Melty Blood/MBTL/Hisui: Difference between revisions
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{{MBTL Character Intro|char=Hisui|short=HI|portraitalign=flex-end|content= | {{MBTL Character Intro|char=Hisui|short=HI|portraitalign=flex-end|content= | ||
== Gameplay == | == Gameplay == | ||
{{2 Column Flex|flex1=6|flex2=4 | {{2 Column Flex|flex1=6|flex2=4 | ||
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{{Content Box|content= | {{Content Box|content= | ||
'''Hisui''' is a well-rounded rushdown character. She controls her own space well, but excels when up close and running her strong strike/throw game against the opponent. | '''Hisui''' is a well-rounded rushdown character. She controls her own space well, but excels when up close and running her strong strike/throw game against the opponent. | ||
{{ | {{CharacterPickReasons|width=100 | ||
|pros= | |pros= | ||
* '''No glaring weaknesses''': Hisui has a solid set of options for most situations, ranging from rushdown tools, neutral tools, strong setplay, anti airs and strong aerial options. She does not have many big flaws holding her back. | * '''No glaring weaknesses''': Hisui has a solid set of options for most situations, ranging from rushdown tools, neutral tools, strong setplay, anti airs and strong aerial options. She does not have many big flaws holding her back. | ||
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|cons= | |cons= | ||
* '''Lack of reversals''': Hisui lacks a invincible and even a EX reversal. This is means she has to rely on the universal mechanics for defense and means she can't consistently beat moon skill clashes outside of meaties. Her best reversal is moon ladle (6BC) which is by no means bad but can be baited with shield and isn't invincible (though it does have a ton of clash frames.). | * '''Lack of reversals''': Hisui lacks a invincible and even a EX reversal. This is means she has to rely on the universal mechanics for defense and means she can't consistently beat moon skill clashes outside of meaties. Her best reversal is moon ladle (6BC) which is by no means bad but can be baited with shield and isn't invincible (though it does have a ton of clash frames.). | ||
*''' | *'''Susceptible to counter-zoning''': Hisui's special moves, although very strong at controlling space, can be difficult to use against characters who don't need to approach. | ||
}} | }} | ||
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|content2= | |content2= | ||
{{Content Box|content= | {{Content Box|content= | ||
<center><youtube>https://youtu.be/NZfjoJquHvw</youtube></center> | <center><youtube>https://youtu.be/NZfjoJquHvw</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 quiet, yet deeply affectionate maid'''''</br> | |||
A maid for the Tohno family, responsible for household chores (except cooking) and taking care of Shiki. She is Kohaku's younger twin.</br> Unlike her sister, she is known for wearing more modern, non-traditional clothing. | |||
Her quiet nature makes her true feelings difficult to read,</br> and her formal way of speaking has led Shiki to see her as being rather mechanical. Her fighting skills are not quite on the same level as her sister, but she holds her own well enough. | |||
'''Main Weapon/Skill'''</br> | |||
Duster, Frying Pan, Ladle, Spatula, Furniture | |||
'''Basic Info'''</br> | |||
Height: 156cm</br> | |||
Weight: 43kg</br> | |||
Blood Type: B</br> | |||
Birthday: March 12</br> | |||
Voiced by: [https://en.wikipedia.org/wiki/Kana_Ichinose Kana Ichinose] | |||
</div></div> | |||
}} | }} | ||
}} | }} | ||
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|content2= | |content2= | ||
{{Content Box|header=Stats & vitals|content= | {{Content Box|header=Stats & vitals|content= | ||
HP Value: 11,700 (Average) | |||
Backdash: | |||
- 1-10 Full Invul | |||
- 1-14 Strike Invul | |||
- 15-19 Projectile/Air Invul | |||
- 5-25 Airborne | |||
- 34 Total | |||
Dash startup: 4 | Dash startup: 4 | ||
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| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage|hi_5c|caption=|hitbox=yes}} | {{MoveDataCargoImage|hi_5c|caption=|hitbox=yes}} | ||
{{MoveDataCargoImage|hi_5[c]|caption=|hitbox=yes}} | |||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|hi_5c}} | {{AttackDataCargo-MBTL/Query|hi_5c}} | ||
*Hits twice with a big hitbox. | *Hits twice with a big hitbox. | ||
Hisui moves forward a bit and swings a chair at the opponent. | Hisui moves forward a bit and swings a chair at the opponent. To add more damage to a combo, let both hits connect with opponent before cancelling. | ||
{{AttackDataCargo-MBTL/Query|hi_5[c]}} | {{AttackDataCargo-MBTL/Query|hi_5[c]}} | ||
* Hits three times. | * Hits three times. | ||
* Easily catches most backdashes. | * Easily catches most backdashes. | ||
* Lots of clash frames. | * Lots of clash frames. | ||
Hisui lunges a considerable distance across the screen. She is protected from most attacks with clash frames, allowing her to truck through projectiles and physical attacks. Don't get to greedy with this however as opponents can shield it or punish the long recovery. One of your best combo starters. | Hisui lunges a considerable distance across the screen. She is protected from most attacks with clash frames, allowing her to truck through projectiles and physical attacks. Don't get to greedy with this however as opponents can shield it or punish the long recovery. One of your best combo starters, especially if you let all 3 hits go through before canceling. On block, you can rebeat into 5/2A to continue pressure. | ||
}} | }} | ||
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{{AttackDataCargo-MBTL/Query|hi_2b}} | {{AttackDataCargo-MBTL/Query|hi_2b}} | ||
* Hits low. | * Hits low. | ||
* Somewhat low-profile. | |||
Hisui extends both of her arms out to shove the opponent. Has slightly longer range than her 2A and is generally quite fast and safe to make up for its reach. | Hisui extends both of her arms out to shove the opponent. Has slightly longer range than her 2A and is generally quite fast and safe to make up for its reach. | ||
}} | }} | ||
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* Hits mid. | * Hits mid. | ||
* Parenthesized damage is damage dealt if j.B and j.2B both hit. | * Parenthesized damage is damage dealt if j.B and j.2B both hit. | ||
Hisui swings her book downwards in an arc. While it may not seem like a good mixup tool on paper due to it hitting mid, it changes Hisui's air momentum in weird ways and can allow for extra overheads (j.B -> j.2B -> j.C -> j.A). | Hisui swings her book downwards in an arc. While it may not seem like a good mixup tool on paper due to it hitting mid, it changes Hisui's air momentum in weird ways and can allow for extra overheads (j.B -> j.2B -> j.C -> j.A). Also has zero landing recovery for some reason, making the empty low option stronger. In combos, pushes the opponent downwards, allowing air throw to connect in some instances when it otherwise wouldn't. | ||
}} | }} | ||
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==== Command Normals ==== | ==== Command Normals ==== | ||
===== 6C ===== | ===== 6C ===== | ||
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* Can also be delayed as a frame trap. | * Can also be delayed as a frame trap. | ||
* Cancels into supers, but not specials. | * Cancels into supers, but not specials. | ||
Third hit of the frying pan that sends the target flying. | Third hit of the frying pan that sends the target flying. Causes a wallbounce in the corner allowing for meterless combo extensions, but is also useful for 22C combo enders midscreen. Travels forward a decent amount. | ||
}} | }} | ||
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{{AttackDataCargo-MBTL/Query|hi_4b}} | {{AttackDataCargo-MBTL/Query|hi_4b}} | ||
* Very low damage on hit. | * Very low damage on hit. | ||
Hisui pulls out a watering can to water the opponent. Does not see much | Hisui pulls out a watering can to water the opponent. Does not see much use because it cannot be converted into a combo at the ranges where it would be relevant. On defense, if you are trying to catch an IAD with 5B, make sure to stop holding backwards or else you'll get this move instead. | ||
{{AttackDataCargo-MBTL/Query|hi_4[b]}} | {{AttackDataCargo-MBTL/Query|hi_4[b]}} | ||
* Unblockable. | * Unblockable. | ||
* Two hits with a sizable gap. | * Two hits with a sizable gap. | ||
Hisui continues to water the ground, creating a large puddle. | Hisui continues to water the ground, creating a large puddle. Borderline useless on its own, but with the proper setup (e.g. 236BB > 623C > 2[BC] > 4[B]) can be used in a gapless blockstring to finish off an opponent at low health. | ||
}} | }} | ||
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{{AttackDataCargo-MBTL/Query|hi_j2c}} | {{AttackDataCargo-MBTL/Query|hi_j2c}} | ||
* Hits mid. | * Hits mid. | ||
Hisui crosses her arms and dives towards the ground. Gives Hisui added mobility in the air, but moves somewhat slowly. | Hisui crosses her arms and dives towards the ground. Gives Hisui added mobility in the air, but moves somewhat slowly. Strong for baiting throw tech attempts. Must hit low to the ground to extend off of with normal attacks. Punishable if the opponent blocks while you are high enough off the ground. | ||
}} | }} | ||
=== Universal Mechanics === | === Universal Mechanics === | ||
===== Rapid | ===== Rapid Beat 1 ===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = | | title = Rapid Beat 1 | ||
| subtitle = | | subtitle = | ||
| input = {{#invoke:InputsMBTL|toIcons|X}}{{#invoke:InputsMBTL|toIcons|X}} | | input = {{#invoke:InputsMBTL|toIcons|X}}{{#invoke:InputsMBTL|toIcons|X}} | ||
| images = | | images = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|hi_rapid1|caption=}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|hi_rapid1|caption=|hitbox=yes}} | ||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query| | {{AttackDataCargo-MBTL/Query|hi_rapid1}} | ||
Advances forward a significant amount. Sees a large amount of use in pressure in order to stay close to the opponent while using her special moves. | |||
}} | }} | ||
===== Rapid | ===== 3C / Rapid Beat 2 ===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = | | title = 3C | ||
| subtitle = | | subtitle = | ||
| input = {{#invoke:InputsMBTL|toIcons| | | input = {{#invoke:InputsMBTL|toIcons|3C}} | ||
or | |||
{{#invoke:InputsMBTL|toIcons|X X X}} | |||
| images = | | images = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|hi_3c|caption=}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|hi_3c|caption=|hitbox=yes}} | ||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query| | {{AttackDataCargo-MBTL/Query|hi_3c}} | ||
* | * Universal launcher. Has a pretty decent hitbox. | ||
* Invulnerable to air attacks starting from frame 5. | |||
* Rapid Beat version has major forward movement, allowing Hisui to stay closer to her opponent while using special moves in pressure. | |||
}} | }} | ||
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| input = {{#invoke:InputsMBTL|toIcons|236X}} | | input = {{#invoke:InputsMBTL|toIcons|236X}} | ||
| images = | | images = | ||
{{MoveDataCargoImage|hi_236a|caption= | {{MoveDataCargoImage|hi_236a|caption=}} | ||
{{MoveDataCargoImage|hi_236b|caption= | {{MoveDataCargoImage|hi_236b|caption=}} | ||
{{MoveDataCargoImage|hi_236c|caption= | {{MoveDataCargoImage|hi_236c|caption=}} | ||
{{MoveDataCargoImage|hi_236xx|caption=}} | {{MoveDataCargoImage|hi_236xx|caption=}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage|hi_236a|caption= | {{MoveDataCargoImage|hi_236a|caption=|hitbox=yes}} | ||
{{MoveDataCargoImage|hi_236b|caption= | {{MoveDataCargoImage|hi_236b|caption=|hitbox=yes}} | ||
{{MoveDataCargoImage|hi_236c|caption= | {{MoveDataCargoImage|hi_236c|caption=|hitbox=yes}} | ||
{{MoveDataCargoImage|hi_236xx|caption=|hitbox=yes}} | {{MoveDataCargoImage|hi_236xx|caption=|hitbox=yes}} | ||
| info = | | info = | ||
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* Has a longer delay than the A version. | * Has a longer delay than the A version. | ||
* Has more hits but deals the same damage as the A version. | * Has more hits but deals the same damage as the A version. | ||
Hisui lunges even further than the A version. B version pause a bit before lunging at the opponent farther. | Hisui lunges even further than the A version. B version pause a bit before lunging at the opponent farther. Necessary to confirm off of longer ranged hits. | ||
{{AttackDataCargo-MBTL/Query|hi_236c}} | {{AttackDataCargo-MBTL/Query|hi_236c}} | ||
* Launches if 3C has not already been used. | * Launches if 3C has not already been used. | ||
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{{AttackDataCargo-MBTL/Query|hi_236xx}} | {{AttackDataCargo-MBTL/Query|hi_236xx}} | ||
* Doesn't count against your 3C launcher. | * Doesn't count against your 3C launcher. | ||
Hisui performs a follow-up launcher by inputting any attack button after 236A/B. | Hisui performs a follow-up launcher by inputting any attack button after 236A/B. Useful combo tool. Gives you enough time to go for a j.[C] most of the time. Unfortunately can't be a frametrap. | ||
}} | |||
{{MoveDataCargo | |||
| title = Sturdy Ladle (Moon Skill) | |||
| subtitle = | |||
| input = {{#invoke:InputsMBTL|toIcons|6BC}} | |||
| images = | |||
{{MoveDataCargoImage|hi_6bc|caption=Le funny wakeup move}} | |||
| hitboxes = | |||
{{MoveDataCargoImage|hi_6bc|caption=Le funny wakeup move|hitbox=yes}} | |||
| info = | |||
{{AttackDataCargo-MBTL/Query|hi_6bc}} | |||
* Lots of clash frames and a good reversal in Moon Drive. | |||
* No follow-up, but links into 5B on hit. | |||
Hisui does a quick and rapid barrage of ladle strikes. This move has more than it's fair share of clash frames and is both quite fast and quite safe. It's an excellent reversal in Moon Drive to check your opponent on wakeup. | |||
}} | }} | ||
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| input = {{#invoke:InputsMBTL|toIcons|623X}} | | input = {{#invoke:InputsMBTL|toIcons|623X}} | ||
| images = | | images = | ||
{{MoveDataCargoImage|hi_623a|caption= | {{MoveDataCargoImage|hi_623a|caption=}} | ||
{{MoveDataCargoImage|hi_623b|caption= | {{MoveDataCargoImage|hi_623b|caption=}} | ||
{{MoveDataCargoImage|hi_623c|caption= | {{MoveDataCargoImage|hi_623c|caption=}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage|hi_623a|caption= | {{MoveDataCargoImage|hi_623a|caption=|hitbox=yes}} | ||
{{MoveDataCargoImage|hi_623b|caption= | {{MoveDataCargoImage|hi_623b|caption=|hitbox=yes}} | ||
{{MoveDataCargoImage|hi_623c|caption= | {{MoveDataCargoImage|hi_623c|caption=|hitbox=yes}} | ||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|hi_623a}} | {{AttackDataCargo-MBTL/Query|hi_623a}} | ||
* Very active, but not as active as her other setplay tools. | * Very active, but not as active as her other setplay tools. | ||
Hisui dusts in front of her, creating a small dust cloud. Dust persists for a moment after use, creating a temporary hitbox the opponent can run into. | Hisui dusts in front of her, creating a small dust cloud. Dust persists for a moment after use, creating a temporary hitbox the opponent can run into. Sees little use on oki or in neutral, as bento and item throw are typically stronger, but can be used in pressure to limit the opponent's options. | ||
{{AttackDataCargo-MBTL/Query|hi_623b}} | {{AttackDataCargo-MBTL/Query|hi_623b}} | ||
* Very active pre-emptive anti-air. | * Very active pre-emptive anti-air. | ||
Hisui dusts the air above her, creating a small dust cloud. Good at catching jump-ins | Hisui dusts the air above her, creating a small dust cloud. Good at catching jump-ins. Can get a full combo on hit. | ||
{{AttackDataCargo-MBTL/Query|hi_623c}} | {{AttackDataCargo-MBTL/Query|hi_623c}} | ||
* Very plus on block, excellent for pressure resets. | * Very plus on block, excellent for pressure resets. | ||
* Vacuums opponents towards Hisui at certain spacings. | * Vacuums opponents towards Hisui at certain spacings. | ||
Spawns a dust cloud that tracks the opponent and hits four times. The dust cloud spawns a bit farther than one character length, meaning Hisui can sandwich opponents between her and the cloud if used point blank. You can set-up a dust blockstring from a auto-combo or 6CCC. From there you can whiff a 5A and go into a throw, or you can do 4AA -> 2C for a blockstring. Not only this but the 2C will push the opponent into the dust which allows you to go for another strike/throw mix-up. | Spawns a dust cloud that tracks the opponent and hits four times. The dust cloud spawns a bit farther than one character length, meaning Hisui can sandwich opponents between her and the cloud if used point blank. You can set-up a dust blockstring from a auto-combo or 6CCC. From there you can whiff a 5A and go into a throw, or you can do 4AA -> 2C for a blockstring. Not only this but the 2C will push the opponent into the dust which allows you to go for another strike/throw mix-up. | ||
}} | |||
{{MoveDataCargo | |||
| title = Pardon Me (Moon Skill) | |||
| subtitle = | |||
| input = {{#invoke:InputsMBTL|toIcons|3BC}} | |||
| images = | |||
{{MoveDataCargoImage|hi_3bc|caption=}} | |||
| hitboxes = | |||
{{MoveDataCargoImage|hi_3bc|caption=|hitbox=yes}} | |||
| info = | |||
{{AttackDataCargo-MBTL/Query|hi_3bc}} | |||
* Lasts considerably longer that 623A/B. | |||
Hisui creates a dust cloud that starts high in the air, then descends. Aids in being annoying and keeping Hisui safe while also offering an alternative setplay option. | |||
}} | }} | ||
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| input = {{#invoke:InputsMBTL|toIcons|214X}} | | input = {{#invoke:InputsMBTL|toIcons|214X}} | ||
| images = | | images = | ||
{{MoveDataCargoImage|hi_214a|caption= | {{MoveDataCargoImage|hi_214a|caption=}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage|hi_214a|caption= | {{MoveDataCargoImage|hi_214a|caption=|hitbox=yes}} | ||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|hi_214a}} | {{AttackDataCargo-MBTL/Query|hi_214a}} | ||
Hisui throws household objects at her opponent. The player can influence what Hisui throws by holding a direction immediately after the initial input. If the player does not follow-up an additional directional input, the object thrown is random. | Hisui throws household objects at her opponent. The player can influence what Hisui throws by holding a direction immediately after the initial input. If the player does not follow-up an additional directional input, the object thrown is random. | ||
* {{#invoke:InputsMBTL|toIcons|1}}: A slow moving | * {{#invoke:InputsMBTL|toIcons|1}}: A slow moving Lamp that travels in a straight line. | ||
* {{#invoke:InputsMBTL|toIcons|2}}: A | * {{#invoke:InputsMBTL|toIcons|2}}: A Pot that arcs upwards at a very high angle. This is good against catching jump ins, but will not catch people who IAD underneath it. | ||
* {{#invoke:InputsMBTL|toIcons|3}}: A | * {{#invoke:InputsMBTL|toIcons|3}}: A Vase that travels a little past the half way point on the screen before hitting the floor. | ||
* {{#invoke:InputsMBTL|toIcons|6}}: A | * {{#invoke:InputsMBTL|toIcons|6}}: A Book that travels about a third of the screen before hitting the floor. Advantageous on block when slightly spaced. | ||
* Random only: A | * Random only: A Tray that travels horizontally across the screen. This is Hisui's fastest projectile. | ||
* Random only: A | * Random only: A Coat Hanger that moves slower than tray, but faster than the lamp. | ||
Knocks down on hit even from very high up, giving enough advantage for Hisui to run up and meaty with a button. | |||
{{AttackDataCargo-MBTL/Query|hi_214b}} | {{AttackDataCargo-MBTL/Query|hi_214b}} | ||
Hisui throws 2 of the same projectiles as the A version at the cost of a longer start-up time. It can be punished by other strong projectiles but makes up for it with versatility. | Hisui throws 2 of the same projectiles as the A version at the cost of a longer start-up time. It can be punished by other strong projectiles but makes up for it with versatility. Makes for a strong pressure tool when spaced, since it's advantageous on block and relatively safe against shield. You get random objects if you don't select an input afterward. | ||
* {{#invoke:InputsMBTL|toIcons|1}}: Pot and | * {{#invoke:InputsMBTL|toIcons|1}}: Pot and Book. At mid range or in the corner, this is good for both pressuring grounded opponents and stopping jump-ins. Be careful though since the opponent can IAD over the book and under the pot. | ||
* {{#invoke:InputsMBTL|toIcons|2}}: Vase and | * {{#invoke:InputsMBTL|toIcons|2}}: Vase and Lamp. This covers a decent amount of horizontal space. | ||
* {{#invoke:InputsMBTL|toIcons|3}}: Vase and | * {{#invoke:InputsMBTL|toIcons|3}}: Vase and Hanger. Same as above, but with a faster projectile. | ||
* {{#invoke:InputsMBTL|toIcons|6}}: Tray and | * {{#invoke:InputsMBTL|toIcons|6}}: Tray and Book. This is your fastest moving consistent projectile if you need to poke someone at full screen. Quite advantageous on block when slightly spaced. | ||
Skill Bonus still lets this knock down on hit from most heights, even though it's two projectiles instead of just one. | Skill Bonus still lets this knock down on hit from most heights, even though it's two projectiles instead of just one. | ||
{{AttackDataCargo-MBTL/Query|hi_214c}} | {{AttackDataCargo-MBTL/Query|hi_214c}} | ||
* Throws 5 random objects from the above versions. | * Throws 5 random objects from the above versions. | ||
In addition to their regular properties, every single projectile leads into hard knockdown, making it a fantastic combo ender to go into guaranteed bento oki. Also gives you a safe heat if used as a combo ender but keep in mind you lose bento oki. | In addition to their regular properties, every single projectile leads into hard knockdown, making it a fantastic combo ender to go into guaranteed bento oki. Also gives you a safe heat if used as a combo ender but keep in mind you lose bento oki. | ||
<small></small> | |||
}} | |||
{{MoveDataCargo | |||
| title = Watch Your Step (Moon Skill) | |||
| subtitle = | |||
| input = {{#invoke:InputsMBTL|toIcons|4BC}} | |||
| images = | |||
{{MoveDataCargoImage|hi_4bc|caption=Throws 3 random items}} | |||
| hitboxes = | |||
{{MoveDataCargoImage|hi_4bc|caption=Throws 3 random items|hitbox=yes}} | |||
| info = | |||
{{AttackDataCargo-MBTL/Query|hi_4bc}} | |||
* Has the same startup as 214A, but throws three projeciles. | |||
* Item pool is the same as meterless verions. | |||
* Plus on block outside of point blank, some items moreso than others. | |||
Hisui rapidly throws three random objects at the opponent. Just like the meterless versions, holding a direction after the input will choose the set of projectiles Hisui throws. Inputting the directional follow-ups is very tricky since you have less time to buffer the input and takes some practice to perform consistently. | |||
* {{#invoke:InputsMBTL|toIcons|1}}: All three arced projectiles. (Pot, Vase, and Book) Great for controlling the space in front of Hisui and preventing approaches. | |||
* {{#invoke:InputsMBTL|toIcons|2}}: Vase, Tray, and Lamp. | |||
* {{#invoke:InputsMBTL|toIcons|3}}: Pot, Lamp, and Hanger. | |||
* {{#invoke:InputsMBTL|toIcons|6}}: All three non-arced projectiles. (Hanger, Tray, and Lamp) | |||
}} | }} | ||
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| input = {{#invoke:InputsMBTL|toIcons|22X}} | | input = {{#invoke:InputsMBTL|toIcons|22X}} | ||
| images = | | images = | ||
{{MoveDataCargoImage|hi_22a|caption= | {{MoveDataCargoImage|hi_22a|caption=}} | ||
{{MoveDataCargoImage|hi_22b|caption= | {{MoveDataCargoImage|hi_22b|caption=}} | ||
{{MoveDataCargoImage|hi_22c|caption= | {{MoveDataCargoImage|hi_22c|caption=}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage|hi_22a|caption= | {{MoveDataCargoImage|hi_22a|caption=|hitbox=yes}} | ||
{{MoveDataCargoImage|hi_22b|caption= | {{MoveDataCargoImage|hi_22b|caption=|hitbox=yes}} | ||
{{MoveDataCargoImage|hi_22c|caption= | {{MoveDataCargoImage|hi_22c|caption=|hitbox=yes}} | ||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|hi_22a}} | {{AttackDataCargo-MBTL/Query|hi_22a}} | ||
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* If used in the corner, most of the table falls off screen. | * If used in the corner, most of the table falls off screen. | ||
Hisui bakes the opponent a delicious cake and sets the table for them. Takes up a lot of space. Good for catching the opponent trying to teleport out of shield or to stop them from using low to the ground movement options. Sees a lot of use in combos as it can extend them and add a ton of damage, as it can be used to extend into 5C > 3C while adding a good 500 damage. | Hisui bakes the opponent a delicious cake and sets the table for them. Takes up a lot of space. Good for catching the opponent trying to teleport out of shield or to stop them from using low to the ground movement options. Sees a lot of use in combos as it can extend them and add a ton of damage, as it can be used to extend into 5C > 3C while adding a good 500 damage. | ||
}} | |||
{{MoveDataCargo | |||
| title = Well-Deserved Rest (Moon Skill) | |||
| subtitle = | |||
| input = {{#invoke:InputsMBTL|toIcons|2BC}} | |||
| images = | |||
{{MoveDataCargoImage|hi_2bc|caption=2BC}} | |||
{{MoveDataCargoImage|hi_2bc_be|caption=2[BC]}} | |||
| hitboxes = | |||
{{MoveDataCargoImage|hi_2bc|caption=|hitbox=yes}} | |||
{{MoveDataCargoImage|hi_2bc_be|caption=|hitbox=yes}} | |||
| info = | |||
{{AttackDataCargo-MBTL/Query|hi_2bc}} | |||
* Hits once before the mat lands. | |||
Not as useful as the normal bentos in terms of oki, but synergizes well with the rest of her kit. She can use this in 623C mix-up to neutral jump and go for mix-ups from there. A common example of this is 623C -> (wait) 2C -> 2BC -> 8, an example can be found here: https://youtu.be/DNTbPgfo4gc?t=50. | |||
{{AttackDataCargo-MBTL/Query|hi_2bc_be}} | |||
* Hits once before the mats land. | |||
* If used in the corner, both bento boxes are stacked at the edge of the screen. | |||
2BC but it places both 22A and 22B bentos. Seen in MS routes and some oki setups. | |||
}} | }} | ||
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| input = {{#invoke:InputsMBTL|toIcons|j236X}} | | input = {{#invoke:InputsMBTL|toIcons|j236X}} | ||
| images = | | images = | ||
{{MoveDataCargoImage|hi_j236a|caption=Full combos from | {{MoveDataCargoImage|hi_j236a|caption=Full combos from A 2A!}} | ||
{{MoveDataCargoImage|hi_j236c|caption=EX version gives HKD}} | {{MoveDataCargoImage|hi_j236c|caption=EX version gives HKD}} | ||
| hitboxes = | | hitboxes = | ||
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{{AttackDataCargo-MBTL/Query|hi_j236b}} | {{AttackDataCargo-MBTL/Query|hi_j236b}} | ||
* Used more often in BnBs than j.236A. | * Used more often in BnBs than j.236A. | ||
Nearly identical to the A version, but jumps slightly higher and delays longer. Easier to connect after j.2C, so you'll be using this more. | Nearly identical to the A version, but jumps slightly higher and delays longer. Easier to connect after j.2C, so you'll be using this more. Jump cancellable on hit. | ||
{{AttackDataCargo-MBTL/Query|hi_j236c}} | {{AttackDataCargo-MBTL/Query|hi_j236c}} | ||
* Does not jump forward like the A/B versions. | * Does not jump forward like the A/B versions. | ||
Line 514: | Line 590: | ||
Hisui rapidly strikes at her opponent, dragging them to the floor. Causes hard knockdown and deals good damage, making it an excellent combo ender. The HKD is long enough to set up a bento and dash up or IAD for continued pressure. | Hisui rapidly strikes at her opponent, dragging them to the floor. Causes hard knockdown and deals good damage, making it an excellent combo ender. The HKD is long enough to set up a bento and dash up or IAD for continued pressure. | ||
}} | }} | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Sturdy Ladle (air) | | title = Sturdy Ladle (air) (Moon Skill) | ||
| subtitle = | | subtitle = | ||
| input = {{#invoke:InputsMBTL|toIcons|j6BC}} | | input = {{#invoke:InputsMBTL|toIcons|j6BC}} | ||
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| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|hi_j6bc}} | {{AttackDataCargo-MBTL/Query|hi_j6bc}} | ||
Similar to the A version but faster | Similar to the A version but faster, more active, and jump cancellable on hit or block. Doesn't see too much use. | ||
}} | }} | ||
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| images = | | images = | ||
{{MoveDataCargoImage|hi_236bc|caption=}} | {{MoveDataCargoImage|hi_236bc|caption=}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage|hi_236bc|caption=|hitbox=yes}} | {{MoveDataCargoImage|hi_236bc|caption=|hitbox=yes}} | ||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|hi_236bc}} | {{AttackDataCargo-MBTL/Query|hi_236bc}} | ||
Hisui lunges forward and throws a giant fireball at the opponent. | Hisui lunges forward and throws a giant fireball at the opponent. | ||
* | * Fully invincible on startup, but not for very many of the active frames. | ||
* Will trade with faster projectiles, which is unfortunate. | * Will trade with faster projectiles, which is unfortunate. | ||
{{AttackDataCargo-MBTL/Query|hi_236[bc]}} | {{AttackDataCargo-MBTL/Query|hi_236[bc]}} | ||
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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 00:42, 4 August 2023
Gameplay
Hisui is a well-rounded rushdown character. She controls her own space well, but excels when up close and running her strong strike/throw game against the opponent.
Pick if you like | Avoid if you dislike |
---|---|
|
|
A quiet, yet deeply affectionate maid
A maid for the Tohno family, responsible for household chores (except cooking) and taking care of Shiki. She is Kohaku's younger twin.
Unlike her sister, she is known for wearing more modern, non-traditional clothing.
Her quiet nature makes her true feelings difficult to read,
and her formal way of speaking has led Shiki to see her as being rather mechanical. Her fighting skills are not quite on the same level as her sister, but she holds her own well enough.
Main Weapon/Skill
Duster, Frying Pan, Ladle, Spatula, Furniture
Basic Info
Height: 156cm
Weight: 43kg
Blood Type: B
Birthday: March 12
Voiced by: Kana Ichinose
Character Summary
- Moon Skills
- 6B+C - Sturdy Ladle (Air OK)
- 3B+C - Pardon Me
- 4B+C - Watch Your Step
- 2B+C - Well-Deserved Rest
- Special Attacks
- 236A/B/C (EX OK) - Sturdy Ladle (Air OK): Advancing attack
- > A/B/C - Additional input
- 623A/B/C (EX OK) - Pardon Me: Anti-air/space control tool
- 214A/B/C (EX OK) - Watch Your Step: Projectiles
- 22A/B/C (EX OK) - Well-Deserved Rest: Setplay trap
- j.236A/B/C (EX OK) - Sturdy Ladle
- Arc Drive
- 236B+C - Hisui Dark Punch
- Last Arc
- A+B+C+D / D in Blood Heat - Tohno Blade - Shramana Tree
- Unique Attacks
- 6C>C>C, 3C, 4B, j.2C, j.B>j.2B
- Blowback Edge Moves
- 5[C], 4[B], j.[C], 2[B+C], 236[B+C]
HP Value: 11,700 (Average)
Backdash:
- 1-10 Full Invul - 1-14 Strike Invul - 15-19 Projectile/Air Invul - 5-25 Airborne - 34 Total
Dash startup: 4
Dash actionable: 5
Jump startup: 4
Jump airtime: 37
Coming soon.
Move Analysis
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
160 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 11 | 17 | -1 | - |
- Basic 5-frame jab.
- Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 4 | 15 | 24 | -4 | - |
- Very fast for a B normal.
- Tiny range.
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420*2 (806) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 5 | 21 | 35 | -7 | - |
- Hits twice with a big hitbox.
Hisui moves forward a bit and swings a chair at the opponent. To add more damage to a combo, let both hits connect with opponent before cancelling.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
430*3 (1186) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
24 | 12 | 23 | 58 | -10 | Clash 18-23 |
- Hits three times.
- Easily catches most backdashes.
- Lots of clash frames.
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 11 | 17 | -1 | - |
- 5-frame low.
- Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 6 | 12 | 24 | -3 | - |
- Hits low.
- Somewhat low-profile.
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
590 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 5 | 21 | 34 | -9 | - |
- Great range for its speed.
Jumping Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
130 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 4 | 11 | 19 | - | - |
- Fast mixup tool.
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
380 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 4 | until landing | - | - | - |
- Generous upwards hitbox.
Hisui pokes upward with her book. Hisui's best rising anti-air and high air-to-air normal.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480 (754) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 3 | - | - | - | - |
- Causes a techable knockdown.
- Hits mid.
- Parenthesized damage is damage dealt if j.B and j.2B both hit.
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
560 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 5 | until landing | - | - | - |
- Hisui's strongest jump-in.
Hisui summons a table from nowhere and slams it downwards. Mostly used in combos but it's also pretty fast if done from an IAD.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 5 | until landing | - | - | Clash 16-19 |
- Gains clash frames.
- Ground bounces on hit.
Command Normals
6C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
440 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 21 | 33 | -7 | - |
- Cannot reverse beat during this chain, but can cancel into specials.
Hisui swings her frying pan upwards. Has a large vertical hitbox.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
440 (774) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 2 | 22 | 32 | -7 | - |
- Can be delayed as a frame trap.
Hisui swings her frying pan downwards with some forward momentum. This is usually where you will cancel the chain into Dust or Ladle during combos.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 (1590) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 4 | 23 | 38 | -10 | - |
- Can also be delayed as a frame trap.
- Cancels into supers, but not specials.
4B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
200 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 3 | 14 | 29 | -5 | - |
- Very low damage on hit.
Hisui pulls out a watering can to water the opponent. Does not see much use because it cannot be converted into a combo at the ranges where it would be relevant. On defense, if you are trying to catch an IAD with 5B, make sure to stop holding backwards or else you'll get this move instead.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
200, 200 | LH, U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 3(27)8 | 15 | - | - | - |
- Unblockable.
- Two hits with a sizable gap.
j.2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
780 | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | until landing | 6L | - | +5 (TK) | - |
- Hits mid.
Universal Mechanics
Rapid Beat 1
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 3 | 23 | 34 | -10 | - |
3C / Rapid Beat 2
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 25 | 37 | -11 | Air 5-12 |
- Universal launcher. Has a pretty decent hitbox.
- Invulnerable to air attacks starting from frame 5.
- Rapid Beat version has major forward movement, allowing Hisui to stay closer to her opponent while using special moves in pressure.
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1500 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 (+ dash) | 3 | 19 (whiff) | - | +57 | - |
- Universal throw.
- Causes hard knockdown.
Air Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1 | 3 | until landing + 12 | - | - | - |
- Universal air combo ender.
Special Moves
Sturdy Ladle
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
220*6 (1186) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 12 | 19 | 38 | -4 | - |
- Pretty comparable to the B version.
Hisui lunges forward with rapid ladle strikes. The main difference between A and B version is that A will lunge immediately at the opponent, very important tool in your bnb's and confirming off hits since the lunge allows you to get close the opponent.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
160*9 (1264) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 18 | 19 | 49 | -4 | - |
- Has a longer delay than the A version.
- Has more hits but deals the same damage as the A version.
Hisui lunges even further than the A version. B version pause a bit before lunging at the opponent farther. Necessary to confirm off of longer ranged hits.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
160*9, 580 (1796) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+10 | 18(13)2 | 22 | 68 | -7 | - |
- Launches if 3C has not already been used.
Hisui flies forward a considerable distance with rapid strikes before launching the opponent.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 2 | 21 | 32 | -6 | - |
- Doesn't count against your 3C launcher.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
170*9 (1342) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 18 | 19 | 45 | -4 | Clash 1-7 (MD) |
- Lots of clash frames and a good reversal in Moon Drive.
- No follow-up, but links into 5B on hit.
Pardon Me
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
17 | - | 24 | 41 | -4 (minimum) | - |
- Very active, but not as active as her other setplay tools.
Hisui dusts in front of her, creating a small dust cloud. Dust persists for a moment after use, creating a temporary hitbox the opponent can run into. Sees little use on oki or in neutral, as bento and item throw are typically stronger, but can be used in pressure to limit the opponent's options.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | - | 26 | 34 | - | - |
- Very active pre-emptive anti-air.
Hisui dusts the air above her, creating a small dust cloud. Good at catching jump-ins. Can get a full combo on hit.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
550*4 (1627) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+4 | - | 28 | 36 | +25 (minimum) | - |
- Very plus on block, excellent for pressure resets.
- Vacuums opponents towards Hisui at certain spacings.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1100 | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | - | 26 | 34 | - | Clash 1-5 (MD) |
- Lasts considerably longer that 623A/B.
Watch Your Step
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | - | 28 | 39 | -6 (minimum) | - |
Hisui throws household objects at her opponent. The player can influence what Hisui throws by holding a direction immediately after the initial input. If the player does not follow-up an additional directional input, the object thrown is random.
: A slow moving Lamp that travels in a straight line.
: A Pot that arcs upwards at a very high angle. This is good against catching jump ins, but will not catch people who IAD underneath it.
: A Vase that travels a little past the half way point on the screen before hitting the floor.
: A Book that travels about a third of the screen before hitting the floor. Advantageous on block when slightly spaced.
- Random only: A Tray that travels horizontally across the screen. This is Hisui's fastest projectile.
- Random only: A Coat Hanger that moves slower than tray, but faster than the lamp.
Knocks down on hit even from very high up, giving enough advantage for Hisui to run up and meaty with a button.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700*2 (1309) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
19 | - | 25 | 44 | -3 (minimum) | - |
Hisui throws 2 of the same projectiles as the A version at the cost of a longer start-up time. It can be punished by other strong projectiles but makes up for it with versatility. Makes for a strong pressure tool when spaced, since it's advantageous on block and relatively safe against shield. You get random objects if you don't select an input afterward.
: Pot and Book. At mid range or in the corner, this is good for both pressuring grounded opponents and stopping jump-ins. Be careful though since the opponent can IAD over the book and under the pot.
: Vase and Lamp. This covers a decent amount of horizontal space.
: Vase and Hanger. Same as above, but with a faster projectile.
: Tray and Book. This is your fastest moving consistent projectile if you need to poke someone at full screen. Quite advantageous on block when slightly spaced.
Skill Bonus still lets this knock down on hit from most heights, even though it's two projectiles instead of just one.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
500*5 (2155) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+3 | - | 26 | 33 | -2 (minimum) | - |
- Throws 5 random objects from the above versions.
In addition to their regular properties, every single projectile leads into hard knockdown, making it a fantastic combo ender to go into guaranteed bento oki. Also gives you a safe heat if used as a combo ender but keep in mind you lose bento oki.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
600*3 (1572) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | - | 22 | 32 | 0 (minimum) | Clash 1-9 (MD) |
- Has the same startup as 214A, but throws three projeciles.
- Item pool is the same as meterless verions.
- Plus on block outside of point blank, some items moreso than others.
Hisui rapidly throws three random objects at the opponent. Just like the meterless versions, holding a direction after the input will choose the set of projectiles Hisui throws. Inputting the directional follow-ups is very tricky since you have less time to buffer the input and takes some practice to perform consistently.
Well-Deserved Rest
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1400 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
83 / 4 | - | - | 43 | - | - |
- Disappears when Hisui is hit, but not when she blocks.
- Activation is delayed from when it's set.
Hisui puts out a bento lunch for the opponent that explodes on contact. Hisui's main oki tool post hard knockdown. Takes a moment to activate, allowing you to run up and throw the opponent if they try to shield it or block, but you can also try to IAD j.A for a fast overhead or run up with a button. The explosion launches them briefly into the air allowing you to combo. You can stack these, but they can all be shielded at once. Makes for a very funny anti-air if someone jumps at Hisui with a bento in front of her.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1400 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
83 / 4 | - | - | 43 | - | - |
- Same as the A version, except it travels a set distance before activating.
Hisui puts out a bento that somehow flies across the ground. Unlike previous games, these will stop at the corner and not fly off the screen. Using this version after 214C or j.236C outside of the corner will usually slide the bento directly on top of the opponent. Midscreen after a throw, the bento will land behind the opponent which catches backdashes as they will land right into it. You can typically run in and go for a mix-up.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
600, 960*3 (1877) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+3 , 67 / 4 | 4 | 20 | 30 | -3 | - |
- The table has an additional hit as it is set.
- Stackable, but limited to two.
- If used in the corner, most of the table falls off screen.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400, 1400 (1800) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
14 | 4 | 18 | 35 | -1 | Clash 1-11 (MD) |
- Hits once before the mat lands.
Not as useful as the normal bentos in terms of oki, but synergizes well with the rest of her kit. She can use this in 623C mix-up to neutral jump and go for mix-ups from there. A common example of this is 623C -> (wait) 2C -> 2BC -> 8, an example can be found here: https://youtu.be/DNTbPgfo4gc?t=50.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400, 1400, 1100 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
21 | 4 | 15 | 39 | +2 | Clash 1-11 (MD) |
- Hits once before the mats land.
- If used in the corner, both bento boxes are stacked at the edge of the screen.
Sturdy Ladle (air)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
200*7 (1232) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 21 | until landing + 4 | - | +10 (TK) | - |
- Allows Hisui to easily confirm air-to-air hits into a full combo
- Air combo extender.
Hisui does a small hop forward and rapidly strikes at her opponent. Immediately changes your momentum, allowing you to be tricky with your movements and catch people trying to follow you after an aerial dash backwards. If blocked in the air, will drag the opponent all the way to the ground and leave Hisui plus. It can be TK'ed to leave you plus in pressure but most of the time it's better to go for an IAD. On hit it leads to an easy confirm.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
210*7 (1291) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
18 | 21 | until landing + 4 | - | +12 (TK) | - |
- Used more often in BnBs than j.236A.
Nearly identical to the A version, but jumps slightly higher and delays longer. Easier to connect after j.2C, so you'll be using this more. Jump cancellable on hit.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
350*7 (2092) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+6 | 21 | until landing + 4 | - | +1 (TK) | - |
- Does not jump forward like the A/B versions.
- Instantly changes your momentum.
- Safe on block.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
210*7 (1291) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 21 | until landing + 4 | - | +10 (TK) | - |
Super Moves
Hisui Dark Punch
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700*5 (3500) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+11 | - | - | - | -2 (minimum) | All 1-13 |
Hisui lunges forward and throws a giant fireball at the opponent.
- Fully invincible on startup, but not for very many of the active frames.
- Will trade with faster projectiles, which is unfortunate.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*9, 700 (4300) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+28+11 | - | - | - | - | All 1-41 |
Hisui briefly delays and empowers her fireball before throwing it.
- Deals less damage per hit, but almost double the number of hits overall.
- Situationally useful to extend invincibility.
Tohno Blade - Shramana Tree
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
4800 [4800 ~ 6960 in BH] | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+21 | 4 | 27 | 52 | -14 | All 1-25 |
Standard last arc, albeit a completely different one from other titles. Looks really cool.
- You can combo into this off of EX Dust due to the multi-hit stun. If you have Moon Drive, you can combo into this off of the launcher on 236A/B.
Reverse Beats
Attack | Chain | Advantage |
---|---|---|
5B/2B | 5A/2A | -3 |
5C/2C | 5A/2A | -1 |
Attack | Chain | Frame Gap |
---|---|---|
Customization
Palette options
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