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===
There are not a lot of safejumps for Thono. So most OKI is done grounded<BR>
Example oki options:<BR>
Examples:<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>
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>
...>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>
>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...


Corner Safejump(thanks to [https://twitter.com/hare082/status/1560719151001350144?cxt=HHwWgMCt2Y_z5KgrAAAA @hare082])<BR>
'''Midscreen Safejump:'''
'''...>3C>jBC>66>AT>dl9>jC>(D)>:'''
...>3C>jABC>8jc>jAB>j236C>w2a>9>jC>...<BR>
j9 has to be input a little later then half the way down
[https://mobile.twitter.com/reiji_stv/status/1562318923886108672 @reiji_stv)<BR>


Mdscreen Metered Left/Right:<BR>
...>236C>w236A>9jC>...<BR>
'''...>5BB>236A>236C>w2A>sj>wjA>land''' early wjA means sameside, late wjA means Sideswitch, The siwtch occurs slightly before you would crossup.
 
 
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


j236C left/right<BR>
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


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Arcueid Brunestud
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