Melty Blood/MBTL/Hisui & Kohaku/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

Note that most combos that work for the solo characters (Hisui, Kohaku) will also work for the combined Hisui & Kohaku character. The exceptions are any combos that use their respective grounded 214X specials, or specific optimals that depend on the difference in dash speed (very rare).

Starter Combos

These are some simpler combos using pieces of combo structure that are important to their more advanced combos to help you get accustomed to parts of their combo flow
Kohaku Lead:

Combo Damage Cost Meter Gain Location

Hisui Lead:

Combo Damage Cost Meter Gain Location

Combo Theory

In the case of using meter Kohaku lead generally spends it to end with 236C whenever meter is available for an untechable knockdown to setup plant oki anywhere, while Hisui lead often ends with j236C for untechable knockdown and corner carry to setup 22B(Bento) oki midscreen, or 623A/C(Dust) or 214A(Koha plant assist) in the corner. Note: Hisui lead's meterless AT enders are more useful than Kohaku's due to her AT allowing for a Left/Right by jumpcancelling(8) the AT once she bounces off the opponent and holding 6 (either immediately for landing opposite side, or delayed for same side), so Hisui can get away with ending meterlessly more often while it is recommended to always end Kohaku combos with 236C.

For Kohaku lead combos, there are multiple variants with competitive damage to each other midscreen that can be interchanged depending on desired outcomes. Routes labeled as "Sandwich"(examples here) will sideswap to allow Hisui assist to hit the opponent back towards Kohaku, so they sacrifice corner carry but allow your 236C enders to hit closer for more time to setup better oki situations midscreen. If sandwich routing is messed up (Hisui 214B hits them away instead of towards Kohaku) you can salvage it with 6B+C > 236C after the 214B hits. For maximizing damage "Battou Loops" will be your best bet, however they only work off 2A starters in the Corner so Midscreen you will need a B starter or better to utilize them

For Hisui lead combos, an important note for all routes using j2C j236B is to delay the j2C slightly so j236B will connect properly. For routing using 236B~X/236A~X, it is generally best to allow all hits to connect before using the follow-up launcher to get more damage. The caveat to this is some combos need to be cancelled sooner to avoid too much hitstun scaling that will cause the combo to drop.

Combos

Koha Lead

A Starter

Combo Damage Cost Meter Gain Location

if ending near corner, 2C after 5B can be 2C~C for added dmg

if ending near corner, 2C after 5B can be 2C~C for added dmg

works with 2AAA 2C starter(replacing 2A 2B 2C~C) as well

works with 2AAA 2C starter(replacing 2A 2B 2C~C) as well

Sandwich routing

Sandwich routing

Sandwich routing; works off of 2Ax3

If ending near corner, 2C after 5B can be 2C~C for added dmg; works on of 2Ax3

corner battou loop; for meterless ender, swap 6C > 236A~A > 236C with 3C > AT

corner battou loop

corner battou loop variant, first dmg value listed is 236B/second value is 6B+C; can be done with 2AAA starter if 5C(1) is skipped

B Starter

Combo Damage Cost Meter Gain Location

Sandwich routing

Sandwich routing

Battou Loop, dmg measured with 2B starter

damage measured with 2B starter

Corner Carry route; for 2B(both hits) requires CH starter. dmg measured with 2B(2) starter (dmg is inaccurate due to dummy being set to CH)

B starter Corner Battou Loop; dmg measured with 2B starter

C Starter

Combo Damage Cost Meter Gain Location

Battou Loop

C starter Corner Battou Loop

Special Starter

Combo Damage Cost Meter Gain Location

Jump-in/IAD Starter

Combo Damage Cost Meter Gain Location

Also works off jA > 2A starter

IAD start Corner Battou Loop; also works off jB starter or jA > 2A starter

Sandwich Routing

Sandwich Routing

Sandwich Routing

Sandwich routing

Sandwich routing

CH Starter

Combo Damage Cost Meter Gain Location

6038 dmg with Arc Drive (236B+C) ender after 236C

Shield Follow-up Starter

Combo Damage Cost Meter Gain Location

Sandwich routing

Sandwich routing

Sandwich routing

Hisui Lead

A Starter

Combo Damage Cost Meter Gain Location

(video example)

(video example)

routing for extremely scaled starters

B Starter

Combo Damage Cost Meter Gain Location

Anti-Air 2B CH route

5B starter allowing Bento midcombo

will drop if too many hits of 236B are performed, try to only get 2 hits max before the launcher followup or the j236A > j236C won't be able to connect

C Starter

Combo Damage Cost Meter Gain Location

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

Other Starters

Combo Damage Cost Meter Gain Location

Can substitute AT at the end with j236A > j236C for a total of 3790 damage and hard knockdown

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Shiki Tohno
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