A girl summoned from a parallel world. A member of the Organization for the Preservation of Human Order, Finis Chaldea, Mash is a being known as a demi-Servant: a successful fusion of a human body with a Heroic Spirit. Her Servant Class is Shielder. Her role is to jump to the point in spacetime of a problem in human history and resolve it, using the technology known as Rayshift.
Her hairstyle covering one eye is a key part of her fashion style, she also has a cute face, forthright personality, and honest, trusting character. Mash has learned about concepts like good and evil, and the purpose and significance of human life over the journey toward restoring her humanity.
In combat, she is excellent on defense and agile, using an immense shield much larger than she is. She also has strikes and throws using her shield, as well as techniques like kicks that launch her entire body from her shield.
In this title, an error of unknown origins during Rayshifting brings her to an unintended destination, into a nest of mysterious creatures in a world she knows nothing about.
Mash Kyrielight is a new character to Melty Blood, released as free DLC alongside Neco-Arc on August 19, 2022. She is a straightforward melee rushdown character with high forward movement and simple midrange tools. Mash's strongest points lie in the movement options provided by her special moves, like Buster Swing (236X), Quick Strike (214X), and High-Angle Transfer (j.236X), as they allow her to convert stray hits into damage very well while also helping her control the close and mid-range space. Her normals compliment this in close- to mid-range and help stabilize her conversions.
Her main flaws are her small selection of ranged moves, limited mostly to her Bunker Shot (22X) projectiles and her Arc Drive, as well as the risks of overcommiting to her special moves; they're relatively unsafe and will leave her open if they're used recklessly.
Boasts potent, movement-heavy special attacks with good hitboxes that can control space well both on the ground and in the air at close and mid range.
Relatively straightforward gameplan makes her easy to pick up and play, especially if you're already familiar with the basics of Melty Blood.
Decent pokes and conversions thanks to the ranges of her special moves and the size of her normals.
Strong pressure options with resources; many of her EX moves are plus on block (particularly 22C and j.214C) and her Moon Skills are also easy to use in pressure as well (particularly 4BC and 2BC).
Has a poor long-range presence due to lacking ranged options aside from her Arc Drive. Against characters that outrange her, she needs to rely on good movement and defending to get her opportunities for offense.
Unsafe special attacks make whiffs or getting blocked without proper spacing incredibly dangerous.
Normals are a bit slow, offsetting their reach at the close and mid range. Her 2A and B normals are slower than average, so she may have to make more conscious decisions when using jabs for abare or certain okizeme options.
HP Value: 11,700
Backdash: 34 (1-10 All, 11-12 S, 13-17 AP)
Movement Speed: -
6B+C - Buster Swing
3B+C - Art Strike
4B+C - Quick Assault
2B+C - Bunker Shot
j.6B+C - High-Angle Transfer
j.4B+C - Here's A Heavy One!
236A/B/C (EX OK) - Buster Swing
623A/B/C (EX OK) - Art Strike
214A/B/C (EX OK) - Quick Assault
22A/B/C (EX OK) - Bunker Shot
j.236A/B/C (EX OK) - High-Angle Transfer
j.214A/B/C (EX OK) - Here's A Heavy One!
236B+C - EX:Punishment
A+B+C+D / Successful Shield in Blood Heat - Tactical Decision: Around My Master
Mash's go-to reverse beat normal. 2A is a better pressure tool but 5A has better startup for mashing out of pressure strings. Has a relatively high hitting hitbox which makes it decent for stuffing opponents trying to IAD too close to your face.
Mash swings her shield upward. Surprisingly safe on block and useful in combos as a way to link out of her special moves. Noticeably a good normal for catching opponents who are trying to jump around at normal jump height which also makes it a good button for punishing bad air techs as well. Be wary about using this move against characters with strong low-profile buttons (ex. Shiki 2C) as the shield hitbox does not reach all the way to the ground.
Mash moves much farther forwards at the cost of startup. The clash frame window is small enough that it will only catch mashing from B buttons and not 2C. 5[C] is a primary staple in high damage combos and you should always try to include it when possible.
Mash's fastest low and easiest abare option. Being only 0 on block is a huge asset for going for staggers to extend your pressure. Do keep in mind that 2A is a 6 frame button instead of 5 frame like her 5A so you might get frame trapped if you mash the wrong button.
Mash's best grounded poke that is unfortunately held back by it's slower-than-average startup. The proper way to use this poke is at it's maximum range as it can out range a lot of characters buttons. However, this button is ill-suited for scramble situations (ex. after blocking shield B) due to the bad startup.
Downward angled kick which is good for jumping in or as a rising button against opponents trapped in blockstun (sometimes referred to as an "F-Shiki"). Is also a good option for hitting someone with 2-3 overheads before landing since you can hit the first j.A from pretty high up. Due to it hitting downwards, it's very poor as an air-to-air button unless your opponent is below you in the air.
Somewhat like a welfare version of Saber's j.[C]. It has similar uses as a big normal that just covers a lot of space and can randomly clash with anti-airs, though it has less range and clash frames compared to her servant competition. You can also use it to fake out an overhead by using the startup flash as a distraction.
This is a primary staple in all of her combos so get used to buffering a j.[C] from 623A.
Useful as a blockstring tool and for stabilizing combos thanks to its ground bounce. 6C has long reach but is very negative on block and can only be cancelled into special moves, limiting its usage in neutral.
Mash will lunge forward with a double kick combo. Can be used to add extra corner carry to routes or stabilize the height of your opponent before a launcher. This move's true value lies in being an excellent blockstring filler. Max range 2C or 5C into rapid beat will move her back in and let her cancel into any of her plus on block specials/EXs and restart pressure at close range.
High vertical hitbox, limited horizontal range. As with most 3C anti-airs it will very often clash with jump ins. Always be prepared to cancel into a safe special with good air coverage (214X) or a jump in the event of a clash.
Mash performs a judo throw. Very plus on hit. 5Aw > 22B will catch mashing and leave Mash plus in the corner with the bonus of being automatically timed. She can also opt for a manually timed delay safejump anywhere for consistent pressure. Midscreen you can also time a whiffed 214A to end up either in front or behind your opponent and still get a 5A meaty.
Mash does not get any safe okizeme off her airthrow without her double jump available. However, having her double jump gives her an easy left/right mixup. After the throw, hold 8 to buffer a jump then drift with 9. Small drift will stay same side, and a slightly longer drift will cross up. This can get very ambiguous and Mash can opt to safejump with j.C or land and 2A/throw (although this loses to mashing).
Mash's grounded shield rush. It can act to combo, condition, or even clash through some attacks when the spacing is handled correctly.
This move becomes barely minus if not 0 on block at max range, which can allow Mash to steal a turn if she conditions her opponent to block after. 236A does not lead to a meterless combo against grounded opponents at any range, but has tons of untech time against airborne opponents.
236B can be spaced much like 236A, but comes with an additional strike that ground bounces if it hits the opponent. Much easier to combo after than 236A but uses a ground bounce to do so, which may limit combo options.
The automatic follow-up will send the opponent flying away from her forcing Mash to use meter (ex. 214C) or Moon Drive to follow up with a combo. However, it's very useful as a pressure tool, as Mash can vary the timing she charges in between 236A, 236B, and 236[B] (very similarly to another French Bread shield user). Mash can also use this to bulldoze through neutral. If it whiffs, it is still cancelable into EX moves and MD.
This move has no invulnerability whatsoever despite looking like it does. Use with caution, but if you're on the ground and need to confirm into something with decent reach, this is your best bet. On hit, this will wall bounce so keep that in mind when counting bounce limits. If you are in heat or have 4 bars, this is an easy EX to connect into an arc drive cancel.
Mash's anti-air shield strike. The B and C versions are the ones used for reversals, while the A version's jumpcancel point makes it largely a combo tool as a complement to her 214X.
Good combo tool but has no invulnerability. As such, it is cancelable into supers and Moon Drive where the B version is not. When used in combos, the usual followup is j.[C]. This is a pretty large move for 5f startup so it's usable as just as a punish option in situations where 5A isn't far reaching enough (example if you block someone's Shield A follow up). It's still whiff cancellable should you miss your punish chance.
The reason why she's called Mash is because you will be mashing this a lot. Having a reversal is always good as it's another thing your opponent has to think about on their offense. If this hits against a grounded opponent, you can easily cancel the last hit of the DP into j.214C and net a full combo which makes it well worth the risk.
Vacuums opponents on hit. Any extended hurtboxes will get clipped by the full super.
It's the fastest possible reversal option she has which can be used to beat certain setups if you know your opponent can't cover a 5f or faster reversal. Also noticeably it will always connect in heavily scaled combos after j.236A in situations where any other super will drop. Use this cancel when you are aiming for a kill.
If this fatal counters an airborne opponent, the last hit will be untechable until they hit the ground. You can link a 623A or 5A anywhere on screen if you manage to land this.
Mash's "rekka" type move. A jumping shield strike that works great as a juggle combo starter thanks to its additional attack.
Mash leaps a greater distance forward. Covering a larger space in front of her.
Mainly seen in combos with follow-up, lower damage than 623A routes but 214B still connects at the maximum range of 6C. Delaying the follow-up correctly can leave you up to 0 on block, making it a useful tool in pressure or frame traps. You can also follow with 5C/2C if done correctly. Can act as a surprisingly effective low crush option or anti-air depending on the situation.
Delaying the follow-up is useful in combos as you can convert off it or make the rekka safer on block. Delaying this follow up will make a gap between both hits of the rekka which your opponent may reversal or mash through. Alternate your timings accordingly to your opponent's responses.
By far one of Mash's best EX moves and probably the main use for your meter. Useful as an EX ender to combos for high damage and good okizeme setups. All extremely useful as an all purpose combo extender and hitconfirm tool. It is worth noting that even the most scaled combos possible will still allow you to connect additional hits after 214C.
The second hit of this EX is an overhead which can be combo'd after on hit with a jump cancel j.A. But most opponents will not get hit by the overhead unless they have never played against Mash before.
A set of powerful, mid-range attacks that covers space largely in front of Mash. Aside from her Arc Drive, these are the longest-range moves she's got that don't involve moving herself, but can't quite be used as easily as a traditional projectile--however, they are a fair hand at helping Mash maintain grounded pressure if used carefully. Should they trade with other fireballs, they trade very poorly for Mash.
Mash can cancel after the first hit with Moon Drive and the projectile will still come out.
Will wall bounce if you are opponents are near a corner
Mash slams at the ground and creates a shockwave projectile. Opponents can jump over it up close, but Mash shouldn't be using it there anyway. Best used to keep opponents from running in from full screen or as a safe blockstring ender. 22X also functions as an important part of corner combos for netting extra damage.
Slower version of 22A, but better as a pressure tool. It's plus enough that Mash can win any 5A mash contest afterward, but she has to condition her opponent to block before she can use it effectively due to its speed.
Ridiculously plus on block and deals good chip damage. This is your go to EX cancel if you want to convert your meter into plus frames after any blocked special move. If performed point blank, Mash can connect a gapless 2C afterwards to catch opponents attempting to buffer inputs or use the frame data to close back in and frame trap. If your opponent blocks it from further away, you can threaten with 236X or 22X from a distance or dash back in.
Aerial diagonal shield-dive series. Excellent for punishing whiffed attacks from far out if used wisely, as they descend relatively faster than j.214X does.
EX has a slightly different hitbox for some reason
Requires meter or MD to continue a combo after. Very unsafe on block if not cancelled so do not use without some sort of resource to save yourself. This is your most important tool for bringing an airborne opponent back to the ground during launcher combos.
Slower but more safe version of her dive kick. Mash will be able to confirm a combo on hit without the use of any resources if you land this version. You can use this early in combos to bring your opponent back to the ground and continue without spending too many resources.
Another EX combo ender Mash has, with the benefit of it being in the air. You typically will only use this if no other combo ender will connect and you still want a hard knockdown. 214C is a much better combo ender if you can manage to land that instead.
Here's A Heavy One!
A more vertical shield dive as compared to j.236X. Hits overhead and slightly stalls Mash's momentum, making it a tricky but potential answer for baiting AAs in limited circumstances, and works as a good challenge to lows or low shields when TK'd. Use this cautiously in neutral, but if you're looking for a conversion from 623B, the C version of this move works excellently for that. In terms of movement, Mash will start moving forward first before coming down. In most cases, Mash will attempt to track her opponent and land in front but there are cases where she may end up behind them unexpectedly if you have too much forward momentum or do it from too high up.
Improved version of 236[B] when in moon drive. The ground bounce of the second strike allows for a combo extension anywhere at the cost of needing Moon Drive to truly bulldoze through anything.
Outside of Moon Drive, it is still the fastest shield charge option so it will have use as a mid-range punish and approach tool. For comparison, this version is faster than Shiki's 236A/B and same speed as Roa's 6BC!
This is easily Mash's best moon skill which has all the best properties of her 214X. Excellent in scrambles, great in combos, amazing as a pressure tool. Reserving some moon gauge to use this move is important to success as a Mash player.
As a pressure tool, 4BC is jump cancelable on block which by extension allows her to jump cancel at any point in her pressure at the low cost of one moon skill use. jc.A is the best initial follow-up after 4BC is blocked, and from there she can go for additional air normals to extend her pressure while mixing in j.214X or air dashes.
Still trades poorly with other fireballs but has some extra properties to help it. Moon Drive gives it some clash frames on startup, which can let it blow through things on reaction. However, 6BC is typically better for bulldozing through things in neutral. Where 2BC really shines is as a pressure tool as it is highly plus on block and faster than 22B.
Does NOT gain clash frames in Moon Drive. Has roughly the same speed as j.236A but with the frame advantage of the B version. Despite having the same ground bounce as j.236B you cannot combo off of this dive without meter or an odd counter hit with really good spacing. As such you will only really use this to substitute j.236A in combos for extra damage and meter gain.
Does NOT gain clash frames in Moon Drive. Goes the same distance as the B version, however is a lot faster, does slightly more damage, and is +1 on block.
Will travel through the air very quickly, if done as a TK off the ground it can travel half screen distance faster than a super jump or IAD. Useful for calling out grounded pokes or projectiles (ex. Vlov 22X)
Mash throws her shield before charging forward with a rush punch. Even if the shield is blocked, Mash will still charge forward.
If the shield toss is blocked or whiffed, Mash will loses all invincibility before she punches. If the first hit connects, however, she will regain her invincibility.
Hitting the punch will guarantee the cinematic will trigger for the last hit.
Blows the opponent full-screen on hit.
Mash's strongest combo ender at the cost of being the most expensive. Can also be used as a yolo move against projectiles--however, it is possible for the first hit to trade with a projectile full screen.
Charging Arc Drive causes the rush punch to become an overhead and she will gain additional clash frames.
Knocks the opponent into the air if blocked.
The charge effect will only happen if the shield toss gets blocked. It will cause no changes to the move if it hits. Entirely useless move as there is a billion ways to avoid getting hit by the overhead including just shielding the overhead and getting a guaranteed A follow up, hitting a reversal between the gap, throwing the gap, blocking the overhead and jump cancelling the knockback into a fast air move and punishing her anyway, etc.
This is purely a knowledge check move. If for some reason your opponent is unaware and doesn't attempt to do anything but block the overhead, it will send them far away enough where Mash will be safe from a punish attempt.
Usable with 4 full Magic Circuit gauges, at any time in Blood Heat, or with a successful Shield while in Blood Heat.
Damage in Blood Heat scales with amount of Heat Gauge remaining on activate.
Uses the animation of the follow-up attack from 236B if done manually with 4 magic circuits.
Mash activates her last arc performing a series of attacks once it activates and then finishing off her opponent by unleashing her noble phantasm. There aren't that many ways to combo into this but you can usually do 22X > MD > Last Arc in the corner if you want to finish your opponent in style.