Move Lists

Move Lists

Melty Blood: Twi-Lumina move lists and frame data — numpad notation, startup and recovery frames, block advantage, and every confirmed special and Arc Drive as data arrives.

Numpad
Notation Standard
Post-Launch
Full Data
4
Core Concepts

Introduction

The Move Lists section is the data backbone of this wiki: per-character command listings, frame data, and the notation knowledge required to read them. Standard fighting game practice applies — numpad notation for directions, letters for buttons, and frame counts for startup, active, and recovery phases — and this section maintains the notation cheat sheet that every other section assumes. During the pre-launch window, the hub focuses on what can be responsibly documented: the notation system itself, how frame data concepts work, and what the officially revealed moves tell us so far, including Shiki Tohno's reported space-cutting projectile. When the game ships, each confirmed fighter gains a full move list with startup and recovery counts, block advantage, and damage notes, verified in training mode. Data quality rules apply throughout: measured numbers are labeled as measured, estimates as estimates, and nothing is invented.

Notation Cheat Sheet

NotationMeaningExample UseType
236 + buttonQuarter-circle forwardClassic projectile special motionDirection
623 + buttonDragon-punch (DP) motionInvincible reversal specialsDirection
5A / 2B / j.CNeutral / crouch / jump attacksStarter pokes in every routeNormals
Startup / RecoveryFrames before hit / after hitReading speed and punish windowsFrame Data

Data Explained

Numpad Notation

active

The universal language of inputs

Reads asDirections numbered like a keyboard numpad — 2 down, 6 forward — with letters for the attack buttons.
Why it mattersEvery command list, combo route, and community discussion uses it; reading it is table stakes for the genre.
Learn itThe cheat sheet above plus ten minutes of practice covers most of what any move list will throw at you.

Startup & Recovery

new

The numbers behind move speed

StartupFrames between input and the first active hitbox — lower means faster, and fast normals define neutral.
RecoveryFrames after the active phase where you are vulnerable — long recovery is what makes whiff punishes possible.
UseSpeed comparisons, not memorization — knowing your quick attack beats their slower button is worth more than any single number.

Advantage on Block

active

Who acts next after contact

Plus framesAttacks that are plus on block keep you attacking — the backbone of frame traps and pressure.
Minus framesAttacks that are minus can be punished — the exact moves that define your punish opportunities.
UsePost-launch tables list block advantage per move, turning guesswork into deliberate turn-taking.

Specials & Supers

new

The moves that define characters

SpecialsSignature moves per character — including Shiki's reported space-cutting projectile, pending confirmation.
Super classThe series' meter-burning finisher framework, expected to return as route-ending options.
AvailabilityFull command listings arrive with the game; this hub links each confirmed reveal as it lands.

Core Mechanics

A move list is only as useful as the framework you read it with, so this section teaches the framework before the data. Numpad notation comes first because it compresses every command into a few characters and is shared across the entire fighting game community. Frame concepts come second: every move exists in phases — startup before the hitbox appears, active while it can strike, recovery while you are exposed — and every practical judgment about a move derives from those counts. Advantage on block converts frame counts into turn-taking decisions, telling you whether an attack lets you keep pressing or hands the initiative over. Damage and scaling complete the picture by pricing each hit. When the game launches, this section presents per-character pages in exactly that structure, so the reading skills you build now transfer directly to the real tables.

Advantages

Structured data beats scattered impressions, and this hub is built to be the single place where Twi-Lumina's move information accumulates. The notation cheat sheet alone solves the most common beginner blocker — being unable to read the answers they find — and it stays useful forever because notation does not change between patches. The per-move framework (startup, active, recovery, advantage) means that when full data lands, every character page is immediately comparable: you can answer questions like whose fastest normal wins or which reversal is actually safe by reading one row instead of watching hours of footage. For lab-oriented players, the section's labeling discipline — measured versus estimated versus pending — tells you exactly which numbers can be trusted for tight execution planning and which need training-mode verification first.

Challenges

The hard limit of this section today is that a move list without a game contains no real data: every specific count, cost, and property for Twi-Lumina moves is pending until the game ships and training mode measurement becomes possible. The officially revealed information is thin by design — a few moves shown in trailers and broadcasts, with Shiki's space-cutting projectile reported by a single press source and flagged accordingly. Frame data itself is a living document even after launch, because balance patches adjust counts and the community needs weeks to measure and verify everything. Readers should also expect button letter assignments for this entry to be finalized at release. Until then, this hub deliberately trades completeness for accuracy, and its placeholder structure exists precisely to be filled fast once real numbers exist.

Frequently Asked Questions

What do numbers like 236 or 623 mean?+
They are numpad notation: directions mapped to a keyboard numpad layout where 5 is neutral, 2 is down, 6 is toward the opponent, and 8 is up. So 236 means down, down-forward, forward — the quarter-circle motion — and 623 means forward, down, down-forward — the dragon-punch motion widely used for invincible reversals. Combine the number with a button letter and you have a complete command. Once the notation clicks, every command list in this wiki and across the fighting game community becomes readable at a glance, which is exactly why this section teaches it before any move data.
When will full frame data be available?+
Substantial frame data becomes possible the day the game ships in April 2027, because accurate counts require training-mode measurement, not trailer observation. Expect the first weeks post-launch to cover each character's core normals and key specials, with deeper tables — block advantage for every move, damage values, hitbox shapes — accumulating over the following month as the community labs and patches arrive. This hub will publish per-character pages progressively rather than waiting for a complete dataset, and every number will carry its verification status so you know what is measured versus provisional.
Why does frame data matter for casual players?+
Because it answers the questions every player has regardless of skill: why did my attack lose, and what can I do after being blocked. You do not need to memorize counts — you need the relationships. Knowing that a faster normal beats a slower one explains neutral losses; knowing that a punishable move can be countered explains where your damage comes from. Frame data turns vague frustration into specific fixes, and that is a superpower at every level of play. The good news is that the concepts section here teaches the relationships in an afternoon, with numbers to follow post-launch.

Quick Tips

💡

Master the foundational numpad notation conventions early on, specifically 236 for quarter-circle forward, 623 for dragon punch motions, and 214 for reverse inputs, alongside standard A, B, C, and Shield buttons. Once these numerical directional inputs become second nature, you can seamlessly read every combo trial, command list, and community frame data sheet across the entire Melty Blood series without hesitation.

💡

When comprehensive frame data tables become available post-launch, prioritize studying block advantage over raw maximum damage values. Understanding which attacks leave you safe or plus on block determines your pressure flow, stagger timing, and defensive turn-taking. Maximizing combo damage means nothing if your offensive strings are consistently interrupted or punished because you do not know whose turn it actually is.

💡

Always verify special moves, frame traps, and combo conversions in Training Mode against various hurtbox sizes before bringing them into ranked matches. Theoretical frame data charts serve as a helpful baseline, but spacing differences, character collision sizes, and input latency under online delay can alter execution windows. Ten dedicated minutes confirming muscle memory against dummy recordings prevents frustrating losing streaks.

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