Melty Blood/MBTL/Game Data

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Character Data

MBTL Character Data
Character Health Initial Walk Speed Walk Startup Final Walk Speed Initial Backwalk Speed Backwalk Startup Final Backwalk Speed Backdash Distance Backdash Strike Invulnerability Backdash Duration Backdash Airborne Frames
Arcueid 12000 512 5 1250 512 5 800 -56000 1-12 32 6-22
Ciel 11700 512 5 1250 512 5 800 -62813 1-12 33 16-22
Akiha 12000 512 5 1080 512 5 800 -45500 1-14 31 6-22
Maids Hisui 11000 400 5 1150 400 5 650 -54300 1-14 34 5-25
Maids Kohaku 11000 400 5 850 400 5 850 -47136 1-14 35 6-26
Shiki Tohno 11700 512 5 980 512 5 800 -42524 (-61500) 1-12 (1-11) 28 (29) 7-19 (1-17)
Kouma 12300 512 5 1180 512 5 900 -54836 1-14 31 8-19
Noel 11700 512 5 1080 512 5 900 -45000 1-14 33 5-21
Vlov 12000 512 5 980 512 5 700 -59222 1-14 36 6-24
Roa 11700 512 5 1180 512 5 900 -43336 1-12 27 6-18
Miyako 11700 512 5 1650 512 5 1100 -60800 1-12 29 N/A
Hisui 11700 512 5 1450 512 5 1000 -54300 1-14 34 5-25
Kohaku 11700 512 5 1180 512 5 1100 -47136 1-13 35 6-26
Red Arcueid 11700 512 5 1250 512 5 800 -53350 1-12 32 6-22
Saber 12000 512 5 1080 512 5 800 -45095 1-13 30 6-19
Dead Apostle Noel 11700 512 5 1180 512 5 900 -66400 1-12 37 6-22
Aoko 11700 512 5 1180 512 5 800 -40895 1-13 28 6-19
Powered Ciel 12000 512 5 1230 512 5 750 -64450 1-12 37 6-22
Mario 11700 512 5 1250 512 5 900 -48200 1-13 31 N/A
Neco-Arc 10000 512 5 1180 512 5 1000 -35900 1-13 27 N/A
Mash 11700 512 5 1080 512 5 800 -41876 1-12 32 6-20
Ushiwakamaru 11000 512 5 1180 512 5 900 -60611 1-13 35 18-25
Monte Cristo 12000 512 5 1180 512 5 900 -42100 1-14 33 N/A

Backdashes are throw invulnerable for the first 10 frames, except for Shiki Tohno's extended backdash where it lasts for 11 frames.

Backdashes are invulnerable to projectiles and air attacks for 5 additional frames after strike invulnerability ends.

Shiki Tohno's values in parenthesis indicate the properties of his extended backdash. Depending on the input timing, its first frame can occur on any of frames 23-26 of the initial backdash (i.e. The initial backdash has a minimum duration of 22 frames).


MBTL Dash Character Data
Character Dash Startup Speed Dash Startup Acceleration Dash Transition Speed 1 Dash Transition Speed 2 Dash Startup Dash Actionable Time Initial Dash Speed Dash Acceleration Max Dash Speed Frame of Max Dash Speed
Arcueid 128 32 700 5 5 1700 320 6600 21
Ciel 128 32 4 7 1700 270 6300 22
Akiha 128 32 600 5 5 1500 250 5300 21
Maids Hisui 128 32 5 5 1800 220 4000 15
Maids Kohaku 128 32 600 830 7 5 1500 270 4400 18
Shiki Tohno 128 32 4 5 1600 200 5500 24
Kouma 128 32 600 840 6 5 1500 280 5500 21
Noel 128 32 800 5 5 1600 230 5500 22
Vlov 128 32 700 930 6 5 1600 260 5700 22
Roa 128 32 700 5 5 1700 230 5800 23
Miyako 128 32 4 5 2000 220 5400 20
Hisui 128 32 4 5 1900 220 5200 19
Kohaku 128 32 700 930 6 5 1600 270 5700 22
Red Arcueid 128 32 700 5 5 1700 310 6600 21
Saber 128 32 700 960 6 5 2000 290 6300 21
Dead Apostle Noel 128 32 4 7 1300 270 6300 23
Aoko 128 32 4 5 1600 220 5500 22
Powered Ciel 128 32 900 5 5 1700 290 6200 21
Mario 128 32 600 5 5 1600 240 5500 22
Neco-Arc 128 32 600 5 5 1500 240 4900 20
Mash 128 32 700 960 6 5 2000 290 5700 19
Ushiwakamaru 128 32 700 5 5 2000 290 5800 19
Monte Cristo 128 32 700 5 5 1800 240 5700 20
(Throw) 256 0 6 1600 270 4000 15

Note: When using external tools to view the speed of a character in-game, the acceleration for the next frame has already been added to the displayed value. This means it actually shows the speed the character will travel on the next frame with no speed limit applied. To get the distance the character actually moved on the current in-game frame, their acceleration must be subtracted from the displayed speed value.


MBTL Total Dash Distance Traveled by Frame
Character 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
Arcueid 128 288 480 1180 2880 4900 7240 9900 12880 16180 19800 23740 28000 32580 37480 42700 48240 54100 60280 66780 73380 79980 86580 93180 99780 106380 112980 119580 126180 132780
Ciel 128 288 480 2180 4150 6390 8900 11680 14730 18050 21640 25500 29630 34030 38700 43640 48850 54330 60080 66100 72390 78690 84990 91290 97590 103890 110190 116490 122790 129090
Akiha 128 288 480 1080 2580 4330 6330 8580 11080 13830 16830 20080 23580 27330 31330 35580 40080 44830 49830 55080 60380 65680 70980 76280 81580 86880 92180 97480 102780 108080
Maids Hisui 128 288 480 704 2504 4524 6764 9224 11904 14804 17924 21264 24824 28604 32604 36604 40604 44604 48604 52604 56604 60604 64604 68604 72604 76604 80604 84604 88604 92604
Maids Kohaku 128 288 480 704 1304 2134 3634 5404 7444 9754 12334 15184 18304 21694 25354 29284 33484 37884 42284 46684 51084 55484 59884 64284 68684 73084 77484 81884 86284 90684
Shiki Tohno 128 288 480 2080 3880 5880 8080 10480 13080 15880 18880 22080 25480 29080 32880 36880 41080 45480 50080 54880 59880 65080 70480 75980 81480 86980 92480 97980 103480 108980
Kouma 128 288 480 1080 1920 3420 5200 7260 9600 12220 15120 18300 21760 25500 29520 33820 38400 43260 48400 53820 59320 64820 70320 75820 81320 86820 92320 97820 103320 108820
Noel 128 288 480 1280 2880 4710 6770 9060 11580 14330 17310 20520 23960 27630 31530 35660 40020 44610 49430 54480 59760 65260 70760 76260 81760 87260 92760 98260 103760 109260
Vlov 128 288 480 1180 2110 3710 5570 7690 10070 12710 15610 18770 22190 25870 29810 34010 38470 43190 48170 53410 58910 64610 70310 76010 81710 87410 93110 98810 104510 110210
Roa 128 288 480 1180 2880 4810 6970 9360 11980 14830 17910 21220 24760 28530 32530 36760 41220 45910 50830 55980 61360 66970 72770 78570 84370 90170 95970 101770 107570 113370
Miyako 128 288 480 2480 4700 7140 9800 12680 15780 19100 22640 26400 30380 34580 39000 43640 48500 53580 58880 64280 69680 75080 80480 85880 91280 96680 102080 107480 112880 118280
Hisui 128 288 480 2380 4500 6840 9400 12180 15180 18400 21840 25500 29380 33480 37800 42340 47100 52080 57280 62480 67680 72880 78080 83280 88480 93680 98880 104080 109280 114480
Kohaku 128 288 480 1180 2110 3710 5580 7720 10130 12810 15760 18980 22470 26230 30260 34560 39130 43970 49080 54460 60110 65810 71510 77210 82910 88610 94310 100010 105710 111410
Red Arcueid 128 288 480 1180 2880 4890 7210 9840 12780 16030 19590 23460 27640 32130 36930 42040 47460 53190 59230 65580 72180 78780 85380 91980 98580 105180 111780 118380 124980 131580
Saber 128 288 480 1180 2140 4140 6430 9010 11880 15040 18490 22230 26260 30580 35190 40090 45280 50760 56530 62590 68890 75190 81490 87790 94090 100390 106690 112990 119290 125590
Dead Apostle Noel 128 288 480 1780 3350 5190 7300 9680 12330 15250 18440 21900 25630 29630 33900 38440 43250 48330 53680 59300 65190 71350 77650 83950 90250 96550 102850 109150 115450 121750
Aoko 128 288 480 2080 3900 5940 8200 10680 13380 16300 19440 22800 26380 30180 34200 38440 42900 47580 52480 57600 62940 68440 73940 79440 84940 90440 95940 101440 106940 112440
Powered Ciel 128 288 480 1380 3080 5070 7350 9920 12780 15930 19370 23100 27120 31430 36030 40920 46100 51570 57330 63380 69580 75780 81980 88180 94380 100580 106780 112980 119180 125380
Mario 128 288 480 1080 2680 4520 6600 8920 11480 14280 17320 20600 24120 27880 31880 36120 40600 45320 50280 55480 60920 66420 71920 77420 82920 88420 93920 99420 104920 110420
Neco-Arc 128 288 480 1080 2580 4320 6300 8520 10980 13680 16620 19800 23220 26880 30780 34920 39300 43920 48780 53680 58580 63480 68380 73280 78180 83080 87980 92880 97780 102680
Mash 128 288 480 1180 2140 4140 6430 9010 11880 15040 18490 22230 26260 30580 35190 40090 45280 50760 56460 62160 67860 73560 79260 84960 90660 96360 102060 107760 113460 119160
Ushiwakamaru 128 288 480 1180 3180 5470 8050 10920 14080 17530 21270 25300 29620 34230 39130 44320 49800 55570 61370 67170 72970 78770 84570 90370 96170 101970 107770 113570 119370 125170
Monte Cristo 128 288 480 1180 2980 5020 7300 9820 12580 15580 18820 22300 26020 29980 34180 38620 43300 48220 53380 58780 64420 70120 75820 81520 87220 92920 98620 104320 110020 115720
(Throw) 256 512 768 1024 1280 2880 4750 6890 9300 11980 14930 18150 21640 25400 29400 33400 35000 36440 37220 38840 39800 40600 41240 41720 42040 42200 42200 42200 42200 42200

Input Buffer

In most situations, the input buffer is 2 frames, meaning 1 frame links feel like 3 frame links. Actions from wakeup and blockstun have their windows increased to 8 frames. Airdashes also have the 8 frame buffer. Jump and shield buffer on every frame the corresponding input is held, so the buffer window for these actions effectively counts from the last frame of input rather than the first.

Moves are also buffered during the entirety of the blockstop and hitstop of a move, meaning that if a move causes 6 frames of hitstop and you input a follow-up at frame 1 of the hitstop, it will be buffered throughout the entirety of it and come out once the hitstop is over. This works in tandem with the usual 2 frame buffer, which means that if you were to input 5A > 5C and your 5A hits frame 5, you could input the 5C follow-up on frame 3 and it would "carry into" the hitstop/blockstop buffer and come out after the hitstop/blockstop ends.

[2]

Landing Recovery

Input Landing Recovery
empty jump 0
j.X 2
empty airdash 2
airdash j.X 4
whiff j.[X] 6
air block until blockstun ends*

Any subsequent action overwrites recovery from the previous. For example, IAD jB jC has 2 frames of recovery rather than 4, even if the jC does not hit. Note that Landing Recovery is not cancelable into anything.

Landing while in blockstun reduces remaining blockstun by 5f after blocking an A normal and 6f for any other action as of version 1.21. Landing recovery can be 0f if this removes all remaining time in blockstun.

[3]

[4]

Sprite Priority

Sprite priority determines which character is drawn in front of the other when sprites overlap. It also determines how same frame throws are resolved: the player without priority will tech.

P1 starts the game with sprite priority, but priority at the end of a round carries over to the next. Priority is conferred by the following actions:

  • Landing an attack, either hit or blocked.
  • Throwing the opponent.
  • Teching a throw.
  • Activating Moon Drive.

In the case of a simultaneous hit, the player who previously had priority retains it.

Jump Data

Initiating an air action on one's first airborne frame reduces total airtime by one frame.

Grounded Super/High Jump startup, universally, is 7 frames.

Heat Data

  • Meter in this game is defined as an integer going from 0 to 40000, but heat mode in this game is defined as an integer going from 0 to (theoretically) 80000 but actually going to 79998 (at 399.99% magic circuit), while Blood heat gives you 54000.
  • This Heat integer decreases by 100 every frame until it's drained completely. If it was charged heat, it decreases by 95/f, and if it was a guard cancel heat, it decreases by 125/f.
  • Every time you use an EX, this number decreases by 16000 (10000 for blood heat).
  • Every time you get hit, this number decreases by 6000 (4000 for blood heat) once per combo. It does not appear to matter if this move is a light, medium, heavy, ex, or moonskill.
  • Comboing into heat, whether it's by hitting the opponent with heat's hitbox, or whiffing heat while the opponent is in hitstun, does not have any effect on the duration of your heat.
  • Any arc drive or last arc will immediately exit heat.
  • Heat itself does not incur any form of meter penalty on exit, only the EX moves/Arc Drives used to end it incur meter penalty.

Blockstun Decay

A true blockstring is one where the opponent is completely locked in blockstun with no opportunity to shield or perform a reversal.

If a player blocks 15 or more moves (not hits) during a true blockstring, the blockstun duration and resulting advantage of all subsequent moves is reduced until a reversal opportunity arises.

Blocked Moves Blockstun Decay
1-14 -0
15-19 -2
20-24 -4
25+ -6

MBTL Navigation

The Game
Getting Started
FAQ
Glossary
HUD & UI
Links
Customization
News & updates
The Battle System
Controls
Offense
Defense
Movement
Resources
Game Data
Characters
Shiki Tohno
Arcueid Brunestud
Akiha Tohno
Ciel
Hisui
Kohaku
Hisui & Kohaku
Miyako Arima
Kouma Kishima
Noel
Michael Roa Valdamjong
Vlov Arkhangel
Red Arcueid
Saber
Aoko Aozaki
Dead Apostle Noel
Mario Gallo Bestino
Powered Ciel
Neco-Arc
Mash Kyrielight
Ushiwakamaru
Monte Cristo