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'''Shiki Tohno''' | '''Shiki Tohno''' | ||
This character | This is a great character for players that want a big arsenal of tools for the neutral game. With his iconic and powerful 2C, amazing grounded dashes, low-profiling 214x specials, invincible DPs, and high life total, Shiki has the tools to rumble in the midrange poke, trade and punish game with the best of them. The power of his dash combined with the huge range of 2C turns every footsie interaction into a basically unreactable game of rock-paper-scissors, forcing opponents to guess whether he will threaten with a long-range low or dash back in to restart his pressure with a quick 2A or throw. His biggest weakness in all three moons is his consistently mediocre okizeme game, where he must sacrifice big damage to get a workable hard knockdown. Shiki is a great choice for players who relish the idea of outplaying their opponents in neutral and working them to the corner where his damage, pressure and okizeme can skyrocket to oppressive levels. | ||
[[Melty Blood/Shiki Tohno/Crescent Moon|Crescent]]<br> | [[Melty Blood/Shiki Tohno/Crescent Moon|Crescent]]<br> | ||
Crescent is | Crescent is probably the most popular style for Shiki, and for good reason. In this groove, he has the most tools for the neutral game, with multiple options to choose from in any scenario and good mobility to force favorable situations. Although each individual attack may not be especially unbeatable, C-Tohno's overwhelming utility and powerful footsie game make him a solid character in any matchup. | ||
[[Melty Blood/Shiki Tohno/Half Moon|Half]]<br> | [[Melty Blood/Shiki Tohno/Half Moon|Half]]<br> | ||
Half is Shiki's strongest rushdown and pressure orientated style. In this moon, he has a very long and fast airdash which allows him to get in easier, as well as a multitude of fast, heavy forward moving, and neutral on block normals, making his close up pressure game a force to be reckoned with. However, Half has | Half is Shiki's strongest rushdown and pressure orientated style. In this moon, he has a very long and fast airdash which allows him to get in easier, as well as a multitude of fast, heavy forward moving, and neutral on block normals, making his close up pressure game a force to be reckoned with. However, Half has pathetically low average damage, and lacks a lot of variety that Crescent has, so this means that he can be a bit of a one trick pony unless you are careful to mix up your pressure. | ||
[[Melty Blood/Shiki Tohno/Full Moon|Full]]<br> | [[Melty Blood/Shiki Tohno/Full Moon|Full]]<br> | ||
F-Shiki is a different take on the Shiki formula. He has much higher average damage than the other two moons and the token strong plus frames that a typical Full Moon character receives, making his pressure game quite solid. His 236x specials are powerful space-controlling tools that many slower characters simply can't get past safely, and his air normals have all been changed into extremely powerful air-to-airs, ranking among the best in the game. Unfortunately, his mobility is much worse than C or H, and overall his gameplan is much more linear with fewer mixups and tick throw opportunities. | |||
=Statistics= | =Statistics= |
Revision as of 15:33, 15 November 2015
(Click here for the original Shiki Tohno page)
Introduction
Shiki is the main hero of Tsukihime and Akiha's older brother. Due to a series of events when he was younger and his bloodline as a demon hunter, Shiki became able to see 'lines' superimposed on all things. When traced, it would instantly "kill" the thing in question, this ability is known as the Mystic Eyes of Death Perception. In Melty Blood, Shiki assists Sion in destroying the Night of Wallachia.
Stage: Classic
BGM: Wonderful Boy
Moon Overview
Shiki Tohno
This is a great character for players that want a big arsenal of tools for the neutral game. With his iconic and powerful 2C, amazing grounded dashes, low-profiling 214x specials, invincible DPs, and high life total, Shiki has the tools to rumble in the midrange poke, trade and punish game with the best of them. The power of his dash combined with the huge range of 2C turns every footsie interaction into a basically unreactable game of rock-paper-scissors, forcing opponents to guess whether he will threaten with a long-range low or dash back in to restart his pressure with a quick 2A or throw. His biggest weakness in all three moons is his consistently mediocre okizeme game, where he must sacrifice big damage to get a workable hard knockdown. Shiki is a great choice for players who relish the idea of outplaying their opponents in neutral and working them to the corner where his damage, pressure and okizeme can skyrocket to oppressive levels.
Crescent is probably the most popular style for Shiki, and for good reason. In this groove, he has the most tools for the neutral game, with multiple options to choose from in any scenario and good mobility to force favorable situations. Although each individual attack may not be especially unbeatable, C-Tohno's overwhelming utility and powerful footsie game make him a solid character in any matchup.
Half is Shiki's strongest rushdown and pressure orientated style. In this moon, he has a very long and fast airdash which allows him to get in easier, as well as a multitude of fast, heavy forward moving, and neutral on block normals, making his close up pressure game a force to be reckoned with. However, Half has pathetically low average damage, and lacks a lot of variety that Crescent has, so this means that he can be a bit of a one trick pony unless you are careful to mix up your pressure.
F-Shiki is a different take on the Shiki formula. He has much higher average damage than the other two moons and the token strong plus frames that a typical Full Moon character receives, making his pressure game quite solid. His 236x specials are powerful space-controlling tools that many slower characters simply can't get past safely, and his air normals have all been changed into extremely powerful air-to-airs, ranking among the best in the game. Unfortunately, his mobility is much worse than C or H, and overall his gameplan is much more linear with fewer mixups and tick throw opportunities.
Statistics
Character | 100% | 75% | 50% | 25% | Estimated Health |
---|---|---|---|---|---|
Shiki Tohno | 0.92 | 0.90 | 0.92 | 0.95 | 0.9225 |
Average | ? | ? | ? | ? | 12362 |
Palettes
No. 1 Default
No. 2 Gilgamesh (Fate/Stay Night)
No. 5 Banana Shiki
No. 9 Yosuke Hanamura (Persona 4)
No. 17 The Joker (DC Comics)