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Melty Blood/MBTL/Game Data

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HP Values

Health by Character
Character Health
Shiki Tohno 11,700
Arcueid Brunestud 12,000
Akiha Tohno 12,000
Ciel 11,700
Hisui 11,700
Kohaku 11,700
Hisui & Kohaku 11,000
Miyako Arima 11,700
Kouma Kishima 12,300
Noel 11,700
Michael Roa Valdamjong 11,700
Vlov Arkhangel 12,000
Red Arcueid 11,700
Saber 12,000
Aoko Aozaki 11,700
Dead Apostle Noel 11,700
Mario Gallo Bestino 11,700
Powered Ciel 12,000
Neco-Arc 10,000
Mash Kyrielight 11,700

[1]

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.

[2]

Landing Recovery

Input Landing Recovery
empty jump 0
j.X 2
empty airdash 2
airdash j.X 4
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 Airtime

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


Movement Speed

Measured in "squares per second", the number of squares in training stage that the character can cross in one second. The length of a stage is 60 squares, and the distance between you and your opponent at full screen is approximately 18 squares.

Movespeed by Character
Character Dash Forward Walk Back Walk
Arcueid 25.72 6.39 3.88
Red Arcueid 25.72 6.39 3.88
Ciel 25.41 6.39 3.88
Saber 25.12 5.14 3.88
DA Noel 24.83 5.78 4.52
P. Ciel 24.83 6.10 3.56
Roa 24.00 5.78 4.52
Kohaku (Solo) 23.74 5.78 5.78
Vlov 23.74 4.52 3.25
Aoko 23.48 5.78 3.88
Miyako 23.48 8.85 5.78
Noel 23.48 5.14 4.52
Shiki 23.48 4.52 3.88
Mario 23.23 6.39 4.52
Kohaku (Maids) 23.23 5.14 5.14
Kouma 23.23 5.78 4.52
Akiha 22.98 5.14 3.88
Hisui (Solo) 22.98 7.66 5.14
Hisui (Maids) 22.74 7.01 3.88


Backdash

Character Invulnerable Frames Duration Airborne Frames
Akiha 1-12 31 6-22
Aoko 1-11 28 6-19
Arcueid 1-10 32 6-22
Ciel 1-10 33 16-22
DA Noel 1-10 37 6-22
Hisui 1-12 34 5-25
Kohaku 1-11 35 6-26
Kouma 1-12 31 8-19
Mario 1-11 31 N/A
Miyako 1-10 29 N/A
Noel 1-12 33 5-21
P. Ciel 1-10 37 6-22
Red Arcueid 1-10 32 6-22
Roa 1-10 27 6-18
Saber 1-11 31 6-19
Shiki 1-10 (23-33) 28 (51) 7-19 (23-39)
Vlov 1-12 36 6-24

Shiki's values in parenthesis indicate additional properties if his extended backdash is used.

MBTL Navigation

The Game
Getting Started
FAQ
Glossary
HUD & UI
Links
Customization
News & updates
The Battle System
Controls
Offense
Defense
Movement
Moon System
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