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Melty Blood/MBTL/Mash Kyrielight

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Story

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.

Gameplay

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.

Strengths Weaknesses
  • 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.
  • 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 is 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: -

Character Summary

Move list

Moon Skills
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!
Special Attacks
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!
Arc Drive
236B+C - EX:Punishment
Last Arc
A+B+C+D / Successful Shield in Blood Heat - Tactical Decision: Around My Master
Unique Attacks
6C, 3C
Blowback Edge Moves
5[C], 6[C], j.[C], 236[B], 236[B+C]
Stats & vitals

Dash startup: 5

Dash actionable: ?

Jump startup: 4

Jump airtime: 37

Quick combo reference

Coming soon.

Mash Combo Doc

MBTL Mash Art.png

Move Analysis

Normal Moves

Standing Normals

5A
5A
5A
MBTL Mash 5a.png
MBTL Mash 5a hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
160 LH - - - -
First Active Active Recovery Overall Advantage Invul
5 2 11 17 -1 -
  • Cancels into itself 3 times.
  • 5A and 2A have the same whiff duration.
Mash's go-to reverse beat normal. 2A is a better pressure tool but 5A has better startup for mashing out of pressure strings.
5B
5B
5B
MBTL Mash 5b.png
MBTL Mash 5b hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
480 LH - - - -
First Active Active Recovery Overall Advantage Invul
8 3 18 28 -6 -
Mash swings her shield upward. Surprisingly safe on block and useful in combos as a way to link out of her special moves.
5C
5C
5C
MBTL Mash 5c.png
5C
MBTL Mash 5c be.png
5[C]
MBTL Mash 5c hb.png
5C
MBTL Mash 5c be hb.png
5[C]
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
610 - LH - - -
First Active Active Recovery Overall Advantage Invul
10 4 18 31 -5 -

Mash swings her shield forward, creating a slash effect. It's a big poke and leads to decent damage on hit.

Damage Guard Cancel Property Cost Attribute
910 LH - - - -
First Active Active Recovery Overall Advantage Invul
22 4 18 43 -5 16-21 Clash
  • Will fatal counter low shield.
  • Gains clash frames.
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.

Crouching Normals

2A
2A
2+A
MBTL Mash 2a.png
MBTL Mash 2a hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
140 L - - - -
First Active Active Recovery Overall Advantage Invul
6 2 10 17 0 -
  • Gatlings into itself 3 times.
Mash's fastest low and easiest abare option.
2B
2B
2+B
MBTL Mash 2b.png
MBTL Mash 2b hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
420 LH - - - -
First Active Active Recovery Overall Advantage Invul
9 5 15 28 -5 -
  • Hits mid.
Big, safe poke. Outranges 5B by a decent margin which makes it better suited for use later in pressure strings.
2C
2C
2+C
MBTL Mash 2c.png
MBTL Mash 2c hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
620 L - - - -
First Active Active Recovery Overall Advantage Invul
10 4 24 37 -11 -
  • Knocks down on hit.
A big shield sweep. Has enough hitstun to combo into 5[C] for good damage.

Jumping Normals

j.A
j.A
Aerial A
MBTL Mash jA.png
MBTL Mash jA hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
130 HA - - - -
First Active Active Recovery Overall Advantage Invul
6 4 11+2L 20 - -
  • Gatlings into itself 3 times.
j.B
j.B
Aerial B
MBTL Mash jB.png
MBTL Mash jB hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
400 HA - - - -
First Active Active Recovery Overall Advantage Invul
8 5 Until L+2 - - -
A pretty good air-to-air as it has a wide hitbox plus having decent startup and being really active. Also used in combos after j.[c].
j.C
j.C
Aerial C
MBTL Mash jC.png
Crossup queen
MBTL Mash jC hb.png
j.C
MBTL Mash jC be hb.png
j.[C]
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
560 HA - - - -
First Active Active Recovery Overall Advantage Invul
10 4 Until L+2 - - -
  • Hits on both sides of Mash.
Damage Guard Cancel Property Cost Attribute
900 HA - - - -
First Active Active Recovery Overall Advantage Invul
20 6 Until L+6 - - 16-19 Clash
  • Gains clash frames.
  • Ground bounces on hit.

Command Normals

6C
6C
6+C
MBTL Mash 6c.png
MBTL Mash 6c hb.png
MBTL Mash 6c be hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
700 LH - - - -
First Active Active Recovery Overall Advantage Invul
16 3 24 42 -10 -
  • Ground bounces on hit.
  • Cannot reverse beat.

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.

Damage Guard Cancel Property Cost Attribute
950 H - - - -
First Active Active Recovery Overall Advantage Invul
29 3 26 57 -12 20-28 Clash
  • Hits overhead.
6C becomes a slow, powerful overhead when charged. While this won't open people up for free, it's great for crushing low shield in pressure.

Universal Mechanics

Rapid Beat 2
Rapid Beat 2
X>X
MBTL Mash rapid2.png
MBTL Mash rapid2 hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
230×2 (414) LH - - - -
First Active Active Recovery Overall Advantage Invul
9 2(6)2 24 42 -10 -
  • 2 hits.
  • Advances very far forwards.
Stabilizes combos, but not useful for anything else.
3C/Rapid Beat 3
3C/Rapid Beat 3
3+C

or

X>X>X
MBTL Mash rapid3.png
MBTL Mash rapid3 hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
700 LH - - - -
First Active Active Recovery Overall Advantage Invul
10 3 25 37 -11 5-12 Air
  • Standard cinematic launcher.
High vertical hitbox, limited horizontal range.
Ground Throw
Ground Throw
4/6+A+D
MBTL Mash throw.png
MBTL Mash throw hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1500 U - - - -
First Active Active Recovery Overall Advantage Invul
4 3 21 27 - -
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.
Air Throw
Air Throw
Aerial 4/6+A+D
MBTL Mash airthrow.png
MBTL Mash airthrow hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 U - - - -
First Active Active Recovery Overall Advantage Invul
1 3 Until L+12 - - -
  • Gives better oki with double jump available.
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).

Special Moves

Buster Swing

Mash's grounded shield rush. It can act to combo, condition, or even clash through some attacks when the spacing is handled correctly.

Buster Swing
236+X
MBTL Mash 236a.png
A version
MBTL Mash 236b.png
B version (with follow-up)
MBTL Mash 236b be.png
[B] version, the only one with clash frames
MBTL Mash 236c.png
C version
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1100 LH - - - -
First Active Active Recovery Overall Advantage Invul
15 5 16 35 -4 -
  • Travels about 1/3 of the screen.

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.

Damage Guard Cancel Property Cost Attribute
800, 400 (1178) LH - - - -
First Active Active Recovery Overall Advantage Invul
18 5 16 38 -4 -
  • Travels farther than 236A, about half the screen.

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.

Damage Guard Cancel Property Cost Attribute
350×3, 750 (1543) LH - - - -
First Active Active Recovery Overall Advantage Invul
24 3×3 22 54 -4 12-23 Clash
  • 236B with clash frames.

The automatic follow-up wallbounces instead of ground bouncing, forcing Mash to use meter to extend a combo after (nothing will connect after Moon Drive cancelling). 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.

Damage Guard Cancel Property Cost Attribute
300×10 (2262) LH - - 1 Magic Circuit -
First Active Active Recovery Overall Advantage Invul
4+6 2×9 25 52 -4 -
  • Wallbounces on hit.
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.
Art Strike

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.

Art Strike
623+X
MBTL Mash 623a.png
MBTL Mash 623a hb.png
MBTL Mash 623b hb.png
MBTL Mash 623c hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
620×2 (1159) LH - - - -
First Active Active Recovery Overall Advantage Invul
5 3×2 24+12L 34 -22 -
  • Jump cancelable on hit.

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].

Damage Guard Cancel Property Cost Attribute
370×4 (1282) LH - - - -
First Active Active Recovery Overall Advantage Invul
8 3×4 29+15L 63 -33 / -37 1-13 All
  • Mash's meterless reversal.

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.

Damage Guard Cancel Property Cost Attribute
200×6, 230×8 (2265) LH - - 1 Magic Circuit -
First Active Active Recovery Overall Advantage Invul
4+1 4×3(15)3×3 20+16L 76 -13 -
  • Vacuums opponents on hit. Any extended hurtboxes will get clipped by the full super.
Quick Assault

A jumping shield strike that works great as a juggle combo starter thanks to its additional attack.

Quick Assault
214+X
MBTL Mash 214a.png
1st hit
MBTL Mash 214xx.png
2nd hit
MBTL Mash 214c.png
EX performs both hits
MBTL Mash 214a hb.png
1st hit
MBTL Mash 214xx hb.png
2nd hit
MBTL Mash 214c hb.png
EX performs both hits
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
340×2 (656) LHA - - - -
First Active Active Recovery Overall Advantage Invul
10 2×2 17+12L 42 -13 -
  • Mash leaps a short distance forward before swinging her shield.

Used in some stylish combos without SMP kicking in. As of right now, 214B seems to be more useful in combos.

Damage Guard Cancel Property Cost Attribute
390×2 (748) LHA - - - -
First Active Active Recovery Overall Advantage Invul
11 2×2 23+12L 49 -20 -
  • Mash leaps a greater distance forward.

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.

Damage Guard Cancel Property Cost Attribute
640 [700] LHA - - - -
First Active Active Recovery Overall Advantage Invul
12 [15] 3 Until L+18 [Until L+16] - - -
  • Follow-up attack doable after 214A/B.

Delaying the follow-up is useful in combos as you can convert off it.

Damage Guard Cancel Property Cost Attribute
670*4 (2264) LHA - - 1 Magic Circuit -
First Active Active Recovery Overall Advantage Invul
4+6 3,2,2(9)5 4 + 17L 51 -4 -
  • Jump cancellable on hit.
  • Leads to HKD.
Useful as an EX ender to combos for high damage, or in the middle of a combo to jump cancel it into a IAD.
Bunker Shot

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.

Bunker Shot
22+X
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
480, 490×2 (1293) LH, LHA - - - -
First Active Active Recovery Overall Advantage Invul
13 2(2)2×2 25 45 -2 -
  • Projectile has two hits.
  • Has an additional hit up close.
  • Hits about half screen.
  • Mash can cancel after the first hit with Moon Drive and the projectile will still come out.

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.

Damage Guard Cancel Property Cost Attribute
480, 490×2 (1293) LH, LHA - - - -
First Active Active Recovery Overall Advantage Invul
22 2(2)2×2 19 48 +4 -
  • Plus on block.

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.

Damage Guard Cancel Property Cost Attribute
720, 550×3 (1869) LH, LHA - - 1 Magic Circuit -
First Active Active Recovery Overall Advantage Invul
4+5 2(2)5,5,7 15 44 +12 -
  • Projectile hits three times instead of two.
  • Wallbounces on hit.
High-Angle Transfer

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.

High-Angle Transfer
Aerial 236+X
MBTL Mash j236a.png
MBTL Mash j236a hb.png
A/B version
MBTL Mash j236c hb.png
EX has a slightly different hitbox for some reason
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
640×2 (1171) LHA - - - -
First Active Active Recovery Overall Advantage Invul
12 Until L,3 24 - -10 -
  • Mash dives at a 40 degree angle downwards.

Requires meter to continue a combo after.

Damage Guard Cancel Property Cost Attribute
670×2 (1226) LHA - - - -
First Active Active Recovery Overall Advantage Invul
19 Until L,3 18 - -4 -
  • Mash dives at a 50 degree angle downwards.
  • Slightly slower and more damaging than j.236A.
Damage Guard Cancel Property Cost Attribute
260×3, 1300 LHA - - 1 Magic Circut -
First Active Active Recovery Overall Advantage Invul
4+2 Until L,3 18 - -4 -
  • Gives HKD.
Another EX combo ender Mash has, with the benefit of it being in the air. Can be useful after 214XX as the move leaves you airborne.
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.

Here's A Heavy One!
Aerial 214+X
MBTL Mash j214a.png
MBTL Mash j214a hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1300 HA - - - -
First Active Active Recovery Overall Advantage Invul
Until L 2 21 - -1 -
  • Overhead.
  • Bounces opponents into the air on block.

This can beat low abare and throws if TK'd but will lose to high shield.

Damage Guard Cancel Property Cost Attribute
1300 HA - - - -
First Active Active Recovery Overall Advantage Invul
Until L 2 21 - -1 -
  • Similar on-block properties to j.214A.

Slower but travels farther forwards.

Damage Guard Cancel Property Cost Attribute
2000 HA - - 1 Magic Circut -
First Active Active Recovery Overall Advantage Invul
Until L 2 19 - +1 -
  • Can pass over grounded opponents (!!!). Highly unsafe if this happens.
The EX version and the Moon Drive version are the only ones that are plus on block.

Moon Skills

Buster Swing
Buster Swing
6+B C
MBTL Mash 6bc.png
MBTL Mash 6bc hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
330×3, 450 LH - - 3 moon icons -
First Active Active Recovery Overall Advantage Invul
11 3×3 22 41 -3 1-10 MD Clash
  • Gains clash frames in Moon Drive.
Improved version of 236[B]. 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.
Art Strike
Art Strike
3+B C
MBTL Mash 3bc.png
MBTL Mash 3bc hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
290×5 LH - - 3 moon icons -
First Active Active Recovery Overall Advantage Invul
8 3×5 26+15L 63 -33 (-36) [-5 (-8)] 1-7 MD Clash
  • Gains clash frames in Moon Drive.
  • Jump cancelable on hit, block, and whiff.
Very good Moon Drive reversal. Mash can jump cancel the last hit into j.[C] > delay j.B to bring her opponent back to the ground and keep the combo going.
Quick Assault
Quick Assault
4+B C
MBTL Mash 4bc.png
MBTL Mash 4bc hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
500×3 LHA - - 3 moon icons -
First Active Active Recovery Overall Advantage Invul
13 5(9)4 17L 47 -4 1-11 MD Clash
  • Third hit is an overhead.
Not a great overhead. The first two hits heavily telegraph the last hit, and the bright blue flash gives it away if the first two hits whiff. However, this is not its primary use. 4BC is jump cancelable on block, giving Mash some highly unusual pressure strings. jc.A is the best initial follow-up after 4BC is blocked, and from there she can pick and choose what air normals she does next. She cannot get back to the ground without a gap, but this can be worked around.
Bunker Shot
Bunker Shot
2+B C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
480, 380×3 LH, LHA - - 3 moon icons -
First Active Active Recovery Overall Advantage Invul
15 2(2)4×3 15 45 +4 1-14 MD Clash
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.
High-Angle Transfer
High-Angle Transfer
Aerial 6+B C
MBTL Mash j6bc.png
MBTL Mash j6bc hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
690×2 LHA - - 3 moon icons -
First Active Active Recovery Overall Advantage Invul
13 Until L,3 18 - -4 -
Gains armor in moon drive making it hard to anti-air, also seen in combos for extra damage.
Here's A Heavy One!
Here's A Heavy One!
Aerial 4+B C
MBTL Mash j4bc.png
MBTL Mash j4bc hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1400 HA - - 3 moon icons -
First Active Active Recovery Overall Advantage Invul
Until L 2 19 - +1 -
Goes the same distance as the B version, however is a lot faster and does slightly more damage. Also gains clash frames in moon drive and is +1 on block.

Super Moves

EX:Punishment
EX:Punishment
236+B C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
300×4, 500, 1800 (3500)
[Min: 1400 (40%)]
LHA, LH - - 3 Magic Circuit -
First Active Active Recovery Overall Advantage Invul
1+8 X(36)4 48 96 -15 1-17 All
  • Mash Throws her shield before charging forward with a rush punch. Even if the shield is blocked, Mash will still charge forward.
  • Hitting the shield guarantees the cinematic will happen(?).
  • Blows the opponent full-screen on hit.
Mash's strongest combo ender at the cost of being the most expensive and knocking the opponent really far away, can also be used as a yolo move against projectiles.
EX:Punishment (Charged Version)
EX:Punishment (Charged Version)
236+UNI Input Hold.png[B]+UNI Input Hold.png[C]
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
300×4, 500, 1800 (3500)
[Min: 1400 (40%)]
LHA, H - - 3 Magic Circuit -
First Active Active Recovery Overall Advantage Invul
1+8 X(49)4 48 109 -15 1-17 All, 44-49 Clash
  • Charging Arc Drive causes the rush punch to become an overhead.
  • Knocks the opponent into the air if blocked.
Tactical Decision: Around My Master
Tactical Decision: Around My Master
A B C D
MBTL Mash ABCD.png
MBTL Mash ABCD hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
4800
[Min: 1800 (37.5%)]
LH - - 4 Magic Circuit -
First Active Active Recovery Overall Advantage Invul
1+21 4 27 52 -14 14-25 All
  • 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.

Reverse Beats

Customization

Palette options


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