Melty Blood/MBTL/Shiki Tohno/Strategy: Difference between revisions
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{{MBTL Character Subnav|char=Tohno|short=SH|sub=1}} | {{MBTL Character Subnav|char=Tohno|short=SH|sub=1}} | ||
==Defense== | |||
===Wakeup=== | |||
When rising from a knockdown, Shiki does a handspring which shifts his character model far forward. If you're not used to this, it can make blocking left/right mixups a lot less obvious than for other characters. | |||
==Offense== | ==Offense== | ||
===Okizeme=== | ===Okizeme=== | ||
Example oki options:<BR> | |||
OS vs Heat and DPs: meaty 2A>2A~D>...<BR> | OS vs Heat and DPs: meaty 2A>2A~D>...<BR> | ||
IAD >jX vs lowshield<BR> | IAD >jX vs lowshield<BR> | ||
Line 10: | Line 12: | ||
...<BR> | ...<BR> | ||
Throw:<BR> | '''Throw:'''<BR> | ||
j8/9>wjA>land j8 in corner j9 Midscreen<BR> | |||
Airthrow:<BR> | '''Airthrow:'''<BR> | ||
...>3C>AT>66> You can always just runup and meaty from an early Airthrow.<BR> | |||
>j4AAAB>AT>IAD>wjX>land Gives consistent hight for a meaty. It works best in the corner since you land quite far away from the enemy Midscreen.<BR> <BR> | |||
Corner Safejump(thanks to ][https://twitter.com/hare082/status/1560719151001350144?cxt=HHwWgMCt2Y_z5KgrAAAA @hare082)<BR> | |||
...>3C>jBC>66>AT>dl9>jC>(D)>: | |||
j9 has to be input a little later then half the way down<BR> | |||
Midscreen Pseudo Safejump: [https://www.youtube.com/watch?v=9HvaALTL-AA Goofy pseudo safejump]<BR> | |||
...>3C>jb>jC>AD>AT>sjc>jC~D... | |||
'''Midscreen Safejump:''' | |||
'''...>3C> | ...>3C>jABC>8jc>jAB>j236C>w2a>9>jC>...<BR> | ||
[https://mobile.twitter.com/reiji_stv/status/1562318923886108672 @reiji_stv)<BR> | |||
Mdscreen Metered Left/Right:<BR> | ...>236C>w236A>9jC>...<BR> | ||
Any normal that low profiles sufficiently (most crouching normals) just flat out make the jump-in whiff which causes the OS to give you a shield So mashing 2A on wakeup beats this OS<BR> | |||
It also loses to Ciel 22B, DAN 623B/C, and Miyako Arc Drive<BR> | |||
'''Mdscreen Metered Left/Right:'''<BR> | |||
...>5BB>236A>236C>w2A>sj>wjA>land early wjA means sameside, late wjA means Sideswitch, The siwtch occurs slightly before you would crossup. | |||
'''Midscreen metered left/right:''' | |||
...>RB1>623X>623C>microwalk back>(wjA)>land>2A~D>... | |||
* do 623C right as you land or else the microwalk timing gets messed up since they are further away. | |||
* also works from 236A>623C and 214A>623C | |||
'''Midscreen metered left/right:''' | |||
...>RB1>623X>623C>8(6)>9>land>... | |||
* Shikis version of the "Wellington" any amount of forward drift will cross up | |||
* do 623C right as you land or else the timing gets messed up since they are further away. | |||
* from 214A>623C or 236A>623C you have to drift back intead of forward to land sameside | |||
'''Midscreen j236C left/right<BR>''' | |||
...>3C>jABC>7/8/9jc>jAB>j236A(1)>j236C>6/4 microwalk>j9>(wjA)>land>2A>2D~A>... | |||
Lenght of microwalk and if you did jc8 or jc9 determines left/right. When jc7 use 6 Microwalk when jc8/9 use 4 | |||
Looses to 5 Frame DPs | |||
old routing not possible after 19.08. Patch: | old routing not possible after 19.08. Patch: | ||
[https://twitter.com/ralialidell/status/1558945146368139264 @ralialidell]<BR> | [https://twitter.com/ralialidell/status/1558945146368139264 @ralialidell]<BR> |
Latest revision as of 00:24, 4 August 2023
Defense
Wakeup
When rising from a knockdown, Shiki does a handspring which shifts his character model far forward. If you're not used to this, it can make blocking left/right mixups a lot less obvious than for other characters.
Offense
Okizeme
Example oki options:
OS vs Heat and DPs: meaty 2A>2A~D>...
IAD >jX vs lowshield
dl. Grab vs shield
...
Throw:
j8/9>wjA>land j8 in corner j9 Midscreen
Airthrow:
...>3C>AT>66> You can always just runup and meaty from an early Airthrow.
>j4AAAB>AT>IAD>wjX>land Gives consistent hight for a meaty. It works best in the corner since you land quite far away from the enemy Midscreen.
Corner Safejump(thanks to ][https://twitter.com/hare082/status/1560719151001350144?cxt=HHwWgMCt2Y_z5KgrAAAA @hare082)
...>3C>jBC>66>AT>dl9>jC>(D)>:
j9 has to be input a little later then half the way down
Midscreen Pseudo Safejump: Goofy pseudo safejump
...>3C>jb>jC>AD>AT>sjc>jC~D...
Midscreen Safejump:
...>3C>jABC>8jc>jAB>j236C>w2a>9>jC>...
[https://mobile.twitter.com/reiji_stv/status/1562318923886108672 @reiji_stv)
...>236C>w236A>9jC>...
Any normal that low profiles sufficiently (most crouching normals) just flat out make the jump-in whiff which causes the OS to give you a shield So mashing 2A on wakeup beats this OS
It also loses to Ciel 22B, DAN 623B/C, and Miyako Arc Drive
Mdscreen Metered Left/Right:
...>5BB>236A>236C>w2A>sj>wjA>land early wjA means sameside, late wjA means Sideswitch, The siwtch occurs slightly before you would crossup.
Midscreen metered left/right: ...>RB1>623X>623C>microwalk back>(wjA)>land>2A~D>...
- do 623C right as you land or else the microwalk timing gets messed up since they are further away.
- also works from 236A>623C and 214A>623C
Midscreen metered left/right: ...>RB1>623X>623C>8(6)>9>land>...
- Shikis version of the "Wellington" any amount of forward drift will cross up
- do 623C right as you land or else the timing gets messed up since they are further away.
- from 214A>623C or 236A>623C you have to drift back intead of forward to land sameside
Midscreen j236C left/right
...>3C>jABC>7/8/9jc>jAB>j236A(1)>j236C>6/4 microwalk>j9>(wjA)>land>2A>2D~A>...
Lenght of microwalk and if you did jc8 or jc9 determines left/right. When jc7 use 6 Microwalk when jc8/9 use 4
Looses to 5 Frame DPs
old routing not possible after 19.08. Patch:
@ralialidell
new routing quite difficult:
@TheLonePhantom