Melty Blood/MBTL/Michael Roa Valdamjong/Combos

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Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

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.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
(...) 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.

Getting Started

  • Hyde and Magicrider's videos are great places to start and get comfortable with the character's combos and okizeme before getting into the more complicated routing. This sections lists a couple of casual combos you can do to familiarize yourself with this character, including some from the videos.

Starter Combos

Combo Damage Cost Meter Gain Location
  • A simple 2A starter. No TKs or j.2C, just a simple link into metered ender.
  • For corner, you can replace 236B with 214[B].
  • A combo demonstrating 6C(2) > j.236A routing. Not the most practical due to 6C generally ruining damage early on, but doesn't require any TKs.
  • The standard 2A starter that includes a singular TK link.
  • A corner 2A starter that uses a jump cancel TK link.
  • Air to Air combo starter. Can work well off practically any air string, as long as they are brought back to the ground with j.2C.
  • Can skip j.236X and/or 2C followup for more consistency.
  • The standard DP conversion into oki. Good for practicing the 2C~C > 236A link, which will see a lot of usage in other routes.
  • An easy 3C conversion. Uses the meterless 623B ender, but can easily be replaced for a metered ender.
  • j.236A must be input ASAP after launch. The following j.2C is more lenient.

Common Enders

WIP

Combo Theory

WIP

Combos

If you feel comfortable with Roa's execution using the two videos listed in the Getting Started Section, this section is the next step to explore higher end routes that may be more difficult in exchange for reward.

A Starters

Combo Damage Cost Meter Gain Location
  • Midscreen BNB.
  • Trade 2B and 5B for a slight damage increase.
  • Corner BNB.
  • If done with 2AA starter, do 5C(1).
  • Alternative midscreen route. link
  • ONLY WORKS NEAR CORNER, for when 2C~C wallbounces but you are a bit distant link
  • Meterless Safeheat setup link
  • Optimal midscreen combo off 2A > 2C starter.
  • Might require running up after 236B.
  • Optimal corner combo off 2A > 2C starter. Uses Double TK.
  • Doing the final IAD j.CB is NOT NECESSARY and is only there to reach 4.2k. If it gives you too much trouble, skip it.

B Starters

Combo Damage Cost Meter Gain Location
  • Basic 2B starter.
  • Corner to Corner combo link
  • Higher damaging 2B combo.
  • 2B route that doesn't use 2CC for more damage. Courtesy of Scrawt.
  • Optimal corner 2B route.

C Starters

Combo Damage Cost Meter Gain Location
  • Basic 2CC starter.
  • Basic 2C starter.
  • Harder hitting 2C starter.
  • Can swap 2C and 5C for slightly more damage and meter gain.
  • Alternative version that interestingly invokes SMP for a little extra damage.
  • Can still swap 2C and 5C for slightly more damage and meter gain.
  • A rare 6CC starter, in case you needed one.
  • An easy confirm that can pick up at any range or height.
  • High damage corner route.
  • Alternative routing for 5C.
  • Corner routing for 5C > 6CC.

Special Starter

Combo Damage Cost Meter Gain Location
  • 236B confirm that does more. Can switch 5C and 2C~C for slightly less damage and potentially easier execution.
  • Needle confirm
  • Needle confirm corner
  • Needle confirm with 50% Moon Drive, no meter necessary. link
  • Metered DP conversion combo route
  • Metered DP conversion combo route
  • 236C by itself does 2108. This just ensure you get a bit more damage if needed

Moonskill Starters

Combo Damage Cost Meter Gain Location
  • Easy confirm on 4B+C hit. Room for improvement but always works and hard to mess up.
  • A combo that does a little more than raw 236C.
  • Can do 236B oki by doing IAD after 5C.
  • A combo that uses j.2C.
  • Can still do 236B oki by doing IAD after 5C.
  • A combo that uses 236B.
  • Can, yet again, do 236B oki by doing IAD after 5C.
  • Slightly longer than round start distance (IABD for perfect spacing), but much better bang for your buck.
  • Getting the third hit of 4B+C decreases damage, but increases meter gain.
  • Moonskill DP combo that's fairly easy.
  • Moonskill DP combo if you can land the old j.B at the beginning.
  • Highly impractical but highest damage confirm for MS DP. Training mode only.
  • Jumpscare 3/4 screen MS starter. Insane reward for it's versatility.
  • Corner variant for slightly more damage and meter.
  • 100 damage optimization. If you do this in corner, it will do less damage than the above combo.
  • Corner 4B+C route.
  • More difficult version for slightly more damage and slightly less meter.

IAD Starter

Combo Damage Cost Meter Gain Location
  • Can do 5C > IAD AT for 236B oki.
  • Walk back to space 2B after 236B
  • Corner IAD combo.

Shield Counters

Combo Damage Cost Meter Gain Location
  • Shield A counter.

Sideswitch route.

  • Corner Shield A counter.
  • Shield B counter, only works off counter hits.
  • Shield B+C counter.
  • Air Shield A counter. 5B must be done close to link 236B, may require a microdash.
  • Corner route for every other counter.
  • If CH B starter, do 5C(2).

Videos

Hyde Combo Video (Old)

Hyde Combo Video 1.3 Patch

Hyde Shield Combo Routes

Magicrider Combo & Oki Video

Scrawt's Roa Guide ft. Hyde

External Links


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