Melty Blood/MBAACC/Shiki Tohno/Crescent Moon: Difference between revisions
(→j.C: adjusted slightly to emphasize that j.[c] sees a lot of different uses in combos, not just for comboing into j.22a) |
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== Overview == | == Overview == | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
|intro=[[File:Shiki's Head.png|link]] '''C-Tohno''' is a | |intro=[[File:Shiki's Head.png|link]] '''C-Tohno''' is a mid-range all-rounder that does well in neutral and has tools to handle a variety of situations. | ||
|pros= | |pros= | ||
*'''Easy to learn''': Good introduction character for Melty Blood in that his gameplan and execution are mostly simple, but do well to teach the general system | *'''Easy to learn''': Good introduction character for Melty Blood in that his gameplan and basic execution are mostly simple, but do well to teach the general system. | ||
*'''Metered conversions''': Can convert into pretty good damage in the corner with good routing using 214C, or squeeze damage out of any stray knockdown with 214C/236C. | *'''Metered conversions''': Can convert into pretty good damage in the corner with good routing using 214C, or squeeze damage out of any stray knockdown with 214C/236C. | ||
*'''Good buttons''': Has some of the better horizontal game in the cast. The trademark example is his 2C. | *'''Good buttons''': Has some of the better horizontal game in the cast. The trademark example is his 2C. Active on frame seven, goes far, and is pretty versatile for offense. | ||
*''' | *'''Quick dash''': His grounded dash is a strong fast burst movement with decent range, allowing it to bolster the range on his normals, increase his mid-range presence, and quickly redash in pressure. | ||
*'''Defense''': | *'''Defense''': With a long 2A and fast 2C for abare, a DP that leads to a full combo on counterhit (that can be EX cancelled to become safe!), a frame one low profile special move, C-Moon mechanics, and above average guts, C-Tohno has almost everything you can ask for on defense. | ||
|cons= | |cons= | ||
*'''Pressure''': Bad pressure on normals alone and substandard pressure altogether. Tohno's pressure largely lacks ways to open up a patient opponent. As such, his offense relies almost entirely on strong fundamentals; commanding the mid-range with good timing, spacing, situational familiarity, and conditioning. | |||
*'''Pressure''': Bad pressure on | *'''Neutral''': While Tohno's tools for neutral is versatile, many of them can be specific in application and most of them are fairly committal. As such, he's liable to fall behind in neutral against characters with more general-purpose and lower commitment tools. Additionally, Tohno's movement, while good in the mid-range, can struggle traveling longer distances that can't be covered with just one dash. | ||
*'''Neutral''': | *'''Damage''': While Tohno's damage potential can get very high with 214C combos in the corner, the opportunities for these combos can be limited as Tohno sometimes struggles to score "clean" hits against much of the cast. Additionally, his reliance on rebeat both in combos and in pressure can often result in the following combo doing below average damage even with good routing. | ||
*''' | |||
|tablewidth=80 | |tablewidth=80 | ||
}} | }} | ||
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|frameAdv=-2 | |frameAdv=-2 | ||
|invuln= | |invuln= | ||
|description=A short range kick to the shins. Despite what it looks like, it hits mid. | |description=A short range kick to the shins. Despite what it looks like, it hits mid. Outclassed by 2A in most regards, although it has slightly better scaling and base damage and is still valuable as a rebeat option if 2A was already used in a string. Better than 2A for dash-unders or generally pinning landings while the opponent isn't facing you due to having less extended of a hurtbox horizontally. | ||
}} | }} | ||
}} | }} | ||
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|frameAdv=-2 | |frameAdv=-2 | ||
|invuln=Clash 7-12 | |invuln=Clash 7-12 | ||
|description=A forward stepping elbow attack. Moves you forward a fair amount and has a solid | |description=A forward stepping elbow attack. Moves you forward a fair amount and has a solid clash hitbox on the startup and active frames which can be used for heat OSes. Can be used similarly to some other characters' 5As for occasional anti-airing, with more active frames and a clash hitbox in exchange for having more startup and recovery. Good for using after dash 2A to confirm into either a ground string or air combo. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=-16 | |frameAdv=-16 | ||
|invuln= | |invuln= | ||
|description=Followup knife haul attack to 5B. Launches the opponent very high on hit. Can be canceled with a special superjump command by using neutral jump(8) to follow up for air combos. Can only cancel into specials on block | |description=Followup knife haul attack to 5B. Launches the opponent very high on hit. Can be canceled with a special superjump command by using neutral jump(8) to follow up for air combos. Can only cancel into specials on block. Mostly used for combos, but has some merit in pressure as an extra frame-trap from 5B with lenient windows to cancel into and out from it. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=-16 | |frameAdv=-16 | ||
|invuln= | |invuln= | ||
|description=Charged up version of | |description=Charged up version of 5BB that is an overhead. Launches the opponent on hit into a very long air untechable state. Pretty reactable overhead, but can be mixed up with 5B{B} > 214A. Can still only cancel into specials on block; the window to do so is shorter than the uncharged version. Mostly used for advanced corner BnBs. | ||
}} | }} | ||
}} | }} | ||
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|frameAdv=-9 | |frameAdv=-9 | ||
|invuln= | |invuln= | ||
|description=Lunging knife thrust that has good range and moves you forward a lot. Cancel window isn't very long for blockstring offense, but can be cancelled later to get more forwards movement, allowing combo pickups from greater range. Frame data does not change regardless of how meaty this move hits. Generally relegated to combo/blockstring filler due to | |description=Lunging knife thrust that has good range and moves you forward a lot. Cancel window isn't very long for blockstring offense, but can be cancelled later to get more forwards movement, allowing combo pickups from greater range. Frame data does not change regardless of how meaty this move hits. Generally relegated to combo/blockstring filler. Difficult to use for neutral due to being slower, more committal, and harder to convert off of than just using 2C. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=-3 | |frameAdv=-3 | ||
|invuln=Clash 14-15 | |invuln=Clash 14-15 | ||
|description=Two part low attack that slashes at the opponents ankles. The first hit has poor range and isn't very fast, making it a bad poke choice. The second hit has larger range and will knock down crouchers. Mostly used as combo/blockstring filler or for a low/high mixup. Has a clash | |description=Two part low attack that slashes at the opponents ankles. The first hit has poor range and isn't very fast, making it a bad poke choice. The second hit has larger range and will knock down crouchers. Mostly used as combo/blockstring filler or for a low/high mixup. Has a tiny and barely active clash frame on the second hit; if spaced properly, 2B can automatically beat some characters' wake-up bunker attempts with the clash. | ||
}} | }} | ||
}} | }} | ||
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|frameAdv=-12 | |frameAdv=-12 | ||
|invuln= | |invuln= | ||
|description= | |description=Low turn kick. Knocks the opponent down on hit. Amazing speed and range especially when combined with his dash. Very useful as a poke and for catching people not crouching in neutral, but the hefty recovery means it requires care as if you whiff it you're likely to eat a big punish. | ||
}} | }} | ||
}} | }} | ||
==== Aerial Normals ==== | ==== Aerial Normals ==== | ||
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|frameAdv=- | |frameAdv=- | ||
|invuln= | |invuln= | ||
|description= | |description=Fast A2A jab, on the quicker side. Good for up close and personal air encounters, and at swatting people who are floating above you. Slightly longer range than many other j.As, though the upwards angle can lead to some awkward situations. You retain air movement options after whiffing this move, making it low commitment. | ||
}} | }} | ||
}} | }} | ||
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|frameAdv=-2 | |frameAdv=-2 | ||
|invuln=Clash 9-15 | |invuln=Clash 9-15 | ||
|description=Awkward looking overhead punch attack. Only cancels into specials on block. | |description=Awkward looking overhead punch attack. Only cancels into specials on block. High damage makes it the ideal move after 2C in many of your combos but otherwise has little utility in pressure or neutral. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=-2 | |frameAdv=-2 | ||
|invuln= | |invuln= | ||
|description= | |description=When charged, 6[B] loses its clash boxes and becomes an overhead. Still only cancels into specials on block. Can be used very sparingly to see if an opponent is sleeping on defense or half charged into 214A as a risky way to feint into a low. | ||
}} | }} | ||
}} | }} | ||
=== Universal Mechanics === | === Universal Mechanics === | ||
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|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=Tohno rolls and slams the opponent. | |description=Tohno rolls and slams the opponent. Very standard throw with a hard knockdown. Leaves you right next to the opponent with enough advantage to meaty but little else without conditioning the opponent first. Tohno's throw is shorter range than most other characters- you'll have to walk or dash into throw after the opponent blocks just about anything you do. | ||
}} | }} | ||
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|frameAdv= | |frameAdv= | ||
|invuln=High 1-28 | |invuln=High 1-28 | ||
|description=Much slower version with multiple hits and a bigger distance traveled before the attack. The | |description=Much slower version with multiple hits and a bigger distance traveled before the attack. The primary usage of this move is in blockstrings, as the extra delay can catch people jumping or mashing. Also, compared to the A version, if it catches a jumper you can actually link a j.A by jumping after them from mostly anywhere on the screen, which you can then convert into a further air combo. Still mostly safe on block but certain fast, long range moves can sometimes punish it unlike 236A. Will beat mash if immediately cancelled from 5C or 2C, but it's minus on grounded hit uncancelled and the multihit spoils counterhits. Can hold down the button to cause Tohno to simply keep dashing forward with upper body invincibility, making the slash never come out. This can be used to bait attempts to shield or otherwise disrespect this move, or to reset on people who are really respecting it. Be wary though, as it is quite slow. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv={{Tooltip | text=-14 ~ -7| hovertext=Earliest cancel = -14; Latest cancel = -7.}} | |frameAdv={{Tooltip | text=-14 ~ -7| hovertext=Earliest cancel = -14; Latest cancel = -7.}} | ||
|invuln= | |invuln= | ||
|description= After the initial startup invul, has high invul, making it reliable vs most jump-ins/high/mid attacks. This version is harder to combo off on a grounded counterhit (have to use 5A/2A), but against aerial opponents/opponents aerial due to specials it's easy. Will trade vs most low attacks, but you can still combo off this because you recover in time. Goes significantly higher than the A version. | |description= After the initial startup invul, has high invul, making it reliable vs most jump-ins/high/mid attacks. This version is harder to combo off on a grounded counterhit (have to use 5A/2A), but against aerial opponents/opponents aerial due to specials it's easy. Will trade vs most low attacks, but you can still combo off this because you recover in time. Goes significantly higher than the A version. The A version is usually used on wakeup due to an easier and more damaging combo on non trade, but it still has uses in situations where the slightly higher hitbox and upper body invulnerability may help. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|description=* Low sliding attack. Shrinks his hitbox a lot during the slide, meaning it will go under a lot of attacks, and can even hit as an anti air. The frame data does not change regardless of how meaty the move hits. All versions are air unblockable and hit low. | |description=* Low sliding attack. Shrinks his hitbox a lot during the slide, meaning it will go under a lot of attacks, and can even hit as an anti air. The frame data does not change regardless of how meaty the move hits. All versions are air unblockable and hit low. | ||
Has the fastest startup, and shrinks his hitbox the most, but has the worst attack hitbox. Can be safe on block due to pushback, but is generally unsafe unless used near max range. On counterhit, can combo off it, making it a fairly low risk poke/anti air that can lead to solid damage. Low profile begins frame one, making it a surprisingly potent tool to occasionally disrespect pressure that relies on attacks it can go under, such as C-Wara 5B and 5C. | Has the fastest startup, and shrinks his hitbox the most, but has the worst attack hitbox. Can be safe on block due to pushback, but is generally unsafe unless used near max range. On counterhit, can combo off it, making it a fairly low risk poke/anti air that can lead to solid damage. Low profile begins frame one, making it a surprisingly potent tool to occasionally disrespect pressure that relies on attacks it can go under, such as C-Wara 5B and 5C. Can be paired with his special cancellable overheads to make for risky high/low mixups. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=-11 | |frameAdv=-11 | ||
|invuln= | |invuln= | ||
|description=Has a longer startup and travels a greater distance. Has the least hitbox shrink, but has a solid chunky hitbox at the tip that will beat most attacks. Has an additional followup that can be preformed by pressing B again after the first attack, after which he will preform the same mid hitting knife haul as 5BB. This part cannot be canceled on block but cancels into anything on hit. Can combo off counterhits if spaced correctly, or just be generally combo'd off with the followup. | |description=Has a longer startup and travels a greater distance. Has the least hitbox shrink, but has a solid chunky hitbox at the tip that will beat most attacks. Has an additional followup that can be preformed by pressing B again after the first attack, after which he will preform the same mid hitting knife haul as 5BB. This part cannot be canceled on block but cancels into anything on hit. Can combo off counterhits if spaced correctly, or just be generally combo'd off with the followup. Can be jumped out of on pressure, but will frametrap from most normals and the followup can frametrap from the initial hit. As such, it can be sparingly used in pressure sequences or resets by threatening the followup, and then just throwing the opponent. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv= | |frameAdv= | ||
|invuln=Full 1-8, High 9-12 | |invuln=Full 1-8, High 9-12 | ||
|description=Has startup invulnerability to the first hit. Combines the speed of the A version and the distance of the B version. If the slide connects on hit or block, he will automatically preform the same followup attack that 214B has, except that it wallslams. The first attack has a very good hitbox that is likely to stuff most other attacks despite not being completely invulnerable. This move is unsafe on block but can be annoying to punish properly at specific distances. Because of the wallslam part, it's mostly commonly used in corner combos to get more damage, or supercanceled from a connected 236A | |description=Has startup invulnerability to the first hit. Combines the speed of the A version and the distance of the B version. If the slide connects on hit or block, he will automatically preform the same followup attack that 214B has, except that it wallslams. The first attack has a very good hitbox that is likely to stuff most other attacks despite not being completely invulnerable. This move is unsafe on block but can be annoying to punish properly at specific distances. Because of the wallslam part, it's mostly commonly used in corner combos to get more damage, or supercanceled from a connected 236A to confirm into damage. It is also his most useful OTG relaunch, as it lets him secure the easiest and highest damage compared to the other relaunchers. | ||
}} | }} | ||
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|description=* Tohno goes into a crouching stance before executing one of 4 different attacks. All 4 have the same initial startup animation and are useful for messing with the opponent in blockstrings. | |description=* Tohno goes into a crouching stance before executing one of 4 different attacks. All 4 have the same initial startup animation and are useful for messing with the opponent in blockstrings. | ||
Lunging forward, Tohno donkey kicks the opponent in the groin (ouch). This move wallslams on hit, making it comboable off in the corner, and is relatively safe on block if spaced correctly, making it a very useful tool for ending corner blockstrings with. Air unblockable, hits mid. Can be charged up to become an overhead. | Lunging forward, Tohno donkey kicks the opponent in the groin (ouch). This move wallslams on hit, making it comboable off in the corner, and is relatively safe on block if spaced correctly, making it a very useful tool for ending corner blockstrings with. Air unblockable, hits mid. Can be charged up to become an overhead which can catch people trying to fuzzy jump between uncharged 22A and a 22D/22B~D reset. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=Tohno teleports forward. The teleport goes pretty far, but can be canceled at any point by pressing D, where he will | |description=Tohno teleports forward. The teleport goes pretty far, but can be canceled at any point by pressing D, where he will quickly reappear again. Is a handy tool for continuing pressure on people respecting your 22A, and lets you punish people trying to shield, dodge, or reversal it if you cancel the teleport quickly. Holding B increases the distance traveled. If done on a knocked down opponent midscreen, you can use it to create a mediocre left/right mixup. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=Tohno teleports forward again, but this time he will always attempt to appear behind the opponent, whereupon he will command grab them into a groundbounce situation that can be combo'd off from anywhere (except midscreen on Kouma). Because this move requires you to get behind the opponent its effective range is quite short, and it will not work on a fully cornered enemy. This move sees very little use as it isn't usable in corner pressure and C-Tohno's midscreen pressure rarely commands enough respect to hold people in space long enough for this to work. | |description=Tohno teleports forward again, but this time he will always attempt to appear behind the opponent, whereupon he will command grab them into a groundbounce situation that can be combo'd off from anywhere (except midscreen on Kouma). Because this move requires you to get behind the opponent its effective range is quite short, and it will not work on a fully cornered enemy. This move sees very little use as it isn't usable in corner pressure and C-Tohno's midscreen pressure rarely commands enough respect to hold people in space long enough for this to work. You're better off forgetting this move exists. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv={{Tooltip | text=17| hovertext=Lowest height.}} | |frameAdv={{Tooltip | text=17| hovertext=Lowest height.}} | ||
|invuln=Full 1-20 | |invuln=Full 1-20 | ||
|description= | |description=Very active and invulnerable aerial callout tool. Can preemptively blow up most attempts at air-to-airing or anti-airing Tohno, but can be beaten on reaction if the opponent hasn't committed to anything before the superflash. This move also has a significant amount of landing recovery so if it whiffs your landing is likely to get punished. Can score some of Tohno's highest damage on counterhits, but careful use of this move is required to stop it from being easy shield bait for opponents. | ||
}} | }} | ||
}} | }} | ||
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|frameAdv=-29 (TK) | |frameAdv=-29 (TK) | ||
|invuln= | |invuln= | ||
|description= | |description=Sometimes can be used to then EX cancel into j.623C in an air combo if extra meter is needed before j.623C, or if you can't tell if the extra damage from j.623C will be required to kill and you want to save meter if just j.623B will do it. j.623B > j.623C will do slightly less damage than just j.623C in most combos, though. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=-38 (TK), -34 (TK) | |frameAdv=-38 (TK), -34 (TK) | ||
|invuln=Full 1-2 | |invuln=Full 1-2 | ||
|description=Complete invulnerability on startup and a pretty decent hitbox could give this move some utility as an aerial reversal, but j.22C typically accomplishes the same thing while being much safer and higher damaging. Unfortunately you won't be able to combo off this move unless you get a single clean counter hit, and the move has 2 possible attack hitboxes so it's not too likely. | |description=Complete invulnerability on startup and a pretty decent hitbox could give this move some utility as an aerial reversal, but j.22C typically accomplishes the same thing while being much safer and higher damaging. Unfortunately you won't be able to combo off this move unless you get a single clean counter hit, and the move has 2 possible attack hitboxes so it's not too likely. Also very unsafe on whiff. Can theoretically be used to guard break people with something like a blocked j.A > 623C as the first hit is air unblockable, but an air tick throw into gold airthrow accomplishes effectively the same thing for more damage while also costing no meter. Primarily used to close out rounds by adding a bit more damage at the end of your air combos in place of the hard knockdown an airthrow would give you. OTG relaunch. | ||
}} | }} | ||
}} | }} | ||
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|metero= | |metero= | ||
|link=[https://www.youtube.com/watch?v=4FVekOEnJjw Link] | |link=[https://www.youtube.com/watch?v=4FVekOEnJjw Link] | ||
|input=*2C > 5BB > j9.[C], land > 5AA > 5B > 2A(w), j.B > dj.BC > AT | |input=*2C > 5BB > j9 delay j.[C], land > 5AA > 5B > 2A(w), j.B > dj.BC > AT | ||
|simput= | |simput= | ||
|note=Best for when you're near/in the corner and starting with raw airthrow, air CH, or 623A/B CH | |note=Best for when you're near/in the corner and starting with raw airthrow, air CH, or 623A/B CH. Delaying the j.[C] helps with timing the land 5A. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
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|metero= | |metero= | ||
|link=[https://www.youtube.com/watch?v=4FVekOEnJjw Link] | |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 | |input=*2C > 2B(1) > 5BB > j9 slight delay j.[C], land > 5AA > 5B > 2A(w), j.BC > dj.BC > AT | ||
|simput= | |simput= | ||
|note=THE optimal 2C variant used in 214C combos, with the 2B(1) being necessary due to higher hitcount | |note=THE optimal 2C variant used in 214C combos, with the 2B(1) being necessary due to higher hitcount. Higher hitcount means the j.[C] can't be delayed as much, but delaying a bit still helps with making the combo a bit easier. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
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|metergen=185.0 | |metergen=185.0 | ||
|metero=61.5 | |metero=61.5 | ||
|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 | |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= | |simput= | ||
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| Japan || Play Spot BIG ONE 2nd, Port24 || Active || | | Japan || Play Spot BIG ONE 2nd, Port24 || Active || | ||
|- | |- | ||
| [https://mbaacc.melty.games/?p1moon=c&p1char=tohno&p1name=DannySsB DannySsB<br> | | [https://mbaacc.melty.games/?p1moon=c&p1char=tohno&p1name=DannySsB DannySsB<br>]|| style="text-align:center;"| | ||
[[File:Tohno Color33.png]] | [[File:Tohno Color33.png]] | ||
| South America || Netplay || Active || C-Kohaku main who also knows C-Tohno very well. Found in MeltySud. | | South America || Netplay || Active || C-Kohaku main who also knows C-Tohno very well. Found in MeltySud. | ||
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| [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;"| | | [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]] | [[File:Tohno Color08.png]] | ||
| Japan || A-cho, KorewaMelty Play Spot BIG ONE 2nd || Active || | | Japan || A-cho, KorewaMelty Play Spot BIG ONE 2nd || Active || Very technical player, showcases a lot of sick combo routing. | ||
|- | |- | ||
| [https://mbaacc.melty.games/?p1moon=c&p1char=tohno&p1name=Smug Smug]|| style="text-align:center;"| | | [https://mbaacc.melty.games/?p1moon=c&p1char=tohno&p1name=Smug Smug]|| style="text-align:center;"| |
Latest revision as of 17:43, 12 June 2024
Character Page Progress
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Overview
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
|
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
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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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.
|
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:
|
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
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 | Nanaya main, but has played C-Tohno a good bit and is very knowledgeable. | |
backward (バックワード) |
Japan | Play Spot BIG ONE 2nd, Port24 | Active | ||
DannySsB |
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 | Very technical player, showcases a lot of sick combo routing. | |
Smug | Brazil | Netplay | Active | ||
T.I | Japan | A-cho, KorewaMelty | Inactive |