Melty Blood/MBTL/Noel/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

This page is currently undergoing heavy editing! If you have questions or want help feel free to post in the #noel channel in the PSA discord.

Starter Combos

Combo Damage Cost Meter Gain Location

Basic 2A meterless combo.

Basic 2A metered combo.

General purpose punish combo. Ender can be added for additional damage. Important to learn 214B~B to 214A~A as many Noel combos use it into ender.

Combo Theory

Midscreen

Any A/B normals into 2C is a standard route that allows you to pick between going directly into an air combo with 5C 623B 5B 3C or staying grounded first with 214A/214B. 214A/214B both restand airborne opponents on the ground and can link into 5A, adding more damage and still allowing an air combo afterwards. Deciding what special to use Skill Bonus on is very important to Noel, and particularly so midscreen. 623B can only be comboed after with Skill Bonus or really low hitstun decay.

Corner

6C wallbounces, allowing you to add it into corner routes for more damage. 214B~B in the corner leaves Noel close enough to pick up with 5A/5B.

Spending Meter

In order to spend circuit meter in combos, Noel has to stay grounded. 214C wallbounces and enables massive damage if used early in corner combos. 236C's lengthy hitstun extends combos even when used late, and leads to an airthrow ender if you haven't yet used your 3C launch. 623C should only be used if you don't have keys left (or don't want to spend any) as it leads to a safejump. Her Arc Drive has great range and moves quickly, and combos from any special except for 22X.

Enders

A few different enders have been included with their upsides/downsides. All combos below that include Enders assumes 214C for damage (623C will do 80 more damage when substituted):

Combo Cost Location

- j.9 j.9 safejump - Best corner carry - Won't HKD at very low proration - Only ender that will always connect after 214A

- Safe charged heat - Corner sj dj.7 j.44 left/right with 214A 214C

- Does the most damage - Corner 44 j.9A j.C safejump

Combos

A Starter

Combo Damage Cost Meter Gain Location

Basic 2A meterless combo.

Anti-Air Combo

B Starter

Combo Damage Cost Meter Gain Location

2B(1) denotes only the first hit of 2B.

MAX range combo; 2B(2) denotes 2nd hit ONLY

C Starter

Combo Damage Cost Meter Gain Location

General purpose punish combo. Ender can be added for additional damage. Important to learn 214B~B to 214A~A as many Noel combos use it into ender.

Max range 2C conversion. 2B(2) denotes only second hit of 2B.

2B(2) denotes only second hit of 2B.

Meterless 6C route

Special Starter

Combo Damage Cost Meter Gain Location

J/IAD Starter

Combo Damage Cost Meter Gain Location

Delay on 5B is decently large as you have to wait for them to fall back down to be in front of Noel. Window between 214A and Ender is tight and will take some practice.

Rising Air Combo

Landing Air Combo

CH Starter

Combo Damage Cost Meter Gain Location

Standard pickup off of a CH air-to-air. 2C is a little hard to time but can be done with practice.

Use this when you'd land out of range of 2C or 5C. Takes advantage of Skill Bonus for extended hitstun off 623A.

236B is a frame trap out of a lot of Noel's normals and leads to good damage.

Videos

External Links

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