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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.

Playstyle
Coming soon
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.
  • 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: -

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: 6

Dash actionable: 5

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. Has a relatively high hitting hitbox which makes it decent for stuffing opponents trying to IAD too close to your face.
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. 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.
5C
5C
5C
MBTL Mash 5c.png
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. 5[C] is a primary staple in high damage combos and you should always try to include it when possible.

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. 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.
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.
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.
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. Has a lot of recovery so be careful about whiffing this button.

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.
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.
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 - - -

Her primary "cross-up" air button that can hit on both sides of her. Her best button to hit an opponent after an IAD or super jump in most scenarios.

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.

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.

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.
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.
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. 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.
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 +50 -
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.
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 236c.png
C version
MBTL Mash 236a hb.png
MBTL Mash 236b hb.png
MBTL Mash 236b be hb.png
MBTL Mash 236c hb.png
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 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.

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. 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.
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]. 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.

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. 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.

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.

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.
Quick Assault

Mash's "rekka" type move. 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. 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.

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 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.

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.

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.
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
MBTL Mash 22a.png
MBTL Mash 22b.png
MBTL Mash 22c.png
MBTL Mash 22a hb.png
MBTL Mash 22b hb.png
MBTL Mash 22c hb.png
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.
  • 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.

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.
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.
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 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.

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.
  • Ground bounces on hit

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.

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. 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.

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. If your opponent air-blocked the slam you can immediately cancel into 214C to air unblockable them.

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. Has a higher chance of going behind the opponent by accident if you use it from too close.

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. As stated before, this is the best move to use for converting from a wakeup DP (623B) into a full combo.

Notably if you make a mistake with 214XX you can cancel into this while airborne to keep yourself safe.

Moon Skills

Keep in mind, all moon skills' startup (and thus overall frames) decrease by 1 when in Moon Drive. You can find a full list of MD buffs here.

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] 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!
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.

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.
Bunker Shot
Bunker Shot
2+B C
MBTL Mash 2bc.png
MBTL Mash 2bc hb.png
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 -
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.
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 -

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)

Super Moves

EX:Punishment
EX:Punishment
236+B C
MBTL Mash 236BC.png
MBTL Mash 236BC hb.png
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.
  • 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.

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 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.
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.
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.

Reverse Beats

Rebeat Table
Attack Chain Advantage
5B/2B 5A/2A -3
5C/2C/5[C] 5A/2A -1
Gap Table
Attack Chain Frame Gap
2C 5[C] 6
5B/2B 5[C] 8

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