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Melty Blood/MBTL/Offense

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Combo Properties

Beat Edge

Beat Edge is the game's name for the cancel system found in MBTL. It's the reason you are able to cancel from A to B to C on hit or block without waiting for the previous move to fully recover. Some players may refer to these as "Gatlings." The Beat Edge system can go in any direction, which enables what's known as a Reverse Beat.

Reverse Beat

Reverse Beats are the main feature of Melty Blood. The game's normal to normal cancel routes allow for buttons to be pressed in any order as long as they have not been used before in a string. This means strings that are not possible in other games such as A > C > B and C > B > A are possible. The most common usage of Reverse Beat is to space your character so that Reverse Beating from a C normal to an A normal will whiff, giving much better frame advantage than letting the C normal recover on its own.

Rapid Beat

Rapid Beat is a new addition to Type Lumina. Pressing any button twice (and 2X~2X for most crouching normals) will begin your character's Rapid Beat string. Pressing any button a third time will result in a Launcher, easily starting an air combo. Rapid Beat 2 normals will vary between characters, but Rapid Beat 3 normals are always the respective character's 3C. A normals can be chained into themselves three times before transitioning into a Rapid Beat, and standing A normals require holding back to stop the transition. Rapid Beat normals come with the disadvantage of not being able to Reverse Beat, and will commonly come out if you attempt to Reverse Beat into a normal you've already used in a string. Make sure to pay attention to what normals you've used and this won't become an issue.

Players can select their Rapid Beat input method on the character select screen while selecting their character color, with 4 different options:

  1. On, working as described above
  2. On, but with Rapid Beat 2 performed by pressing A+B on the ground and any A/B/C press performing Rapid Beat 3 afterwards, and off in the air
  3. Off, preventing the usage of Rapid Beat 2 entirely
  4. Off, but only in the air
Fatal Counter

Fatal Counters are stronger counterhits, granting additional frame advantage and increasing the damage of the resulting combo. The most common way to get a Fatal Counter is to hit someone out of the startup of their air normal. Air Fatal Counters are completely untechable until the character hits the floor, allowing for easy combo pickups. The second most common way to get a Fatal Counter is to hit someone out of a Shield. Lows Fatal Counter against Stand Shield, Highs Fatal Counter against Crouch Shield, and Throws Fatal Counter against both. Fatal Counter Throws aren't very useful to characters that don't get combos from throws, but characters that do often get longer combos as a result.

Skill Bonus

Skill bonus is a small bonus to the untech time of the first special move used in a combo. This can be utilized in specific routes to optimize damage, but generally you don't have to think too hard about this mechanic when playing.

Same Move Proration (SMP)

Same move proration is where the same move has been used more than once in the same combo. If done, the time it takes for the opponent to tech will drastically shorten. SMP applies to moves that whiff in combos as well.

Launcher Limit/Jump Cancel Limit

You can only use one Launcher per combo, and trying to use more than one will result in standard hitstun with no cutscene, autojump, or additional untech time. This applies even if you attempt to use different launches, for example starting a combo with Arcueid's 3C or Shield Counter and ending with 4BC won't result in a second launch, in these situations you should use an EX or Jump Cancel into an airthrow to secure your knockdown.

In MBTL, grounded Jump Cancels are a resource. Everyone gets one grounded Jump Cancel, regardless of whether it was used on a normal, a jump cancelable special, or a grounded Moon Skill. If you try to Jump Cancel another normal or special after the first, it won't work. In these situations you should use an EX or Launcher into an airthrow to secure your knockdown. These restrictions to Jump Cancels to not apply to moves in the air, such as Moon Skills that leave you airborne or jump cancellable air normals.

Attack Properties

Launcher

Launcher attacks are very unique in terms of what they provide your character. You can easily tell if an attack is a launcher because the camera will zoom in on your character with an accompanying cut-in. Launchers are technically hitgrabs, as the cinematic puts the opponent in the same place every time. If you have not used a launcher in your combo before, you will get the cinematic as well as an automatic jump cancel. If you have used a Launcher in your combo, the move will not re-center your opponent or play the cinematic. Every character has at least three Launchers: 3C, Rapid Beat 3, and Shield Counter A. Some characters like Shiki and Saber also have supers that Launch, but the same rules still apply.

Blowback Edge

Attacks with the Blowback Edge property can hold the attack button they're mapped to in order to change their properties. Most commonly, this means the move is slower but gains increased damage and hitstun. Some attacks also change how they have to be guarded, as Shiki's fully charged 5[C] becomes unblockable and has to be Shielded high. Using these early in a combo can open up the combo routes your character can do. Using these later in combos is a lot harder, as the longer startup means it's more likely the combo will drop.

Invincibility

Attacks with Invincibility (often shortened to Invul for Invulnerability) either have reduced hurtboxes in specific areas or no hurtboxes at all. Typically, if an attack is notated as a reversal, then that attack has invincibility from the first frame of the move. Moves that low crush typically have no hurtbox around the foot area of the character, allowing them to go over most low attacks. Moves that low profile have frames that do the opposite and have reduced hurtboxes around the head and chest.

Clash Frames

Clash frames are very common in Type Lumina, especially when a character is in Moon Drive. Clash frames invalidate the attack that connects with the specific clash box, allowing the attacker to plow through all sorts of attacks. Attacks with Clash frames are very strong, but there are ways around it. If your attack clashes, the game treats your cancel options as if the attack hits, meaning you cannot cancel into Shield. If you really want to Shield, you have to jump cancel what you were doing beforehand. Visual explanation here and here.

Clash interactions resulting from Moon Skills during Moon Drive also recover a small amount of grey health for the attacker every time the clash effect occurs. This means that if you clash with a multi-hit attack you will recover a small amount of HP for every hit of that attack.

Hitbox Clashes

Additionally there is another type of clash that happens when two disjointed hitboxes overlap each other. This type of interaction is different than the one described above and is more comparable to clashes found in Guilty Gear. Players will only be able to cancel their attacks as if they connected on block rather than on hit.

[1]

Armor

Armored moves behave similarly to clashes but the armored character will still take damage and hitstun from any move that connects while they are armored. Examples of armor can be found in Kouma's command grabs or Miyako's charged rush punches. Note that if the damage you take while armored exceeds your remaining life total, you will still be KO'd.

Chip Damage

Every Special Move in the game will deal a small amount of Chip Damage if blocked. This damage is unavoidable unless the attack is shielded, but then your character isn't blocking anymore. Chip Damage cannot KO a character under any circumstance. Normals typically do not deal Chip Damage, however there are exceptions.

Cancel Rules

The Cancel Rules are referring to when you can cancel actions in certain scenarios and can't in others on a system-wide level.

  • You can't jump cancel grounded normals on block in this game. You can only Jump Cancel on hit, provided you still have a jump cancel available.
  • You can jump cancel air normals on block, provided you have a double jump available and the air normal is jump cancelable.
  • You can cancel most specials on whiff, block, or hit into Moon Drive.
  • You can't cancel invincible reversal moves on whiff or block into Moon Drive.
    • Moon Skills' cancelability into MD on whiff are on a case-by-case basis.
  • Most standard special moves can be EX Cancelled on whiff, block, or hit.
  • Most Invincible reversals can't be EX Cancelled unless they hit.
  • Anything that can be EX Cancelled can also be Arc Drive Cancelled.

Refer to the character wiki pages for the specifics of which moves can be EX/MD cancelled.

Throw Interactions

Throw Invulnerability

Characters cannot be thrown during blockstun, nor for 8 frames after blockstun, wakeup, or grounded hitstun. Shielding forfeits throw protection.

Throw vs. Strike

If a Strike and a Throw (Command or not) are to connect on the same frame, the strike will always win, even if the throw reaches the opponent's hurtbox.

Air Throw vs. Strike

Air Throws follow the same rules listed above, but are more likely to be beaten out due to having no startup, being active frame 1. If a strike and an Air Throw are to connect on the same frame, the strike will always win, even if the throw reaches the opponent's hurtbox.

Throw vs. Throw and Air Throw vs. Air Throw

If two throws (Grounded or Airborne) connect on the same frame, whoever doesn't have Sprite Priority will tech.

Throw vs. Command Throw

Command Throws are throw invulnerable from frame 1 up through their active frames, thus if a Regular Throw and Command Throw are to connect on the same frame, the Command Throw will win.

Magic Circuit

Magic Circuit, often just shorted to "Meter", "Bar", or "Gauge", is a meter that goes up to a maximum of three bars, four if you have lost a round an enter Awakening.
Behind the scenes though, Magic Circuit is actually a value that goes between 0 and 30000 or 0 and 40000, depending on whether or not you're in Awakening. You can think of 11966 as 119.66%, but really this invisible decimal point only really makes the difference in scenarios where you really want to build as much meter as possible in a combo, or give an exact meter gain for your combo.

Earning Magic Circuit Offensively

All of the following offensive actions give you Magic Circuit, an equivalent defense-oriented list can be found in the Defense section.

  • Hitting the opponent by any means.
  • Having your attack blocked by the opponent.
  • Having your attack shielded.
  • Activating Moon Drive.
  • Utilizing Moon Charge.


The precise way one earns Magic Circuit in combos is still being datamined/researched, a user by the name of How has made a calculator that is fairly accurate. You can get the values required to use the calculator ingame with this (PC).

Using Magic Circuit

EX Edge moves (commonly called supers) are always mapped to the C version of a special move and require one bar of Magic Circuit to use. These are typically powered up versions of the special move they share the input of and vary heavily by character. EX Edge moves also grant one Moon Icon on hit, tying into the Moon Gauge system.

Arc Drives require three bars of Magic Circuit to use and are generally high damage combo enders. They can be used as a reversal, but they are also generally quite slow.

Last Arcs require four bars of Magic Circuit, which requires you to lose a round beforehand in a typical First to 2 match. Last Arcs will also remove awakening from your character, resetting your maximum amount of meter back to three bars. Last Arcs deal heavy damage and have a long cinematic upon success. Activating a Last Arc with ABCD will start it with a blockable attack, but Shielding in Blood Heat will activate Last Arc no matter where the opponent was or what state they were in.

Note that Heat and Blood Heat are considered Defensive Magic Circuit uses and are in the Defense section.

Meter Penalty

When you use an EX Edge, Arc Drive, or Last Arc, you enter a state called Meter Penalty, which cuts meter gain by a flat amount, in addition none of the above moves gain meter on hit or block.

  • Meter penalty from EX moves and Arc Drive cuts your meter gain by roughly 75% (The precise penalty is per-move).
  • Meter penalty Post-Heat/Blood Heat cuts your meter gain by roughly 60%.
  • Meter penalty from a (whiffed or blocked) raw Last Arc cuts your meter gain by roughly 90%, though strangely the penalty is decreased to a roughly 80% cut if you do raw Last Arc while in blood heat.
  • Meter penalty lasts 300 frames or 5 seconds from the moment Superflash begins.
    • This means most EX moves used for knockdown effectively don't suffer meter penalty due to the long knockdown.
    • It also means that all Last Arcs and Arc Drives don't suffer meter penalty on hit, and some Arc Drives don't even suffer Meter Penalty on block/whiff due to extended animations (Aoko Aozaki's Severe Break Slider, for example).

MBTL Navigation

The Game
Getting Started
FAQ
Glossary
HUD & UI
Links
Customization
News & updates
The Battle System
Controls
Offense
Defense
Movement
Moon System
Game Data
Characters
Shiki Tohno
Arcueid Brunestud
Akiha Tohno
Ciel
Hisui
Kohaku
Hisui & Kohaku
Miyako Arima
Kouma Kishima
Noel
Michael Roa Valdamjong
Vlov Arkhangel
Red Arcueid
Saber
Aoko Aozaki
Dead Apostle Noel
Mario Gallo Bestino
Powered Ciel
Neco-Arc
Mash Kyrielight