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Melty Blood/MBTL/Saber/Combos

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Getting Started

Route Theory & Explanation

  • Using 4AAA will do marginally less damage than 2aaa, but 5A is a quicker normal than 2A. A combination of 5A and 2As will result in intermediate damage.
  • Combos with two damage values indicates a 6C wallsplat caused extra damage in the corner.
  • The combo ender [AT] (singular jump cancel) gives an auto timed safe jump, which can OS to shield any invulnerable wakeup option using the hitstop of the jump-in without risking activating moon drive. The inputs are j.[C] 5D 2A 5ABC
  • The first part of auto combo [5X] has a vacuum effect, and can take people out of the corner.
  • At the moment Stuff > 623B > IAD j.[C] is the main consistent route that does the most damage.

Note to editors wanting to make beginner combos: -Feel free, but please don't have really inconsistent 214A/B routes, they don't work at every spacing or will require precise delays to do less damage.

Beginner Combos

Combo Damage Cost Meter Gain Location

use 214A instead of 214B when near corner

Optimized Combos

A Starter

Combo Damage Cost Meter Gain Location

Extremely stable BNB. The 6C > 214B combination is used for many different confirms as well

Combo Damage Cost Meter Gain Location

Changes to a B auto combo and adds a 623A launcher at the end for minor damage optimizations.

Combo Damage Cost Meter Gain Location

Optimized, but only possible with fewer A normals at the beginning.

Combo Damage Cost Meter Gain Location

Consistent at every spacing. Must omit j.B in the corner. Make sure to quickly input 3C after 5[C]

Combo Damage Cost Meter Gain Location

Basic meter dump method that maintains okizeme. Introduces delay rekka timing to maintain height for 236C.

Combo Damage Cost Meter Gain Location

Small improvement over the midscreen A starter that takes advantage of 6C > dl.5A in the corner.

Combo Damage Cost Meter Gain Location

Metered extension that introduces the 236AAA > 214C corner route.

Combo Damage Cost Meter Gain Location

Optimized 1 bar damage for 2AAA starter in the corner.

B Starter

Combo Damage Cost Meter Gain Location

Small improvement over the midscreen A starter that takes advantage of the reduced scaling.

Combo Damage Cost Meter Gain Location

Same optimization as in the midscreen A starters. Replaces the auto combo launcher with 623A.

Combo Damage Cost Meter Gain Location

Consistent route off 5B or 2B starter.

Combo Damage Cost Meter Gain Location

Easy meter dump for increased damage while maintaining okizeme.

Combo Damage Cost Meter Gain Location

Hard knockdown despite being a long combo. Enough time to OTG or setup meaty 214A in the corner. Opting for AD instead of 623C does 4922/ 5020 damage respectively.

Combo Damage Cost Meter Gain Location

Basic idea to throw in Arc Drive.

Combo Damage Cost Meter Gain Location

Must omit j.B in the corner.

Combo Damage Cost Meter Gain Location

Must omit j.B in the corner. j.236C swaps your position, so you must input Excalibur in the opposite direction you were facing.

Combo Damage Cost Meter Gain Location

Max range 5B confirms require 6C.

Combo Damage Cost Meter Gain Location

Max range 5B confirms require 6C. Midscreen to Corner. Hard knockdown despite being a long combo. Enough time to OTG or setup meaty 214A in the corner.

Combo Damage Cost Meter Gain Location

Damage improvement that takes advantage of almost every important combo route.

Combo Damage Cost Meter Gain Location

The same metered extension as the corner A starter, but optimized to take advantage of the better starter.

C Starter

Combo Damage Cost Meter Gain Location

Same as the shield A/C combo

Combo Damage Cost Meter Gain Location

Optimization that notably does not work with a shield A/C starter

Special Starter

Combo Damage Cost Meter Gain Location

Invincible reversal combo

Combo Damage Cost Meter Gain Location

Combo off of the rekka overhead followup.

Combo Damage Cost Meter Gain Location

An alternative that uses Moon Drive instead of meter.

Combo Damage Cost Meter Gain Location

If started with j.6B+C instead of j.236B does 3603 damage for 1 moon section

Combo Damage Cost Meter Gain Location

Rare starter.

Combo Damage Cost Meter Gain Location

Backdash catcher

Combo Damage Cost Meter Gain Location

Armored starter during Moon Drive

Combo Damage Cost Meter Gain Location

Overhead Moon Skill starter

Combo Damage Cost Meter Gain Location
Combo Damage Cost Meter Gain Location

Net meter loss is less than 400% because of MD meter regeneration.

Air to Air Starter

Combo Damage Cost Meter Gain Location

The specific air normals to catch someone might differ, but the idea of cancelling into j.C > j.236B should remain.

Jump-in/IAD Starter

Combo Damage Cost Meter Gain Location

Basis for IAD combos. Note that j.A does not hit crouchers.

Combo Damage Cost Meter Gain Location

Same route as the j.A starter, but omit the j.B after 623A.

Combo Damage Cost Meter Gain Location

Same route as the j.B starter

Combo Damage Cost Meter Gain Location

Important to learn as it works off safejump setups

Combo Damage Cost Meter Gain Location

Corner optimization

Combo Damage Cost Meter Gain Location

Corner metered optimization

Combo Damage Cost Meter Gain Location

Does not work from air dash

Does not work from air dash

CH Starter

Combo Damage Cost Meter Gain Location

Standard fatal counter combo after catching people out of the air.

Combo Damage Cost Meter Gain Location

Uses a couple small optimizations to take advantage of the j.C trajectory and increased hitstun.

Shield Starter

Combo Damage Cost Meter Gain Location

Shield Counter

Combo Damage Cost Meter Gain Location

Shield B only combos on counterhit.

Combo Damage Cost Meter Gain Location

Basic Shield B+C route.

Combo Damage Cost Meter Gain Location

Corner optimization.

Combo Damage Cost Meter Gain Location

Metered corner extension.

Videos

External Links

WIP Combo Doc by @SNEAKY_URKEL/SNEAKY_URKEL#0702

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