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Melty Blood/MBTL/Glossary

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Mechanical terms

These are terms named by the game.

Arc Drive (AD)

A powerful attack that can be used by pressing 236B+C with at least 3 bars of Magic Circuit or during Heat, consuming 3 bars or ending Heat. Saber and Neco-Arc have two Arc Drives, the second can be used by pressing 214B+C.

Awakening

A powered-up state characters enter after losing a round and becomes one round away from losing the match. It fills 1 bar of meter at round start and increases the maximum meter count to 4.

Blood Heat

An enhanced version of Heat that can only be entered by performing a Forced Release with a completely full 4 bars of Magic Circuit (and thus only in Awakening). It has the same benefits as Heat but with a higher 20% damage bonus, as well as the ability to use Last Arc at any time including automatically off a successful Shield.

Blowback Edge

AKA charged moves, notated as [x] where x is A, B or C button. This refers to holding down the button when inputting a move to change the properties of the move. This can include changing how the move must be blocked, giving it armor properties, or better combo ability.

Counter Hit

When a move hits the opponent while they have a move out during its startup or active frames. Puts the opponent in a longer period of hitstun and untech time than a normal hit, and may even knock them down. Some moves and actions can be counter hit during recovery too, making them much riskier to use.

EX Edge

AKA EX moves or EX specials. Using the C button while performing a special move with at least 1 filled bar of Magic Circuit consumes 1 bar of it to power up the special move, with various effects ranging from more damage to invincibility frames depending on the move. Not every special move has an EX version, and some special moves are only available as EX specials. See characters' individual pages for more details.

Fatal Counter

A stronger type of counter hit that occurs when counter hitting an opponent in the air or when successfully landing an attack while the opponent is using shield (i.e. using a low attack against a standing shield). When fatal counter is triggered through airborne counter hit the opponent is in untech until they hit the ground, meaning you are able to pick up a combo as they fall. All fatal counters do more damage than standard counter hits.

Forced Release

A universal reversal that causes your character to enter Heat. It can be used by pressing A+B+C in a neutral or blockstun state with at least 1 bar of Magic Circuit. The activation blows the opponent away on hit, but is much slower when activated when in blockstun, making it susceptible to being Shielded or otherwise avoided.

Heat

A temporary power-up characters gain after performing a Forced Release. Your current meter amount becomes a timer that slowly ticks down, allowing you to use EX Specials and Arc Drives at a reduced cost. Your character gains a 10% damage bonus and will also slowly heal their Vital Source back into real health while Heat is active.

Taking damage removes a large amount from the Heat gauge on the first hit, and the gauge continues to deplete while being comboed. Whiffing a Shield also removes a large amount of Heat gauge. Heat also freezes the match timer while active.

Last Arc (LA)

A character's ultimate attack. It can be used by pressing A+B+C+D with 4 bars of Magic Circuit or while in Blood Heat, consuming all 4 bars or ending Blood Heat. It can also be specially activated while in Blood Heat by successfully Shielding an attack. The damage it does is extremely high and is higher while in Blood Heat, with the more Heat gauge remaining on activation resulting in higher damage.

Magic Circuit

Also called Circuit Meter or just Meter. Required to perform EX Specials, Arc Drives, Last Arcs, and Forced Releases. Gained by hitting or getting hit with attacks, blocking, being in Moon Drive, or Moon Charging. At round start, your character can hold a maximum of 3 bars of meter. When a character becomes one round away from losing the match, they enter an Awakened state at the start of the next round that fills 1 bar of meter and increases the maximum meter count to 4.

Moon Drive (MD)

A universal power-up that requires your Moon Icons to be at least 50% full to use, activated by pressing 5B+C. It's a highly versatile tool that pauses the game on activation while resetting your character to a neutral state, and grants characters additional air movement options and other buffs for its duration. See Moon Drive for more details.

Moon Icons

AKA Moon gauge or Moon meter. Moon Icons are a universal resource that characters begin the match with at full stock. The Moon System page gives a more in-depth overview of how to gain and spend Moon Icons, but it is another important resource to manage alongside your Magic Circuit.

Moon Skill (MS)

Character-specific enhanced special moves that are activated by B+C and a single direction. Moon Skills behave like EX moves in other 2D fighting games, as they require resources to use but do not cause a superflash like EX Special moves in MBTL do. Moon Skills universally cost 3 Moon Icons to use, but gain 1 back if they hit. Common Moon Skill inputs include 6B+C and 4B+C, but vary by character. See characters' individual pages for more details.

Moon Charge

Holding 2A+B will cause your character to refill their Moon Gauge and Magic Circuit by slowly turning their health into Vital Source. The charge will be extended as long as the buttons are held, but the recoverable health conversion will stop when both the Moon Gauge and Magic Circuit are full.

Neutralization

AKA Clash. When two attacks overlap without touching either player's hurtbox this is described as "neutralization" by the game.

Many moves like Moon Skills and charged normals such as Ciel's 5[C] will have designated "clash frames" where any interactions with a the hitbox will cause this effect.

There is one difference between these two conditions:

  1. Moves with Clash Frames: These behave as if your move HIT.
  2. Hitbox-Hitbox Clash: Any overlapping disjointed hitboxes will cause this. These behave as if it was BLOCKED.

Video example

Rapid Beat

A new system in Type Lumina. Pressing any attack button three times will activate unique normals on the second and third press, with the last one resulting in a cinematic launcher. Standing A normals can circumvent this somewhat by inputting 4A up to three times before transitioning into the Rapid Beat.

Rapid Beats cannot Reverse Beat into other normals. The cinematic repositions the opponent on hit, making sure they are launched the same way every time and acting as an easy way to stabilize combos.

Recovery

Not to be confused with the frame data term by the same name. When exiting midair untech time or after a recoverable knockdown, you have the following options:

  • Press A/B/C and up, left, or right to bounce in the air or off the ground in the desired direction. You are invulnerable for brief period of time and can act in the air before landing. Holding the button and direction while in untechable time will perform these actions immediately when possible.

While you are invulnerable for a brief period during the start of the air recovery, you will enter a vulnerable period where you cannot block towards the end, leading to "tech" traps or punishes. On recoverable knockdowns, this only applies to forward recoveries.

Reverse Beat

The system Melty Blood is known for. Reverse Beat allows characters to chain normals in any order, with the only real limitation being that normals can only be used once per string. This has a massive impact on gameplay, as whiffing A normals after pressing large buttons usually cuts down their recovery significantly.

Shield

A parry-like defensive option performed by pressing D. Successful shields restore a small amount of health and allow for a variety of follow-ups. See Defense for more details.

Shield Counter

Pressing A/B/C/B+C after a successful Shield will performs various follow-up counterattacks. See Defense for more details.

Vital Source

AKA recoverable health. When taking damage, a portion of the damage taken remains as a dark-blue portion of the Life Gauge, which can be restored into real health by activating Heat or Blood Heat. Clashes give characters a small amount of Vital Source.

Metagame terms

These are terms coined by the community to describe the game.

Blockstring

Strings (usually airtight) of attacks that get blocked.

Clash

See Neutralization.

Cross-Up

Passing over the opponent and hitting their back while they are facing the wrong way. Because of the cross-up protection Melty has, when this happens the opponent can block both ways without worrying about getting hit.

Frame Trap

A sequence of moves in which one (usually advantageous on block) attack is used, followed by a second one that hits as soon as the opponent's hit/block stun ends. This leaves a very small gap during which if the opponent tries to use a move such as 2A, they will get counter hit during their startup by the frame trap's next attack.

This can also be referred to as Stagger Pressure in blockstrings.

Guard Break

A situation when a player uses an air unblockable attack to break the other player's air guard, particularly via an air-to-air blockstring into a grounded normal, or when a generally unblockable attack hits a grounded guard.

Instant Air (Back)Dash (IAD/IABD)

Performing an airdash as soon as possible after leaving the ground. Input as 956 or 9A+B/754 or 7A+B.

Meaty

Using an attack as an opponent is recovering after being knocked down, forcing them to block. Characters can use invincible startup reversals or shields to beat the technique.

Mixup

Technique used to make an opponent guess between two or more different actions that require different reactions, such a follow-up attack that could either be a low or an overhead attack.

Okizeme

Pressure and setups performed during an opponent's wakeup after a knockdown.

Option Select (OS)

A series of inputs that will perform a different action depending on what the opponent is doing. Most commonly used in this game to shut down multiple options that an opponent may try to use to get out of certain situations.

OTG

A state where you can still be hit while On The Ground. Usually used to refer to strings performed on downed opponents.

Safejump

A jump-in attack used as a meaty. Referred to as safejump for being safe against reversal attacks as landing will cancel your aerial normal's recovery and let you quickly block or just out-space any wake-up attacks such as invulnerable DPs.

Tech

Used interchangeably for two terms:

  1. Breaking a throw, known in game as Tech Throw.
  2. "Teching" as recovery after exiting untech time.

Tick Throw

A throw performed after getting a fast attack blocked, usually 5A/2A. The throw is delayed to avoid the ?f throw protection window after blockstun.

Tiger knee (TK)

When an aerial move (such as j.236) is input on the ground before a jump (with 2369X/2367X/2368X) for use as close to the ground as possible. Changes usage for some moves and may even change recovery. More examples include: 2149X/2148X/2147X, 4219X/4218X/4217X, etc

Untech

Untech is a state where your opponent cannot force any recovery or blocking action, being totally vulnerable to attacks. Fatal counters force untech time until the defender hits the ground and the attacker can meet them in the air for a combo, as a very basic example of what untech does.

Which-way

Ambiguous mixup involving a combination of left/right and high/low mixups.

Notations

These are terms used to express data about the game on the wiki.

Numpad notation

In order to represent directional inputs, numbers from a numpad are associated with directions ingame.

7 8 9
4 5 6
1 2 3

Commands are always denoted assuming that you're on the left facing right. Keep in mind that the numpad is mirrored when you face from right to left. In other words, 6 is always forward, and 4 is always backward.

Common motions

Forward Backward
Quarter circle 236 214
Dragon punch 623 421
Half circle 41236 63214

See also: Melty Blood/MBTL/Controls

Frame data key

These are definitions for the data fields shown on move charts.

Advantage

The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move. ±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better).

Attribute

Attributes of the attack. Mostly used in situations involving invul. There are two sets of attributes: Strike/Throw and Head/Foot/Projectile. Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Projectile attribute.

  • Strike = Strike (Anything that isn't a Throw is a Strike)
  • Throw = Throw

Additionally:

  • Head = Head (Most jump normals)
  • Foot = Foot
  • Projectile = Projectile

Cancel

Actions this move can be cancelled into.

  • CH = Cancelable into the next part of the same attack (Chain in case of specials).
  • EX = EX cancelable.
  • J = Jump cancelable.
  • N = Normal cancelable.
  • RB = Rapid Beat cancelable (triggers Rapid 2).
  • MD = Cancelable into Moon Drive activation.
  • SP = Special cancelable.
  • SE = Self cancelable.

Cancel rules will be defined as [hit only] or [whiff OK] where applicable.

Cost

The resources this move costs to use.

  • EX = Magic Circuit stocks
  • MI = Moon Icon stocks

Damage

Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage

Guard

The way this move must be blocked.

  • L = Can block crouching.
  • H = Can block standing.
  • A = Can block in the air.
  • U = Unblockable.

Invul

Lists any defensive properties this move has.

  • X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.
  • Strike = Strike invincible.
  • Throw = Throw invincible.
  • Full = No hurtboxes are present
  • High = Upper body lacks a hurtbox.
  • Low = Lower body lacks a hurtbox.
  • Clash = Frames in which clash boxes are active.
  • Super Armor = Frames in which the character can take hits without going into hit stun.

Property

Special properties this move has. Click on the property to navigate to an explanation.

Move properties

These are terms used in the "Property" field of each move chart.

TODO

Combo notation legend

This is the standard notation for transcribing combos on this wiki. You'll find similar notation conventions in other airdashing fighting games, as it makes combos or complex blockstrings easy to describe and read. Casual notation is to be avoided on the wiki unless otherwise observed to prevent ambiguity, especially when there aren't easily accessible visual demonstrations of a combo.

The below table is found on character combo pages for quick reference, with detailed notation types following:

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 Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
dl.X There should be delay before inputting "X".
w.X 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. Usually will be omitted due to being obvious.
md.X Perform a micro-dash before performing "X".
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.
5?5X5X Where ? is A, B or C, this indicates 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.
> (Cancel)
Indicates that the recovery period of the preceding move should explicitly be cancelled by the next input. Most of the time, it just means "press this next", but is used for clarity's sake. For example, "5A > 5B > 5C".
, (Link)
Indicates that the next move should explicitly be linked after the recovery of the previous move ends. Link timings if tight/important will be written as a comment. For example, "5A,5B,5C". Cancels and links alike are represented by spaces or by no space at all.
~ (Follow Up)
Reserved for specific moves that can cancel into specific followups. Can be used to specify specific rekkas, if the input would bring a different move instead when linked. When in doubt: If the move can't be done from pressing the input in neutral, its indicated with ~. For example, "236A~236C~236C~236C"
j. (Aerial Move)
Indicates the following move is done in the air, implies a jump if the previous move was done from the ground. For example, "j.A".
dj. / sj. / sdj. (Double/Super/Super Double Jump Move)
Unlike the former, explicitly indicates the move is performed after a double, super, or double super jump. For example, "dj.A, sdj.6C".
  • Can be input in two ways: the Superjump command, or just tap 9 with 1f timing. While the 1f timing sounds difficult in theory, it is very easy to do if you need to do a super doublejump during a combo: Just press and release 9 during the hitstop of the air move you are going to super doublejump cancel.
  • Multiple moves performed in the same jump arc are often written together without explicit prefixes, and a new jump will be indicated by a new prefix. For example, "j.ABC j.BC".
tk. (Tiger Knee)
Usually prepended to a special move, it means it should be performed as close to the ground as possible by buffering the input motion before jumping. For example, "tk.236B".
66 (Dash)
Indicates between the previous move and the next move, a dash should be performed. Ground or air dash is context dependent. For example, "5B 66 5C", "j.B 66 j.C".
IAD / IABD (Instant Air Dash/Instant Air Back Dash)
Explicitly indicates the following move is performed after an Instant Air Dash. For example, "IAD j.A", "IABD j.6C".
XJCY (Jump Cancel)
Explicitly indicates the previous move's recovery should be cancelled into a specific jump, where 'X' is the jump type and 'Y' is the jump direction. Usually implictly indicated using j., dj., sj., and sdj., but should be used when a string becomes cluttered or unclear from prefixes alone. For example, "5B JC j.2C", "5B sJC9 j.B > j.5C sdJC9 j.C"
[X] (Charge/Blowback Edge)
Indicates a button should be held to fully charge the move. Often indicated by both a flash and a sound cue when done successfully. For example, "5[B]", "j.[B]".
{X} (Partial Charge)
Explicitly indicates a button should be held to delay a move, but not long enough to fully charge it.
xAT (Air Throw)
Indicates an air throw should be performed, where 'x' is a number specifying explicitly which direction should be held. If no directions are notated, assume a forward air throw is performed. Sometimes indicated with AD, 6A+D, or 4/6E instead, 6A+D being an acceptable explicit synonym.
(Special Action)xN
There's many different things that can go here.
  • Whiff: Indicates the preceding move should be whiffed. For example, "5C > 5A(w) > 6B".
  • X Hit: Indicates the preceding move should hit only on its Xth hitbox. For example, "j.B(2) > j.63214A".
  • Delay: A context sensitive note that either asks for a sizeable delay between moves, or a slight delay for when a move is cancelled into (for example when placed between a cancel from a previous move and the next move)
  • Heat: Specifies a heat activation. Very rare to appear in notation.
  • X^: Indicates a previously discussed loop or move string is inserted here. For example, "(Pit Loop^) > j.B > j.C", where 'Pit Loop' is a labelled combo. A special action is done once, but if xN is written after it, the action is repeated 'N' times. If the letter itself is written, then it means the number of times depends on context or character.
(Option A)/(Option B)/...
The above notation indicates multiple possible special actions, with two ways it can be utilized. If the options are short (a few moves or less), then they can remain enclosed in the bracket. For example, "(2A)/(5A) > 2B > 5BB". Otherwise, its best they point to a separate line with the option's string, just like standard (X^) notation.
(Optional Option)
The above notation indicates the enclosed action can be omitted without compromising the string. For example, "(2A >) 5B > 5B"
reXjumpY (Return to Ground and Jump Again)
Indicates between the previous move and the next one, the character lands on the ground and jumps again. 'X' indicates the jump type, Y indicates the jump direction. For example: "sdj.B rejump j.6C", "j.63214A rejump9 j.A", "j.2C resjump j.C".
LF
Often indicated implicitly with "land" instead, and is an acceptable substitute when jump or air action specificity isn't important or to emphasize a return to ground.
AD (Arc Drive)
Indicates the combo should be ended with an Arc Drive.

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