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.
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: -
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
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.
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.
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 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.
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.
Useful as an EX ender to combos for high damage, or in the middle of a combo to jump cancel it into a IAD.
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.
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.
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.
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.
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.