Melty Blood/MBTL/Saber/Combos
Under Construction
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Notation Help | |
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Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. | |
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.
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(...) 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
Beginner Combos
Combo | Damage | Cost | Meter Gain | Location |
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5X | Anywhere |
Combo enders explained
Combo | Cost | Location |
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> RB1 > 3C/623A > j.B > j.C > AT | N/A | Anywhere |
Standard meterless combo ender. Works from any combo. | ||
> 236A~A~A > 214C > (Microdash > 2B > RB1 > RB2/623A) > j.B > j.C > AT | 1 Bar | Anywhere |
Standard metered combo ender. Delay rekkas a bit to lower the height and let 214C connect. 214C crossing up or not depends on the delay. Do 214 instantly or with slight delay, then j.8 j.BC > AT for ender from crossup 214C. Delay more to stay same side, then microdash 2B > RB1 > 3C > j.BC > AT for ender from same side 214C midscreen, but can omit 2B > RB1 and go into 3C/623A in the corner. Can get more damage and meter gain on some routes in the corner by doing 236A~4A~A instead. NOTE: Some combos will require B rekka instead of A. This doesn't change damage or meter gain, but lets it connect from further. | ||
> 236A~4A~4A > 214C | 1 Bar | Anywhere |
Hard knockdown 214C ender. Gives access to a basic left/right, a manually timed safejump or a meaty 2A shield OS, but sacrifices some damage, meter gain and corner carry. | ||
> 236A~A~A > dl.214C > 236B+C | 4 Bars | Anywhere |
Meter dump ender. Get 214C to connect as low as possible while staying same side, cancel into arc drive immediately. |
Midscreen/anywhere combos
A starters
Combo | Damage | Cost | Meter Gain | Location |
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2AA > 2C > 5[C] > 6C > 214B > 2B > 5B > RB1 > 623A > j.B > j.C > AT | 3064 | meterless | 0.77 | Anywhere |
The BNB. Learn this first and foremost if you want to try Saber out. | ||||
5A/2A > (2A) > 2B > 2C > 5[C] > 623B > IAD > j.[C] > 5B > Ender | 3897 | 0.80 | Anywhere | |
Data written for 6C > 236B~B~B > 214C > AT ender(1 bar). | ||||
2A > 2C > 5[C] > j.[C] > j.B > 236A4A > 5B > Ender | 4026 | 0.80 | Anywhere | |
Data written for 6C > 236BBB > 214C > (66 > 2BB) > 3C > AT ender(1 bar). |
B starters
Combo | Damage | Cost | Meter Gain | Location |
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2B > 2C > 5[C] > 214A > 623B > j.[C] > dl.j.B > 5B > 6C > 236A~A~A > 214C > j.B > j.C > AT | 214C - 4187 | 100% Magic Circuit | 214C - 0.93 | Midscreen |
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2B > 2C > 5[C] > 6C > 214B > 623B > j.[C] > dl.j.B > 5B > 236A~A~A > 214C > j.B > j.C > AT | 214C - 4059 | 100% Magic Circuit | 214C - 0.91 | Midscreen |
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2B > 2C > 5[C] > 214A > 623B(1) > j.[C] > j.B > j.236A > 2A > 5B > 6C > 236A~A~A > dl.214C > (Microdash > 2B > RB1) > 3C > j.A > j.B > j.C > AT | 214C - 4267 | 100% Magic Circuit | 214C - 1.01 | Anywhere |
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2B > 2C > 5[C] > 214A > 623B > IAD > j.C > dl.j.236A > 2A > 5B > 6C > 236A~A~A > dl.214C > (Microdash > 2B > RB1) > 3C > j.A > j.B > j.C > AT | 214C - 4228 | 100% Magic Circuit | 214C - 1.00 | Anywhere |
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C starters
Combo | Damage | Cost | Meter Gain | Location |
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2C > 5[C] > 214A > 5B > 623B(1) > j.[C] > j.B > j.236A > 2A > 2B > 6C > 236A~A~A > dl.214C > (Microdash > 2B > RB1) > 3C > j.A > j.B > j.C > AT | 214C - 4340 | 100% Magic Circuit | 214C - 1.01 | Anywhere |
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2C > 5[C] > 214A > 5B > 623B > IAD > j.C > dl.j.236A > 2A > 2B > 6C > 236A~A~A > dl.214C > (Microdash > 2B > RB1) > 3C > j.A > j.B > j.C > AT | 214C - 4302 | 100% Magic Circuit | 214C - 1.00 | Anywhere |
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5C > 6C > 623B > IAD > j.[C] > j.236B/j.6B+C > 2C > 5B > 236B~B~B > dl.214C > (Microdash > 2B > RB1) > 3C > j.A > j.B > j.C > AT | j.236B - 3979
j.6B+C - 4004 |
100% Magic Circuit | j.236B - 0.83
j.6B+C - 0.97 |
Anywhere |
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Air normal starters
Combo | Damage | Cost | Meter Gain | Location |
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j.A > j.B > j.236B > 2C > 6C > 623B > j.[C] > dl.j.B > 5B > 5C > RB1 > 3C > j.B > j.C > AT | AT - 3219 | AT - 0.87 | Anywhere | |
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j.A > j.B > j.236B > 2C > 236A~4A~66 > 5A > 5B > 5[C] > 6C > 236B~B~B > 214C > Microdash > 2B > RB1 > 623A > j.B > j.C > AT | 214C - 3882 | 100% Magic Circuit | 214C - 0.90 | Anywhere |
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j.[C] > 2C > 5[C] > 214A > 623B > j.[C] > dl.j.B > 5B > 6C > 236B~B~B > 214C > j.B > j.C > AT | 214C - 4142 | 100% Magic Circuit | 214C - 0.95 | Anywhere |
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j.[C] > 5B > 5[C] > 214A > 623A > IAD > j.B > jc > j.236A > 2A > 2C > 6C > 236B~B~B > 214C > (Microdash > 2B > RB1) > j.B > j.C > AT | 214C - 4334 | 100% Magic Circuit | 214C - 1.01 | Anywhere |
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IAD > j.C > j.B > 2C > 5[C] > 6C > 214B > 2B > 5B > (RB1 > 623B > j.B > j.C > AT) OR (236A~A~A > 214C > j.B > j.C > AT) | AT - 3464
214C - 4013 |
AT - 0.83
214C - 0.80 |
Anywhere | |
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FC IAD > j.C > j.B > 2C > 5[C] > 214A > 623B > j.[C] > dl.j.B > 5B > 6C > 236A~A~A > 214C > j.B > j.C > AT | 214C - 4385 | 100% Magic Circuit | 214C - 0.97 | Anywhere |
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j.C > 2C > 5[C] > 214A > 623B(1) > IAD > j.B > j.236A > 5A > 5B > 6C > 236B~B~B > 214C > (Microdash > 2B > RB1) > RB2/3C > AT | 214C - 4277 | 100% Magic Circuit | 214C - 0.94 | Anywhere |
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Special starters
Combo | Damage | Cost | Meter Gain | Location |
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236XX(w)~4X > 22C > sj > j.[C] > 5B > 5[C] > RB1 > 623A > j.B > j.C > AT | AT - 3566 | 100% Magic Circuit | AT - 0.23 | Midscreen |
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j.236B > 2C > 5[C] > 214B > 623B > j.[C] > dl.j.B > 5B > 6C > 236A~A~A > 214C > 3C > j.B > j.C > AT | 214C - 4332 | 100% Magic Circuit | 214C - 0.98 | Midscreen |
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j.236B > 2C > 5[C] > 623B > IAD > j.[C] > jc > j.B > j.236A > 5A > 5B > 6C > 236A~A~A > dl.214C > (Microdash > 2B > RB1) > 3C > j.B > j.C > AT | 214C - 4379 | 100% Magic Circuit | 214C - 1.00 | Anywhere |
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j.6B+C > 2C > 5[C] > 623B > IAD > j.[C] > j.236A > 5A > 5B > 6C > 236A~A~A > dl.214C > (Microdash > 2B > RB1) > 3C > j.B > j.C > AT | 214C - 4442 | Meter Positive | 214C - 1.16 | Anywhere |
Moon divekick starter. | ||||
j.236A > 5A > 5B > dl.2C > 5[C] > 214B > 623A > j.[C] > j.B > 236A~A~A > dl.214C > (Microdash > 2B > RB1) > 3C > AT | 214C - 4313 | 100% Magic Circuit | 214C - 0.94 | Anywhere |
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214B > 2C > 5[C] > 623B > j.[C] > dl.j.B > 5B > 6C > 236A~A~A > 214C > 3C > j.B > j.C > AT | 214C - 4205 | 100% Magic Circuit | 214C - 0.88 | Midscreen |
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214B > 623B > j.[C] > j.236A > 5A > 2C > 5[C] > 5B > 6C > 236A~A~A > dl.214C > (Microdash > 2B > RB1) > 3C > j.B > j.C > AT | 214C - 4318 | 100% Magic Circuit | 214C - 0.96 | Anywhere |
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Corner combos
A starters
Combo | Damage | Cost | Meter Gain | Location |
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5A/2A > 2C > 5[C] > 6C > 214A > 2B > dl.5B > 236A~A~A > 214C > 3C > j.B > j.C > AT | 214C - 4057 | 100% Magic Circuit | 214C - 0.77 | Corner |
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2A > 2C > 5[C] > 6C > 5B > 236B~4B~B > 5A > 2B > 236A~A~A > 214C > 623A > j.B > j.C > AT | 214C - 4132 | 100% Magic Circuit | 214C - 0.89 | Corner |
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2A > 2C > 6C > 214A > 2B > 5B > 5[C] > 236A~4A~A > dl.214C > 623A > j.B > j.C > AT | 214C - 4152 | 100% Magic Circuit | 214C - 0.79 | Corner |
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B starters
Combo | Damage | Cost | Meter Gain | Location |
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2B > 2C > 5[C] > 6C > 214A > 623B > j.[C] > dl.j.B > 5B > 236A~A~A > 214C > 3C > j.B > j.C > AT | 214C - 4314 | 100% magic circuit | 214C - 0.94 | Corner |
Pre-1.4 standard 2B corner combo. Works off of 5B and 2C too. |
C starters
Combo | Damage | Cost | Meter Gain | Location |
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2C > 5[C] > 6C > 214A > 623B(1) > j.[C] > j.236A > 5A > 5B > dl.2B > 236A4A~A > dl.214C > 3C > j.B > j.C > AT | 214C - 4408 | 100% Magic Circuit | 214C - 0.97 | Corner |
1.4 2C corner route. | ||||
2C > 5[C] > 6C > 214A > tk.j.236B > 623B > j.[C] > dl.j.B > 5B > (dl.2B) > 236A4A~A > dl.214C > 3C > j.A > j.B > j.C > AT | 214C - 4400 | Meter Positive | 214C - 1.05 | Corner |
Alternative route involving low to the ground TK B divekick. Do dl 2B after 5B if you're insane. | ||||
5C > 6C > 623A > 2B > 236A~4A > 5A > 2C > 3BC > j.[C] > dl.j.B > 5B > 236B~B~B > 214C > 3C > AT | 214C - 4289 | Meter Positive
30% Moon Gauge |
214C - 1.14 | Corner |
5C corner route involving 3BC moon skill midway through the combo. | ||||
5[C] > 5A(w) > 623B > 2C > 6C > 214A > 623A > j.[C] > dl.j.B > 236A~4A~A > 214C > 3C > AT | 214C - 4452 | 100% Magic Mircuit | 214C - 0.96 | Corner |
5[C]<5A(whiff) rebeat confirm. Actually still works if 5A connected(4421 dmg, 0.97 meter gain) | ||||
6C > 623B > 2A > 2C > 236B~B~B > 5A > 3BC > j.[C] > dl.j.B > 5B > 236A~A~A > 214C > 3C > j.B > j.C > AT | 214C - 4398 | Meter positive
30% Moon Gauge |
214C - 1.18 | Corner |
6C corner route involving 3BC moon skill midway through the combo. |
Air normal starters
Combo | Damage | Cost | Meter Gain | Location |
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FC j.[C] > 5B > 5[C] > 214A > 2C > 6C > 236A~A~A > 214C > 2B > 623A > j.B > j.C > AT | 214C - 4585 | 100% Magic Circuit | 214C - 0.83 | Corner |
Old j.[C] corner fatal route. Delay 2B a bit for it to connect. | ||||
IAD > j.C > j.B > 2C > 5[C] > 6C > dl.214A > 2B > 5B > 236A~A~A > 214C > 623A > j.A > AT | 214C - 4345 | 100% Magic Circuit | 214C - 0.83 | Corner |
IAD j.CB corner optimal | ||||
j.[C] > 5B > 5[C] > 6C > 214A > 623B(1) > j.236A > 5A > dl.2B > dl.2C > 236A~4A~A > 214C > 3C > j.B > j.C > AT | 214C - 4405 | 100% Magic Circuit | 214C - 0.97 | Corner |
1.4 j.[C] corner route. | ||||
j.C > 2C > 5[C] > 6C > 214A > tk.j.236A > 5A > 5B > dl.2B > 236A~4A~A > 214C > 623A > j.A > j.B > AT | 214C - 4415 | 100% Magic Circuit | 214C - 0.92 | Corner |
1.4/1.43 j.C corner route. |
Special starters
Combo | Damage | Cost | Meter Gain | Location |
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(236X~X)~4X > 22C > 214A > 5B > 5[C] > 2C > dl.6C > 623A > j.B > j.C > AT | 214C - 3862 | 100% Magic Circuit | 214C - 0.26 | Corner |
Rekka overhead corner optimal. | ||||
j.236B/j.6B+C > 2C > 6C > 214A > 623A > j.[C] > dl.j.B > 5B > 5C > 236B~B~B > 214C > 3C > AT | j.236B - 4501
j.6BC - 4573 |
100% Magic Circuit
30% Moon Gauge(j.6BC) |
j.236B - 0.97
j.6BC - 1.16 |
Corner |
1.4 B/Moon divekick corner optimal. Delay j.B as usual in j.[C] rejumps to get 5B to connect. | ||||
j.236A > 5A > 6C > 214A > 2C > 623A > j.[C] > j.B > 5B > 5C > 236A~A~A > 214C > 3C > AT | 214C - 4480 | 100% Magic Circuit | 214C - 0.97 | Corner |
1.4 j.236A corner optimal | ||||
CH (236X)~4X > 2A > 2C > 5[C] > 214A > 623A > j.[C] > j.236A > 5A > 5B > dl.2B > 6C > 236B~4B~B > 214C > 3C > j.B > j.C > AT | 214C - 4219 | Meter Positive | 214C - 1.06 | Corner |
Works only at point blank from rekka 2 low CH. |
Videos
Videos from JP community showing some of the routes they've found. A lot of alternative routes and some niche things:
External Links
Saber 1.4 combo doc by Takotime
1.4 MD routing doc. Routes by GreyPendragon, compilation into document format by Terracus