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 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

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
  • Universal BNB. Works from basically every starter 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

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
  • Ideal midscreen ender for setting up zoning, as it nets a fullscreen hard knockdown on combos that don't prorate too hard.
  • Damage and safejump ender in or near the corner, won't work in fire from a corner route
  • Keeps your double jump to use after the combo for safejump.
  • Meter dump ender
  • Grants hard knockdown allowing for a safejump
  • Requires Awakening, won't work in fire from a corner route
  • Meter dump ender
  • Grants hard knockdown allowing for a safejump

Combos

All numbers for metered routes assume 214XXX 22C 3C j.ABC AT ender unless otherwise noted. (Metered ice routes ending in the corner and fire midscreen to corner routes will end in 214XXX 236C 3C j.ABC AT)

2A Starters

Combo Damage Cost Meter Gain Location
  • The easy one. Learn this first and foremost.

Fire ONLY

Ice ONLY

2B Starters

(You can generally swap 5B and 2B in these combos)

Combo Damage Cost Meter Gain Location
  • This route is used for 214XX 236C HKD midscreen ender.

6C in fire, 5A in ice; 236B in fire and 236A in ice

Fire ONLY

Ice ONLY

2C Starters

Combo Damage Cost Meter Gain Location
  • This route is used for 214XX 236C HKD midscreen ender.

Fire ONLY

Ice ONLY

MBTL Navigation

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Shiki Tohno
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