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Good introduction character for Melty Blood in that his gameplan and execution are mostly simple, but do well to teach the general system.
Above average guts
Solid damage on the majority of his confirms
Has some of the better horizontal game in the cast
The trademark example is his 2C. It starts up in 6f, goes far, and is pretty versatile for offense
Another example of this is his grounded dash. It travels fast and goes fairly far, helping to supplement his threat at the mid-range
Fair but highly capable variety of defensive options. On top of being Crescent Moon, he has a DP which either leads to decent knockdown, or surprisingly hefty damage. Said DP is also possible to make safe on block with 100 meter (623A(1) > 236C)
Harsh Rebeat Penalty means confirms that don't use Specials or Meter are likely to be lacking in damage
Bad pressure on his Normals alone.
Substandard pressure altogether. His Normals and Specials lack in mixups that can really force defenses open. His offense relies almost entirely on strong fundamentals; commanding the mid-range with good timing, spacing, and situational familiarity.
Fairly liable to fall behind in neutral against active, disjointed hitboxes
Optimized 214C corner combos are pretty difficult. Though not required to learn or improve in general, the extra damage will make a notable difference towards success.
C-Tohno specializes in controlling the mid-range (more specifically, at about the round-start range). Emphasizing this most generally are his j.C, 2C grounded dash, and pushback; while his other tools such as 22x, 214x, and 236x, supplement his horizontal dominance in more offensive situations. What Tohno wants to do with this control of the mid-range is what most mid-range "footsies" characters do: Threaten the opponent by using hitboxes in a way that keeps their position teetering uncomfortably. More specifically, where it's hard for them to approach in neutral because of the space your j.C covers. By extension, this should also ideally make them want to keep backing up in order to compensate. Establishing this basic advantage makes it possible for the rest of your options to truly shine. What makes the grounded dash scary isn't just the fact that it travels fast and a good distance, but that it allows for instant approaches in tandem with your other tools. Frankly, by itself, it isn't too scary. But a large reason why this movement option is so versatile for a grounded dash is because it's so complementary. Provided the range at which you'll want to be playing neutral, this makes it possible for your opponent to become so focused on so many other things, they don't see the dash coming. Of course, that's assuming the opponent will stay defensive. Should they choose instead to move forward (be it in the attempt to escape or attack), what's good for C-Tohno is that backwards movements can easily cover that, given how much space he should be controlling. A single backwards jump for instance, would lead the situation back to Tohno's advantage, leaving plenty of space to compensate even if the read happens to be incorrect. From there on, your other movements and tools (airdashes, 236a, single jumps, superjumps, etc.) should be used to round out any predictability. Use and vary Tohno's options well, and you should find yourself winning neutral by merit of good fundamentals.
As far as offense is involved, the first thing to keep in mind is that you're working with pushback. (Most noticeably, on his 5C and 2C.) This pushback makes it extremely difficult for him to maintain any real pressure using his Normals alone. Midscreen, his opponents get pushed back, while in the corner, that pushback is converted to Tohno himself. What this means is that midscreen, your blockstrings should be used as cheap but equally quick pressure that moves the opponent towards the corner, and thus back to your preferred range for neutral. In the corner however, his Specials (236B/[B], 214B, 22X) work in tandem with that pushback, and begin to show their true potential. At point-blank range, his 22X mixup can easily be reacted to by mashing, and what makes them safe (like just about any moving hitbox data) is the range at which the move hits. At the max range at which 5C can touch the opponent, a cancel into 22A will naturally frametrap the opponent, and catch any jumps, leading to a combo. The best part about this is that even if 22A is blocked, Tohno is safe against any mashes or scrambles, and is left in a position where his horizontal dominance is still a risk at large. Most of the same idea applies for 236B, while 214B is there to catch anything more delayed. (Do note that unlike the other two specials, 214B puts you point-blank and unable to keep any momentum against the opponent if blocked, so do be careful about that.) And where this comes back to his Normals is that, while they aren't good for pressure, their delay windows can be used to ambiguate when and how you'll lead into your Specials (should you even choose to). And while it is true that good blocking can be used as a strong measure against all of this, the key thing to remember is that the defender has to move eventually. It's just a matter of playing around that in a way that can constantly both threaten and throw off the defender. To which your 22B~D, as well as the pushback in general, can make your position variable enough to confuse the opponent on when, where, and how you'll be approaching.
Lastly, if you ever find yourself on defense, there isn't much to say. You have Crescent Moon mechanics, but you need to be privy on when and how you're able to escape, meaning you'll need good defense like everyone else. On the other, you have a 623A which is invulnerable for its startup, and has its hitbox active when the hurtbox becomes active too. This is what leads to so many trades and counter hits, making it a prime tool for getting a BnB's worth of damage and your turn back. Furthermore, the 623A can be made safe if the first hit is cancelled into 236C. And less known is that his 214A makes his hurtbox extremely low. Low enough to low profile Warachia 5B. It becomes low within about 3 frames, making it his fantastic go-to low profile option, wherever the use for that may arise.
Tohno has a few select mixups and setups to use at his disposal. Most of them either require meter or severe damage loss though, so they are not used very much. Consequentially, these are not very important to his overall game, so don't worry too much about them. You can watch a video demonstrating these here.
Any variations into the same basic ender set this up.
This mixup is based around the teleporting in 22B. By pressing D at different times, Tohno can cancel the teleport to change which side he appears on. This creates a sort of acceptable left/right mixup, as it also obscures the vision of the opponent with the dust flying up from the teleport.
Unfortunately, this mixup is actually somewhat risky to use, due to the nerf to Shiki's 214A in Current Code. The additional frames of recovery mean that Tohno cannot always 2A the opponent before they can reversal 2A him. If you do not actually teleport through the opponent you can still get the 2A out before anybody else, but by traveling through them, the only character who will not be able to interrupt you is Nero, because of his slow wakeup speed.
The mixup also has a weakness to reversal shield. If Tohno wanted to use 5B or 2B to catch out incorrect shields, the opponent can just mash out.
Overall the meter setups are not very useful anymore, and the first one that actually does OK damage cost 200%. This relegates it to being a MAX mode only combo typically.
On the plus side, if you get a 214A hit in, via pokes or whatever, the mixup will work just fine on anybody. Midscreen, this is probably one of the better things you can followup a non counterhit 214A with.
Note that this combo does less than the above one, but is useful for hitconfirming into from aerial counterhits or 2C pokes at a distance when you want a safe heat and want to keep momentum going.
Goal of this mixup is to use the directional influence on neutral jump to create a confusing ground crossup when you land on top of the opponent. Tohno has enough time to use 2a, 2b or 5b after this mixup, making it much better vs shields and mashing. The alternative is to cancel into air backdash as late as possible to do an overhead j.C instead.
The 22B~D mixup can be used here too since there is enough time, but this mixup is stronger if you can do it well.
The 236C also allows you to safely Heat and still get a meaty afterwards, though you cannot do the mixup. Problems include the justification of 100% meter for quite mediocre damage, and the fact that 236C is not a very common move to use anyway.
Goal of this mixup is to use specific airdash timing to land on top of the opponent to create an ambiguous ground crossup. By changing the timing of your airdash and j.C you can control where you land. Tohno has enough time to use 2A, 2B or 5B again, keeping them guessing with potential shields. You can also use a similar technique to the previous mixup, where you dash, neutral jump and influence your fall before j.C, or airdash backwards, but this is not really mixup more than a way to play it safe.
Ths mixup unfortunately really really gimps your damage for a midscreen combo, and is difficult to execute correctly.
(anywhere) point-blank IAD j.A j.22A(w) > land, Throw
Not legitimately a setup but this is an incredibly dirty way to tick throw the opponent. Works because j.A has extremely low pushback and the j.22A moves you forward a lot, but won't actually come out as an attack. You will also land with no recovery due to being in the startup of an attack, allowing you to throw immediatly. Works the same way as the IAD j.[C] throw mixup but this is much safer overall (you can get mashed out of that one easily).
Offensive Option Selects
Tohno's upper-body clash frame on his 5B is a useful tool for helping him beat a lot of reversals, as well as his solid DP. The most common situations you can use these in are from a throw (anywhere), or a 623BB hard knockdown in the corner.
To see the original thread for option selects in Actress Again PS2, check here.
Note that Crescent Bunkers can not counter hit anymore, meaning that Tohno can no longer get tech punishes after a bunker OS. This video showcases the Universal OS.
Beats wakeup shield counter and bunker. This also beats most wakeup DPs, though for any that have a super flash you need to input bunker again after the super flash. Unless otherwise stated in a specific OS, while it says 5B meaty there needs to be a slight delay on the 5B hitting. If the 5B hits as early as it can it will still be meaty but it won't clash with certain DPs.
When done right, you will clash the opponents heat if your 5A/2A whiffs, and you can cancel into whatever off the clash for a combo. Works off corner airthrow into 66 5A/2B 5B against most characters as well.
OTG Techpunishes
Check the OTG section in combos to get up to date on the basic setups first.
Essentially, after these strings, Tohno can reaction 2C to cover all possible techs into a 2C > 5C combo for back and neutral techs, and into larger combos for when they tech next to him. Although it's possible to add in an extra 2C in the second combo too, the reason we avoid using it, or why it's prefferable to avoid using the higher damage techpunish is because the extra pushback in the string causes you to end up positioning yourself so that forward techs (techs that will come out of the corner) are going to end up being difficult to punish because Tohno won't turn around till later. This means your attempted punishes would whiff. You can remedy this by walking backwards a little but then you cannot properly punish or combo neutral or back techs, meaning this is not really a solution.
It is important to make sure you only throw out the 2C on reaction if you are trying to bait the tech because whiffing his 2C like that will make you very vulnerable.
Note that if they forward tech you can also just techpunish with any other move to start a much more damaging combo (like a 2A or a 5B)
(following one of the two above OTG combos) 66 > 5A > 2C > 2AAA (> 5C)
(following one of the two above OTG combos) 66 > 5AA > 2B(2) > 5B
66 5A 2C option select covers all techs (except sometimes first frame neutral techs, which are basically impossible anyway. However, in training mode, the AI always does these, so dont worry if this setup doesnt always work on the dummy), but can be a little tricky to hitconfirm. It can also be hard to actually catch the forward tech into the 5C into air combo with this too. However, it's definitely worth learning to do the OS tech punish just for the fact it will scare opponents into basically never teching your OTGs. If you end with 5C, then you recover in time to 2A all techs again (except first frame neutral techs again).
Here is a video that demonstrates how the double OTG os tech punish works for Crescent and Half Tohno.
If you attempt the second double OTG and they neutral or back teched your 5A will catch it for at least a block, but forward techs will get out.
For this OTG, using 2A allows you to potentially cover all techs via reaction 2C, but forward techs are hard to catch without some adjustment (outlined above). If you jumpcancel you cannot cover neutral techs. Back techs can be covered by IAD j.C/B and forward techs by IABD j.C/B.
Combos
Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.
Must wait for a short period before cancelling X input into Y.
X, Y
X input is linked into Y, meaning Y is done after X's recovery period.
X+Y
Buttons X and Y must be input simultaneously.
X/Y
Either the X or Y input can be used.
X~Y
This notation has two meanings.
Use attack X with Y follow-up input.
Input X then within a few frames, input Y. Usually used for option selects.
X(w)
X input must not hit the opponent (Whiff).
j.X
X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.
Applies to all air chain sections:
Assume a forward jump cancel if no direction is given.
Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
sj.X
X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
dj.X
X input is done after a double jump.
sdj.X
X input is done after a double super jump.
tk.X
Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
(X)
X is optional. Typically the combo will be easier if omitted.
[X]
Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[
Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
{X}
Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
X(N)
Attack "X" should only hit N times.
(XYZ)xN
XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
(XYZ^)
A pre-existing combo labelled XYZ is inserted here for shortening purposes.
Before beginning the rest of the Combo Section, it is important you understand (for the sake of convenience) the common setups and enders Tohno can utilize. The remainder of this section will NOT repeat the following information more than once, if at all (for clarity). This will be to help make the learning curve more practical, while cutting down on the redunancy that was written here prior.
All AT enders can be replaced instead with j.623C. For 100 Meter, you can add damage that would be significantly greater than an AT ender; at the cost of the enemy being able to airtech long before you land. Note that ending in 623B not only allows this same drawback, but does even less damage than AT enders. Do not end on j.623B for any reason unless somehow, you find yourself in the specific scenario where you desperately require that 10 extra Meter above all else And no, stacking (j.)623C on top of (j.)623B does not do more damage, so don't dream of canceling from one into the other.
As these combos are specific close/to the corner, 2C > 5BB routes can go three ways. One, the basic hj8.BC > dj.BC > AT ender, which sports an easy source of optimized damage at the cost of a good post-knockdown position. Two, j9.[C] > j.22A > land 623BB, for less damage yet a solid, hard knockdown. Or three, the trickiest, delayed j9.[C] > land > 5A > 5BB > 2A(w), j.CB > dj.BC > AT. This last one is fairly difficult to do, but possible to do consistently. You could think of it as the advanced variant of the first route, except it nets even higher damage, gives more meter, and better post-knockdown position.
It should also be known that the more hits a combo has, the more meter you gain. This rule is much more consistent than the damage calculations based on starters, properties, etc. Because Tohno is so flexible with his combo-ability, this makes it difficult to determine which route is most damaging based on which starter, the preceding normals, and so on. Not even 5BB is always the most optimal route for damage; in fact a vast majority of the time it just isn't.
All of the following transcripts will be in terms of the best damage route possible, unless otherwise stated. As an actual Tohno player, your performance for the most part isn't make-or-break if you don't memorize the specific routes. Often times you'll also have to know when to not go for the optimal damage routes and opt for something more basic in order to alleviate Reverse Beat Penalty. But if you do want to memorize said routes, then the information is definitely here for everyone's sake. These routes have all been tested to assure that no other combination of normals is more optimal in terms of damage.
Combo Theory & Notes Going Forward
Basically, all you need to understand is this:
Most of what you'll get midscreen is extremely basic confirms
The only way to confirm into 2C > 6B > j.B/C > j.22C combos is off raw grounded starters. Otherwise the hitcount isn't sufficient to keep the gravity low enough for the sj8.A/C. And if you're not close enough for the grounded starter, your 6B won't reach.
Airborne starters midscreen (Gold Airthrow, Aerial Counterhits, or 623A/B CH) can be followed up with either the damaging combo (2C > 2B(1) > 5BB > j.CB > dj.BC > AT) or oki combo (2C > 5BB > j.[C] > djc > airdash)
Airborne starters near the corner get the the corner carry variant (2C > 5BB > dl.j.[c], land > 5AA > 5B > 2A(w), j.B > dj.BC > AT)
If you think that's too hard, you can substitute it with either the 2C > 2B(1) > 5BB > etc. variant mentioned above in the corner, or do 2C > 5B > 6B > aircombo for what's still good damage and oki
Combos involving j.[C] don't work on Kouma and Wara. Just do some other variant instead
214C corner combos can be done by confirming into 2C, or confirming off 2C OTG
If you see any combo listed as "Tohno 2C conversion variant", that basically means you can do any of the above listed combo conversions that start with 2C. It's suggested for the above listed Airborne starters (Gold Airthrow, Aerial Counterhits, 623A/B CH) you omit 2B(1) and instead use 2B > 5BB if you're going to do j.[C] afterwards.
A video demonstration of the combos listed below can he found here.
Since 2C is safe on block unlike 5C, and is way less to start up and be punishable on whiff, 5C > 2C is ideal for C-Tohno as a reactable frametrap that's 100% safe on block.
Higher damage combo from 2C as opposed to the above route, at the cost of better post-knockdown positioning.
Note that you can hold 8 after 5BB for an automatic superjump.
Hard knockdown variant of the above combo. Sacrifices a significant amount of damage for poor okizeme, but still considered somewhat essential in its own right as a part of Tohno's potential.
Can only be followed up by sj.9 > IAD > land during knockdown, leads into meaty. It can also be followed up by 22B~D, however this isn't very scary and is easily reactable; also leads into meaty. If you want to scare your opponent, you can also do Dash > 22B~D after landing. Unfortunately this isn't universal and is easily masahble, but it can be meaty against opponents with slower wakeup such as Riesbyfe. Also has the benefit of at least looking very real to those that don't know it isn't actually safe to set up.
Also the only HKD combo Tohno has where he can OTG the opponent. This can be used for extra damage depending on position, in order to compensate for the loss of damage through the other route. Can also potentially be used to set up tech punishes, if the opponent gets greedy.
2C corner confirm variant. Corner carry or in corner, low hitcount starter
2C > 5BB > j9.[C], land > 5AA > 5B > 2A(w), j.B > dj.BC > AT
Standing opponents only. Must also be about point blank when doing this for it to work.
Optimal, meterless, universal punish anywhere on the screen.
May have to delay the 5B or wait a little after 6B on some characters to get this to work.
If the delay is too annoying, do j.CB(2) > dj.BC(A) > AT instead.
Crouching opponents only. Must also be about point blank when doing this for it to work.
Second most optimal in terms of damage. Meterless, universal punish anywhere on the screen.
May have to wait a little after 6B on some characters to get this to work.
If the delay is too annoying, do j.CB(2) > dj.BC(A) > AT instead.
Highly situational and only desirable if Tohno isn't somehow suffering Rebeat Penalty. Crouching opponents only. Must also be about point blank when doing this for it to work.
Most optimal in terms of meterless midscreen damage. Use this as a punish when you're close enough and if the average startup of a C normal will be fast enough to work.
Unlike the above combo, is easier to execute on everyone and doesn't require obtuse timings.
Your one and only overhead combo (that works anywhere on the screen).
Omit the B normals and go to 2C > 5C if you're too far.
Every other possible route gives less damage, unless you do 5C > 2C > 5BB > etc. The damage increase doesn't even amount to 100 to justify the bad position.
236A counter hit against aerial opponent
236A(CH, against aerial opponent) > 2C confirm variant
4891
Meter Gained: ???
Meter Given (vs C-Moon): ???
Corner variants work too. Remember the low hitcount
Midscreen Confirms
Condition
Notation
Damage vs V.Sion
Notes
Raw Airthrow/Counterhit aerial/623A or B starter
Raw AT/Counterhit aerial/623A or B Counterhit > land > 2C confirm variant
3051
Meter Gained: ???
Meter Given (vs C-Moon): ???
For the counterhit aerial, if you're too far, just dash up before the 2C
Shield > Counterhit 623A starter
Shield > CH 623A > land > 2C confirm variant OR (2B(1) >) 5B > 6B > j.BC(A) > dj.BC(A) > AT
Midscreen, the 2B(1) > 5B route is just slightly higher than the 2C confirm variant. But it doesn't really matter to be honest. Corner confirm variants do most damage and meter gain.
Can work regardless of distance. If this move counter hits, that's always a potential conversion no matter where or what.
Linking/Execution is rather tough, making the attempt at conversion alone a bit of a risk. But it is possible to perform consistently. 214B is more forgiving with timing since the hitstun lasts just a little longer.
Counterhit 236A starter
CH 236A, 2С confirm variant
???
Meter Gained: ???
Meter Given (vs C-Moon): ???
A pretty hard but important link as damage is insane even with the most basic of 2C confirms.
236A counter hit in the corner, close to the opponent
The j.22C combo. Your staple metered midscreen route. The highest source of damage you'll get in such a situation.
This route is the most optimal in terms of damage which exists for j.22C. So do 2B(2) if the enemy is crouching and 2C if the enemy is standing. j.C will net more damage than j.B, but not any significant amount, and risks coming out when the enemy is too high compared to j.B. So do j.B(2) if you want.
Similarly, if you find the j.CB part too difficult, it might be easier instead to replace the first j.CB with a j.AC.
If the opponent is higher than ground level at the time of j.22C hit, you won't be able to land j.BC, in those cases, you can use sj8.AC as your air combo. On high enough air hits you won't be able to get anything at all.
j.22C CH starter
j.22C CH > land 2C confirm variant
???
Meter Gained: ???
Meter Given (vs C-Moon): ???
Insane damage. Can also add 5B(w)[B] sometimes, primarily in the corner or after air hit for even more damage, around 700 more.
Corner Combos
Note: All of the following combos which involve doing 2C/sweep in the corner with 5B available after will ALWAYS have the 5BB > delay j9.(delay)[C] > land > 5A5BB > Etc.
Corner HKD variant. Cannot OTG.
Have to do j.9[C] as quickly as possible while ascending, and j.22A should be input as soon as j.[C] hits. Leave a bit of a gap between j.22A and 623BB, since it won't buffer immediately due to the landing portion.
Raw Airthrow starter
Raw Airthrow > land > 2C > 2B(1) > 5B > 6B > j.BC(A) > dj.BC(A) > AT
Max damage 236C OTG route. Use this if you want a bit of extra damage and are willing to spend 100 Meter for that and a better knockdown than the 214C variant. If you find this entire sequence too hard, then you can stop at precisely any point you wish past the first 5A, and the 236C will still connect.
Go for the 2A(w) route if you don't wanna spend the meter but are hoping to catch a tech punish and wanna recover in time to catch it. 2C can and will punish after 2A(w) recovers.
Strangely, but truthfully, the most optimal yet simplest conversion there is for the starter.
If the opponent is counter hit, they'll stay still in place before flying towards the wall. Your cue on when to do 2B(1) should be as the ripple effect on the wallbounce is just about to fade.
If the opponent is jumping as this hits, 2B may not connect. In which case, omit it and just go right into either 5B or j.B depending on height.
22[A] starter, grounded opponent Works On: Everyone except Ryougi
Your staple, metered corner combo as Tohno. Omit the 5A(w) > 5B(w)[B] part if the preceding hitcount is too high (generally around 4 or 5 hits before 2C).
214C combo OTG
2C > 22D OR 22B~D OR 5A(w) > 214C > (5A(w) > 5B(w)[B] >) 22D > 214C confirm variant (see above)
???
Meter Gained: ???
Meter Given (vs C-Moon): ???
Same as above except now it's OTG.
214C combo OTG
2C > 22D OR 22B~D OR 5A(w) > 214C > j7 > IAD backwards > j.[C](w) > land > 2C > 5BB > 5A(w), j.BC > dj.BC > AT
Combo specifically doable on Aoko and Powered Ciel. On Aoko, it's 5855 dmg, and for C-Tohno, 185% meter gain. Right below the 25-hit mark before the enemy's meter gain becomes a problem too.
Omit the 2B(1) after 22A if you're heading towards the corner going this. AKA, when you're not already in the corner when you start this.
This should also be possible on other characters, but hasn't been tested thoroughly at the time of this writing due to its extremely difficult execution.
The Corner 22A Combo
Etc. > 2C > 6B > 22A, j.A(B)C > dj.BC(A) > AT
Due to the amount of minute yet important details which surround this particular combo, it will have its own subsection apart from the rest.
This is the second of C-Tohno's two defining corner combos. It can also be done near the corner. Please remember that if you are going towards the corner doing this, as opposed to already being in there, you must omit j.B as it will not reach and the rest will drop.
You'll want to confirm into this whenever you can since it not only gives about 4K damage each time, but about 115-120% meter too. Quite the absurd departure above average in terms of reward, especially considering its meterless too. However, confirming into this combo is tricky for a number of reasons. Said reasons most primarily revolving around the 2C > 6B portion, and how characters in this game have independent falling speeds.
Certain characters will need to have a certain number on the combo counter satisfied before 2C, otherwise they'll not fall quickly enough for the 22A to connect, allowing them to airtech. Some characters might need about as much as 5 hits minimum before the 2C, and others might not need any at all. Hence the "Etc." portion not being strictly defined. Necessary hit-count varies among characters, and there isn't any particular combination of normals you're forced to stick to. Do note that this combo's execution doesn't differ at all based on whether the opponent is crouching or standing.
The following is a list of how many hits you require before 2C, based on character.
Characters Who Need:
No Hit Before 2C:
Neco-Arc, Neco-Arc Chaos, Nero
1 Hit Minimum Before 2C:
Warachia
2 Hits Minimum Before 2C:
Aoko, Kohaku
3 Hits Minimum Before 2C:
Miyako, Len, Powered Ciel, Riesbyfe, Ryougi
4 Hits Minimum Before 2C:
Akiha (Seifuku), Akiha Tohno, Ciel, Kouma, Nanaya, Tohno, White Len
It should be known that you can get the hit-count to 5 before 2C on any character, and the combo will still work the same. Of course, for those that absolutely require 5, you can't have any less. The following are some (of the most practical) examples that work on everyone. Note that all of these will include 5C. It helps to know that delaying 5C as opposed to cancelling it ASAP allows Tohno sink in, getting him to get closer to hit his next normals.
IAD forward > j.B(2) > land > 2A > 5B > 5C > 2C > 6B > 22A, j.A(B)C > dj.BC(A) > AT
IAD forward > j.B(2) > land > 5B > 2B(1) > 5C > 2C > 6B > 22A, j.A(B)C > dj.BC(A) > AT (higher damage variant, tougher to confirm)
IAD forward > j.B(2) > 5B > 5C > 2B(2) > 6B > 22A, j.A(B)C > dj.BC(A) > AT (highest damage variant, toughest to do and confirm)
Now here's where it gets tricky. The above information is relevant ONLY if you perform the combo with similar timing across characters (which is how you should be doing it most of the time regardless in order to confirm right.) The "number of hits you need per character list" in a more objective manner of speaking, is less the actual hit-count you need, but the amount recommended to let the combo go smoothly. For example, Sion Tatari is listed as "5 Hits Minimum Before 2C", when in actuality, it's 1. On her, if you do Normal > 2C, then delay 6B as long as possible before 22A, gravity won't matter at that point as she's low enough for the Special to connect. The above list and combos are there since the delay timing is tough regardless, and the lesser hits make practical confirms even tougher. Nonetheless, this is good to know when labbing/theorizing/experimenting Tohno setups and confirms, just to have that extra bit of leverage. It may be difficult to make practical, but certainly not impossible as this knowledge has been demonstrated and put to practice by past Tohno players.
So with this bit of information in mind, the following is a list of:
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). Green: Hurt Boxes. Red: Hit(/Grab) Boxes. Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.) Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually). Blue: Reflectable Projectile Boxes.
Damage
Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion.
Red Damage
Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage.
Proration
The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.
Circuit
Meter gained by this attack on hit.
(X%) denotes combined meter gain.
-X% denotes a meter cost.
Cancel
Actions this move can be cancelled into.
SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.
Guard
The way this move must be blocked.
L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.
Startup
Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
Active
The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.
Recovery
Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
Advantage
The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.
Invul
Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.
Invicibility:
Strike = Strike invincible.
Throw = Throw invincible.
Hurtbox-Based Properties:
Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.
Miscellaneous Properties
Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.
A short range kick to the shins. Despite what it looks like, it hits mid. Overall not a very useful move because 2A has more range and better recovery, but its low profile helps in OTGs.
A forward stepping elbow attack. Moves you forward a fair amount and has a solid clashframe box on the startup and active frames. Can anti air with this attack, but it requires precision to use effectively. Good for using after dash 2A to confirm into either a ground string or air combo.
5B~B
Damage
Red Damage
Proration
Cancel
Guard
900
686
63% (O)
(N), SP, EX, (J)
LH
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
10
4
30
-16
9.0%
-
Followup knife haul attack to 5B. Launches the opponent very high on hit. Can be canceled with a special superjump command by using neutral jump(8) to follow up for air combos. Can only cancel into specials on block, but the window is quite large. Mostly used for setting up corner hard knockdown combos with j.[C] and j.22A.
5B~[B]
Damage
Red Damage
Proration
Cancel
Guard
1600
1176
60% (O)
(N), SP, EX, (J)
H
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
28
4
30
-16
12.0%
-
Charged up version of 5bb that is an overhead. Launches the opponent on hit into a very long air untechable state. Is pretty slow for an overhead so not used much. Can only cancel into specials on block, again with the large window. Mostly used for advanced corner BnBs.
Lunging knife thrust that has good range and moves you forward a lot. Very long cancel window and forward movement can let you get in range to do particular combos from greater distances if canceled from late. Generally relegated to combo/blockstring filler due to long recovery.
5[C]
Damage
Red Damage
Proration
Cancel
Guard
2200
1960
50% (O)
-
U, LHA
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
33
6
36
-22
18.0%
-
Charged up version of the 5c that is unblockable and does a lot of damage. Cannot be canceled. Note that it is only unblockable on the first 2 active frames, so if you end up moving forward to hit the opponent, it will be blockable. Has a lot of startup, so is somewhat risky to use, but being unblockable means the opponent will have to resort to riskier options like shield or dodge to avoid the attack if they cannot react quick enough. Mostly used to only partially charge to create frametraps and staggers in blockstrings.
Crouching poke. Hits mid. Has solid range and height, making it beat a lot of low invulnerable moves. However, it's quite slow for a 2A so it isn't reliable to mash out with. Less recovery than 5A makes it more useful for pressure strings and whiff cancels.
Two part low attack that slashes at the opponents ankles. The first hit has poor range and isn't very fast, making it a bad poke choice. The second hit has larger range and will knock down crouchers. Mostly used as combo/blockstring filler or for a low/high mixup.
Extremely long range and fast low turn kick. Knocks the opponent down on hit. One of the best sweeps in the game due to its speed and range, but has very bad recovery on whiff, so you have to be careful about poking with it.
Small and fast air to air jab that angles upwards. Good for up close and personal air encounters, and at swatting people who are floating above you with a rising j.A. You retain air movement options after whiffing this move, making it a low commitment air to air.
Downward angled two hit knife slash attack. The first hit has a very poor hitbox whilst the second has an amazing one. These traits combined make it a fairly reliable jumpin at low angles and close range, such as from instant air dashes. On the other hand, it's a weak air to air option unless your opponent is directly below you. Has received increased hitstun from previous versions of Melty Blood, so that it now combos into grounded B and C normals on hit more easily.
Long range air to air kick. Comes out pretty fast, has extremely long active frames, and has a slight downward angle, making it a solid multipurpose jump-in at lots of ranges and a strong air to air tool if spaced correctly. Probably his most important normal due to the sheer versatility of the move.
j.[C]
Damage
Red Damage
Proration
Cancel
Guard
1200
686
70%
SP, EX
HA
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
23
7
-
-
13.0%
-
Charged up, this move gets a much stronger hitbox that hits more above and around it than before. It causes an untechable knockdown on an air opponent, and will groundbounce a grounded one. Mostly used for hard knockdown combos with j.22A.
Awkward looking overhead punch attack. Only cancels into specials on block. Does a lot of damage and has solid range, so it's a common combo tool, but not much else. Has upperbody clash frames late in the animation, but is slow and has a poor hitbox for anti airing with.
6[B]
Damage
Red Damage
Proration
Cancel
Guard
1000
490
65% (O)
(N), SP, EX, (J)
H
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
28
5
12
-2
10.0%
-
Charged up, this move becomes an actual overhead. It loses the clash frames, but it is pretty fast as far as overheads come. Only cancels into specials on block. Mostly used for pseudo 50/50 mixups with the partial and full charge and a 214A cancel.
Tohno grabs then slices the opponent. When done raw, this ground bounces the opponent and moves you forward, leading to a combo. As a combo ender, this causes an untechable knockdown and leaves you falling straight down. Despite this knockdown, the frame advantage you get afterwards isn't much.
Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.
The fastest version, and the most commonly used one. Can anti-air effectively anything if spaced correctly, but requires a bit of precision. Is slightly disadvantage on block, but has enough pushback to keep you safe. Typically used as a blockstring ender or a multipurpose high risk/high reward poke. If it hits in a blockstring on a grounded opponent, you can supercancel it into 214C in the corner for a followup combo, or 236c for a midscreen hard knockdown. If it catches a jump, you could cancel it into 623CC for a hard knockdown anywhere. Common tactic to use the move to its fullest is by dashing into the attack, which is done by using 236AB~A.
B
Damage
Red Damage
Proration
Cancel
Guard
500, 800 (1275)
(863)
100%, 70% (O)
-EX-
LH
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
23
4
24
-8
6.0%x2 (12.0%)
High 1-7
[B]
Damage
Red Damage
Proration
Cancel
Guard
-
-
-
-
-
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
-
-
30
-
-
High 1-28
Much slower version with multiple hits and a bigger distance traveled before the attack. The only reason to use this move is in blockstrings, as the extra delay can catch people autopilot jumping or mashing. Also, compared to the A version, if it catches a jumper you can actually link a j.A by jumping after them from mostly anywhere on the screen. Then you can go into a further air combo. With that in mind, this move is still quite vulnerable to the dedicated masher, so has to be used more sparingly than the A version. Can hold down the button to cause Tohno to simply keep dashing forward with upper body invincibility, making the slash never come out. Again, this is slow, so although it could be used to setup an easy tickthrow or reset pressure, you have to have scared the opponent a lot first.
EX
Damage
Red Damage
Proration
Cancel
Guard
450*2, 500, 1000 (2150)
(1569)
100%
-
LH
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
1+5
9 (13) 4
24
0
-100.0%
Full 1
Has the speed of the A version and the range and multihit properties of the B. Also has an extra hard knockdown final hit where Tohno charges through the opponent, that could be used to setup a mediocre which way crossup midscreen. This move is very safe on block, but does not really leave you in a desirable position afterwards. Only really ever used to cancel from a 236A midscreen blockstring or to possibly make an unsafe 214A safe. OTG relaunch.
Dragon Punch/Shoryuken kick move. All versions have complete startup invulnerability. Air unblockable on the first hitbox, which is very low to the ground, air blockable after that. All versions hit mid. Can be followed up by pressing A, B or C again after during the attack or holding the button down, whereupon he does a j.C kick that causes untechable knockdown. This followup will not hit crouchers, but if an opponent stand or air blocks it, it is safe on block. A strong move overall.
After the initial startup invul, has low invul, making it reliable vs most low attacks. On any counterhit, can be combo'd off if you make sure not to do the followup. Will trade with higher angled hitbox attacks or jump-ins, but you can still combo off this because you recover in time. Useful to use from 5D/[D] shields as it launches on hit and will beat jump cancels to avoid the shield or mashing to get past it.
B
Damage
Red Damage
Proration
Cancel
Guard
1000
764/392
60% (O)
-CH-
LH/LHA
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
5
2 (2) 12
34
-32/-28
7.0%/10.0%
Full 1-4, High 5-6
~X
Damage
Red Damage
Proration
Cancel
Guard
1200
686
90% (O)
-
HA
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
20
7
25 ~ 21
-14 ~ -7
0.0%
-
After the initial startup invul, has high invul, making it reliable vs most jumpins/high/mid attacks. This version is harder to combo off on a grounded counterhit (have to use 5A/2A), but against aerial opponents/opponents aerial due to specials it's easy. Will trade vs most low attacks, but you can still combo off this because you recover in time. Goes significantly higher than the A version. Generally, on wakeup, A is prefferable beacuse you can combo off it even on non trades. However, B is useful for some option selects later on.
EX
Damage
Red Damage
Proration
Cancel
Guard
900, 1000 (1751)
(1186)
100%
-CH-
LH/LHA
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
4+2
2 (2) 12
39
-37, -33
-100.0%
Full 1-11
~X
Damage
Red Damage
Proration
Cancel
Guard
1000
1379
90% (O)
-
HA
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
20
7
23 ~ 16
-12 ~ -3
0.0%
-
Adds extra attack portions near the ground, and is completely invulnerable till he starts flying higher off the ground. This move will flat out beat nearly everything, but can only be combo'd off if the airborne section of the attack counterhits. Goes significantly higher than the B version. This EX is good but not used much because his A and B DPs are already very strong. OTG relaunch.
Low sliding attack. Shrinks his hitbox a lot during the slide, meaning it will go under a lot of attacks, and can even be anti aired with. All versions are air unblockable and hit low.
Has the fastest startup, and shrinks his hitbox the most, but has the worst attack hitbox. Is usually safe on block, but will be punishable if blocked point blank. On counterhit, can combo off it, making it a fairly low risk poke/anti air that can lead to solid damage. Most commonly paired with his special cancelable overheads to create pseudo 50/50s.
B
Damage
Red Damage
Proration
Cancel
Guard
1000
784
100%
CH, -EX-
L
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
18
10
13
-5
8.0%
-
~B
Damage
Red Damage
Proration
Cancel
Guard
650 (1553)
(1201)
60% (O)
(N), (SP), (EX), (J)
LHA
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
20
4
25
-11
6.0%
-
Has a longer startup and travels a greater distance. Has the least hitbox shrink, but has a solid chunky hitbox at the tip that will beat most attacks. If spaced properly in blockstrings, this move is basically neutral on block. Has an additional followup that can be preformed by pressing B again after the first attack, after which he will preform the same mid hitting knife haul as 5BB. This part cannot be canceled on block but cancels into anything on hit. Can combo off counterhits if spaced correctly, or just be generally combo'd off with the followup. Due to the long startup and vulnerability to people just plain jumping out of your blockstring, this move does not see a lot of use.
EX (Hit)
Damage
Red Damage
Proration
Cancel
Guard
500, 1000 (1351)
(878)
100%, 50% (O)
(N), (SP), (EX), (J)
L, LHA
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
3+6
10 (16) 4
30
-36, -16
-100.0%
Full 1-8, High 9-12
(Whiff Data)
Damage
Red Damage
Proration
Cancel
Guard
-
-
-
-
-
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
3+6
10
18
-
-100.0%
Full 1-8, High 9-12
Has startup invulnerability to the first hit. Combines the speed of the A version and the distance of the B version. If the slide connects on hit or block, he will automatically preform the same followup attack that 214B has, except that it wallslams. The first attack has a very good hitbox that is likely to stuff most other attacks despite not being completely invulnerable. This move is unsafe on block but can be annoying to punish properly at specific distances. Because of the wallslam part, it's mostly commonly used in corner combos to get more damage, or supercanceled from a connected 236A on a blocked opponent to confirm into damage. It is also his most useful OTG relaunch, as it lets him secure the easiest and highest damage compared to the other relaunchers.
Tohno goes into a crouching stance before executing one of 4 different attacks. All 4 have the same initial startup animation and are useful for messing with the opponent in blockstrings.
Lunging forward, Tohno donkey kicks the opponent in the groin (ouch). This move wallslams on hit, making it comboable off in the corner, and is relatively safe on block if spaced correctly, making it a very useful tool for ending corner blockstrings with. Air unblockable, hits mid. Can be charged up to become an overhead.
B/[B]
Damage
Red Damage
Proration
Cancel
Guard
-
-
-
-CH-
-
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
-
-
46
-
-
Full 21-32
~D
Damage
Red Damage
Proration
Cancel
Guard
-
-
-
-
-
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
-
-
12
-
-
-
Tohno teleports forward. The teleport goes pretty far, but can be canceled at any point by pressing D, where he will instantly reappear again. Is a handy tool for continuing pressure on people respecting your 22a, and lets you punish people trying to shield, dodge, or reversal it if you cancel the teleport quickly. If done on a knocked down opponent midscreen, you can use it to create a mediocre which way mixup.
C
Damage
Red Damage
Proration
Cancel
Guard
1200 (1162)
275
50%
N/A
U
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
23
8
29
-
0.0%
-
Tohno teleports forward again, but this time he will always attempt to appear behind the opponent, whereupon he will command throw them into a groundbounce situation that can be combo'd off from anywhere (except midscreen on Kouma). Because this move requires you to get behind the opponent, it has a pretty annoying range requirement, and it will not work on a fully cornered enemy. This move is so difficult to use properly that it is very rarely used, but since it is now comboable midscreen on everybody now, it could be a useful trick to cinch out a close match with.
D
Damage
Red Damage
Proration
Cancel
Guard
-
-
-
-
-
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
-
-
30
-
-
-
Tohno poses...then does nothing. This move is a feint attack that allows him to stay safe and recover vs nearly anything an opponent could do on reaction to the intial pose. Whilst this move is not very useful by itself, combined with his other versions it can be used as force respect whiff cancel to lead to more pressure. It's also commonly used in his corner 214C combos, despite not being strictly necessary for them, but it does look cool!
Tohno flies downward in the air at a rougly 45 degree angle while extending his knife. Somewhat resembles Ragna's Berial Edge from Blazblue. These moves have quite a lot of startup, but very strong hitboxes, meaning that if you can recognise the correct situation to use them, they can be pretty scary. The landing recovery for A and B versions is only cancelable into specials.
The fastest version. Has a pretty good hitbox for hitting people in front of and below you. Sometimes used in situational air spacing to control an area of space that Tohno doesn't usually have access. Could be combo'd off on air counter hits, and if it hits a grounded opponent you can cancel the landing recovery into 214A to knock them down, or cancel into an EX/Super move of your choice for better damage. Hits mid.
B
Damage
Red Damage
Proration
Cancel
Guard
1000
490
75% (O)
SP, EX
HA
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
21
12
20
-7
10.0%
-
Slower startup, and causes Tohno to rise slightly before executing the attack. The hitbox is a lot worse and only really extends at the tip of the knife. Hits high, so it's only really used for double overhead mixups from jumpins, that then lead into a 214A knockdown and OTG relaunch.
EX
Damage
Red Damage
Proration
Cancel
Guard
1800
1470
70% (O)
-
HA
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
7+8
12
15
17
-100.0%
Full 1-20
This move sports a huge amount of invulnerability, at a whopping 20 frames. In addition, it has a ridiculous hitbox that hits absoloutely everywhere around Shiki, as well as traveling extremely quickly. Hits high, and launches the opponent on hit high into the air. This move can blow through almost anything in the air, and could be used to attack an opponent on the ground safely as well, going through any possible anti air or lingering zoning traps/fireballs. Can be used for high damage combos midscreen by following it up with a neutral superjump into air combo. OTG relaunch.
Aerial version of his shoryuken. Here, they are only used for combo enders if you do not wish to airthrow the opponent. Only the C version has invulnerability, and is air unblockable on the first hit. Cannot do the hard knockdown followup after these versions.
An almost completely useless move. However, it could be canceled into after an air to air held shield (5[D]) to try to get a counter hit, but j.22C would probably be better.
B
Damage
Red Damage
Proration
Cancel
Guard
1000
392
100%
EX
LHA
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
4
4
11
-29 (TK)
10.0%
-
Can preform j.623B supercanceled into j.623C to gain roughly 10 to 5 damage at the end of short combo strings. Most of the time you'll just end up losing damage making it almost entirely pointless to ever use this unless you want to purposely keep the opponent in the air after your combo.
EX
Damage
Red Damage
Proration
Cancel
Guard
1600, 1000 (2451)
(1578)
100%
-
LH, LHA
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
1+2
2 (2) 4
11
-38 (TK), -34 (TK)
-100.0%
Full 1-2
Complete invulnerability on startup and a pretty decent hitbox mean this move could be used to flat out beat a lot of air to air attacks. Unfortunately you won't be able to combo off it unless you get a single clean counter hit, and the move has 2 possible attack hitboxes so it's not too likely. It's also unsafe as hell on whiff. Mostly used to add extra damage at the end of an air combo. OTG relaunch.
After the superflash, the entire game is slowed down whilst Tohno leaps forward at the opponent. If he connects, he teleports through the opponent and entire screen is cut up whilst they take a lot of damage. The initial part of the attack before he leaves the ground is unblockable, whilst the later parts are blockable. This super has complete invulnerability, but has recovery during the slowmo part at the end if it whiffs. Not very overall, because the opponent can always just reaction jump it, unless they were in the middle of an attack. The only real use is as a reversal, and it is not worth comboing into because of the bad damage.
Has pretty much all the same properties as the regular Arc Drive, except that he travels a shorter distance, does more damage, and instead of 1 hit, it does 17 hits. Ironically, this super is named after the infamous situation where Tohno dismembered Arcueid into 17 pieces in Tsukihime, but by cutting 17 times in Melty Blood, Tohno will have cut his opponent into at least 18 pieces. Is slightly more practical for comboing into, but any real combo involving meter would net in more damage. As a result, it is again, mostly useless except as a possible reversal.
Tohno leaps forward and teleports across the screen, cutting through everything in his wake. Circuit Breaks the opponent on hit (destroys their meter bar for a time). Fullscreen unblockable and instant, does damage depending on how much meter you have left. There is no way to avoid this once he has successfully shielded you, unless you were already invulnerable during your attack. During this attack, Tohno spouts his famous one liner from the end of Arc's route in Tsukihime.
Kore ga, mono wo korosu to iu koto da. - This is, what it means to kill something.