Melty Blood/MBTL/Ushiwakamaru

From Mizuumi Wiki
< Melty Blood‎ | MBTL
Revision as of 19:11, 10 April 2023 by Zero-Sennin (talk | contribs)
Jump to navigation Jump to search

Gameplay

Ushiwakamaru (often referred to as Ushi) is a new character to Melty Blood, released as free DLC alongside The Count of Monte Cristo on December 15, 2022. Ushi is described as a speedy fighter who races freely across the field to take opponents by surprise, and she lives up to that description: moves such as her j.2A+B fastfall, Shukuchi (22X), or Shukuchi - Heavenly Steps (j.236X) give her tricky repositioning strategies, while Advance (236A) and both the charged and uncharged versions of Shin Swipe (236B) let her move in and go for pressure or advancing high-low mix, and other advancing moves like Utsumidori - Heavenly Blade Steps (214B) give her a strong punish option to catch careless buttons and continue her offense afterward.

However, this comes with the primary drawback of having a very low health value, exploitable gaps in her best neutral and pressure tools, and weaker rebeat pressure, requiring Ushi to risk a lot when it comes to committing to a plan of attack; adept opponents will take advantage of any mistakes with brutal punishment if they know what holes to look for.

Pick if you like Avoid if you dislike
  • Good mixup potential: Ushi's entire kit is designed around her mixup, with fastfall fakeouts, mid-string mixups and even a stable left right straight off airthrow.
  • Strong Pressure Extensions: Ushi has multiple ways to threaten meterless resets in her kit, between 236Adl.A, 22X and the myriad grounded jump cancellable specials she has.
  • Good Punish Game: Ushi has many tools that she can use to punish opponents for being careless, such an advancing low lariat in 236B, and a very difficult to contest 4BC. She also possesses the only air arc drive in the game, which is both fullscreen and one of the only truly invincble air moves in the game, allowing her to contest certain things from the air that no other character could.
  • Bad Defense: Ushi's 11,000 health is the second lowest health pool in the game along with having a 6F 2A, no 7 framer and no DP, which gives her way less room for error than a majority of the game's cast.
  • High Commitment: Most of Ushi's good neutral and pressure tools carry huge risk in terms of unfavourable frame data and large contestable gaps, which isn't helped in the least by her best pokes extending her hurtbox considerably BEFORE the attack box is out, making poking with even her best tools a nightmare.
  • Bad Rebeat Pressure: While Ushi does have pressure resets, her normal strings beyond 2A carry with them bad frame data and horrible pushback, and make it very difficult to actually threaten throw. This means that she's constantly having to rely on her pressure reset options, which aren't nearly good enough to compensate.

Story & Profile

Charismatic and with flawless beauty, Ushiwakamaru runs free in the city of the future

The youthful form of the swordsman who later stunned the world as Minamoto no Yoshitsune.
Her Servant Class is Rider.

Training to become a samurai at a young age, she met the onmyoji Kiichi Hougen and was granted the arts of war. With the arts of war added to her natural physical abilities and skill with the blade, she grew into a peerless wrrior.
However, this caused her elder brother, Minamoto no Yorimoto, to distrust her and her life came to a tragic end alongside her retainer Benkei.

In battle, Ushiwakamaru dashes about with few restrictions, making dazzling use of her versailitiy. However, in some situations she is prone to saying "It all ends if the enemy general falls." forcing her master and mash to dash after her.

Once she was summoned as a Heroic Spirit, the focus of her interest has been in the Japan of the 21st century, instead of Chaldea. And then, before her stood a tiny, half-human, half-cat, creature with mysterious origins... It is the opening of a new chapter of The Wandering Tale of Shana-oh.

Main Weapon/Skill
Katana (Name: Usumidori), Noble Phantasm: Dan-No-Ura Eight-Boat Leap

Basic Info
Height: 168cm
Weight: 55kg
Blood Type: Unknown
Birthday: Unknown
Voiced by: Saori Hayami

Unique Traits

Unique traits here.

Character Summary

Move list

Moon Skills
6B+C - Kikenjo - Icicle Cut
3B+C - Kurama-ryu - Swallow Drop
4B+C - Usumidori - Heavenly Blade Steps
2B+C - Shukuchi
j.6B+C - Shukuchi - Heavenly Steps
Special Attacks
236A/C (EX OK) - Advance
>automatic activation when enemy is near - Rising Somersault
>A - Kurama-ryu - Swallow Drop
>B or 4B - Shukuchi
>C - Shukuchi - Heavenly Steps
236B - Shin Swipe
623A/B/C (EX OK) - Kurama-ryu - Swallow Drop
214A - Tengu's Strategy
>A - Kurama-ryu - Swallow Drop
>B - Usumidori - Heavenly Blade Steps
214B/C (EX OK) - Usumidori - Heavenly Blade Steps
22A/B/C - Shukuchi
j.236A/B/C (EX OK) - Shukuchi - Heavenly Steps
Arc Drive
236B+C (air OK) - Hoemaru - Spider Slayer
Last Arc
A+B+C+D / Successful Shield in Blood Heat - Dan-No-Ura Eight-Boat Leap
Unique Attacks
3C, j.2C, j.2A+B
Blowback Edge Moves
5[C], j.[C], j.2[C], 214[B]
Stats & vitals

Health: - 11,000 (Low)

Backdash:

  - 1-10 Full Invul
  - 1-13 Strike Invul
  - 14-18 Projectile/Air Invul
  - 18-25 Airborne
  - 35 Total

Dash startup: 5

Dash actionable: 5

Jump startup: 4

Jump airtime: 35

Quick combo reference

Coming soon.

MBTL Ushiwakamaru Art.png

Move Analysis

Normal Moves

Standing Normals

5A
5A
5A
MBTL Ushiwakamaru 5A.png
MBTL Ushiwakamaru 5A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
180 LH -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) - - -
First Active Active Recovery Overall Advantage Invul
5 2 12 18 -2 -
A jab with the sheath of her sword.
5B
5B
5B
MBTL Ushiwakamaru 5B.png
MBTL Ushiwakamaru 5B hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
480 LH -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) - - -
First Active Active Recovery Overall Advantage Invul
7 3 19 28 -7 -
An outward turning slash. Moves slightly forward when she steps into the slash.
5C
5C
5C
MBTL Ushiwakamaru 5C.png
MBTL Ushiwakamaru 5C hb.png
MBTL Ushiwakamaru 5C be hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
610 LH -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) - - -
First Active Active Recovery Overall Advantage Invul
10 4 22 35 -9 -

An overhead slash with the sword. Good vertical hitbox.

Damage Guard Cancel Property Cost Attribute
910 LH -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) - - -
First Active Active Recovery Overall Advantage Invul
22 4 24 49 -11 Clash 16-21
Charged version of 5C. Bounces the opponent off the ground on hit.

Crouching Normals

2A
2A
2+A
MBTL Ushiwakamaru 2A.png
MBTL Ushiwakamaru 2A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
140 L -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) - - -
First Active Active Recovery Overall Advantage Invul
6 2 10 15 -1 -
A crouching jab with the sheath of her sword, similar to 5A but aimed as a low.
2B
2B
2+B
MBTL Ushiwakamaru 2B.png
MBTL Ushiwakamaru 2B hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
420 L -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) - - -
First Active Active Recovery Overall Advantage Invul
8 4 17 29 -7 -
A low cut with a step.
2C
2C
2+C
MBTL Ushiwakamaru 2C.png
MBTL Ushiwakamaru 2C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
620 LH -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) - - -
First Active Active Recovery Overall Advantage Invul
10 3 23 36 -10 -
A longer step with a vertical slash. Does not knock down like most other 2Cs in the game. Notably, it does not hit low.

Jumping Normals

j.A
j.A
Aerial A
MBTL Ushiwakamaru jA.png
MBTL Ushiwakamaru jA hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
130 HA -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) - - -
First Active Active Recovery Overall Advantage Invul
5 4 11 19 - -
Ushi swings her sheath outward for a strike.
j.B
j.B
Aerial B
MBTL Ushiwakamaru jB.png
MBTL Ushiwakamaru jB hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
400 HA -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) - - -
First Active Active Recovery Overall Advantage Invul
8 4 - - - -
A downward slash. Good as a jump-in.
j.C
j.C
Aerial C
MBTL Ushiwakamaru jC.png
MBTL Ushiwakamaru jC hb.png
MBTL Ushiwakamaru jC be hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
560 HA -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) - - -
First Active Active Recovery Overall Advantage Invul
10 4 - - - -

An upward reverse cut. Reaches relatively high above Ushi, making it a good air-to-air for opponents above you.

Damage Guard Cancel Property Cost Attribute
900 HA -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) - - -
First Active Active Recovery Overall Advantage Invul
20 5 - - - Clash 14-19
  • Launches grounded opponents on hit.
Charged version of j.C. Decent combo starter if it hits a grounded opponent, since it launches.

Command Normals

3C
3C
3+C
MBTL Ushiwakamaru 3C.png
MBTL Ushiwakamaru 3C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
700 LH -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) - - -
First Active Active Recovery Overall Advantage Invul
10 4 23 36 -10 Air 5-12
Ushi uses a fan swing and a burst of wind to launch the opponent upward. Unlike most other characters in the game, her 3C is a different attack altogether from her Rapid Beat 3, but retains the same launching properties.
j.2C
j.2C
Aerial 2+C
MBTL Ushiwakamaru j2C.png
MBTL Ushiwakamaru j2C hb.png
MBTL Ushiwakamaru j2C be hb.png
Hitbox when it connects with the ground
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
560 HA -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) - - -
First Active Active Recovery Overall Advantage Invul
11 17 - - - -

Ushi thrusts her sword downward after a brief delay. Is active for the entire duration of the fall once the sword is out.

Damage Guard Cancel Property Cost Attribute
900 HA -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) - - -
First Active Active Recovery Overall Advantage Invul
16 (min) 2 13 (air) - +7 (air) Clash 16-active
Charged version of j.2C that causes Ushi to attack and bounce up when she hits the ground. If you don't hold 4, she'll move forward on the bounce; if you do, she'll move back. Is air actionable after the bounce as well, with one air action usable (two in Moon Drive).
j.2AB
j.2AB
Aerial 2+A+B
MBTL Ushiwakamaru j2AB.png
MBTL Ushiwakamaru j2AB hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
- - EX+ - - -
First Active Active Recovery Overall Advantage Invul
10 X 14L 24 (TK) - -
Ushi falls straight to the ground from her current position, stopping all horizontal movement.

Universal Mechanics

Rapid Beat 2
Rapid Beat 2
X>X
MBTL Ushiwakamaru rapid2.png
MBTL Ushiwakamaru rapid2 hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
370*2 (710) LH SP+ - - -
First Active Active Recovery Overall Advantage Invul
10 6 (9) 5 31 60 -19 -
  • Knocks the opponent up on hit.
  • Crosses through the opponent.
A series of rushing sword slashes that puts Ushi on the other side of the opponent. Auto-attack filler, but can be special canceled after the last hit.
Rapid Beat 3
Rapid 3
X>X>X
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On
No results
  • Universal launcher. Not the same move as 3C, unlike most characters.
  • Crosses up once again, returning you to the same side as you started before RB2.
A pair of two slashes, the second of which launches the opponent upward.
Ground Throw
Ground Throw
4/6+A+D
MBTL Ushiwakamaru throw.png
MBTL Ushiwakamaru throw hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1500 U - - - -
First Active Active Recovery Overall Advantage Invul
4 (min) 3 19 - +52 -
  • Hard knockdown on hit.
Air Throw
Air Throw
Aerial 4/6+A+D
MBTL Ushiwakamaru airthrow.png
MBTL Ushiwakamaru airthrow hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 U - - - -
First Active Active Recovery Overall Advantage Invul
1 3 until landing + 14 - - -
  • Hard knockdown on hit.

Special Moves

Advance/Shin Swipe

A forward-advancing gap closer with several variations. The A version, Advance, has several followups after it, while the B version, Shin Swipe, can be used to go for either a high or a low depending on how it is used. The C version of Advance is based on 236A and allows air combos afterward.

Advance/Shin Swipe
236+X
MBTL Ushiwakamaru 236a.png
236A (Advance + Rising Somersault)
MBTL Ushiwakamaru 236aa.png
236A~A (Swallow Drop)
MBTL Ushiwakamaru 236ab.png
236A~B (Shukuchi)
MBTL Ushiwakamaru 236ac.png
236A~C (Shukuchi - Heavenly Steps)
MBTL Ushiwakamaru 236b.png
236B (Shin Swipe, uncharged)
MBTL Ushiwakamaru 236b be.png
236B (Shin Swipe, charged)
MBTL Ushiwakamaru 236c.png
236C (EX Advance)
MBTL Ushiwakamaru 236a hb.png
236A (Advance + Rising Somersault)
MBTL Ushiwakamaru 236aa hb.png
236A~A (Swallow Drop)
MBTL Ushiwakamaru 236ab hb.png
236A~B (Shukuchi)
MBTL Ushiwakamaru 236ac hb.png
236A~C (Shukuchi - Heavenly Steps)
MBTL Ushiwakamaru 236b hb.png
236B (Shin Swipe, uncharged)
MBTL Ushiwakamaru 236b be hb.png
236B (Shin Swipe, charged)
MBTL Ushiwakamaru 236c hb.png
236C (EX Advance)
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
640*2 (1196) LH CH, EX+ - - -
First Active Active Recovery Overall Advantage Invul
16 5 27 (whiff) 47 (whiff) -17 -

Ushi dashes forward for a while, and stops if she doesn't reach the opponent. The canned followup to this move, Rising Somersault, only activates when the opponent is close to you during the dash--you have to make contact with Rising Somersault to use 236A followups.

Damage Guard Cancel Property Cost Attribute
900 H (J), EX+ - - -
First Active Active Recovery Overall Advantage Invul
12 3 until landing + 12 - -4 (earliest) ~ +5 (latest) -

Kurama-ryu - Swallow Drop. Ushi does a falling flip slash that launches the opponent. Can be delayed a bit to allow the opponent to fall further down and get picked up by other normals once Ushi lands.

Damage Guard Cancel Property Cost Attribute
- - - - - -
First Active Active Recovery Overall Advantage Invul
- - - 27 -14 -

Shukuchi. Ushi summons two afterimages--one directly in front of the opponent, one behind them--and then fastfalls from the one behind the opponent, forcing a sideswitch. Doing this followup as 4B instead will make Ushi fastfall from the afterimage in front of the opponent, retaining the side she's on. In the corner, this works a little differently--corner 5B input technically is the same as midscreen 5B input, but Ushi will only briefly be in the corner behind the opponent before her teleport forces her to land in front of them instead. This behavior can cause certain inputs to get reversed for the opponent and can let you mess up the opponent's 3C or reversal inputs. Corner 4B input will put her a bit farther back from the opponent, but will not cause her to switch sides.

Damage Guard Cancel Property Cost Attribute
1250 H (EX+) - - -
First Active Active Recovery Overall Advantage Invul
22 3 25 49 -11 All 7-21
  • Invulnerable on startup.

Shukuchi - Heavenly Steps. Ushi drops down with a powerful slash. Bounces the opponent up for followups, but has more startup and recovery than 236A~A; however, it's invulnerable on startup.

Damage Guard Cancel Property Cost Attribute
640*2 (1190) L EX+ - - -
First Active Active Recovery Overall Advantage Invul
15 2 (9) 2 25 52 -6 -
  • Both hits are lows.

Shin Swipe. Ushi dashes forward like she does for 236A, but stops the run with a low kick and a slash. Launches the opponent for combos, but needs a 5A or 2A to pick up if you're looking to go for a launch combo with Rapid Beat or 3C, as other moves will OTG and prevent it.

Damage Guard Cancel Property Cost Attribute
280*3, 540 (1231) HA, LHA*3 EX+ - - -
First Active Active Recovery Overall Advantage Invul
36 1 (3) 2 (2) 1 (2) 3 23 74 -4 -
  • Hits overhead.

The charged version of 236B. Travels farther than the uncharged version and gives Ushi a bit of a jump before she slashes downward. Needs j236C or Moon Drive Cancel to combo afterward.

Damage Guard Cancel Property Cost Attribute
1913 LH J, (MD/AD) - 1 magic circuit -
First Active Active Recovery Overall Advantage Invul
4+8 11 29 (whiff) - +3 -
The EX version of 236A. Ushi dashes forward full-screen distance, doing a short combo on hit that ends with a 3C launch. Interestingly, the second to last hit can be double jump cancelled and Ushi can continue to a grounded combo afterwards by using j.2C.
Kikenjo - Icicle Cut
Kikenjo - Icicle Cut
6+B+C
MBTL Ushi 6bc.png
MBTL Ushi 6bc hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1324 HA (EX+) - 3 moon icons -
First Active Active Recovery Overall Advantage Invul
25 1 (3) 2 (2) 1 (2) 3 (11) 3 20 72 -4 Clash 1-11 (MD)
A supercharged version of 236[B], with more hits and an extra attack at the end. Great combo starter.
Kurama-Ryu - Swallow Drop

Ushi's anti-air series. Notably, no versions have startup invul, but they're all air-unblockable and the A version has a jump cancel point.

Kurama-Ryu - Swallow Drop
623+X
MBTL Ushiwakamaru 623b.png
MBTL Ushiwakamaru 623a hb.png
A version
MBTL Ushiwakamaru 623b hb.png
B version
MBTL Ushiwakamaru 623c hb.png
C version
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 LH J, EX+ - - -
First Active Active Recovery Overall Advantage Invul
17 4 - - -15 -
  • Air unblockable.

A single upward slash. Jump-cancelable on contact or whiff, but the jump cancel comes out earlier when you hit versus when it's blocked or whiffs.

Damage Guard Cancel Property Cost Attribute
1200 LH EX+ - - -
First Active Active Recovery Overall Advantage Invul
14 4 25 42 -8 -
  • Wall-slams in the corner.
  • Air unblockable.

Similar to the A version, but travels more horizontally.

Damage Guard Cancel Property Cost Attribute
2200 LH - - 1 magic circuit -
First Active Active Recovery Overall Advantage Invul
4+4 4 25 36 -12 -
  • Air unblockable.
Combines the height of the A version with the horizontal range of the B version.
Kurama-Ryu - Swallow Drop (Moon Skill)
Kurama-Ryu - Swallow Drop (Moon Skill)
3+B+C
MBTL Ushi 3bc.png
MBTL Ushi 3bc hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 LHA J, (EX+) - 3 moon icons -
First Active Active Recovery Overall Advantage Invul
8 4 - - -16 Clash 1-11 (MD)
  • Jump cancelable on contact or whiff.
623A, but with faster startup. Can be used in any combo in the place of 623A in order to build more circuit gauge or to avoid SMP.
Tengu's Strategy / Usumidori - Heavenly Blade Steps

A set of sword-drawing moves. The A version can be used mid-combo to go for a low crush or a punish, especially on strings that have pushed the opponent out a bit, while the B version is best used as a whiff punish or an occasional spacing check and the C version can close out combos and catch whiffed buttons in addition to adjusting Ushi's positioning.

Tengu's Strategy
214+X
MBTL Ushiwakamaru 214aa.png
214A~A
MBTL Ushiwakamaru 214ab.png
214A~B
MBTL Ushiwakamaru 214b.png
B version
MBTL Ushiwakamaru 214c.png
C version
MBTL Ushiwakamaru 214aa hb.png
214A~A
MBTL Ushiwakamaru 214ab hb.png
214A~B
MBTL Ushiwakamaru 214b hb.png
B version
MBTL Ushiwakamaru 214c hb.png
C version
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
- - CH, EX+ - - -
First Active Active Recovery Overall Advantage Invul
20 16 - 38 - -

Ushi sheathes her sword and goes into a stance. You can cancel into the A or B followups the moment the flash starts, up until it disappears; once Ushi is out of the stance the window is ended.

Damage Guard Cancel Property Cost Attribute
1400 LH J, EX+ - - -
First Active Active Recovery Overall Advantage Invul
6 4 - - -16 -

Similar to regular 623A.

Damage Guard Cancel Property Cost Attribute
1300 LH EX+ - - -
First Active Active Recovery Overall Advantage Invul
9 5 16 29 +2 -

Usumidori - Heavenly Blade Steps. Ushi dashes forward and passes through the opponent with a slash. Safe enough on block to allow Ushi to block 5-frame normals, but can be spaced even more to actually get some plus frames out of it; you'll want to try hitting with the tip if this is what you're going for.

Damage Guard Cancel Property Cost Attribute
1200 LH EX+ - - -
First Active Active Recovery Overall Advantage Invul
16 5 18 38 -6 ~ -2 -
  • Will cross through the opponent if done close enough.
  • Crumples the opponent on ground hit.

Ushi appears to take her 214A stance but immediately goes into Usumidori. Unlike the 214A~B version, this is not safe when used up close, but is safe against 5f normals when spaced correctly. It can be used as a spacing check in this way, but is easier utilized when an opponent whiffs a button with long enough recovery to get caught. The safe spacing is similar to 214A~B's but will not result in plus frames.

Damage Guard Cancel Property Cost Attribute
2350 LH (MD/AD) - 1 magic circuit -
First Active Active Recovery Overall Advantage Invul
4+4 5 16 28 -4 ~ 0 -
  • Will cross through the opponent on block if done close enough.
A farther-moving version of 214B. On hit, it's followed up with another series of slashes, followed by a final one that puts Ushi on the side opposite where she started. If blocked, it's similar to 214B but actually has enough blockstun to let you block 5f moves without having to space it correctly. 214C is Ushi's main combo ender EX Edge as it sets up a consistent left/right mixup.
Usumidori - Heavenly Blade Steps (Moon Skill)
Usumidori - Heavenly Blade Steps (Moon Skill)
4+B+C
MBTL Ushi 4bc.png
MBTL Ushi 4bc hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1340 LHA J, (EX+) - 3 moon icons -
First Active Active Recovery Overall Advantage Invul
15 5 - - -6 Clash 1-11 (MD)
  • Jump cancelable on contact or whiff.
Ushi dashes forward and through the opponent with a jump, slashing multiple times behind her. It must be spaced correctly to be safe, much like 214B, but there are other options after it's blocked since it's also jump-cancelable.
Shukuchi

A set of grounded teleports, useful for allowing Ushi to change her angle of approach mid-string.

Shukuchi
22+X
MBTL Ushiwakamaru 22a.png
A version
MBTL Ushiwakamaru 22b.png
B version
MBTL Ushiwakamaru 22c.png
C version
MBTL Ushiwakamaru 22a hb.png
A version
MBTL Ushiwakamaru 22b hb.png
B version
MBTL Ushiwakamaru 22c hb.png
C version
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
- - EX+ - - -
First Active Active Recovery Overall Advantage Invul
9 - - 39 - Throw 9-12

Ushi teleports backward.

Damage Guard Cancel Property Cost Attribute
- - - - - -
First Active Active Recovery Overall Advantage Invul
9, 28, - - 41 - Throw 9-12

Starts off similar to the A version, but Ushi does a forward run afterward.

Damage Guard Cancel Property Cost Attribute
- - - - - -
First Active Active Recovery Overall Advantage Invul
9, 25 - - 33 - Throw 9-12
Starts off similar to the A version, but Ushi reappears in the air and does a forward airdash.
Shukuchi (Moon Skill)
Shukuchi (Moon Skill)
2+B+C
MBTL Ushi 2bc.png
MBTL Ushi 2bc hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
- - - - 3 moon icons -
First Active Active Recovery Overall Advantage Invul
8, 20 - - 25 - -
A faster 22C with an earlier actionable point.
Shukuchi - Heavenly Steps

A set of aerial teleports. Their TK height is incredibly low.

Shukuchi - Heavenly Steps
Aerial 236+X
MBTL Ushiwakamaru j236a.png
A version
MBTL Ushiwakamaru j236b.png
B version
MBTL Ushiwakamaru j236c.png
C version
MBTL Ushiwakamaru j236a hb.png
A version
MBTL Ushiwakamaru j236b hb.png
B version
MBTL Ushiwakamaru j236c hb.png
C version
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
- - EX+ - - -
First Active Active Recovery Overall Advantage Invul
10 X 14L 22 (TK) - -
  • Identifiable by the voiceline: Ushi always says "Pon!" for the A version.

Ushi does a down-forward fastfall and lands on the ground.

Damage Guard Cancel Property Cost Attribute
- - EX+ - - -
First Active Active Recovery Overall Advantage Invul
10 X 25 35 (TK) - -
  • Identifiable by the voiceline: Ushi never says "Pon!" for the B version.

Similar to the A version, but Ushi does an additional jump after landing to go back to the air.

Damage Guard Cancel Property Cost Attribute
2000 LHA (MD/AD) 1 magic circuit - -
First Active Active Recovery Overall Advantage Invul
4+6 3 16 28 +3 -
  • Hits on both sides and is plus on block, allowing her to start offense from directly above.
  • Bounces on hit, allowing a combo if it is used as a starter, conversion from non-counterhit air strings, or linking into a low airthrow or 214C after a long combo.

A diving slash, similar to her 236A~C followup. However, it doesn't have invul like 236A~C does.

Shukuchi - Heavenly Steps (Moon Skill)
Shukuchi - Heavenly Steps (Moon Skill)
Aerial 6+B+C
MBTL Ushi j6bc.png
MBTL Ushi j6bc hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1300 LHA - - 3 moon icons -
First Active Active Recovery Overall Advantage Invul
18 3 23 44 -3 -
Similar to j.236C, but with a faster startup.

Super Moves

Hoemaru - Spider Slayer
Hoemaru - Spider Slayer
236+B+C
MBTL Ushiwakamaru 236BC.png
MBTL Ushiwakamaru 236BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
3500 LHA - - 3 Magic Circuit -
First Active Active Recovery Overall Advantage Invul
1+11 5 40 56 -28 All 1-17
  • Usable in the air.
  • Invulnerable. One of the very few fully invincible air moves in the game.
  • Air blockable.
Ushi jumps to the back wall, then does a diving slash at the opponent. On hit, she goes into a series of slashes, ending with a final one that knocks the opponent to the ground. Absurdly huge range since Ushi's diveslash will track the opponent's position and move her near them before she dives, making it an amazing, if expensive, punish.
Dan-no-Ura Eight-Boat Leap
Dan-no-Ura Eight-Boat Leap
A+B+C+D
MBTL Ushiwakamaru ABCD.png
MBTL Ushiwakamaru ABCD hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
4800 LH - - 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 the amount of Heat Gauge remaining on activate.
  • Uses the animation of 5C if done manually with the A+B+C+D input.

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
Color 11
Color 12
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24
Color 25


Ushiwakamaru Roadmap

0% complete
Page Completed To-do Score

Overview

Started

0/25
Strategy

Started

0/25
Combos

Started

0/25
Matchups

Started

0/25

MBTL Navigation

The Game
Getting Started
FAQ
Glossary
HUD & UI
Links
Customization
News & updates
The Battle System
Controls
Offense
Defense
Movement
Resources
Game Data
Characters
Shiki Tohno
Arcueid Brunestud
Akiha Tohno
Ciel
Hisui
Kohaku
Hisui & Kohaku
Miyako Arima
Kouma Kishima
Noel
Michael Roa Valdamjong
Vlov Arkhangel
Red Arcueid
Saber
Aoko Aozaki
Dead Apostle Noel
Mario Gallo Bestino
Powered Ciel
Neco-Arc
Mash Kyrielight
Ushiwakamaru
Monte Cristo