Melty Blood/MBTL/Monte Cristo/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

First and foremost, practice your TKs. While there are routes that do similarish damage with no TKs, you're going to want to be able to TK consistently off of 5C and 2C to maximize this character's damage potential. tk.214X= 2147x, tk.236X = 2369x.

Combo Theory

  • TBD

Enders

All of the combos documented here can usually substitute whatever ender they have listed with one of these so don't sweat it if you prefer rekka ender damage but don't see a rekka ender listed.

3C > j.ABC > AT
The most basic ender but an important one to talk about since he has the world's easiest safejump off AT, just buffer a j.9 and land with j.C.

3C > j.abc > j.236A > j.214C
fairly potent drift-based l/r and can go into a safejump if you prefer. Moreover, you can do j.ABC > jc j.ABC > j.236A > j.214C to maximize your meter gain.

3C > j.abc > j.236A > j.236C
you can get a framekill off of it by just buffering j9 and 2a > 2ad

623A > sjc > j.BC > j.236A > j.214C
useful for 3c starters.

214A(2)~A(2)~6A > 623C
Thanks to the patch we can now do 6A rekka giving us a damage boost and we don't have to sideswap in the corner for certain enders anymore, make sure that 6A hits the ground. Safejump with IAD > j.9A (Whiff) > falling j.B.

214A(2)~A(2)~6A > 214C > j.ABC > AT
Basically a corner to corner if u do like a combo.

214A(2)~A(2)~ 6A > 22C > 3C > j.ABC > AT
This is the highest damage ender he's got in the corner. The 22C > 3C link is kind of tight, be sure to practice.

214A~A~A > 214C

gives L/R for 3C/shield A starters

Starter Combos

Combo Damage Cost Meter Gain Location

This will work off any starter and doesn't require any TKs, use this to learn the character without losing the damage race.

Corner BNB?

A Starter

Combo Damage Cost Meter Gain Location

The 2A confirm you want to shoot for, works off 2AA but not IAD. The BNB

one you will probably do the most.

This one is kinda tight ngl.

Not the optimal but since the optimal is like impossible to do i will just leave this here instead.

B Starter

Combo Damage Cost Meter Gain Location

The 2B midscreen

Jamie's route if I remember correctly. You can also do this on 5C starter as well.

The 2B corner Optimal. It's tight, your success in the latter half is entirely dictated by how low to the ground you can hit j.[C]. When tking j.236B from j.214B, try to hold 2 for a little bit during j.214B then execute the tk. This will prevent you from superjumping which will keep you lower to the ground, giving you more time to link the 5A afterward.

C Starter

Combo Damage Cost Meter Gain Location

The 5c midscreen.

You basically don't have to delay anything expect 623a.

Won't be able to link 5C if you hit 2C far.

Not the optimal for 2c but it's not bad. Timing for 3c after 22c can be tricky don't buffer it, time it.

Only time you will see 214b in a combo, and be sure to hold 2 before you do the tk.236b after 623a or else it won't connect

The 4C(2) midscreen optimal, attempt at your own risk

Same routing as 2B corner

L/R exclusive to launcher

IAD Starter

Combo Damage Cost Meter Gain Location

IAD j.B/j.BA confirm. Try not to use this on j.C due to SMP.

IAD j.B/j.BA confirm. Try not to use this on j.C due to SMP.

Special Starter

Combo Damage Cost Meter Gain Location

For 236a~b connect with 2a(won't connect on certain ranges)

Usually used as a corner throw bait

Midscreen tk.214B, I will just put down meterless.

236A~X corner

623A midscreen

Shield Counter

Combo Damage Cost Meter Gain Location

can be tricky for j.214a to hit also just do the BNB for the other shield counters

Moon Skills

Combo Damage Cost Meter Gain Location

do 2b after 4BC and then the BNB for the midscreen

3BC midscreen same routing as 623A

not the optimal,but this is the one that you will do most of the time.

MD Routes

Combo Damage Cost Meter Gain Location

If it's 2a>2a try to omit 2b also use this routing for other midscreen confirms like 236aa MD,214b MD and 5C 2C into this route etc.

2B midscreen

2C midscreen

Can be vital to finishing a opponent off,but as you would expect only works on certain positions.

3C midscreen

2A corner

route for 2B and 5C for 5C let both hits of 2C hit.

2C route can be quite hard, try to delay j.6bc and j[c] as much as possible or either 7bc won't hit or the tk236b or 5A

if you are having trouble linking 2B just delay harder.

3C corner

External Links

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