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>
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...<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>
Corner Safejump(thanks to ][https://twitter.com/hare082/status/1560719151001350144?cxt=HHwWgMCt2Y_z5KgrAAAA @hare082)<BR>
'''...>3C>jBC>66>AT>dl9>jC>(D)>:'''
...>3C>jBC>66>AT>dl9>jC>(D)>:
j9 has to be input a little later then half the way down<BR>
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>
Midscreen Pseudo Safejump: [https://www.youtube.com/watch?v=9HvaALTL-AA Goofy pseudo safejump]<BR>
'''...>3C>jb>jC>AD>AT>sjc>jC~D...'''
...>3C>jb>jC>AD>AT>sjc>jC~D...


Midscreen Safejump:<BR>
'''Midscreen Safejump:'''
'''...>3C>jABC>8jc>jAB>j236C>w2a>9>jC>...'''<BR>
...>3C>jABC>8jc>jAB>j236C>w2a>9>jC>...<BR>
[https://mobile.twitter.com/reiji_stv/status/1562318923886108672 @reiji_stv)<BR>
[https://mobile.twitter.com/reiji_stv/status/1562318923886108672 @reiji_stv)<BR>


'''...>236C>w236A>9jC>...'''<BR>
...>236C>w236A>9jC>...<BR>




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It also loses to Ciel 22B, DAN 623B/C, and Miyako Arc Drive<BR>
It also loses to Ciel 22B, DAN 623B/C, and Miyako Arc Drive<BR>


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


Midscreen j236C left/right<BR>
'''Midscreen metered left/right:'''
'''...>3C>jABC>8/9jc>jAB>j236A(1)>j236C>4 microwalk>j9>(wjA)>land>2A>2D~A>...'''
...>RB1>623X>623C>microwalk back>(wjA)>land>2A~D>...
Lenght of microwalk and if you did jc8 or jc9 determines left/right
* 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
Looses to 5 Frame DPs



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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Shiki Tohno
Arcueid Brunestud
Akiha Tohno
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