Melty Blood/MBTL/Hisui & Kohaku: Difference between revisions
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Revision as of 23:43, 10 October 2021
Story
Kohaku and her twin sister Hisui have worked for the Tohno family since they were young. Kohaku's trademark outfit is an apron over a classic kimono. Apart from assisting Akiha, she does household chores and tends the garden. Her pharmaceutical knowledge means she is also responsible for Shiki when he falls ill. She is endlessly cheerful, always willing to help, and wears a constant smile.
Hisui's 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.
Gameplay
Hisui & Kohaku (commonly called Maids) are stance/puppet character(s) who overwhelm their opponents with grimy setups and unrelenting pressure.
The duo is controlled one at a time and can be swapped back and fourth (22D) before round timer starts or while in neutral, with Hisui (default) for close range furniture violence and Kohaku for mid-range sweeping attacks. These two unique 'set' of normal and special moves sport good frame data and hitboxes in their respective range.
The key to their nasty pressure game is their setplay. Hisui prepares toxic bento picnic at various range that acts as a grounded launcher mine, while Kohaku brings out various weird plants to force frametraps and zoning. They can also call the other with a special to lend a hand with their moves to enforce mix-ups (Hisui's run-up normals, Kohaku's setplay and j.C hijinks) leading to wide array of punish and okizeme opportunities.
That said, their pressure game and okizeme often leave them within opponent's reach. Astute players may exploit inevitable gaps in offense and put them in bad spot, where they are sorely lacking in defensive options with only their Arc Drive(s) as their only real reversal, and must rely on universal tools like Shielding or Moon Drives to get out. Thus, knowing what options you have on hand and when exactly to use them is crucial to winning with the maids.
Strengths | Weaknesses |
---|---|
|
|
Character Summary
Coming soon.
Hisui:
Dash startup: 5
Dash actionable: 9
Jump startup: 4
Jump airtime: 37
Kohaku:
Dash startup: 7
Dash actionable: 9
Jump startup: 5
Jump airtime: 38
Coming soon.
Hisui Move Analysis
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
160 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Placeholder
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Placeholder
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420*2 (806) | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Placeholder
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
430*3 (1186) | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Placeholder
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Placeholder
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Hits mid
- decent Anti-air option due to Hisui's short hurtbox
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
590 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Placeholder
Jumping Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
130 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Placeholder
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
380 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Placeholder
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480 (754) | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Hisui swings her book a second time in a downwards arc
- Causes techable knockdown
- Hits mid, unlike the initial hit of jB being overhead
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
560 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Placeholder
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Placeholder
Command Normals
3C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Placeholder
6C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
440 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Hisui swings her pan upwards in an arc infront of her
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
440 (774) | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Hisui swings her pan a 2nd time in a downwards arc
- Cannot be cancelled into on whiff
- Quite a long stagger window, making it useful for frametraps
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 (1590) | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Hisui swings her pan a 3rd time horizontally, launching her opponent away
- Also pretty long stagger window
3C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
780 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Hisui halts her air momentum before crossing her arms in front of her and diving diagonally downwards
- Hits mid
Universal Mechanics
Rapid beat 2
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Placeholder
Rapid beat 3
- Same animation as 3C
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1500 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Placeholder
Air Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Universal air combo ender.
- Can use remaining air options after by jump cancelling after the animation. Hisui has a good left/right mixup off meterless enders using this due to her Air Throw leaving her close to the opponent after the animation
Special Moves
Bonds of Sisterhood - Birth Edition
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 + X | - | 14 | 29 + X | - | - |
- Switches to Kohaku. Frame data varies depending on how far away Kohaku is when the move is initiate (further away is slower as Kohaku has to run to Hisui before performing a High-Five to swap, when close is much faster)
- When performed directly in front of the opponent, you will tag-in behind them
This ladle is solid.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
220*6 (1186) | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Hisui performs her Ladle stabbing while sliding forwards slightly
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
150*9 (1186) | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Hisui lunges forward before performing her Ladle stabs, continuing to move forward while stabbing
- Very commonly used early in combos for launching the opponent without spending 3C so it can be saved for the end
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
160*9, 580 (1796) | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Hisui dashes a long distance before performing her Ladle stabs
- Automatically performs the launcher and jumps to chase opponent, will not occur if 3C has already been used
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Hisui performs a launcher followup by inputting A, B, or C after 236A/B
- Generally cancelling into the launcher after all hits nets you the most damage, but particular routing may require earlier cancels to avoid the opponent being able to tech out
Bonds of Sisterhood - Basic Edition
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
160*10 (1313) | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
82 | 4*10 | - | 54 | +81 | - |
- Hisui commands Kohaku to place her grounded spinning plant (Koha 22B)
- Great oki tool, but requires Kohaku to be nearby as Koha will place the plant in front of her without traveling
- Has a unique interaction with Hisui's 4[B], as watering the plant enough will make it grow into a large tree that travels to the opponent's initial location and dash 3 times in that direction. Each dash has a hitbox that will collide with the opponent. The dashes are air-unblockable as well
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
460,650 (967) | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
37 | 16, 8 | - | 39 | +43 | - |
- Hisui commands Kohaku to perform her Magic Amber Missile special, flying on her broom for a distance and dropping a single bomb
- Kohaku is not strike invulnerable during this and can be hit out of it by the opponent, unlike her own version of the move
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640*2 (1196) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 + X + 26 | 3 | - | 43 | +21 (min) | - |
- Hisui commands Kohaku to perform her jC
- Kohaku dashes up to the opponent before performing this, unlike the other Koha assists that will begin the move wherever Koha is when the command is input
- Is not an overhead, unlike Hisui's jC assist, however it is +18 on block (at worst) making it a very strong pressure tool
- Is 2 hits, unlike Kohaku's standard jC
- Generally extremely favorable in trade situations due to the frame data and multihit aspect
Please excuse me.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Hisui dispenses a dustcloud in directly in front of her that continues traveling forwards
- Dissipates after 1 hit
- Great oki tool, especially in the corner, allowing for strong tick throw setups and mixups
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Hisui dispenses a dustcloud that diagonally above her that continues traveling forwards
- Dissipates after 1 hit
- Good for denying opponents attempting to jump in
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
550*4 (1627) | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Hisui dispenses a dustcloud in further in front of her that continues traveling forwards
- Can hit 4 times before dissipating
- Depending on the opponent's positioning, can knock the opponent back towards you. This can be used for tricks like pulling the opponent out of the corner to allow for Left/Right mixups, along with allowing some interesting combo routing
- Great pressure reset tool and useful for setting up 22D swaps
This ladle is solid. (air)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
200*7 (1232) | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Hisui pops slightly upward before performing her ladle stabs diagonally down
- All versions hit mid
- Very strong pressure tool as it is + when TK'd
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
200*7 (1232) | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Long untech time making it a great combo tool
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
350*7 (2092) | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Commonly used as a combo ender as it gives good damage and untechable knockdown
Moon Skills
This ladle is solid.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
175*9 (1324) | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Hisui performs a juiced up version her 236x special without a launcher followup
- Very potent Moon Skill as it is a combo starter
Bonds of Sisterhood - Basic Edition
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
[400, 570]*4 (2680) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
27 | 76 (total) | - | 40 | +53 (min) | Clash 1-10 (MD) |
- Hisui commands Kohaku to perform her Magic Amber Missile special, dropping 4 exploding bombs while traveling in an arc on her broom
- Kohaku can be hit out of it
Please excuse me.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1100 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Travels in a circular arc starting from 623B's initial location down to slightly more below where 623A appears
This ladle is solid. (air)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
210*7 (1291) | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Placeholder
Super Moves
Bonds of Sisterhood - The Movie
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700*5 (3500) | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*9, 700 (4300) | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Placeholder
Fake Reality Marble - Round and Round Hisui World
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
4800 [4800 ~ 6960 in BH] | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Placeholder
Kohaku Move Analysis
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
160 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Kohaku swings forward with her fist
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Kohaku swings her broom forwards in an arc above her head
- Solid poke as it can catch aerial opponents attempting to approach and has good horizontal range against grounded opponents too
- Naturally frametraps in grounded strings due to the late horizontal hitbox, while also having a fairly long cancel window
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450, 200*4 (1126) | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Kohaku stabs with the handle of her broom before spinning the broom her in hand 4 times
- Great for pressure due to the long animation and massive cancel window giving you plenty of leniency to decide what to rebeat/cancel into
- Solid option to put out to catch opponents falling/air teching
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Kohaku swings a low chop with her hand while sitting on the ground
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
230*2 (448) | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Kohaku gets on her knees and swings her broom twice, the first hit being swung diagonally above her and the second diagonally at the opponent's feet
- first hit is mid, 2nd hit is low
- At only -2 on block, 2B is a strong option in blockstrings despite it's shorter cancel window
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Kohaku lays on the ground and sweeps her broom far forwards
- Good range for a sweep
- Animation is deceptive and makes it appear to have a higher hitbox at the end of the broom than it actually does
No results
- Kohaku strums her brooms like a guitar, making a magical explosion
- Followup hits mid
- The followup tracks the opponent so as long as 2C made contact on hit or block, it will connect
- Can be rebeated after (leaving you only -1 if rebeated into A normals), as well as having a good stagger window to catch opponents trying to check 2C
Jumping Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
130 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Kohaku pokes far forward with the handle of her broom
- Good air-to-air as it has great horizontal range for a jA
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Kohaku swings her broom in the air slightly diagonally upwards in front of her
- Very good for catching opponents slightly above you in air-to-air situations, and has good horizontal range as well
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
560 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Kohaku swings her broom in a downwards arc in front of her
- Great for air-to-ground situations, or just catching the opponent below you in general
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Can clash before the active hitbox actually occurs, making it very strong for contesting opponents trying to counterpoke
Command Normals
3C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Universal Launcher, has a minor vacuum effect
6C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Kohaku swings a fan in an arc in front of her while lurching forwards a notable distance
- does not chain into normals (can't be rebeated), though it can be special cancelled
- Smacks the opponent into the ground if they are aerial
- Can anti-air fairly well
Universal Mechanics
Rapid beat 2
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Kohaku kicks backwards with her back leg, sliding forwards as she does so
- Can be performed after 5A on whiff
Rapid beat 3
- Same animation as 3C
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1500 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Kohaku grabs the opponent before upper-cutting them with a syringe full of green fluid, knocking them a short distance in front of her
Air Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Universal air combo ender.
- Can use remaining air options after by jump cancelling after the animation. Cannot be jumpcancelled when performed too low to the ground
Special Moves
Bonds of Sisterhood - Birth Edition
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 + X | - | 14 | 29 + X | - | - |
- Switches to Hisui. Frame data varies depending on how far away Hisui is when the move is initiate (further away is slower as Hisui has to run to Kohaku before performing a High-Five to swap, when close is much faster)
- When performed directly in front of the opponent, you will tag-in behind them
Battou - Hidden Sharp Sword
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Kohaku unsheathes the sword hidden in her broom and performs a quick slash
- All versions of 236x are Air-Unblockable
- A version hits low
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- 236[A] performs a feint cancel
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- A diagonally upwards slash, good for catching aerial opponents
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1400 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- charged version of the B slash that wallbounces
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1100, 1440 (2540) | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Crumples the opponent into a hard knockdown, allows for strong oki sequences
- Can be cancelled into Arc Drive
- Crumple state will not allow further conversions (outside of Arc Drive) unless it is Moon Drive cancelled
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- A and B versions can be followed up by pressing A, B, or C (even on whiff). Followup is also Air-Unblockable. Can be jump-cancelled, but only on hit
Bonds of Sisterhood - Basic Edition
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | LH | (EX) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 + X + 7 | 4 | - | 45 | -11 (min) | - |
- Hisui dashes up to the opponent and performs an assist
- A version wallbounces, uses Hisui's 5B animation
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
650*2 (1215) | LH | (EX) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 + X + 6 | 2,2 | - | 48 | -2 (min) | - |
- B version is Hisui's 5C. Very useful for catching jump-outs. The Chair has a hitbox at the peak of it's swing so can catch opponents at quite high distances. When Sandwiches are setup it's very useful as trades will often occur in your favor. Is -2 on block (at worst) so it's very safe
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 + X + 23 | 5 | - | 52 | +1 (min) | - |
- C version is Hisui's jC. Hits Overhead. +1 on block (at worst). Often trades favorably, especially in sandwich situations, as well
Look at What I Grew♪
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
330*6 (1640) | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Kohaku places a spinning pine tree that travels diagonally
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
180*10 (1553) | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Kohaku places a grounded multi-hit tree that spins for 10 hits
- Great oki tool, often used after 236C enders
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
590*4 (1781) | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Kohaku places down Johnny. Spits 4 Fireballs that travel full screen
No results
- Placeholder
Magical Amber Missile (air)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
460, 630 (951) | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Kohaku flies on her broom for a set distance and drops bombs that create explosions on the ground below. ALl versions are Strike invulnerable (can be air-thrown out of)
- Kohaku flies on her a short distance and drops 1 magic amber missile
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
460, 630 (951) | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Kohaku flies on her a slightly longer distance and drops 1 magic amber missile
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
(100+250*3)*4 (2011) | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Kohaku flies on her broom for a longer distance and drops 4 magic amber missiles
Moon Skills
Battou - Hidden Sharp Sword
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
500*3 (1355) | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Kohaku quickly performs 3 strikes with her hidden sword, covering the space in front of her
- Air unblockable. Similar animation to her 236C without the cinematic and does not cause untechable knockdown
Bonds of Sisterhood - Basic Edition
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
600*3 (1572) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
21 | X | - | 40 | +3 (min) | Clash 1-10 (MD) |
- Kohaku commands Hisui to throw 3 random assorted items at the opponent
- Items cannot be determined by holding various directions after the input, unlike solo Hisui's "Watch Your Step" 214x specials
Look at What I Grew♪
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
230, 230*7 (1644) | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Kohaku places a Cactus in front of her that punches 7 times (8 hits total including initial pot drop hit)
- First hit (the pot drop) is overhead. Following punches are mid
- All 8 hits will combo on a crouching opponent. The initial pot drop will not combo into the punches on a standing opponent
- If the opponent blocks the initial pot drop they can jump out, but once the punches have started they cannot until the final hit the punches are fast enough to jail, but the final hit will catch jump startup if they are attempting to hold upback
- Final hit will knock the opponent away
Magical Amber Missile (air)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
[400, 570]*2 (1459) | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Kohaku hops on her broom and flies slightly diagonally while dropping 2 bombs that explode below
- Allows you to use your remaining air actions after the broom flight, unlike her j214x specials, giving it some strong utility
- Is not strike invulnerable, unlike her j214x versions
- Travels higher up, sort of bobbing upwards, during the flight rather than in a direct horizontal path
Super Moves
Bonds of Sisterhood - The Movie
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000+70*8+420*2+400+700 (3500) | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Kohaku switches outfits and dashes forward before striking the opponent 14 times
- Is air-unblockable when uncharged. Can be shielded or blocked
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000+70*8+420*2+400+700 (3500) | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Is unblockable, and unshieldable, when fully charged as it acts as a dashing command grab. Can be jumped (as it is no longer strike property)
Ultimate Battou - Happy New Year's Comet
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
4800 [4800 ~ 6960 in BH] | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Placeholder
Reverse Beats
Customization
Palette options