Melty Blood/MBAACC/Shiki Tohno/Full Moon: Difference between revisions
Duskthanatos (talk | contribs) m (→22X: Removed that 22b~d is faster than 22d; it is not. 22b~d is 32f at minimum.) |
m (→214X) |
||
(69 intermediate revisions by 13 users not shown) | |||
Line 2: | Line 2: | ||
== Character Page Progress == | == Character Page Progress == | ||
{{#lst:Melty_Blood/MBAACC:Roadmap|F-Tohno}} | {{#lst:Melty_Blood/MBAACC:Roadmap|F-Tohno}} | ||
== Overview == | == Overview == | ||
{{StrengthsAndWeaknesses | |||
|intro=[[File:Shiki's Head.png|link=]] '''F-Tohno''' is a very simple character based around defensive footsies. | |||
| | |pros= | ||
*'''Amazing Ground Mobility''': F-Tohno's ground dash isn't as strong as his other moons, but it is still good and it's a vital part of his gameplan. On top of this, he has arguably the best backdash in the game, which has a quick duration and covers massive space backwards. | |||
*'''Aerial Presence''': F-Tohno's airdash is not the best in the world, but in exchange, he has really good air normals. j.A is pretty standard, j.B is an amazing offensive tool, and j.C can be used in a multitude of ways to control air space. | |||
*'''Simple High Damage Combos''': Compared to other characters, F-Tohno's combos are some of the easiest, but most rewarding to perform. You only need to learn a few combos for most situations, but learning how to convert off of rare hits is still important if you want to truly maximize damage with this character. | |||
*'''Strong Anti-Airs''': His 623X series is air unblockable, and his strong air buttons make offensive aerial approaches a chore for the opponent. | |||
|cons= | |||
*'''Limited Mixups''': F-Tohno has to mostly rely on frametraps to open up an opponent. Whilst he can run simple strike/throw mix, in most cases it simply won't be enough unless you change up your offense. | |||
*'''Weak AT Okizeme''': F-Tohno is left at a relatively far distance after air throw, limiting his oki options afterwards. | |||
*'''Dirtier Mixups Lack Damage''': Combos from 22[A] and 22C lack in damage compared to opening up opponents with frametraps. | |||
*'''Difficult Meter Management''': Apart from reversals and Initiative Heat, F-Tohno rarely has any uses for meter to help in neutral or to increase combo damage. This means properly managing your meter is important, as entering MAX early can be a detriment in some cases. | |||
|tablewidth=80 | |||
}} | }} | ||
F-Tohno is a midrange endurance fighter with a strong defensive and interception game. His playstyle focuses around choosing the right tool for the job, whether it be spacing with his normals, intercepting bad approaches with 214X and 623X, or avoiding attacks with his backdash. He can also use his large health pool and his high base damage to trade blows and outlast his opponent. For these strengths, F-Tohno lacks reliable aggression, pressure, mixup tools, and simple meter management. | |||
== Move Descriptions == | == Move Descriptions == | ||
Line 295: | Line 40: | ||
|cancel= -SE-, -N-, -SP-, -EX-, (J) | |cancel= -SE-, -N-, -SP-, -EX-, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=4 | ||
|active=3 | |active=3 | ||
|recovery=7 | |recovery=7 | ||
|frameAdv=2 | |frameAdv=2 | ||
|invuln= | |invuln= | ||
|description= | |description=Elbow hit poke, a higher-hitting jab than C/H-Moons that is plus on block. Whiffs on crouching characters. | ||
}} | }} | ||
}} | }} | ||
Line 318: | Line 63: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=8 | ||
|active=7 | |active=7 | ||
|recovery=9 | |recovery=9 | ||
Line 341: | Line 86: | ||
|cancel=SP, EX, (J) | |cancel=SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=11 | ||
|active=8 | |active=8 | ||
|recovery=13 | |recovery=13 | ||
Line 366: | Line 111: | ||
|cancel= -SE-, -N-, -SP-, -EX-, (J) | |cancel= -SE-, -N-, -SP-, -EX-, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=4 | ||
|active=4 | |active=4 | ||
|recovery=5 | |recovery=5 | ||
Line 378: | Line 123: | ||
{{MoveData | {{MoveData | ||
|image=MB_F_Tohno_2B.png | |image=MB_F_Tohno_2B.png | ||
|caption= | |caption=Look at the recovery lol | ||
|name=2B | |name=2B | ||
|linkname=2B | |linkname=2B | ||
Line 389: | Line 134: | ||
|cancel= N, SP, EX, (J) | |cancel= N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=11 | ||
|active=7 | |active=7 | ||
|recovery=6 | |recovery=6 | ||
|frameAdv=2 | |frameAdv=2 | ||
|invuln= | |invuln=Clash 10-12 | ||
|description=Another | |description=Another elbow hit that moves Tohno forward, hits mid. Absurd framedata all things considered. Has a small clash hitbox. | ||
}} | }} | ||
}} | }} | ||
Line 414: | Line 159: | ||
|cancel= SP, EX, (J) | |cancel= SP, EX, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=6 | ||
|active=6 | |active=6 | ||
|recovery=26 | |recovery=26 | ||
|frameAdv=-14 | |frameAdv=-14 | ||
|invuln= | |invuln= | ||
|description=Extremely long range and fast low turn kick. Knocks the opponent down on hit. One of the best sweeps in the game due to its speed and range, but has very bad recovery on whiff, so you have to be careful about poking with it. Weak to | |description=Extremely long range and fast low turn kick. Knocks the opponent down on hit. One of the best sweeps in the game due to its speed and range, but has very bad recovery on whiff, so you have to be careful about poking with it. One frame faster than C/H-Tohno 2C, but only if the C button is held for exactly one frame, as holding it for more than one frame extends its startup by that much. Slightly weaker compared to the other moons due to the inability to Reverse Beat, but still strong nonetheless. Weak to Shield. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 430: | Line 175: | ||
|cancel=SP, EX, J | |cancel=SP, EX, J | ||
|guard=L | |guard=L | ||
|startup= | |startup=19 | ||
|active=6 | |active=6 | ||
|recovery=14 | |recovery=14 | ||
|frameAdv=-2 | |frameAdv=-2 | ||
|invuln= | |invuln= | ||
|description= | |description=One of the very few normals in the game that's jump cancellable on block. Prime conversion tool from non-CH 214A/B because you can confirm into 623B on hit. Has a wide array of uses in pressure, but don't get too predictable with it because it can be easily Shielded, much like 2C. | ||
}} | }} | ||
}} | }} | ||
==== Aerial Normals ==== | ==== Aerial Normals ==== | ||
Line 455: | Line 199: | ||
|cancel=SE, N, J | |cancel=SE, N, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=5 | ||
|active=4 | |active=4 | ||
|recovery=10 | |recovery=10 | ||
Line 478: | Line 222: | ||
|cancel=N, J | |cancel=N, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=6 | ||
|active=7 | |active=7 | ||
|recovery=- | |recovery=- | ||
|frameAdv=- | |frameAdv=- | ||
|invuln= | |invuln= | ||
|description=A downward slightly disjointed punch. | |description=A downward slightly disjointed punch. Correct usage of this on offense can score you rewarding counter-hits that lead into your high damage combos. Definitely one of F-Tohno's most important normals, especially for offense. | ||
}} | }} | ||
}} | }} | ||
Line 501: | Line 245: | ||
|cancel=J | |cancel=J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=9 | ||
|active=6 | |active=6 | ||
|recovery=- | |recovery=- | ||
|frameAdv=- | |frameAdv=- | ||
|invuln= | |invuln= | ||
|description=A forward knife strike. | |description=A forward knife strike. Unlike j.B, this button is best used in a defensive way. Correct usage of this can wall out the opponent at times and almost force them into grounded approaches, where normals like 5B and 2C come in handy. Without a doubt F-Tohno's best button for controlling space. | ||
}} | }} | ||
}} | }} | ||
==== Command Normals ==== | ==== Command Normals ==== | ||
Line 515: | Line 258: | ||
{{MoveData | {{MoveData | ||
|image=MBFTohno6B.png | |image=MBFTohno6B.png | ||
|caption= | |caption="Melty Blood has no anti-airs" | ||
|name=6B | |name=6B | ||
|linkname=6B | |linkname=6B | ||
Line 526: | Line 269: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=9 | ||
|active=5 | |active=5 | ||
|recovery=15 | |recovery=15 | ||
|frameAdv=-3 | |frameAdv=-3 | ||
|invuln= | |invuln= | ||
|description= | |description=An upwards strike that launches on hit. A quite versatile button useful as both a reliable anti-air and yet another cancel option to threaten in stagger pressure. Tohno steps forwards quite a bit during this move, so space yourself accordingly for anti-airs. | ||
}} | }} | ||
}} | }} | ||
=== Universal Mechanics === | === Universal Mechanics === | ||
Line 552: | Line 294: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=3 | ||
|active=1 | |active=1 | ||
|recovery=20 | |recovery=20 | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=Tohno rolls and slams the opponent. Untechable knockdown. | |description=Tohno rolls and slams the opponent. Untechable knockdown. If your opponent is respecting your frametraps, you can use throw to break their guard. | ||
}} | }} | ||
}} | }} | ||
Line 576: | Line 318: | ||
|cancel=(Any if Raw) | |cancel=(Any if Raw) | ||
|guard=U | |guard=U | ||
|startup= | |startup=2 | ||
|active=1 | |active=1 | ||
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | ||
Line 602: | Line 344: | ||
|cancel=SP, EX, (J) | |cancel=SP, EX, (J) | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=9 | ||
|active=2 | |active=2 | ||
|recovery=20 | |recovery=20 | ||
Line 618: | Line 360: | ||
|cancel= | |cancel= | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=7 | ||
|active=4 | |active=4 | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=Same animation as H-Moon's j.C. | |description=Same animation as C/H-Moon's j.C. | ||
}} | }} | ||
}} | }} | ||
Line 643: | Line 385: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=26 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
Line 659: | Line 401: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
Line 683: | Line 425: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=16 | ||
|active=6 | |active=6 | ||
|recovery=25 | |recovery=25 | ||
Line 709: | Line 451: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=11 | ||
|active=10 | |active=10 | ||
|recovery=20 | |recovery=20 | ||
Line 725: | Line 467: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=12 | ||
|active=10 | |active=10 | ||
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | ||
Line 752: | Line 494: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=12 | ||
|active={{Tooltip | text=15| hovertext=7 hits.}} | |active={{Tooltip | text=15| hovertext=7 hits.}} | ||
|recovery=12 | |recovery=12 | ||
|frameAdv=-3 | |frameAdv=-3 | ||
|invuln= | |invuln= | ||
|description=Tohno performs multiple high-speed slashes. | |description=* Tohno moves forward and performs multiple high-speed slashes. These are useful for controlling space, but they don't have much use outside of that. | ||
Tohno does 7 slashes whilst moving forward. This version is good for controlling space as it technically has the quickest speed of all versions. Unless you want to end pressure with this to keep yourself safe and return to neutral, this will almost always be used as a way to control space whilst grounded. | |||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 768: | Line 512: | ||
|cancel=EX | |cancel=EX | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=12 | ||
|active={{Tooltip | text=27| hovertext=11 hits.}} | |active={{Tooltip | text=27| hovertext=11 hits.}} | ||
|recovery=12 | |recovery=12 | ||
|frameAdv=-3 | |frameAdv=-3 | ||
|invuln= | |invuln= | ||
|description=Same speed as | |description=Same speed as 236A, but Tohno does 11 slashes. More damage but also more committal compared to 236A, but it can be EX cancelled to make yourself safe in situations where 236A can't. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 784: | Line 528: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=8+ | |startup=8+4 | ||
|active={{Tooltip | text=27| hovertext=11 hits.}} | |active={{Tooltip | text=27| hovertext=11 hits.}} | ||
|recovery=12 | |recovery=12 | ||
|frameAdv=3 | |frameAdv=3 | ||
|invuln= | |invuln= | ||
|description=EX version | |description=The EX version does 13 hits. The last one wall-bounces, enabling a follow-up in the corner. It's also the safest version of all three, being +3 on block, but you can't get anything meaningful from it due to the pushback. | ||
}} | }} | ||
}} | }} | ||
Line 811: | Line 555: | ||
|cancel=(N), (J) | |cancel=(N), (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=7 | ||
|active=8 | |active=8 | ||
|recovery=31 | |recovery=31 | ||
|frameAdv=-21 | |frameAdv=-21 | ||
|invuln={{Tooltip | text=High 3-6, 7-15*| hovertext=Shrunk hurtbox during frame 7-15.}} | |invuln={{Tooltip | text=High 3-6, 7-15*| hovertext=Shrunk hurtbox during frame 7-15.}} | ||
|description=F | |description=* The DP series. Arguably his most important specials, as each of them have different uses. | ||
Tohno does a rising knee attack. While not going far horizontally and not having invincibility, you can use it as a traditional anti-air. This is one of F-Tohno's most important tools, as this will be one of the main ways to go into combos, especially on counter-hit. Good use of this will demand a keen eye for what the opponent does in the air. | |||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 827: | Line 573: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=8 | ||
|active=8 | |active=8 | ||
|recovery=27 | |recovery=27 | ||
|frameAdv=-17 | |frameAdv=-17 | ||
|invuln= | |invuln= | ||
|description= | |description=Tohno jumps forward whilst doing a knee. This is mainly a combo tool, due to it's massive corner carry. You can IH it to do a gapless overhead up close with j.A or land low. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 843: | Line 589: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup=5+ | |startup=5+6 | ||
|active=11 | |active=11 | ||
|recovery=17 | |recovery=17 | ||
|frameAdv=-10 | |frameAdv=-10 | ||
|invuln=Full 1-13 | |invuln=Full 1-13 | ||
|description=Goes the same distance as | |description=Tohno does a kick that sends the opponent flying backwards on hit. This is F-Tohno's reversal, and while not as good as most other reversals, it still holds the valuable trait of being a reversal. Goes the same distance as 623B. | ||
}} | }} | ||
}} | }} | ||
Line 855: | Line 601: | ||
{{MoveData | {{MoveData | ||
|image=MBCTohno214A.png | |image=MBCTohno214A.png | ||
|image2= | |image2=MBFTohno214B.png | ||
|image3=MBCTohno214C.png | |image3=MBCTohno214C.png | ||
|caption= | |caption= | ||
Line 870: | Line 616: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=L | |guard=L | ||
|startup= | |startup=8 | ||
|active=10 | |active=10 | ||
|recovery= | |recovery={{Tooltip | text=16| hovertext=21 on block/hit.
 Goes into recovery immediatly after this attack connects instead of going through all active frames.}} | ||
|frameAdv=-7 | |frameAdv={{Tooltip | text=-7| hovertext=Advantage is the same at any distance.}} | ||
|invuln=High 1-21 | |invuln=High 1-21 | ||
|description=* Low sliding attack. Shrinks his hitbox a lot during the slide, meaning it will go under a lot of attacks, and can even be anti aired with. 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 be anti aired with. All versions are air unblockable and hit low. | ||
Has the fastest startup, and shrinks his | Has the fastest startup, and shrinks his hurtbox the most, but has the worst attack hitbox. On hit, you can combo off it thanks to 2[C], making it a fairly low risk poke/anti-air that can lead to solid damage. Due to its early EX cancel window, it's the preferred method to activate Initiative Heat without having to come in contact with the opponent. Always -7 on block, regardless of range. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 887: | Line 633: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=L | |guard=L | ||
|startup= | |startup=18 | ||
|active=10 | |active=10 | ||
|recovery=13 | |recovery={{Tooltip | text=13| hovertext=18 on block/hit.
 Goes into recovery immediatly after this attack connects instead of going through all active frames.}} | ||
|frameAdv=-4 | |frameAdv={{Tooltip | text=-4| hovertext=Advantage is the same at any distance.}} | ||
|invuln= | |invuln=Clash 18-27 | ||
|description=Has | |description=Has longer startup, but travels a greater distance. Has the least hurtbox shrink, but has a solid chunky hitbox along with a small clash box at the tip of the heel. Always -4 on block, regardless of range. Due to the long startup and vulnerability to people just plain jumping out of your blockstring, this move does not see a lot of use. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 903: | Line 649: | ||
|cancel=(N), (SP), (EX), (J) | |cancel=(N), (SP), (EX), (J) | ||
|guard=L, LHA | |guard=L, LHA | ||
|startup=3+ | |startup=3+6 | ||
|active=10 (16) 4 | |active=10 (16) 4 | ||
|recovery=30 | |recovery=30 | ||
Line 919: | Line 665: | ||
|cancel= | |cancel= | ||
|guard= | |guard= | ||
|startup=3+ | |startup=3+6 | ||
|active=10 | |active=10 | ||
|recovery=18 | |recovery=18 | ||
|frameAdv= | |frameAdv= | ||
|invuln=Full 1-8, High 9-12 | |invuln=Full 1-8, High 9-12 | ||
|description=Has startup | |description=Has startup invincibility until the first active frame. 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 a followup similar to Shield Counter 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. | ||
}} | }} | ||
}} | }} | ||
Line 951: | Line 697: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=21 | ||
|active=8 | |active=8 | ||
|recovery=16 | |recovery=16 | ||
|frameAdv=-6 | |frameAdv=-6 | ||
|invuln= | |invuln= | ||
|description= | |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 possible to combo off of it in the corner, and it's relatively safe on block if spaced correctly, making it a very useful tool for ending corner blockstrings with. Air unblockable, hits mid. | |||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 967: | Line 715: | ||
|cancel= | |cancel= | ||
|guard=H | |guard=H | ||
|startup= | |startup=30 | ||
|active=8 | |active=8 | ||
|recovery=17 | |recovery=17 | ||
|frameAdv=-7 | |frameAdv=-7 | ||
|invuln= | |invuln= | ||
|description= | |description=Can be charged to become an overhead. Worse proration, but can still be used as a way to open up opponents respecting your pressure too much in the corner. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,006: | Line 752: | ||
|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 instantly reappear again. | |description=Tohno teleports forward. The teleport goes pretty far, but can be canceled at any point by pressing D, where he will instantly reappear again. It's 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. If done on a knocked down opponent midscreen, you can use it to create a left/right mixup. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,017: | Line 763: | ||
|cancel=N/A | |cancel=N/A | ||
|guard=U | |guard=U | ||
|startup= | |startup=23 | ||
|active=8 | |active=8 | ||
|recovery=29 | |recovery=29 | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=Tohno teleports forward | |description=Tohno teleports forward, attempting to appear behind the opponent, whereupon he will command throw them into a ground-bounce situation that can be combo'd off from anywhere (except midscreen on Kouma). Since this move requires you to get behind the opponent, it has a pretty annoying range requirement, and it will not work on a fully cornered enemy. This move is so difficult to use properly that it is very rarely used. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,038: | Line 784: | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=Tohno poses | |description=Tohno poses, but does nothing. This move is a feint that allows him to stay safe and recover VS nearly anything an opponent could do on reaction to the intial pose. Whilst this move is not very useful by itself, combined with his other versions it can be used to force respect via cancelling into it, leading to a potential redash. | ||
}} | }} | ||
}} | }} | ||
Line 1,058: | Line 804: | ||
|cancel= | |cancel= | ||
|guard={{Tooltip | text=U, LHA| hovertext=Unblockable on the first active frame.}} | |guard={{Tooltip | text=U, LHA| hovertext=Unblockable on the first active frame.}} | ||
|startup=2+ | |startup=2+22 | ||
|active=30 | |active=30 | ||
|recovery=16 | |recovery=16 | ||
Line 1,084: | Line 830: | ||
|cancel= | |cancel= | ||
|guard={{Tooltip | text=U, LHA| hovertext=Unblockable on the first 2 active frames.}} | |guard={{Tooltip | text=U, LHA| hovertext=Unblockable on the first 2 active frames.}} | ||
|startup=2+ | |startup=2+11 | ||
|active=12 | |active=12 | ||
|recovery=31 | |recovery=31 | ||
|frameAdv=-14 ~ -5 | |frameAdv=-14 ~ -5 | ||
|invuln=Full 1-79 | |invuln=Full 1-79 | ||
|description=Has pretty much all the same properties as the regular Arc Drive, except that | |description=Has pretty much all the same properties as the regular Arc Drive, except that it starts up faster, travels a shorter distance, does more damage, and instead of 1 hit, it does 17 hits. Ironically, this super is named after the infamous situation where Tohno dismembered Arcueid into 17 pieces in Tsukihime, but by cutting 17 times in Melty Blood, Tohno will have cut his opponent into at least 18 pieces. Is slightly more practical for comboing into, but any real combo involving meter would net in more damage. As a result, it is again, mostly useless except as a possible reversal. | ||
}} | }} | ||
}} | }} | ||
=== Last Arc === | === Last Arc === | ||
Line 1,115: | Line 860: | ||
|frameAdv= | |frameAdv= | ||
|invuln=Full | |invuln=Full | ||
|description=Tohno leaps forward and teleports across the screen, cutting through everything in his wake. Circuit Breaks the opponent on hit | |description=Tohno leaps forward and teleports across the screen, cutting through everything in his wake. Circuit Breaks the opponent on hit. Fullscreen, unblockable and instant. Damage dealt depends on how much time you have left in Blood Heat. There is no way to avoid this once he has successfully shielded you, unless you were already invulnerable during your attack. During this attack, Tohno spouts his famous one liner from the end of Arc's route in Tsukihime. | ||
<i>Kore ga, mono wo korosu to iu koto da. - This is, what it means to kill something.</i> | |||
}} | |||
}} | |||
== General Gameplan == | |||
Your general gameplan will revolve around using movement (grounded or otherwise) to properly space out your normals. F-Tohno (or any Tohno in general) doesn't have the tools to bypass neutral (his special moves are designed to be linear but powerful in their niche) so his win condition is reliant on properly analyzing your opponent's patterns/preferences and adapting to their style of play. | |||
Thankfully, Tohno's varied and reliable normals will win any engagement so long as they're properly spaced. | |||
=== Neutral === | |||
As outlined above, good usage of normals and movement is key to playing a good neutral game as F-Tohno. Proper spacing of his air normals is key in establishing space control. | |||
Adopting a defensive posture with j.C (be it neutral jump j.C, neutral jump drift (hold forward or back during a neutral jump) j.C and [[Melty_Blood/Glossary#Instant_Air_.28Back.29Dash_.28IAD.2FIABD.29|IABD]] j.C are extremely good deterrents against your opponent's offense. Your backdash also adds to your defensive spacing, giving you excellent backward movement so you can always be at optimal range. | |||
On the other hand, j.B is much better when used with offensive movement. While it lacks j.C's range (and looks a bit goofy) it's very much a powerhouse normal, sporting very fast startup for a B normal in addition to a solid amount of active frames and a deceptively good hitbox. | |||
Now let's talk about his ground dash. Whilst it is statistically weaker than his other moons, it's no less important to his gameplan. The fact that you can act as early as the 6th frame coupled with it's amazing acceleration it can (and should be) viewed as a "stance" of sorts as it adds extra functions and power to your existing moves and your jumps as well! | |||
Most notably, his 5B and 5C can be used out of his dash to catch jump-outs from a fair distance away, or simply apply pressure to a grounded opponent with dash 2C. His specials also greatly benefit from his dash, 214A can travel further and the range of your 236A and B is nearly doubled when done out of a dash (both 2366~A/B and 236AB(dash macro)~A/B are valid inputs for this technique). | |||
=== Pressure === | |||
F-Tohno's pressure game is meant to play around his excellent throw range thanks to his dash. His 22[A] overhead is very slow and only grants him a combo if the opponent is cornered. | |||
Your main pressure tool is his low-hitting 2A, which has excellent statistics that are even further elevated by his dash. If performed at the earliest frame after his dash, his 2A into dash 2A pressure reset is an eight frame gap which forces your opponent to take risks with either shielding, pressing buttons or attempting to jump out. | |||
His staggers come into play once resets have made your opponent disrespect your pressure and they have opted to use riskier defensive tools such as shielding and jumping. His 5B/6B and 2B both serve to cover 2A's weakness as an A normal (2A can be shielded either standing or blocking) and their taller hitboxes will naturally catch people jumping out. 5C is also great as a deterrent for jumping, but it's weakness is that it's harder to confirm from since it cannot be cancelled into any other normal but it can be confirmed by itself into an air combo thanks to it's lengthy hitstun and j.B's speed. | |||
If your opponent has managed to block your B or C staggers, your pressure has lost a lot of its steam, but you still have tools to make your opponent respect in the form of 236B/22A (require standing shield) and 214B (requires crouching shield) while being safe on block. 22A and 214B are both air unblockable moves that grant you a combo on hit. | |||
F-Tohno also has a fairly unique pressure option in his 2[C]. It has the rare property of being jump cancellable even on block, and coupled with his low instant airdash and fast j.B can be very difficult to deal with. | |||
All these perks come at a cost however, because of how slow it is, it can always be low shielded if read properly. | |||
If you do manage to connect with it on block though, it becomes a risky mind game for your opponent to play. Naturally, [[Melty_Blood/Glossary#Instant_Air_.28Back.29Dash_.28IAD.2FIABD.29|IAD]] j.B loses to any standing shield, but 2[C] is cancelled into his 214B, the latter will counter hit which means both options give you a high damaging combo if your opponent shields incorrectly. 214B also catches jump outs when cancelled into. | |||
<u>'''Okizeme'''</u> | |||
While F-Tohno's okizeme is by no means strong, it's up to you if you wish to occasionally go for it to throw off the opponent. | |||
<u>'''Double Overhead'''</u> | |||
Using neutral jump, F-Tohno can then follow with j.B into j.C for a double-overhead. This is character specific however. | |||
This trick works on the following characters: | |||
Akiha Tohno, Akiha Vermilion, Akiha Tohno (Seifuku), Aoko, Arcueid, Hime, Hisui(?), Kohaku, Kouma, Mech-Hisui, Riesbyfe, Red Arcueid, Roa, Ryougi, Satsuki, Sion, V.Sion, Warachia. | |||
This trick does not work on the following characters: | |||
Ciel, Len, Nanaya, Neco-Arc, Neco-Arc Chaos, Powered Ciel, Tohno, White Len. | |||
=== Defense === | |||
Outside of system mechanics, F-Tohno does not have a meterless reversal. | |||
623C is your go to reversal provided you have 100 meter to spend.<br> | |||
Another EX that can serve as a reversal is his 214C. It's slightly faster than 623C however it has less raw invulnerability frames and it tends to trade a lot while also being MORE punishable. | |||
Arc Drive and Another Arc Drive can also be used as reversal, but they aren't as reliable. | |||
Outside of wake-up situations, your go to move for quickly recovering HP with [[Melty_Blood/Glossary#Initiative_Heat_.28IH.29|Initiative Heat]] is 214A due to it's evasive properties and early EX cancel frames. | |||
== Combos == | |||
{{ComboLegend-MB}} | |||
If there are any calculations in parentheses, that means they're calculations showing how much more you gain for tighter confirms (optional normals in the combo that do more damage.) If they're not listed, despite such parenthesized normals being in the transcript, it was omitted because it follows the basic pattern of either: | |||
*A starters resulting in less damage but more meter if you stack them on before B/C starters due to scaling | |||
*j.A always adding more damage and meter in air combo finishers | |||
*j.B/C always adding more damage if used as starters, on top of more meter | |||
=== Normal Combos === | |||
::<u>'''Beginner-Only Combos'''</u> | |||
If you're starting with F-Tohno, chances are someone suggested you this character in order to get the hang of Melty Blood as a complete novice. Fortunately, F-Tohno is very easy to play and fundamentally rewarding on all levels of the game. If you're only starting out, you will not need to know anything else beyond these these two combos. | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|damage=4345 (Without 5C)<br>4769 (With 5C) | |||
|metergen=54% (Without 5C)<br>63% (With 5C) | |||
|metero=19.1% (Without 5C)<br>22.1% (With 5C) | |||
|input=*(2AxN >) 5B > 2B > 6B > (5C >) j.BC > dj.BC > AT | |||
|simput= | |||
|note=Staple beginner combo. You can add 5C for more damage and meter gain. | |||
}} | }} | ||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|damage=4716 | |||
|metergen=65.7% | |||
|metero=23% | |||
|input=*(2AxN >) 5B > 2B > 5C > 623A > j.BC > dj.BC > AT | |||
|simput= | |||
|note=For when you don't launch with 6B. Gives more meter compared to the combo above. | |||
}} | |||
}} | |||
If you feel up to more optimized conversions, check out the remainder below.<br> | |||
::<u>'''Optimized Combos'''</u> | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|damage=5936 | |||
|metergen=93.6% | |||
|metero=32.3% | |||
|input=*5B > 2B > 5C > 623B > IAD j.C > land 5B > 5C > j.BC > dj.BC > AT | |||
|simput= | |||
|note=Advanced ground BnB. His best combo in that it's not only the most damaging, but also the most meter gaining whilst being meterless. If the IAD into j.C is too hard, refer to the version below. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|damage=5620 | |||
|metergen=85.0% | |||
|metero=29.4% | |||
|input=*5B > 2B > 5C > 623B, land > 2A > 5B > 5C > j.BC > dj.BC > AT | |||
|simput= | |||
|note=Simplified version of the best combo. Replaces the IAD with a 2A link. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|damage=5333 | |||
|metergen=77.4% | |||
|metero=26.9% | |||
|input=*5B > 2B > 5C > 623B > j.C > land j.BC > dj.BC > AT | |||
|simput= | |||
|note=Unoptimized version of F-Tohno's best combo, but still good if you have execution troubles with the route above. | |||
}} | }} | ||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, 100% meter | |||
|damage=5890 (with 5B > 5C)<br>5443 (w/o 5B > 5C) | |||
|metergen=43.2% before ex move, 64.8% total | |||
|metero=33.4% | |||
|input=*5B > 2B > 5C > 623B > IABD j.C > 623C (> 5B > 5C) > j.BC > dj.BC > AT | |||
|simput= | |||
|note=(Meter calculated with 5B > 5C added)<br> | |||
A metered variant of the optimized BnB, for when you want to spend meter to avoid MAX. Still does high damage overall despite using an EX move. Does not work if you are far away from the corner. Depending on your distance from the corner when you do 623B, you will have to omit 5B > 5C resulting in less damage. | |||
}} | |||
}} | |||
::<u>'''Aerial Combos'''</u> | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=623A starter, airborne opponent | |||
|damage=2600 | |||
|metergen=26.1% | |||
|metero= | |||
|input=*623A > (j.BC >) sdj.BC > AT | |||
|simput= | |||
|note= Basic conversion for 623A, since it is air unblockable. Depending on the height you may or may not be able to j.BC. Super doublejump should be done in either case. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Counterhit starter (623A, Shield Counter, j.A/B/C), airborne opponent | |||
|damage=4915 | |||
|metergen=62.1% | |||
|metero= | |||
|input=*Starter, land 5B > 5C > j.BC > dj.BC AT | |||
|simput= | |||
|note=(Damage and meter gained calculated off of the j.C confirm)<br> | |||
Your go-to aerial counter-hit confirm.<br> | |||
In spite of being extremely simplistic to pull off granted Tohno's combo-flexible moveset, this is actually by far his highest damaging confirm off of an aerial counter-hit (yes, for all those starters in particular.) You will not net more damage doing any other route. | |||
}} | |||
}} | |||
=== Corner Combos === | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=22A/[A] starter, | |||
|damage=4960 | |||
|metergen=59.4% | |||
|metero= | |||
|input=*22A/[A], 5B > 5C > j.BC > dj.BC > AT | |||
|simput= | |||
|note=Your one and only, corner-specific combo.<br> | |||
Note that [A] version in favor of being overhead does less damage as a starter.<br> | |||
Again, much like the aerial counter-hit confirm, your highest-damaging confirm off a particular starter into a particular chain.<br> | |||
Note that in between 22A/[A], you have to delay a little for the height to be proper on the air combo conversion. If this timing is too tricky, remove the 5C from the notation. You'll only shave off about 400 damage for a much easier, second-highest damage guarantee confirm. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Corner hit, 100% meter | |||
|damage=5148 | |||
|metergen=46.3% before ex move, 70.2% total | |||
|metero= 37.3 | |||
|input=*2A > 5B > 2B > 5C > 623B > instant air backdash > j.C > 214C > 22D > 5B > 5C > j.ABC > j.ABC > AT | |||
|simput= | |||
|note= Better damage from A normal starters than you get from not spending meter, but slightly worse from better starters. Still valuable regardless if you want to avoid MAX. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Corner hit, 200% meter | |||
|damage=5582 | |||
|metergen=46.3% before first ex, 74.1% total | |||
|metero=44.9 | |||
|input=*2A > 5B > 2B > 5C > 623B > instant air backdash > j.C > 214C > 22D 2C > 214C > slight walk back> 5B > 5C > j.ABC > j.ABC > AT | |||
|simput= | |||
|note= Max damage corner routing, but expensive. Use if you need it to kill or if you have MAX. | |||
}} | |||
}} | |||
=== OTG Pick ups === | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=22C/Raw airthrow starter | |||
|damage=2807 | |||
|metergen=43.2% | |||
|metero= | |||
|input=*22C/Raw AT, 623A > j.BC > dj.BC > AT | |||
|simput= | |||
|note=(Damage and meter calculated from 22C Starter)<br> | |||
Basic but decent conversion off of a 22C starter. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=22C/Raw airthrow starter | |||
|damage=3526 | |||
|metergen=50.4% | |||
|metero= | |||
|input=*22C/Raw AT, 5B > 5C > j.BC > dj.BC > AT | |||
|simput= | |||
|note=(Damage and meter calculated from 22C Starter)<br> | |||
Arguably the best conversion off of 22C for F-Tohno, perfect in-between execution viability and damage done. Timing of 5B link is tight, but consistently manageable | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=22C/Raw airthrow starter | |||
|damage=3535 | |||
|metergen=63.9% | |||
|metero= | |||
|input=*22C/Raw AT, 2C > 623B > j.C, land j.BC > dj.BC > AT | |||
|simput= | |||
|note=(Damage and meter calculated from 22C Starter)<br> | |||
Meterless, damage-optimized combo off of a 22C starter.<br> | |||
Do this only if you're a complete maniac that cares about the 9 extra damage and 13 extra meter.<br> | |||
Because 2C is no longer 7f startup on F-Tohno, linking into 2C after 22C is much harder. Not to mention the damage increase isn't that significant, considering how rarely used this starter is. Go for either of the easier routes, if you aren't an execution master, or don't care for this particular starter. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=214A/B starter | |||
|damage=3688 | |||
|metergen=36.7% | |||
|metero= | |||
|input=*214A/B, 2[C] > 623B > j.C, land j.BC > dj.BC AT | |||
|simput= | |||
|note=(Damage and meter calculated from 214B Starter)<br> | |||
Staple OTG combo from 214A/B.<br> | |||
Yep, it's that conversion again. And it's the best in terms of damage you're gonna get, again. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Counterhit 214A/B starter | |||
|damage=4435 | |||
|metergen=60.7% | |||
|metero= | |||
|input=*CH 214A/B, 2A > 5B > 5C > j.BC > dj.BC > AT | |||
|simput= | |||
|note=(Damage and meter calculated from 214B Starter)<br/ | |||
>For when 214A/B counter hit on the rare occasion and you're ready to react to it. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=100 meter, 2C > 22(B~)D hits in the corner | |||
|damage=3030 | |||
|metergen=-82.4% (-100%, +18.6%) | |||
|metero= | |||
|input=*2C/[C] > 22(B~)D, 214C, 22D, 5B > 5C > j.BC > dj.BC > AT | |||
|simput= | |||
|note=(Damage and meter calculated from 2C Starter)<br> | |||
This is your only conversion off 2C into feint. | |||
}} | |||
}} | |||
== Additional Resources == | |||
[http://mbaacc.melty.games/?p1moon=f&p1char=tohno F-Tohno Match Video Database]<br> | |||
[https://www.youtube.com/watch?v=V7qIDYJK-ak F-Tohno Mixups: Reloaded]<br> | |||
[https://www.youtube.com/watch?v=jzDeaQIonyg F-Tohno Teleport Mixups] | |||
== Notable Players == | |||
{| class="wikitable" | |||
!width="95"|Name!! width="85"|Color | |||
!width="125"|Region !! Common Venues !! Status !! Details | |||
|- | |||
| [https://mbaacc.melty.games/?p1moon=f&p1char=tohno&p1name=tomo+%28とも%29 tomo (とも)]|| style="text-align:center;"| | |||
[[File:Tohno Color01.png|Color|50px]] | |||
| Japan || A-cho,<br>KorewaMelty,<br>Play Spot BIG ONE 2nd || Active || JP's only active F-Tohno. Has a lot of footage. | |||
|} | |||
Latest revision as of 00:21, 6 February 2024
Character Page Progress
This page is mostly complete, consider joining as an editor to help finish it up. Please update this character's roadmap page when one of the editing goals have been reached. When no main goals are left, please remove this section from this page.
In Progress | To-do |
---|---|
|
|
Overview
![]() |
|
Pros | Cons |
|
|
F-Tohno is a midrange endurance fighter with a strong defensive and interception game. His playstyle focuses around choosing the right tool for the job, whether it be spacing with his normals, intercepting bad approaches with 214X and 623X, or avoiding attacks with his backdash. He can also use his large health pool and his high base damage to trade blows and outlast his opponent. For these strengths, F-Tohno lacks reliable aggression, pressure, mixup tools, and simple meter management.
Move Descriptions
Frame Data Help | |
---|---|
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
5C
Crouching Normals
2A
2B
Look at the recovery lol Look at the recovery lol
|
---|
2C
2C
2[C] |
---|
Aerial Normals
j.A
j.B
j.C
Command Normals
6B
"Melty Blood has no anti-airs" "Melty Blood has no anti-airs"
|
---|
Universal Mechanics
Ground Throw
Ground Throw
4/6A+D |
---|
Air Throw
Air Throw
j.4/6A+D |
---|
Shield Counter
Shield Counter
236D after a successful Shield (Air OK) |
---|
Shield Bunker
Shield Bunker
214D in neutral or blockstun |
---|
Blood Heat
Blood Heat
A+B+C during MAX |
---|
Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
---|
Special Moves
236X
623X
214X
Trump Card II (Low Scoop)
214A/B/C |
---|
22X
A A B B C C D D
|
---|
Arc Drive
Mystic Eyes of Death Perception
41236C during MAX/Heat |
---|
Another Arc Drive
17 Dissection
41236C during Blood Heat |
---|
Last Arc
Mystic Eyes of Death Perception - One-Hit Kill
Grounded EX Shield during Blood Heat |
---|
General Gameplan
Your general gameplan will revolve around using movement (grounded or otherwise) to properly space out your normals. F-Tohno (or any Tohno in general) doesn't have the tools to bypass neutral (his special moves are designed to be linear but powerful in their niche) so his win condition is reliant on properly analyzing your opponent's patterns/preferences and adapting to their style of play.
Thankfully, Tohno's varied and reliable normals will win any engagement so long as they're properly spaced.
Neutral
As outlined above, good usage of normals and movement is key to playing a good neutral game as F-Tohno. Proper spacing of his air normals is key in establishing space control.
Adopting a defensive posture with j.C (be it neutral jump j.C, neutral jump drift (hold forward or back during a neutral jump) j.C and IABD j.C are extremely good deterrents against your opponent's offense. Your backdash also adds to your defensive spacing, giving you excellent backward movement so you can always be at optimal range.
On the other hand, j.B is much better when used with offensive movement. While it lacks j.C's range (and looks a bit goofy) it's very much a powerhouse normal, sporting very fast startup for a B normal in addition to a solid amount of active frames and a deceptively good hitbox.
Now let's talk about his ground dash. Whilst it is statistically weaker than his other moons, it's no less important to his gameplan. The fact that you can act as early as the 6th frame coupled with it's amazing acceleration it can (and should be) viewed as a "stance" of sorts as it adds extra functions and power to your existing moves and your jumps as well!
Most notably, his 5B and 5C can be used out of his dash to catch jump-outs from a fair distance away, or simply apply pressure to a grounded opponent with dash 2C. His specials also greatly benefit from his dash, 214A can travel further and the range of your 236A and B is nearly doubled when done out of a dash (both 2366~A/B and 236AB(dash macro)~A/B are valid inputs for this technique).
Pressure
F-Tohno's pressure game is meant to play around his excellent throw range thanks to his dash. His 22[A] overhead is very slow and only grants him a combo if the opponent is cornered. Your main pressure tool is his low-hitting 2A, which has excellent statistics that are even further elevated by his dash. If performed at the earliest frame after his dash, his 2A into dash 2A pressure reset is an eight frame gap which forces your opponent to take risks with either shielding, pressing buttons or attempting to jump out.
His staggers come into play once resets have made your opponent disrespect your pressure and they have opted to use riskier defensive tools such as shielding and jumping. His 5B/6B and 2B both serve to cover 2A's weakness as an A normal (2A can be shielded either standing or blocking) and their taller hitboxes will naturally catch people jumping out. 5C is also great as a deterrent for jumping, but it's weakness is that it's harder to confirm from since it cannot be cancelled into any other normal but it can be confirmed by itself into an air combo thanks to it's lengthy hitstun and j.B's speed.
If your opponent has managed to block your B or C staggers, your pressure has lost a lot of its steam, but you still have tools to make your opponent respect in the form of 236B/22A (require standing shield) and 214B (requires crouching shield) while being safe on block. 22A and 214B are both air unblockable moves that grant you a combo on hit.
F-Tohno also has a fairly unique pressure option in his 2[C]. It has the rare property of being jump cancellable even on block, and coupled with his low instant airdash and fast j.B can be very difficult to deal with. All these perks come at a cost however, because of how slow it is, it can always be low shielded if read properly.
If you do manage to connect with it on block though, it becomes a risky mind game for your opponent to play. Naturally, IAD j.B loses to any standing shield, but 2[C] is cancelled into his 214B, the latter will counter hit which means both options give you a high damaging combo if your opponent shields incorrectly. 214B also catches jump outs when cancelled into.
Okizeme
While F-Tohno's okizeme is by no means strong, it's up to you if you wish to occasionally go for it to throw off the opponent.
Double Overhead Using neutral jump, F-Tohno can then follow with j.B into j.C for a double-overhead. This is character specific however.
This trick works on the following characters: Akiha Tohno, Akiha Vermilion, Akiha Tohno (Seifuku), Aoko, Arcueid, Hime, Hisui(?), Kohaku, Kouma, Mech-Hisui, Riesbyfe, Red Arcueid, Roa, Ryougi, Satsuki, Sion, V.Sion, Warachia.
This trick does not work on the following characters: Ciel, Len, Nanaya, Neco-Arc, Neco-Arc Chaos, Powered Ciel, Tohno, White Len.
Defense
Outside of system mechanics, F-Tohno does not have a meterless reversal.
623C is your go to reversal provided you have 100 meter to spend.
Another EX that can serve as a reversal is his 214C. It's slightly faster than 623C however it has less raw invulnerability frames and it tends to trade a lot while also being MORE punishable.
Arc Drive and Another Arc Drive can also be used as reversal, but they aren't as reliable.
Outside of wake-up situations, your go to move for quickly recovering HP with Initiative Heat is 214A due to it's evasive properties and early EX cancel frames.
Combos
Combo Notation Help | |
---|---|
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. |
If there are any calculations in parentheses, that means they're calculations showing how much more you gain for tighter confirms (optional normals in the combo that do more damage.) If they're not listed, despite such parenthesized normals being in the transcript, it was omitted because it follows the basic pattern of either:
- A starters resulting in less damage but more meter if you stack them on before B/C starters due to scaling
- j.A always adding more damage and meter in air combo finishers
- j.B/C always adding more damage if used as starters, on top of more meter
Normal Combos
- Beginner-Only Combos
If you're starting with F-Tohno, chances are someone suggested you this character in order to get the hang of Melty Blood as a complete novice. Fortunately, F-Tohno is very easy to play and fundamentally rewarding on all levels of the game. If you're only starting out, you will not need to know anything else beyond these these two combos.
If you feel up to more optimized conversions, check out the remainder below.
- Optimized Combos
- Aerial Combos
Corner Combos
OTG Pick ups
Additional Resources
F-Tohno Match Video Database
F-Tohno Mixups: Reloaded
F-Tohno Teleport Mixups
Notable Players
Name | Color | Region | Common Venues | Status | Details |
---|---|---|---|---|---|
tomo (とも) | Japan | A-cho, KorewaMelty, Play Spot BIG ONE 2nd |
Active | JP's only active F-Tohno. Has a lot of footage. |