Melty Blood/MBTL/Aoko Aozaki/Combos
Notation Help | |
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Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. | |
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.
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(...) 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
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.
Note that wherever you see j.B > j.C > dj.B > dj.C > AT, you can simplify the inputs as j.BB > dj.BBB and get the same result.
Getting Started
Starter Combos
These are beginner-level combos to get you playing the character. You can also try out Mission Mode, but they don't cover her better okizeme enders.
Combo | Damage | Cost | Meter Gain | Location |
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2A > (2A) > 2B > 2C > 5C > 6C~C~C~C > 5A > 5B > RB1 > Ender | 3077 | - | 71.99% Opp: 35.96% |
Anywhere |
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2A > (2A) > 2B > 2C~C > 236A~A~[A] > dl.5C > RB1 > Ender | 3428 | - | 83.95% Opp: 39.81% |
Near Corner |
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D~A > j.A > dl.j.B > dl.j.236A > dl.623B > 5B > RB1 > 22B > sjc > j.B > AT | 3008 | - | 71.14% Opp: 36.24% |
Anywhere |
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3C > j.A > dl.j.B > dl.j.236A > dl.623B > 5B > RB1 > 22B > sjc > j.B > AT | 2660 | - | 67.06% Opp: 34.98% |
Anywhere |
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WIP. Check resources in the meantime.
Enders
Air Combos
Aoko's j236C has variable frame advantage that depends on the opponent's height relative to Aoko. Using Aoko's plethora of air options, she can generate the frame advantage to 1B+C and safejump with nedge orbs.
The difference in damage between these metered enders is minimal and often changes depending on the preceding route, so you should use whatever's comfortable for you while trying to maximize meter gain.
Combo | Cost | Location |
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3C > j.A > j.B > j.C > (j.A > j.B > j.C > jc > j.A > j.B > j.C) > AT | Anywhere | |
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3C > j.B > j.C > sjc > j.A > j.C > jc > j.C > j.236C | 1 Bar | Corner |
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3C > j.A > j.B > j.C > jc > j.B > j.C > jc > j.A > j.C > j.236C | 1 Bar | Corner |
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3C > j.B > j.C > sjc > j.C > j.A > j.B > jc > j.B > j.C > j.236C | 1 Bar | Corner |
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3C > j.B > j.C > j.A > sjc > j.A > j.B > j.C > sjc > j.A > j.A > j.B > j.C > j.236C | 1 Bar | Corner |
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Standard Metered
Combo | Cost | Location |
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(RB) > 623B~B > j.236C | 1 Bar | Anywhere |
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(RB) > 623B > j.214C | 1 Bar | Anywhere |
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236AAA > 236C | 1 Bar | Anywhere |
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6C~C > 236AA > 236C | 1 Bar | Midscreen |
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Bardumps
Combo | Cost | Location |
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(RB1) > 623B~B > j.236C > land > 236AAA > 236C > 236B | 2 Bar | Anywhere |
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(RB1) > 623B~B > j.236C > land > 236AAA > 22C > (Dash > 3C > Ender) | 2 Bar | Corner |
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(RB1) > 623B~B > j.236C > land > 236AAA > 236B+C | 4 Bar | Anywhere |
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Combo Theory
WIP.
Combos
AT Damage/Meter data is always taken from jABC > AT. The more air normals include, the more meter you gain. See the air combo section for a bit more detail.
j236C Damage/Meter data is always taken from RB > 623BB > j236C unless stated otherwise.
j214C Damage/Meter data is always taken from 623B > j214C unless stated otherwise.
A Starters
Combo | Damage | Cost | Meter Gain | Location |
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2A > (2A) > 2B > 2C > 5C > 623A > 5B > 6CCCC > 5A > (5B) > Ender | AT - 3300 j.236C - 3773 |
- / 1 Magic Circuit | AT - 84%
j.236C - 75% |
Anywhere |
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2A > 2B > 2C > 22A > IAD > j.236A > (Dash) > 5C > 6CCCC > 5A > Ender | AT - 3317 j.236C - 3787 |
- / 1 Magic Circuit | AT - 84% j.236C - 76% |
Anywhere |
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2A > 2B > 2C > 22A > IAD > j.236A > 5C > 623A > 5A > 5B > dl.6CC > Ender | AT - 3278 j.236C - 3818 |
- / 1 Magic Circuit | AT - 78% j.236C - 76% |
Anywhere |
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2A > 2B > 2C > 5[C] > 623B > (6CCCC > 5A > 5B > Ender) OR (5B > 6CC > 623B > j.214C) | AT - 3276 j.236C - 3651 |
- / 1 Magic Circuit | AT - 0.85 j.236C - 0.75 |
Midscreen |
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2A > 2B > 2C > IAD > j.B > j.A > 5B > 5C > 623B > 5A > Ender | AT - 2976 j.236C - 3404 |
- / 1 Magic Circuit | AT - 0.69 j.236C - 0.62 |
Midscreen |
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2A > (2A) > 2B > 2C~C > 4C > 5B > 236AA[A] > 5[C] > Ender | AT - 3695 j.236C - 4084 |
- / 1 Magic Circuit | AT - 0.95 j.236C - 0.89 |
Corner |
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B Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2B > 2C > 5C > IAD > j.B > jc > dl.j.C > dl.j.236A > 623A > 5B > 6CCCC > 5A > (5B) > Ender | AT - 3463 j.236C - 4002 |
- / 1 Magic Circuit | AT - 93% j.236C - 90% |
Anywhere |
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2B > 2C > 22A > sjc > j.[C](1) > dl.j.236A > 5C > 623A > 5B > 6CCCC > 5A > (5B) > Ender | AT- 3501 j.236C - 4033 |
- / 1 Magic Circuit | AT- 92% j.236C - 86% |
Midscreen |
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2B > 2C > 5B > 22A > sjc > j.[C] > dl.j.236A > 623A > 2A > 5C > 6CCCC > 5A > RB1 > Ender | AT - 3532 / j.236C - 4064 | - / 1 Magic Circuit | AT - 97% / j.236C - 91% | Midscreen
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2B > 2C > 22A > IAD > j.236A > 5B > 623A > 5C > 6CCCC > 5A > RB1 > Ender | AT - 3591 j.236C - 4076 |
- / 1 Magic Circuit | AT - 93% j.236C - 87% |
Midscreen |
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5B > 2C > 22A > sjc > j.[C] > dl.j.236A > 623A > 2B > 5C > 6CCCC > 5A > RB1 > Ender | AT - 3570 j.236C - 4102 |
- / 1 Magic Circuit | AT - 96% j.236C - 91% |
Midscreen
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2B > 2C > 5[C] > 623B > 623A > 5A > 5B > 6CCCC > 5A > Ender | AT - 3435 j.236C - 3893 |
- / 1 Magic Circuit | AT - 93% j.236C - 87% |
Midscreen |
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2B > 2C > IAD > j.B > 5B > 5C > 623B > 623A > 5A > 6CCCC > 5A > Ender | AT - 3381 j.236C - 3868 |
- / 1 Magic Circuit | AT - 91% j.236C - 86% |
Midscreen |
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2B > 2CC > 236B > 623A > 5C > 236A~AA > 5A > 5B > 6CC > Ender | AT - 3724 j.236C - 4269 |
- / 1 Magic Circuit | AT - 100% j.236C - 98% |
Corner |
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2B > 2CC > dl.j.C > j.236A > 623A > 5C > 236A~AA > 5A > 5B > 6CC > Ender | AT - 3715 j.236C - 4290 |
- / 1 Magic Circuit | AT - 101% j.236C - 99% |
Corner |
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2B > 2CC > 4C > 22A > 5C > 623A > 236AAA > 5A > 5B > 6CC > Ender | AT - 3769 j.236C - 4314 |
- / 1 Magic Circuit | AT - 102% j.236C - 99% |
Corner |
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5B > 2CC > 4C > 22A > 5C > 623A > 236AAA > 5A > 6CC > Ender | AT - 3781 j.236C - 4326 |
- / 1 Magic Circuit | AT - 99% j.236C - 97% |
Corner |
C Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
5C | AT - j.236C - |
- / 1 Magic Circuit | AT - % j.236C - % |
Anywhere |
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Shield Starters
Anti-Air Starters
IAD Starters
Special Starters
Throw Combos
Air to Air Starters
Moonskill Starters
MD Routes
Pre MD Routes
FAQ
WIP.
Video Examples
Nubtactics' "Quick Guide: How to not drop Aoko's BnB" (12/20/2022):
Taka's "【メルブラ/MBTL】青子コンボ動画" | "[MBTL] Aoko Combo Video" (01/07/2023):