Melty Blood/MBTL/Red Arcueid/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

Starter Combos

Combo Damage Cost Meter Gain Location

In the corner, you can substitute 5[C] for 6C for a slight damage increase

Enders

Combo Damage Cost Meter Gain Location

Primary ender. In some cases it is necessary to modify the air string to omit either jC or the second hit of jB.

Metered ender, leverages j4BC for additional damage and route extension. Works from most starters, but does not work during Moon Drive. Knockdown from j214C lasts just long enough to connect Arc Drive after landing.

More optimal metered ender. More stringent about starter/routing than the previous combo; avoid SMP and Rapid Beat as much as possible for best results. As with above route, can extend further with Arc Drive.

Combo Theory

Where possible, most routes confirm into 2C. Most then confirm into 2CC or 5[C] before either jump canceling or using 6C for carry/sideswap. After this string and any possible filler, standard routing progresses towards an airthrow by stringing into 3C, Rapid Beat, a rejump, or in some cases 236B if one's jump cancel is not spent previously.

If the launch from 3C, Rapid Beat, or A counter is spent early or the opponent is otherwise in an airborne position not suitable for standard routing, j2C is used to drag the opponent down and extend the combo. If this is not feasible, then only a short airstring into ender is possible at most..

623C enables sideswaps on many routes, and is especially useful near corner where combos are more readily extended after. In other cases, it can rapidly close distance to confirm off far 214B or 4BC hits.

Rapid Beat often gives slightly more meter in a combo and is required for some routes where the opponent is too far for 3C, but extensions into 3C (66~2B 5B 3C, 5B 3C, 5C 3C, 5C 3C, etc) often give better damage. Proration is also improved by avoiding Rapid Beat, which is important for high damage enders.

If the opponent shields 5[C] in a string and attempts the launcher follow up, B+C will clash but allow for you to air backdash j.B for a punish. Example here

Yes, the slowdown effect on j.214X is intentional.

Oki

  • 1A 1A~D

This beats out most reversals and is worth learning but the timing is hard so don't stress if you struggle to get it right mid match. Example here

  • j.214A

j.214A oki is the most basic one used so far, by saving an air movement option by doing AT early you can set it up with. Bear in mind that j.214A oki can lose to certain reversals that are fast enough to catch warc’s landing recovery for the neutral jump version. Other reversals can entirely whiff by doing back jump versions, so keep in mind if your opponents reversals move them forward enough. Doing back jump midscreen allows you to stay at a safe distance but you will need to run up to connect any buttons other than 5[C], so they can jump away pretty easily


Neutral jump > j214A while falling midscreen.
Back jump > j214 while falling midscreen
Back jump > air dash j214A in the corner.


Convert off j.214A oki if it hits with

2C 5[C] IAD j.C j.214A 5CCC j.BC AT
2C IAD j214A 2C 5[C] 6C 214A/B (super cancel ender if wanting to spend meter to reposition)
2C IAD j.C j2C 2B 2C 5C 3C j.B j.C AT (sideswap route)


  • AT ender > jump forward > late airdash back > jC

If done right causes shields and MS to whiff due to opponent facing the opposite direction, loses to delayed shield/MS

  • AT ender > delay double jump > airdash forward > falling j.C

Corner oki that, if timed right, is a safejump. Loses to high shield, but you can j.[C] whiff to avoid it and punish. Also loses to: to all Arc Drives, to Shiki 623C, Ciel 22C, Arc 22C, Kouma 623C, Roa 623C

  • Post j.214C Oki

After j.214C ender, you can either try to dash up or try to frame kill with 5A into 623[A]/[B] and try to follow up as you see fit. Either attempting to safejump with an air normal (j.B) or making use of your remaining movement options to bait out a response.

j.214C ender > super jump > delay airdash back > j.214A 

Beats most stuff, check twitter link for details. Example here

Combos

Normal Starter

Combo Damage Cost Meter Gain Location

Jump cancel on the first hit of 236B, else the combo will drop.

Can work with any amount of 2As.

Jump-in/IAD Starter

Combo Damage Cost Meter Gain Location

Throw Starter

Combo Damage Cost Meter Gain Location

Simple, high reward corner throw route. Very stable after the initial 2C link.

Stronger, but somewhat more difficult throw route.

Optimized 2C throw route. 5C 3C jB1 jC AT is also possible for the same damage and marginally less meter gain; the two routes are functionally interchangeable based on personal preference.

Throw route using 2B as the pickup.

Special Starter

Combo Damage Cost Meter Gain Location

Simple, rewarding confirm from corner j7AB j214A safejump.

Moon Skill Starter

Combo Damage Cost Meter Gain Location

Delay j.2C until almost to the ground. 5BBB is also possible on the relaunch and does 3499, but may be less stable.

Optimized 6BC confirm, j2C must start as low to the ground as possible.

Metered 6BC confirm. Jump cancel on the first hit of 236B. In the corner, you must delay 6C after 2C ~ C or else the combo will drop.

CH Starter

Combo Damage Cost Meter Gain Location

Shield Counter Starter

Combo Damage Cost Meter Gain Location

Land and jump after j214A, since the starter prevents 3C/Rapid Beat rejump. Also works from 3C.

Videos

【MBTL】MELTY BLOOD: TYPE LUMINA 暴走アルクェイドコンボ動画 【RED ARCUEID COMBOS】 by トサカヘッド


External Links

Warc (Red Arcueid) combos for dummies in MBTL by SchoolBus

WIP Combo Doc by @ConyXReaper

BNB Video


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