Melty Blood/MBTL/Shiki Tohno: Difference between revisions

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'''Shiki''' (often referred to as ''Tohno'') is described to have a "powerful battle style with standard, easy to use moves".
'''Shiki''' (often referred to as '''Tohno''') is a melee rushdown fighter who punishes opponents with his fast normals and good advancing special attacks.
 
Shiki can easily tag opponents across the screen from surprising range with his high-movement special attacks, then work his strong mix-up at close range with many fast normal attacks (that complement his meterless reversals nicely on the defense) and frametraps. 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 22X teleport slashes for the rest of the round, expanding his punish options even further.
 
His strength in neutral comes with downsides; whiffing his special attacks or getting them blocked often leads to Shiki getting blown up horribly due to long recovery time. His normal attack hitboxes are also quite easy to duck, jump or low-profiled through with educated guess, especially if the player is being predictable with attack string.
 
Shiki's strong and simple style is deeply suited for beginners to play and learn with. But firm grasp of fighting game fundamentals is a must if one want to use him at high-level.
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Revision as of 09:07, 8 October 2021

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

Shiki (often referred to as Tohno) is a melee rushdown fighter who punishes opponents with his fast normals and good advancing special attacks.

Shiki can easily tag opponents across the screen from surprising range with his high-movement special attacks, then work his strong mix-up at close range with many fast normal attacks (that complement his meterless reversals nicely on the defense) and frametraps. 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 22X teleport slashes for the rest of the round, expanding his punish options even further.

His strength in neutral comes with downsides; whiffing his special attacks or getting them blocked often leads to Shiki getting blown up horribly due to long recovery time. His normal attack hitboxes are also quite easy to duck, jump or low-profiled through with educated guess, especially if the player is being predictable with attack string.

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

Strengths Weaknesses
  • Coming soon.
  • Coming soon.

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 attack
623A/B/C (EX OK) - Flash Run - Six Fish (Air OK): Anti-air, reversal (B/EX ver. only)
214A/B/C (EX OK) + Add. A/B/C - Flash Run - Double Strike: Sliding low kick
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:
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], 236[B+C]
Stats & vitals

Coming soon.

Quick combo reference

Coming soon.

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 -
  • Placeholder
  • Holding 4 allows you to cancel 5A into itself up to 3 times.
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 -
  • Placeholder
5C
5C
5C
MBTL Tohno 5c.png
MBTL Tohno 5c 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 -
  • Placeholder
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)
  • Unblockable, but can be stand Shielded.

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 -
  • Placeholder
2B
2B
2+B
MBTL Tohno 2B 1.png
MBTL Tohno 2B 1 hb.png
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 -
  • Placeholder
2C
2C
2+C
MBTL Tohno 2C.png
MBTL Tohno 2C hb.png
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 -
  • Placeholder

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 - -
  • Placeholder
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 - - - -
  • Placeholder
j.C
j.C
Aerial C
MBTL Tohno jC.png
MBTL Tohno jC 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 - - - -
  • Air combo filler and decent jump in option due to it's range.
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
  • Very potent combo tool, both as a starter or extender.
  • Allows you to extend combos using Flash Run - Double Strike (214+A or 214+B) or Flash Run - Six Fish (3+B+C or Aerial 6+B+C)
  • Requires testing, but also appears to have some form of guardpoint when it becomes active.

Command Normals

3C
3C
3+C
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
  • Universal launcher for air combos
  • Is upper body invincible meaning you can use it as an antiair to an opponents jump in, as a less risky option than DP.
  • Not as long as 5C or 2+C but has a fair bit of range.
  • If you aren't sure if it will hit, it's probably better to just Rapid Beat into launcher if the combo allows for it.
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
- - - - - -
  • Shiki has access to an extended backdash by inputting it a second time.

Universal Mechanics

Rapid Beat 2
Rapid Beat 2
X>X
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On
No results
  • Double hitting slash attack that you can perform after hitting any of the attack buttons twice in a row.
  • Moves Shiki significantly closer to the opponent to set up for Rapid Beat 3 launcher
  • 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. (IE if the opponent is on the ground, you can cancel Rapid Beat 2 into 214+B and still have the combo connect, but if they were in the air you'll have to replace with 214+A)
Rapid Beat 3
Rapid Beat 3
X>X>X
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On
No results
  • Same animation as 3C
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 -
  • Placeholder
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 combo ender.

Special Moves

Flash Sheath - Single Strike
Flash Sheath - Single Strike
236+X
MBTL Tohno 236X.png
Lua error in mw.text.lua at line 219: bad argument #1 to 'len' (string expected, got nil).
MBTL Tohno 236C 1.png
MBTL Tohno 236X hb.png
Lua error in mw.text.lua at line 219: bad argument #1 to 'len' (string expected, got nil).
MBTL Tohno 236C 1 hb.png
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 -
  • A quick advancing slash
  • Maximum travel distance is pretty close to Round Start distance
  • On block has enough pushback to shift the opponent out of 5A range even if done point-blank, though several characters have 5B's, 2+B's, and even some with C buttons that can still beat out your 5A from this range. Further out however the possibility of challenging the opponent pressing a button after using 236+A is a lot higher due to the pushback and how which and far Shiki's 5C and 2+C can reach.
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, slightly further advancing slash than 236+A
  • Unlike 236+A, 236+B hits 3 times and bounces the opponent off of the ground on the final hit allowing a combo conversion afterwards.
  • The speed and hit properties make it tricky to use late into a combo and is much better suited to use at the beginning to help with hit confirms like max range C normals for instance.
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
  • EX version, now slashes twice and deals as much more damage as this would entail.
  • The first slash will hit slightly closer than half screen. Any further and the first hit won't connect, but the second slash will still come out with Shiki continuing to advance.
  • Incredibly fast to start and reaching fairly far it's very easy to work this move into a combo where other options might not work, notably after a 4+B+C for huge Corner carry.
  • If used going into the corner, the last hit will cause a wall bounce and allow you to continue the combo if you are close enough, where normally the opponent would launched to pick up.
Flash Run - Six Fish
Flash Run - Six Fish
623+X
MBTL Tohno 623A.png
MBTL Tohno 623A 1 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 -
  • Does not possess any invincibility
  • Quick and gives a soft knockdown, but the hitbox is very far in front of him making it possible for the opponent to jump directly over his head and leaving you open to a punish.
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 Invincible Reversal
  • Largely the same to the A version, the B version goes slightly higher in the air and takes longer to recover as a result
  • You can cancel into grounded EX moves from the first hit of this and the A version though it's very tight, and you can cancel either into EX air DP before Shiki performs the downward kick.
  • Activating Moon Drive will leave the character being hit in untech until they reach the ground allowing you to combo charge Aerial C into a combo.
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 Version
  • Slightly quicker and goes about as high as the B version.
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 - - -
  • 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 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
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
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 for more damage
Flash Run - Double Strike
Flash Run - Double Strike
214+X
MBTL Tohno 214A.png
MBTL Tohno 214A hb.png
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 -
  • A quick short slide along the ground hitting low.
  • On hit allows a follow-up attack to be inputted to create combo opportunities, otherwise puts the opponent into soft knockdown.
  • Common special to cancel into Boundary Peak 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 -
  • A somewhat slower but further reaching version
  • This version is much more commonly seen in combos due to the A version missing in a lot of places that B won't, especially at the beginning of combos.
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
  • EX Version
  • Very quickly slides along the ground about a quarter of the screen or until hitting an opponent or having the move blocked.
  • Unlike the non-metered versions, will automatically perform the follow-up attack that now behaves the same way as 3+C and launches the opponent.
  • Works best 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.
Flash Run - Double Strike - Followup
Flash Run - Double Strike - Followup
214+XX
MBTL Tohno 214XX.png
MBTL Tohno 214XX hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1000 LH -EX-, -MD-, (J) L - -
First Active Active Recovery Overall Advantage Invul
15 3 20 37 -6 -
  • Has the same animation as 3+C but doesn't cause a launch effect, instead just striking the opponent into the air slightly.
  • Can be jump-cancelled on hit to chain into a variety of air combos, most commonly a charged Aerial C followed by Aerial B into some form of ender or relaunch.
  • The Follow-up can be triggered as long as Shiki is still 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.
  • It's also possible to trigger the follow-up before you connect the hit of the slide causing you to drop the combo, so be aware of this.

Boundary Peek Activated (After Arc Drive)

Flash Sheath - Eight Piercings
Flash Sheath - Eight Piercings
22+A
MBTL Tohno 22A.png
MBTL Tohno 22A hb.png
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 -
  • Hits cross-up & overhead.
  • Won't get you a combo on hit naturally. You can spend Magic Circuit on Aerial 236+C if you just want to cash out on damage and knockdown or Moon Drive if you want a longer combo.
  • Safe on block, but only just. Your turn is over if you use this and they block excluding using a raw dp to call out their challenge or using moon drive, each carrying their own risks of course.
  • A decent tool to have but don't get too crazy with it. You can be stuffed out of the move at the start before dashing, or the opponent can hold shield and punish however they please when you do cross-up, though this carries the risk of misreading a 22+A and a 22+B. It also seems possible to interrupt Shiki with a normal while he's attacking after crossing up but it's very difficult to replicate, and a much easier answer can be found using an invincible reversal, assuming it can reach high enough. For example, most true DP's will catch him no problem but it's a lot trickier to say if your character can Arc Drive him for instance, with Miyako being able to Arc Drive as soon as Shiki begins to dash and he'll get hit no matter what, and Roa can do the same though having to time it so that he's facing the side that Shiki will be crossing to, but another Shiki cannot punish 22+A with Boundary Peek as the vertical hitbox is too small and he travels forward too quickly.
  • Be careful about using it in neutral as well. If you start it from too far away the opponent can potentially backdash and cause the move to whiff which has a great deal of recovery.
Flash Sheath - Seven Nights
Flash Sheath - Seven Nights
22+B
MBTL Tohno 22B.png
MBTL Tohno 22B hb.png
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 -
  • Looks like a mid but it's actually a low.
  • Travels about half screen and unlike 22+A or 2+B+C will still play out the attack animation even if you don't find a target.
  • You can both combo into this move and from it.
  • At the further distances of 22+B you will cross-up to the other side of the opponent on hit, and from just outside the maximum range of C you will cross-up on block too, but the block direction never changes. Despite that this move still carries the potential of a left/right mixup if Shiki decides to spend Moon Drive or Meter if you're brave to cancel the move ambiguously between still being on the same side or having already crossed up.
Flash Sheath - Eight Points
Flash Sheath - Eight Points
22+C
MBTL Tohno 22C.png
MBTL Tohno 22C hb.png
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 -
  • Notably different from the other moves unlocked by Boundary Peek, 22+C isn't a metered version of either of the 2 dashes, instead having Shiki perform a rapid fire series of slashes in front of him.
  • Deals the tiniest bit more damage than the other 2 22+X moves with a fairly large and active hitbox rather than being a mix-up option. The hitbox isn't quite the total height that the animation would suggest but pretty close, able to hit a fair amount above Shiki's head.
  • Since it's only a special attack and not a metered special, can be cancelled into all of the other C specials regardless of height, and even into Boundary Peek if you manage to get another 3 meters, though height does become a concern at that point.
  • Interestingly, Shiki can press hold any direction forwards to slide forwards or any direction backwards to slide backwards during 22+C. The distance you travel is dependent on how long you hold the direction, able to either shimmy slightly or move a maximum of about a tile and a half in training mode (will upload an example of the total travelable distance eventually)
  • Doing the above doesn't seem to effect the moves properties in any way (damage and hits are the same, advantage on block remains.) so the utility of this is somewhat niche. Use this if you want to put some distance between you and the opponent if using it as a block string finisher or to get closer to try to take advantage of being safe on block and pressure the opponent, but using it while hitting the opponent will only move Shiki's relative position to the opponent and can't be used to get more corner carry.

Moon Skills

Flash Sheath - Single Strike
Flash Sheath - Single Strike
6+B+C
MBTL Tohno 6BC.png
MBTL Tohno 6BC 1 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.
  • Hits twice like 236+C but otherwise functions the same as 236+B. Travels around the same distance and allows a combo extension afterwards, doing slightly less damage for being slightly faster making it easier to work into a combo.
Flash Run - Six Fish
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
  • Does not possess any invincibility.
  • Interestingly loses the kick ender in exchange for the ability to jump cancel it, with enough hitstun to combo a charge Aerial C though it can be hard to convert properly from at times.
Flash Run - Double Strike
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.
  • 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 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
  • You can EX Cancel the first 3(?) hits (requires further testing) or the last 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.
Flash Run - Six Fish (air)
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 to connect aerial normals
  • Easier to work into combo structure with charge Aerial C into Aerial A just before landing, allowing you to continue a ground combo (into Boundary Peak, for instance.)

Boundary Peek Activated (After Arc Drive)

Flash Sheath - Eight Piercings
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 Shiki's 22+A.
  • Basically a stronger version, now having 2 hits and dealing a smidge more damage.
  • You still can't combo off of it naturally, but now you're plus 1 on block.

Super Moves

Boundary Peek
Boundary Peek
236+B+C
MBTL Tohno 22B.png
MBTL Tohno 236BC hb.png
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
  • After performing this move you gain access to 22X special moves for the rest of the round. Hit, block, or whiff does not matter. Killing with the move unlocks them from the start of the next round as well.
  • Almost, but not quite fullscreen range.
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)
  • Unblockable, but can be stand Shielded.
  • Slightly farther range than uncharged version (still not fullscreen).
  • After performing this move you gain access to 22X special moves for the rest of the round. Hit, block, or whiff does not matter. Killing with the move unlocks them from the start of the next round as well.
Testify - Seventeen Dissection
Testify - Seventeen Dissection
A+B+C+D
MBTL Tohno ABCD.png
MBTL Tohno ABCD hb.png
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
  • Usable with 4 full Magic Circuit gauges, at any time in Blood Heat, or with a successful Shield while in Blood Heat.
  • Damage in Blood Heat scales with amount of Heat Gauge remaining on activate.

Reverse Beats

Rebeat Table
Attack Chain Advantage
5B/2B 5A/2A -3
5C/2C 5A/2A -1
Gap Table
Attack Chain Frame Gap

Customization

Palette options

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8
Color 9
Color 10


Shiki Tohno Wiki Roadmap

31% complete
Page Completed To-do Score

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

18/25
Strategy

Unstarted

0/25
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)

13/25
Matchups

Unstarted

0/25

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Shiki Tohno
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