Melty Blood/MBTL/Mario Gallo Bestino/Combos
Notation Help | |
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Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. | |
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.
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(...) 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. |
These are not all guaranteed to be optimal and are subject to change as more labbing gets done.
Starter Combos
Good Starting Point. Every Combo will contain Stuff that is required for the advanced Combos so you can "piece shit together" when you know the basics.(Combo Theory)
The combos will get more difficult and will reference stuff frome previous combos.
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
(IAD > j.X) > 2A > (2A) > 2B > 5C > 623B > dl.j.B > 5B(1) > dl.2C > 623A > j.B > j.C > AT | 3159 dmg | 0 bar | ? Opp: ?% |
Anywhere |
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(IAD > j.X) > 2A(2A) > 2B > 2C > 623B > j.B/j.C > 5C(1) > 236BBB > 623C > 214B/214[B] | 3445 dmg | 1 bar | ? Opp: ?% |
Anywhere |
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2A > 2B > 5C > 623B > dl.j.B > 5B(1) > dl.2C > 214[A]/214A > 623A > j.A > j.C > AT | 3336 dmg | 0 magic circuit | ?% Opp: ?% |
Anywhere |
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2A > 2B > 5C > 623B > dl.j.B > 5B(1) > dl.2C > 236BBB > 236C > 2A+B > 214[A] > 623A > AT | 3719 dmg | 1 magic circuit | ?% Opp: ?% |
Anywhere |
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2B > 5C > j.C > j.2[B] > 623B > dl.j.B > 5B(1) > dl.2C > 236BB > 236C > Dash > 214[A] > AT | 3842 dmg | 1 magic circuit | ?% Opp: ?% |
Anywhere |
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236A > 236C > Dash > 2C > 623B > j.C > 5C(1) > 2[B] > tk.214[B] | 3186 dmg | 1 Magic Circuit | ?% Opp: ?% |
Anywhere |
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3B+C > dl.j.C > dl.2C > 623B > j.B > 5C(1) > 2[B] > 214A/214[A] > 623A > j.A > j.B > AT | 3600 dmg (3B+C) | 0 Magic Circuit | ?% Opp: ?% |
Anywhere |
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3B+C > dl.j.C > 2C > 623B > j.B > 5C(1) > 2[B](3) > 236BBB > 623C > 214[B] | 3995 dmg | 1 Magic Circuit | ?% Opp: ?% |
Anywhere |
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2B > 2C > 623B > j.B > 5C(1) > 2[B](2) > 4B+C > 236[B] > Dash > 5B > 623A > AT | 3383 dmg | 0 Magic Circuit | ?% Opp: ?% |
Anywhere |
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2A > 2B > 5C > 214A > 623B > dl.j.B > 5B(1) > 2C > 4B+C > 6A+B > (dl.2CC) > 236A > 623C > 214[B] | 3844 dmg | 1 Magic Circuit | ?% Opp: ?% |
Corner |
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(IAD > j.C) > 2A > 2B > 5C > 2C > 623B > dl.j.B > dj.2B > j.4B+C > 236BBB > 236C > (2A+B) > 214[A] > 623A > AT | 3893 dmg | 1 Magic Circuit | ?% Opp: ?% |
Midscreen |
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(IAD > j.C > )2A > 2B > 2C > 623B > j.B > 5C(1) > 236A > j.2[B] > j.214[A] > 623A > AT | 3516 dmg (IAD>j.C) | 0 | ?% Opp: ?% |
Anywhere |
Things to learn:
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2B > 2C > 623A > dl.j.B > 5B(1) > 623B > j.C > 5C(1) > 2[B] > 236BBB > 236C > dl.214[B] > 623A > AT | 3927 dmg | 1 Magic Circuit | ?% Opp: ?% |
Midscreen |
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D~A > j.C > dj.2[B] > dl.j.A > 2C > 623B > dl.j.B > 5C(1) > 2[B] > 214[B] | 2996 dmg | 0 Magic Circuit | ?% Opp: ?% |
Anywhere |
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Advanced Combos
normal Starters
2A and IAD Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2A(A) > 2B > 5C > 214[A] > delay > sj > dl.j.2[B] > j.C > 5B > 2C > 623A > j.B > j.C > AT | 3262 dmg | 0 bar | ?% Opp: ?% |
Midscreen |
Also works from 2A > 2B > 2C just switch 2C and 5C. | ||||
2A(A) > 2B > 5C > j.C > j.2[B] > 623B > dl.j.B > 5B(1) > dl.2C > 623A > j.A > j.C > AT | 3350 dmg | 0 | ?% Opp: ?% |
Anywhere |
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2A > 2B > 5C > 623B > dl.j.B > 5B(1) > 2C > 214[A] > 623A > j.A > j.C > AT | 3336 dmg | 0 | ?% Opp: ?% |
Midscreen |
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2A > 2B > 2C > 5B(1) > 623B > j.C > (5C(1)) > 236BBB > 236C > dl.214[A] > 623A > AT | 3692 dmg | 1 Magic Circuit | ?% Opp: ?% |
Midscreen |
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2A > 2B > 5C > 623B > dl.j.B > 5B(1) > 2C > 236BBB > 236C > dl.214[B] > 623A > AT | 3745 dmg | 1 Magic Circuit | ?% Opp: ?% |
Anywhere |
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2A(A) > 2B > 5C > j.C > j.2[B] > 5B(1) > 2C > 236BBB > 236C > (44/2A+B) > dl.214[A] > 623A > AT | 3720 dmg | 1 Magic Circuit | ?% Opp: ?% |
Anywhere |
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2A > 2B > 5C > 623B > j.A > 5B(1) > dl.2C > 623A > j.B > j.2B > j.C > j.A > 5B(1) > 5C(1) > 236A > 623C | 3679 dmg | 1 Magic Circuit | ?% Opp: ?% |
Midscreen |
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2A > 2B > 5C > 2C > 623B > dl.j.B > dj.C > j.2B > j.4B+C > 236BBB > 236C > 214[A]/dl.214B > 623A > AT | 3924/3902 dmg | 1 Magic Circuit 1 Moonskill | ?% Opp: ?% |
Anywhere |
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(IAD > j.C/2A > )2A > 2B > 5C > 2C > 623A > j.2B > j.4B+C > 236BBB > 236C > (2A+B) > 214[B] > 623A > AT | 3597/3820/3909 dmg | 1 Magic Circuit 1 Moonskill | ?% Opp: ?% |
Anywhere |
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(IAD > j.C > )2A > 2B > 2C > 623B > j.B > dl.5C(1) > 2[B](2) > (4B+C) > 236BBB > 236C > 214[A] > 623A > AT | 3565(3642)/ 3715(3854) dmg | 1 Magic Circuit 1 Moonskill | ?% Opp: ?% |
Anywhere |
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2A > 2B > 2C > 214A > 623B > dl.j.B > 5C(1) > 2[B] > 236A > j.2[B] > dj.2[B] > j.B > j.A > j.214C > j.2B | 3835 dmg | 1 Magic Circuit | ?% Opp: ?% |
Corner |
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2A > 2B > 2C > 214A > 623A > j.B > j.2B > j.C > j.A > 5B(1) > 236A > 9 > j.2[B] > j.C > j.214C | 3844 dmg | 1 Magic Circuit | ?% Opp: ?% |
Corner |
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(IAD > j.C > )2A > 2B > 2C > 623B > j.B > 5C(1) > 236A > j.2[B] > j.4B+C > 236BBB > 623C | 4015 dmg | 1 Magic Circuit 1 Moonskill | ?% Opp: ?% |
Anywhere |
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IAD > j.C > 2A > 2B > 5C > 623B > dl.j.B > 2C > 236A > 9 > j.2[B] > j.4B+C > 236BBB > 236C > 214[A] > 623A > AT | 4043 dmg | 1 Magic Circuit 1 Moonskill | ?% Opp: ?% |
Anywhere |
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2B Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2B > 5C > j.C > j.2[B] > 623B > dl.j.B > 5B(1) > 2C > 236BBB > 236C > 214[A] > 623A > AT | 3913 dmg | 1 Magic Circuit | ?% Opp: ?% |
Anywhere |
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2B > 2C > 623A > dl.j.C > 5B(1) > 623B > dl.j.B > 5C(1) > 236BBB > 236C > dl.214[B] > 623A > AT | 3927 dmg | 1 Magic Circuit | ?% Opp: ?% |
Anywhere |
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2B > 2C > 623A > dl.j.B > 5B(1) > 623B > j.C > dj.2[B] > 5C(1) > 214A > 236BBB > 214[A] > 623A > AT | 4061 dmg | 1 Magic Circuit | ?% Opp: ?% |
Corner |
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2B > 2C > 623A > dl.j.C > dj.2[B] > 5B(1) > 623B > dl.j.B > 5C(1) > 236BBB > 214[A] > 623A > AT | 4007 dmg | 1 Magic Circuit | ?% Opp: ?% |
Anywhere |
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2B > 2C > 623A > dl.j.B > 5B(1) > 623B > j.C > dj.2[B] > dl.5C > delay > RB1 > dl.236A > IAD > j.2B > j.B > 214C | 3934 dmg | 1 Magic Circuit | ?% Opp: ?% |
Anywhere |
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2B > 2C > 623B > j.C > dj.2[B] > dl.5C > 623A > j.B > j.2B > j.C > j.A > 5B(1) > 5C(1) > 236A > 623C | 3907 dmg | 1 Magic Circuit | ?% Opp: ?% |
Midscreen |
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2B > 2C > 623B > dl.j.B > 623A > j.C > dj.2[B] > 5A > 5C(1) > 236BBB > Ender | 214[A]>623A>AT 4048 dmg | 1 Magic Circuit | ?% Opp: ?% |
Midscreen |
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2B > 5C > 623A > j.B > dj.C > j.2[B] > 623B > dl.j.A > 2C > 5B > RB1 > 236A > IAD > j.2B > j.B > j.A > 5C(1) > RB1 > 623C | 3934 dmg | 1 Magic Circuit | 89% Opp: ?% |
Midscreen |
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2B > 5C > j.C > j.2[B] > 623B > dl.j.B > 5B(1) > 2C > 623A > (j.A) > j.2B > j.4B+C > 236BBB > 236C > 214[A] > 623A > AT | 3995 dmg | 1 Magic Circuit 1 Moonskill | ?% Opp: ?% |
Anywhere |
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2B > 2C > 623A > dl.j.B > 5B(1) > 623B > j.C > 5C(1) > 236A > j.2[B] > j.4B+C > 236BBB > 214[A] > 623A > AT | 4096 dmg | 1 Magic Circuit 1 Moonskill | ?% Opp: ?% |
Anywhere |
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2B > 2C > 623A > j.C > dj.2[B] > 5B(1) > 623B > dl.j.B > 5C(1) > 2[B](1) > 214A > 236BBB > 214[A] > 623A > AT | 4067 dmg | 1 Magic Circuit | ?% Opp: ?% |
Corner |
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2B > 2C > 623A > dl.j.B > 5B(1) > 623B > j.C > dj.2[B] > 5C(1) > dl.236A > jc > j.2[B] > 9 > j.2[B] > j.B > j.A > j.214C > j.2B | 3978 dmg | 1 Magic Circuit | ?% Opp: ?% |
Corner |
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2B > 2C > 623A > dl.j.B > 5B(1) > 623B > j.C > (dj.2[B]) > 5C(1) > 2[B](1) > 214A > dl.236A > jc > j.2[B] > 9 > j.2[B] > j.B > j.A > j.214C > j.2B | (3984)4050 dmg | 1 Magic Circuit | ?% Opp: ?% |
Corner |
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2B > 2C > 214A > j.C > j.2[B] > 623B > dl.j.B > 5B(1) > 5C(1) > 2[B] > 236A > j.2[B] > dj.2[B] > j.B > j.A > j.214C > j.2B | 4052 dmg | 1 Magic Circuit | ?% Opp: ?% |
Corner |
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non 2B normal starters
when you already used 2B in the blocksting.
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2C > 236A > IAD > j.C > dj.2[B] > 5B(1) > 623B > dl.j.B > 5C(1) > 2[B] > 236BBB > 623C | 3927 dmg | 1 Magic Circuit | ?% Opp: ?% |
Anywhere |
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5B > 236A > IAD > j.C > dj.2[B] > 2C > 623B > dl.j.B > 5C(1) > 2[B] > 236BBB > 623C | 3876 dmg | 1 Magic Circuit | ?% Opp: ?% |
Anywhere |
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5B > 2C > 236A > IAD > j.C > dj.2[B] > dl.j.214A > 623B > dl.j.B > 5C(1) > 2[B] > 236BBB > 236C > 214[A] > 623A > AT | 4002 dmg | 1 Magic Circuit | ?% Opp: ?% |
Midscreen |
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5C > 236A > j.C > dj.2[B] > 2C > 623B > dl.j.B > 5C(1) > 2[B] > 236BBB > 236C > 214[A] > 623A > AT | 4111 dmg | 1 Magic Circuit | ?% Opp: ?% |
Midscreen |
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Shieldcounter/3C
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
D~A > j.C > dj.2[B] > dl.j.B > 2C > 623B > dl.j.A > 5B(1) > 5C(1) > 2[B] > 236BBB > 623C | 3881 dmg | 1 Magic Circuit | ?% Opp: ?% |
Anywhere |
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D~A > j.C > dj.2[B] > dl.j.B > 5B(1) > 2[B](3) > dl.2C > dl.5C > 236BBB > 623C | 3752 dmg | 1 Magic Circuit | ?% Opp: ?% |
Anywhere |
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D~A > j.C > dj.2[B] > dl.j.B > 5B(1) > dl.2C > 5C(1) > 236B > 623C | 3248 dmg | 1 Magic Circuit | ?% Opp: ?% |
Anywhere |
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D~A > j.C > dj.2[B] > j.214A > 2C > 623A > j.A > j.2B > j.C > j.B > 5C(1) > (RB1) > 236A > 623C | 3866 dmg | 1 Magic Circuit | ?% Opp: ?% |
Corner |
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3C > j.C > sjc > dj.2[B] > j.214[A] > 623B > j.B > 5C(1) > 2[B] > 236BBB > 623C | 3452 dmg | 1 Magic Circuit | ?% Opp: ?% |
Anywhere |
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3C > j.B > dj.2[B] > 5A > 623A > dl.j.C > 5B(1) > 623B > dl.j.A > 2C > dl.5C(1) > 2[B] > 236BBB > 236C > 214[A] > 623A > AT | 3493 dmg | 1 Magic Circuit | ?% Opp: ?% |
Anywhere |
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3C > j.B > dj.2[B] > dl.j.C > j.214A > 623B > dl.j.A > 2C > dl.5C(1) > 2[B] > 236BBB > 236C > 214[A] > 623A > AT | 3504 dmg | 1 Magic Circuit | ?% Opp: ?% |
Anywhere |
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Raw Launchers
Raw launcer BNBs
From any Raw launcher you can mostly do the same combos. 6BC, 4BC, j2[B], 22A, 22B, 2BC, 214A wallbounce, 214[A], 214B
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Starter > 2C > 623A > dl.j.C > 5B(1) > 623B > j.B > 5C(1) > 2[B] > Ender | 3376 dmg (3B+C) | 0 Magic Circuit | ?% Opp: ?% |
Anywhere |
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Starter > 2C > 623A > dl.j.B > 5B(1) > 623B > j.C > j.2[B] > 5C(1) > 2[B] > Ender | variable | 0 Magic Circuit | ?% Opp: ?% |
Anywhere |
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Starter > 2C > 623A > dl.j.B > 5B(1) > 623B > j.C > 5C(1) > 2[B] > 236BBB > 236C > tk.214[B] > dl.2C > (236A) > 623C | 4444 dmg (j2[B]) | 2 Magic Circuit | ?% Opp: ?% |
Midscreen |
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Websling Cofirms
3BC
3BC is a very storng neutral tool against people who like do airdash around and try to get over your nuns it can lead to very high damage on counterhit! 623B is a integral part of most combos so when you start with it you will have to change the routing to avoid SMP
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
3B+C > j.C > dj.2[B] > 623B > j.B > 5C(1) > 2B > 2C > 214[A] > 623A > j.A > j.B > AT | 3654dmg | 0 Magic Circuit | ?% Opp: ?% |
Anywhere |
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3B+C > dl.j.C > 2C > > 623A > dl.j.B > 5B(1) > 623B > dl.j.A > 5C(1) > 2[B] > 236BBB > 623C | 4172 dmg | 1 Magic Circuit | ?% Opp: ?% |
Anywhere |
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623B > j.C > j.2[B] > 2C > 623A > dl.j.B > 5B(1) > 5C(1) > 2[B] > Ender | 3241 dmg | 0 Magic Circuit | ?% Opp: ?% |
Midscreen |
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623B > dl.j.B > sjc > j.C > j.2[B] > 2C > dl.5C(1) > 2[B] > 623A > j.B > j.2B > j.C > j.A > 5C(1) > 236A > 623C | 3971 dmg | 1 Magic Circuit | ?% Opp: ?% |
Midscreen |
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623B > j.C > j.2[B] > 623A > j.B > 5B > 2C > 5C(1) > 2[B] > 236A > IAD > j.2B > j.B > j.A > 5B(1) > 5C(1) > 236A > 623C | 4088 dmg | 1 Magic Circuit | 91% Opp: ?% |
Midscreen |
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623B > j.B > 2C > 623A > j.C > dj.2[B] > 5B(1) > 5C(1) > 2[B] > 236BBB > 214[A] > 623A > AT | 4148 dmg | 1 Magic Circuit | 91% Opp: ?% |
Midscreen |
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623A > dl.j.B > 5B(1) > 2C > 623B > j.C > j.2[B] > 5C(1) > 2[B] > Ender | 3205 dmg | 0 Magic Circuit | ?% Opp: ?% |
Midscreen |
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CH 623B > dl.j.B > land > (sj) > j.C > j.2[B] > 623A > dl.j.B > 5B(1) > 5C(1) > 2[B] > Ender | 3452 dmg | 0 Magic Circuit | ?% Opp: ?% |
Midscreen |
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236A Nun confirms
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
236A > dl.236C > Dash > Jump > dl.j.2[B] > 623B > dl.j.B > 5B(1) > dl.2C > 5C(1) > 2[B] > 214[A] > 623A > AT | 3553 dmg | 1 Magic Circuit | ?% Opp: ?% |
Anywhere |
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236A > IAD > j.B > sjc > j.C > j.2[B] > 5B(1) > 623B > dl.j.A > 2C > 5C(1) > 2[B] > 236BBB > 236C > 214[A] > AT | 4020 dmg | 1 Magic Circuit | ?% Opp: ?% |
Anywhere |
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236A > IAD > j.C > jc > j.2[B] > 5B(1) > 623B > dl.j.B > 2C > 5C(1) > 2[B] > 236BBB > 623C | 4025(623C)/4042(236C>214[A]>AT) dmg | 1 Magic Circuit | ?% Opp: ?% |
Anywhere |
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236A > tk.j.214[A] > 623A > dl.j.C > 5B(1) > 623B > dl.j.B > 5C(1) > 2[B] > 236BBB > 236C > 214[A] > 623A > AT | 4039 dmg | 1 Magic Circuit | ?% Opp: ?% |
Anywhere |
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236A > tk.j.214[A] > 623B > dl.j.B > 2C > 5C(1) > 2[B](3) > 623A > j.2B > j.4B+C > 236BBB > 236C > dl.tk.214[B] > 623A > AT | 4010 dmg | 1 Magic Circuit | ?% Opp: ?% |
Midscreen |
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situation specific Routing
Corner Steal
Mario can Steal the corner. Thats usefull, since 623C always sideswitches so you can do 623C to get Axe oki and still keep the oponent in the corner
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2A(A) > 2B > 2C > 623B > j.B > 623A > j.A > j.2B > j.C > j.B > 5C(1) > RB1 > 236A > 623C | 3489 dmg | 1 Magic Circuit | ?% Opp: ?% |
Corner |
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IAD > j.X > 2A > 2B > 2C > 214A > 623A > j.A > j.2B > j.C > j.B > 5C(1) > RB1 > 236A > 623C | 3668 dmg | 1 Magic Circuit | ?% Opp: ?% |
Corner |
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2A > 2B > 5C > j.C > j.2[B] > 623B > dl.j.B > 5B(1) > 2C > 4B+C > 6A+B > 2CC > 236A > 623C | 3815 | 1 Magic Circuit | ?% Opp: ?% |
Corner |
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2A > 2B > 2C > j.C > j.2[B] > j.214A > 623B > dl.j.B > 5C > 4B+C > 6A+B > (2CC) > 236A > 623C | 4027 | 1 Magic Circuit | ?% Opp: ?% |
Corner |
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2B > 2C > j.C > j.2[B] > j.214A > 623B > j.B > 623A > j.A > j.2B > j.C > j.B > 5C(1) > RB1 > 236A > 623C | 4038 | 1 Magic Circuit | ?% Opp: ?% |
Corner |
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2B > 2C > 214A > 623A > dl.j.C > 5B(1) > 623B > dl.j.B > 5C > 4B+C > 6A+B > 2CC > 236A > 623C | 4187 | 1 Magic Circuit + 1MS | ?% Opp: ?% |
Corner |
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2B > 2C > 214A > 623A > j.B > j.2B > j.C > 5B(1) > 5A > 5C(1) > 4B+C > 236BBB > 623C | 4129 | 1 Magic Circuit + 1 Moonskill | ?% Opp: ?% |
Corner |
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2B HKD
You can Shorten your combos to get HKD with 2B/2[B] and then Cancel to setup Axe oki. See Strategy for Examples
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2A > 2B > 2C > j.C > j.2[B] > 623B > dl.j.B/j.C > 5B(1)/5C(1) > 2[B] > dl.214[B]/tk.214[B] | 2782 dmg | 0 Magic Circuit | ?% Opp: ?% |
Anywhere |
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IAD > j.C > 5B > 2B > 2C > 623B > dl.j.B > dl.5C(1) > 2[B] > dl.214[B]/tk.214[B] | 2713 dmg | 0 Magic Circuit | ?% Opp: ?% |
Anywhere |
| ||||
2B > 2C > 623A > dl.j.B > 5B(1) > 623B > dl.j.C > 5C(1) > 2[B] > dl.214[B]/tk.214[B] | 2996 dmg | 0 Magic Circuit | ?% Opp: ?% |
Anywhere |
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236A > dl.236C > Dash > 9 > j.2[B] > dl.2C > dl.623B > 5C(1) > 2[B] > IAD > dl.214[B] | 3283 dmg | 1 Magic Circuit | ?% Opp: ?% |
Anywhere |
|
Safe Heat
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Starter > 2[B] > 214[A] > A+B+C | variable | at least 1 Magic Circuit | ?% Opp: ?% |
Midscreen |
|
236C does not EX prorate!
236C seems to not EX prorate (always does the same damage and does NOT Reduce meter gain), which leads too situations where it is more advantagous to loop it instead of using Arc-Drive
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2B > 2C > 623A > dl.j.C > jc > j.2[B] > 5B(1) > 623B > dl.j.B > > 5C(1) > 2[B](1) > 236BBB > 236C > w.2A > 214[B] > 2[B](2) > 5A > 236BBB > 236C > w.2A > 214[B] > 2[B](2) > 5A > 236BBB > 236C > 214[B] > j.C > j.2[B] > j.B > 3C > j.A > j.B > j.C > jc > j.A > j.B > j.C > AT | 5507 dmg | 4 Magic Circuit | ?% Opp: ?% |
Midscreen |
| ||||
j.C > 2A > 2B > 2C > 214A > MD > 3B+C > j.B > 5C(1) > 623A > j.2B > 4B+C > 236BBB > 236C > w.2A > 214[B] > 2[B] > 236BBB > 236C > w.2A > 214[B] > 2[B] > 236BBB > 236C > w.2A > 214[B] > 2[B] > 236BBB > 236C > 214[B] > 9 > j.C > jc > j.B > j.2[B] > j.C > 3C > j.A > j.B > j.C > jc > j.A > j.B > j.C > AT | 6060 dmg | 4 Magic Circuit (possible starting with 2 MC and 5 Moon) | ?% Opp: ?% |
Corner |
|
Combo Theory
Warning Combo theory is a bit outdated! Mario has some very specific stuff that does not neatly fit into a unified theory, you either have to get a feeling for what works on what proration or just memorize specific combos for specific Starters.
Combo Structure:
(Starter) > Launcher > (low Proration air Route) > Airbcombo > Link > ((Extension with Moonskill) > (Extension with Meter > (2nd Extension with Meter)))/(236A>jc Route) > Ender
Launcher: 2B > (5C/2C/5B), 214B/[B], 214[A], 236A > 236C, 4B+C, 6B+C 22A > (X), 22B > X, 3B+C > dl.j.C,j2[B] on Grounded oponent, Shield~B+C, Shield~B CH, Shield~A FC
Starters:
- Low Proration Starters: 5B > 2B, 2B, 3B+C > (dl.j.C), CH 2B+C, 22A, 22B > ch > j.B/C, 2nd hit Autocombo, 6B+C, j2[B]
- Medium Proration Starters:5A > 2B,2A > 2B,4B+C,236A > 236C, CH jX
- High Proration Starters: IAD > jX, 2A > 2A > 2B
- Very High Proratiopn Starters: 236BBB > 236C
Low Proration Air Routes:
- > j.C > j2[B] > 623B >
- solid even from 2A Starters only doesn't work from high Proration Starters like AD > jX
- Might cut you out from certain Enders and Links!
- the important part is the 2[B] so leave out the j.C if you dont need it for the 2[B] to hit.
- The route can be slotted in into other launchers like 3B+C with 3B+C > j.C > jc > j2[B] >
- > 623A > dl.JB/dl.JC > 5B(1) > 623B >
- you can use dl.j.C instead of dl.j.B after the 623A when you have not used it already to get more damage
- More damage meterless (most of the time) but only from low proration Starters like 2B/3B+C/2B+C
- Might cut you out from Certain Enders and Links!
- Cuts you out of 623A > j2B > 4B+C or makes it less viable because of SMP 623A
- > 623A > j.C > jc > j2[B] > (dl.j.B) > 5B(1) > 623B >
- most Optimal nonmetered Route for HKD
- can be trick to get the 2[B] to hit low so they can't tech.
- Might cut you out from Certain Enders and Links!
- Cuts you out of 623A > j2B > 4B+C or makes it less viable because of SMP 623A
Aircombo: > 623B > dl.j.B > Link
- most important combo piece its in nearly every BnB
Lancher: 236A>jc...
- can be used to launch when 2B has already been used during the Blocksting and you get a hit with 5B,5C,2C
- when hitting 236A raw it has low proration
- when hitting it after 5B/5C/2C its like a medium proration launcher
- j236A>IAD>jC>jc>j2[B]>
- basically replaces Launcher>623B>
- 236A>TK9214[A]>623A/623B
- 623A for close hits 623B for midscreen hits
Corner Sideswitch Dance
- ...214A>623A>jB>j2B>jC>dance!
- Corner only route where every button casuses you to switch sides after the aircombo since you are below the enemy and most moves move you forward
- Examples:
- 2B into cornersteal 623C
- 214A>623A>jB>j2B>jC> 5B(1) > 5A > 5C(1) > 4B+C
- you will have to input 4BC as though you are with the abck to the corner
- 214A>623A>jB>j2B>jC> 5B(1) > 5A > 5C(1) > 4B+C
- 2A into L/R oki
- 214A>623A>jB>j2B>jC> jA > 5B(1) > 236A > jc > j2[B] > djc.j2[B]> jC> j214C
- you will have to input 236A as though you are with the back to the corner
- 214A>623A>jB>j2B>jC> jA > 5B(1) > 236A > jc > j2[B] > djc.j2[B]> jC> j214C
- 2B into cornersteal 623C
Links after aircombo: As usual a grounded normal you have not used already, to keep proration low
- 2C: not on high poration! Omits 5B which is good in most metered combos.
- 5B(1) > dl.2C: standard link for dmg Extensions when you have alread uses 5C
- 5B(1) > 2C: Link in the corner to keep the oponent high for the 4B+C Cornersteal
- 5C(1): Standard link when you have already used 2C. This can be important if you do a route that is sensitive to proration early in the combo since 5C porates more than 2C
- 5C: Link in the croner to keep the oponent high for the 4B+C Cornersteal
- 5C(1) > 2[B]: Standard Link when you have not used 2B Still consistent if you have already used it but less damage!
- can also be used for HKD > 214[B] oki
- 5B(1) > 2[B] rarely used since you most times use 2C instead of 5C when you want to go into 2[B]. 5B always highly prorates damage!
- can also be used for HKD > 214[B] oki
- going 5B(1) > 5C(1) > 2[B] is most of the time preferable
- 5B(1) > dl.2C > 5C(1) > 2[B] link for combos from raw Launcher Starter when you omit the 2C before the first air rote to keep proration low
- can be used for HKD > 214[B] oki but is very timing and hight dependant
- will do less damage then 2C > .. > 5C(1) but works on higher proation like 236A > 236C
Links for 2[B] > 214[B] oki:
- you can cut most combos short to get 2[B] HKD and then axe oki. see Strategy
- 5C(1) > 2[B]:see above
- 5B(1) > 2[B]: see above
2ND hit Autocombo after link: will drag the enemy back to the ground and makes Extensions a lot more consistent
- always allows you to go into normal 623A ender
- always allows you to go into 236A > 236C
- 2ND hit Autocombo can converte to 236BBB > 236C on low proration. On AD > jX Starter, if you have used 3 or more Grounded A or B Normals in the combo or if you have a j2[B] route in the combo the enemy will tech 236B
Extension with Moonskill
- Mostly 4B+C after 2[B]
- 4B+C Corner steal see below
- > j2[B] > 4B+C > 236BB(B) > 236C > Ender
- Always also requires Meter
- heavily succeptible to proration and hight
- quite finniky in the corner sicne the timing of the nun is slightly different
Extensions with Meter: 236A > 236C, 236BBB > 236C
- Extensions are very dependend on enemy hight!
- If enemy is to high you can go do 236A(1) > 236C to salvage it.
- Always try to Moon Charge during the active frames of 236C if you dont need to reposition.
dl.214[B] link after 236BBB > 236C Extension for Damage optimization:
- > 236BBB > 236C > dl.214[B] > Ender
- When you start 236BBB close to you
- do 214[B] the last second before the oponent crosses up.
2nd Extensions with Meter after 236BBB > 236C: > 236BBB > 236C > TK214[B] > dl.2C > 236A > 236C > 214[A] >
- TK 214[B] route only works midscreen or when 236C is timed so your collision box stops them from being draged out from the corner to much
- because of SMP > TK214[B] > 2C > 236A > is only usefull if you use another metered move since those have minimum damage.
- also works with 623C instead of 236C. might be even more usefull
Ender: > (214[A]) > 623A > (j.AB/j.BC/j.C(B)) > AT,623C
- AT leads to an autotimed safejump so ending in AT is a good option
- 623A > .. can most times be substituted for 623C or 236B+C for DMG and HKD
- In the corner you can use 214C to get HKD with a lot of Setup potential (see Strategy)
- 214[A] after the aircombo only works on very low proration or when used after 236C
- 623C gives you enough time to Setup 214[B] just like after Throw but sideswitches!
- see above 4B+C Corner Steal
236A(2)>jc Routes: 236A(2)>jc>j2[B]> / 236A(2)>jc>IAD>j2B>
- New routing with jumpaceling 236A(2)
- hitting 236A high 236A(2)>9jc>j2[B]>
- most consistent with jX>5C(1)>236A>
- possible form 5C(2) in the corner
- possible form 214A>wallbounce
- basically 9TKj2[B]
- possible with >dljB>2C>236A> but dependant on where the nun starts
- jB has to hit the last moment possible and 236A has to be delayed slightly
- hitting 236A low 236A(2)>jc>IAD>j2B>jB>j214C
- possible from Autocombo or 2[B](3)
- 236A should be delayed a bit
- Most usefull with j214C
- possible from Autocombo or 2[B](3)
Sameside 623C:
- > 623A > jB > j2B > jC > jA > 5B(1) > 5C(1) > 236A > 623C
- 623A has to hit very low else j2B will wiff!
- does not work on high proration
- on high proration starters you have to ommit any links between 623>dl.jB > 623A for example
4B+C Corner Steal:
- 4B+C > 6A+B > dl.X > 623C
- works best if the Oponent is high in the air when getting hit by 4B+C
- best ways to get into it are 5B(1) > 2C or 5C after the Aircombo
- you have to press the X very late around the last hit of the nun
- Use Dash Macro it helps a lot!
- you can somewhat vary what you do after the rununder
- 2B > 5B > 236A > 623C would be the most optimal (Validation needed)
- 236A > 623C seems to be most consistent
Moonless Corner Steal:
- ...> 623A > j.A > j2B > j.C > j.B > 5C(1).(C) > 236A > 623C
- used to get 623C without switching sides
- you can switch around jB and jC but its more difficult
low 214[C] left/right
- funky Left/Right mixup, multiple Variations in the corner
- > j2[B] > j2[B] > j.B/j.C > j214[C] > stuff
- Midscreen: > 2[B] > 4B+C > 236[B] > j2[B] > j2[B] > j.B/j.C > j214[C] > sj > crossup > 8 > [6]([4]) > 2A~D > X
Combo Snippets:
- > (2C) > 623B > j.B > 5C(1) > 2[B] > (4B+C) > : for Damage optimization if you have not launched with 2B like fc j.B/j.C, 6B+C, 3B+C, 236C, avoid 5b since it seems to prorate the damage in this Combo worse than even 2A
- > 623A > dl.j2B > sideswitch > j4B+C > 236BBB > 236C: for Damage otimization if you have launched with 2B. Can also be used as an ender for many low proration combos. j4B+C link seems to be tighter in the corner.
Chacram Safe combos and RB
Chakram Safe combos are combos that should work regardless when or how many chakrams hit the opponent.
It’s worth noting that, on fatal, one chakram hitting will scale similarly to a Rapid Beat— meaning it can replace the filler buttons between the starter and the first 623X.
- No Rapid Beat: 2B 2C 623B j.B 623A j.C jc j.2[B] 5A 5C(1)
- Rapid Beat: FATAL 2B Chakram Hit 623B j.B 623A j.C jc j.2[B] 5A 5C(1)
Rapid Beat directly after a starter. In this case, go into 623X right after the Rapid Beat, then continue the combo from there as normal. The Rapid Beat replaces the filler buttons after the starter but before the first 623X.
- No Rapid Beat: 5/2A(A) 2B 2C 623B j.B 5C(1) 2[B]
- Rapid Beat: 5/2A(A) Rapid Beat 623B j.B 5C(1) 2[B]
- No Rapid Beat: 2B 2C 623B j.B 623A j.C jc j.2[B] 5A 5C(1)
- Rapid Beat: 2B Rapid Beat 623B j.B 623A j.C jc j.2[B] 5A 5C(1)
Rapid Beat after a filler button, before the first 623X. In this case, the proration has been changed enough to not allow the same strategy as before. With A Starters, you can do the same thing as before.
- No Rapid Beat: 5/2A(A) 2B 2C 623B j.B 5C(1) 2[B]
- Rapid Beat: 5/2A(A) 2B Rapid Beat 623B j.B 5C(1) 2[B]
With other starters, however, you’ll want to play safe and improvise. Generally, 623B jC jc j2[B] into whatever grounded buttons gives you good damage while almost always staying stable.
- No Rapid Beat: 2B 2C 623B j.B 623A j.C jc j.2[B] 5A 5C(1)
R* apid Beat: 2B 2C Rapid Beat 623B jC jc j2[B] 5B(1) 5C(1)
Rapid Beat after the first 623X. If not part of the combo, this is almost certainly a misinput. At this point, proration has probably shot up, so there’s not much that can be done except improvise and try to end the combo as best you can. If you want to, you can go into the launcher to get a safejump.
Video Examples
Basic Mario Combos by メノ(Meno)