Melty Blood/MBTL/Neco-Arc/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

Combo Theory

Neco-Arc's typical combos tend to follow a certain pattern:

  1. Starter. Can be almost anything from a grounded normal, a fatal counter into 2B pickup, or random Neco hit.
  2. Launcher 1. 2C, 623A, 6C~C~C, or a combination of all three to pop the opponent into the air.
  3. Jump cancel into j.C j.2B j.236A or j.C j.2C dl j.236A to bring yourself back down to the ground.
    • j.C can be 1 or 2 hits. It's sometimes necessary to cancel after 1 hit to keep proration low for the combo ender.
    • j.2C usually leads to more damage, but j.2B is more consistent.
  4. Launcher 2 with 5C RB RB, or 5C 3C, or just straight 3C.
    • Using 3C keeps the proration low, making it easier to bring the opponent down into 623C or Arc Drive.
    • Rapid Beat deals more damage and builds more meter, but can cause combos to drop at high proration.
    • Combos should ideally be kept short enough to use Rapid Beat, with 3C being used in situations where Rapid Beat may not work.
    • It may also be worth using 3C when 5C was already used in the combo, to avoid Same Move Proration.
  5. Finisher. Neco-Arc must choose between attaining meter, a hard knockdown or a situation that can yield an unblockable 3C for her enders.

Individual breakdown of combo tools (WIP):

The real star here is the B version, that provides tons of meter as a finisher and can anti-air for a fatal starter.

Starts, extends, and finishes combos, most of Neco-Arc's combos will use at least one version of this move.

Moon and A rings can extend combos, with A ring being mandatory for her BNB, while the C version provides a knockdown.


Invincible starter, therefore receiving huge damage reduction, but hits fullscreen and launches for a combo into oki. Can sometimes be followed up from a laser or 2C > 5[B] to forego the damage reduction and provide corner carry.

Neco-Arc can knockdown from combos initiated by her 421A items, though they are usually heavily prorated or shorter than her usual combos. Still, the furthered access to oki or more setplay cannot be overlooked.

Combo Damage Cost Meter Gain Location

Cancel the beam VERY early for max damage (on the first hit, actually). You can keep all the meter by ending on jA jA jB airthrow instead.

Combos

Optimal BNB

Combo Damage Cost Meter Gain Location
  • Optimal bnb. Grants you nearly enough meter for a full bar and grants a left/right or ring oki after the airthrow happens.
  • The 623A into 5B jump cancel jC link can be rather unintuitive for a new player to learn, coupled with the delay required for the ring to land after. You can replace this link by performing 2C > 623A > 6CCC at the start of the combo to go straight into the jC. This subtracts 39 damage and gives you about the same meter gain and same oki options. Both give the opponent roughly the same amount of meter, around 40%.
  • Video reference

Metered variant of the combo above. Essentially your most important route.

Custom Combo Trial series by Kurii

Novice

Combo Damage Cost Meter Gain Location

An easy way to get good oki from a variety of starters. Best done at the start of the match to maximize the chances of rolling tire neco or the squadron from 1BC.

In case you mashed. Gives ring oki for zero resource, but also zero damage.

Rookie

Intermediate

Advanced

Expert

Stratified combos (will likely be removed soon) Since Neco-Arc has a million ways of ending a combo after the launcher, the combo enders have been split into their own section. Damage values here taken from the following typical 1 bar enders.

  • j.A j.B j.2B(2) 623B 623C (Close HKD)
  • (Air Ender) j.A j.B j.2B(1) j.214A ~8X ~8 j.C(2) j.2B(1) j236C (Far HKD)
  • (Air Ender) j.A j.B j.2B(1) j.214B ~8X ~8 j.C(2) j.B j214C (Damage)

Other notes

  • The damage for corner combos includes damage from corner extensions in the relevant Combo Enders section.
  • 623A juggling an airborne opponent can be universally replaced with 3BC, whiffing the 2nd hit. The damage and proration are identical but it builds 13% more Magic Circuit.

A Starter

Combo Damage Cost Meter Gain Location
  • The above combos are basic and consistent routes that lead to 623C or Arc Drive.
  • The 3C route deals more damage while the Rapid Beat route builds more meter.
  • 5B should be used only once in the combo. The damage data is for when it is used after 2B.
  • A more optimal but more difficult 623C route.
  • After j.2C, input 236 early to move forwards during the recovery of j.2C, then delay pressing A.
  • The timing window is ~4 frames. Too long causes 5C to whiff beneath the opponent. Too short means it whiffs in front of them.
  • Even more optimal. A ground ender requires either the corner or a difficult mid-screen air combo.
  • Builds slightly more meter.
  • Using all 3 hits of 3BC to build more meter.
  • Difficult 3BC to 623C variant. It's much easier to instead do a regular combo and swap out 623A for 2 hits of 3BC.
  • Crossunder combo with partially charged 2B.
  • The optional 6A is to catch the opponent if 623A hits too low to directly combo into 5C.
  • Wallbounce combo into grounded ender.
  • The 2nd hit of the optional 3BC must whiff. Delay 623A until after 5[B] instead of cancelling it for easier timing.
  • 5A can be used instead of 6A, but it must be slightly delayed to avoid whiffing under the opponent.
  • Wallbounce into air combo.

B Starter

Combo Damage Cost Meter Gain Location
  • Basic route into any combo ender.
  • Using 2 hits of j.C builds a tiny bit more meter at the cost of a tiny amount of damage.
  • 5B must be skipped when going for 623C or another ground ender, except when enough to the corner to do the corner specific extension,
  • Corner route into any combo ender.
  • A more blockstring-friendly starter than the above.
  • For when the meme blockstring actually hits someone.
  • Can switch sides by cancelling the 8th hit of 6[A] instead of the 9th.
  • Post j.214C combo route with huge corner carry.
  • j.236A is cancelled into j.214C before it hits.

C Starter

Combo Damage Cost Meter Gain Location
  • Leads into the same combos as 2B 2C. See previous section.
  • May need to delay or partially charge 2B for it to hit correctly.
  • The dash can be skipped by inputting j.236 early, holding 6, and delaying the A input. This causes j.2C recovery to move forwards and closer to the opponent.
  • Connecting 5B requires a very awkward delay. Skip it for consistency.
  • 3C to 623C variant. Builds significantly less meter.
  • 2 bar variant. The final 623A is very difficult to input so going straight into 623C is recommended.

Special Starter

Combo Damage Cost Meter Gain Location
  • Dori-dori confirm from any height if double jump is available.
  • A slight delay before 623A is needed to pop the opponent high enough to link 5B. If 623A is done too early, the combo can be recovered with 6A 5CCC.
  • As above, but being allowed to use more normals before the launcher when going for an air ender.
  • Somewhat difficult to get everything due to the awkward delays. Skipping 2B makes it easier. For consistency stick to 5B 5CCC.
  • Make sure to remember whether you started with j.214A or j.214B so you can use the other one in the combo ender to avoid Same Move Proration.
  • For converting 236C from anywhere on the screen into more damage or a mixup.
  • Especially powerful during heat to confirm random hits into Arc Drive. Even when low on time, it's possible to go into 236BC immediately after j.2B.
  • Does not work off raw 236C hitting a grounded opponent. Some sort of pop-up is required.

IAD Starter

Combo Damage Cost Meter Gain Location

Shield Starter

Combo Damage Cost Meter Gain Location
  • After j.2C, input 236 early and delay the A press to move forward during j.2C recovery and land close enough for 623A.
  • Not moving forwards during j.2C makes it required to dash before 623A, which runs the risk of an accidental crossunder.
  • Whether to use 5B or 2B depends on how 623A connects. If it pops them high up then use 2B for consistency.
  • 3C to 623C variant. Builds significantly less meter.
  • 2 bar variant. The final 623A is very difficult to input so going straight into 623C is recommended.

CH Starter

Combo Damage Cost Meter Gain Location

Combo Enders

Ground Enders

These work with anything not labelled as requiring an Air Ender in the combo list. The idea is to use j.2B to bring the opponent back to the ground after 3C or Rapid Beat with the aim of going into 623C or Arc Drive.

Advantages over an air combo ender:

  • 623C leaves the opponent right next to you with a longer knockdown time than j.236C, leading to better setups.
  • Can combo into Arc Drive.

Disadvantages:

  • Noticably less meter gain.
  • Must manage the scaling of the combo so the opponent doesn't tech out during j.2B, leading to less damage from heavily prorated starters.
Combo Damage Cost Meter Gain Location
  • Standard route into 623C. Damage values in the main combo table use this ender (unless an air ender is required).
  • Whiff 5C and jump upwards for a mixup between left/right empty low, a high j.[C], or a safe meaty j.236A.
  • Or alternatively use 421X / 22X to fill the screen with crap. It's a good opportunity to try for a tire Neco.
  • Safe heat with time to meaty afterwards. Blockstring into 22C 214BC for a very cost efficient unblockable.
  • 22C allows Neco-Arc to dump an extra meter in the middle of a combo. It can be looped multiple times, but is not worth doing more than once as 236BC deals more damage for the same meter.
  • 22C hits more times when done further from the opponent, but not too far or it won't combo. On the other hand if 22C is done early it can be recovered by using a regular jump instead of super jump.
  • Alternatively after 22C do sj j.A into an air ender.
  • While it is possible to get all 8 hits of 236B, timing the cancel that late is risky.
  • Combining the 22C route with Arc Drive for a full meter dump.
  • Builds a decent chunk of meter and allows the opponent to recover in the air for a potential anti-air setup.
  • 236B 421C has a significant frame disadvantage that is punishable by neutral tech into a screen-clearing EX or AD.
  • Unlike 236B 421C, this results in a frame advantage. Air recovery is extremely vulnerable to 3C.
  • Has a 2 frame timing window to pull the opponent out of the corner for crossup options.
  • If 623C is performed too early the opponent will remain the corner.
  • If 623C is performed too late it will whiff. DO NOT allow this to happen.
  • Extended corner combo. Works with everything in this section. Simply replace j.A j.B j.2B with this.
  • Works after slightly longer combos.
  • A more difficult variant that works after the same slightly longer combos as the above corner extension, but works midscreen.
  • A regular double jump can be used instead of super jump, but with stricter timing.

Air Enders

These combo enders will always work after 3C or Rapid Beat.

Combo Damage Cost Meter Gain Location
  • Standard route into j.236C for a hard knockdown.
  • Walk back slightly and super jump for an ambiguous left/right landing into 2B. Whiffing an air normal forces landing in front. It's also possible to go high with j.[C] or safe meaty with j.236A.
  • Alternatively, just air dash and change the release timing to go high or low.
  • High damage ender. The second damage value in the main combo table refers to using this ender.
  • This is normally used to finish a round as it deals the most damage and doesn't lead to a hard knockdown.
  • If it doesn't kill you can aim to snipe the opponent's air recovery with 236B.
  • The Moon Drive extension is a good way of making sure they don't survive... and they better not because it gifts them a whole bar of meter.
  • A variation that uses j.6BC to build a little more meter right before the EX.
  • It's possible to do this combo with j.236A, but it's much harder and doesn't give you the meter gain.
  • Jump cancel the air throw recovery and j.236A for a safe meaty.
  • IAD with a delayed j.[C] to go high, or empty land to go low with 2A/2B/2C.
  • Extended corner combo. Works with everything in this section. Simply replace j.A j.B with this.

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