Melty Blood/MBAACC/Shiki Tohno/Crescent Moon: Difference between revisions
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{{ | {{TOC limit|3}} | ||
< | == Character Page Progress == | ||
{{#lst:Melty_Blood/MBAACC:Roadmap|C-Tohno}} | |||
== Additional Resources == | |||
[http://mbaacc.melty.games/?p1moon=c&p1char=tohno C-Tohno Match Video Database]<br> | |||
[https://drunkardshade.com/2015/12/29/melty-bits-c-tohno/ Melty Bits: C-Tohno] | |||
==Notable Players== | |||
{| class="wikitable" | |||
!width="95"|Name!! width="85"|Color | |||
!width="125"|Region !! Common Venues !! Status !! Details | |||
|- | |||
| [https://mbaacc.melty.games/?p1moon=c&p1char=tohno&p1name=Alps Alps]|| style="text-align:center;"| | |||
[[File:Tohno Color01.png]] | |||
| North America || Lunar Phase, Netplay || Active || | |||
|- | |||
| [https://mbaacc.melty.games/?p1moon=c&p1char=tohno&p1name=backward+%28バックワード%29 backward<br>(バックワード)]|| style="text-align:center;"| | |||
[[File:Tohno Color13.png]] | |||
| Japan || Play Spot BIG ONE 2nd, Port24 || Active || | |||
|- | |||
| [https://mbaacc.melty.games/?p1moon=c&p1char=tohno&p1name=DannySsB DannySsB<br>(DannySsB#2169)]|| style="text-align:center;"| | |||
[[File:Tohno Color33.png]] | |||
| South America || Netplay || Active || C-Kohaku main who also knows C-Tohno very well. Found in MeltySud. | |||
|- | |||
| [https://mbaacc.melty.games/?p1moon=c&p1char=tohno&p1name=narusora+%28なるそら%29 narusora<br>(なるそら)]|| style="text-align:center;"| | |||
[[File:Tohno Color08.png]] | |||
| Japan || A-cho, KorewaMelty Play Spot BIG ONE 2nd || Active || | |||
|- | |||
| [https://mbaacc.melty.games/?p1moon=c&p1char=tohno&p1name=Smug Smug]|| style="text-align:center;"| | |||
[[File:Tohno Color21.png]] | |||
| Brazil || Netplay || Active || | |||
|- | |||
| [https://mbaacc.melty.games/?p1moon=c&p1char=tohno&p1name=T.I T.I]|| style="text-align:center;"| | |||
[[File:Tohno Color02.png]] | |||
| Japan || A-cho, KorewaMelty || Inactive || | |||
|} | |||
== | == Overview == | ||
{ | {| class="wikitable" | ||
| | |+Strengths / Weaknesses | ||
| | |- | ||
|Strengths | |||
| | | | ||
*Good introduction character for Melty Blood in that his gameplan and execution are mostly simple, but do well to teach the general system. | *Good introduction character for Melty Blood in that his gameplan and execution are mostly simple, but do well to teach the general system. | ||
*Above average guts | *Above average guts | ||
Line 21: | Line 50: | ||
*Another example of this is his grounded dash. It travels fast and goes fairly far, helping to supplement his threat at the mid-range | *Another example of this is his grounded dash. It travels fast and goes fairly far, helping to supplement his threat at the mid-range | ||
*Fair but highly capable variety of defensive options. On top of being Crescent Moon, he has a DP which either leads to decent knockdown, or surprisingly hefty damage. Said DP is also possible to make safe on block with 100 meter (623A(1) > 236C) | *Fair but highly capable variety of defensive options. On top of being Crescent Moon, he has a DP which either leads to decent knockdown, or surprisingly hefty damage. Said DP is also possible to make safe on block with 100 meter (623A(1) > 236C) | ||
| | |- | ||
|Weaknesses | |||
| | |||
*Harsh Rebeat Penalty means confirms that don't use Specials or Meter are likely to be lacking in damage | |||
*Bad pressure on his Normals alone. | *Bad pressure on his Normals alone. | ||
*Substandard pressure altogether. His Normals and Specials lack in mixups that can really force defenses open. His offense relies almost entirely on strong fundamentals; commanding the mid-range with good timing, spacing, and situational familiarity. | *Substandard pressure altogether. His Normals and Specials lack in mixups that can really force defenses open. His offense relies almost entirely on strong fundamentals; commanding the mid-range with good timing, spacing, and situational familiarity. | ||
*Fairly liable to fall behind in neutral against active, disjointed hitboxes | *Fairly liable to fall behind in neutral against active, disjointed hitboxes | ||
*Optimized 214C corner combos are pretty difficult. Though not required to learn or improve in general, the extra damage ''will'' make a notable difference towards success. | *Optimized 214C corner combos are pretty difficult. Though not required to learn or improve in general, the extra damage ''will'' make a notable difference towards success. | ||
|} | |||
== General Gameplan == | |||
C-Tohno specializes in controlling the mid-range (more specifically, at about the round-start range). Emphasizing this most generally are his j.C, 2C grounded dash, and pushback; while his other tools such as 22x, 214x, and 236x, supplement his horizontal dominance in more offensive situations. What Tohno wants to do with this control of the mid-range is what most mid-range "footsies" characters do: Threaten the opponent by using hitboxes in a way that keeps their position teetering uncomfortably. More specifically, where it's hard for them to approach in neutral because of the space your j.C covers. By extension, this should also ideally make them want to keep backing up in order to compensate. Establishing this basic advantage makes it possible for the rest of your options to truly shine. What makes the grounded dash scary isn't just the fact that it travels fast and a good distance, but that it allows for instant approaches in tandem with your other tools. Frankly, by itself, it isn't too scary. But a large reason why this movement option is so versatile for a grounded dash is because it's so complementary. Provided the range at which you'll want to be playing neutral, this makes it possible for your opponent to become so focused on so many other things, they don't see the dash coming. Of course, that's assuming the opponent will stay defensive. Should they choose instead to move forward (be it in the attempt to escape or attack), what's good for C-Tohno is that backwards movements can easily cover that, given how much space he should be controlling. A single backwards jump for instance, would lead the situation back to Tohno's advantage, leaving plenty of space to compensate even if the read happens to be incorrect. From there on, your other movements and tools (airdashes, 236a, single jumps, superjumps, etc.) should be used to round out any predictability. Use and vary Tohno's options well, and you should find yourself winning neutral by merit of good fundamentals. | |||
As far as offense is involved, the first thing to keep in mind is that you're working with pushback. (Most noticeably, on his 5C and 2C.) This pushback makes it extremely difficult for him to maintain any real pressure using his Normals alone. Midscreen, his opponents get pushed back, while in the corner, that pushback is converted to Tohno himself. What this means is that midscreen, your blockstrings should be used as cheap but equally quick pressure that moves the opponent towards the corner, and thus back to your preferred range for neutral. In the corner however, his Specials (236B/[B], 214B, 22X) work in tandem with that pushback, and begin to show their true potential. At point-blank range, his 22X mixup can easily be reacted to by mashing, and what makes them safe (like just about any moving hitbox data) is the range at which the move hits. At the max range at which 5C can touch the opponent, a cancel into 22A will naturally frametrap the opponent, and catch any jumps, leading to a combo. The best part about this is that even if 22A is blocked, Tohno is safe against any mashes or scrambles, and is left in a position where his horizontal dominance is still a risk at large. Most of the same idea applies for 236B, while 214B is there to catch anything more delayed. (Do note that unlike the other two specials, 214B puts you point-blank and unable to keep any momentum against the opponent if blocked, so do be careful about that.) And where this comes back to his Normals is that, while they aren't good for pressure, their delay windows ''can'' be used to ambiguate when and how you'll lead into your Specials (should you even choose to). And while it is true that good blocking can be used as a strong measure against all of this, the key thing to remember is that the defender has to move eventually. It's just a matter of playing around that in a way that can constantly both threaten and throw off the defender. To which your 22B~D, as well as the pushback in general, can make your position variable enough to confuse the opponent on when, where, and how you'll be approaching. | |||
Lastly, if you ever find yourself on defense, there isn't much to say. You have Crescent Moon mechanics, but you need to be privy on when and how you're able to escape, meaning you'll need good defense like everyone else. On the other, you have a 623A which is invulnerable for its startup, and has its hitbox active when the hurtbox becomes active too. This is what leads to so many trades and counter hits, making it a prime tool for getting a BnB's worth of damage and your turn back. Furthermore, the 623A can be made safe if the first hit is cancelled into 236C. And less known is that his 214A makes his hurtbox extremely low. Low enough to low profile Warachia 5B. It becomes low within about 3 frames, making it his fantastic go-to low profile option, wherever the use for that may arise. | |||
The following clip of Narusora vs. GO1 can be taken as a model example of all the above concepts in action. | |||
https://www.youtube.com/watch?t=1256&v=O4xGiwVqzlI&feature=youtu.be | |||
== Setups and Mixup == | |||
Tohno has a few select mixups and setups to use at his disposal. Most of them either require meter or severe damage loss though, so they are not used very much. Consequentially, these are not very important to his overall game, so don't worry too much about them. You can watch a video demonstrating these [http://www.youtube.com/watch?v=cMl6gEHhppo here.] | |||
::'''22B~D [[Melty_Blood/Glossary#Which-way|Which-Way]]''' | |||
*214A (combo ends); 22B~D | |||
*(any combo into 236C hard knockdown) 66 22B~D | |||
*(near corner) 2AA > 5B > 6B > 5C > 2C > 214C > 22D > 2C > 214C > 214A > 2C (combo ends); 214A 22B~D | |||
*(near corner) 2AA > 5B > 6B > 5C > 2C > 214C > 214A > 2C (combo ends); 214A 22B~D | |||
:Any variations into the same basic ender set this up. | |||
This mixup is based around the teleporting in 22B. By pressing D at different times, Tohno can cancel the teleport to change which side he appears on. This creates a sort of acceptable left/right mixup, as it also obscures the vision of the opponent with the dust flying up from the teleport. | |||
Unfortunately, this mixup is actually somewhat risky to use, due to the nerf to Shiki's 214A in Current Code. The additional frames of recovery mean that Tohno cannot always 2A the opponent before they can reversal 2A him. If you do not actually teleport through the opponent you can still get the 2A out before anybody else, but by traveling through them, the only character who will not be able to interrupt you is Nero, because of his slow wakeup speed. | |||
The mixup also has a weakness to reversal shield. If Tohno wanted to use 5B or 2B to catch out incorrect shields, the opponent can just mash out. | |||
Overall the meter setups are not very useful anymore, and the first one that actually does OK damage cost 200%. This relegates it to being a MAX mode only combo typically.<br> | |||
On the plus side, if you get a 214A hit in, via pokes or whatever, the mixup will work just fine on anybody. Midscreen, this is probably one of the better things you can followup a non counterhit 214A with. | |||
::'''236C [[Melty_Blood/Glossary#Which-way|Which-Way]]/Safe Heat''' | |||
*2AA > 5B > 6B > 5C > 2C > 236A > 236C (combo ends); 66 slight delay, j8~[4].C while falling. | |||
*2AA > 2B > 5C > 2C > 5BB > j.[C], land (66 5A >) 236C | |||
:Note that this combo does less than the above one, but is useful for hitconfirming into from aerial counterhits or 2C pokes at a distance when you want a safe heat and want to keep momentum going. | |||
:The 66 5A is for chars that the 236C whiffs on. | |||
*(midscreen blockstring) 236A(hit) 236C (combo ends); 66 slight delay, j8~[4].C while falling. | |||
*(midscreen otg knockdown) 214A/long-ranged 2C > 66 5A > 5B > 2C > 236C (combo ends); 66 slight delay, j8~[4].C while falling. | |||
Goal of this mixup is to use the directional influence on neutral jump to create a confusing ground crossup when you land on top of the opponent. Tohno has enough time to use 2a, 2b or 5b after this mixup, making it much better vs shields and mashing. The alternative is to cancel into air backdash as late as possible to do an overhead j.C instead.<br> | |||
The 22B~D mixup can be used here too since there is enough time, but this mixup is stronger if you can do it well. | |||
The 236C also allows you to safely Heat and still get a meaty afterwards, though you cannot do the mixup. Problems include the justification of 100% meter for quite mediocre damage, and the fact that 236C is not a very common move to use anyway. | |||
::'''Midscreen 5BB > j.[C] [[Melty_Blood/Glossary#Which-way|Which-Way]]''' | |||
*2AA > 2B > 5C > 2C > 5BB > j.[C] (combo ends); sj9, j.66 j.C while falling. | |||
Goal of this mixup is to use specific airdash timing to land on top of the opponent to create an ambiguous ground crossup. By changing the timing of your airdash and j.C you can control where you land. Tohno has enough time to use 2A, 2B or 5B again, keeping them guessing with potential shields. You can also use a similar technique to the previous mixup, where you dash, neutral jump and influence your fall before j.C, or airdash backwards, but this is not really mixup more than a way to play it safe.<br> | |||
Ths mixup unfortunately really really gimps your damage for a midscreen combo, and is difficult to execute correctly. | |||
::'''[[Melty_Blood/Glossary#Instant_Air_.28Back.29Dash_.28IAD.2FIABD.29|IAD]] j.A > j.22A > Throw''' | |||
*(anywhere) point-blank IAD j.A j.22A(w) > land, Throw | |||
Not legitimately a setup but this is an incredibly dirty way to tick throw the opponent. Works because j.A has extremely low pushback and the j.22A moves you forward a lot, but won't actually come out as an attack. You will also land with no recovery due to being in the startup of an attack, allowing you to throw immediatly. Works the same way as the IAD j.[C] throw mixup but this is much safer overall (you can get mashed out of that one easily). | |||
=== Offensive Option Selects === | |||
Tohno's upper-body clash frame on his 5B is a useful tool for helping him beat a lot of reversals, as well as his solid DP. The most common situations you can use these in are from a throw (anywhere), or a 623BB hard knockdown in the corner. | |||
To see the original thread for option selects in Actress Again PS2, check [http://www.meltybread.com/forums/shiki-tohno/tohno-option-selects/ here].<br> | |||
Note that Crescent Bunkers can not counter hit anymore, meaning that Tohno can no longer get tech punishes after a bunker OS.<br> | |||
[http://www.youtube.com/watch?v=6O9YB0o8U70 This video] showcases the Universal OS. | |||
*'''Universal OS''' - [[Melty_Blood/Glossary#Meaty|meaty]] 5B > 2B~214D. | |||
Beats wakeup shield counter and bunker. This also beats most wakeup DPs, though for any that have a super flash you need to input bunker again after the super flash. Unless otherwise stated in a specific OS, while it says 5B meaty there needs to be a slight delay on the 5B hitting. If the 5B hits as early as it can it will still be meaty but it won't clash with certain DPs. | |||
*'''Anti Heat OS''' - [[Melty_Blood/Glossary#Meaty|meaty]] 5A/2A > 5B. | |||
When done right, you will clash the opponents heat if your 5A/2A whiffs, and you can cancel into whatever off the clash for a combo. Works off corner airthrow into 66 5A/2B 5B against most characters as well. | |||
=== OTG Techpunishes === | |||
Check the [[Melty_Blood/MBAACC/Shiki_Tohno/Crescent_Moon#OTGs|OTG section]] in combos to get up to date on the basic setups first. | |||
*(near corner, opponent knocked down) 66 5A > 5B > 2C > 2AAA | |||
*(near corner, opponent knocked down) 66 5A > 2B(2) > 5B > 2AAA | |||
Essentially, after these strings, Tohno can reaction 2C to cover all possible techs into a 2C > 5C combo for back and neutral techs, and into larger combos for when they tech next to him. Although it's possible to add in an extra 2C in the second combo too, the reason we avoid using it, or why it's prefferable to avoid using the higher damage techpunish is because the extra pushback in the string causes you to end up positioning yourself so that forward techs (techs that will come out of the corner) are going to end up being difficult to punish because Tohno won't turn around till later. This means your attempted punishes would whiff. You can remedy this by walking backwards a little but then you cannot properly punish or combo neutral or back techs, meaning this is not really a solution. | |||
It is important to make sure you only throw out the 2C on reaction if you are trying to bait the tech because whiffing his 2C like that will make you very vulnerable.<br> | |||
Note that if they forward tech you can also just techpunish with any other move to start a much more damaging combo (like a 2A or a 5B) | |||
*(following one of the two above OTG combos) 66 > 5A > 2C > 2AAA (> 5C) | |||
*(following one of the two above OTG combos) 66 > 5AA > 2B(2) > 5B | |||
66 5A 2C option select covers all techs (except sometimes first frame neutral techs, which are basically impossible anyway. However, in training mode, the AI always does these, so dont worry if this setup doesnt always work on the dummy), but can be a little tricky to hitconfirm. It can also be hard to actually catch the forward tech into the 5C into air combo with this too. However, it's definitely worth learning to do the OS tech punish just for the fact it will scare opponents into basically never teching your OTGs. If you end with 5C, then you recover in time to 2A all techs again (except first frame neutral techs again). | |||
[http://www.youtube.com/watch?v=8slb27POIhY&feature=youtu.be Here] is a video that demonstrates how the double OTG os tech punish works for Crescent and Half Tohno. | |||
If you attempt the second double OTG and they neutral or back teched your 5A will catch it for at least a block, but forward techs will get out. | |||
*(near corner, opponent knocked down) 66 5AAA > 5B > 2B(2) > 2C > 5C > 2A/jumpcancel | |||
For this OTG, using 2A allows you to potentially cover all techs via reaction 2C, but forward techs are hard to catch without some adjustment (outlined above). If you jumpcancel you cannot cover neutral techs. Back techs can be covered by [[Melty_Blood/Glossary#Instant_Air_.28Back.29Dash_.28IAD.2FIABD.29|IAD]] j.C/B and forward techs by IABD j.C/B. | |||
== Combos == | |||
{{ComboLegend-MB}} | |||
Before beginning the rest of the Combo Section, it is important you understand (for the sake of convenience) the common setups and enders Tohno can utilize. The remainder of this section will NOT repeat the following information more than once, if at all (for clarity). This will be to help make the learning curve more practical, while cutting down on the redunancy that was written here prior. | |||
*All AT enders can be replaced instead with j.623C. For 100 Meter, you can add damage that would be significantly greater than an AT ender; at the cost of the enemy being able to airtech long before you land. Note that ending in 623B not only allows this same drawback, but does even less damage than AT enders. Do not end on j.623B for any reason unless somehow, you find yourself in the specific scenario where you ''desperately'' require that 10 extra Meter above all else And no, stacking (j.)623C on top of (j.)623B does not do more damage, so don't dream of canceling from one into the other. | |||
*As these combos are specific close/to the corner, 2C > 5BB routes can go three ways. One, the basic hj8.BC > dj.BC > AT ender, which sports an easy source of optimized damage at the cost of a good post-knockdown position. Two, j9.[C] > j.22A > land 623BB, for less damage yet a solid, hard knockdown. Or three, the trickiest, delayed j9.[C] > land > 5A > 5BB > 2A(w), j.CB > dj.BC > AT. This last one is fairly difficult to do, but possible to do consistently. You could think of it as the advanced variant of the first route, except it nets even higher damage, gives more meter, and better post-knockdown position. | |||
It should also be known that the more hits a combo has, the more meter you gain. This rule is much more consistent than the damage calculations based on starters, properties, etc. Because Tohno is so flexible with his combo-ability, this makes it difficult to determine which route is most damaging based on which starter, the preceding normals, and so on. Not even 5BB is always the most optimal route for damage; in fact a vast majority of the time it just isn't. | |||
All of the following transcripts will be in terms of the best damage route possible, unless otherwise stated. As an actual Tohno player, your performance for the most part isn't make-or-break if you don't memorize the specific routes. Often times you'll also have to know when to not go for the optimal damage routes and opt for something more basic in order to alleviate Reverse Beat Penalty. But if you do want to memorize said routes, then the information is definitely here for everyone's sake. These routes have all been tested to assure that no other combination of normals is more optimal in terms of damage. | |||
====Combo Theory & Notes Going Forward==== | |||
Basically, all you need to understand is this: | |||
*Most of what you'll get midscreen is extremely basic confirms | |||
*The only way to confirm into 2C > 6B > j.B/C > j.22C combos is off raw grounded starters. Otherwise the hitcount isn't sufficient to keep the gravity low enough for the sj8.A/C. And if you're not close enough for the grounded starter, your 6B won't reach. | |||
*Airborne starters midscreen (Gold Airthrow, Aerial Counterhits, or 623A/B CH) can be followed up with either the damaging combo (2C > 2B(1) > 5BB > j.CB > dj.BC > AT) or oki combo (2C > 5BB > j.[C] > djc > airdash) | |||
*Airborne starters near the corner get the the corner carry variant (2C > 5BB > dl.j.[c], land > 5AA > 5B > 2A(w), j.B > dj.BC > AT) | |||
*If you think that's too hard, you can substitute it with either the 2C > 2B(1) > 5BB > etc. variant mentioned above in the corner, or do 2C > 5B > 6B > aircombo for what's still good damage and oki | |||
*Combos involving j.[C] don't work on Kouma and Wara. Just do some other variant instead | |||
*214C corner combos can be done by confirming into 2C, or confirming off 2C OTG | |||
If you see any combo listed as "Tohno 2C conversion variant", that basically means you can do any of the above listed combo conversions that start with 2C. It's suggested for the above listed Airborne starters (Gold Airthrow, Aerial Counterhits, 623A/B CH) you omit 2B(1) and instead use 2B > 5BB if you're going to do j.[C] afterwards. | |||
A video demonstration of the combos listed below can he found [https://www.youtube.com/watch?v=4FVekOEnJjw here.] | |||
=== Normal Combos === | |||
====Introductory BnBs==== | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|damage=4107 | |||
|metergen=82.0% | |||
|metero=25.7% | |||
|link=[https://www.youtube.com/watch?v=4FVekOEnJjw Link] | |||
|input=*5C > 2C > 6B > j.BC > dj.BC > AT | |||
|simput= | |||
|note=Since 2C is safe on block unlike 5C, and is way less to start up and be punishable on whiff, 5C > 2C is ideal for C-Tohno as a reactable [[Melty_Blood/Glossary#Frame_Trap|frametrap]] that's 100% safe on block. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, crouching opponent only | |||
|damage=4159 | |||
|metergen=75.0% | |||
|metero=23.6% | |||
|link=[https://www.youtube.com/watch?v=4FVekOEnJjw Link] | |||
|input=*2B(2) > 5C > j.BC > dj.BC > AT | |||
|simput= | |||
|note=Basic confirm on brouchers | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Counterhit starter, airborne opponent | |||
|damage=4231 | |||
|metergen= | |||
|metero= | |||
|link=[https://www.youtube.com/watch?v=4FVekOEnJjw Link] | |||
|input=*Any Air CH > 5C > j.BC > dj.BC > AT | |||
|simput= | |||
|note=Simple beginner conversion that leaves you with good oki if you happen to do this near the corner. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Counterhit 623A/B starter | |||
|damage=3641 | |||
|metergen= | |||
|metero= | |||
|link=[https://www.youtube.com/watch?v=4FVekOEnJjw Link] | |||
|input=*623A/B > 2C > 5C > j.BC > dj.BC > AT | |||
|simput= | |||
|note=Only one normal more. Adds about 100 damage. Easy to do, but not much is lost if you don't. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Counterhit starter, can be on airborne opponent | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link=[https://www.youtube.com/watch?v=4FVekOEnJjw Link] | |||
|input=*Any Air or 623A/B CH > 2C > 2B(1) > 5BB > sjc8.CB > dj.BC> AT | |||
|simput= | |||
|note=Higher damage variant that sacrifices oki for damage. | |||
}} | |||
}} | |||
====2C Confirm Variants==== | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|damage=3042 ~ 3318 | |||
|metergen= | |||
|metero= | |||
|link=[https://www.youtube.com/watch?v=4FVekOEnJjw&t=22s Link] | |||
|input=*2C > 5C > (5B >) j.BC(A) > dj.BC(A) > AT | |||
|simput= | |||
|note=Absolute basic yet staple Tohno combo.<br> | |||
You'll find yourself converting into this quite often, as there are seldom other ways in which to consistently do so using 2C from a range.<br> | |||
Opt for this in other combos when you want to spend time cutting down on Reverse Beat Penalty. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Practically any | |||
|damage=3557 | |||
|metergen=75% | |||
|metero=23.6% | |||
|link=[https://www.youtube.com/watch?v=4FVekOEnJjw&t=22s Link] | |||
|input=*2C > 2B(1) > 5BB > sj8.BC > dj.BC > AT | |||
|simput= | |||
|note=Higher damage combo from 2C as opposed to the above route, at the cost of better post-knockdown positioning.<br> | |||
Note that you can hold 8 after 5BB for an automatic superjump. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Practically any | |||
|damage=2159 | |||
|metergen=38% | |||
|metero=11.4% | |||
|link=[https://www.youtube.com/watch?v=4FVekOEnJjw&t=22s Link] | |||
|input=*2C > 5BB > j9.[C] | |||
|simput= | |||
|note=Hard knockdown variant of the above combo. Sacrifices a significant amount of damage for poor okizeme, but still considered somewhat essential in its own right as a part of Tohno's potential.<br> | |||
Can only be followed up by sj.9 > IAD > land during knockdown, leads into [[Melty_Blood/Glossary#Meaty|meaty]]. It can also be followed up by 22B~D, however this isn't very scary and is easily reactable; also leads into meaty. If you want to scare your opponent, you can also do Dash > 22B~D after landing. Unfortunately this isn't universal and is easily masahble, but it can be meaty against opponents with slower wakeup such as Riesbyfe. Also has the benefit of at least looking very real to those that don't know it isn't actually safe to set up.<br> | |||
Also the only HKD combo Tohno has where he can OTG the opponent. This can be used for extra damage depending on position, in order to compensate for the loss of damage through the other route. Can also potentially be used to set up tech punishes, if the opponent gets greedy. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=2C corner confirm variant. Corner carry or in corner, low hitcount starter | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link=[https://www.youtube.com/watch?v=4FVekOEnJjw Link] | |||
|input=*2C > 5BB > j9.[C], land > 5AA > 5B > 2A(w), j.B > dj.BC > AT | |||
|simput= | |||
|note=Best for when you're near/in the corner and starting with raw airthrow, air CH, or 623A/B CH | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=2C 214C corner confirm variant Corner carry or in corner. | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link=[https://www.youtube.com/watch?v=4FVekOEnJjw Link] | |||
|input=*2C > 2B(1) > 5BB > j9.[C], land > 5AA > 5B > 2A(w), j.BC > dj.BC > AT | |||
|simput= | |||
|note=THE optimal 2C variant used in 214C combos, with the 2B(1) being necessary due to higher hitcount | |||
}} | |||
}} | |||
==== Basic Meterless Combos==== | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, standing opponent only | |||
|damage=4710 | |||
|metergen= | |||
|metero= | |||
|link=[https://www.youtube.com/watch?v=4FVekOEnJjw&t=22s Link] | |||
|input=*2B(2) > 5C > 2C > 5B > 6B > j.BC(A) > dj.BC(A) > AT | |||
|simput= | |||
|note=Standing opponents only. Must also be about point blank when doing this for it to work.<br> | |||
Optimal, meterless, universal punish anywhere on the screen.<br> | |||
May have to delay the 5B or wait a little after 6B on some characters to get this to work.<br> | |||
If the delay is too annoying, do j.CB(2) > dj.BC(A) > AT instead. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, crouching opponent only | |||
|damage=4891 | |||
|metergen= | |||
|metero= | |||
|link=[https://www.youtube.com/watch?v=4FVekOEnJjw&t=22s Link] | |||
|input=*5B > 2B(1) > 5C > 2C > 6B > j.BC(A) > dj.BC(A) > AT | |||
|simput= | |||
|note=Crouching opponents only. Must also be about point blank when doing this for it to work.<br> | |||
Second most optimal in terms of damage. Meterless, universal punish anywhere on the screen.<br> | |||
May have to wait a little after 6B on some characters to get this to work.<br> | |||
If the delay is too annoying, do j.CB(2) > dj.BC(A) > AT instead.<br> | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, crouching opponent only | |||
|damage=5019 | |||
|metergen= | |||
|metero= | |||
|link=[https://www.youtube.com/watch?v=4FVekOEnJjw&t=22s Link] | |||
|input=*5C > 2B(2) > 5B > 6B > j.BC(A) > dj.BC(A) > AT | |||
|simput= | |||
|note=Highly situational and only desirable if Tohno isn't somehow suffering Rebeat Penalty. Crouching opponents only. Must also be about point blank when doing this for it to work.<br> | |||
Most optimal in terms of meterless midscreen damage. Use this as a punish when you're close enough and if the average startup of a C normal will be fast enough to work.<br> | |||
Unlike the above combo, is easier to execute on everyone and doesn't require obtuse timings. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=6[B] starter, grounded opponent | |||
|damage=4415 | |||
|metergen= | |||
|metero= | |||
|link=[https://www.youtube.com/watch?v=4FVekOEnJjw&t=22s Link] | |||
|input=*6[B] > (5B > 2B(1) >) 2C > 5C > j.BC(A) > dj.BC(A) > AT | |||
|simput= | |||
|note=Your one and only overhead combo (that works anywhere on the screen). | |||
Omit the B normals and go to 2C > 5C if you're too far. | |||
Every other possible route gives less damage, unless you do 5C > 2C > 5BB > etc. The damage increase doesn't even amount to 100 to justify the bad position. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=236A counter hit against aerial opponent | |||
|damage=4891 | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*236A(CH, against aerial opponent) > 2C confirm variant | |||
|simput= | |||
|note=Corner variants work too. Remember the low hitcount | |||
}} | |||
}} | |||
==== Midscreen Confirms ==== | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Raw Airthrow/Counterhit aerial/623A or B starter | |||
|damage=3051 | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*Raw AT/Counterhit aerial/623A or B Counterhit > land > 2C confirm variant | |||
|simput= | |||
|note=For the counterhit aerial, if you're too far, just dash up before the 2C | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Shield > Counterhit 623A starter | |||
|damage=3282 | |||
|metergen= | |||
|metero= | |||
|link=[https://www.youtube.com/watch?v=4FVekOEnJjw&t=56s Link] | |||
|input=*Shield > CH 623A > land > 2C confirm variant OR (2B(1) >) 5B > 6B > j.BC(A) > dj.BC(A) > AT | |||
|simput= | |||
|note=Midscreen, the 2B(1) > 5B route is just slightly higher than the 2C confirm variant. But it doesn't really matter to be honest. Corner confirm variants do most damage and meter gain.<br> | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Counterhit 2C starter | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link=[https://www.youtube.com/watch?v=4FVekOEnJjw&t=56s Link] | |||
|input=*CH 2C > 5A(w), 2C confirm variant | |||
|simput= | |||
|note=Basic conversion off of 2C counter hit starter.<br> | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Counterhit 214A/B starter | |||
|damage=3488 | |||
|metergen= | |||
|metero= | |||
|link=[https://www.youtube.com/watch?v=4FVekOEnJjw&t=56s Link] | |||
|input=*CH 214A/B, 5A > 5B > 6B > j.BC(A) > dj.BC(A) > AT | |||
|simput= | |||
|note=Can work regardless of distance. If this move counter hits, that's always a potential conversion no matter where or what.<br> | |||
Linking/Execution is rather tough, making the attempt at conversion alone a bit of a risk. But it is possible to perform consistently. 214B is more forgiving with timing since the hitstun lasts just a little longer. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Counterhit 236A starter | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*CH 236A, 2С confirm variant | |||
|simput= | |||
|note=A pretty hard but important link as damage is insane even with the most basic of 2C confirms. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=236A counter hit in the corner, close to the opponent | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*CH 236A, 2A > 5C > 2C > 214C > )5A(w) > 5B(w)[B] >) 22D > 2C confirm variant | |||
|simput= | |||
|note=Corner only, close to the opponent, counter hit, and of course, requires 100 meter. Ridiculous damage if you can manage this though | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=22C starter | |||
|damage=3648 | |||
|metergen=75% | |||
|metero=24.7% | |||
|link=[https://www.youtube.com/watch?v=4FVekOEnJjw&t=104s Link] | |||
|input=*22C, 2C > 6B > j.BC(A) > dj.BC(A) > AT | |||
|simput= | |||
|note=Staple 22C combo for when you are too far from facing the corner.<br> | |||
Most optimal confirm in such a scenario. Works on everyone. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=22C starter, near corner | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*22C, 2C low hitcount corner variant | |||
|simput= | |||
|note=Obviously can't be done when the opponent is fully in the corner since there's no space to.<br> | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, 100% meter | |||
|damage=5354 | |||
|metergen= | |||
|metero= | |||
|link=[https://www.youtube.com/watch?v=4FVekOEnJjw&t=110s Link] | |||
|input=*5B > 5C > 2B(2)/2C > 6B > j.B(2)/C > j.22C, sj8.CB > dj.BC > AT | |||
|simput= | |||
|note=The j.22C combo. Your staple metered midscreen route. The highest source of damage you'll get in such a situation.<br> | |||
This route is the most optimal in terms of damage which exists for j.22C. So do 2B(2) if the enemy is crouching and 2C if the enemy is standing. j.C will net more damage than j.B, but not any significant amount, and risks coming out when the enemy is too high compared to j.B. So do j.B(2) if you want.<br> | |||
Similarly, if you find the j.CB part too difficult, it might be easier instead to replace the first j.CB with a j.AC. | |||
}} | |||
}} | |||
==== Situational Combos ==== | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|damage=4700 | |||
|metergen= | |||
|metero= | |||
|link=[https://www.youtube.com/watch?v=4FVekOEnJjw&t=117s Link] | |||
|input=*5B[B] > 22D > 2C confirm variant | |||
|simput= | |||
|note= | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=j.[C] starter, grounded opponent | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*j.[C], 2C confirm variant | |||
|simput= | |||
|note= | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=j.22C starter, grounded opponent | |||
|damage=4353 | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*j.22C, land j.BC > dj.BC > AT | |||
|simput= | |||
|note=If the opponent is higher than ground level at the time of j.22C hit, you won't be able to land j.BC, in those cases, you can use sj8.AC as your air combo. On high enough air hits you won't be able to get anything at all. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=j.22C CH starter | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*j.22C CH > land 2C confirm variant | |||
|simput= | |||
|note=Insane damage. Can also add 5B(w)[B] sometimes, primarily in the corner or after air hit for even more damage, around 700 more. | |||
}} | |||
}} | |||
=== Corner Combos === | |||
'''Note:''' All of the following combos which involve doing 2C/sweep in the corner with 5B available after will ALWAYS have the 5BB > delay j9.(delay)[C] > land > 5A5BB > Etc. | |||
==== Basic Corner Specific Routes ==== | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|damage=3419 | |||
|metergen=55% | |||
|metero=17.6% | |||
|link=[https://www.youtube.com/watch?v=4FVekOEnJjw&t=127s Link] | |||
|input=*2C > 5BB > j9.[C] > j.22A > land > 623BB | |||
|simput= | |||
|note=Corner HKD variant. Cannot OTG.<br> | |||
Have to do j.9[C] as quickly as possible while ascending, and j.22A should be input as soon as j.[C] hits. Leave a bit of a gap between j.22A and 623BB, since it won't buffer immediately due to the landing portion. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Raw Airthrow starter | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link=[https://www.youtube.com/watch?v=4FVekOEnJjw&t=127s Link] | |||
|input=*Raw Airthrow > land > 2C > 2B(1) > 5B > 6B > j.BC(A) > dj.BC(A) > AT | |||
|simput= | |||
|note= | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=OTG normal starter | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link=[https://www.youtube.com/watch?v=4FVekOEnJjw&t=178s Link] | |||
|input=*5AAA > 5B > 2B(2) > 2C > 5C > 2A(w)/236C | |||
|simput= | |||
|note=Max damage 236C OTG route. Use this if you want a bit of extra damage and are willing to spend 100 Meter for that and a better knockdown than the 214C variant. If you find this entire sequence too hard, then you can stop at precisely any point you wish past the first 5A, and the 236C will still connect.<br> | |||
Go for the 2A(w) route if you don't wanna spend the meter but are hoping to catch a tech punish and wanna recover in time to catch it. 2C can and will punish after 2A(w) recovers. | |||
}} | |||
}} | |||
==== Special Confirms ==== | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=22A starter, grounded opponent | |||
|damage=4268 | |||
|metergen= | |||
|metero= | |||
|link=[https://www.youtube.com/watch?v=4FVekOEnJjw&t=138s Link] | |||
|input=*22A, 2B(1) > 5B > j.BC(A) > dj.BC(A) > AT | |||
|simput= | |||
|note=Corner conversion off of a stray 22A.<br> | |||
Strangely, but truthfully, the most optimal yet simplest conversion there is for the starter.<br> | |||
If the opponent is counter hit, they'll stay still in place before flying towards the wall. Your cue on when to do 2B(1) should be as the ripple effect on the wallbounce is ''just'' about to fade.<br> | |||
If the opponent is jumping as this hits, 2B may not connect. In which case, omit it and just go right into either 5B or j.B depending on height.<br> | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=22[A] starter, grounded opponent | |||
|characters=Everyone except Ryougi | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link=[https://www.youtube.com/watch?v=4FVekOEnJjw&t=138s Link] | |||
|input=*22[A], 5B > 6B > j.BC(A) > dj.BC(A) > AT | |||
|simput= | |||
|note=Exact same as the above EXCEPT DO NOT ATTEMPT THIS ON RYOUGI SHIKI. Due to her strange properties, this will drop on her.<br> | |||
For Ryougi Shiki, just do the 2B(1) > 5B route instead.<br> | |||
Weirdly enough, for some reason, 22[A] is better optimized with 5B > 6B before air combo. Keep that in mind. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=236B starter, airborne opponent<br>/214B starter | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link=[https://www.youtube.com/watch?v=4FVekOEnJjw&t=150s Link] | |||
|input=*236B (air hit), OR 214BB > j.(A)BC > dj.BC(A) > AT | |||
|simput= | |||
|note=Corner confirms off of both Specials.<br> | |||
For 236B, you have to connect with j.A, otherwise the combo will drop. For 214BB, it's optional but if you can do it then go for it.<br> | |||
214BB confirm loses to 5BB > j.CB > dj.BC > AT in terms of damage, but is overall far more practical to land consistently. | |||
}} | |||
}} | |||
==== Advanced Corner Combos ==== | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=214C combo | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*2B(1) > 5C > 2C > 214C > (5A(w) > 5B(w)[B] >) 22D > 214C confirm variant (see above) | |||
|simput= | |||
|note=Your staple, metered corner combo as Tohno. Omit the 5A(w) > 5B(w)[B] part if the preceding hitcount is too high (generally around 4 or 5 hits before 2C). | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=214C combo OTG | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*2C > 22D OR 22B~D OR 5A(w) > 214C > (5A(w) > 5B(w)[B] >) 22D > 214C confirm variant (see above) | |||
|simput= | |||
|note=Same as above except now it's OTG. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=214C combo OTG | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*2C > 22D OR 22B~D OR 5A(w) > 214C > j7 > IAD backwards > j.[C](w) > land > 2C > 5BB > 5A(w), j.BC > dj.BC > AT | |||
|simput= | |||
|note=Same as above except now it's OTG variant 2. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=214C combo OTG | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*236B 214C > (5A(w) > 5B(w)[B] >) 22D > 214C confirm variant (see above) | |||
|simput= | |||
|note=Same as above except now it's a reaction confirm from raw 236B | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=236A Counter hit starter in the corner | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*236A(CH), 2A > 5C > 2C > 214C > (5A(w) > 5B(w)[B] >) 22D > 214C confirm variant (see above) | |||
|simput= | |||
|note=Same as above except now it's a reaction confirm from CH 236A. Better and more easily done against crouchers. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=j.22X corner confirm | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*j.22X > 236A > 214C > (5A(w) > 5B(w)[B] >) 22D > 214C confirm variant (see above) | |||
|simput= | |||
|note=Same as above except now with j.22X in the corner | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=(Ender option) | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link=[https://www.youtube.com/watch?v=4FVekOEnJjw&t=154s Link] | |||
|input=*Etc. > 2C > 6B > 22A, j.A(B)C > dj.BC(A) > AT | |||
|simput= | |||
|note=Please check [[Melty_Blood/MBAACC/Shiki_Tohno/Crescent_Moon#The_Corner_22A_Combo|the Corner 22A Combo section]] for more details. | |||
}} | |||
| | {{CollapsingComboData-MB | ||
| | |condition=236B starter, airborne opponent<br>/214B starter | ||
| | |characters=Aoko, Powered Ciel | ||
|damage=5855 | |||
|metergen=185.0 | |||
|metero=61.5 | |||
|link=[ Link] | |||
|input=*2A > 5BB > 6[B] > 2B(1) > 2C > 22A, 2B(1) > 5BB > j.9 > delay > j.[C] > land > 5A > 2C > 6B > 2B(1) > 5BB > 2A(w) > j.BC > dj.BC > AT | |||
|simput= | |||
|link=https://www.youtube.com/watch?v=ZDjupZTd2RI | |||
|note=Combo specifically doable on Aoko and Powered Ciel. On Aoko, it's 5855 dmg, and for C-Tohno, 185% meter gain. Right below the 25-hit mark before the enemy's meter gain becomes a problem too.<br> | |||
Omit the 2B(1) after 22A if you're ''heading towards'' the corner going this. AKA, when you're not already in the corner when you start this.<br> | |||
This should also be possible on other characters, but hasn't been tested thoroughly at the time of this writing due to its extremely difficult execution. | |||
}} | |||
}} | }} | ||
==== The Corner 22A Combo ==== | |||
*Etc. > 2C > 6B > 22A, j.A(B)C > dj.BC(A) > AT | |||
Due to the amount of minute yet important details which surround this particular combo, it will have its own subsection apart from the rest. | |||
This is the second of C-Tohno's two defining corner combos. It can also be done near the corner. Please remember that if you are going towards the corner doing this, as opposed to already being in there, you must omit j.B as it will not reach and the rest will drop. | |||
You'll want to confirm into this whenever you can since it not only gives about 4K damage each time, but about 115-120% meter too. Quite the absurd departure above average in terms of reward, especially considering its meterless too. However, confirming into this combo is tricky for a number of reasons. Said reasons most primarily revolving around the 2C > 6B portion, and how characters in this game have independent falling speeds. | |||
Certain characters will need to have a certain number on the combo counter satisfied before 2C, otherwise they'll not fall quickly enough for the 22A to connect, allowing them to airtech. Some characters might need about as much as 5 hits minimum before the 2C, and others might not need any at all. Hence the "Etc." portion not being strictly defined. Necessary hit-count varies among characters, and there isn't any particular combination of normals you're forced to stick to. Do note that this combo's execution doesn't differ at all based on whether the opponent is crouching or standing. | |||
The following is a list of how many hits you require before 2C, based on character. | |||
Characters Who Need: | |||
*'''No Hit Before 2C:''' | |||
:Neco-Arc, Neco-Arc Chaos, Nero | |||
*'''1 Hit Minimum Before 2C:''' | |||
:Warachia | |||
*'''2 Hits Minimum Before 2C:''' | |||
:Aoko, Kohaku | |||
*'''3 Hits Minimum Before 2C:''' | |||
:Miyako, Len, Powered Ciel, Riesbyfe, Ryougi | |||
*'''4 Hits Minimum Before 2C:''' | |||
:Akiha (Seifuku), Akiha Tohno, Ciel, Kouma, Nanaya, Tohno, White Len | |||
*'''5 Hits Minimum Before 2C:''' | |||
:Akiha Vermilion, Archetype: Earth, Arcueid, Hisui, Mech-Hisui, Red Arcueid, Roa, Satsuki, Sion, Sion Tatari | |||
It should be known that you can get the hit-count to 5 before 2C on any character, and the combo will still work the same. Of course, for those that absolutely require 5, you can't have any less. The following are some (of the most practical) examples that work on everyone. Note that all of these will include 5C. It helps to know that delaying 5C as opposed to cancelling it ASAP allows Tohno sink in, getting him to get closer to hit his next normals. | |||
*Dash forward > 2AAA > 5B > 5C > 2C > 6B > 22A, j.A(B)C > dj.BC(A) > AT | |||
*IAD forward > j.B(2) > land > 2A > 5B > 5C > 2C > 6B > 22A, j.A(B)C > dj.BC(A) > AT | |||
*IAD forward > j.B(2) > land > 5B > 2B(1) > 5C > 2C > 6B > 22A, j.A(B)C > dj.BC(A) > AT (higher damage variant, tougher to confirm) | |||
*IAD forward > j.B(2) > 5B > 5C > 2B(2) > 6B > 22A, j.A(B)C > dj.BC(A) > AT (highest damage variant, toughest to do and confirm) | |||
Now here's where it gets tricky. The above information is relevant ONLY if you perform the combo with similar timing across characters (which is how you should be doing it most of the time regardless in order to confirm right.) The "number of hits you need per character list" in a more objective manner of speaking, is less the actual hit-count you need, but the amount recommended to let the combo go smoothly. For example, Sion Tatari is listed as "5 Hits Minimum Before 2C", when in actuality, it's 1. On her, if you do Normal > 2C, then delay 6B as long as possible before 22A, gravity won't matter at that point as she's low enough for the Special to connect. The above list and combos are there since the delay timing is tough regardless, and the lesser hits make practical confirms even tougher. Nonetheless, this is good to know when labbing/theorizing/experimenting Tohno setups and confirms, just to have that extra bit of leverage. It may be difficult to make practical, but certainly not impossible as this knowledge has been demonstrated and put to practice by past Tohno players. | |||
So with this bit of information in mind, the following is a list of: | |||
Characters Who Need: | |||
*'''No Hits Before 2C Delayed into 6B:''' | |||
:Akiha Tohno, Akiha (Seifuku), Aoko, Ciel, Kouma, Kohaku, Len, Miyako, Neco-Arc, Neco-Arc Chaos, Nanaya Shiki, Nero, Powered Ciel, Riesbyfe, Ryougi, Tohno Shiki, Warachia, White Len | |||
*'''1 Hit Minimum Before 2C Delayed into 6B:''' | |||
:Akiha Vermilion, Archetype: Earth, Arcueid, Hisui, Mech, Red Arcueid, Roa, Satsuki, Sion, Sion Tatari | |||
== Move Descriptions == | == Move Descriptions == | ||
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Revision as of 05:41, 20 November 2022
Character Page Progress
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In Progress |
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Additional Resources
C-Tohno Match Video Database
Melty Bits: C-Tohno
Notable Players
Name | Color | Region | Common Venues | Status | Details |
---|---|---|---|---|---|
Alps | North America | Lunar Phase, Netplay | Active | ||
backward (バックワード) |
Japan | Play Spot BIG ONE 2nd, Port24 | Active | ||
DannySsB (DannySsB#2169) |
South America | Netplay | Active | C-Kohaku main who also knows C-Tohno very well. Found in MeltySud. | |
narusora (なるそら) |
Japan | A-cho, KorewaMelty Play Spot BIG ONE 2nd | Active | ||
Smug | Brazil | Netplay | Active | ||
T.I | Japan | A-cho, KorewaMelty | Inactive |
Overview
Strengths |
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Weaknesses |
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General Gameplan
C-Tohno specializes in controlling the mid-range (more specifically, at about the round-start range). Emphasizing this most generally are his j.C, 2C grounded dash, and pushback; while his other tools such as 22x, 214x, and 236x, supplement his horizontal dominance in more offensive situations. What Tohno wants to do with this control of the mid-range is what most mid-range "footsies" characters do: Threaten the opponent by using hitboxes in a way that keeps their position teetering uncomfortably. More specifically, where it's hard for them to approach in neutral because of the space your j.C covers. By extension, this should also ideally make them want to keep backing up in order to compensate. Establishing this basic advantage makes it possible for the rest of your options to truly shine. What makes the grounded dash scary isn't just the fact that it travels fast and a good distance, but that it allows for instant approaches in tandem with your other tools. Frankly, by itself, it isn't too scary. But a large reason why this movement option is so versatile for a grounded dash is because it's so complementary. Provided the range at which you'll want to be playing neutral, this makes it possible for your opponent to become so focused on so many other things, they don't see the dash coming. Of course, that's assuming the opponent will stay defensive. Should they choose instead to move forward (be it in the attempt to escape or attack), what's good for C-Tohno is that backwards movements can easily cover that, given how much space he should be controlling. A single backwards jump for instance, would lead the situation back to Tohno's advantage, leaving plenty of space to compensate even if the read happens to be incorrect. From there on, your other movements and tools (airdashes, 236a, single jumps, superjumps, etc.) should be used to round out any predictability. Use and vary Tohno's options well, and you should find yourself winning neutral by merit of good fundamentals.
As far as offense is involved, the first thing to keep in mind is that you're working with pushback. (Most noticeably, on his 5C and 2C.) This pushback makes it extremely difficult for him to maintain any real pressure using his Normals alone. Midscreen, his opponents get pushed back, while in the corner, that pushback is converted to Tohno himself. What this means is that midscreen, your blockstrings should be used as cheap but equally quick pressure that moves the opponent towards the corner, and thus back to your preferred range for neutral. In the corner however, his Specials (236B/[B], 214B, 22X) work in tandem with that pushback, and begin to show their true potential. At point-blank range, his 22X mixup can easily be reacted to by mashing, and what makes them safe (like just about any moving hitbox data) is the range at which the move hits. At the max range at which 5C can touch the opponent, a cancel into 22A will naturally frametrap the opponent, and catch any jumps, leading to a combo. The best part about this is that even if 22A is blocked, Tohno is safe against any mashes or scrambles, and is left in a position where his horizontal dominance is still a risk at large. Most of the same idea applies for 236B, while 214B is there to catch anything more delayed. (Do note that unlike the other two specials, 214B puts you point-blank and unable to keep any momentum against the opponent if blocked, so do be careful about that.) And where this comes back to his Normals is that, while they aren't good for pressure, their delay windows can be used to ambiguate when and how you'll lead into your Specials (should you even choose to). And while it is true that good blocking can be used as a strong measure against all of this, the key thing to remember is that the defender has to move eventually. It's just a matter of playing around that in a way that can constantly both threaten and throw off the defender. To which your 22B~D, as well as the pushback in general, can make your position variable enough to confuse the opponent on when, where, and how you'll be approaching.
Lastly, if you ever find yourself on defense, there isn't much to say. You have Crescent Moon mechanics, but you need to be privy on when and how you're able to escape, meaning you'll need good defense like everyone else. On the other, you have a 623A which is invulnerable for its startup, and has its hitbox active when the hurtbox becomes active too. This is what leads to so many trades and counter hits, making it a prime tool for getting a BnB's worth of damage and your turn back. Furthermore, the 623A can be made safe if the first hit is cancelled into 236C. And less known is that his 214A makes his hurtbox extremely low. Low enough to low profile Warachia 5B. It becomes low within about 3 frames, making it his fantastic go-to low profile option, wherever the use for that may arise.
The following clip of Narusora vs. GO1 can be taken as a model example of all the above concepts in action. https://www.youtube.com/watch?t=1256&v=O4xGiwVqzlI&feature=youtu.be
Setups and Mixup
Tohno has a few select mixups and setups to use at his disposal. Most of them either require meter or severe damage loss though, so they are not used very much. Consequentially, these are not very important to his overall game, so don't worry too much about them. You can watch a video demonstrating these here.
- 22B~D Which-Way
- 214A (combo ends); 22B~D
- (any combo into 236C hard knockdown) 66 22B~D
- (near corner) 2AA > 5B > 6B > 5C > 2C > 214C > 22D > 2C > 214C > 214A > 2C (combo ends); 214A 22B~D
- (near corner) 2AA > 5B > 6B > 5C > 2C > 214C > 214A > 2C (combo ends); 214A 22B~D
- Any variations into the same basic ender set this up.
This mixup is based around the teleporting in 22B. By pressing D at different times, Tohno can cancel the teleport to change which side he appears on. This creates a sort of acceptable left/right mixup, as it also obscures the vision of the opponent with the dust flying up from the teleport.
Unfortunately, this mixup is actually somewhat risky to use, due to the nerf to Shiki's 214A in Current Code. The additional frames of recovery mean that Tohno cannot always 2A the opponent before they can reversal 2A him. If you do not actually teleport through the opponent you can still get the 2A out before anybody else, but by traveling through them, the only character who will not be able to interrupt you is Nero, because of his slow wakeup speed.
The mixup also has a weakness to reversal shield. If Tohno wanted to use 5B or 2B to catch out incorrect shields, the opponent can just mash out.
Overall the meter setups are not very useful anymore, and the first one that actually does OK damage cost 200%. This relegates it to being a MAX mode only combo typically.
On the plus side, if you get a 214A hit in, via pokes or whatever, the mixup will work just fine on anybody. Midscreen, this is probably one of the better things you can followup a non counterhit 214A with.
- 236C Which-Way/Safe Heat
- 2AA > 5B > 6B > 5C > 2C > 236A > 236C (combo ends); 66 slight delay, j8~[4].C while falling.
- 2AA > 2B > 5C > 2C > 5BB > j.[C], land (66 5A >) 236C
- Note that this combo does less than the above one, but is useful for hitconfirming into from aerial counterhits or 2C pokes at a distance when you want a safe heat and want to keep momentum going.
- The 66 5A is for chars that the 236C whiffs on.
- (midscreen blockstring) 236A(hit) 236C (combo ends); 66 slight delay, j8~[4].C while falling.
- (midscreen otg knockdown) 214A/long-ranged 2C > 66 5A > 5B > 2C > 236C (combo ends); 66 slight delay, j8~[4].C while falling.
Goal of this mixup is to use the directional influence on neutral jump to create a confusing ground crossup when you land on top of the opponent. Tohno has enough time to use 2a, 2b or 5b after this mixup, making it much better vs shields and mashing. The alternative is to cancel into air backdash as late as possible to do an overhead j.C instead.
The 22B~D mixup can be used here too since there is enough time, but this mixup is stronger if you can do it well.
The 236C also allows you to safely Heat and still get a meaty afterwards, though you cannot do the mixup. Problems include the justification of 100% meter for quite mediocre damage, and the fact that 236C is not a very common move to use anyway.
- Midscreen 5BB > j.[C] Which-Way
- 2AA > 2B > 5C > 2C > 5BB > j.[C] (combo ends); sj9, j.66 j.C while falling.
Goal of this mixup is to use specific airdash timing to land on top of the opponent to create an ambiguous ground crossup. By changing the timing of your airdash and j.C you can control where you land. Tohno has enough time to use 2A, 2B or 5B again, keeping them guessing with potential shields. You can also use a similar technique to the previous mixup, where you dash, neutral jump and influence your fall before j.C, or airdash backwards, but this is not really mixup more than a way to play it safe.
Ths mixup unfortunately really really gimps your damage for a midscreen combo, and is difficult to execute correctly.
- IAD j.A > j.22A > Throw
- (anywhere) point-blank IAD j.A j.22A(w) > land, Throw
Not legitimately a setup but this is an incredibly dirty way to tick throw the opponent. Works because j.A has extremely low pushback and the j.22A moves you forward a lot, but won't actually come out as an attack. You will also land with no recovery due to being in the startup of an attack, allowing you to throw immediatly. Works the same way as the IAD j.[C] throw mixup but this is much safer overall (you can get mashed out of that one easily).
Offensive Option Selects
Tohno's upper-body clash frame on his 5B is a useful tool for helping him beat a lot of reversals, as well as his solid DP. The most common situations you can use these in are from a throw (anywhere), or a 623BB hard knockdown in the corner.
To see the original thread for option selects in Actress Again PS2, check here.
Note that Crescent Bunkers can not counter hit anymore, meaning that Tohno can no longer get tech punishes after a bunker OS.
This video showcases the Universal OS.
- Universal OS - meaty 5B > 2B~214D.
Beats wakeup shield counter and bunker. This also beats most wakeup DPs, though for any that have a super flash you need to input bunker again after the super flash. Unless otherwise stated in a specific OS, while it says 5B meaty there needs to be a slight delay on the 5B hitting. If the 5B hits as early as it can it will still be meaty but it won't clash with certain DPs.
- Anti Heat OS - meaty 5A/2A > 5B.
When done right, you will clash the opponents heat if your 5A/2A whiffs, and you can cancel into whatever off the clash for a combo. Works off corner airthrow into 66 5A/2B 5B against most characters as well.
OTG Techpunishes
Check the OTG section in combos to get up to date on the basic setups first.
- (near corner, opponent knocked down) 66 5A > 5B > 2C > 2AAA
- (near corner, opponent knocked down) 66 5A > 2B(2) > 5B > 2AAA
Essentially, after these strings, Tohno can reaction 2C to cover all possible techs into a 2C > 5C combo for back and neutral techs, and into larger combos for when they tech next to him. Although it's possible to add in an extra 2C in the second combo too, the reason we avoid using it, or why it's prefferable to avoid using the higher damage techpunish is because the extra pushback in the string causes you to end up positioning yourself so that forward techs (techs that will come out of the corner) are going to end up being difficult to punish because Tohno won't turn around till later. This means your attempted punishes would whiff. You can remedy this by walking backwards a little but then you cannot properly punish or combo neutral or back techs, meaning this is not really a solution.
It is important to make sure you only throw out the 2C on reaction if you are trying to bait the tech because whiffing his 2C like that will make you very vulnerable.
Note that if they forward tech you can also just techpunish with any other move to start a much more damaging combo (like a 2A or a 5B)
- (following one of the two above OTG combos) 66 > 5A > 2C > 2AAA (> 5C)
- (following one of the two above OTG combos) 66 > 5AA > 2B(2) > 5B
66 5A 2C option select covers all techs (except sometimes first frame neutral techs, which are basically impossible anyway. However, in training mode, the AI always does these, so dont worry if this setup doesnt always work on the dummy), but can be a little tricky to hitconfirm. It can also be hard to actually catch the forward tech into the 5C into air combo with this too. However, it's definitely worth learning to do the OS tech punish just for the fact it will scare opponents into basically never teching your OTGs. If you end with 5C, then you recover in time to 2A all techs again (except first frame neutral techs again).
Here is a video that demonstrates how the double OTG os tech punish works for Crescent and Half Tohno.
If you attempt the second double OTG and they neutral or back teched your 5A will catch it for at least a block, but forward techs will get out.
- (near corner, opponent knocked down) 66 5AAA > 5B > 2B(2) > 2C > 5C > 2A/jumpcancel
For this OTG, using 2A allows you to potentially cover all techs via reaction 2C, but forward techs are hard to catch without some adjustment (outlined above). If you jumpcancel you cannot cover neutral techs. Back techs can be covered by IAD j.C/B and forward techs by IABD j.C/B.
Combos
Combo Notation Help | |
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
X > Y | X input is cancelled into Y. |
X > delay Y | Must wait for a short period before cancelling X input 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 | Either the X or Y input can be used. |
X~Y | This notation has two meanings.
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X(w) | X input must not hit the opponent (Whiff). |
j.X | X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground. Applies to all air chain sections:
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sj.X | X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively. |
dj.X | X input is done after a double jump. |
sdj.X | X input is done after a double super jump. |
tk.X | Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A) |
(X) | X is optional. Typically the combo will be easier if omitted. |
[X] | Input X is held down. Also referred to as Blowback Edge (BE). 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. This type of input is referred to as Negative Edge. |
{X} | Button X should only be held down briefly to get a partially charged version instead of the fully charged one. |
X(N) | Attack "X" should only hit N times. |
(XYZ)xN | XYZ string must be performed N times. Combos using this notation are usually referred to as loops. |
(XYZ^) | A pre-existing combo labelled XYZ is inserted here for shortening purposes. |
CH | The first attack must be a Counter Hit. |
Air CH | The first attack must be a Counter Hit on an airborne opponent. |
66 | Performs a ground forward dash. |
j.66 | Performs an aerial forward dash, used as a cancel for certain characters' air strings. |
IAD/IABD | Performs an Instant AirDash. |
AT | Performs an Air Throw. (j.6/4A+D) |
IH | Performs an Initiative Heat. |
AD | Performs an Arc Drive. |
AAD | Performs an Another Arc Drive. |
Before beginning the rest of the Combo Section, it is important you understand (for the sake of convenience) the common setups and enders Tohno can utilize. The remainder of this section will NOT repeat the following information more than once, if at all (for clarity). This will be to help make the learning curve more practical, while cutting down on the redunancy that was written here prior.
- All AT enders can be replaced instead with j.623C. For 100 Meter, you can add damage that would be significantly greater than an AT ender; at the cost of the enemy being able to airtech long before you land. Note that ending in 623B not only allows this same drawback, but does even less damage than AT enders. Do not end on j.623B for any reason unless somehow, you find yourself in the specific scenario where you desperately require that 10 extra Meter above all else And no, stacking (j.)623C on top of (j.)623B does not do more damage, so don't dream of canceling from one into the other.
- As these combos are specific close/to the corner, 2C > 5BB routes can go three ways. One, the basic hj8.BC > dj.BC > AT ender, which sports an easy source of optimized damage at the cost of a good post-knockdown position. Two, j9.[C] > j.22A > land 623BB, for less damage yet a solid, hard knockdown. Or three, the trickiest, delayed j9.[C] > land > 5A > 5BB > 2A(w), j.CB > dj.BC > AT. This last one is fairly difficult to do, but possible to do consistently. You could think of it as the advanced variant of the first route, except it nets even higher damage, gives more meter, and better post-knockdown position.
It should also be known that the more hits a combo has, the more meter you gain. This rule is much more consistent than the damage calculations based on starters, properties, etc. Because Tohno is so flexible with his combo-ability, this makes it difficult to determine which route is most damaging based on which starter, the preceding normals, and so on. Not even 5BB is always the most optimal route for damage; in fact a vast majority of the time it just isn't.
All of the following transcripts will be in terms of the best damage route possible, unless otherwise stated. As an actual Tohno player, your performance for the most part isn't make-or-break if you don't memorize the specific routes. Often times you'll also have to know when to not go for the optimal damage routes and opt for something more basic in order to alleviate Reverse Beat Penalty. But if you do want to memorize said routes, then the information is definitely here for everyone's sake. These routes have all been tested to assure that no other combination of normals is more optimal in terms of damage.
Combo Theory & Notes Going Forward
Basically, all you need to understand is this:
- Most of what you'll get midscreen is extremely basic confirms
- The only way to confirm into 2C > 6B > j.B/C > j.22C combos is off raw grounded starters. Otherwise the hitcount isn't sufficient to keep the gravity low enough for the sj8.A/C. And if you're not close enough for the grounded starter, your 6B won't reach.
- Airborne starters midscreen (Gold Airthrow, Aerial Counterhits, or 623A/B CH) can be followed up with either the damaging combo (2C > 2B(1) > 5BB > j.CB > dj.BC > AT) or oki combo (2C > 5BB > j.[C] > djc > airdash)
- Airborne starters near the corner get the the corner carry variant (2C > 5BB > dl.j.[c], land > 5AA > 5B > 2A(w), j.B > dj.BC > AT)
- If you think that's too hard, you can substitute it with either the 2C > 2B(1) > 5BB > etc. variant mentioned above in the corner, or do 2C > 5B > 6B > aircombo for what's still good damage and oki
- Combos involving j.[C] don't work on Kouma and Wara. Just do some other variant instead
- 214C corner combos can be done by confirming into 2C, or confirming off 2C OTG
If you see any combo listed as "Tohno 2C conversion variant", that basically means you can do any of the above listed combo conversions that start with 2C. It's suggested for the above listed Airborne starters (Gold Airthrow, Aerial Counterhits, 623A/B CH) you omit 2B(1) and instead use 2B > 5BB if you're going to do j.[C] afterwards.
A video demonstration of the combos listed below can he found here.
Normal Combos
Introductory BnBs
2C Confirm Variants
Basic Meterless Combos
Midscreen Confirms
Situational Combos
Corner Combos
Note: All of the following combos which involve doing 2C/sweep in the corner with 5B available after will ALWAYS have the 5BB > delay j9.(delay)[C] > land > 5A5BB > Etc.
Basic Corner Specific Routes
Special Confirms
Advanced Corner Combos
The Corner 22A Combo
- Etc. > 2C > 6B > 22A, j.A(B)C > dj.BC(A) > AT
Due to the amount of minute yet important details which surround this particular combo, it will have its own subsection apart from the rest.
This is the second of C-Tohno's two defining corner combos. It can also be done near the corner. Please remember that if you are going towards the corner doing this, as opposed to already being in there, you must omit j.B as it will not reach and the rest will drop.
You'll want to confirm into this whenever you can since it not only gives about 4K damage each time, but about 115-120% meter too. Quite the absurd departure above average in terms of reward, especially considering its meterless too. However, confirming into this combo is tricky for a number of reasons. Said reasons most primarily revolving around the 2C > 6B portion, and how characters in this game have independent falling speeds.
Certain characters will need to have a certain number on the combo counter satisfied before 2C, otherwise they'll not fall quickly enough for the 22A to connect, allowing them to airtech. Some characters might need about as much as 5 hits minimum before the 2C, and others might not need any at all. Hence the "Etc." portion not being strictly defined. Necessary hit-count varies among characters, and there isn't any particular combination of normals you're forced to stick to. Do note that this combo's execution doesn't differ at all based on whether the opponent is crouching or standing.
The following is a list of how many hits you require before 2C, based on character.
Characters Who Need:
- No Hit Before 2C:
- Neco-Arc, Neco-Arc Chaos, Nero
- 1 Hit Minimum Before 2C:
- Warachia
- 2 Hits Minimum Before 2C:
- Aoko, Kohaku
- 3 Hits Minimum Before 2C:
- Miyako, Len, Powered Ciel, Riesbyfe, Ryougi
- 4 Hits Minimum Before 2C:
- Akiha (Seifuku), Akiha Tohno, Ciel, Kouma, Nanaya, Tohno, White Len
- 5 Hits Minimum Before 2C:
- Akiha Vermilion, Archetype: Earth, Arcueid, Hisui, Mech-Hisui, Red Arcueid, Roa, Satsuki, Sion, Sion Tatari
It should be known that you can get the hit-count to 5 before 2C on any character, and the combo will still work the same. Of course, for those that absolutely require 5, you can't have any less. The following are some (of the most practical) examples that work on everyone. Note that all of these will include 5C. It helps to know that delaying 5C as opposed to cancelling it ASAP allows Tohno sink in, getting him to get closer to hit his next normals.
- Dash forward > 2AAA > 5B > 5C > 2C > 6B > 22A, j.A(B)C > dj.BC(A) > AT
- IAD forward > j.B(2) > land > 2A > 5B > 5C > 2C > 6B > 22A, j.A(B)C > dj.BC(A) > AT
- IAD forward > j.B(2) > land > 5B > 2B(1) > 5C > 2C > 6B > 22A, j.A(B)C > dj.BC(A) > AT (higher damage variant, tougher to confirm)
- IAD forward > j.B(2) > 5B > 5C > 2B(2) > 6B > 22A, j.A(B)C > dj.BC(A) > AT (highest damage variant, toughest to do and confirm)
Now here's where it gets tricky. The above information is relevant ONLY if you perform the combo with similar timing across characters (which is how you should be doing it most of the time regardless in order to confirm right.) The "number of hits you need per character list" in a more objective manner of speaking, is less the actual hit-count you need, but the amount recommended to let the combo go smoothly. For example, Sion Tatari is listed as "5 Hits Minimum Before 2C", when in actuality, it's 1. On her, if you do Normal > 2C, then delay 6B as long as possible before 22A, gravity won't matter at that point as she's low enough for the Special to connect. The above list and combos are there since the delay timing is tough regardless, and the lesser hits make practical confirms even tougher. Nonetheless, this is good to know when labbing/theorizing/experimenting Tohno setups and confirms, just to have that extra bit of leverage. It may be difficult to make practical, but certainly not impossible as this knowledge has been demonstrated and put to practice by past Tohno players.
So with this bit of information in mind, the following is a list of:
Characters Who Need:
- No Hits Before 2C Delayed into 6B:
- Akiha Tohno, Akiha (Seifuku), Aoko, Ciel, Kouma, Kohaku, Len, Miyako, Neco-Arc, Neco-Arc Chaos, Nanaya Shiki, Nero, Powered Ciel, Riesbyfe, Ryougi, Tohno Shiki, Warachia, White Len
- 1 Hit Minimum Before 2C Delayed into 6B:
- Akiha Vermilion, Archetype: Earth, Arcueid, Hisui, Mech, Red Arcueid, Roa, Satsuki, Sion, Sion Tatari
Move Descriptions
Frame Data Help | |
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Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
Damage | Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion. |
Red Damage | Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage. |
Proration | The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
Startup | Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup". |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move. |
Invul | Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move. Invicibility:
Hurtbox-Based Properties:
Miscellaneous Properties
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Normal Moves
Standing Normals
5A
5B
5B
5B~B/[B] |
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5C
5C
5[C] |
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Crouching Normals
2A
2B
2C
Aerial Normals
j.A
j.B
j.C
j.C
j.[C] |
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Command Normals
6B
6B
6[B] |
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Universal Mechanics
Ground Throw
Ground Throw
4/6A+D |
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Air Throw
Air Throw
j.4/6A+D |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Heat
Heat
A+B+C |
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Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
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Special Moves
Special Movement
4444
Grounded Specials
236X
Trump Card I (Death Slice)
236A/B/[B]/C |
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623X
214X
22X
A A B B C C D D
|
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Aerial Specials
j.22X
j.623X
Arc Drive
Mystic Eyes of Death Perception
41236C during MAX/Heat |
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Another Arc Drive
17 Dissection
41236C during Blood Heat |
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Last Arc
Mystic Eyes of Death Perception - One-Hit Kill
Grounded EX Shield during Blood Heat |
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