Melty Blood/MBTL/Ushiwakamaru/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

Basic combo confirm from a 2A or 2AA.

  • This combo has one of Ushi's core concepts: (super)jump-canceling a special into j.X and then dragging the opponent down with j.2C.
  • This combo will not drop if you don't delay the j.C, but combos with higher proration will.

Enders

Ushi has a variety of combo enders that allow her to choose between damage and varying hard knockdowns, each one tailored for baiting certain defensive options or having the opponent burn resources on unseeable mixups.

General Purpose

Combo Cost Location

Ushi's go-to meterless ender.

  • Enables j.236A left/rights, safejumps, and baits for defensive options like heat
  • Because of how strong Ushi's meterless okizeme is, often times, Ushi can save meter for pressure and just rely on air throw okizeme
  • In the corner, Ushi can opt to throw the opponent out of the corner, sacrificing corner pressure for more mixup potential

Apart from Arc Drive, Ushi's most damaging and consistent ender.

  • Always grants a HKD
  • Enables strong microwalk and j.236A left/right okizeme
  • 214B will consistently be more damage unless 214B was already used and 236B was not

Metered 214C ender replacement for Ushi's who prefer air throw okizeme.

  • Decreases damage by about 100 on average, opposed to 214C
  • Functions like normal air throw okizeme
  • 214B will consistently be more damage unless 214B was already used and 236B was not

Because j.6B+C nearly always connects into 214C, Ushi can use this to stabilize the ender that otherwise might drop.

  • Functions like 214CEnder

Ushi's most consistent and generally most damaging 2 Magic Circuit dump.

  • Functions like 214C ender
  • Increases damage by about 100 on average, opposed to solo 214C
  • Generally used only if you think this ender will kill

Ushi's most damaging ender and 4 Magic Circuit dump.

  • 214B will consistently be more damage unless 214B was already used and 236B was not

After 214C, Ushi will resteal corner.

  • Let 214B cross up to steal corner
  • By re-stealing corner, it strengthens her 214C okizeme

If air throw is delayed, the opponent will be thrown a few pixels from the corner and Ushi can corner steal. Inputting the ender without delay will not allow Ushi to corner steal.

  • j.236C > j.A will rarely drop as long as the combo wasn't scaled heavily with SMP
  • Enables IAD corner left/rights

Situational Enders

Combo Cost Location

Ushi's primary ender to stabilize 623C okizeme.

  • 623C will not HKD if the combo is scaled too heavily
  • 623C will generally not HKD on optimal 5A/2A starters

By utilizing 236C(1) and 236C(2), Ushi has access to another HKD.

  • 236C(2) will not HKD if the combo is scaled too heavily or is too optimal
  • 236C(2) will not HKD on optimal 5A/2A starters
  • Avoid any SMP when going for a 236C(1) or 236C(2) HKD
  • 214B will consistently be more damage unless 214B was already used and 236B was not

Throws the opponent a few pixels away from the corner in preparation to corner steal.

  • j.236C > 3C will drop on some optimal routes or routing with significant SMP
  • Enables j.236A corner left/rights

Ushi generally has to sacrifice a bit of damage for this ender.

  • 236C(1) will not HKD if the combo is scaled too heavily or is too optimal
  • Delaying j.236A will HKD the opponent a few pixels away from the corner, allowing Ushi to corner steal
  • Inputting this ender without delay will cause Ushi to look like she is can steal the corner, but wont

Combos

A Starters

Combo Damage Cost Meter Gain Location

Basic BNB from 2A or 2AA.

  • Can switch 5B and 2B for easier execution at the cost of damage
  • Delaying j.2C will more easily allow the 5A to link

More optimal BNB from 2A.

Conversion only from point blank 2A.

Stabilized optimal midscreen 2A route.

  • Delaying214B stabilizes the height of the ender even more

Optimal midscreen 2A route.

  • Because of height and delay variability, Ushi will sometimes 5B the wrong way or 5B will sometimes drop
  • Not recommended in a real match

Insanely optimal midscreen 2A route. NOT recommended and mostly theoretical in a match.

  • Because of height and delay variability, Ushi will sometimes 2B the wrong way or drop the 2B outright
  • The optional microdash can aid in ender stability

Corner 2A BNB

  • Learn this corner combo first!
  • Most of Ushi's corner routes will follow a similar structure

Optimal corner 2A route.

  • Can be stabilized with an A normal before 2B at the cost of damage

Near corner 2A BNB.

  • Ushi has to be decently spaced from the corner for 5[C] to link

General purpose5Aroute

  • Must delay j.2C significantly for 2B to link
  • Not a common starter

5A corner BNB.

High damage 5A corner route.

  • Must delay j.2C significantly for 5C to link

B Starters

Combo Damage Cost Meter Gain Location

2B BNB.

  • Follows the main principle of 2A routing
  • Optional delay aids the consistency of the ender
  • Because this route is not optimal, it allows the use Ushi to have more freedom in her ender of choice

Slightly more optimal 2B route.

  • Establishes that, opposed to 2A , heavier routing should use 214Bbefore 236AC
  • Advised to be careful when hit-confirming this; if 2B > 2C > 214B is inputted on block, Ushi is very minus

More optimal 2B midscreen route.

  • Tricky and unconventional
  • Use the motion input buffer to input 236 after j.2C and only input A after she lands
  • Most enders will work off this route

Optimal 2B midscreen route.

  • Make sure to delay 214AAenough so that j.2C links correctly

Fatal Counter 2B midscreen optimal.

  • Back-to-corner to midscreen route
  • 5A > 2C will drop if in the corner
  • If near corner, the route can be stabilized with 236AA > IAD > j.2C instead

Corner 2B BNB.

More optimal 2B corner route.

  • General midscreen routing with 623B before
  • Very difficult to confirm and inputting 2B > 623B on block is very minus

Optimal 2B corner route

Fatal Counter 2B corner BNB.

  • Input the sjc j.[C]as soon as possible so j.2C doesn't whiff

Optimal Fatal Counter 2B corner route.

  • Uses the routing for the corner 2B optimal but is much more lenient

5B BNB.

  • Very uncommon starter but can generally autopilot into 2B routes

High damage 5B route.

  • Difficult to hit-confirm

5B midscreen optimal.

  • If 5[C]is whiffing , delayj.[C]longer

Corner 5B BNB.

High damage 5B corner route.

Corner 5B optimal.

  • 214AAcan be slightly delayed for Amore consistent j.2C

C Starters

Combo Damage Cost Meter Gain Location

BNB routing for 2C starter.

  • Max delay 5A for a more consistent ender

2C pogo routing.

Optimal midscreen 2C routing.

  • Optional delay lessens the amount 214AA has to be delayed

2C corner BNB.

2C corner metergain routing.

  • Optional delay lessens the amount 214AA has to be delayed

2C corner optimal damage routing.

BNB routing for 5C.

More optimal midscreen 5C routing.

Optimal midscreen 5C routing.

  • Optional delay lessens the amount 214AA has to be delayed

5C corner metergain routing.

5C corner optimal damage routing.

Back-to-corner to midscreen 5[C] BNB routing.

  • 5A > 2C will whiff in the corner

(7/8/9) notates the need to jump cancel 214AA in a particular direction depending on how 5[C] connects.

  • Jump cancel (7) if 5[C] hits point blank
  • Jump cancel (8) if 5[C] hits spaced
  • Jump cancel (9) if 5[C] his at near max range

Optimal 5[C] corner routing.

  • 623B has to be delayed enough to link 623A

Difficult 5[C] Fatal Counter corner route.

  • Add 2A for consistency

Shield Starters

Anti-Air Starters

IAD Starters

Special Starters

236X

Combo Damage Cost Meter Gain Location

Notes here BNB routing for 236A starter

Delay A follow up to keep same side

Optimal routing and lots of corner carry

Notes here BNB routing for 236A starter

Notes here BNB routing for 236A starter

Standard BNB routing for 236B starter

  • Optimal Routing and more corner carry
  • Add 5A before 2B to stabilize

Notes here BNB routing for 236B starter

Notes here BNB routing for 236B starter

Notes here BNB routing for 236A starter

Notes here BNB routing for 236A starter

Air to Air CH Starters

Moonskill starters

Combo Damage Cost Meter Gain Location

Can be done facing or back-to-corner

Airborne opponent only

MD Combos

FAQ

Videos

Visual Combo Guide by Yun

External Links

Updated Ushi Combo Doc by Eigo (and friends)

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