B+C antiair.

Unlike the BnB section, routes in this section are not guaranteed to work from other starters.

3C

Combo Damage Cost Meter Gain Location

Stable No Moon Gauge Route

Stable Moon Gauge Route

5XXX

Combo Damage Cost Meter Gain Location

Stable No Moon Gauge Route

Stable Moon Gauge Route

rising j.A

Combo Damage Cost Meter Gain Location

Meterless confirm.

  • replace 5BBB with 5BB > 22B > 236C for a metered confirm that deals 3478 damage, provides HKD, and builds ~65% magic circuit.

Shield A Counter

Combo Damage Cost Meter Gain Location

Metered HKD Route

Metered AT Route

Shield B Counter

Combo Damage Cost Meter Gain Location

Metered HKD Route

Shield B+C Counter (ground and air)/Aerial Shield A Counter

Combo Damage Cost Meter Gain Location

Metered confirm.

623X/3B+C Antiair

Combo Damage Cost Meter Gain Location

Meterless confirm.

  • Can buffer the IAD behind the poke; it won't come out on whiff.
  • Does not work if you are too far away.

Metered confirm.

  • Spending meter on this confirm is recommended due to the stability of the route.

22A/22B

Combo Damage Cost Meter Gain Location

Metered confirm.

236A/236B

Combo Damage Cost Meter Gain Location

Meterless confirm.

  • replace 5CCC with 5CC > 22B > 236C for a metered confirm that deals 3834 damage, provides HKD, and builds ~75% magic circuit.

Advanced

Organized by starter. Difficult optimals, variants optimizing for additional metergain over damage, etc., should go here.

Unlike the BnB section, routes in this section are not guaranteed to work from other starters.

Normals

2A

Combo Damage Cost Meter Gain Location

High Damage HKD Route

Advanced BNB

  • To side swap, run under after landing from tk.236B, then 5C > 623B > ...
  • In case charging post tk.236B doesn't feel comfortable, confirm intead with 6 > 5C > tk.236B.
  • For an easier route without side swapping capabilities, 214B > tk.236A > 66 > 623A > ...

22B AT Route

  • Route can be abbreviated for HKD by omitting the attacks beyond 5A and continuing into the 2nd auto combo hit into 623A > 236C.

High Damage AT Route

Double Ring AT Route

  • 623B > tk.236B can be used interchangeably with the 623A > 6 > 9B shortcut, exchanging a bit of damage for more consistency.
  • IAD j.236A can be swapped with sj > dl.j.236A, resulting in a slightly harder route with more consistency regarding distance.

Corner steal left/right routing.

Meter Build AT Route

High Damage AT Route

  • Moving 2B later in the combo, namely before 5B, can increase damage output to 4298, and meter build to 100%.

High Damage AT Route

  • Optimal corner routing for multiple 2As.

High Damage AT Route.

2B

Combo Damage Cost Meter Gain Location

TK Wheel HKD Route

  • Combo can also be extended with 3C for extra damage and an AT ender.

22B Link High Damage AT Route

623A Link High Damage AT Route

Builds a bar before needing to cancel into an EX move.

2C

Combo Damage Cost Meter Gain Location

Reversal Punish AT Route

  • 2C must hit the opponent at throw range for this route to work.

High Damage Safe Jump Route

5B

Combo Damage Cost Meter Gain Location

Delayed 8 Airdash 22B AT Route

High Value Safe Jump Route

If done in the corner, use 623A > 236C ender for 4268 damage

5[B]

Combo Damage Cost Meter Gain Location

Delay 8 Airdash j[C] HKD Route

TK Wheel HKD Route

High Damage AT Route

A High Damage AT Route

Fatal Counter AT Route

5C

Combo Damage Cost Meter Gain Location

TK Wheel HKD Route

  • Combo can also be extended with 3C for extra damage and an AT ender.

High Damage 214A Safe Jump Route

j.A

When reading combos in this section (or adding combos to this section), remember that IAD j.X prorates differently than jump-in j.X.

Combo Damage Cost Meter Gain Location

TK Wheel HKD Route

To confirm at double jump height, use 5C to pickup after 6B+C instead of 2C (this decreases the damage output to 3113).

j.B

When reading combos in this section (or adding combos to this section), remember that IAD j.X prorates differently than jump-in j.X. In addition, most 2A > 2B > 2C routes can be performed from an IAD j.B starter if you omit the 2B.

Combo Damage Cost Meter Gain Location

22B AT Route

  • Route can be abbreviated for HKD by omitting the attacks beyond 5A and continuing into the 2nd auto combo hit into 236C.

High Damage AT Route

j.C

When reading combos in this section (or adding combos to this section), remember that IAD j.X prorates differently than jump-in j.X.

Combo Damage Cost Meter Gain Location

Normal Jump High Damage AT Route

Normal Jump Safe Jump Route

j.[C]

Combo Damage Cost Meter Gain Location

Stable HKD Route

Double Wheel AT Route

Microdash 5[B] AT Route

High Damage Safe Jump Route

Builds a bar when the second 623A hits.

6C

Combo Damage Cost Meter Gain Location

Big Damage AT Route

3C

Combo Damage Cost Meter Gain Location

Double Wheel HKD Route

MS Wheel HKD Route

5XXX

Combo Damage Cost Meter Gain Location

High Damage HKD Route

Shield Counters

A Counter

Combo Damage Cost Meter Gain Location

Good Value HKD Route

B Counter

Combo Damage Cost Meter Gain Location

TK Wheel HKD Route

High Damage Safe Jump Route

B+C Counter/Aerial A Counter

Combo Damage Cost Meter Gain Location

623X TK Wheel HKD Route

214B TK Wheel AT Route

  • Combo can also be extended with 3C for extra damage and an AT ender.

High Damage Safe Jump Route

Moon Skills

6B+C

Combo Damage Cost Meter Gain Location

TK Wheel AT Route

High Value Safe Jump Route

4B+C

Combo Damage Cost Meter Gain Location

Stable HKD Route

Meter Build HKD Route

Double IAD AT Route

Impractical Meter Gain AT Route

Optimal Safe Jump Route

2B+C

Combo Damage Cost Meter Gain Location

Great Value AT Route

  • 2A will only link from 2B+C when 2B+C connects at throw range. As such, this confirm is most used when utilizing 2B+C as a oki tool to catch the opponent's throw tech and/or backdash on wakeup.

Double Wheel Meter Build AT Route

  • 2A will only link from 2B+C when 2B+C connects at throw range. As such, this confirm is most used when utilizing 2B+C as a oki tool to catch the opponent's throw tech and/or backdash on wakeup.

3B+C

Combo Damage Cost Meter Gain Location

TK Wheel Super Jump j.[C] Route

Dash 22B AT Route

Meter Build Safe Jump Route

Specials

236A / 236B

Combo Damage Cost Meter Gain Location

Great Value AT Route

High Damage Safe Jump Route

236C

Combo Damage Cost Meter Gain Location

Delayed Airdash AT Route

  • jc 8

Aerial 236C AT Route

Reversal Punish Route

623A / 623B

Combo Damage Cost Meter Gain Location

Super Jump j.[C] Route

IAD Confirm Safe Jump Route

  • Due to SMP, be sure to use both 623A and 623B before reaching the combo ender to maximize damage.

623C

Combo Damage Cost Meter Gain Location

Reversal OTG Damage Route

Pressure Reversal Safe Jump Route

  • 623C must hit the opponent within throw range for 2A to connect.

Reversal Corner Steal Safe Jump Route

214A

Combo Damage Cost Meter Gain Location

TK Wheel HKD Route

High Damage Safe Jump Route

  • This route can also be done with a 214B starter, which yields the same amount of damage and meter gain.

AT Route

TK Wheel Pull AT Route

Builds a bar for 236C. Also possible with 214B but is more unstable.

214B

Combo Damage Cost Meter Gain Location

Fatal Counter Safe Jump Route

High Damage AT Route

22B

Combo Damage Cost Meter Gain Location

Double Wheel Safe Jump Route

  • The FC 22B must hit the opponent at 2/5A range in order for the 2A to connect.

623A Link Safe Jump Route

  • The FC 22B must hit the opponent close to the max range of 22B in order for 2C to connect.

632146C

Combo Damage Cost Meter Gain Location

TK Wheel AT Route

Delayed Airdash j.[C] Side-Swap AT Route

TK Wheel Side-Swap AT Route

  • This route also works with 623B > tk.236B in v1.4.3, which should be easier to execute than 623A > tk.236A.

MoonDrive Routes

These take into account the passive meter gain while moon drive is active

50% MoonDrive routes

Routes utilizing the least amount of moon skills for the most damage. Organized by starter.

2A

Combo Damage Cost Meter Gain Location
  • General MD route wroks from any button into 2C if 2A 2B 2C swap 623B for 623A will do less dmg
  • Doing land 623A gives you more dmg than 5CC 623A for the ender
  • slightly more optimized route

5[B]

Combo Damage Cost Meter Gain Location
  • swapping 5C and 2C around is slightly more damage at 4888 with the same meter gain

5C

Combo Damage Cost Meter Gain Location
  • only works from close ranges 2C so that both the 623B and 22B can connect

2C

Combo Damage Cost Meter Gain Location
  • only works from close ranges 2C so that both the 623B and 22B can connect

6C

Combo Damage Cost Meter Gain Location
  • Swapping around the 5C and 2C gives more damage but requires more precises timing

214A

Combo Damage Cost Meter Gain Location
  • Do not delay the jB so that 4BC doesn't cross up
  • If you 4BC is crossing up consider a delayed 5C or a micro dash

100% MoonDrive routes

Videos

Akiha Combos and Okizeme Visual Guide

External Links

Cheezy's Akiha Type Lumina Combo & Tech Compilation by Cheezy

Akiha Combo Doc by Tama

Akiha Community Combo Doc by CowChower

Comprehensive Akiha Guide by The Akiha Council


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