Melty Blood/MBTL/Shiki Tohno: Difference between revisions

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{{MBTL Character Intro|char=Tohno|short=SH|content=
{{MBTL Character Intro|char=Tohno|short=SH|content=
== Story ==
The eldest son of the historical Tohno family, he was raised for some time by the Arima branch family. However, he was called back to Souya to live in the Tohno estate shortly after his father passed away. A childhood injury left him with the Mystic Eyes of Death Perception, giving him the ability to see the death of all things in the form of lines and points. He wears special glasses which prevent his eyes from seeing these things all the time. He may be an ordinary student, but his ability to visualize death has altered his very perception of it. The aftereffects of his accident, combined with the toll his eyes take, has left him with chronic anemia. During battle, he removes his glasses to use his '''Mystic Eyes of Death Perception.'''
== Gameplay ==
== Gameplay ==
{{2 Column Flex|flex1=6|flex2=4
{{2 Column Flex|flex1=6|flex2=4
|content1=
|content1=
{{Content Box|content=
{{Content Box|content=
'''Shiki''' (often referred to as '''Tohno''') is a melee rushdown fighter who punishes opponents with his fast normals and powerful advancing special attacks.
'''Shiki''' (often referred to as '''Tohno''') is an easy to pick up melee rushdown fighter who punishes opponents with his fast normals and powerful advancing special attacks.


Shiki can easily tag opponents across the screen from surprising range with his high-movement special attacks, then work his offense at close range with many fast normal attacks, frametraps, safe on block moves, and possible pressure reset opportunities. Should opponents try to mash out, his backdash pulls him away a great distance where he's ready to start his pressure all over again. Landing his ''Boundary Peek'' Arc Drive (236B+C) will also enable the usage of his 22X series of specials for the rest of the round, expanding his options even further.
Shiki can easily tag opponents across the screen from surprising range with his high-movement special attacks, then work his offense at close range with many fast normal attacks, frametraps, safe on block moves, and possible pressure reset opportunities. Should opponents try to mash out, his backdash pulls him away a great distance where he's ready to start his pressure all over again. Landing his ''Boundary Peek'' Arc Drive (236B+C) will also enable the usage of his 22X series of specials for the rest of the round, expanding his options even further.
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Shiki's strong and simple style is deeply suited for beginners to play and learn with, but a firm grasp of fighting game fundamentals is a must if one want to use him at high-level.
Shiki's strong and simple style is deeply suited for beginners to play and learn with, but a firm grasp of fighting game fundamentals is a must if one want to use him at high-level.
{{ProConTable|width=100
{{CharacterPickReasons|width=100
|pros=
|pros=
* '''Well rounded''' with an easily understood toolkit and gameplan that any fighting game player can pick up
* '''Strong Offense:''' With excellent framedata, cancel windows, a 4F dash, and numerous specials that move him forward, Shiki is equipped with all the tools to run a powerful strike/throw gameplan.
* '''Terrifying midrange presence''': Shiki has many ways to command the flow of neutral with his forward moving air unblockable specials and normals, making life difficult for opponents who want to engage with him up close
* '''Midrange Presence:''' Armed with his infamous [[Melty_Blood/MBTL/Shiki_Tohno#Flash_Sheath_-_Single_Strike|236X]] series, a [[Melty_Blood/MBTL/Shiki_Tohno#2C|massive 7f sweep]], and solid jump ins, Shiki can dictate the pace of neutral against a majority of the roster with his array of pokes.
* '''Scary pressure''': Shiki has excellent framedata and cancel windows, the best unblockable in the game, chip damage, and a fantastic run, running many offensive mindgames and strike throw opportunities up close
* '''Potent Defense:''' Equipped with reversals, fast normals, and the strongest backdash in the game, his ability to retreat or blow past offense is remarkable.
* '''Potent defensive options''': Equipped with good reversals, fast normals, and the strongest backdash in the game, his ability to retreat or blow past offense is top notch
* '''Powerful Install:''' Shiki's Arc Drive, [[Melty_Blood/MBTL/Shiki_Tohno#Boundary_Peek|Boundary Peek]], unlocks his [[Melty_Blood/MBTL/Shiki_Tohno#Flash_Sheath_-_Seven_Nights|22B]] and [[Melty_Blood/MBTL/Shiki_Tohno#Flash_Sheath_-_Eight_Points|22C]] specials to further enhance his toolkit and make him an extremely threatening character.
* '''Boundary Peek''': A unique arc drive that provides him his powerful 22X series, completing his toolkit and making him a truly horrifying powerhouse at any range as well as covering most of his weaknesses
|cons=
|cons=
* '''Lacks polarizing mixups''': Until he gains access to Boundary Peek, Shiki primarily relies on options like strike/throw to open up patient opponents
* '''Awkward Airdashes:''' Shiki's airdashes are excellent pressure tools against a majority of the cast, but they can be difficult to utilize in neutral, as they cover very little ground.
* '''Weak EX Cancel Options''': Shiki lacks a safe on block EX move making his reset potential and ability to loop offense inherently much riskier than other characters
* '''No EX Reset:''' Shiki lacks an advantageous EX Special making his ability to loop offense inherently riskier than most other characters.
* '''Odd wakeup animation''' makes him vulnerable to certain character specific left/right mixups
* '''Reliance on Install:''' Certain match-ups necessitate the use of [[Melty_Blood/MBTL/Shiki_Tohno#Flash_Sheath_-_Seven_Nights|22B]] and [[Melty_Blood/MBTL/Shiki_Tohno#Flash_Sheath_-_Eight_Points|22C]], requiring stricter meter management and limiting his damage and mix-up potential until after [[Melty_Blood/MBTL/Shiki_Tohno#Boundary_Peek|Boundary Peek]] is used.
}}
}}
}}
}}
|content2=
|content2=
{{Content Box|content=
{{Content Box|content=
<center><youtube>https://youtu.be/ntDXsbInCBs</youtube></center>
<center><youtube>https://youtu.be/ntDXsbInCBs</youtube></center></br>
<div class="toccolours mw-collapsible mw-collapsed" style="overflow:auto;">
<div style="font-weight:bold;line-height:1.6;">Story & Profile</div>
<div class="mw-collapsible-content">
'''''A high school student with the ability to see the death of everything with his Mystic Eyes of Death Perception'''''</br>
The eldest son of the historical Tohno family, he was raised for some time by the Arima branch family. However, he was called back to Souya to live in the Tohno estate shortly after his father passed away.
 
A childhood injury left him with the Mystic Eyes of Death Perception, giving him the ability to see the death of all things in the form of lines and points. He wears special glasses which prevent his eyes from seeing these things all the time.
 
He may be an ordinary student, but his ability to visualize death has altered his very perception of it. The aftereffects of his accident, combined with the toll his eyes take, has left him with chronic anemia. </br>During battle, he removes his glasses to use his Mystic Eyes of Death Perception.
 
'''Main Weapon/Skill'''</br>
Knife / Mystic Eyes of Death Perception
 
'''Basic Info'''</br>
Height: 173cm</br>
Weight: 57kg</br>
Blood Type: AB</br>
Birthday: October 15th</br>
Voiced by: [https://en.wikipedia.org/wiki/Ry%C5%8Dsuke_Kanemoto Ryosuke Kanemoto]
</div></div>
}}
}}
{{Content Box|header=Unique Traits|content=
{{Content Box|header=Unique Traits|content=
===Mystic Eyes of Death Perception===
===Mystic Eyes of Death Perception===
All of Shiki's normals utilizing his signature knife apply '''Chip Damage''', being the only character in the game who can present the threat of chip through normals outside of Saber. This helps provide his basic strike throw offense a more active visible threat  
All of Shiki's normals utilizing his signature knife apply '''Chip Damage''', being the only character in the game who can present the threat of chip through normals outside of Saber. This helps provide his basic strike/throw offense a more active visible threat.


===Accelerated Unblockables===
===Accelerated Unblockables===
Moves with unblockable properties are sped up by 4 frames during the duration of Shiki's moondrive activation state and consume 2 moon gauge upon use.  
Moves with unblockable properties are sped up during the duration of Shiki's Moon Drive state and consume 2 Moon Icons upon use.  


The two moves Shiki has that is affected by this trait are his powerful 5[C] and 236[B+C] (Charged Arc Drive)
The two moves affected by this are [[Melty_Blood/MBTL/Shiki_Tohno#5C|5[C]]] by 4 frames and [[Melty_Blood/MBTL/Shiki_Tohno#Boundary_Peek|236[BC]]] by 11 frames.
}}
}}
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;Special Attacks
;Special Attacks
:236A/B/C (EX OK) - ''Flash Sheath - Single Strike'': Advancing slash
:236A/B/C (EX OK) - ''Flash Sheath - Single Strike'': Advancing slash
:623A/B/C (EX OK) - ''Flash Run - Six Fish'' (Air OK): Anti-air, reversal (B/EX ver. only)
:623A/B/C (EX OK) - ''Flash Run - Six Fish'': Anti-air, reversal (B/EX ver. only)
:214A/B/C (EX OK) + Add. A/B/C - ''Flash Run - Double Strike'': Sliding low kick
:214A/B/C (EX OK) + Add. A/B/C - ''Flash Run - Double Strike'': Sliding low kick
:j.236A/B/C (EX OK) - ''Flash Run - Six Fish'': Air combo ender
:22A - (Boundary Peek activated) ''Flash Sheath - Eight Piercings'': Teleporting overhead
:22A - (Boundary Peek activated) ''Flash Sheath - Eight Piercings'': Teleporting overhead
:22B - (Boundary Peek activated) ''Flash Sheath - Seven Nights'': Fast dashing low
:22B - (Boundary Peek activated) ''Flash Sheath - Seven Nights'': Fast dashing low
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:44 > 44, 3C
:44 > 44, 3C
;Blowback Edge Moves
;Blowback Edge Moves
:5[C], j.[C], 236[B+C]
:5[C], j.[C], 22[A], 236[B+C]
}}
}}
|content2=
|content2=
{{Content Box|header=Stats & vitals|content=
{{Content Box|header=Stats & vitals|content=
Health: 11700 (Average)
Health: 11,700 (Average)


Backdash:  
Backdash:  
   - 1-18 Throw Invul
   - 1-10 Full Invul
   - 1-12 Strike Invul
   - 1-12 Strike Invul
   - 13-17 Aerial Invul
   - 13-17 Projectile/Air Invul
   - 1-17 Projectile Invul
   - 7-19 Airborne
   - 28 Total
   - 28 Total
  - 23-26 Extendable
Extended Backdash:
  - 1-11 Full Invul
  - 1-17 Airborne
  - 29 Total


Dash startup: 4
Dash startup: 4
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}}
}}
|content3=
|content3=
{{Content Box|header=Quick combo reference|content=
{{Content Box|header=Quick Combo Reference|content=
'''Basic BNB (Meterless)''': 2A 2B 5C 2C 214BB j.[C] delay j.B, 5B (5BB) 3C j.4AAAB AT
'''Basic BNB''': ''2A > 2B > 5C > 2C > 214B~B > j.[C] > dl j.B > 5B > 623A, 5A > RBL > j.A > j.B > j.C > AT''
 
'''2C Starter BNB''': ''2C > 5C > 236B, 2B(1) > 214B~B > j.[C] > dl j.B > 5B > 623A, 5A > RBL > j.A > j.B > j.C > AT''


'''Basic BNB (1 Bar)''': 2A 2B 5C 2C 214BB j.[C] delay j.B, land 5B (5BB) 236A 236C/623C
'''236B Starter BNB''': ''236B, 214A~A, 2C > 214B~B > j.[C] > 623A, 5A > 5C > 5B > RBL > j.A > j.B > j.C > AT''


'''Corner BNB (1 Bar)''': 2A 2B 5C 2C 214BB j.[C] delay j.B, land 5B (5BB) 236A 236C 3C j.4AAAB AT
'''214A Starter BNB''': ''214A~A, 5C > dl 5B > 214B~B > j.[C] > 623A, 5A > 2B(1) > RBL > j.A > j.B > j.C > AT''


'''2C Starter BNB''': 2C 5C 236B 2B(1) 214BB j.[C] delay j.B land 5B (5BB) 5BBB j.4AAAB AT
'''Notes''': <br>
"''RBL''" stands for "'''''R'''apid '''B'''eat '''L'''auncher''". "''AT''" stands for "'''''A'''ir '''T'''hrow''". Refer to your Rapid Beat settings for the specific inputs. <br>
For metered routing, switch out "''RBL > j.A > j.B > j.C > AT''" for "''RB > 236A > 236C, 3C > j.A > j.B > j.C > AT''" in the corner!
}}
}}
}}
}}
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{{AttackDataCargo-MBTL/Query|shk_5a}}
{{AttackDataCargo-MBTL/Query|shk_5a}}
* Holding {{#invoke:InputsMBTL|toIcons|4}} allows you to cancel {{#invoke:InputsMBTL|toIcons|5A}} into itself up to 2 times.
* Holding {{#invoke:InputsMBTL|toIcons|4}} allows you to cancel {{#invoke:InputsMBTL|toIcons|5A}} into itself up to 2 times.
* Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
* Whiff cancels available from frame 10 onwards, with frame 10 being the first frame of the whiff cancelled move.
Shiki does a quick kick to the shins. As of the recent patch, it hits low, making it more ideal to start pressure than {{#invoke:InputsMBTL|toIcons|2A}} due to its longer range. Obviously his fastest button alongside {{#invoke:InputsMBTL|toIcons|2A}}, as they both go active in 5F, so you can use this to mash out of situations on defense or in scrambles.
Shiki does a quick kick to the shins. It hits low, making it more ideal to start pressure than {{#invoke:InputsMBTL|toIcons|2A}} due to its longer range. His fastest button alongside {{#invoke:InputsMBTL|toIcons|2A}}, as they both go active in 5F, so you can use this to mash out of situations on defense or in scrambles.


Very useful in pressure as it is only -1 both on block and as a rebeat whiff from {{#invoke:InputsMBTL|toIcons|C}} normals, allowing Shiki a chance to reset pressure. Unlike most {{#invoke:InputsMBTL|toIcons|5A}}s, the hitbox placement on this move makes it unserviceable as an emergency anti-air against IADs.
Useful in pressure as it is only -2 both on block and as a Reverse Beat whiff from {{#invoke:InputsMBTL|toIcons|C}} normals, allowing Shiki a chance to reset pressure. Unlike most {{#invoke:InputsMBTL|toIcons|5A}}s, the hitbox placement on this move makes it unserviceable as an emergency anti-air against IADs.
<br>
<br>
}}
}}
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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|shk_5b}}
{{AttackDataCargo-MBTL/Query|shk_5b}}
Horizontal forward moving elbow strike
Shiki steps forward with elbow strike. Essential combo filler that sees use in almost every aspect of his routing. High hitting normal that's good at hitting people out of IAD resets. The recovery, '''significant''' forward movement, and pushback make it ideal for blockstrings as it allows you to maintain a close range while enabling resets and frametraps.
* High hitting normal that's good at hitting people out of IAD resets
<small></small>
* Essential combo filler that will occupy many of his rejump links
* Recovery and pushback make it ideal for checking guard cancel heats in blockstrings
}}
}}


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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|shk_5c}}
{{AttackDataCargo-MBTL/Query|shk_5c}}
Fast Knife Lunge
* Does chip damage on block.
* Does chip damage on block
Shiki lunges forward and strikes with his knife. Excellent poke thanks to its quick recovery and forward movement. Strong pressure tool as it easily hit confirms into Shiki's ground Specials at any range, and can be reverse beat into his {{#invoke:InputsMBTL|toIcons|5A}} Normals to continue pressure again from a safe distance.
* Excellent poke as it recovers surprisingly quickly and moves him forward quite a bit
* Strong pressure tool as it easily hit confirms into [[Melty_Blood/MBTL/Shiki_Tohno#Flash_Sheath_-_Single_Strike|Flash Sheath - Single Strike]] ({{#invoke:InputsMBTL|toIcons|236X}}) and [[Melty_Blood/MBTL/Shiki_Tohno#Flash_Run_-_Double_Strike|Flash Run - Double Strike]] ({{#invoke:InputsMBTL|toIcons|214X}}) at any range, and can be reverse beat into {{#invoke:InputsMBTL|toIcons|5A}} or {{#invoke:InputsMBTL|toIcons|2A}} to continue pressure again from a safe distance


{{AttackDataCargo-MBTL/Query|shk_5[c]}}
{{AttackDataCargo-MBTL/Query|shk_5[c]}}
Line Seeker
* Completely unblockable and Fatal Counter hits Crouch Shield. The opponent must Stand Shield.
* Unblockable, but can be stand Shielded.  
* The only meterless strike with an armor breaker property!
* Startup reduced by 4F during Moon Drive (Consumes Moon Drive after use)
Shiki takes aim at the Lines of Death and strikes. Does a surprisingly high amount of damage on its own. Due to your limited mix-up options outside of [[Melty_Blood/MBTL/Shiki_Tohno#Boundary_Peek|Boundary Peek]] Specials, you may be inclined to use this often against respectful players and it's one of your unique options for beating Crouch Shield. Like most BE moves, you can half charge it into any low for a strong mix-up, especially effective with Shiki's selection of powerful lows. Contains a massive amount of clash frames that can stuff attempts to mash, however, well timed fuzzy mashing and invincible reversals will beat this move very clean.
* Soft knockdown
<small></small>
* Does a surprisingly high amount of damage on its own and knocks the opponent down into a techable knockdown on hit. Due to your limited mix-up options outside of [[Melty_Blood/MBTL/Shiki_Tohno#Boundary_Peek|Boundary Peek]], you may be inclined to use this often against respectful players, and it's also one of your unique options for beating low Shield
* Like most BE moves, you can half charge it into a low for a strong mixup, especially effective with Shiki's selection of powerful lows. Also contains a massive amount of clash frames that can stuff attempts to mash
* Vulnerable to reversals and smartly timed fuzzy mashes
}}
}}


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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|shk_2a}}
{{AttackDataCargo-MBTL/Query|shk_2a}}
Shiki smacks the opponent's shins instead.
* Can chain into itself 2 times before going into Rapid Beat.
* The average Melty {{#invoke:InputsMBTL|toIcons|2A}}, it's fast, affordable, and reliable
* Can chain into itself 2 times before going into Rapid Beat
* Hits low and just as far as {{#invoke:InputsMBTL|toIcons|5A}}, having almost identical usecases
* Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
* Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
Shiki does a quick crouching jab. The average Melty Blood {{#invoke:InputsMBTL|toIcons|2A}}. It's fast, reliable, and affordable! Bar the lower hurtbox, it's virtually identical to {{#invoke:InputsMBTL|toIcons|5A}}, and is used in all of the same contexts.
<small></small>
}}
}}


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| input    = {{#invoke:InputsMBTL|toIcons|2B}}
| input    = {{#invoke:InputsMBTL|toIcons|2B}}
| images  =  
| images  =  
{{MoveDataCargoImage|shk_2b|1|caption=}}
{{MoveDataCargoImage|shk_2b|1|caption=Oh no, it clashed!}}
{{MoveDataCargoImage|shk_2b|2|caption=}}
{{MoveDataCargoImage|shk_2b|2|caption=Anyway...}}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|shk_2b|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|shk_2b|1|caption=Oh no, it clashed!|hitbox=yes}}
{{MoveDataCargoImage|shk_2b|2|caption=|hitbox=yes}}
{{MoveDataCargoImage|shk_2b|2|caption=Anyway...|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|shk_2b}}
{{AttackDataCargo-MBTL/Query|shk_2b}}
Fast two-hit shin slash
* Does chip damage on block
* Does chip damage on block
* A multi-hit low with a very high number of active frames, good range, and a long stagger window, making it a pressure staple  
Shiki does two low slashes. A multi-hit low with a very high number of active frames, good range, and a long stagger window, making it a pressure staple. The frame data combined with its pushback makes its an excellent way to reset or continue pressure. Combined with the range of the second hit and easy confirms into Shiki's strong Special moves, this makes it a powerful defensive option as well. The first hit may be angled just high enough to catch most IADs, but doing so is very strict and has variable timing depending on the IAD and distance.
* The framedata combined with its pushback makes its an excellent way to reset or continue pressure  
<small></small>
* Initial hitbox is angled high enough to tag most IADs, making it a solid defensive option as well
}}
}}


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| input    = {{#invoke:InputsMBTL|toIcons|2C}}
| input    = {{#invoke:InputsMBTL|toIcons|2C}}
| images  =  
| images  =  
{{MoveDataCargoImage|shk_2c|caption=}}
{{MoveDataCargoImage|shk_2c|caption=Breaking ankles since 2002.}}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|shk_2c|caption=|hitbox=yes}}
{{MoveDataCargoImage|shk_2c|caption=Breaking ankles since 2002.|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|shk_2c}}
{{AttackDataCargo-MBTL/Query|shk_2c}}
The infamous Tohno sweep
* Extends hurtbox throughout his ''whole'' leg during recovery.
* Offense and Defensive staple due to its startup and active frames
The Classic Shiki Tohno Sweep. Offensive and defensive staple due to its startup and active frames, allowing for free confirms no matter how far and letting you tag your opponent from distances where your other Normals will whiff.
* Great combo starter that naturally hit confirms into [[Melty_Blood/MBTL/Shiki_Tohno#Flash_Sheath_-_Single_Strike|Flash Sheath - Single Strike]] ({{#invoke:InputsMBTL|toIcons|236X}}) and [[Melty_Blood/MBTL/Shiki_Tohno#Flash_Run_-_Double_Strike|Flash Run - Double Strike]] ({{#invoke:InputsMBTL|toIcons|214X}})
<small></small>
* Extends hurtbox throughout the whole leg during recovery
* Hard knockdown on hit
}}
}}


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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|shk_ja}}
{{AttackDataCargo-MBTL/Query|shk_ja}}
Quick air jab
* Holding {{#invoke:InputsMBTL|toIcons|4}} allows you to cancel {{#invoke:InputsMBTL|toIcons|5A}} into itself up to 2 times.
* Holding {{#invoke:InputsMBTL|toIcons|4}} allows you to cancel {{#invoke:InputsMBTL|toIcons|5A}} into itself up to 2 times.
* Retains air options on whiff
* Retains air options on whiff. Whiff cancels starting on frame 20 onwards.
* This is your go-to option for air neutral as it is your fastest air normal and very minimally committal, making it perfect for air-to-airs and stuffing air approaches to score Counter Hits
* When performed out of an Instant Air Dash, the first active frame is frame 22.
* Can be mashed with {{#invoke:InputsMBTL|toIcons|4A}} for either an easy confirm into Air Throw, or if blocked, to go into an air blockstring to bring the opponent to the ground for a mix-up or to start pressure.  
Shiki does a backhand jab. This is your go-to option for air neutral as it is your fastest air normal and very minimally committal, making it perfect for air-to-airs and stuffing air approaches to score Counter Hits. Can be mashed with for either an easy confirm into Air Throw, or if blocked, to transition to an air blockstring to bring the opponent to the ground for a mix-up or to start pressure.  
* Whiff cancels starting on frame 20 onwards
<small></small>
}}
}}
===== j.B =====
===== j.B =====
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{{MoveDataCargoImage|shk_jb|caption=}}
{{MoveDataCargoImage|shk_jb|caption=}}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|shk_jb|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|shk_jb|caption=|hitbox=yes}}
{{MoveDataCargoImage|shk_jb|2|caption=|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|shk_jb}}
{{AttackDataCargo-MBTL/Query|shk_jb}}
Shiki performs a two-hit downward air slash
* Does chip damage on block.
* Does chip damage on block
* Can only be cancelled on the second hit.
* Can only be cancelled (jump/chain/air throw) from the second hit, not the first
* When performed out of an Instant Air Dash, the first active frame is frame 25.
* Your best IAD and IADB option as it works from the lowest heights and makes for an easy hit confirm due to its multi hit nature
Shiki swings his knife at a downward angle, hitting the opponent twice. While it has two separate hitboxes for each hit, they are very quick in succession, and thus likely to win clash scenarios or the like. Excels at jump-ins and can air-to-air relatively well, while also being great for pressure with the aforementioned chip on block. It's also possible to hit opponents from behind due to the lower hitbox, but it's a fairly rare occurrence and requires an uncanny amount of precision to get consistently.
* Poor active frames and horizontal range make it a weak air to air option
 
Outside of neutral purposes, {{#invoke:InputsMBTL|toIcons|jB}} serves an important role of stabilizing rejumps using the ever so common {{#invoke:InputsMBTL|toIcons|j[C] d jB}} after {{#invoke:InputsMBTL|toIcons|214X}}, which is further aided by its two hits giving you more time to input on landing. Overall a very solid air button with lots of versatility.
</p>
}}
}}


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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|shk_jc}}
{{AttackDataCargo-MBTL/Query|shk_jc}}
Leg Extension
* When performed out of an Instant Air Dash, the first active frame is frame 26.
* Strong defensive air normal with deceptively long range and nice active frames
Shiki does an aerial axe kick. Strong defensive air normal with deceptively long range and nice active frames. Partial charging makes approaching this button from below daunting.
* Mixed in with charged options makes approaching this button from below daunting
<small></small>
{{AttackDataCargo-MBTL/Query|shk_j[c]}}
{{AttackDataCargo-MBTL/Query|shk_j[c]}}
Leg Slam
Shiki does an aerial axe kick, slamming the opponent into the ground. Very potent combo tool, both as a starter or extender. As a starter you can transition into a grounded string no matter if the opponent is hit on the ground or in the air, and it's usually used after [[Melty_Blood/MBTL/Shiki_Tohno#Flash_Run_-_Double_Strike|Flash Run - Double Strike]] or the Moon Skill version of [[Melty_Blood/MBTL/Shiki_Tohno#Flash_Run_-_Six_Fish|Flash Run - Six Fish]] to bring the opponent back to the ground and extend further. Has plenty of clash-frames, making it a strong option for aggressive jump-ins, but it's -4 on whiff so don't be too careless when throwing this out in neutral.
* Has plenty of clash-frames, making it a strong option for aggressive jump ins
<small></small>
* Very potent combo tool, both as a starter or extender
* -4 on whiff so don't be too careless with throwing this out in neutral
* Allows you to extend combos after using [[Melty_Blood/MBTL/Shiki_Tohno#Flash_Run_-_Double_Strike|Flash Run - Double Strike]] ({{#invoke:InputsMBTL|toIcons|214X}}) or the Moon Skill version of Flash Run - Six Fish ({{#invoke:InputsMBTL|toIcons|3B+C}} or {{#invoke:InputsMBTL|toIcons|j6B+C}})
}}
}}


Line 297: Line 310:
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|shk_flip}}
{{AttackDataCargo-MBTL/Query|shk_flip}}
Shiki performs a backflip
* Performed by inputting backdash again during the initial backdash. Both {{#invoke:InputsMBTL|toIcons|4}}{{#invoke:InputsMBTL|toIcons|4}} and {{#invoke:InputsMBTL|toIcons|4AB}} work.
* By inputting backdash twice, Shiki gets access to a followup that extends his invul and moves him backwards almost fullscreen
Shiki performs a backflip after his backdash. This follow-up is invulnerable and moves him backwards almost fullscreen. Easily the best backdash in the game as it allows Shiki to escape near any sticky situation, but makes it easier to bait and punish if overused.
* Gives his already top notch backdash another way to extend himself out of sticky situations
<small></small>
}}
}}


=== Universal Mechanics ===
=== Universal Mechanics ===
===== Rapid Beat 2 =====
===== Rapid Beat 1 =====
{{MoveDataCargo
{{MoveDataCargo
| title    = Rapid Beat 2
| title    = Rapid Beat 1
| subtitle =  
| subtitle =  
| input    = {{#invoke:InputsMBTL|toIcons|X X}}
| input    = {{#invoke:InputsMBTL|toIcons|X X}}
| images  =  
| images  =  
{{MoveDataCargoImage|shk_rapid2|1|caption=}}
{{MoveDataCargoImage|shk_rapid1|1|caption=}}
{{MoveDataCargoImage|shk_rapid2|2|caption=}}
{{MoveDataCargoImage|shk_rapid1|2|caption=}}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|shk_rapid2|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|shk_rapid1|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|shk_rapid2|2|caption=|hitbox=yes}}
{{MoveDataCargoImage|shk_rapid1|2|caption=|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|shk_rapid2}}
{{AttackDataCargo-MBTL/Query|shk_rapid1}}
Shiki performs a double hitting slash attack
* Does chip damage on block
* Does chip damage on block
* Vacuums the opponent on hit
* Airborne between Frame 18 and Frame 29, meaning you can be Fatal Countered.
* Moves Shiki significantly closer to the opponent to set up for Rapid Beat 3 launcher
* Only the second hit can be cancelled (the first can exclusively be cancelled into jump on clash).
* As a result, some special cancels that might not have reached before are now much easier to connect depending on how the opponent got hit. For instance, if the opponent is on the ground, you can cancel Rapid Beat 2 into {{#invoke:InputsMBTL|toIcons|214B}} and still have the combo connect, but if they were in the air you'll have to replace with {{#invoke:InputsMBTL|toIcons|214A}}.
Shiki performs a two lunging slashes. Moves Shiki significantly closer to the opponent to set up for follow-ups. Unsurprisingly servers as filler off of stray hits or in blockstrings to set up {{#invoke:InputsMBTL|toIcons|22C}}  resets. Vacuums airborne opponents on hit and as a result the way you convert this into special moves slightly changes. For instance, if the opponent is on the ground you can cancel into {{#invoke:InputsMBTL|toIcons|214B}} and still have the slide connect, but if they are in the air you'll have to use {{#invoke:InputsMBTL|toIcons|214A}} instead.
<small></small>
}}
}}


===== 3C/Rapid Beat 3 =====
===== 3C / Rapid Beat 2 =====
{{MoveDataCargo
{{MoveDataCargo
| title    = 3C
| title    = 3C
Line 336: Line 349:
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|shk_3c}}
{{AttackDataCargo-MBTL/Query|shk_3c}}
Shiki raises his knife to the air, performing a crescent slash
* Does chip damage on block
* Does chip damage on block
* Launches the oppponent with a built in jump followup
* Launches the oppponent with a built in jump followup unless a launcher was already used.
* Head Invulnerable(Air Attack Invulnerable) on frames 5-12
Shiki performs an upward crescent slash. Shiki stays in place during the duration of the move. Important anti air tool that's excellent at hitting opponents trying to hover above him. The Head Invulnerability makes this a safer albeit less rewarding IAD call out than {{#invoke:InputsMBTL|toIcons|5B}} and {{#invoke:InputsMBTL|toIcons|2B}}, and the hitbox allows you to hit opponents where the other two cannot.
* Shiki stays in place during the duration of the move
<small></small>
* Important anti air tool that's excellent at hitting opponents trying to hover above him
}}
}}


Line 355: Line 366:
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|shk_throw}}
{{AttackDataCargo-MBTL/Query|shk_throw}}
Shiki grabs the opponent and throws them down with a slick knife flip
Shiki grabs the opponent and throws them down with a slick knife flip. A generic normal throw. Solid knockdown that leaves the opponent next to Shiki, serving as his primary mix-up tool since he has so many opportunities to set up situations for it.
* Generic normal throw
<small></small>
* Solid knockdown that leaves the opponent next to Shiki
* His primary mixup tool cause he has so many opportunities to set up situations for it
}}
}}


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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|shk_airthrow}}
{{AttackDataCargo-MBTL/Query|shk_airthrow}}
Shiki throws the opponent down with a quick slash to the neck
* Universal Air Rapid Beat Ender.
* Standard melty airthrow that leaves Shiki a fairly high distance away from the opponent midscreen
* Better frame advantage the lower the Air Throw is.
* Jump cancellable on hit so he can get close for more potent oki
Shiki throws the opponent down with a quick slash to the neck. Standard Melty Blood Air Throw that leaves Shiki a fairly high distance away from the opponent when used midscreen. It's jump cancellable on hit to enable he more potent oki, serving as his main safe-jump set up in the corner.
* Better frame advantage the lower the airthrow is
<small></small>
* Universal air combo ender
}}
}}


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| input    = {{#invoke:InputsMBTL|toIcons|236X}}
| input    = {{#invoke:InputsMBTL|toIcons|236X}}
| images  =  
| images  =  
{{MoveDataCargoImage|shk_236a|caption=A version lunges quickly at the opponent and hits once}}
{{MoveDataCargoImage|shk_236a|caption=Often called "Lariat"}}
{{MoveDataCargoImage|shk_236b|caption=B version takes longer to start up but hits 3 times and moves farther}}
{{MoveDataCargoImage|shk_236c|caption=EX Edge Follow-up}}
{{MoveDataCargoImage|shk_236c|caption=EX Version has a followup that wallbounces in the corner}}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|shk_236a|caption=A version lunges quickly at the opponent and hits once|hitbox=yes}}
{{MoveDataCargoImage|shk_236a|caption=Often called "Lariat"|hitbox=yes}}
{{MoveDataCargoImage|shk_236b|caption=B version takes longer to start up but hits 3 times and moves farther|hitbox=yes}}
{{MoveDataCargoImage|shk_236c|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|shk_236c|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|shk_236c|2|caption=EX Version has a followup that wallbounces in the corner|hitbox=yes}}
{{MoveDataCargoImage|shk_236c|2|caption=EX Edge Follow-up|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|shk_236a}}
{{AttackDataCargo-MBTL/Query|shk_236a}}
* Quick knife slash
Shiki rushes forward and slashes in front of him. Very simple, yet very useful special move. It is primarily used as a mid-range harassment tool in neutral to hit the opponent at ranges they wouldn't expect, and its large, disjointed hitbox makes it perfect for that purpose. This is NOT a dedicated anti-air, but it is still good for catching opponents who like to jump carelessly, letting you punish their jump startup, landings, or air dash approaches with a strong combo. On ground hit, it leaves the opponent in a crumpled state, allow you to get a full combo as long as you're in range for {{#invoke:InputsMBTL|toIcons|A}} Normals, or opt for strong mixups otherwise.
Shiki rushes forward and slashes in front of him. Very simple, yet very useful special move. It is primarily used as a mid-range harassment tool in neutral to hit the opponent at ranges they wouldn't expect, and its large, disjointed hitbox makes it perfect for that purpose. This special is air-unblockable, but although it is NOT a dedicated anti-air, it is still good for catching opponents who like to jump as you can hit their early airborne frames, landings, or pre-emptively stop IAD approaches.
 
In blockstrings, this move is safe to cancel into to end your pressure as it is only -4 on block. On ground hit, it now leaves the opponent in a crumpled state, allow you to get a full combo as long as you're in range for {{#invoke:InputsMBTL|toIcons|A}} Normals, or opt for strong mixups otherwise.


It may situationally be a good combo tool for corner carry and damage. Otherwise, this move is mostly used towards the end of a combo in the sequence {{#invoke:InputsMBTL|toIcons|5B~B}} > {{#invoke:InputsMBTL|toIcons|236A}} > {{#invoke:InputsMBTL|toIcons|623C}}, to squeeze a little extra damage and get close enough for both hits of {{#invoke:InputsMBTL|toIcons|623C}} to connect.
{{AttackDataCargo-MBTL/Query|shk_236b}}
{{AttackDataCargo-MBTL/Query|shk_236b}}
* A slower and further advancing slash than {{#invoke:InputsMBTL|toIcons|236A}}
* A slower slash than {{#invoke:InputsMBTL|toIcons|236A}}, but travels significantly farther.
* Hits 3 times
Shiki runs further and slashes in this version, hitting three times. Fundamentally similar to {{#invoke:InputsMBTL|toIcons|236A}}, but the primary draw of {{#invoke:InputsMBTL|toIcons|236B}} is how its Ground Bounce property allows combos on ''any'' starter hit, '''''guaranteed'''''. This move can make your neutral scary, as any wrong move by the opponent can lead to them getting hit by a strong combo anywhere. On top of that, this move places you in an ideal position if the opponent has to block it with its better frame advantage and positioning allowing you to stay close to the opponent and potentially start offense. Due to the startup delay, immediately cancelling into this move from blocked {{#invoke:InputsMBTL|toIcons|B}} and {{#invoke:InputsMBTL|toIcons|C}} normals will catch all attempts to jump or mash out of pressure and will result in them eating a fat combo. Despite all this, '''Do Not''' overuse this move as whiffing it carelessly will leave you open to punishes.
* Ground bounces on hit
Shiki runs further and slashes further in this version. Shiki's strongest special and helps define many aspects of his gameplan. Very similar fundamentally to {{#invoke:InputsMBTL|toIcons|236A}}, but the primary draw of {{#invoke:InputsMBTL|toIcons|236B}} is how its Ground Bounce property allows combos on ''any'' starter hit, ''guaranteed''. This move will make your neutral scary, as one wrong move by the opponent can lead to them getting hit by a strong BNB anywhere.
 
On top of that, this move essentially gets you "in" if the opponent has to block it, with its even better frame advantage and positioning allowing you to stay close to the opponent and potentially start an offense. Even with the startup delay, immediately cancelling into this move from blocked normals will catch all attempts to jump out of pressure as well, and opponents who mash will end up eating a combo.


As stated before, {{#invoke:InputsMBTL|toIcons|236B}} begins combos in any situation imaginable, although mid-combo it will often be used early on, as the startup and movement makes it tricky to use late into a combo. It is also well-suited to help with converting off of long-range hits, such as max range {{#invoke:InputsMBTL|toIcons|C}} normals.
{{AttackDataCargo-MBTL/Query|shk_236c}}
{{AttackDataCargo-MBTL/Query|shk_236c}}
* Fastest and highest damage version
Shiki readies himself, then runs across a majority of the screen, slashing twice and launching the opponent away on hit. If the opponent is high in the air or your spacing is just plain off, the first hit has a tendency to whiff, but second slash always comes out even if the first one whiffs. A move used typically to end combos and to wallbounce into airthrow in the corner. Do not let the opponent block this, as it is punishable on block.
* NO invincibility
* Hard knockdown
Shiki readies himself, then runs across a majority of the screen, slashing two times and launching the opponent away on hit. If the opponent is high in the air or your spacing is just plain off, the first hit has a tendency to whiff, but second slash always comes out even if the first one whiffs. A move used typically to end combos and to wallbounce into airthrow in the corner. Do not let the opponent block this, though, as it is punishable on block.


In combos, {{#invoke:InputsMBTL|toIcons|236C}} grants massive corner carry on its own, even letting Shiki run the opponent even further into the corner after the move but before they wake up. It's also very easy to work this move into a combo where other options might not work, notably after a {{#invoke:InputsMBTL|toIcons|4B+C}}. Then, once the opponent is cornered, you can use the Wall Bounce property of {{#invoke:InputsMBTL|toIcons|236C}}'s second hit to turn it into a potent combo tool instead of just an ender, allowing you to continue the combo if you are close enough. This is very useful for improving Shiki's damage output in corner BNBs if you have the resources to do so.
In combos, {{#invoke:InputsMBTL|toIcons|236C}} grants massive corner carry on its own, even letting Shiki run the opponent even further into the corner after the move but before they wake up. It's also very easy to work this move into a combo where other options might not work, notably after {{#invoke:InputsMBTL|toIcons|4B+C}}. Once the opponent is cornered, you can use the Wall Bounce property of the second hit to turn it into a potent combo tool instead of just an ender, allowing you to continue the combo if you are close enough. This is very useful for improving Shiki's damage output in corner combos should you have the resources to do so.


Finally, {{#invoke:InputsMBTL|toIcons|236C}} > Moon Drive cancel serves as an expensive yet valuable starter, where Shiki can dash {{#invoke:InputsMBTL|toIcons|2C}} to continue and clear well over 4K damage in the following combo. You can pull this out of your hat in situations where you may need to kill.
Finally, this move's fast startup and long travel distance make this move a potent whiff punishing tool. Moon Drive cancelling turns this move into an expensive yet valuable starter, where Shiki can dash {{#invoke:InputsMBTL|toIcons|2C}} to continue and clear well over 4K damage in the following combo. You can pull this out of your hat in situations where you may need to close out a round.
<small></small>
}}
{{MoveDataCargo
| title    = Flash Sheath - Single Strike
| subtitle =
| input    = {{#invoke:InputsMBTL|toIcons|6B+C}}
| images  =
{{MoveDataCargoImage|shk_6bc|caption=}}
| hitboxes =
{{MoveDataCargoImage|shk_6bc|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|shk_6bc|2|caption=|hitbox=yes}}
| info    =
{{AttackDataCargo-MBTL/Query|shk_6bc}}
* Moon Skill version of {{#invoke:InputsMBTL|toIcons|236X}} specials.
Slashes twice like {{#invoke:InputsMBTL|toIcons|236C}} but otherwise functions the similarly to {{#invoke:InputsMBTL|toIcons|236B}}. Travels about the same distance and ground bounces the opponent on hit allowing for combos. {{#invoke:InputsMBTL|toIcons|236B}} will lead to more damaging combo than {{#invoke:InputsMBTL|toIcons|6BC}} and is safer on block, but {{#invoke:InputsMBTL|toIcons|6BC}} combos grant better meter gain and comes out much faster. Works off of dash momentum incredibly well due to the input being the same direction, making it a strong whiff punish tool until you gain access to {{#invoke:InputsMBTL|toIcons|22B}}.
<small></small>
<small></small>
}}
}}
Line 428: Line 437:
===== Flash Run - Six Fish =====
===== Flash Run - Six Fish =====


Dragon Kicks that even Shiki doesn't understand. These are one of his more committal ways of being able to deal with airborne opponents. All versions are very fast by being active in 5-6 frames, are air-unblockable, and result in a knockdown on hit. Most notably, the {{#invoke:InputsMBTL|toIcons|B}} and EX Edge versions also grant Shiki with reliable invincible reversals, which is important since his other EX Edge specials have no invincibility.
Rising kicks that even Shiki doesn't understand. These are one of his more committal ways of being able to deal with airborne opponents. All versions are very fast by being active in 5-6 frames, are air-unblockable, and result in a cancellable knockdown on hit. Most notably, the {{#invoke:InputsMBTL|toIcons|B}} and EX Edge versions also grant Shiki with reliable invincible reversals, which is important since his other EX Edge specials have no invincibility.


{{MoveDataCargo
{{MoveDataCargo
Line 435: Line 444:
| input    = {{#invoke:InputsMBTL|toIcons|623X}}
| input    = {{#invoke:InputsMBTL|toIcons|623X}}
| images  =  
| images  =  
{{MoveDataCargoImage|shk_623a|caption=A version is a fast anti-air, B version is a reversal, EX version is a reversal and a combo ender}}
{{MoveDataCargoImage|shk_623a|caption=}}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|shk_623a|caption=A version is a fast anti-air, B version is a reversal, EX version is a reversal and a combo ender|hitbox=yes}}
{{MoveDataCargoImage|shk_623a|caption=|hitbox=yes}}
{{MoveDataCargoImage|shk_623b|caption=|hitbox=yes}}
{{MoveDataCargoImage|shk_623c|caption=|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|shk_623a}}
{{AttackDataCargo-MBTL/Query|shk_623a}}
* Anti-air kick
* Lower hurtbox retracts slightly during startup
* Lower hurtbox retracts slightly during startup
* Soft knockdown
Shiki does a fast rising kick. Has no invincibility, but a good angle and strong active frames makes this move good for anti-airing careless air approaches. However, you're left very vulnerable in a clash situation. Goes into an automatic follow-up that gives a knockdown that can be cancelled into EX Specials for converting successful anti-airs into combos. Functions extremely well as a combo extender after {{#invoke:InputsMBTL|toIcons|j[C]}} thanks to the low recovery, allowing for links into {{#invoke:InputsMBTL|toIcons|A}} Normals to optimize his damage and meter gain.
Shiki does a fast Dragon Kick. Has no invincibility, but a good angle and strong active frames makes this move good for anti-airing careless air approaches. However, you're left very vulnerable in a clash situation. Goes into an automatic follow-up that gives a knockdown that can be teched by the opponent but is still advantageous. Absolutely terrible on whiff or block, so you have to be sure this move will hit, else use your other options to deal with air opponents.


Beware that this move's hitbox placement also makes it somewhat prone to getting crossed-up and attacking the wrong way if the opponent passes over your head while performing it.
Beware that this move's hitbox placement also makes it somewhat prone to getting crossed-up and attacking the wrong way if the opponent passes over your head while performing it.
Almost never used in combos as there are better ways to get to the better ender of Air Throw, but still notable is that it can be cancelled into grounded EX moves on the first hit, and can also be Moon Drive cancelled on a successful air hit for a good damage combo instead of the automatic follow-up.
{{AttackDataCargo-MBTL/Query|shk_623b}}
{{AttackDataCargo-MBTL/Query|shk_623b}}
* Invincible reversal kick
Shiki's meterless reversal. His primary reversal option, with amazing speed and vertical range. Very similar to the {{#invoke:InputsMBTL|toIcons|A}} version, the only differences being that it goes higher (takes longer to recover as a result), and is massively invincible. Use this to force your way out of frametraps or gaps in pressure, or to beat out specific okizeme situations  
Shiki's invincible Dragon Kick. His primary reversal option, with amazing speed and vertical range. Very similar to the {{#invoke:InputsMBTL|toIcons|A}} version, the only differences being that it goes higher (takes longer to recover as a result), and is massively invincible. Use this to force your way out of frametraps or gaps in pressure, or to beat out specific okizeme situations  


Has about as much use in combos as {{#invoke:InputsMBTL|toIcons|623A}}, except this version will prorate the combo damage heavily if you use it as a starter via Moon Drive cancelling.
Has as much use in combos as {{#invoke:InputsMBTL|toIcons|623A}}, except this version will prorate the combo damage heavily if you use it as a starter. Usually used mid-combo when {{#invoke:InputsMBTL|toIcons|623A}} was already used to prevent Same Move Proration.
{{AttackDataCargo-MBTL/Query|shk_623c}}
{{AttackDataCargo-MBTL/Query|shk_623c}}
* Fastest kick
EX Edge Rising Kick, has more invincibility and active time than {{#invoke:InputsMBTL|toIcons|623B}} and goes active 1 frame faster than the other meterless versions. This version also grants a hard knockdown, giving Shiki more advantage and allowing him to perform left/right mix-ups with the right setups. The speed on this move is very important as it means that Shiki can ''punish'' certain safejump setups by hitting the opponent during their landing recovery, where he normally would not be able to.
* Highest damaging kick
* Hard knockdown
EX Edge Dragon Kick, has more invincibility and active time than the {{#invoke:InputsMBTL|toIcons|623B}} version and goes active 1 frame faster than the other two. This version also grants a hard knockdown, giving Shiki more advantage. The speed on this move is very important as it means that Shiki can ''punish'' certain safejump setups by hitting the opponent during their landing recovery, where he normally would not be able to.


Valuable combo ender, as the knockdown lets you get reliable okizeme setups off of any combo as long as he has meter with the string {{#invoke:InputsMBTL|toIcons|5B~B}} > {{#invoke:InputsMBTL|toIcons|236A}} > {{#invoke:InputsMBTL|toIcons|623C}}. Also has the same starter damage proration issues as {{#invoke:InputsMBTL|toIcons|623B}}.
Has cancellable recovery on the final hit like the meterless DPs, allowing you to cancel this into Arc Drive for extra damage and access to {{#invoke:InputsMBTL|toIcons|22X}} or Moon Drive to start combos, but the damage will scale heavily.
<small></small>
}}
{{MoveDataCargo
| title    = Flash Run - Six Fish
| subtitle =
| input    = {{#invoke:InputsMBTL|toIcons|3B+C}}
| images  =
{{MoveDataCargoImage|shk_3bc|caption=}}
| hitboxes =
{{MoveDataCargoImage|shk_3bc|caption=|hitbox=yes}}
| info    =
{{AttackDataCargo-MBTL/Query|shk_3bc}}
* Moon Skill Version of {{#invoke:InputsMBTL|toIcons|623X}} specials
Unlike the others, this version does not possess any invincibility, but it does have clash frames on startup in Moon Drive, making it a workable reversal option. Loses the kick ender in exchange for the ability to jump cancel it on hit (only when airborne), with enough hitstun to combo a {{#invoke:InputsMBTL|toIcons|j[C]}} and other follow-ups. It's also jump cancellable on whiff making it an excellent low risk escape option and anti air, and often trades in his favor during early active frames against predictable IAD resets.
<small></small>
<small></small>
}}
}}
Line 469: Line 486:
| input    = {{#invoke:InputsMBTL|toIcons|j236X}}
| input    = {{#invoke:InputsMBTL|toIcons|j236X}}
| images  =  
| images  =  
{{MoveDataCargoImage|shk_j236a|caption=Why does the motion input change? 🤔}}
{{MoveDataCargoImage|shk_j236a|caption=}}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|shk_j236a|caption=Why does the motion input change? 🤔|hitbox=yes}}
{{MoveDataCargoImage|shk_j236a|caption=|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|shk_j236a}}
{{AttackDataCargo-MBTL/Query|shk_j236a}}
* Shiki's DP, but in the air.
* Most useful as an air combo ender when the opponent is too high for an air grab to reach but does less damage usually so not ideal if it can be avoided.
* Similarly to the grounded version, Activating Moon Drive during the first 2 hits will leave the opponent in a long period of untech (though if done in the air after a {{#invoke:InputsMBTL|toIcons|3C}} combo it won't be until they reach the ground, they will be able to tech in the air.)
{{AttackDataCargo-MBTL/Query|shk_j236b}}
{{AttackDataCargo-MBTL/Query|shk_j236b}}
* {{#invoke:InputsMBTL|toIcons|B}} version is largely the same as the {{#invoke:InputsMBTL|toIcons|A}} version. Comes out a frame slower but Shiki travels higher up.
* {{#invoke:InputsMBTL|toIcons|B}} version is largely the same as the {{#invoke:InputsMBTL|toIcons|A}} version but Shiki travels higher upward.
Shiki's DP, but in the air! Most useful as an air combo ender when the opponent is too high for an air grab to reach or to build slightly more meter but often does less damage so not ideal if it can be avoided. Similarly to the grounded version, Activating Moon Drive during the first 2 hits will leave the opponent in a long period of untech (though if done in the air after a {{#invoke:InputsMBTL|toIcons|3C}} combo it won't be until they reach the ground, they will be able to tech in the air.)
 
{{AttackDataCargo-MBTL/Query|shk_j236c}}
{{AttackDataCargo-MBTL/Query|shk_j236c}}
* EX Version with hard knockdown
* EX Version with hard knockdown.
* Shiki's best ender off air combos, providing great damage and okizeme after
Shiki's best ender off air combos, providing great damage and okizeme after. Useful for finishing many stray air confirms and leads to his simplest and most consistent left/right mix-up if performed midscreen.
* Useful for finishing many stray air confirms
<small></small>
}}
{{MoveDataCargo
| title    = Flash Run - Six Fish (air)
| subtitle =
| input    = {{#invoke:InputsMBTL|toIcons|j6B+C}}
| images  =
{{MoveDataCargoImage|shk_j6bc|caption=}}
| hitboxes =
{{MoveDataCargoImage|shk_j6bc|caption=|hitbox=yes}}
| info    =
{{AttackDataCargo-MBTL/Query|shk_j6bc}}
* Air version of {{#invoke:InputsMBTL|toIcons|3B+C}}, can be jump cancelled on the first hit to combo into air normals.
Shiki's Moon Skill DP, but in the air! Overall an essential combo tool as it helps stabilize air to ground strings and extend routes during Moon Drive. Typically followed with a {{#invoke:InputsMBTL|toIcons|j[C]}} to bring the opponent into the ground and extend into whatever you desire.
<small></small>
}}
}}


Line 493: Line 523:
| subtitle =  
| subtitle =  
| input    = {{#invoke:InputsMBTL|toIcons|214X}}
| input    = {{#invoke:InputsMBTL|toIcons|214X}}
| images  =  
| images  = {{MoveDataCargoImage|shk_214a|caption=We live by the slide. We die by the slide.}}
{{MoveDataCargoImage|shk_214a|caption=}}
{{MoveDataCargoImage|shk_214xx|caption=がら空き!</br>(You're wide open!)}}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|shk_214a|caption=|hitbox=yes}}
{{MoveDataCargoImage|shk_214a|caption=We live by the slide. We die by the slide.|hitbox=yes}}
{{MoveDataCargoImage|shk_214xx|caption=がら空き!</br>(You're wide open!)|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|shk_214a}}
{{AttackDataCargo-MBTL/Query|shk_214a}}
* Quickest slide
* Pressing any button on frames 7~20 cancels the slide into the follow-up attack.
* Press any button on hit or block for a follow-up attack
* Always -3, regardless of how late it connects.
* Always -3, as of the August patch, regardless of how late it connects
* Techable knockdown
Shiki's fast ground slide, is very useful in pressure to keep forcing your opponent to block low, and punishes up-backers and mashers handsomely by being able to go into a good combo on hit.  
Shiki's fast ground slide, is very useful in pressure to keep forcing your opponent to block low, and punishes up-backers and mashers handsomely by being able to go into a good combo on hit.  


In combos, this can easily be used after ANY range button to convert into the main combo staple of {{#invoke:InputsMBTL|toIcons|214X}} > {{#invoke:InputsMBTL|toIcons|j[C]}} > {{#invoke:InputsMBTL|toIcons|jB}}. It's also a common special to cancel into [[Melty_Blood/MBTL/Shiki_Tohno#Boundary_Peek|Boundary Peek]] from as there shouldn't be any possibility of the opponent being too high for the Arc Drive to reach using this move, as well as being the fastest and easiest special to do it from.
In combos, this can easily be used after ANY ranged button to convert into your route of choice. It's also a common special to cancel into [[Melty_Blood/MBTL/Shiki_Tohno#Boundary_Peek|Boundary Peek]] from as there shouldn't be any possibility of the opponent being too high for the Arc Drive to reach using this move, as well as being the fastest and easiest special to do it from.
{{AttackDataCargo-MBTL/Query|shk_214b}}
{{AttackDataCargo-MBTL/Query|shk_214b}}
* Delayed slide
* Pressing any button on frames 17~29 cancels the slide into the follow-up attack.
* Travels slightly further than the {{#invoke:InputsMBTL|toIcons|A}} version
* Always -1, regardless of how late it connects.
* Always -1, regardless of how late it connects
Functions similarly {{#invoke:InputsMBTL|toIcons|214A}} but with slower startup and better frame advantage. Where {{#invoke:InputsMBTL|toIcons|214A}} requires a slight delay to frametrap, making it tricky to do so properly without missing windows or not leaving a gap, {{#invoke:InputsMBTL|toIcons|214B}}'s naturally slower startup makes it easier to do that as no delay is needed. Also has an identical reward on hit; free combos!
Similar to {{#invoke:InputsMBTL|toIcons|214A}} in almost every regard, except for the slightly slower startup and better frame advantage. Where {{#invoke:InputsMBTL|toIcons|214A}} requires a slight delay to frametrap, making it tricky to do so properly without missing windows or not leaving a gap, {{#invoke:InputsMBTL|toIcons|214B}}'s naturally slower startup makes it easier to do that as no delay is needed. Also has an identical reward on hit; free combos!


A very important thing to note is that due to the slide leaving Shiki right next to the opponent and -1 on block, this move gives Shiki a solid '''pressure reset opportunity''' every time it's blocked, on top of already being safe and allowing a disengage. The startup and low hitbox does make it vulnerable to jumpouts though.
A very important thing to note is that due to the slide leaving Shiki right next to the opponent and -1 on block, this move gives Shiki a solid '''pressure reset opportunity''' every time it's blocked, on top of already being safe and allowing a disengage. The startup and low hitbox does make it vulnerable to jump outs if you get predictable.


This version is much more commonly seen in combos due to the {{#invoke:InputsMBTL|toIcons|A}} version missing in a lot of places that {{#invoke:InputsMBTL|toIcons|B}} won't, especially at the beginning of combos. Also does a tiny bit more damage, making it more optimal.
This version is much more commonly seen in simpler combos due to the {{#invoke:InputsMBTL|toIcons|A}} version missing in a lot of places that {{#invoke:InputsMBTL|toIcons|B}} won't, usually if the opponent is too high or far. Also does a tiny bit more damage, making it more optimal if both are able to connect.
{{AttackDataCargo-MBTL/Query|shk_214xx}}
Shiki rises from the ground and slashes upward. Has a similar animation to {{#invoke:InputsMBTL|toIcons|3C}} but doesn't cause a launch effect, instead just striking the opponent into the air. Can be jump-cancelled on hit, commonly a charged {{#invoke:InputsMBTL|toIcons|jC}}, or linked into ground normals or another slide in punish combos. The follow-up can be triggered as long as Shiki is still moving forward, giving the B version a very generous stagger timing if it should be blocked, though you cannot jump cancel the follow-up on block. You can also cancel into this should the initial slide whiff, making preemptive cancels a surprisingly solid option for opponents looking to jump out of slide resets, but it can make buffering it during combos a bit troublesome.
{{AttackDataCargo-MBTL/Query|shk_214c}}
{{AttackDataCargo-MBTL/Query|shk_214c}}
* Fastest, metered slide
* Automatically performs the follow-up attack on hit or block.
* NO invulnerability
* On block, can be shielded between the first and second hit.
* Automatically performs the follow-up attack on hit or block
* Follow-up attack behaves like {{#invoke:InputsMBTL|toIcons|3C}}, launching the opponent.
* Follow-up attack now behaves like {{#invoke:InputsMBTL|toIcons|3C}}, launching the opponent
Shiki's EX Edge slide. While this attack does not give Shiki any invincibility, the hurtbox is a bit further back and shorter than the non-metered versions, making the hitbox all the more disjointed. This version is also just as fast as {{#invoke:InputsMBTL|toIcons|214A}} and travels the furthest of the three.
Shiki's EX Edge slide. Unlike numerous other EX Edge specials, this one does not give Shiki any invincibility, but the hurtbox is a bit further back and shorter than the non-metered versions, making the hitbox all the more disjointed. This version is also ''faster than'' {{#invoke:InputsMBTL|toIcons|214A}} and travels the furthest of the three. It's primarily used to convert off of the few situations where Shiki cannot get a combo meterless (i.e. far hit {{#invoke:InputsMBTL|toIcons|236A}} or {{#invoke:InputsMBTL|toIcons|22C}}). Sees little use outside of those situations.
 
It's primarily used to convert off of attacks that lack the hitstun to allow for meterless combos, such as a spaced {{#invoke:InputsMBTL|toIcons|236A}} or {{#invoke:InputsMBTL|toIcons|22C}}, or his {{#invoke:InputsMBTL|toIcons|623X}} (Especially {{#invoke:InputsMBTL|toIcons|623B}}). In certain combos where a launch is already used ({{#invoke:InputsMBTL|toIcons|3C}} or Shield Counter {{#invoke:InputsMBTL|toIcons|A}} starters), managing to land {{#invoke:InputsMBTL|toIcons|214C}} will make the follow-up attack not do a cinematic launch, but give you a hard knockdown.


In combos, this is guaranteed to combo from your Rapid Beat normal. Also works well as a combo ender when the opponent is too far for other things to reach quick enough, assuming they are low enough to the ground, as you can go into an air combo. Finally, in certain combos where a launch is already used (i.e. {{#invoke:InputsMBTL|toIcons|3C}} starter, Shield Counter starter), managing to land {{#invoke:InputsMBTL|toIcons|214C}} will make the follow-up attack not do a cinematic launch, but still give you a hard knockdown.
This attack lifts the opponent into the air on block, being even on block at best and slightly minus, but still unpunishable, at worst. This allows you to make certain moves, notably {{#invoke:InputsMBTL|toIcons|214XX}}, {{#invoke:InputsMBTL|toIcons|22A}} and {{#invoke:InputsMBTL|toIcons|22B}}, safe on block.  
<small></small>
<small></small>
}}
}}
===== Flash Run - Double Strike - Followup =====
{{MoveDataCargo
{{MoveDataCargo
| title    = Flash Run - Double Strike - Followup
| title    = Flash Run - Double Strike
| subtitle =  
| subtitle =  
| input    = {{#invoke:InputsMBTL|toIcons|214X}}{{#invoke:InputsMBTL|toIcons|X}}
| input    = {{#invoke:InputsMBTL|toIcons|4B+C}}
| images  =  
| images  =  
{{MoveDataCargoImage|shk_214xx|caption=You can cancel into this on whiff}}
{{MoveDataCargoImage|shk_4bc|caption=}}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|shk_214xx|caption=You can cancel into this on whiff|hitbox=yes}}
{{MoveDataCargoImage|shk_4bc|caption=|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|shk_214xx}}
{{AttackDataCargo-MBTL/Query|shk_4bc}}
Shiki raises his knife to the skies
* Moon Skill version of {{#invoke:InputsMBTL|toIcons|214X}} special.
* Has the same animation as {{#invoke:InputsMBTL|toIcons|3C}} but doesn't cause a launch effect, instead just striking the opponent into the air slightly.
* Similar to the EX version, the follow-up slash will automatically come out on hit.
* Can be jump-cancelled on hit to chain into a variety of air combos, most commonly a charged {{#invoke:InputsMBTL|toIcons|jC}} followed by {{#invoke:InputsMBTL|toIcons|jB}} into some form of ender or relaunch.
In between the {{#invoke:InputsMBTL|toIcons|A}} and {{#invoke:InputsMBTL|toIcons|B}} version in terms of speed and goes further than all the rest by a large margin, covering over half screen. Unlike the other versions, {{#invoke:InputsMBTL|toIcons|4B+C}} hits multiple times and continues advancing forward on hit or block. The follow-up knocks the opponent back, wallslamming in the corner and allowing for linking into combos.  
* The Follow-up can be triggered as long as Shiki is still moving forward, giving the B version a very generous stagger timing if it should be blocked, though you cannot jump cancel the follow-up on block.
 
* The followup can be cancelled into during slide whiff, making preemptive cancels a surprisingly solid option for opponents looking to jump out of slide resets, but it can make buffering it during combos a bit troublesome
You can EX Cancel any hit into any EX special, though {{#invoke:InputsMBTL|toIcons|214C}} and {{#invoke:InputsMBTL|toIcons|623C}} won't connect on the final hit. You can use {{#invoke:InputsMBTL|toIcons|236C}} and {{#invoke:InputsMBTL|toIcons|236B+C}} right away, but delaying the former will increase the distance travelled allowing you to reach the corner in situations you normally wouldn't have.
<small></small>
}}
}}


Line 551: Line 581:
| input    = {{#invoke:InputsMBTL|toIcons|22A}}
| input    = {{#invoke:InputsMBTL|toIcons|22A}}
| images  =  
| images  =  
{{MoveDataCargoImage|shk_22a|caption=You can hear Nanaya in the distance...}}
{{MoveDataCargoImage|shk_22a|caption=Watch your neck.}}
{{MoveDataCargoImage|shk_22a_be|caption=Not the Nanaya feint you think it is.}}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|shk_22a|caption=You can hear Nanaya in the distance...|hitbox=yes}}
{{MoveDataCargoImage|shk_22a|caption=Watch your neck.|hitbox=yes}}
{{MoveDataCargoImage|shk_22a_be|caption=Not the Nanaya feint you think it is.|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|shk_22a}}
{{AttackDataCargo-MBTL/Query|shk_22a}}
Shiki assumes a stance and teleports into overhead slash that switches sides.
* Start-up depends on the distance from the opponent and how long {{#invoke:InputsMBTL|toIcons|A}} is held.
* Despite the animation this is not a true cross-up and opponents can block it standing holding forward or back.
* This move can be delayed for up to fifteen frames. On the sixteenth frame it becomes {{#invoke:InputsMBTL|toIcons|22[A]}}.
* A decent mixup tool that calls out low shield attempts from afar and can lead to potential tech trap situations on hit.
* If the opponent does not get caught by the {{Tooltip | text=proximity check hitbox| hovertext=Catches the opponent between Frame 20 to Frame 29. Once locked on, it'll autocorrect for 2 frames then slash 6 frames later.}}, Shiki will just travel a set distance and not attack.
* Has a short window of invulnerability that can phase through most wakeup options and reversals.
A delayed overhead attack that slightly expands on Shiki's pressure. You can link {{#invoke:InputsMBTL|toIcons|A}} Normals for a short combo, and even link {{#invoke:InputsMBTL|toIcons|5B}} on Counter Hits. Shiki disappears but is ''not invulnernable'' during the dash, meaning you can be stuffed by your opponent's mashing if they react in time to the startup. On block you'll be vulnerable to Throw punishes so be sure to cancel this into {{#invoke:InputsMBTL|toIcons|214C}} to be safe if that happens. Mix this in with your other frame traps to keep your opponents on their toes.
* Won't get you a combo on hit naturally. You can spend Magic Circuit on {{#invoke:InputsMBTL|toIcons|j236C}} if you just want to cash out on damage and knockdown or Moon Drive if you want a longer combo.
{{AttackDataCargo-MBTL/Query|shk_22a_be}}
* Safe on block against strikes but is easily punished with throw.
Shiki assumes a stance and stands back up, functioning as a feint. This is way too slow to be used as a pressure reset, but with good spacing you can whiff punish opposing {{#invoke:InputsMBTL|toIcons|B}} or {{#invoke:InputsMBTL|toIcons|C}} Normals that would interrupt {{#invoke:InputsMBTL|toIcons|22A}}. Being spaced is '''''very''''' important, as being too close will allow those buttons to catch the feint as well and you'll eat a bunch of damage no matter what. As an upside, Reversals and Forced Release will likely always whiff against this and you'll recover fast enough punish with whatever you want.
* Usually if the opponent is not in a state where the slash can hit, Shiki will recover in a vulnerable state after teleporting a set distance. However, certain actions and/or timings can make the slash itself whiff.
<small></small>
}}
}}
====== Flash Sheath - Eight Piercings (Feint) ======
{{MoveDataCargo
{{MoveDataCargo
| title    = Flash Sheath - Eight Piercings (Feint)
| title    = Flash Sheath - Eight Piercings
| subtitle =  
| subtitle =  
| input    = {{#invoke:InputsMBTL|toIcons|22[A]}}
| input    = {{#invoke:InputsMBTL|toIcons|2B+C}}
| images  =  
| images  =  
{{MoveDataCargoImage|shk_22a_be|caption=We waited a year for this.}}
{{MoveDataCargoImage|shk_2bc|caption=}}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|shk_22a_be|caption=We waited a year for this.|hitbox=yes}}
{{MoveDataCargoImage|shk_2bc|caption=|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|shk_22a_be}}
{{AttackDataCargo-MBTL/Query|shk_2bc}}
Charging {{#invoke:InputsMBTL|toIcons|22A}} causes Shiki to stay in place after posing for the attack, functioning as a feint.  
* Moon Skill version of {{#invoke:InputsMBTL|toIcons|22A}}.
* Primary reason that {{#invoke:InputsMBTL|toIcons|22A}} is a threatening mixup tool, recovering fast enough to punish attempts to shield it
* If the opponent does not get caught by the {{Tooltip | text=proximity check hitbox| hovertext=Catches the opponent between Frame 20 to Frame 29. Once locked on, it'll autocorrect for 2 frames then slash 6 frames later.}}, Shiki will just travel a set distance and not attack.
* Partially charging {{#invoke:InputsMBTL|toIcons|22A}} can make the overhead come out slightly delayed.
A direct upgrade of {{#invoke:InputsMBTL|toIcons|22A}} with faster start-up, more damage, and a slightly larger trigger range! ...Unfortunately, {{#invoke:InputsMBTL|toIcons|2BC}} lacks a feint or anything to properly mix up your opponent with, so if your opponent reacts to this they'll have no shortage of ways to blow you up. While not punishable outright like {{#invoke:InputsMBTL|toIcons|22A}} on block, you'll still want to cancel into {{#invoke:InputsMBTL|toIcons|214C}} to get a bit of distance from your opponent.
* Because this move is a feint, it won't have the charge flash that other fully charged moves do.
<small></small>
}}
}}


Line 588: Line 618:
| input    = {{#invoke:InputsMBTL|toIcons|22B}}
| input    = {{#invoke:InputsMBTL|toIcons|22B}}
| images  =  
| images  =  
{{MoveDataCargoImage|shk_22b|caption=It sure is a low}}
{{MoveDataCargoImage|shk_22b|caption=Watch your feet.}}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|shk_22b|caption=It sure is a low|hitbox=yes}}
{{MoveDataCargoImage|shk_22b|caption=Watch your feet.|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|shk_22b}}
{{AttackDataCargo-MBTL/Query|shk_22b}}
Quick low that covers a '''lot''' of ground.
* Temporarily removes Shiki's collision, allowing you to pass through opponents.
* Travels about half screen and unlike {{#invoke:InputsMBTL|toIcons|22A}} or {{#invoke:InputsMBTL|toIcons|2+B+C}} will still play out the attack animation even if you don't find a target.
Shiki lunges forward and slashes outward, launching opponents straight up on hit. Thanks to the speed, travel distance, and consistent confirms on hit, {{#invoke:InputsMBTL|toIcons|22B}} is a very strong gap closer that makes his grounded neutral more potent once he gains access to it. This moves defines your match-ups against strong zoner characters, as it allows you to near consistently whiff punish their tools that Shiki would usually struggle to compete against. As a bonus, thanks to it removing your collision you can easily side switch mid-combo to put your opponent into the corner provided you started the combo in the corner.  
* You can both combo into this move and from it.
<small></small>
* Comboing into this move before your enders will give you more damage than {{#invoke:InputsMBTL|toIcons|236A}} or {{#invoke:InputsMBTL|toIcons|214A}} and their Moon Skill counterparts. You can even choose which side to end on if you input your EX Special or Arc Drive slightly late.
* At closer distances of {{#invoke:InputsMBTL|toIcons|22B}} will crossup on hit for a sideswitch.
* At {{#invoke:InputsMBTL|toIcons|C}} button ranges it will cross-up on block at closer distances, but crossup protection will trigger.
* Whiff cancellable into options like Moon Drive and lightning fast, this becomes one of his most powerful neutral tools, receiving a way to immediately close the gap.
}}
}}


Line 613: Line 639:
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|shk_22c}}
{{AttackDataCargo-MBTL/Query|shk_22c}}
Shiki performs a series of extremely disjointed slashes
* Holding {{#invoke:InputsMBTL|toIcons|4}} or {{#invoke:InputsMBTL|toIcons|6}} during this move makes Shiki slide backwards or forwards, respectively.
* Notably different from the other moves unlocked by [[Melty_Blood/MBTL/Shiki_Tohno#Boundary_Peek|Boundary Peek]], {{#invoke:InputsMBTL|toIcons|22C}} isn't a metered version of either of the 2 attacks, but arguably the strongest unlockable move
* You can link this move into itself if the opponent is airborne. It adds virtually no damage but it does look really funny!
* Holding {{#invoke:InputsMBTL|toIcons|4}} or {{#invoke:InputsMBTL|toIcons|6}} during this move makes Shiki slide backwards or forwards, respectively. This is useful for repositioning and space control.  
Shiki performs a series of rapid slashes. With its massive disjoint, active frames, air unblockable properties, and clash frames, it can be a strong tool for maintaining space and stuffing out aggressive approaches. The hitstun of the move allows very simple confirms on grounded and aerial connects. Where it shines most however is its use in pressure: -1 on block and allowing precise spacing for his plethora of pressure options, these slashes are a powerful reset that work perfectly with the great reward if it hits. It can also pressure the opponent into making hasty decisions due to its massive chip damage. If your opponent's character or wits can't find a way around this move, they're going to have a hard time once you gain access to it.
* On a ground hit, you can link {{#invoke:InputsMBTL|toIcons|A}} normals into a proper combo. Combined with the ability to reposition this can let you turn any stray hit of this into damage, knockdown, or even potentially end a round.
<small></small>
* With its massive disjoint, active frames, air unblockable properties, and clash frames, it can be a strong tool for maintaining space and stuffing out aggressive approaches. Where it shines most however is its use in pressure: -1 on block and spacing him perfectly for his plethora of pressure options, these slashes are a powerful reset that can reap great reward on hit. It can also pressure the opponent into making hasty decisions due to its massive chip damage. If your opponent's character or wits can't find a way around this move, they're going to have a hard time once you gain access to it.
* You can link this move into itself if the opponent is airborne. It doesn't add much damage but it does look really funny.
}}
 
==== Moon Skills ====
===== Flash Sheath - Single Strike =====
{{MoveDataCargo
| title    = Flash Sheath - Single Strike
| subtitle =
| input    = {{#invoke:InputsMBTL|toIcons|6B+C}}
| images  =
{{MoveDataCargoImage|shk_6bc|caption=}}
| hitboxes =
{{MoveDataCargoImage|shk_6bc|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|shk_6bc|2|caption=|hitbox=yes}}
| info    =
{{AttackDataCargo-MBTL/Query|shk_6bc}}
Shiki dashes forward for two consecutive knife slashes
* Moon Skill version of {{#invoke:InputsMBTL|toIcons|236X}} specials.
* Slashes twice like {{#invoke:InputsMBTL|toIcons|236C}} but otherwise functions the similarly to {{#invoke:InputsMBTL|toIcons|236B}}. Travels about the same distance and ground bounces the opponent on hit allowing for combos. {{#invoke:InputsMBTL|toIcons|236B}} will lead to more damaging combo than {{#invoke:InputsMBTL|toIcons|6BC}} and is safer on block, but {{#invoke:InputsMBTL|toIcons|6BC}} combos grant better meter gain and comes out much faster.
* Runs off dash momentum incredibly well due to its input being the same direction, making it an even stronger whiff punish tool
}}
 
===== Flash Run - Six Fish =====
{{MoveDataCargo
| title    = Flash Run - Six Fish
| subtitle =
| input    = {{#invoke:InputsMBTL|toIcons|3B+C}}
| images  =
{{MoveDataCargoImage|shk_3bc|caption=}}
| hitboxes =
{{MoveDataCargoImage|shk_3bc|caption=|hitbox=yes}}
| info    =
{{AttackDataCargo-MBTL/Query|shk_3bc}}
Rising Shoe
* Moon Skill Version of {{#invoke:InputsMBTL|toIcons|623X}} specials
* Does not possess any invincibility, but it does have a good amount of clash frames on startup in MD, making it a solid reversal option
* Interestingly loses the kick ender in exchange for the ability to jump cancel it on hit, with enough hitstun to combo a charge {{#invoke:InputsMBTL|toIcons|jC}} and other followups
* Jump cancellable on whiff making it an excellent low risk escape option and anti air, and often trades in his favor during early active frames against predictable IAD resets
}}
 
===== Flash Run - Double Strike =====
{{MoveDataCargo
| title    = Flash Run - Double Strike
| subtitle =
| input    = {{#invoke:InputsMBTL|toIcons|4B+C}}
| images  =
{{MoveDataCargoImage|shk_4bc|caption=}}
| hitboxes =
{{MoveDataCargoImage|shk_4bc|caption=|hitbox=yes}}
| info    =
{{AttackDataCargo-MBTL/Query|shk_4bc}}
* Moon Skill version of {{#invoke:InputsMBTL|toIcons|214X}} special.
* In between the {{#invoke:InputsMBTL|toIcons|A}} and {{#invoke:InputsMBTL|toIcons|B}} version in terms of speed and goes further than all the rest by a large margin, covering over half screen.
* Unlike the other versions, {{#invoke:InputsMBTL|toIcons|4B+C}} hits multiple times and continues advancing forward on hit or block.
* The final hit of this is also automatically trigger however it knocks the opponent away instead of launching them up. In the corner this will give you a wall bounce and allow you to further combo into some of his highest damaging routes
* You can EX Cancel any hit into any EX special, though {{#invoke:InputsMBTL|toIcons|214C}} and {{#invoke:InputsMBTL|toIcons|623C}} won't connect on the final hit. You can use {{#invoke:InputsMBTL|toIcons|236C}} and {{#invoke:InputsMBTL|toIcons|236B+C}} right away, but delaying the former will increase the distance travelled allowing you to reach the corner in situations you normally wouldn't have.
}}
 
===== Flash Run - Six Fish (air) =====
{{MoveDataCargo
| title    = Flash Run - Six Fish (air)
| subtitle =
| input    = {{#invoke:InputsMBTL|toIcons|j6B+C}}
| images  =
{{MoveDataCargoImage|shk_j6bc|caption=}}
| hitboxes =
{{MoveDataCargoImage|shk_j6bc|caption=|hitbox=yes}}
| info    =
{{AttackDataCargo-MBTL/Query|shk_j6bc}}
Flying Shoe
* Air version of {{#invoke:InputsMBTL|toIcons|3B+C}}, can be jump cancelled to connect aerial normals
* Easier to work into combo structure with charge {{#invoke:InputsMBTL|toIcons|jC}} into {{#invoke:InputsMBTL|toIcons|jA}} just before landing, allowing you to continue a ground combo (into [[Melty_Blood/MBTL/Shiki_Tohno#Boundary_Peek|Boundary Peek]], for instance.)
* Overall an essential combo tool as it helps stabilize air to ground strings and extend routes during MD
}}
 
====[[Melty_Blood/MBTL/Shiki_Tohno#Boundary_Peek|Boundary Peek]] Activated (After Arc Drive) ====
====== Flash Sheath - Eight Piercings ======
{{MoveDataCargo
| title    = Flash Sheath - Eight Piercings
| subtitle =
| input    = {{#invoke:InputsMBTL|toIcons|2B+C}}
| images  =
{{MoveDataCargoImage|shk_2bc|caption=}}
| hitboxes =
{{MoveDataCargoImage|shk_2bc|caption=|hitbox=yes}}
| info    =
{{AttackDataCargo-MBTL/Query|shk_2bc}}
Shiki assumes a stance and teleports with a flash into an overhead slash that switches sides
* Moon Skill version of Shiki's {{#invoke:InputsMBTL|toIcons|22A}}.
* A direct upgrade with faster startup, more damage, and proper advantage on block. It also has a slightly larger trigger range than {{#invoke:InputsMBTL|toIcons|22A}} letting you hit people from a bit farther away. However, it still carries all of {{#invoke:InputsMBTL|toIcons|22A}}'s natural downsides.
* Additionally this move is jump cancellable on hit, block, and even whiff. On block Shiki can go for an aerial left/right mix or just land and start a new blockstring, and on whiff can be jumped out of to stay safe.
* Can be converted into a full confirm with a tight jump cancel.
* This move '''cannot''' be feinted like {{#invoke:InputsMBTL|toIcons|22A}} and the blue flash makes it slightly easier to recognize, so be careful using this.
}}
}}


Line 725: Line 657:
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|shk_236bc}}
{{AttackDataCargo-MBTL/Query|shk_236bc}}
* Unremarkable oki or damage for an arc drive.
* However, after performing this move you gain access to {{#invoke:InputsMBTL|toIcons|22X}} special moves for the rest of the round. Hit, block, or whiff does not matter. Killing with this move unlocks them for the next round.
* Almost, but not quite fullscreen travel distance.
Overall one of the best Arc Drives in the game in terms of its utility. Very often you'd want to store and build meter to land this as much as you can, especially if it can end the round.
{{AttackDataCargo-MBTL/Query|shk_236[bc]}}
{{AttackDataCargo-MBTL/Query|shk_236[bc]}}
* After performing this move you gain access to {{#invoke:InputsMBTL|toIcons|22X}} special moves for the rest of the round. Hit, block, or whiff does not matter. Killing with this move unlocks them for the next round.
* Performing this move ''at all'' will grant access to {{#invoke:InputsMBTL|toIcons|22X}} special moves for the rest of the round. Whether it hits, is blocked, or whiffs does not matter. Ending the round with this will allow usage of {{#invoke:InputsMBTL|toIcons|22X}} for the next round.
* Unblockable, but can be stand Shielded.
* Travels just under fullscreen distance. Travels slightly farther when fully charged.
* Slightly farther range than uncharged version but still not fullscreen.
Shiki does a ''sick'' knife spin and then lunges straight forward. A unique Arc Drive among the rest in that it doubles as an install, allowing you access to [[Melty_Blood/MBTL/Shiki_Tohno#Boundary_Peek_Activated_(After_Arc_Drive)|a unique set of special moves]] when it's performed. Because of this, it makes managing your meter slightly more strict. Depending on the match-up, you'll want to prioritize landing this as soon as possible which will mean limiting your damage and midscreen mix-ups until you gain access to {{#invoke:InputsMBTL|toIcons|22X}}. Fortunately, the benefits mean that this will almost always be the preferred way to close out a round thanks to it carrying over {{#invoke:InputsMBTL|toIcons|22X}} access into the following round.  
More of a gimmicky knowledge check parallel to the Arc Drive. You don't have a good reason to use this since its reactable enough for opponents to shield it, and you can't really guarantee it.
 
When fully charged, the slash becomes unblockable. Serves as more of a gimmicky knowledge check than anything else. You don't have a good reason to use this since its reactable enough for opponents to Stand Shield it. Depending on how high the opponent is during a combo, you may have to use the unblockable version so that they have time to fall into the move.
<small></small>
}}
}}


Line 743: Line 672:
| input    = {{#invoke:InputsMBTL|toIcons|A+B+C+D}}
| input    = {{#invoke:InputsMBTL|toIcons|A+B+C+D}}
| images  =  
| images  =  
{{MoveDataCargoImage|shk_abcd|caption=これが、モノを殺すっていうことだ。<br>"This is what it means to kill things."}}
{{MoveDataCargoImage|shk_abcd|caption=Monk Imprisoned By Doubts}}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|shk_abcd|caption=これが、モノを殺すっていうことだ。<br>"This is what it means to kill things."|hitbox=yes}}
{{MoveDataCargoImage|shk_abcd|caption=Monk Imprisoned By Doubts|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|shk_abcd}}
{{AttackDataCargo-MBTL/Query|shk_abcd}}
* Usable with 4 full Magic Circuit gauges, at any time in Blood Heat, or with a successful Shield while in Blood Heat.
* Only usable with four Magic Circuit Counts or with a successful Shield while in Blood Heat.
* Damage in Blood Heat scales with amount of Heat Gauge remaining on activate.
* Uses his 5B animation if performed manually.
* Looks '''VERY''' cool.
* Damage in Blood Heat scales with amount of Heat Gauge remaining on activation.
* Shiki will say different lines depending on the opponent he's fighting!
Shiki leaps at the opponent and rends them into seventeen pieces, a reference to his initial meeting with Arcueid in the visual novel. Functionally identical to every Last Arc in the game. Not worth going for over an EX Special into Arc Drive, especially with [[Melty_Blood/MBTL/Shiki_Tohno#Boundary_Peek|Boundary Peek's]] benefit of unlocking {{#invoke:InputsMBTL|toIcons|22X}}. It is a very cool looking super, at least.
<small></small>
}}
}}


== Reverse Beats ==
== Reverse Beats ==
Gaps for 22A may vary depending on distance and partial charge.<br/>Gaps for 2BC vary depending on distance.
{{RebeatGapTables-MBTL
{{RebeatGapTables-MBTL
|rebeats=
|rebeats=
{{!}} 5B/2B
{{!}} 2B
{{!}} 5A/2A
{{!}} 5A/2A
{{!}} -3
{{!}} -3
{{!}}-
{{!}}-
{{!}} 5C/2C
{{!}} 5B/5C/2C
{{!}} 5A/2A
{{!}} 5A/2A
{{!}} -1
{{!}} -2
<!---------->
<!---------->
| gaps=
| gaps=
{{!}}  
{{!}} 5A/2A
{{!}}  
{{!}} 5[C]
{{!}}  
{{!}} {{Tooltip | text=19F (7-18 Clash)| hovertext=15F (3-14 Clash) in Moon Drive}}
{{!}}-
{{!}} 5B/2C
{{!}} 5[C]
{{!}} {{Tooltip | text=14F (2-13 Clash)| hovertext=10F (1-9 Clash) in Moon Drive}}
{{!}}-
{{!}} 2B
{{!}} 5[C]
{{!}} {{Tooltip| text=16F (4-15 Clash)| hovertext=12F (1-11 Clash) in Moon Drive}}
{{!}}-
{{!}} 5A/2A
{{!}} 236B
{{!}} 7F
{{!}}-
{{!}} 5B/5C/2C/3C
{{!}} 236B
{{!}} 2F
{{!}}-
{{!}} 2B
{{!}} 236B
{{!}} 4F
{{!}}-
{{!}} Rapid Beat
{{!}} 236B
{{!}} 3F
{{!}}-
{{!}} 5A/2A
{{!}} 214B
{{!}} 6F
{{!}}-
{{!}} 5B/5C/2C/3C
{{!}} 214B
{{!}} 1F
{{!}}-
{{!}} 2B
{{!}} 214B
{{!}} 3F
{{!}}-
{{!}} Rapid Beat
{{!}} 214B
{{!}} 2F
{{!}}-
{{!}} 5A/2A
{{!}} 22A
{{!}} 18F
{{!}}-
{{!}} 5B/5C/2C/3C
{{!}} 22A
{{!}} 13F
{{!}}-
{{!}} 2B
{{!}} 22A
{{!}} 15F
{{!}}-
{{!}} Rapid Beat
{{!}} 22A
{{!}} 14F
{{!}}-
{{!}} 5A/2A
{{!}} 2BC
{{!}} 15f
{{!}}-
{{!}} 5B/5C/2C/3C
{{!}} 2BC
{{!}} 10f
{{!}}-
{{!}} 2B
{{!}} 2BC
{{!}} 12f
{{!}}-
{{!}} Rapid Beat
{{!}} 2BC
{{!}} 11f
{{!}}-
{{!}} 5A/2A
{{!}} 236[BC]
{{!}} {{Tooltip| text=21F (1-21 Invul)| hovertext=10F (1-10 Invul) in Moon Drive}}
{{!}}-
{{!}} 5B/5C/2C/3C
{{!}} 236[BC]
{{!}} {{Tooltip| text=16F (1-16 Invul)| hovertext=5F (1-5 Invul) in Moon Drive}}
{{!}}-
{{!}} 2B
{{!}} 236[BC]
{{!}} {{Tooltip| text=18F (1-18 Invul)| hovertext=7F (1-7 Invul) in Moon Drive}}
{{!}}-
{{!}}-
{{!}}  
{{!}} Rapid Beat
{{!}}  
{{!}} 236[BC]
{{!}}  
{{!}} {{Tooltip| text=17F (1-17 Invul)| hovertext=6F (1-7 Invul) in Moon Drive}}
<!---------->
<!---------->
}}
}}
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  {{ColorGallery/Color|20|  text=Color 20 }}
  {{ColorGallery/Color|20|  text=Color 20 }}
  {{ColorGallery/Color|21|  text=Color 21 }}
  {{ColorGallery/Color|21|  text=Color 21 }}
{{ColorGallery/Color|22|  text=Color 22 }}
{{ColorGallery/Color|23|  text=Color 23 }}
{{ColorGallery/Color|24|  text=Color 24 }}
{{ColorGallery/Color|25|  text=Color 25 }}
}}
}}



Latest revision as of 18:04, 12 June 2024

Gameplay

Shiki (often referred to as Tohno) is an easy to pick up melee rushdown fighter who punishes opponents with his fast normals and powerful advancing special attacks.

Shiki can easily tag opponents across the screen from surprising range with his high-movement special attacks, then work his offense at close range with many fast normal attacks, frametraps, safe on block moves, and possible pressure reset opportunities. Should opponents try to mash out, his backdash pulls him away a great distance where he's ready to start his pressure all over again. Landing his Boundary Peek Arc Drive (236B+C) will also enable the usage of his 22X series of specials for the rest of the round, expanding his options even further.

His strength in neutral comes with downsides; whiffing his powerful midrange pokes often leads to Shiki getting blown up due to their long recovery. His offensive game is also very linear, having limited options to open up an opponent or enforce a mix-up, even if he hasn't been predictable with his attack strings.

Shiki's strong and simple style is deeply suited for beginners to play and learn with, but a firm grasp of fighting game fundamentals is a must if one want to use him at high-level.

Pick if you like Avoid if you dislike
  • Strong Offense: With excellent framedata, cancel windows, a 4F dash, and numerous specials that move him forward, Shiki is equipped with all the tools to run a powerful strike/throw gameplan.
  • Midrange Presence: Armed with his infamous 236X series, a massive 7f sweep, and solid jump ins, Shiki can dictate the pace of neutral against a majority of the roster with his array of pokes.
  • Potent Defense: Equipped with reversals, fast normals, and the strongest backdash in the game, his ability to retreat or blow past offense is remarkable.
  • Powerful Install: Shiki's Arc Drive, Boundary Peek, unlocks his 22B and 22C specials to further enhance his toolkit and make him an extremely threatening character.
  • Awkward Airdashes: Shiki's airdashes are excellent pressure tools against a majority of the cast, but they can be difficult to utilize in neutral, as they cover very little ground.
  • No EX Reset: Shiki lacks an advantageous EX Special making his ability to loop offense inherently riskier than most other characters.
  • Reliance on Install: Certain match-ups necessitate the use of 22B and 22C, requiring stricter meter management and limiting his damage and mix-up potential until after Boundary Peek is used.

Story & Profile

A high school student with the ability to see the death of everything with his Mystic Eyes of Death Perception
The eldest son of the historical Tohno family, he was raised for some time by the Arima branch family. However, he was called back to Souya to live in the Tohno estate shortly after his father passed away.

A childhood injury left him with the Mystic Eyes of Death Perception, giving him the ability to see the death of all things in the form of lines and points. He wears special glasses which prevent his eyes from seeing these things all the time.

He may be an ordinary student, but his ability to visualize death has altered his very perception of it. The aftereffects of his accident, combined with the toll his eyes take, has left him with chronic anemia.
During battle, he removes his glasses to use his Mystic Eyes of Death Perception.

Main Weapon/Skill
Knife / Mystic Eyes of Death Perception

Basic Info
Height: 173cm
Weight: 57kg
Blood Type: AB
Birthday: October 15th
Voiced by: Ryosuke Kanemoto

Unique Traits

Mystic Eyes of Death Perception

All of Shiki's normals utilizing his signature knife apply Chip Damage, being the only character in the game who can present the threat of chip through normals outside of Saber. This helps provide his basic strike/throw offense a more active visible threat.

Accelerated Unblockables

Moves with unblockable properties are sped up during the duration of Shiki's Moon Drive state and consume 2 Moon Icons upon use.

The two moves affected by this are 5[C] by 4 frames and 236[BC] by 11 frames.

Character Summary

Move list

Moon Skills
6B+C - Flash Sheath - Single Strike
3B+C - Flash Run - Six Fish
4B+C - Flash Run - Double Strike
j.6B+C - Flash Run - Six Fish
2B+C - (Boundary Peek activated) Flash Sheath - Eight Piercings
Special Attacks
236A/B/C (EX OK) - Flash Sheath - Single Strike: Advancing slash
623A/B/C (EX OK) - Flash Run - Six Fish: Anti-air, reversal (B/EX ver. only)
214A/B/C (EX OK) + Add. A/B/C - Flash Run - Double Strike: Sliding low kick
j.236A/B/C (EX OK) - Flash Run - Six Fish: Air combo ender
22A - (Boundary Peek activated) Flash Sheath - Eight Piercings: Teleporting overhead
22B - (Boundary Peek activated) Flash Sheath - Seven Nights: Fast dashing low
22C - (Boundary Peek activated) Flash Sheath - Eight Points: Multi-hit barrage
Arc Drive
236B+C - Boundary Peek: High damage attack that unlocks 22X specials for the rest of the round when used
Last Arc
A+B+C+D / Successful Shield in Blood Heat - Testify - Seventeen Dissection: Very high damage attack
Unique Attacks
44 > 44, 3C
Blowback Edge Moves
5[C], j.[C], 22[A], 236[B+C]
Stats & vitals

Health: 11,700 (Average)

Backdash:

  - 1-10 Full Invul
  - 1-12 Strike Invul
  - 13-17 Projectile/Air Invul
  - 7-19 Airborne
  - 28 Total
  - 23-26 Extendable

Extended Backdash:

  - 1-11 Full Invul
  - 1-17 Airborne
  - 29 Total

Dash startup: 4

Dash actionable: 5

Jump startup: 4

Jump airtime: 37

Quick Combo Reference

Basic BNB: 2A > 2B > 5C > 2C > 214B~B > j.[C] > dl j.B > 5B > 623A, 5A > RBL > j.A > j.B > j.C > AT

2C Starter BNB: 2C > 5C > 236B, 2B(1) > 214B~B > j.[C] > dl j.B > 5B > 623A, 5A > RBL > j.A > j.B > j.C > AT

236B Starter BNB: 236B, 214A~A, 2C > 214B~B > j.[C] > 623A, 5A > 5C > 5B > RBL > j.A > j.B > j.C > AT

214A Starter BNB: 214A~A, 5C > dl 5B > 214B~B > j.[C] > 623A, 5A > 2B(1) > RBL > j.A > j.B > j.C > AT

Notes:
"RBL" stands for "Rapid Beat Launcher". "AT" stands for "Air Throw". Refer to your Rapid Beat settings for the specific inputs.
For metered routing, switch out "RBL > j.A > j.B > j.C > AT" for "RB > 236A > 236C, 3C > j.A > j.B > j.C > AT" in the corner!

MBTL Tohno Art.png

Move Analysis

Normal Moves

Standing Normals

5A
5A
5A
MBTL Tohno 5A.png
MBTL Tohno 5A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
180 L -SE-, -N-, -SP-, -RB-, -EX-, -MD-, (J) - - -
First Active Active Recovery Overall Advantage Invul
5 2 12 18 -2 -
  • Holding 4 allows you to cancel 5A into itself up to 2 times.
  • Whiff cancels available from frame 10 onwards, with frame 10 being the first frame of the whiff cancelled move.

Shiki does a quick kick to the shins. It hits low, making it more ideal to start pressure than 2+A due to its longer range. His fastest button alongside 2+A, as they both go active in 5F, so you can use this to mash out of situations on defense or in scrambles.

Useful in pressure as it is only -2 both on block and as a Reverse Beat whiff from C normals, allowing Shiki a chance to reset pressure. Unlike most 5As, the hitbox placement on this move makes it unserviceable as an emergency anti-air against IADs.


5B
5B
5B
MBTL Tohno 5b.png
MBTL Tohno 5b hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
480 LH N, SP, RB, EX, MD, (J) - - -
First Active Active Recovery Overall Advantage Invul
8 4 15 26 -2 -

Shiki steps forward with elbow strike. Essential combo filler that sees use in almost every aspect of his routing. High hitting normal that's good at hitting people out of IAD resets. The recovery, significant forward movement, and pushback make it ideal for blockstrings as it allows you to maintain a close range while enabling resets and frametraps.

5C
5C
5C
MBTL Tohno 5c.png
MBTL Tohno 5c hb.png
MBTL Tohno 5C be hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
680 LH N, SP, RB, EX, MD, (J) CD - -
First Active Active Recovery Overall Advantage Invul
9 ~ 18 8 20 36 ~ 45 -11 ~ -4 -
  • Does chip damage on block.

Shiki lunges forward and strikes with his knife. Excellent poke thanks to its quick recovery and forward movement. Strong pressure tool as it easily hit confirms into Shiki's ground Specials at any range, and can be reverse beat into his 5A Normals to continue pressure again from a safe distance.

Damage Guard Cancel Property Cost Attribute
2000 U - SK, AB, L 2 Moon Icons -
First Active Active Recovery Overall Advantage Invul
30 (26) 4 24 58 (54) +14 ~ +17 18-30 Clash (14-26 Clash)
  • Completely unblockable and Fatal Counter hits Crouch Shield. The opponent must Stand Shield.
  • The only meterless strike with an armor breaker property!

Shiki takes aim at the Lines of Death and strikes. Does a surprisingly high amount of damage on its own. Due to your limited mix-up options outside of Boundary Peek Specials, you may be inclined to use this often against respectful players and it's one of your unique options for beating Crouch Shield. Like most BE moves, you can half charge it into any low for a strong mix-up, especially effective with Shiki's selection of powerful lows. Contains a massive amount of clash frames that can stuff attempts to mash, however, well timed fuzzy mashing and invincible reversals will beat this move very clean.

Crouching Normals

2A
2A
2+A
MBTL Tohno 2A.png
MBTL Tohno 2A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
150 L -SE-, -N-, -SP-, RB, -EX-, -MD-, (J) - - -
First Active Active Recovery Overall Advantage Invul
5 2 12 18 -2 -
  • Can chain into itself 2 times before going into Rapid Beat.
  • Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).

Shiki does a quick crouching jab. The average Melty Blood 2+A. It's fast, reliable, and affordable! Bar the lower hurtbox, it's virtually identical to 5A, and is used in all of the same contexts.

2B
2B
2+B
MBTL Tohno 2B 1.png
Oh no, it clashed!
MBTL Tohno 2B 2.png
Anyway...
MBTL Tohno 2B 1 hb.png
Oh no, it clashed!
MBTL Tohno 2B 2 hb.png
Anyway...
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
504 L N, SP, RB, EX, MD, (J) CD - -
First Active Active Recovery Overall Advantage Invul
7 4 (2) 4 14 30 -3 -
  • Does chip damage on block

Shiki does two low slashes. A multi-hit low with a very high number of active frames, good range, and a long stagger window, making it a pressure staple. The frame data combined with its pushback makes its an excellent way to reset or continue pressure. Combined with the range of the second hit and easy confirms into Shiki's strong Special moves, this makes it a powerful defensive option as well. The first hit may be angled just high enough to catch most IADs, but doing so is very strict and has variable timing depending on the IAD and distance.

2C
2C
2+C
MBTL Tohno 2C.png
Breaking ankles since 2002.
MBTL Tohno 2C hb.png
Breaking ankles since 2002.
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
620 L N, SP, RB, EX, MD, (J) HK, L - -
First Active Active Recovery Overall Advantage Invul
7 5 25 36 -13 -
  • Extends hurtbox throughout his whole leg during recovery.

The Classic Shiki Tohno Sweep. Offensive and defensive staple due to its startup and active frames, allowing for free confirms no matter how far and letting you tag your opponent from distances where your other Normals will whiff.

Jumping Normals

j.A
j.A
Aerial A
MBTL Tohno jA.png
MBTL Tohno jA hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
140 HA N, SP, RB, EX, MD, J - - -
First Active Active Recovery Overall Advantage Invul
5 4 11 19 - -
  • Holding 4 allows you to cancel 5A into itself up to 2 times.
  • Retains air options on whiff. Whiff cancels starting on frame 20 onwards.
  • When performed out of an Instant Air Dash, the first active frame is frame 22.

Shiki does a backhand jab. This is your go-to option for air neutral as it is your fastest air normal and very minimally committal, making it perfect for air-to-airs and stuffing air approaches to score Counter Hits. Can be mashed with for either an easy confirm into Air Throw, or if blocked, to transition to an air blockstring to bring the opponent to the ground for a mix-up or to start pressure.

j.B
j.B
Aerial B
MBTL Tohno jB.png
MBTL Tohno jB hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
392 HA N, SP, RB, EX, MD, J CD - -
First Active Active Recovery Overall Advantage Invul
6 2,2 - - - -
  • Does chip damage on block.
  • Can only be cancelled on the second hit.
  • When performed out of an Instant Air Dash, the first active frame is frame 25.

Shiki swings his knife at a downward angle, hitting the opponent twice. While it has two separate hitboxes for each hit, they are very quick in succession, and thus likely to win clash scenarios or the like. Excels at jump-ins and can air-to-air relatively well, while also being great for pressure with the aforementioned chip on block. It's also possible to hit opponents from behind due to the lower hitbox, but it's a fairly rare occurrence and requires an uncanny amount of precision to get consistently.

Outside of neutral purposes, Aerial B serves an important role of stabilizing rejumps using the ever so common Aerial UNI Input Hold.png[C]>dl>Aerial B after 214+X, which is further aided by its two hits giving you more time to input on landing. Overall a very solid air button with lots of versatility.

j.C
j.C
Aerial C
MBTL Tohno jC.png
MBTL Tohno jC hb.png
MBTL Tohno jC be hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
560 HA N, SP, RB, EX, MD, J - - -
First Active Active Recovery Overall Advantage Invul
10 7 - - - -
  • When performed out of an Instant Air Dash, the first active frame is frame 26.

Shiki does an aerial axe kick. Strong defensive air normal with deceptively long range and nice active frames. Partial charging makes approaching this button from below daunting.

Damage Guard Cancel Property Cost Attribute
900 HA N, SP, RB, EX, MD, J GB, L - -
First Active Active Recovery Overall Advantage Invul
20 7 - - - 15-19 Clash

Shiki does an aerial axe kick, slamming the opponent into the ground. Very potent combo tool, both as a starter or extender. As a starter you can transition into a grounded string no matter if the opponent is hit on the ground or in the air, and it's usually used after Flash Run - Double Strike or the Moon Skill version of Flash Run - Six Fish to bring the opponent back to the ground and extend further. Has plenty of clash-frames, making it a strong option for aggressive jump-ins, but it's -4 on whiff so don't be too careless when throwing this out in neutral.

Command Normals

44 > 44
44 > 44
44>44
MBTL Tohno flip.png
MBTL Tohno flip hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
- - - - - -
First Active Active Recovery Overall Advantage Invul
- - - - - -
  • Performed by inputting backdash again during the initial backdash. Both 44 and 4+A B work.

Shiki performs a backflip after his backdash. This follow-up is invulnerable and moves him backwards almost fullscreen. Easily the best backdash in the game as it allows Shiki to escape near any sticky situation, but makes it easier to bait and punish if overused.

Universal Mechanics

Rapid Beat 1
Rapid Beat 1
X>X
MBTL Tohno rapid1 1.png
MBTL Tohno rapid1 2.png
MBTL Tohno rapid1 1 hb.png
MBTL Tohno rapid1 2 hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
414 LH SP, RB, EX, MD CD - -
First Active Active Recovery Overall Advantage Invul
9 3 (19) 3 23 56 -10 18-29 High Profile
  • Does chip damage on block
  • Airborne between Frame 18 and Frame 29, meaning you can be Fatal Countered.
  • Only the second hit can be cancelled (the first can exclusively be cancelled into jump on clash).

Shiki performs a two lunging slashes. Moves Shiki significantly closer to the opponent to set up for follow-ups. Unsurprisingly servers as filler off of stray hits or in blockstrings to set up 22+C resets. Vacuums airborne opponents on hit and as a result the way you convert this into special moves slightly changes. For instance, if the opponent is on the ground you can cancel into 214+B and still have the slide connect, but if they are in the air you'll have to use 214+A instead.

3C / Rapid Beat 2
3C
3+C

or

X>X>X
MBTL Tohno 3C.png
MBTL Tohno 3C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
700 LH SP, EX, MD, (J) CD, LR - -
First Active Active Recovery Overall Advantage Invul
10 4 25 37 -11 5-12 Air
  • Does chip damage on block
  • Launches the oppponent with a built in jump followup unless a launcher was already used.

Shiki performs an upward crescent slash. Shiki stays in place during the duration of the move. Important anti air tool that's excellent at hitting opponents trying to hover above him. The Head Invulnerability makes this a safer albeit less rewarding IAD call out than 5B and 2+B, and the hitbox allows you to hit opponents where the other two cannot.

Ground Throw
throw
4/6+A+D
MBTL Tohno throw.png
MBTL Tohno throw hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1500 U - HK - -
First Active Active Recovery Overall Advantage Invul
4 3 19 25 +47 -

Shiki grabs the opponent and throws them down with a slick knife flip. A generic normal throw. Solid knockdown that leaves the opponent next to Shiki, serving as his primary mix-up tool since he has so many opportunities to set up situations for it.

Air Throw
airthrow
Aerial 4/6+A+D
MBTL Tohno airthrow.png
MBTL Tohno airthrow hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 U - HK - -
First Active Active Recovery Overall Advantage Invul
1 3 - - - -
  • Universal Air Rapid Beat Ender.
  • Better frame advantage the lower the Air Throw is.

Shiki throws the opponent down with a quick slash to the neck. Standard Melty Blood Air Throw that leaves Shiki a fairly high distance away from the opponent when used midscreen. It's jump cancellable on hit to enable he more potent oki, serving as his main safe-jump set up in the corner.

Special Moves

Flash Sheath - Single Strike

Shiki's basic knife strike series. The A and B versions are very useful to his metagame, as they serve as strong neutral tools that can reap good reward on hit, a safe blockstring ender or frametrap option, or as staple optimized combo tool. The EX Edge version carries more use in combos, but does very well in that regard, giving him a solid and reliable option to dump meter into to get a conversion or extra damage.

Flash Sheath - Single Strike
236+X
MBTL Tohno 236X.png
Often called "Lariat"
MBTL Tohno 236C 1.png
EX Edge Follow-up
MBTL Tohno 236X hb.png
Often called "Lariat"
MBTL Tohno 236C 1 hb.png
MBTL Tohno 236C 2 hb.png
EX Edge Follow-up
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 LH -EX-, -MD- C - -
First Active Active Recovery Overall Advantage Invul
12 3 20 34 -4 -

Shiki rushes forward and slashes in front of him. Very simple, yet very useful special move. It is primarily used as a mid-range harassment tool in neutral to hit the opponent at ranges they wouldn't expect, and its large, disjointed hitbox makes it perfect for that purpose. This is NOT a dedicated anti-air, but it is still good for catching opponents who like to jump carelessly, letting you punish their jump startup, landings, or air dash approaches with a strong combo. On ground hit, it leaves the opponent in a crumpled state, allow you to get a full combo as long as you're in range for A Normals, or opt for strong mixups otherwise.

Damage Guard Cancel Property Cost Attribute
1377 LH -EX-, -MD- GB(3), L(3) - -
First Active Active Recovery Overall Advantage Invul
18 2,2,2 17 40 -2 -
  • A slower slash than 236+A, but travels significantly farther.

Shiki runs further and slashes in this version, hitting three times. Fundamentally similar to 236+A, but the primary draw of 236+B is how its Ground Bounce property allows combos on any starter hit, guaranteed. This move can make your neutral scary, as any wrong move by the opponent can lead to them getting hit by a strong combo anywhere. On top of that, this move places you in an ideal position if the opponent has to block it with its better frame advantage and positioning allowing you to stay close to the opponent and potentially start offense. Due to the startup delay, immediately cancelling into this move from blocked B and C normals will catch all attempts to jump or mash out of pressure and will result in them eating a fat combo. Despite all this, Do Not overuse this move as whiffing it carelessly will leave you open to punishes.

Damage Guard Cancel Property Cost Attribute
2263 LH MD HK, WB(4), L(4) 1 Magic Circuit -
First Active Active Recovery Overall Advantage Invul
4+4 6 (11) 4 26 54 -9 1-4 Throw

Shiki readies himself, then runs across a majority of the screen, slashing twice and launching the opponent away on hit. If the opponent is high in the air or your spacing is just plain off, the first hit has a tendency to whiff, but second slash always comes out even if the first one whiffs. A move used typically to end combos and to wallbounce into airthrow in the corner. Do not let the opponent block this, as it is punishable on block.

In combos, 236+C grants massive corner carry on its own, even letting Shiki run the opponent even further into the corner after the move but before they wake up. It's also very easy to work this move into a combo where other options might not work, notably after 4+B+C. Once the opponent is cornered, you can use the Wall Bounce property of the second hit to turn it into a potent combo tool instead of just an ender, allowing you to continue the combo if you are close enough. This is very useful for improving Shiki's damage output in corner combos should you have the resources to do so.

Finally, this move's fast startup and long travel distance make this move a potent whiff punishing tool. Moon Drive cancelling turns this move into an expensive yet valuable starter, where Shiki can dash 2+C to continue and clear well over 4K damage in the following combo. You can pull this out of your hat in situations where you may need to close out a round.

Flash Sheath - Single Strike
6+B+C
MBTL Tohno 6BC.png
MBTL Tohno 6BC 1 hb.png
MBTL Tohno 6BC 2 hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1365 LH EX, MD L, GB(2) 3 Moon Icons -
First Active Active Recovery Overall Advantage Invul
14 2 (4) 4 17 41 -4 Clash 1-11
  • Moon Skill version of 236+X specials.

Slashes twice like 236+C but otherwise functions the similarly to 236+B. Travels about the same distance and ground bounces the opponent on hit allowing for combos. 236+B will lead to more damaging combo than 6+B C and is safer on block, but 6+B C combos grant better meter gain and comes out much faster. Works off of dash momentum incredibly well due to the input being the same direction, making it a strong whiff punish tool until you gain access to 22+B.

Flash Run - Six Fish

Rising kicks that even Shiki doesn't understand. These are one of his more committal ways of being able to deal with airborne opponents. All versions are very fast by being active in 5-6 frames, are air-unblockable, and result in a cancellable knockdown on hit. Most notably, the B and EX Edge versions also grant Shiki with reliable invincible reversals, which is important since his other EX Edge specials have no invincibility.

Flash Run - Six Fish
623+X
MBTL Tohno 623A.png
MBTL Tohno 623A 1 hb.png
MBTL Tohno 623B 1 hb.png
MBTL Tohno 623C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 LH -EX-, -MD- L, SK(3) - -
First Active Active Recovery Overall Advantage Invul
6 1 (2) 10 33 51 -26 -
  • Lower hurtbox retracts slightly during startup

Shiki does a fast rising kick. Has no invincibility, but a good angle and strong active frames makes this move good for anti-airing careless air approaches. However, you're left very vulnerable in a clash situation. Goes into an automatic follow-up that gives a knockdown that can be cancelled into EX Specials for converting successful anti-airs into combos. Functions extremely well as a combo extender after Aerial UNI Input Hold.png[C] thanks to the low recovery, allowing for links into A Normals to optimize his damage and meter gain.

Beware that this move's hitbox placement also makes it somewhat prone to getting crossed-up and attacking the wrong way if the opponent passes over your head while performing it.

Damage Guard Cancel Property Cost Attribute
1200 LH (EX), (MD) L, SK(3) - -
First Active Active Recovery Overall Advantage Invul
6 2 (2) 10 37 56 -30 1-13 All

Shiki's meterless reversal. His primary reversal option, with amazing speed and vertical range. Very similar to the A version, the only differences being that it goes higher (takes longer to recover as a result), and is massively invincible. Use this to force your way out of frametraps or gaps in pressure, or to beat out specific okizeme situations

Has as much use in combos as 623+A, except this version will prorate the combo damage heavily if you use it as a starter. Usually used mid-combo when 623+A was already used to prevent Same Move Proration.

Damage Guard Cancel Property Cost Attribute
1807 LH (MD) L, HK 1 Magic Circuit -
First Active Active Recovery Overall Advantage Invul
4+1 3 (2) 10 37 56 -30 1-16 All

EX Edge Rising Kick, has more invincibility and active time than 623+B and goes active 1 frame faster than the other meterless versions. This version also grants a hard knockdown, giving Shiki more advantage and allowing him to perform left/right mix-ups with the right setups. The speed on this move is very important as it means that Shiki can punish certain safejump setups by hitting the opponent during their landing recovery, where he normally would not be able to.

Has cancellable recovery on the final hit like the meterless DPs, allowing you to cancel this into Arc Drive for extra damage and access to 22+X or Moon Drive to start combos, but the damage will scale heavily.

Flash Run - Six Fish
3+B+C
MBTL Tohno 3BC.png
MBTL Tohno 3BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1419 LHA EX, MD, -J- L 3 Moon Icons -
First Active Active Recovery Overall Advantage Invul
6 1 (2) 10 41 (10) 60 (29) -32 (-1) Clash 1-5
  • Moon Skill Version of 623+X specials

Unlike the others, this version does not possess any invincibility, but it does have clash frames on startup in Moon Drive, making it a workable reversal option. Loses the kick ender in exchange for the ability to jump cancel it on hit (only when airborne), with enough hitstun to combo a Aerial UNI Input Hold.png[C] and other follow-ups. It's also jump cancellable on whiff making it an excellent low risk escape option and anti air, and often trades in his favor during early active frames against predictable IAD resets.

Flash Run - Six Fish (air)
Flash Run - Six Fish (air)
Aerial 236+X
MBTL Tohno j236A.png
MBTL Tohno j236A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 LHA -EX-, -MD- L, SK(3) - -
First Active Active Recovery Overall Advantage Invul
6 1 (2) 10 Until Landing+12 - - -
Damage Guard Cancel Property Cost Attribute
1200 LHA -EX-, -MD- L, SK(3) - -
First Active Active Recovery Overall Advantage Invul
7 2 (2) 10 Until Landing+12 - - -
  • B version is largely the same as the A version but Shiki travels higher upward.

Shiki's DP, but in the air! Most useful as an air combo ender when the opponent is too high for an air grab to reach or to build slightly more meter but often does less damage so not ideal if it can be avoided. Similarly to the grounded version, Activating Moon Drive during the first 2 hits will leave the opponent in a long period of untech (though if done in the air after a 3+C combo it won't be until they reach the ground, they will be able to tech in the air.)

Damage Guard Cancel Property Cost Attribute
1807 LHA MD L, HK 1 Magic Circuit -
First Active Active Recovery Overall Advantage Invul
4+3 3 (2) 10 Until Landing+12 - - 1-4 Throw
  • EX Version with hard knockdown.

Shiki's best ender off air combos, providing great damage and okizeme after. Useful for finishing many stray air confirms and leads to his simplest and most consistent left/right mix-up if performed midscreen.

Flash Run - Six Fish (air)
Aerial 6+B+C
MBTL Tohno j6BC.png
MBTL Tohno j6BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1293 LHA EX, MD, -J- L 3 Moon Icons -
First Active Active Recovery Overall Advantage Invul
6 2 (2) 10 Until Landing+12 - - -
  • Air version of 3+B+C, can be jump cancelled on the first hit to combo into air normals.

Shiki's Moon Skill DP, but in the air! Overall an essential combo tool as it helps stabilize air to ground strings and extend routes during Moon Drive. Typically followed with a Aerial UNI Input Hold.png[C] to bring the opponent into the ground and extend into whatever you desire.

Flash Run - Double Strike

Shiki's ground slide series. An offensive tool and a staple launcher in his combo game. The non-EX versions give him a safe special to cancel his pressure into, while the EX Edge version grants him a way to dump excess meter into knockdowns off of stray hits midscreen that can't be traditionally converted

Flash Run - Double Strike
214+X
MBTL Tohno 214A.png
We live by the slide. We die by the slide.
MBTL Tohno 214XX.png
がら空き!
(You're wide open!)
MBTL Tohno 214A hb.png
We live by the slide. We die by the slide.
MBTL Tohno 214XX hb.png
がら空き!
(You're wide open!)
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 L -EX-, -MD-, -CH- L, SK - -
First Active Active Recovery Overall Advantage Invul
7 10 13 29 -3 -
  • Pressing any button on frames 7~20 cancels the slide into the follow-up attack.
  • Always -3, regardless of how late it connects.

Shiki's fast ground slide, is very useful in pressure to keep forcing your opponent to block low, and punishes up-backers and mashers handsomely by being able to go into a good combo on hit.

In combos, this can easily be used after ANY ranged button to convert into your route of choice. It's also a common special to cancel into Boundary Peek from as there shouldn't be any possibility of the opponent being too high for the Arc Drive to reach using this move, as well as being the fastest and easiest special to do it from.

Damage Guard Cancel Property Cost Attribute
1330 L -EX-, -MD-, -CH- L, SK - -
First Active Active Recovery Overall Advantage Invul
17 10 13 39 -1 -
  • Pressing any button on frames 17~29 cancels the slide into the follow-up attack.
  • Always -1, regardless of how late it connects.

Functions similarly 214+A but with slower startup and better frame advantage. Where 214+A requires a slight delay to frametrap, making it tricky to do so properly without missing windows or not leaving a gap, 214+B's naturally slower startup makes it easier to do that as no delay is needed. Also has an identical reward on hit; free combos!

A very important thing to note is that due to the slide leaving Shiki right next to the opponent and -1 on block, this move gives Shiki a solid pressure reset opportunity every time it's blocked, on top of already being safe and allowing a disengage. The startup and low hitbox does make it vulnerable to jump outs if you get predictable.

This version is much more commonly seen in simpler combos due to the A version missing in a lot of places that B won't, usually if the opponent is too high or far. Also does a tiny bit more damage, making it more optimal if both are able to connect.

Damage Guard Cancel Property Cost Attribute
1000 LH -EX-, -MD-, (J) L - -
First Active Active Recovery Overall Advantage Invul
15 3 20 37 -6 -

Shiki rises from the ground and slashes upward. Has a similar animation to 3+C but doesn't cause a launch effect, instead just striking the opponent into the air. Can be jump-cancelled on hit, commonly a charged Aerial C, or linked into ground normals or another slide in punish combos. The follow-up can be triggered as long as Shiki is still moving forward, giving the B version a very generous stagger timing if it should be blocked, though you cannot jump cancel the follow-up on block. You can also cancel into this should the initial slide whiff, making preemptive cancels a surprisingly solid option for opponents looking to jump out of slide resets, but it can make buffering it during combos a bit troublesome.

Damage Guard Cancel Property Cost Attribute
1645 L MD L, LR(2), HK 1 Magic Circuit -
First Active Active Recovery Overall Advantage Invul
4+3 10 11 28 ±0 (-4) 1-4 Throw
  • Automatically performs the follow-up attack on hit or block.
  • On block, can be shielded between the first and second hit.
  • Follow-up attack behaves like 3+C, launching the opponent.

Shiki's EX Edge slide. While this attack does not give Shiki any invincibility, the hurtbox is a bit further back and shorter than the non-metered versions, making the hitbox all the more disjointed. This version is also just as fast as 214+A and travels the furthest of the three.

It's primarily used to convert off of attacks that lack the hitstun to allow for meterless combos, such as a spaced 236+A or 22+C, or his 623+X (Especially 623+B). In certain combos where a launch is already used (3+C or Shield Counter A starters), managing to land 214+C will make the follow-up attack not do a cinematic launch, but give you a hard knockdown.

This attack lifts the opponent into the air on block, being even on block at best and slightly minus, but still unpunishable, at worst. This allows you to make certain moves, notably 214+(XX), 22+A and 22+B, safe on block.

Flash Run - Double Strike
4+B+C
MBTL Tohno 4BC.png
MBTL Tohno 4BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1452 L EX, MD, (J) L, WB(5) 3 Moon Icons -
First Active Active Recovery Overall Advantage Invul
12 22 17 52 -3 Clash 1-11
  • Moon Skill version of 214+X special.
  • Similar to the EX version, the follow-up slash will automatically come out on hit.

In between the A and B version in terms of speed and goes further than all the rest by a large margin, covering over half screen. Unlike the other versions, 4+B+C hits multiple times and continues advancing forward on hit or block. The follow-up knocks the opponent back, wallslamming in the corner and allowing for linking into combos.

You can EX Cancel any hit into any EX special, though 214+C and 623+C won't connect on the final hit. You can use 236+C and 236+B+C right away, but delaying the former will increase the distance travelled allowing you to reach the corner in situations you normally wouldn't have.

Boundary Peek Activated (After Arc Drive)

Flash Sheath - Eight Piercings
Flash Sheath - Eight Piercings
22+A
MBTL Tohno 22A.png
Watch your neck.
MBTL Tohno 22A be.png
Not the Nanaya feint you think it is.
MBTL Tohno 22A hb.png
Watch your neck.
MBTL Tohno 22A be hb.png
Not the Nanaya feint you think it is.
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1400 H -EX-, -MD- NC, L, SK - -
First Active Active Recovery Overall Advantage Invul
29 ~ 35
37 ~ 43
2 19 48 -4 -
  • Start-up depends on the distance from the opponent and how long A is held.
  • This move can be delayed for up to fifteen frames. On the sixteenth frame it becomes 22+UNI Input Hold.png[A].
  • If the opponent does not get caught by the proximity check hitbox, Shiki will just travel a set distance and not attack.

A delayed overhead attack that slightly expands on Shiki's pressure. You can link A Normals for a short combo, and even link 5B on Counter Hits. Shiki disappears but is not invulnernable during the dash, meaning you can be stuffed by your opponent's mashing if they react in time to the startup. On block you'll be vulnerable to Throw punishes so be sure to cancel this into 214+C to be safe if that happens. Mix this in with your other frame traps to keep your opponents on their toes.

Damage Guard Cancel Property Cost Attribute
- - - - - -
First Active Active Recovery Overall Advantage Invul
- - - 32 - -

Shiki assumes a stance and stands back up, functioning as a feint. This is way too slow to be used as a pressure reset, but with good spacing you can whiff punish opposing B or C Normals that would interrupt 22+A. Being spaced is very important, as being too close will allow those buttons to catch the feint as well and you'll eat a bunch of damage no matter what. As an upside, Reversals and Forced Release will likely always whiff against this and you'll recover fast enough punish with whatever you want.

Flash Sheath - Eight Piercings
2+B+C
MBTL Tohno 2BC.png
MBTL Tohno 2BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1530 H EX, MD, (J) NC, L, SK 3 Moon Icons -
First Active Active Recovery Overall Advantage Invul
26 ~ 36 4 19 48 -1 Clash 1-11
  • Moon Skill version of 22+A.
  • If the opponent does not get caught by the proximity check hitbox, Shiki will just travel a set distance and not attack.

A direct upgrade of 22+A with faster start-up, more damage, and a slightly larger trigger range! ...Unfortunately, 2+B C lacks a feint or anything to properly mix up your opponent with, so if your opponent reacts to this they'll have no shortage of ways to blow you up. While not punishable outright like 22+A on block, you'll still want to cancel into 214+C to get a bit of distance from your opponent.

Flash Sheath - Seven Nights
Flash Sheath - Seven Nights
22+B
MBTL Tohno 22B.png
Watch your feet.
MBTL Tohno 22B hb.png
Watch your feet.
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1400 L -EX-, -MD- NC, L - -
First Active Active Recovery Overall Advantage Invul
13 5 25 42 -9 ~ -5 -
  • Temporarily removes Shiki's collision, allowing you to pass through opponents.

Shiki lunges forward and slashes outward, launching opponents straight up on hit. Thanks to the speed, travel distance, and consistent confirms on hit, 22+B is a very strong gap closer that makes his grounded neutral more potent once he gains access to it. This moves defines your match-ups against strong zoner characters, as it allows you to near consistently whiff punish their tools that Shiki would usually struggle to compete against. As a bonus, thanks to it removing your collision you can easily side switch mid-combo to put your opponent into the corner provided you started the combo in the corner.

Flash Sheath - Eight Points
Flash Sheath - Eight Points
22+C
MBTL Tohno 22C.png
The Trademark Nanaya Special
MBTL Tohno 22C hb.png
The Trademark Nanaya Special
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1419 LH -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
11 4,4,4,4,4,2[22] 19 51 -1 -
  • Holding 4 or 6 during this move makes Shiki slide backwards or forwards, respectively.
  • You can link this move into itself if the opponent is airborne. It adds virtually no damage but it does look really funny!

Shiki performs a series of rapid slashes. With its massive disjoint, active frames, air unblockable properties, and clash frames, it can be a strong tool for maintaining space and stuffing out aggressive approaches. The hitstun of the move allows very simple confirms on grounded and aerial connects. Where it shines most however is its use in pressure: -1 on block and allowing precise spacing for his plethora of pressure options, these slashes are a powerful reset that work perfectly with the great reward if it hits. It can also pressure the opponent into making hasty decisions due to its massive chip damage. If your opponent's character or wits can't find a way around this move, they're going to have a hard time once you gain access to it.

Super Moves

Boundary Peek
Boundary Peek
236+B+C
MBTL Tohno 22B.png
The Funny Man Install
MBTL Tohno 236BC hb.png
The Funny Man Install
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
3500 LH N/A HK 3 Magic Circuit -
First Active Active Recovery Overall Advantage Invul
1+6 7 32 45 -22 to -16 Strike 1-13, Throw 1-31
Damage Guard Cancel Property Cost Attribute
3500 Unblockable N/A HK 3 Magic Circuit, 2 Moon Icons -
First Active Active Recovery Overall Advantage Invul
1+31 (1+20) 7 44 82 (71) N/A All 1-38 (Strike 1-27, Throw 1-31)
  • Performing this move at all will grant access to 22+X special moves for the rest of the round. Whether it hits, is blocked, or whiffs does not matter. Ending the round with this will allow usage of 22+X for the next round.
  • Travels just under fullscreen distance. Travels slightly farther when fully charged.

Shiki does a sick knife spin and then lunges straight forward. A unique Arc Drive among the rest in that it doubles as an install, allowing you access to a unique set of special moves when it's performed. Because of this, it makes managing your meter slightly more strict. Depending on the match-up, you'll want to prioritize landing this as soon as possible which will mean limiting your damage and midscreen mix-ups until you gain access to 22+X. Fortunately, the benefits mean that this will almost always be the preferred way to close out a round thanks to it carrying over 22+X access into the following round.

When fully charged, the slash becomes unblockable. Serves as more of a gimmicky knowledge check than anything else. You don't have a good reason to use this since its reactable enough for opponents to Stand Shield it. Depending on how high the opponent is during a combo, you may have to use the unblockable version so that they have time to fall into the move.

Testify - Seventeen Dissection
Testify - Seventeen Dissection
A+B+C+D
MBTL Tohno ABCD.png
Monk Imprisoned By Doubts
MBTL Tohno ABCD hb.png
Monk Imprisoned By Doubts
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
4800 LH N/A HK 4 Magic Circuit -
First Active Active Recovery Overall Advantage Invul
1+21 4 27 52 -14 All 1-25
  • Only usable with four Magic Circuit Counts or with a successful Shield while in Blood Heat.
  • Uses his 5B animation if performed manually.
  • Damage in Blood Heat scales with amount of Heat Gauge remaining on activation.
  • Shiki will say different lines depending on the opponent he's fighting!

Shiki leaps at the opponent and rends them into seventeen pieces, a reference to his initial meeting with Arcueid in the visual novel. Functionally identical to every Last Arc in the game. Not worth going for over an EX Special into Arc Drive, especially with Boundary Peek's benefit of unlocking 22+X. It is a very cool looking super, at least.

Reverse Beats

Gaps for 22A may vary depending on distance and partial charge.
Gaps for 2BC vary depending on distance.

Rebeat Table
Attack Chain Advantage
2B 5A/2A -3
5B/5C/2C 5A/2A -2
Gap Table
Attack Chain Frame Gap
5A/2A 5[C] 19F (7-18 Clash)
5B/2C 5[C] 14F (2-13 Clash)
2B 5[C] 16F (4-15 Clash)
5A/2A 236B 7F
5B/5C/2C/3C 236B 2F
2B 236B 4F
Rapid Beat 236B 3F
5A/2A 214B 6F
5B/5C/2C/3C 214B 1F
2B 214B 3F
Rapid Beat 214B 2F
5A/2A 22A 18F
5B/5C/2C/3C 22A 13F
2B 22A 15F
Rapid Beat 22A 14F
5A/2A 2BC 15f
5B/5C/2C/3C 2BC 10f
2B 2BC 12f
Rapid Beat 2BC 11f
5A/2A 236[BC] 21F (1-21 Invul)
5B/5C/2C/3C 236[BC] 16F (1-16 Invul)
2B 236[BC] 18F (1-18 Invul)
Rapid Beat 236[BC] 17F (1-17 Invul)

Customization

Palette options

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Shiki Tohno Wiki Roadmap

31% complete
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Overview

Explanation of most specials, moon skills, arc drive and last arc. Majority of move data and properties. Image previews of normals has been added

Explanation of majority of normals, images of moves and hitboxes

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Strategy

Unstarted

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Combos

A fair assortment of starter and advanced combos have been added. Combo Theory section added and very basically explained, expand and elaborate in the future

Expand starter section as much as it can, demonstrations in the notes if possible(streamable links for the harder combos that require tight links)

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Matchups

Unstarted

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