Melty Blood/MBTL/Shiki Tohno: Difference between revisions
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'''Shiki''' (often referred to as ''Tohno'') is | '''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. | |||
{{ProConTable|width=100 | {{ProConTable|width=100 | ||
|pros= | |pros= |
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 |
---|---|
|
|
Character Summary
- 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]
Coming soon.
Coming soon.
Move Analysis
Normal Moves
Standing Normals
5A
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 | - |
5B
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
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
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
2C
Jumping Normals
j.A
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.C
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.
Command Normals
3C
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
or
+
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
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
- 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
+
and still have the combo connect, but if they were in the air you'll have to replace with
+
)
Rapid Beat 3
- Same animation as 3C
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1500 | U | - | HK | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 | 3 | 19 | 25 | +47 | - |
- Placeholder
Air Throw
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
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
range even if done point-blank, though several characters have
's,
+
's, and even some with
buttons that can still beat out your
from this range. Further out however the possibility of challenging the opponent pressing a button after using
+
is a lot higher due to the pushback and how which and far Shiki's
and
+
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
+
- Unlike
+
,
+
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
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
+
+
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
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
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)
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
+
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
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
+
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
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
+
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
followed by Aerial
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
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
+
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
+
and a
+
. 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
+
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
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
+
or
+
+
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
+
you will cross-up to the other side of the opponent on hit, and from just outside the maximum range of
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
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,
+
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
+
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
+
. 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 Run - Six Fish
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 |
Flash Run - Double Strike
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
+
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,
+
+
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
+
and
+
won't connect on the final hit. You can use
+
and
+
+
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)
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 | - | - | - |
Boundary Peek Activated (After Arc Drive)
Flash Sheath - Eight Piercings
Super Moves
Boundary Peek
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
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
Attack | Chain | Advantage |
---|---|---|
5B/2B | 5A/2A | -3 |
5C/2C | 5A/2A | -1 |
Attack | Chain | Frame Gap |
---|---|---|
Customization
Palette options
Shiki Tohno Wiki Roadmap
31% complete | ||
|
Page | Completed | To-do | Score |
---|---|---|---|
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 |