Melty Blood/MBAACC/Shiki Tohno/Full Moon: Difference between revisions
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*All Damages tested vs V.Sion with no damage reduction (2A converted to 2AA). | *All Damages tested vs V.Sion with no damage reduction (2A converted to 2AA). | ||
'''Be sure to check this article about F-Tohno:''' https://drunkardshade.com/2015/07/15/melty-bits-f-tohno/ | |||
==Normal Combos== | ==Normal Combos== |
Revision as of 04:19, 23 September 2016
Combos
Key - (Optional/Filler) [Charged] *Decision
Notes
- Very few if any of Tohno Shiki's combo options leave him in position for okizeme mixup.
- All Damages tested vs V.Sion with no damage reduction (2A converted to 2AA).
Be sure to check this article about F-Tohno: https://drunkardshade.com/2015/07/15/melty-bits-f-tohno/
Normal Combos
- Intro Ground BnB Form - (2A)>5B>(2B)>6B>5C>j.BC>j.BC>Air throw
- 4378 Damage. When starting with 5B, omit 2B filler at long ranges. 6B>j.BC anytime before C to escape hazards such as Nrvqnsr's Deer and Snake.
- Stage 2 Ground BnB Form - (2A)>5B>(2B)>5C>623B>2A>5B>5C>j.BC>j.BC>Air throw
- 4678 Damage. After 623B, link opponent with 2A. Make sure to confirm block/hit before throwing out 623B, as it's very punishable on block.
- Intro Slide Relaunch - 214A/B>[2C]>623B>5C>j.C>Air Throw
- 2097/2979 Damage (A Slide/B Slide.) Requires fully charged 2C for relaunch. Consider pre-buffering 623 during [2C] for easier timing (step by step - during [2C] release 2, input 623, release C when fully charged, and then input B.)
- Slide Relaunch w/Rejump - 214A/B>[2C]>623B>5C>Land>j.BC>j.BC>Air Throw
- 2533/3688 Damage (A Slide/B Slide.) The timing on the rejump BC is a bit tight.
- Simple Air Counter Catch - 5B>5C>j.BC>j.(B)C>Air throw
- +4292 Damage. Catch the initial 5B low. If caught high, the combo can be saved by skipping to C on the second jump.
- Quick Air Counter Catch - 2A>5B>5C>j.BC>j.C>Air throw
- +3330 Damage. Use only when other catches would be too slow. If caught low enough, there's room for BC on the second jump.
- Harvest Moon Grab Intro Relaunch - 22C>dash[2C]>623B>5C>j.C>Air Throw
- 2220 Damage. See Slide Intro Relaunch for notes
- Harvest Moon Grab Relaunch w/Rejump - 22C>dash[2C]>623B>5C>Land>j.BC>j.BC>Air Throw
- 2638 Damage. See Slide Relaunch w/Rejump for notes
- Harvest Moon Grab w/Counter Catch Form - 22C>5B>5C>j.BC>j.(B)C>Air throw
- 3526 Damage. Timing on 5B is very tight, but easier near the corner.
Air Guard Breaking / Counter
- GB/C 5A Form: Close -- Mash 5A>j.BC>j.BC>Air Throw
- 2923-3304 Damage. Counter hit confirm is generally risky on jab.
- GB/C 5C Form: Range -- 5C>j.*BC>j.C>Air throw
- 3458/++ Damage. Weak to Air Shield.
- Form relies on executing forward jump after 5C regardless of hit confirm.
- 5C guard breaks - continue combo with j.BC. Safest option.
- 5C counters without trading - land without attacking, use the counter catch of your choice for big damage.
- 5C counter trades - Dash in, catch it with your string of choice.
- Second jump has room for BC if initial 5C hits low enough.
- Caution - pre-buffering jump after 5C is especially weak to air shield, as it often puts you in the air with your opponent on the ground.
Note: When air shielded, pre-buffering jump after 623A/B does not cause Tohno Shiki to jump again.
- GB/C 623A Form: Vertical -- 623A>j.*(B)C>Air throw
- 2167/2600/++ Damage. Weak to Air Shield. 623A puts Tohno Shiki in the air and as such will not counter trade for a combo.
- Form relies on executing forward jump after 5C regardless of hit confirm.
- 623A guard breaks - catch with jump attack>Air throw--BC option if opponent is falling, C if rising. Omit BC option to keep it simple.
- 623A counters without trading - land without attacking, counter catch with string of your choice.
- 623A counter trades - Look for positive pressure if you land first.
- GB/C 623A Form: Vertical Basic -- 623A>j.AB(C)>Air throw
- 2188+ Damage. Weak to Air Shield. Will not counter trade for a combo. Jump C fits on counter hit and if 623A hits below sky range.
- Easy counter confirm
- GB/C 623B Form: Extended Intercept -- 623B>j.*C>Air throw
- 2353/++ Damage. Weak to Air Shield. Will not counter trade for a combo. More reach than 5C Form: Range, but more risky as it puts Tohno Shiki in the air.
- Use when the opponent is spacing and delaying their landing attack, or when you smell a heavy attack with a long windup.
- Form relies on executing forward jump after 5C regardless of hit confirm.
- 623B guard breaks - catch with C>Air throw. B fits before C if caught low enough.
- 623B counters without trading - land without attacking, use the counter catch of your choice for big damage.
- 623B counter trades - Look for positive pressure if you land first.
Metered Combos
- Ground Corner/Midscreen - 5B>(2B)>5C>236C>5B>5C>j.BC>j.BC>Air throw
- 5311-5616 Damage. Relies on wall bounce after 236C.
Exhibition Combos
- Air Counter Catch w/Rejump {Tight} - 5B>623B>5C>Land>j.BC>j.BC>Air throw
- +4476 Damage. The initial 5B must be caught very low, almost ground level. High risk, and does less than 200 increased damage over simple catch. May also be character-exclusive.
Strategy
Do what you need to do to extrapolate on the character. Here are example categories below.
Full
Spacing
Pressure
Move Descriptions
Normal Moves
2A
The moves in number and strength order. Explain no how the moves works, what it's best suited for and where it lacks. |
5A
- |
2B
- |
5B
- |
2C
- |
5C
- |
6C
- |
#C
- |
#C
- |
JA
- |
JB
- |
JC
- |
J6C
- |
Special Moves
Name 「JP name」 - 22ABC
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「」 - 236ABC
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「」 - 28ABC
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「」 - 623ABC
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「」 - 214ABC
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「」 - 421ABC
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「」 - J22ABC
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「」 - 426ABC
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「」 - BC
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Arc Drive
「」
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Another Arc Drive
「」
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Last Arc
「」
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