Melty Blood/MBTL/Game Data
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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).
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.
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.
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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 |