Melty Blood/MBTL/Vlov Arkhangel/Combos
Notation Help | |
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Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. | |
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.
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(...) 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 |
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> 22A~X > j.[C]dl.j.B > 5B > RB1 > RB2 > j.A > j.B > j.C > AT | ??? | ??? Opp: ??? |
Anywhere | |
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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 |
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RB2/3C > j.A > j.B > j.C > AT | Anywhere | |
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6C > 22A~X > j.A > j.B > j.C > AT | Anywhere | |
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RB2/6C > 214BXX > 22C > 3C > j.A > j.B > j.C > AT | 1 Bar | Anywhere |
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RB2/6C > 214B~X > 22C | 1 Bar | Anywhere |
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RB2/6C > 214B~X > 236C | 1 Bar | Anywhere |
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RB2/6C > 214B~X~X > 236C > 3C > j.AAA > AT | 1 Bar | Corner |
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RB2/6C > 214B~X~X > 236B+C | 3 Bar | Anywhere |
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RB2/6C > 214B~X~X > 236C > 236B+C | 4 Bar | Anywhere |
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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 |
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2A > 2B > 2C > 5[C] > 22B~B > j.[C] > dl.j.B > 5B > Ender | 3429/4073 | 0/1 Bar | 0.84/0.93 | Anywhere |
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2A > 2B > 2C > 5[C] > 22B~B > 5A > 5B > Ender | 3530 | 0 Bars | 0.86 | Anywhere
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2A > 2B > 2C > 5[C] > j.[C] > j.B > 214AA > 5A > 5B > Ender | 4074 | 1 Bar | 0.98 | Anywhere
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2A > 2B > 2C > 214[B] > 236B > 5B > 236B > 5A > 5C > Ender | 3801/4232 | 0/1 Bar | 0.98/0.91 | Corner |
Fire ONLY | ||||
2A > 2B > 2C > 214[B] > 5B > 236A~[A] > 5C > Ender | 3712/4256 | 0/1 Bar | 1.08/1.07 | Corner |
Ice ONLY |
2B Starters
(You can generally swap 5B and 2B in these combos)
Combo | Damage | Cost | Meter Gain | Location |
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2B > 2C > 5[C] > 22B~B > 22A~A > j.[C] > dl.j.B > 5B > Ender | 4194/4126 | 1 Bar | 0.94 | Anywhere |
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2B > 2C > 5[C] > 22B~B > 6C/5A > 236B/236A > 214AA4A > j.[C] > dl.j.B > 5B > Ender | 3734/4246, 3729/4241 | 0/1 Bar | 1.24/1.31, 1.23/1.30 | Anywhere |
6C in fire, 5A in ice; 236B in fire and 236A in ice | ||||
2B > 2C > 5[C] > 214[B] > 236B > 5B > 6C > 214AA4A > j.[C] > dl.j.A > 2B > Ender | 3909/4410 | 0/1 Bar | 1.26/1.30 | Corner |
Fire ONLY | ||||
2B > 2C > 5[C] > 214[B] > 22B > 5B > 6C > 214AA4A > j.[C] > dl.j.A > 2B > Ender | 3846/4399 | 0/1 Bar | 1.24/1.28 | Corner |
Ice ONLY |
2C Starters
Combo | Damage | Cost | Meter Gain | Location |
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2C > 5[C] > 22B~B > 2B > 22A~A > j.[C] > dl.j.B > 5B > Ender | 4244/4266 | 1 Bar | 0.94 | Anywhere |
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2C > 5[C] > 22B~B > 5B > 214BB > 214AA4A > j.[C] > dl.j.A > 2B > Ender | 3764/4271 | 0/1 Bar | 1.27/1.32 | Anywhere
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2C > 5[C] > 214[B] > 22B > 2B > 236B > 214AA4A > j.[C] > dl.j.B > 5B > Ender | 4018/4514 | 0/1 Bar | 1.25/1.31 | Corner |
Fire ONLY | ||||
2C > 5[C] > 214[B] > 22B > 236A > 5A > 214AA4A > j.[C] > dl.j.B > 5B > Ender | 3946/4510 | 0/1 Bar | 1.25/1.31 | Corner |
Ice ONLY |