Melty Blood/MBTL/Ushiwakamaru/Strategy

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Gameplay Overview

Ushiwakamaru is a heavily read-oriented character, relying on the player to accurately identify the opponent's defensive habits and bait them out with the correct counter. As a result, her pressure and neutral is generally very weak and relies on the player's ability to condition or call out opponents. Once she lands a hit and converts it, however, she has powerful oki in the form of j.236A/B, allowing for difficult to read high/low and left/right mix, and high damage on her confirms.

Some general preliminary tips:

  • 214C is your strongest combo ender for oki (neutral jump and j.236A/B at the apex of the jump for a basic example), and you get similarly strong options off airthrow and ground throw. Oki is your greatest strength, do not let an opportunity pass you by.
  • 4BC is a powerful neutral option to net a counterhit, but overreliance on it will let it be baited and countered.
  • Ushi's 623X series are not invulnerable reversals, but are air unblockable, which makes them good on predictable jump-ins. 623A is more general-purpose reliable, but 623B has a wide range and you can swipe opponents out of the air from a deceptively long range with it. Both A and B versions are jump cancellable on hit, allowing you to follow up with j.[C] j.2C and continue a ground combo.
  • Generally with pressure, you can run into 236A~A and spend meter with j.236C to make it both safe on block and set up an immediate strike/throw situation.
  • Use 22A or a 5A rebeat to bait out your opponent's defensive options during your blockstrings to gather information about their habits. With a staggered 5A rebeat, you can potentially react to overcommital options the opponent presents.

Neutral

WIP

Offense

Pressure

WIP

Okizeme

Air Throw

WIP

Ground Throw

Safejump: Throw > wait 1 frame > 22C > j2C

Safejump: Throw > IAD > NJ > jB/j2C

Safejump: Throw > wait 14 frames > j8/9 > jB

5A OS: Throw > 236A > 5A > 2D~A/5D~B

2A OS: Throw > 5Aw > 5C > 2A > 2D~A

HKD 214C

  • dl 22C > double overhead with jBA
  • dl 22C > jB safejump
  • 22C > land low (if you don't do a frame perfect 2A, you'll block DPs/5 frame mash or be + on wakeup MD)
  • walkback forward jump l/r low (can be safe to 6 frame DPs on both sides, but HARD)
  • walkback forward jump airdash back jB (low shield bait/makes forward moving DPs whiff)
  • any jump, 236A fast fall l/r (can be 5 frame dp safe, but of course its very manually timed)
  • IAD rising jA double jump safejump (you need to do the rising jA to land a frame earlier to beat 5 frame DPs)
2A Meatys:

Not rely usefull but for the old C-Nanaya heads: 214C>w5A>sjc>sideswitch>dl2AB>2A~D>

Defense

WIP

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