Melty Blood/MBTL/Ciel/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

Combos (Up to Date)

Most stuff below this section is fairly old, although much of the basics and corner routing is still applicable. This section is a work in progress: consult Redhydra's guide (also under External Links) for more options and various starters not listed here.

Combo Damage Cost Meter Gain Location

Works off any grounded starter, including high scaling starters like IAD or 2AA.

  • j.CB vs. j.BC is personal preference. j.CB is slightly higher damage in this combo but less for others.
  • For significantly more meter and corner carry in exchange for some damage, end with 2C 214[A] dash 5BB 214BBA after the 236BB instead.
  • For a simple meterless alternative, go straight into 3C j.BC AT after 5B.

Also works on other strong starters, but for some starters (5B, 2C) it may drop at max range.

  • j.BC is slightly higher damage this time, but it is once again interchangeable with j.CB
  • For a simple meterless alternative, go straight into 3C j.BC AT after 5B.

Standard corner routing.

  • From IAD starter, you'll have to omit either the 2B or the 623A, although you can put them back in before the 214B.
  • Add 2B(1) before 6C if the opponent is too low or if you just want to make it easier.
  • Alternate corner ender is 214B~BB 214C, which gives a slightly longer knockdown and alternate oki options. Slightly more damage but substantially lower meter gain.
  • End with 6C j.214A 3C j.BC airthrow for meterless.

Simple conversion from 214B at the cost of 3 moon.

  • End with 3C j.BC AT for meterless.
  • Can be optimized further (for example using 2C > 5[C] > 236BB > 5B > 2B > 3C), but these routes will drop if j.6BC hits twice.

Shield A conversion. Also works from 3C.

  • Including the rapid beat after 5A is less damage but easier and gives more corner carry/meter.
  • For meterless, either end with 5A(A) 214BBA j.C AT for more damage or 5A 5B 2B j.CB AT to save your doublejump.

More optimized 3C conversion. Doesn't work from shield A.

  • For meterless, either end with 5BB 214BBA j.C AT for more damage or 5B j.CB AT to save your doublejump.

Combos (Out of Date)

A Starter

Combo Damage Cost Meter Gain Location

j.6BC will sideswap

you can do j.22C ender instead if you want to squeeze a bit more damage to kill.

B Starter

Combo Damage Cost Meter Gain Location

Instead of airthrow can perform jc > j.CC > j.236C to get 3175

Perform the air throw by simply jumping and air grabbing them as they bounce off the wall.

C Starter

Combo Damage Cost Meter Gain Location

requires deep dash for the 5B or you can just do 5BB for 3387 damage instead. Can replace AT with dj > j.CC > j.22B > j.236C to get 3946 damage

Special Starter

Combo Damage Cost Meter Gain Location

Opponent must have back close to corner. 623C can connect from midscreen distance to start the combo with a wallbounce. Combo can be started with 3BC instead for ~688 less damage. If done during Heat, can add in Last Arc cancel after j236C for extra damage.

(100%/40%)

the initial delay is optional for j.214A and only listed to make combo easier. However the 5[C]4C must be delayed but the timing is fairly easy. Can perform j.C > j.236C instead of AT to get 4057 damage

214C > 236C only works when done fullscreen.

Confirm from ¾ of Screen away.

Must be close to connect.

Dash 2C can be difficult, sometimes dash 5B is easier or use a falling j.B after Moon Drive if you're close enough/cancel fast enough.

(-60%/+50%) Corner confirm for keys.

Easy confirm from air keys.

Meterless confirm for air keys into moon drive. Perform at normal jump height with opponent 45 degrees below her. Somewhat difficult.

Meterless confirm for air keys into moon drive. Perform at double jump height with opponent directly below her.

Confirm off of key okizeme in the corner.

A Flashkick starter midscreen that only works off of anti-air. Counter hit not needed.

A Flashkick starter corner that only works off of anti-air. Counter hit not needed.

Moon skill flashkick confirm. Goes Midscreen to corner.

Moon skill flashkick confirm that uses A Dive whiff to reposition.

IAD Starter

Combo Damage Cost Meter Gain Location

Shield Followup Starter

Combo Damage Cost Meter Gain Location

Jump towards opponent

Jump towards opponent

CH Starter

Combo Damage Cost Meter Gain Location

Fatal Air-to-Air starter.

Videos

Basic BNB Guide (out of date) https://www.youtube.com/watch?v=trNipsNPh1k

External Links

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