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.
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.
Move Descriptions
Frame Data Help
Header
Tooltip
Move Box Colors
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.
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