Melty Blood/MBTL/Kohaku/Combos

From Mizuumi Wiki
< Melty Blood‎ | MBTL‎ | Kohaku
Jump to navigation Jump to search
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

Kohaku's combo game on a basic level is fairly simple. You can realistically get by knowing only two combos.

Starter Combo 1

Sample semi-optimal combo

Combo Damage Cost Meter Gain Location

Most of the time, you'll be using combos similar to this one. When starting out, you can omit the later parts of the combo to simplify while still getting decent damage and the 236C knockdown, for example by omitting 6C > 22A or doing 236A without the follow-up:

Combo Damage Cost Meter Gain Location

General combo structure

Combo Location

So generally, you will be doing some kind of normal string (or even just a single normal!), into either one or two 236A/B moves, into a jump cancel for a dragdown with j.[C] and then finishing it off with a simple sequence.

  • The grounded normals in the starter sequence and before 6C > 22A are flexible. Pick whatever is most reliable for you, though repeating the same normals will incur a damage penalty due to Same Move Proration.
  • If you can afford to do a second 236X after your first will fully depend on if your starter allows for it or not - these starters will note it. For ease of reference, 236X~X > 236X~X will be referred to as "Double Battou".
    • In double battou routes, you'll need to jump cancel into j.[C] immediately, and follow up with delay j.B or j.A timed before landing. For example: ... > 236B~B > 236A~A > jc > j.[C] > dl j.B > 5B > ...

Starter Sequences

Simply replace the "Starter Sequence" placeholder with any of these.

Combo Location
  • The Bread and Butter.
  • Works off any amount of 5/2As before, and can stick an aerial before it (whether that be j.A, j.B or j.C).
  • Does not allow for Double Battou unless j.X Counterhit.
  • j.[C] starter.
  • Allows for Double Battou.
  • Any other normal than jabs starter.
  • Allows for Double Battou.
  • Simply one of the Batou moves as the starter.
  • Allows for Double Battou - do watch to use the other variant based on what you hit, so if your starter was 236A, use 236B as the second one.
  • Starter for far away j.C hits with a confirm into 2C
  • Allows for Double Battou
  • Starter when you hit people in the air with j.B by dragging them back down with j.[C]
  • Only allows for Double Battou on CH.
  • For picking up from air hits, while routing in 2C for damage. The 5A/5C needs to be hit while they're low to the ground.
  • Useful when stuffing IADs, doing a grounded air unblockable sequence, or picking up from 22B hits after an aerial reversal.
Combo Location
  • "Molotov" Starter. After hitting them, pick up with 5A > 5B.
  • If only one Molotov hits (which will always be the case in the Molotov moves that drop only 1), can go into Double Battou. Otherwise, go for only one.
    • If an EX Molotov hits, once again, heavily dependent on how many times they got hit. If you wanna be save, go for one.
  • Aerial CH Starter into 5B pickup.
  • Allows for Double Battou.
  • Counterhit Shield B follow-up into 5B Pickup.
  • Allows for Double Battou.
  • BC Shield Follow-up Starter into 5B Pickup.
  • Allows for Double Battou.
  • "Plant" Starter.
  • In situations where plant is pressuring your opponent you are most likely first opening them up with either an overhead or a low.
    • As such, its fairly rare that you get a raw plane starter + its pretty hard to tell how many times plant will hit based on when you hit them!
  • Technically allows for Double Battou if the plant doesnt hit too much, but if you want to be on the safe side, go for only one Battou.
  • Starter for 236[B] - Do 236A~A instead of 236B
  • On normal hit, only works if your opponent is next to the corner, dash up before the 236A if you catch them real high and you too far!
    • On CH, will work even midscreen!
  • Does not allow for Double Battou in the sense that you can do another 236B in the string.


Enders

Kohaku will usually prefer to end her combos with 236C, as it gives her a great knockdown to work with and setup her plant okizeme.

These enders can be done after 6C > 22A.

Combo Cost Location
  • Kohaku's preferred ender. Great knockdown, and a key part of Kohaku's gameplan.
  • Skip the second part of 236A if you hit them right up the corner, as 236C will be unable to reach them that close.
  • Air Throw ender where you jump after them after 22A. Will not work if the combo is too heavily prorated. If in the corner, use sj j.AAA instead.
  • Can replace sj with 3C depending on spacing prior to 22A.
  • Air Throw ender where you jump after them after 22A - this time with j.A. For the times where proration is just too high but you still want to be at the height where you can do the delay sj safejump after AT.
  • Can replace sj with 3C depending on spacing prior to 22A.
  • Arc Drive ender. Expensive - only use this if you are confident it will win the round.
  • Complete meter dump ender, only use this if you are confident it will win the round.
  • Skip the second part of 236A if you hit them right up the corner, as 236C will be unable to reach them that close.
  • 2 bar ender. Expensive - only use this if you are confident it will win the round. Video example

Starter Combo 2

This is used for cases where Kohaku is forced to go into the cinematic launcher.

Combo Damage Cost Meter Gain Location

This combo is surprisingly tight - you want to immediately jump cancel the first j.C into a charged one. Being even a bit late with the jump cancel or j.[C] input will cause it to drop. After hitting the charged j.[C], wait until you are about to land and hit them with j.B.

If this combo is too hard, you can convert into a knockdown after the launcher with the aerial auto combo (j.B > j.C > AT/j.214C), though that makes you miss out on lots of damage and the 236C ender.

Theory

Per the starter combo section, basic combos follow one of these patterns:

  • Normals > 236X~X > jc > ground bounce with j.[C] with optional dl j.A/j.B > pickup with ground normals > ender.
  • Normals > 236X~X > jc > sideswap with IAD j.X whiff > pickup with ground normals > pickup > ender.
  • 3C/Shield counter > air extension > ender.

The main way to tack on extra damage to her combos is sneaking in additional specials like 214X~X, 236X, and 22A before ending with 236C. How much you can get away with is based on your starter and whether or not it was a counter hit; in particular, fatal counters have low untech proration.

Generally you can group them into "Good" and "Bad" starters. This is solely based off hitstun decay and not how much they prorate damage, though they often go hand-in-hand. Good starters enable "double battou" routing (...236B~X > 236A~X > air extension > ender). So be sure to take the free extra damage where you can.

"Bad" starters include...

  • 5A and 2A.
  • 22C and 2BC.
  • All air normals, especially when done after an air dash.

"Good" starters include...

  • All her B/C ground normals.
  • All air normals graduate to "Good" starters on CH or FC.
  • j.[C], 236X, and 236X~X.
  • 22A and 22B are "Good" starters, but they hit so many times that it's finnicky unless you get a CH.
  • The 214X series. Since these are technically invulnerable moves, their damage is penalized, but it's possible to do double battou routes from these starters.

Your goal as Kohaku is to end in 2C, 236C, 22C, or 214C to enable her terrifying plant Okizeme. Of these enders, 236C is the most preferred due to the high damage in addition to the fantastic knockdown. 22C routes can be finnicky but give her unreal corner carry, 214C works if the hitstun decay isn't too high, and 2C requires specific routing and generally sacrifices a lot of damage in the interest of slightly better positioning and conserving meter for reversals, heat, or bardumping next hit. Generally, Air Throw is a last resort used when you find yourself without enough bar to end with 236C. Arc drive gives a good knockdown and corner carry, but 236C is generally preferred unless you're in heat or bardumping to end the round.

Midscreen molotov (214X) routing

This is mostly useful with j.[C] starter. j.[C] is the primary tool to bring opponents back to the ground after 236X~X, but if j.[C] is also the combo starter, using 236X~X > jc > j.[C] routing results in a damage penalty due to Same Move Proration. Instead, it can often be better to use 214X specials.

To route into 214X, you can use 236X~X > IAD j.Xw or dash > 2C > 214X~X (side swap). Note that these routes generally give up corner carry in exchange for damage.

Combo Damage Cost Meter Gain Location

You can also route into tk j.214X, though this can be finnicky. The molotov has separate hitboxes as it is falling and when it explodes, so slight delays or differences in height can cause the combo to drop. Ideally, both the falling and exploding hitbox land at the same time.

Combo Damage Cost Meter Gain Location

Double 22A routing

For good starters, it's possible to route into 22A twice, which does not increase damage by much, but does significantly increase meter gain.

Combo Damage Cost Meter Gain Location

FAQ and Execution Tips

When I do 236X~X > 9jc > j.[C] > dl.j.B I cross the opponent up and whiff the j.[C], how do I prevent this?

This can be prevented by increasing the horizontal distance between you and the opponent and having the opponent lower to the ground. There are several ways to do this:

  • Delay your jump cancel - the window you have to jump cancel after 236X~X is rather large. This can only be done if the combo is not heavily scaled; notably, it cannot always be done in double battou routes where the jump cancel and j.[C] must be inputted as soon as possible.
  • Delay the 236X~X follow-up.
  • Use more normals prior to 236X~X. 5B in particular both increases the horizontal distance and lowers the opponent, making it useful for stabilizing the combo. Doing 6C before 236X~X is also excellent for this purpose, though it will decrease the damage of the combo since 6C will be reused in the ender (see Same Move Proration).
  • Jump cancel using 8, with optional neutral air drift forwards or backwards. Note that this may leave you out of range for certain enders like ...[pickup] > 6C > 22A > 6C > 236A > 236C; in that case, pick up after dl j.B with 5C which has forward movement, or cut the combo short.

How do I properly route into 22C?

Immediately cancel from 236B~X into 22C. Then when you hit them with 5C, you only want the first 2 hits of 5C's automatic followup. So it'd look something like ...2C > 236X~X > 5C(3) > 6C. All 4 fireballs should hit for maximum damage and corner carry.

Is there a way to pull the opponent out of the corner?

It's not on the same level of grime as Current Code, but ending with 236B > 236C pulls them a few pixels out of the corner allowing you to crossup, while 236A > 236C keeps them in the corner preventing the crossup.

General tips

  • Getting all hits of 22A to hit in the end sequence can be difficult depending on how close you are to the corner. You will have to change your jump angle depending on the jump cancel of either of the Battous so there is enough space between you and the opponent after you land from the j.[C]. This typically requires you to do a neutral jump, either drifting forwards or backwards, if you aren't midscreen.
    • This will take a bit of trying out to get used to, so don't sweat it if you are dropping there.
  • In case you ever find yourself in a situation where in the corner 22A will travel past the opponent and whiff its last hits due to Kohaku being way too close, you can typically save the situation by doing 22A > 5A > 6C > 236C to "catch" them with the extra 5A before they tech out.

Combos (1.4.x)

These lists are not exhaustive.

  • Combos for different two-move starters are omitted since many of them are extremely similar.
  • These combos should be relatively optimal for damage and meter gain, though easier variations may be listed.
  • 236C has variable knockdown advantage based on combo proration (see Melty_Blood/MBTL/Kohaku/Strategy#236C). In general, the best setups require a +72 knockdown, while the combos listed here will generally have +64 or +68 proration. To get a better knockdown, you'll need to cut combos short, generally by omitting the 236A~A follow-up, and/or omitting filler normals after j.[C] > dl j.B. Less damage is sacrificed for better starters.

Check the linked external resources for more exhaustive combo lists.

Grounded A Normal Starters

Combo Damage Cost Meter Gain Location
  • Can be used as the basis of almost any non-air-to-air or launcher combo. For example, for anti-air 5A hits, substitute 5A > 5B > 2C for the starter and use 5C after dl j.B instead.
  • Add 5B after 2C for 3922 damage.
  • Only works if 2AA is hit at close range, otherwise 236B~B will whiff.
  • substitute ...> 6C > 22A > 3C > AT if not enough meter
  • Optional drift forward after the neutral jump cancel

Grounded B/C Normal Starters

Combo Damage Cost Meter Gain Location
  • Double battou routing.
  • 5B 2C can whiff depending on spacing. You can do the same combo starting with 2B (2) > 5C > 2C and pick up with 5A 5B for very slightly less damage.
  • Corner carry routing, at the cost of damage
  • Double 22A routing
  • If 5C hits with the high follow-up hitbox. If the follow-up is hit lower, confirm with 5B > 236B~B instead.
  • Damage varies based on the number of 5C and 22A hits.
  • For a +72 knockdown. To get more damage or meter, do more filler normals after j.B, do the 236A~A follow-up, or do 6C > 22A > 6C.
  • For use when doing corner 22A > 5C > Rapid Beat strings.
  • Neutral jump cancel
  • 2C starter for when the opponent is close to you
  • substitute ...6C > 22A > 3C > AT if not enough meter.
  • Max range 2C starter
  • substitute ...6C > 22A > sj.CB > AT if not enough meter
  • Pressing 9A~B after 2C allows you to automatically confirm into IAD on hit and rebeats into 5A on block.
  • substitute ...> 6C > 22A > 3C > AT if not enough meter
  • Depending on spacing, a drift forward after the neutral jump may be required.
  • substitute ...> 22A > sj > j.BA > AT if not enough meter
  • Note 3C counter has more untech and less damage than Shield A counter, despite the fact the starters look the same.
  • Substitute ...> 22A > sj > j.BAA > AT if not enough meter
  • Note 3C counter has more untech and less damage than Shield A counter, despite the fact the starters look the same.

Air normal starters

Combo Damage Cost Meter Gain Location
  • Double battou routing. The order of the normals is flexible.
  • If you are too close, delays before 236X~X followups or adding 5B between 236B~B 236A~A may be necessary.
  • TK molotov routing. May be finnicky. Do IAD j.X whiff or dash instead of tk j.214A for more consistency.
  • Grounded molotov routing. Less meter and damage but more stable.
  • +72 advantage knockdown. Do the 236A~A follow-up if you want more damage/meter instead of the knockdown.
  • Double overhead route, if they got hit by the j.[C] before the actual second overhead. Can swap j.A with j.B.
  • Non-molotov route.
  • Double overhead route, if they got hit by the j.[C] before the actual second overhead. Can swap j.A with j.B.
  • Skip 236AA for consistency, for 4229 damage and 0.90 meter.
  • Start with 5B > dl 5C on air hit, probably requires skipping 236AA.
  • Should be reliable on air hit j.[C]
  • Neutral jump cancel
  • Most reliable on grounded opponents.

Special Starters

Combo Damage Cost Meter Gain Location

6BC Moon Drive combo. Video. Use 236A instead of 6BC if Moon Meter was not full.

  • Neutral jc with drift right

Shield Counters

Combo Damage Cost Meter Gain Location
  • Shield Counter A starter.
  • Shield Counter A starter.
  • Shield Counter B starter.
  • Substitute ...> 5B > 5C > 6C > 22A > sj.CB > AT if not enough meter.
  • In a pinch, pick up after B+C counter with 5A > 5B > 2C instead.
  • Slightly more meter for slightly less damage.

External Combo References

Kohaku/Maids Combos Extensive - Melty Blood: Type Lumina by Planned Tuna (version 1.0.x)

  • See the doc for notation: Kohaku Combo Optimization
  • As of 1.3.x, the damage numbers in the doc are out of date, but the combos will generally still work in most cases.

MBTL琥珀基礎コンボまとめ (MBTL Kohaku basic combos) by rahika (version 1.0.x)

琥珀MDコンまとめ (Kohaku moon drive combos) by rahika (version 1.4.x)

  • Kohaku 2C Hard Knockdown Routes by Osugure
    • Mostly for reference - not generally recommended due to the damage sacrifice required, and 236C knockdown being easily accessible. However, these setups do give enough advantage to enable cross-up break setups using 22B.

MBTL Navigation

The Game
Getting Started
FAQ
Glossary
HUD & UI
Links
Customization
News & updates
The Battle System
Controls
Offense
Defense
Movement
Resources
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
Ushiwakamaru
Monte Cristo