Melty Blood/MBTL/Shiki Tohno/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.

Basics

Phantom's Combo Doc is a useful resource you can have alongside this wiki page.

Starter Combos

These are some simple combos to begin using Shiki. Get these basics down first before attempting any of his more advanced routing, as they are a great starting place.

Combo Damage Meter Gain Location

The universal Shiki BNB, and one you should master. Can be done from 2AAA or an IAD normal. Teaches you the basic rejump that Shiki will rely on for almost all of his combos.

Something you can do if you accidentally perform a Rapid Beat mid combo when you didn't want to. Useful for failed hit confirms or simple ease of use.

3C anti-air combo that you can do to ensure you keep your turn. Not the greatest or most rewarding combo, but a good starting place.

Shield A route that is slightly different from 3C thanks to the scaling differences. Again, a good starting place.

The universal way to pick up off air hits (granted you have enough untech to do so). Generally the same routing as his BNB, with the only difference being how you started the combo.

Enders

A list of enders Shiki will commonly use after a combo. Details on oki can be (eventually) found in the Strategy section.

Combo Cost Location
  • Meterless AT ender that gives passable oki midscreen and significantly better oki in the corner.
  • Knocks the opponent down full screen for high damage in exchange for meter. Can perform his Left/Right setup or simply run up and continue pressure. Use whichever special was not already used, but if both were used, either is okay.
  • Metered extension in the corner that uses the wallbounce to confirm into 3C and get one of his many corner setups.
  • Metered setup into a multi-variation left/right.
  • Metered setup into another multi-variation left/right.
  • Metered left/right setup easy version. Side is determined by a backwards microwalk 5A whiff.
  • Metered left/right setup hard version. Side is determined by the delay on j.236A.
  • Arc Drive ender. Unlocks his 22X series and does high damage, but is very costly.
  • A full 4 bar dump incase you really need that damage to kill. Fully charge Arc Drive for midscreen to connect, delay in corner so that it links without cancelling the EX.

Advanced Combos

All numbers assume no 5C or 214A~A > 236C extenders and assumes j.BC AT ender.
As of the latest patch, Shiki can now use his 623X to extend his routing. A fairly universal implementation is as simple as a regular combo, but omitting j.B and landing into 623A, then linking into 5A/2A into the rest of your normals to end the combo. Some cases can fit in 623B as well, but this only works in the corner with enough unused normals available.

Combo Damage Cost Meter Gain Location
  • A combo you will see a lot of players use. Easy to recognize on hit, still advantageous on block, and works at all spacings, thus typically used after pressure resets.
  • Basic Double Slide combo. Can be done off of C starters as long as you use 2C before the first slide or 5B.
  • Delay the first slide followup so that they land low enough for the second slide to connect
  • 2A Optimized 2A corner route
  • 2C starter that adds an extra move for more damage.
  • Optimal confirm off 236B that can be used anywhere at any ranges.
  • Confirm off 214B that can also be used anywhere at any ranges.
  • Confirm off 214B that has to be done closer, but does a lot more damage.
  • Confirm off of 214A that can be done anywhere.
  • Confirm off of 214A that can be done at closer ranges or corner for more damage.
  • Confirm off 236A crumple. Only works in range for A normals.
  • Double Slide variant off 236A crumple. Still only works in range for A normals.
  • Confirm off 236A crumple on grounded counterhit, which gives you more frames to link. Works at farther ranges.
  • Also your go to route for air hits if you are close enough
  • 236A confirm that can work in almost any situation. Good for awkward hits that other moves would otherwise not cover.
  • 3C confirm that uses delay 236A to extend damage. Uniquely can go for a left/right setup using the non-launcher knockdown of 214C.
  • 3C confirm that uses a unique double jump technique after launcher. This can be done without the double jump, but would require delays and would be more likely to side switch.
  • Copy fodder.

Shield Combos

Combo Damage Cost Meter Gain Location

Shield A BnB

Shield B+C BnB

Optimized Shield B+C combo. Damage might be a bit outdated

Optimized combo for fatal hit Shield B. Damage Might be a bit outdayed

Moon Skill Starters

Combo Damage Cost Meter Gain Location
  • On counterhit (or if only one hit of 6BC connects) it is not necessary to make 214A whiff, instead do 214B~X 214AX as usual. 6BC>5C>214B whiffs if done at max range, swap 5C's and 2C's order to make the slide always connect.
  • Combo possible after all hits of 4BC land, useful if you are not close enough to the corner to get an immediate wallbounce. In the latter case, you can simply pick up with 2C and go into 214B~X>j.[C]>(...).
  • The more hits of 3BC land, the worse the damage. Depending on how few hits you get, you may be able to squeeze in more normals after 623A, netting you more damage. This version works even if all 5 hits land, and on that event it requires a delay before the first j.[C].
  • Optimal midscreen 2BC combo. Has some tricky delays, and the initial j.B confirm makes it somewhat impractical.
  • 2BC combo trading damage for ease of use, as the timings are slightly more lenient. Keep in mind the jump after 2BC must be towards the opponent.

MD Routes

Can potentially replace 6B+C with 22B in some routes for more damage, but less meter gain. Does not always apply.

Combo Damage Cost Meter Gain Location
  • 214A routes for most parts of the screen. High damage and meter gain.
    • Midscreen route sideswitches, but corner carry very easily. Only use 4B+C if they reach the corner after 236C
    • 4B+C back to corner conversion requires a specific height, making it harder but more rewarding.
    • Corner version is the easiest one, not requiring 3B+C at all at the cost of some meter. Getting less hits on 4B+C is better.
  • When doing 3B+C(2) > IAD, use the first two hits for consistency.
  • 214B routes for most parts of the screen. Largely the same as 214A with slight differences in routing.
  • Delaying the slide followup for the midscreen route is key, as you barely get the frames to like 5B and you want them to be as low as possible for 2C to connect.
  • Delaying 214A after 2C can be fairly tight, as 2C will usually hit very high.
  • 236B routes for most parts of the screen.
  • Easier to get 3B+C(2) > IAD, as the move spaces for you most of the time and doesn't require a microdash.
  • Still requires same height nonsense for 3B+C(2) > IAD > 4B+C.
  • Tighter confirm into EX with 214A~A in corner, can be replaced with 6B+C for ease of use.

Combo Theory

There isn't a great deal of complexity or finesse needed for Shiki's combos, the hardest thing you'll run into is most likely the j6B+C > dj[C] links in the advanced sections. You can throw most of his moves together to make a 
satisfactory combo as long as you follow a basic structure;
  • Start combo (normal poke or jump-in, etc)
  • cancel into 214A/214B
  • continue with follow-up chain on the ground from 236B & 6B+C or j[C] > dl.jB from 214A/214B
  • after a j[C] routing you can use 623X>5A>...>RB1>ENDER to add some Damage and corner carry (see below)
  • lead into 3C or rapid beat 2 and Air Throw to end the combo
This is the most basic structure that you'll want to follow when you get a hit that doesn't spend resources (minus the version with 6B+C) for decent damage.

623X extension

623X>5/2A>... can be used after J[C] routing to get some extra damage and meter.

  • Will make the proration high enough to make 236C not HKD if used late in the combo.
  • If 236c>3C in the corner is dropping, consider "skipping" a normal.

Possible Routes:

    • 214X~(dl.)X > j[C] > 623X > 5/2A > ...
      • Most consistent route; If you are not sure about your proration use this one!
      • The damage difference compared to the methdos below is very negligible, and allows for 3C pickups after 236C wallbounce in practically every situation.
      • This method has the added benefit of allowing for double DP extensions (see below), which can greatly increase a combo's meter gain.
      • On low proration you dont have to delay the 214 followup but on high proration you have to so get in the habit of doing so anyways!
    • 214X~X > j[C] > dl.jB > 5B > 623X > 5/2A > ...
      • Highest damage route for almost all starters, with a few exceptions.
      • Weird height restriction, but not at all hard to get consistently. Easier to identify potential drops, and fix the combo after accordingly.
      • Possible to replace 5B with 2B(1) in the corner to avoid SMP, although even without this change it may deal more damage than other routes.
      • 99% of the time it won't be possible to go for double dp extension, which will hurt your meter gain.
    • 214X~X > j[C] > dl.jA > 623X > 5/2A > ...
      • Somewhat easy route.
      • Since it deals less damage than j[C] > dl.jB > 5B > 623X, and it is not possible to go for double DP routes like with j[C] > 623X, this route doesn't see too much use.
    • 214X~X > j[C] > dl.jB(1) > 623X > 5/2A > ...
      • Buffer 623X directly after jB.
      • Route if you have a relatively high proration. 236C Wallbounce can mostly be followed up with 3C without any issues.
      • Useful in Routes where you combine it with 2B(1).
    • 214X~dl.X > j[C] > dl.jB > 623X > 5/2A > ...
      • Combos scale harder, which means that, if you want to get 3C after 236C>wallbounce, you have to "skip" a normal and/or Rapid Beat (or you can use 9>AT instead).
      • You have to delay the 214X follow-up just like you do on the double Slide Routes.

Double DP

If you have 2 open buttons after the j[C]>623A rejump, and you are in the corner, you can do the double DP extension. Due to the first restriction, it's mostly done either with special move and 5C/2C starters. Alternatively, it will require a more strict string from A normals (example: 2A>2B>2C>214B, instead of 2A>2B>5C>2C>214B). The general structure is:

  • (...) > j.[C]> 623A/B > 5/2A > [2 unused B/C normals] > 623B/A > 2/5A > [unused B/C normal or RB - optional] > 214A/236A(*) > 3C > (...)

The 2 unused B/C normals are required to get the correct height for 623B/A (whichever version is not SMP'd). (*) After the second DP, if you have another B/C button available, it is possible to do that button into 236A (depends on the full combo). If it is not the case, or if you're unsure of the scaling, 2/5A > (RB) > 214A is the safest alternative. Sometimes you might not want to go into RB since it can prevent you from being able to hit 3C (see exception below).

Notes:

  • You can do double DP route instead of double slide route, but it does less damage so its only useful if you fucked up the confirm.
  • It is always possible to get the 3C after RB>dl.214A~dl.X>236C (if the string connects). However, if the proration is too high, 236C must hit at a very precise height, which will delay the last hit of the EX (hitting on its later frames), giving you the extra plus frames required to do 3C after the wallbounce. Since it is generally pretty hard to do consistently, it is more practical to simply know in which cases you can do regular RB>dl.214A~X>236C, or instead always opt for 2A>214A>236C.

Meter Dumping

236C

  • your most common 1 bar extender of choice. big damage, strong corner carry, knocks down outside the corner in most combos and wall bounces for extensions in the corner.
  • will not grant HKD after DP Extension so its not as useful of an ender midscreen anymore. If you still wish to end in a 236C HKD midscreen, consider using 623A>5A>5B>623B(1st hit whiffs)>236c.

623C

  • Ender for midscreen combos
  • gives you a lot of advantage and leads to multiple variants of L/R and safejump oki
  • a lot worse then 236C in the corner

J.236C

  • similar to 623C used for midscreen HKD
    • leads into similar oki as 623C
    • generates more Meter and does a little bit more damage on 2A Starter then 623C
  • can be used in the corner to get out just a little bit more damage after the wallbounce
    • weaker then most metered extensions
  • In general you want to hit >j236A(2)>236C and want to hit all of the 3 hits.
    • there are spaceings where you dont get the first hit of j.236C which drastically reduces the damage
    • has a lot of variations of how to get the string to hit correctly
    • most consistent way is >JABC>9>jAB>236A(2)>236C

236B+C

  • Generally, most characters wouldn't want to waste 3 bars for an arc drive unless it gets the kill/ends the match. However, as Shiki gets his 22x series after his arc drive, you'll incentivized to go for this often in certain matchups. Especially useful given that if you finish a round with this the 22x series will be unlocked for the whole next round.
  • if you can safely wiff it at the end of heat it might even be worth just to get the 22X Series

Video Examples

In this section we'll link to a couple of videos that show off different Shiki combos. Over time the combo lists will be expanded to include as much of these combos that are useful/ unique enough to warrant their own description, but for the time being you may find combos in these videos that aren't listed above.
KEEP IN MIND THE VIDEOS ARE OLD AND MAY BE OUTDATED AS OF THE NECO-ARC PATCH.
SOME COMBOS MAY BE UNOPTIMAL AND THE DAMAGE IS MOST LIKELY OFF

【MBTL】遠野志貴コンボまとめ【MELTY BLOOD: TYPE LUMINA】 by Clearlamp_o

【MBTL】遠野志貴コンボまとめパート2【MELTY BLOOD: TYPE LUMINA】 by Clearlamp_o

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