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Melty Blood/MBTL/Vlov Arkhangel/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 Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
dl.X There should be delay before inputting "X".
w.X 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. Usually will be omitted due to being obvious.
md.X Perform a micro-dash before performing "X".
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.
5?5X5X Where ? is A, B or C, this indicates 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

Combos in this color are fire mode only/notes applicable to fire mode only. Combos in this color are ice mode only/notes applicable to ice mode only. Combos with neither color work in both.

Starter Combos

The combos listed below are basic BNBs and relatively easy combos to use. You can also go into Mission Mode to try his combo trials, but these aren't as well developed.

Combo Damage Cost Meter Gain Location
  • 2A universal BNB. Works on everyone and ends in a hard knockdown. Keeps your double jump to use after the combo for safejump.
  • You can get by just using this combo alone if you wished, it does everything you need.

Theory

Vlov generally has an easy time converting off any hit with his long reaching buttons and special moves. Because of that, most combos will net a generous amount of damage and considerable okizeme. His main ender for his combos will either be an air throw or super. For supers, 236C is the most damaging, but does not grant oki midscreen. However in corner, it is the preferable level 1 ender as it can grant hard knockdown at the end of a corner combo in fire mode, or combo into 3C > Air throw in Ice, which both lead to safejumps. 22C is used primarily to set up a left/right mixup afterwards due to how advantageous it is on hit. Lastly, 214C ender is used for corner carry midscreen, and also combos into air throw for safejump if your launch was not already used. 214C does not really see use in the corner as 236C overshadows it. Generally 3C and 214C are kept available until the end of the combo to guarantee an air throw ender. j.[C] is an important extender that gives Vlov the ability to rejump and reset air his air options. Vlov's combos are also very good at being able to conserve meter for other purposes. Even with most starters that heavily scale meter gain, Vlov will be able to net at least 50% of a bar back from a single combo.

FAQ

How do I X?

Answer questions

Enders

The combos listed on this page already have set enders to use for consistency and because most of the combo enders here use Super moves, which can be easily attached onto the end of a combo, or can be used in place of the ender prescribed in the combo instead depending on the route.

Combo Cost Location
  • Most common Safejump ender midscreen
  • Keeps your double jump to use after the combo for safejump.
  • Alternative Safejump ender. Requires you to still have your ground jump cancel available during your combo to do this
  • Useful primarily in corner and when you've used your launcher early and need a safejump (i.e. 3C starter combo)
  • Keeps your double jump to use after the combo for safejump.
  • Corner carry ender
  • Keeps your double jump to use after the combo for safejump.
  • Most damaging 1 bar super ender
  • No oki midscreen
  • In fire mode, grants hard knockdown in corner, making it the ideal super ender there
  • Damage and safejump ender in ice mode
  • Keeps your double jump to use after the combo for safejump.
  • Meter dump ender
  • Grants hard knockdown allowing for a safejump
  • Requires Awakening
  • Meter dump ender
  • Grants hard knockdown allowing for a safejump

Combos

2A Starters

Combo Damage Cost Meter Gain Location
  • BNB. Good combo option that's consistent and easy to confirm.
  • Keeps air jump, allowing for a safejump afterwards.
  • Can chain additonal 2As to hitconfirm better, at the cost of sacrificing some damage.
Combo Damage Cost Meter Gain Location
  • Higher damage 2A confirm. Less corner carry and harder to hitconfirm however.
  • Keeps air jump, allowing for a safejump afterwards.
  • Can chain additonal 2As to hitconfirm better, at the cost of sacrificing some damage.
Combo Damage Cost Meter Gain Location
  • Near corner wallbounce. Omit 236B if too far away
  • 236B will make the combo drop after in Ice no matter what. Omit it to make the combo work
  • Keeps air jump, allowing for a safejump afterwards
  • Can chain additonal 2As to hitconfirm better, at the cost of sacrificing some damage
Combo Damage Cost Meter Gain Location
  • A Starter Meterless Forced Release combo
  • Can chain additonal 2As to hitconfirm better, at the cost of sacrificing some damage

2B Starters

Combo Damage Cost Meter Gain Location
  • Omit 236B/236A if too far away to ensure j.[C] connects
  • Keeps air jump, allowing for a safejump afterwards
Combo Damage Cost Meter Gain Location
  • Omit 236B if too far away to ensure 214A connects
  • 236B will make the combo drop after in Ice no matter what. Omit it to make the combo work
  • Keeps air jump, allowing for a safejump afterwards
Combo Damage Cost Meter Gain Location
  • Omit 236B and replace 22A~X with 22B~X if too far away to avoid dropping the combo
  • Preferred routing when ending with super
  • Grants hard knockdown, allowing for a safejump afterwards
Combo Damage Cost Meter Gain Location
  • Omit 5C if too far away to avoid dropping the combo
  • Preferred routing when ending with super
  • Keeps air jump, allowing for a safejump afterwards
Combo Damage Cost Meter Gain Location
  • Resource dump combo
  • Omit 236B and replace 22A~X with 22B~X if too far away to avoid dropping the combo
  • Grants hard knockdown, allowing for a safejump afterwards
Combo Damage Cost Meter Gain Location
  • Awakening resource dump combo
  • Omit 5C if too far away to avoid dropping the combo
  • Grants hard knockdown, allowing for a safejump afterwards
Combo Damage Cost Meter Gain Location
  • B Starter Meterless Forced Release combo

2C Starters

Combo Damage Cost Meter Gain Location
  • Omit 236B/236A if too far away to ensure j.[C] connects
  • Keeps air jump, allowing for a safejump afterwards
Combo Damage Cost Meter Gain Location
  • Omit 236B if too far away to ensure 214A connects
  • 236B will make the combo drop after in Ice no matter what. Omit it to make the combo work
  • Keeps air jump, allowing for a safejump afterwards
Combo Damage Cost Meter Gain Location
  • Omit 236B and replace 22A~X with 22B~X if too far away to avoid dropping the combo
  • Preferred routing when ending with super
  • When using 236B in the combo, the combo is meter positive, allowing you to go for this even with no meter initially
  • Grants hard knockdown, allowing for a safejump afterwards
Combo Damage Cost Meter Gain Location
  • Omit 5C if too far away to avoid dropping the combo
  • Preferred routing when ending with super
  • Keeps air jump, allowing for a safejump afterwards
Combo Damage Cost Meter Gain Location
  • Resource dump combo
  • Omit 236B and replace 22A~X with 22B~X if too far away to avoid dropping the combo
  • Grants hard knockdown, allowing for a safejump afterwards
Combo Damage Cost Meter Gain Location
  • Awakening resource dump combo
  • Omit 5C if too far away to avoid dropping the combo
  • Grants hard knockdown, allowing for a safejump afterwards
Combo Damage Cost Meter Gain Location
  • C Starter Meterless Forced Release combo

5C Starters

Combo Damage Cost Meter Gain Location
  • Max range 5C conversion
  • Keeps air jump, allowing for a safejump afterwards
Combo Damage Cost Meter Gain Location
  • Max range 5C conversion using moon gauge
  • 236A will make the combo drop after in Ice no matter what. Omit it to make the combo work
  • Keeps air jump, allowing for a safejump afterwards

6[C] Starters

Combo Damage Cost Meter Gain Location
  • Rejump from overhead.
Combo Damage Cost Meter Gain Location

High to Low mixup bnb

Shield Starters

Combo Damage Cost Meter Gain Location
  • Rejump from shield launcher.
Combo Damage Cost Meter Gain Location
  • Rejump with moon skill extension for higher damage and easier confirm.
Combo Damage Cost Meter Gain Location
  • High damaging j.236C corner extension.
Combo Damage Cost Meter Gain Location
  • Rekka BNB from CH B option.
Combo Damage Cost Meter Gain Location
  • Rejump from BC option.

4BC Starters

Combo Damage Cost Meter Gain Location
  • BNB.

Anti-Air Starters

Combo Damage Cost Meter Gain Location
  • 5B Anti-air BNB.
Combo Damage Cost Meter Gain Location
  • More optimal anti air 5B bnb.
Combo Damage Cost Meter Gain Location
  • 3C Anti-Air rejump.

Air-To-Air Starters

Combo Damage Cost Meter Gain Location
  • Consistent air-to-air BNB.
Combo Damage Cost Meter Gain Location
  • [j.C] loop from counter-hit j.B.

22X Starters

Combo Damage Cost Meter Gain Location
  • Stray 22A/B followup. Only hits relatively midscreen from the opponent.
Combo Damage Cost Meter Gain Location
  • Metered followup to stay at zoning range.
Combo Damage Cost Meter Gain Location
  • HKD ender.

Videos

External Links

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