Melty Blood/MBTL/Shiki Tohno

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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 offense at close range with many fast normal attacks, frametraps, safe on block moves and possible pressure reset opportunities. 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 his 22X series of specials for the rest of the round, expanding his options even further.

His strength in neutral comes with downsides; whiffing his special attacks often leads to Shiki getting blown up horribly due to long recovery time. His offensive game is also very linear, meaning he has limited options to open up an opponent or enforce a mix-up, even if he hasn't been predictable with his attack strings.

Shiki's strong and simple style is deeply suited for beginners to play and learn with, but a 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

Dash startup: 5

Dash actionable: 9

Jump startup: 4

Jump airtime: 37

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 -
  • Holding 4 allows you to cancel 5A into itself up to 2 times.
  • Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).

Shiki does a quick kick to the shins. Despite its looks, this move his mid. Obviously his fastest button alongside 2A, as they both go active in 5F, so you can use this to mash out of situations on defense or in scrambles.

Very useful in pressure as it is only -1 both on block and as a rebeat whiff from C normals, allowing Shiki a chance to reset pressure. Unlike most 5As, the hitbox placement on this move makes it unserviceable as an emergency anti-air against IADs.
5B
5B
5B
MBTL Tohno 5b.png
MBTL Tohno 5b hb.png
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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 -

Shiki elbows in front of him. A somewhat stubby normal, but works as combo and blockstring filler, and is one of his best ways to check IADs.

In combos, this is essential to pick up and continue a combo after j.[C] > delay j.B, as its his only normal quick and high enough to do so.
5C
5C
5C
MBTL Tohno 5c.png
MBTL Tohno 5c hb.png
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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 -
  • Does chip damage on block

Lunging stab. One of your footsies normals as it has a good hitbox and disjoint, and moves you forward. Useful in neutral and pressure because you can combo into both 236B and 214B if it hits at any range. In blockstrings, 5C > 5A/2A (whiff) is only -1 on block, so you can go for a pressure reset or recover and stab with another 5C.

In combos, it's mostly filler and not very necessary, but can be weaved in for the most optimized combos.

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.
  • Startup reduced by 4f during Moon Drive.
  • Soft knockdown

Shiki charges up his stab, making it unblockable. Does a decent amount of damage on its own and knocks the opponent down into a techable knockdown on hit. Due to your limited mix-up, you may be inclined to use this often against respectful players, and it's also one of your unique options for beating low Shield, but beware as its speed is slow and that makes it easy to react and Shield correctly.

Like most BE moves, it possesses a large amount of unlimited Clash frames up to the hit, meaning it can go through numerous mashing and reversal attempts, including Arc Drives. In addition to this, 5[C]'s startup is inexplicably faster by 4 frames while Shiki is in Moon Drive.

No realistic combo potential.

Crouching Normals

2A
2A
2+A
MBTL Tohno 2A.png
MBTL Tohno 2A hb.png
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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 -
  • Crouching jab, must be blocked crouching.
  • Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
2B
2B
2+B
MBTL Tohno 2B 1.png
MBTL Tohno 2B 1 hb.png
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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
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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
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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
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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
  • Has strong clash-frames, making for a good jump-in button
  • 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)

Command Normals

3C
3C
3+C
MBTL Tohno 3C.png
MBTL Tohno 3C hb.png
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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
  • Has head invulnerability

Generic anti-air / launcher normal. This normal is valuable as it gives Shiki an anti-air option far less committal than his 623X series and instant air throw. This move tends to clash though, so be prepared to buffer another move behind this in the event of one.

Interchangeable with Rapid Beat 3 in combos to begin an air combo, and can be used on its own after Shiki's corner wall bounces from 236C / 4B+C if the scaling is too tight.
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
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Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
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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
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Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
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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

Shiki's basic knife strike series. The A and B versions are very useful to his metagame, as they serve as strong neutral tools that can reap good reward on hit, a safe blockstring ender or frametrap option, or as staple optimized combo tool. The EX Edge version carries more use in combos, but does very well in that regard, giving him a solid and reliable option to dump meter into to get a conversion or extra damage.

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 -
  • Quick knife slash

Shiki rushes forward and slashes in front of him. Very simple, yet very useful special move. It is primarily used as a mid-range harassment tool in neutral to hit the opponent at ranges they wouldn't expect, and its large, disjointed hitbox makes it perfect for that purpose. This special is air-unblockable, but although it is NOT a dedicated anti-air, it is still good for catching opponents who like to jump as you can hit their early airborne frames, landings, or pre-emptively stop IAD approaches.

In blockstrings, this move is safe to cancel into to end your pressure as it is only -4 on block. Also good for frametraps because Shiki is +4 on Counter Hit, and gets a rewarding combo on a close enough air hit if the opponent attempts to jump out of pressure.

Any of Shiki's ground normals can combo into this move. On normal hit or Counter Hit, Shiki doesn't get a combo without resources, but on air hit, Shiki can get a full combo by linking 2C if the opponent is close enough. Otherwise, this move is mostly used towards the end of a combo in the sequence 5B~B > 236A > 623C, to squeeze a little extra damage and get close enough for both hits of 623C to connect.

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 and further advancing slash than 236+A
  • Hits 3 times
  • Ground bounces on hit

Shiki runs further and slashes further in this version. Very similar fundamentally to 236A, but the main draw of 236B is how its Ground Bounce property allows combos on any starter hit, guaranteed. This move will make your neutral scary, as one wrong move by the opponent can lead to them getting hit by a strong BNB anywhere.

On top of that, this move essentially gets you "in" if the opponent has to block it, with its even better frame advantage and positioning allowing you to stay close to the opponent and potentially start an offense. Even with the startup delay, immediately cancelling into this move from blocked normals will catch all attempts to jump out of pressure as well, and opponents who mash will end up eating a combo.

As stated before, 236B begins combos in any situation imaginable, although mid-combo it will often be used early on, as the startup and movement makes it tricky to use late into a combo. It is also well-suited to help with converting off of long-range hits, such as max range C normals.

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
  • Fastest and highest damage version
  • NO invincibility
  • Hard knoockdown

Shiki readies himself, then runs across a majority of the screen, slashing two times and launching the opponent away on hit. If the opponent is high in the air or your spacing is just plain off, the first hit has a tendency to whiff, but second slash always comes out even if the first one whiffs. A move used typically to end combos and to wallbounce into airthrow in the corner. Do not let the opponent block this, though, as it is punishable on block.

In combos, 236C grants massive corner carry on its own, even letting Shiki run the opponent even further into the corner after the move but before they wake up. It's also very easy to work this move into a combo where other options might not work, notably after a 4+B+C. Then, once the opponent is cornered, you can use the Wall Bounce property of 236C's second hit to turn it into a potent combo tool instead of just an ender, allowing you to continue the combo if you are close enough. This is very useful for improving Shiki's damage output in corner BNBs if you have the resources to do so.

Finally, 236C > Moon Drive cancel serves as an expensive yet valuable starter, where Shiki can dash 2C to continue and clear well over 4K damage in the following combo. You can pull this out of your hat in situations where you may need to kill.
Flash Run - Six Fish

Dragon Kicks that even Shiki doesn't understand. These are one of his more committal ways of being able to deal with airborne opponents. All versions are very fast by being active in 5-6 frames, are air-unblockable, and result in a knockdown on hit. Most notably, the B and EX Edge versions also grant Shiki with reliable invincible reversals, which is important since his other EX Edge specials have no invincibility.

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 -
  • Anti-air kick
  • Lower hurtbox retracts slightly during startup
  • Soft knockdown

Shiki does a fast Dragon Kick. Has no invincibility, but a good angle and strong active frames makes this move good for anti-airing careless air approaches. However, you're left very vulnerable in a clash situation. Goes into an automatic follow-up that gives a knockdown that can be teched by the opponent but is still advantageous. Absolutely terrible on whiff or block, so you have to be sure this move will hit, else use your other options to deal with air opponents.

Beware that this move's hitbox placement also makes it somewhat prone to getting crossed-up and attacking the wrong way if the opponent passes over your head while performing it.

Almost never used in combos as there are better ways to get to the better ender of Air Throw, but still notable is that it can be cancelled into grounded EX moves on the first hit, and can also be Moon Drive cancelled on a successful air hit for a good damage combo instead of the automatic follow-up.

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
  • Invincible reversal kick

Shiki's invincible Dragon Kick. Very similar to the A version, the only differences being that it goes higher (takes longer to recover as a result), and is massively invincible. Use this to force your way out of frametraps or gaps in pressure, or to beat out specific okizeme situations, but don't overuse it as it is easy to bait and counter DPs.

Has about as much use in combos as 623A, except this version will prorate the combo damage heavily if you use it as a starter via Moon Drive cancelling.

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
  • Fastest kick
  • Highest damaging kick
  • Hard knockdown

EX Edge Dragon Kick, has more invincibility and active time than the B version and goes active 1 frame faster than the other two. This version also grants a hard knockdown, giving Shiki more advantage. The speed on this move is very important as it means that Shiki can punish certain safejump setups by hitting the opponent during their landing recovery, where he normally would not be able to.

Valuable combo ender, as the knockdown lets you get reliable okizeme setups off of any combo as long as he has meter with the string 5BB > 236A > 623C. Also has the same starter damage proration issues as 623B.
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

Shiki's ground slide series. An offensive tool and a staple launcher in his combo game. The non-EX versions give him a safe special to cancel his pressure into, while the EX Edge version grants him a way to dump excess meter into knockdowns off of stray hits.

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 -
  • Quickest slide
  • Press any button on hit or block for a follow-up attack
  • Always -4, regardless of how late it connects
  • Techable knockdown

Shiki's fast ground slide, is very useful in pressure to keep forcing your opponent to block low, and punishes up-backers and mashers handsomely by being able to go into a good combo on hit.

In combos, this can easily be used after ANY range button to convert into the main combo staple of 214X~X > j.[C]~B. It's also a common special to cancel into Boundary Peek 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 -
  • Delayed slide
  • Travels slightly further than the A version
  • Always -1, regardless of how late it connects

Similar to 214A in almost every regard, except for the slightly slower startup and frame advantage. Where 214A requires a slight delay to frametrap, making it tricky to do so properly without missing windows or not leaving a gap, 214B's naturally slower startup makes it easier to do that as no delay is needed, but at the same time it can be easier to up-back out of. Also has an identical reward on hit; free combos!

A very important thing to note is that due to the slide leaving Shiki right next to the opponent and -1 on block, this move can be considered very strong in pressure as it gives Shiki a solid pressure reset opportunity every time it's blocked, on top of already being safe and allowing a disengage.

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. Also does a tiny bit more damage, making it more optimal.

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
  • Fastest, metered slide
  • NO invulnerability
  • Automatically performs the follow-up attack on hit or block
  • Follow-up attack now behaves like 3+C, launching the opponent

Shiki's EX Edge slide. Unlike numerous other EX Edge specials, this one does not give Shiki any invincibility, but the hurtbox is a bit further back and shorter than the non-metered versions, making the hitbox all the more disjointed. This version is also faster than 214A and travels the furthest of the three. It's mostly used to convert off of the few situations where Shiki cannot get a combo meterless (i.e. normal hit 236A, 22C).

In combos, this is guaranteed to combo from your Rapid Beat normal. Also works well 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, as you can go into an air combo. Finally, in certain combos where a launch is already used (i.e. 3C starter, Shield Counter starter), managing to land 214C will make the follow-up attack not do a cinematic launch, but still give you a hard knockdown, so that is good to know.
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 -
  • Hold 4 or 6 during this move to slide backwards or forwards, respectively.

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, dealing decent damage. Very strong hitbox and active time makes this move very good for space control, and its very small difference on block means that it can potentially be used to disengage or reset pressure. If your opponent's character or wits can't find a way around this move, they're going to have a hard time once you have access to it.

Some things to note are the hitbox placement and the fact that it is air unblockable. Paired with its decent startup, recovery, and maneuverability, that means that this move can also double as an alternative grounded anti-air option instead of the universal 3+C, and (albeit difficult) can be turned into a combo if the opponent is hit high enough.

22C can be used as a gimmicky option on the opponent's wake-up. First of all, it does have an incredible amount of active frames, allowing it to serve as an emergency meaty if need be, and also cover backdashes on wake-up. Secondly, the disjoint lets Shiki outrange some wake-up options such as invincible reversals, Heat activations, and some Moon Skills in a Moon Drive > Moon Skill situation. In all of these situations, you can cancel to an EX Edge special or Arc Drive on hit or whiff to punish, and perhaps even follow up with a full combo.

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 any 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.
  • A direct upgrade with faster startup, more damage, and being +1 on block. It also has a slightly larger trigger range than 22+A letting you hit people from a bit farther away. However, it still carries all of 22+A's downsides.
  • Additionally this move is jump cancellable on hit, block, and even whiff. On block Shiki can go for an aerial left/right mix or just land and start a new blockstring, and on whiff can be jumped out of to stay safe.
  • Still not comboable without Aerial 236+C or Moon Drive.

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 this move unlocks them for the next round.
  • Almost, but not quite fullscreen travel distance.
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)
  • 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 this move unlocks them for the next round.
  • Unblockable, but can be stand Shielded.
  • Slightly farther range than uncharged version (still not fullscreen).
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

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Strategy

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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

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