Melty Blood/MBTL/Hisui/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

Meterless Combos

Combo Damage Cost Meter Gain Location

2A BNB. If you're having trouble, you can go 5AAA > j.BBB instead (3235 damage). Adding a second 2A necessitates removing another hit and results in around 200 less damage.

5C starter. Generates almost a full bar of meter.

IAD starter near the corner. The timing between the final j.A into 2B is a little strict. If done outside the corner, go into 5CCC > j.BC > j.BC > AT instead.

Slightly optimized version of above combo utilizing 623B. Omit 5C(1) for stability, and delay 6CC.

Raw bento hit. Delay the jump cancel after 236A~A a bit. To end with meter, replace 3C j.AT at the end with dl.5BB 214C.

Shoutouts to Meno for this combo.

Metered Combos

Combo Damage Cost Meter Gain Location

A good option off of a 2A starter, but works with other starters too. Causes hard knockdown into bento oki.

Causes hard knockdown into bento oki. Works off of most starters. You need to delay 5BB before using the EX move otherwise you'll miss most of the projectiles and lose ~400 damage. Deals 3871 if you start with 2C > 5C.

Stronger version done from the mid screen. The number of hits on 236A are important.

Charged table starter. If done outside of the corner, omit 6C~C~C for around 400 lower damage. Allows for 22A bento in the corner or 22B bento midscreen.

If you accidentally allow more than one hit of 5C to go through, omit either 623B or jB~j2B otherwise the combo will drop.

use 6C~C instead of 623B if 5C connects from further, which would cause 623B to whiff and drop the combo

Optimized 5[C] starter without j.[C]. Can use j.[C] in place of j.B~2B for slightly higher damage. Credit to ThirdRateDude for the starter. https://youtu.be/J_HCTV4qprw

2A starter version of above combo. https://youtu.be/ZwIxRa_mMTs

Shield Combos

Combo Damage Cost Meter Gain Location

Basic shield punish.

Credits to Meno. A much more difficult punish, but gains more meter and a little more damage.

Arc Drive and Last Arc Combos

Combo Damage Cost Meter Gain Location

Basic combo into Arc Drive that can be done off of most starters. If done with a 2A starter, you lose about 700 damage.

Arc Drive off of a 2B starter. Stricter than the combo above, but overall better.

Arc Drive corner combo. Requires 4 bars.

2A starter into Last Arc in the Corner.

Video Examples

Hisui Combo Compendium by [1]
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