Melty Blood/MBTL/Hisui: Difference between revisions

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<center>HP Value: -
Backdash: -
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Revision as of 02:23, 19 August 2022

Story

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.

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.

Strengths Weaknesses
  • 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.
  • Scary mixups: Hisui has access to some incredibly tricky mix-ups to block. Her iconic bento gives her access to powerful strike throw (Plus some IAD overhead which are admitly more risky.) off a HKD. Hisui's airthrow also places her close to her opponent, meaning after a AT ender Hisui can double jump and get a safe left-right mix-up.
  • Items: Items are a incredibly valuable tool in Hisui kit as they provide a ton of utility. They can be used as projectiles in neutral, cover airspace with pot, useful pressure tools and the EX version can even be used as a combo ender.
  • Great neutral: Hisui has access to some great neutral options. Ranging from projectiles and ways to cover space with her items (plus her 4bc), moves that cover a lot of space with 5[C] and 2C, strong air options like j.B and j.[C] and anti air options such as 623B and 3BC.
  • 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.).
  • Items aren't useful in all matchups: Hisui's items aren't as useful in matchups where the opponent does not have to approach her or long range punish options(Vlov, Warc etc.). This because items travel relatively slow and have long recovery.
HP Value: -

Backdash: -

Movement Speed: -

Character Summary

Move list

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], 236[B+C]
Stats & vitals

Dash startup: 5

Dash actionable: 9

Jump startup: 4

Jump airtime: 37

Quick combo reference

Coming soon.

MBTL Hisui Art.png

Move Analysis

Normal Moves

Standing Normals

5A
5A
5A
MBTL Hisui 5A.png
MBTL Hisui 5A hb.png
Hitboxes Off
Hitboxes On
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).
Hisui slaps the opponent around head level. Save this for rebeats as 2A has the same great frame data and hits low. Can be useful as a last minute anti-air but it's not very reliable.
5B
5B
5B
MBTL Hisui 5B.png
MBTL Hisui 5B hb.png
Hitboxes Off
Hitboxes On
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.
Mostly combo filler as its short reach can make it whiff a lot in blockstrings. Usually you'll be using this in air Ladle combos.
5C
5C
5C
MBTL Hisui 5C.png
MBTL Hisui 5C hb.png
Hitboxes Off
Hitboxes On
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.

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.
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.

Crouching Normals

2A
2A
2+A
MBTL Hisui 2A.png
MBTL Hisui 2A hb.png
Hitboxes Off
Hitboxes On
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).
Hisui jabs her hand forward towards her opponent. This is your fastest low, so you'll be using it a lot. Consequently, also one of her weakest starters.
2B
2B
2+B
MBTL Hisui 2B.png
MBTL Hisui 2B hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
420 L - - - -
First Active Active Recovery Overall Advantage Invul
7 6 12 24 -3 -
  • Hits low.
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.
2C
2C
2+C
MBTL Hisui 2C.png
MBTL Hisui 2C hb.png
Hitboxes Off
Hitboxes On
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.
Hisui washes the floor with a wet rag from a bucket, sweeping at the ground. Launches the opponent off the floor on hit, but it's not 100% needed in combos thanks to Sturdy Ladle. Usually you'll be using this as a hit confirm or a low in a blockstring.

Jumping Normals

j.A
j.A
Aerial A
MBTL Hisui jA.png
MBTL Hisui jA hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
130 HA - - - -
First Active Active Recovery Overall Advantage Invul
5 4 11 19 - -
  • Fast mixup tool.
Hisui jabs downwards at a 45 degree angle. Not great as a rising anti-air due to the angle it hits at, but it's excellent for sneaking in an extra overhead.
j.B
j.B
Aerial B
MBTL Hisui jB.png
MBTL Hisui jB2B.png
MBTL Hisui jB hb.png
MBTL Hisui jB2B hb.png
Hitboxes Off
Hitboxes On
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.
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). Pushes the opponent downward which allows air throw to connect in some instances when it wouldn't.
j.C
j.C
Aerial C
MBTL Hisui jC.png
MBTL Hisui jC hb.png
Hitboxes Off
Hitboxes On
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.
Risky neutral when they start looking for it. This is mostly useful for combos thanks to the ground bounce.

Command Normals

3C
3C
3+C
MBTL Hisui 3C.png
MBTL Hisui 3C hb.png
Hitboxes Off
Hitboxes On
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.
6C
Hisui's 3 Step Cooking
6+C > AddC > AddC
MBTL Hisui 6C.png
MBTL Hisui 6CC.png
MBTL Hisui 6CCC.png
MBTL Hisui 6C hb.png
MBTL Hisui 6CC hb.png
MBTL Hisui 6CCC hb.png
Hitboxes Off
Hitboxes On
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.
Third hit of the frying pan that sends the target flying. Throws the opponent too far away to combo off of midscreen without the use of meter or moon drive. Travels forward a decent amount. Most useful in the corner, where it causes a wall bounce that is easy to combo off of.
4B
4B
4+B
MBTL Hisui 4B.png
MBTL Hisui 4B hb.png
Hitboxes Off
Hitboxes On
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 due to low damage and unblockable being really slow and easy to get out of. When in pressure, if you are trying to catch a IAD make sure to stop holding back or else you will get 4B instead of 5B which will not catch the IAD most of the time.

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.
Hisui continues to water the ground, creating a large puddle.
j.2C
j.2C
Aerial 2+C
MBTL Hisui j2C.png
MBTL Hisui j2C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
780 LHA - - - -
First Active Active Recovery Overall Advantage Invul
11 until landing 6L - +5 (TK) -
  • Hits mid.
Hisui crosses her arms and dives towards the ground. Gives Hisui added mobility in the air, but moves somewhat slowly. Good when used on the opponent's wake up, since you can instantly use it after taking off the ground and effectively safe jump their wakeup. 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

Rapid beat 2
rapid beat 2
XX
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 Pushes Hisui Foward slightly.
Rapid beat 3
rapid beat 3
XXX
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 Hisui throw.png
MBTL Hisui throw hb.png
Hitboxes Off
Hitboxes On
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.
Leads into safe and guaranteed bento oki, allowing you to pick the follow-up mix of your choice. Hisui is good at tick throwing opponents thanks to her traps and fast run animation. Phenomenal in the corner where the opponent has few escape options.
Air Throw
airthrow
Aerial 4/6+A D
MBTL Hisui airthrow.png
MBTL Hisui airthrow hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 - - - - -
First Active Active Recovery Overall Advantage Invul
1 3 until landing + 12 - - -
  • Universal air combo ender.
Fixed frame advantage because Hisui plummets with her opponent. Hisui wants to save her double jump if she chooses to end combos with her airthrow, as double jump cancelling the recovery after she brings her opponent to the ground allows for good okizeme. Midscreen, Hisui has to guess between the autotimed 2A > 2AD OS to beat DP and Heat and the delayed version to beat Held Heat. In the corner, she can simply superjump forward and hold [8] for a safejump.

Special Moves

Sturdy Ladle
Sturdy Ladle
236+X
MBTL Hisui 236A.png
A version lunges a short distance forward immediately
MBTL Hisui 236B.png
B version lunges forward a longer distance distance after a short delay
MBTL Hisui 236C.png
EX lunges a far distance immediately and shows cinematic if it hits
MBTL Hisui 236XX.png
MBTL Hisui 236A hb.png
A version lunges a short distance forward immediately
MBTL Hisui 236B hb.png
B version lunges forward a longer distance distance after a short delay
MBTL Hisui 236C hb.png
EX lunges a far distance immediately and shows cinematic if it hits
MBTL Hisui 236XX hb.png
Hitboxes Off
Hitboxes On
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. This version will not connect with as much starters as the A version but it can be more useful if the opponent if the opponent is the air as the pause allows you to get a better position to continue a combo.

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.
Hisui performs a follow-up launcher by inputting any attack button after 236A/B. Used a lot in combos to keep 3C until later. Gives you enough time to go for a j.[C] most of the time.
Pardon Me
Pardon Me
623+X
MBTL Hisui 623A.png
A version places a cloud of dust in front of her
MBTL Hisui 623B.png
B version places a cloud of dust upward
MBTL Hisui 623C.png
EX version places a cloud of dust that hits 4 times
MBTL Hisui 623A hb.png
A version places a cloud of dust in front of her
MBTL Hisui 623B hb.png
B version places a cloud of dust upward
MBTL Hisui 623C hb.png
EX version places a cloud of dust that hits 4 times
Hitboxes Off
Hitboxes On
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. Is a great tool for covering space in neutral, however it's not as useful if the opponent has a strong fireballs (Vlov, Warc, Aoko etc.). If there's already a bento out on the field, Hisui can use this instead as a meaty after her throw.

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, bad at catching IAD due to height. Can get a full combo if the dust cloud causes a fatal counter.

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.
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.
Watch Your Step
Watch Your Step
214+X
MBTL Hisui 214A.png
A version throws 1 item, B version throws 2
MBTL Hisui 214B.png
EX version throws 5 random items
MBTL Hisui 214C.png
List of items
MBTL Hisui 214A hb.png
A version throws 1 item, B version throws 2
File:MBTL Hisui 214B hb.png
EX version throws 5 random items
Hitboxes Off
Hitboxes On
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.

  • 1: A slow moving lamp that travels in a straight line.
  • 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.
  • 3: A vase that travels a little past the half way point on the screen before hitting the floor.
  • 6: A book that travels about a third of the screen before hitting the floor.
  • 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.

Thanks to Skill Bonus, any random projectile hit has more than 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. This can also be used at the end of block strings if you are lazy, where it is relatively safe against shield. You get random objects if you don't select an input afterward.

  • 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.
  • 2: Vase and lamp. This covers a decent amount of horizontal space.
  • 3: Vase and hanger. Same as above, but with a faster projectile.
  • 6: Tray and book. This is your fastest moving consistent projectile if you need to poke someone at full screen.

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.
Well-Deserved Rest
Well-Deserved Rest
22+X
MBTL Hisui 22A.png
Bone Apple Tea
MBTL Hisui 22B.png
A version places bento closer to you, B version places it farther
MBTL Hisui 22C.png
EX version places a giant cake
MBTL Hisui 22A hb.png
Bone Apple Tea
MBTL Hisui 22B hb.png
A version places bento closer to you, B version places it farther
MBTL Hisui 22C hb.png
EX version places a giant cake
Hitboxes Off
Hitboxes On
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.
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.
Sturdy Ladle (air)
Sturdy Ladle (air)
Aerial 236+X
MBTL Hisui j236A.png
Full combos from A2A!
MBTL Hisui j236C.png
EX version gives HKD
MBTL Hisui j236A hb.png
Functions similar to ground version, EX gives HKD
MBTL Hisui j236B hb.png
MBTL Hisui j236C hb.png
EX version gives HKD
Hitboxes Off
Hitboxes On
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.

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.
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.

Moon Skills

Sturdy Ladle
Sturdy Ladle
6+B C
MBTL Hisui 6BC.png
Le funny wakeup move
MBTL Hisui 6BC hb.png
Le funny wakeup move
Hitboxes Off
Hitboxes On
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.
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.
Pardon Me
Pardon Me
3+B C
MBTL Hisui 3BC.png
MBTL Hisui 3BC hb.png
Hitboxes Off
Hitboxes On
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.
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.
Watch Your Step
Watch Your Step
4+B C
MBTL Hisui 4BC.png
Throws 3 random items
MBTL Hisui 4BC hb.png
Throws 3 random items
Hitboxes Off
Hitboxes On
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 more objects than 214B.
  • Throws objects from the same list as 214X.
Hisui rapidly throws three random objects at the opponent. Deals good damage in combos at close range and can be canceled into 214C for hard knockdown. Unlike the A/B versions, you cannot select what objects Hisui is throwing.
Well-Deserved Rest
Well-Deserved Rest
2+B C
MBTL Hisui 2BC.png
MBTL Hisui 2BC hb.png
Hitboxes Off
Hitboxes On
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.
  • Advantageous on block.
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.
Sturdy Ladle (air)
Sturdy Ladle (air)
Aerial 6+B C
MBTL Hisui j6BC.png
MBTL Hisui j6BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
210*7 (1291) LHA - - - -
First Active Active Recovery Overall Advantage Invul
12 21 until landing + 4 - +10 (TK) -
Similar to the A version but faster and more active, also has clash frames and jump cancellable. Doesn't see to much use.

Super Moves

Hisui Dark Punch
Hisui Dark Punch
236+B C
Hitboxes Off
Hitboxes On
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.

  • No longer full invincible, but still functions as a reversal.
  • 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
Tohno Blade - Shramana Tree
A B C D
MBTL Hisui ABCD.png
Cross-Over Combination!
MBTL Hisui ABCD hb.png
Cross-Over Combination!
Hitboxes Off
Hitboxes On
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

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

Customization

Palette options

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