Melty Blood/MBAACC/Hisui/Crescent Moon

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Overview

Playstyle
MBAACC Hisui Head.png C-Hisui is a highly mobile character who strives on runaway tactics and a mean strike/throw game.
Pros Cons
  • High mobility: Her mobility as a whole is very high, and she has a lot of moves that can alter her trajectory in mid-air.
  • Versatile neutral: Thanks to her mobility, projectiles, and tricky moves like j.6B, she can vary her neutral strategies on a dime.
  • Great meter gain: Thanks to her trademark yaya loops, she can gain upwards of 100 meter off of most hits.
  • Good pressure: Thanks to good cancel windows on her normals and a forward-moving normal in 5[C], her pressure can be hard to deal with.
  • Consistent conversions: She never needs to choose between damage, meter gain, corner carry or knockdown quality.
  • Poor mixup game: She lacks real mixup options and has to rely on strike/throw to open her opponent up.
  • Weak air-to-ground game: Having no disjoint to speak of on her jump-ins, most of the cast can swat away her attempts at getting in from the air.
  • Ground normals unfit for neutral: Her B normals make for poor pokes and her C normals are very committal for the space they do cover.
  • Subpar overall damage: Because her pressure relies a lot on Reverse Beats, she ends up nuking her own damage output.

Crescent Moon Hisui is a well rounded character with great movement and many options in neutral that can be applied in a variety of playstyles, from solid and basic air footsies to annoying zoning and backpedaling.

In the air, she has several good aerials to choose from, such as j.A and j.B to attack people above her. Her landing game is also solid, with moves like j.236X, j.2C/j.2[C] divekick, j.6B delayed projectile, dodge, and j.C being used to mixup her landings.

On the ground, C-Hisui has access to her 214X specials (otherwise known as stuff-fu), a series of random projectiles that she can choose by holding a direction after inputting 214X. Stuff-fu can be used to beat the opponents' zoning options. It can also be used as an antiair with 214A~2 or 214B~1.

C-Hisui's gameplan revolves heavily around a basic strike/throw game, which is made safer by her extremely strong okizeme. Her 22X series (or bento) are specials which place down explosive bento boxes which explode after a certain amount of time, forcing the opponent to block after they tech her throws.

Her best move in pressure is 5[C], a forward moving normal that can frametrap the opponent at any distance, as well as bringing Hisui closer to her opponent, letting her continue her pressure with 5A rebeats. However, she lacks a strong mixup game, as she does not have good high/low mixups and only has situational left/right mixups after throw against certain characters, leading to average offense overall. Because throws deal little damage compared to her frame trap options, C-Hisui's opponents are incentivized to block most of the time instead of committing to an escape.

Hisui is generally placed around the lower end of high tier. She stands above mid tiers due to her versatility and flexibility. She can easily confirm into hard knockdowns from anywhere on the stage, either with her corner BnB, which deals around 5k, or with her corner carry confirm, which can carry opponents from one end of the screen to the other. It's often the case that she never has to compromise damage for knockdown frames or vice versa, and none of her best confirms need meter.

C-Hisui is not exactly meter reliant in general, frequently using it for 623C pressure resets, but she does need at least 100 meter for Heat, 623C and bunker in order to supplement her otherwise mediocre defense.

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.

Normal Moves

Standing Normals

5A
MBCHisui5A.png
Damage Red Damage Proration Cancel Guard
300 156 78% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
4 4 8 0 3.0% -

Hisui takes a step forward and sticks out her arm, slapping her opponent at face level. Her 5A has good horizontal and vertical reach, making it decent at catching opponents in the air, or guard breaking opponents who attempt to jump away during blockstrings. It also whiffs against most crouching opponents (it hits Nero, Hime and Wara) so it is useful during blockstrings as a reverse beat reset, especially after 5[C].

5B
Hhisui5B.PNG
Damage Red Damage Proration Cancel Guard
600 539 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 6 13 -4 7.0% -

Hisui takes a step forward, extending her arm with an open palm as if she was pushing the opponent off of her.

  • 5B has a lot of recovery and is even shorter horizontally than 5A, so it has marginal use in neutral.
  • Mostly combo filler, dealing higher damage than 2B.
  • Being her lowest priority standing move on the rebeat chain, it is C-Hisui's most effective low shield callout. Meatying or redashing with 5B instead of 2A is an option if trying to bait a low shield, as 2A can be shielded both ways.
5C
5C
5{C}/[C]
Fhisui5c.png
Fhisui5cBE.png
5C Damage Red Damage Proration Cancel Guard
400, 700 (1078) (866) 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
13 6 14 0 7.0%, 8.0% (15.0%) -

Hisui pulls a chair out of nowhere and hits the opponent over the head with a chair. Mid. Hits twice.

  • This move is 0 on block, has a good cancel window, can be partially charged, and can be canceled into 5A reverse beat after either hit, making it a potent tool in pressure.
5{C} Damage Red Damage Proration Cancel Guard
400*2, 700 (1443) (1132) 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
15 7~18 14 0 4.0%, 7.0%, 8.0% (19.0%) -

Hisui rushes forward with the chair, hitting three times.

  • 5{C} doesn't move as far as 5[C], but it has less startup and is 0 on block.
  • This is a safe button to end pressure on when Hisui is out of reverse beat options.
5[C] Damage Red Damage Proration Cancel Guard
400, 600, 800 (1731) (945) 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
15 18 21 -7 4.0%, 7.0%, 8.0% (19.0%) -

Hisui rushes forward with the chair even further. 5[C] is an important tool in Hisui's pressure that lets her both frame trap people and regain distance.

  • Once fully charged, this move is -7 on block. Keeping 5A or 2A reverse beats available is crucial to making this move safe.
  • Each of the three hits can be cancelled into a reverse beat, which is important for changing the frame trap timing or countering players that can EX guard the move.

Crouching Normals

2A
Hhisui2A.PNG
Damage Red Damage Proration Cancel Guard
300 137 75% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
4 4 8 0 3.0% -

Hisui quickly chops at the opponent's knees from a crouching position. This is a standard 2A that can whiff cancel into itself or other normals and can be shielded in either stance.

2B
Fhisui2b.png
Damage Red Damage Proration Cancel Guard
550 294 80% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
7 6 12 -3 6.0% -

Hisui leans her body forward from a crouching position and palm strikes the opponent's legs. It has 6 active frames, which makes it a good normal to use in tech punishes. It's not as useful as a low poke in neutral due to its short range compared to 2C, but it is more useful at shorter ranges due to the fact that her hurtbox is extended for a shorter time during 2B.

2C
Fhisui2c.png
Damage Red Damage Proration Cancel Guard
1000 637 60% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
9 3 23 -8 11.0% -

Hisui reaches behind her and drop step swishes at the opponent's feet with a water bucket and a rag, which moves her forward slightly. This is her longest Low move and it has the best speed-to-range ratio out of all the ground normals. This makes it useful for a variety of things, such as grounded approaches, tech chases and pressure.

Aerial Normals

j.A
Fhisui ja.png
Damage Red Damage Proration Cancel Guard
300 147 75% (O) SE, N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
5 4 10 - 4.0% -

Small air jab, angled downwards. Mid. Good both as a landing option and a rising aerial due to the height at which the hitbox is created.

j.B
j.B
j.B~B
MBCHisuijB.png
MBCHisuijBB.png
j.B Damage Red Damage Proration Cancel Guard
600 294 90% (O) N, SP, -CH-, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
6 5 - - 5.0% -

A fast book slash aimed upwards.

  • Good for attacking people above her, thanks to the diagonal angle.
j.B~B Damage Red Damage Proration Cancel Guard
700 392 100% SP, EX LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 3 - - 6.5% -

Followup to j.B. Stalls her vertical air momentum, making Hisui more punishable in most situations. Slams opponents to the ground, putting them in a ground tech chase or tech trap. Used for yayaya confirms.

j.C
j.C
j.[C]
HhisuiJC.PNG
HhisuiJCC.PNG
j.C Damage Red Damage Proration Cancel Guard
1000 441 90% (M) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
10 4 - - 11.0% -

A downward slam with a table pulled out of nowhere. Has the most horizontal range out of all the air normals besides j.[C]. Good for landing, frequently used as an IAD approach. It creates a somewhat transparent table graphic after the active frames, which can make it confusing on how long the move actually is for new players.

j.[C] Damage Red Damage Proration Cancel Guard
1200 588 95% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
21 4 - - 15.0% -

Charged version of j.C. Hard knockdown. Has even more range than j.C, but isn't used in neutral often because of its startup. Used in combos.

Command Normals

4B
4B
4[B]
Fhisui4b.png
4B Damage Red Damage Proration Cancel Guard
100 98 100% - U
(Whiffs vs Crouch.)
First Active Active Recovery Frame Adv Circuit Invuln
16 4 17 - 6.0%, 5.0% (11.0%) -
4[B] (Max) Damage Red Damage Proration Cancel Guard
100 98 100% - U
(Whiffs vs Crouch.)
First Active Active Recovery Frame Adv Circuit Invuln
16 4 (13) 3 (13) 3 (13) 3 (13) 3 17 - 6.0%, 5.0%*5 (31.0%) -

The watering can. Has a massive deadzone in front of Hisui. It only hits where the water hits the ground. On contact, the opponent will lose around 12% meter. Holding this attack will make the meter drain effect happen up to 5 times. Inflicts untechable knockdown unless the opponent is crouching.

6B
Hhisui6B.PNG
Damage Red Damage Proration Cancel Guard
800 441 65% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
15 5 16 -6 6.0% Clash 15-19

Ladle launcher. It looks like it can be an antiair, but it isn't. Used pretty much exclusively for hard knockdown confirms.


6C
Hhisui6C.PNG
Hhisui6CC.PNG
Hhisui6CC236C.PNG
6C Damage Red Damage Proration Cancel Guard
750 490 75% (O) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
15 3 21 -6 7.0% -

Pan uppercut. Rarely used as an antijump. Used as a launcher in yayaya combos. It's possible to use reverse beat after it hits.

6C~6C Damage Red Damage Proration Cancel Guard
600 392 100% -CH- LH
First Active Active Recovery Frame Adv Circuit Invuln
13 4 20 -6 6.0% -

Second hit of the pan rekka. Can be delayed to frame trap.

6C~6[C] Damage Red Damage Proration Cancel Guard
1200 784 100% -CH- H
First Active Active Recovery Frame Adv Circuit Invuln
24 4 20 -6 10.0% -

Optional overhead after 6C. Works exclusively as a "chump check" against opponents that don't know she has an overhead after 6C. Can be used to beat opponents mashing short normals after 6C or people timing their mashes with a delay. Hard knockdowns airborne opponents.

6C~6C/6[C]~236C Damage Red Damage Proration Cancel Guard
800 686 50% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
14 6 21 -9 6.0% -

Follow up after 6CC or 6C[C]. Converts into a combo.


j.6B
Fhisui j6b.png
Damage Red Damage Proration Cancel Guard
750 392 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
25 6 - - 7.5% -

Hisui creates a small cloud of dust that takes some time to become active. Disappears when Hisui gets hit. Generally used as an alternative landing option and a safe jump, but can be used at higher points to cover Hisui against opponents trying to land on her.

j.2C
j.2C
j.2[C]
Fhisui j2c.png
HhisuiJ2CC.PNG
j.2C Damage Red Damage Proration Cancel Guard
600 294 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
15 X 4 8 (TK) 5.0% -

Divekick. Hisui launches a Thunder Cross Split Attack without fooling the opponent first. Mid. Due to the extended hurtbox, divekick can be beaten by some characters' ground normals.

j.2[C] Damage Red Damage Proration Cancel Guard
1000 686 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
24 X 4 12 (TK) 7.0% -

Charged divekick. Hisui stalls in the air for some time before diving even faster into the ground. Still a mid. Has a better hitbox than uncharged divekick that won't lose to most ground normals.

Universal Mechanics

Ground Throw
MBCHisuiThrow.png
Damage Red Damage Proration Cancel Guard
1000 490 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 20 - 0.0% -

Hisui grabs and headbutts the opponent. Untechable knockdown.

Air Throw
Air Throw
j.6/4A+D
MBCHisuiThrowAir.png
Damage Red Damage Proration Cancel Guard
1600 (Raw)/1200 474 30% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 - 0.0% -

Hisui takes the opponent to the ground with her. Results in a sideswitch. Ground techable if done as a combo ender.

  • Even if the throw is input as 4AD, Hisui will not turn around for her air throw, unlike most of the cast.
Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCHisui214D.png
Bunker Damage Red Damage Proration Cancel Guard
500 196 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 4 19 -5 0.0%
(-50.0% in blockstun)
Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 196 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 19 -5 0.0%/-50.0% Strike 1-7

Performs her 5B animation as a shield bunker. Part of an ancient badguy technique.

Heat
Heat
A+B+C
MBCHisuiHeat.png
Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
16 7 25 - -100.0% (min) Full 1-22

Hisui leans back and activates Heat.

  • Because of this, most of the hitbox appears behind her.
    • If her opponent is not extending a hurtbox directly into her collision box, this Heat activation can easily whiff where most others would not. Use carefully.
Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
MBCHisuiCSpark.png
MBCHisuiCSparkAir.png
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 10 20 - removes all Full 1-39
Air Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
12 10 15 - removes all Strike 1-30

Universal burst mechanic.

Special Moves

Grounded Specials

236X
This ladle is solid.
236A/B/C
(236A/B~236A/B/C)
Fhisui236AB.png
A/B
A/B
Fhisui236AB~A.png
~236A
~236A
Fhisui236AB~B.png
~236B/C
~236B/C
MBCHisui236C.png
EX
EX

Letting out "yayayaya!", Hisui unleashes a flurry of ladle strikes.

A Damage Red Damage Proration Cancel Guard
320*6 (1770) (538) 100% -CH- LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 22 10 -2 2.0%*6 (12.0%) -

6 hits. 236A is used in conjunction with the 236X236A followup to inflict a hard knockdown at the end of yaya loops when they're too high for 623A to connect. Vulnerable to bunker.

B Damage Red Damage Proration Cancel Guard
250*9 (1965) (766) 100% -CH- LHA
First Active Active Recovery Frame Adv Circuit Invuln
13 33 4 4 1.2%*9 (10.8%) -

Hisui pulls back before unleashing an 8 hit combo.

  • Because her hurtbox is pulled back before the attack, 236B can be used as a situational whiff punish tool in neutral.
  • It's +4 on block, but it's not that useful in pressure due to how far Hisui gets pushed back on block.
    • Using the 236B followup afterwards can catch jumpouts and be EX canceled to maintain pressure.
  • Vulnerable to bunker and EX guarding.
~236A Damage Red Damage Proration Cancel Guard
600 392 100% -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
9 3 19 -4 4.0% -

Hard knockdown followup. Can be used after both 236A and 236B.

  • 623A gives a better knockdown, but 236X236A is easier to land if the enemy is too high at the end of a combo.
    • This ender does not give a good enough knockdown to safely set up meterless bento oki. To set a bento safely, EX cancel into 22C.
~236B/C Damage Red Damage Proration Cancel Guard
600 392 50% (O) -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 4 19 -8 4.0% -

Launcher followup. Can be used after both 236A and 236B.

  • Allows for a j.[C] confirm. Can lead into the same routes as 6B.
  • Because of its disjointed upwards hitbox, it can be used as a niche antiair or guard break tool, made more useful thanks to its air unblockable properties and 236B's hurtbox pullback.
EX Damage Red Damage Proration Cancel Guard
200*12, 600 (2358) (1701) 100%, 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+6 44 (7) 4 24 -16 -100.0% Full 1-5

Hits 12 times and ends with an uppercut. Cleanly OTG relaunches. The entirety of the move is air untechable.

  • Despite great range and some startup invulnerability, this is a niche move outside of OTG relaunches. Its uses are limited because of the telegraphed superflash, loss of invulnerability before active frames, and significant disadvantage on block.
  • It has situational use as an easy corner carry tool.
623X
Please excuse me.
623A/B/[B]/C
Hhisui623A.PNG
Hhisui623B.PNG
MBCHisui623XB.png
MBCHisui623C.png
A Damage Red Damage Proration Cancel Guard
650*2 (1279) (578) 100% EX LH
First Active Active Recovery Frame Adv Circuit Invuln
12 2 (9) 4 10 -4 5.0%*2 (10.0%) -

Hisui waves her duster in front of her. Second hit is a hard knockdown.

  • This is her best knockdown tool. Gives Hisui enough time to set up a bento or safejump with j.6B.
  • Can be EX canceled into 22C for a bento that explodes almost instantly after they wake up.
B Damage Red Damage Proration Cancel Guard
800 392 70% (O) EX LH
First Active Active Recovery Frame Adv Circuit Invuln
11 2 (8) 4 17 -19, -9 8.0% High 1-32

Dusts above her head. Has upper body invulnerability. Launches instead of knocking down, but cannot be jump canceled; requires an air counter-hit to get a conversion.

[B]
(Projectile)
Damage Red Damage Proration Cancel Guard
800
500*3 (1662)
392
(1068)
70% (O) EX LH
LHA
First Active Active Recovery Frame Adv Circuit Invuln
22
23
2 (8) 4
45
11 -13, -3
-
8.0%
5.0%*3 (23.0%)
High 1-44

Hisui charges for a bit before releasing a longer-lasting dust cloud. EX cancelable as soon as the dust cloud is created.

  • Occasionally useful to stop air approaches, but where this move really shines is in setting up tech traps.
    • After (...) > 2C > 5C > 623[B] near the corner, every option the opponent has is punishable on reaction.
    • For optimal damage, use a 5B > j.[C]AB starter to punish neutral tech, 6B > j.[C]B starter to punish back tech, and air throw to punish forwards tech.
    • If the opponent chooses not to tech, they will be caught by the cloud, letting Hisui combo them anyway.
EX Damage Red Damage Proration Cancel Guard
500*N 490*N 80% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+2 152 1+31 -2 (min) -100.0% Full 1

Same animation as the A version, but sets up a four-hit dust cloud. It has lightning fast 1+2 startup and is incredibly plus on block.

  • Those two properties make it one of the best abare options in the game and an excellent metered pressure reset.
214X
Fhisui214x.png

Stuff-fu. Hisui throws random household objects at the opponent.

A Damage Red Damage Proration Cancel Guard
500 ~ 1000* 196 ~ 588* 80% ~ 100%* (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
14 X 33 -8 ~ -12* 2.8% -

Hisui throws a single object. The player can control which projectile is thrown by immediately holding [1], [2], [3], or [6] after the initial input.

  • [1] - A very slow lamp that flies straight. Typical fireball move.
  • [2] - A pot that that arcs upwards at a high angle. Good as an anti-air.
  • [3] - A vase that flies upwards slightly, but hits the floor about midscreen.
  • [6] - A book that slowly descends onto the floor. Marginally useful as a lazy pressure ender.
  • [5] - Random
    • In addition to the previous four items, Hisui may also throw a coat hanger or a tray.
      • Tray is her fastest horizontal projectile.
      • Coat hanger moves slower than the tray, but faster than the lamp.
B Damage Red Damage Proration Cancel Guard
Random* Random* Random* (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
23 X 32 Random 2.8%*N -

Hisui throws 1 to 3 of the same projectiles as the A version at the cost of longer startup. Like the A version, the player can control what is thrown by holding a specific direction after the initial input:

  • [1] - Pot & Book.
    • Most annoying combination to deal with.
  • [2] - Vase & Lamp
  • [3] - Vase & Hanger
  • [6] - Tray & Book
  • [5] - Random
    • On a random throw, Hisui has a chance to throw three items, but also to only throw a single book.

Note that this version actually has fewer recovery frames than the A version.

  • Can be used at the end of blockstrings to stay safe, especially if a book is thrown.
  • Causes a ton of stun if multiple projectiles counter-hit at the same time.
EX Damage Red Damage Proration Cancel Guard
Random* Random* Random* (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8+8 X 33 Random -100.0% Full 1-3, Low 4-15

Throws 3 to 5 of the projectiles, barring a known case of getting just a book. Unlike the A and B versions, the player has no input over what objects Hisui throws.

  • Hisui lacks a bottom hurtbox at the start of the move, making 214C a very situational reversal option on defense.
  • If the opponent is counter-hit by multiple projectiles on the same frame, their hitstun stacks. As such, an opponent counter-hit by 214C at point blank will be in hitstun for an incredibly long period of time, giving Hisui ample time to set up the combo of her choice.
    • This can happen reliably by canceling shield into 214C against specific moves, such as V-Sion's 6C.
22X
MBCHisui22AB.png
MBCHisui22C.png
A/B
(Explosion)
Damage Red Damage Proration Cancel Guard
600 392 50% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
92
9/93
180
2
50 - 8.0% -
  • Hisui puts down a mat with a Bento box on it. The mat explodes after a short delay.

A: Plunks a mat down right in front of her.
B: Plunks a mat down a distance away from her.

EX
(Explosion)
Damage Red Damage Proration Cancel Guard
1800 1176 50% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
6+79
80
180
2
6+29 - -100.0% -

Hisui puts down a BIG mat. The explosion is completely untechable and it poisons on hit.

Aerial Specials

j.236X
Fhisui j236AB.png
A/B
A/B
Fhisui j236c.png
EX
EX

Air ladle jabs. Unlike the ground version, these do not have command follow-ups.

  • Up to +10 on block if Hisui lands during active frames.
A Damage Red Damage Proration Cancel Guard
250*8 (1778) (831) 100% EX LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 16 0 10 (landing during active) 1.5%*8 (12.0%) -

Hits 8 times.

  • Useful as a landing mixup.
  • Can be used as a TK to extend pressure.
  • Crucial part of corner carry yaya loops.
B Damage Red Damage Proration Cancel Guard
250*12 (2479) (1158) 100% EX LHA
First Active Active Recovery Frame Adv Circuit Invuln
13 24 0 10 (landing during active) 1.5%*12 (18.0%) -

Hits 12 times.

  • An integral part of her yaya loops, hence their name.
  • Lasts longer and thus has more range than j.236A, making it generally more useful for landing.
EX Damage Red Damage Proration Cancel Guard
250*N 176*N 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+4 60 0 10 (landing during active) -100.0% Strike 1-6

Hits 20 times, active for a full second (in most practical situations, until Hisui hits the ground). Puts the opponent in the air on hit.

  • Can be used to save j.236A/B if done too high to get a combo or frame advantage.
  • As a last resort, j.236EX can avoid some shield followups, including Shield Counter, if timed properly. However, this timing lacks a good cue against instant Shield Counter as simply buffering it on reaction to shield will make the invulnerability run out too fast.

Arc Drive

Dark Jade Fist
41236C/[C] during MAX/Heat
Fhisuiad.png
Uncharged
Uncharged
Fhisuiaad.png
Fully Charged
Fully Charged
(Min. Charge) Damage Red Damage Proration Cancel Guard
1000*3 (2629) (2577) 90% (M)*3 - LH
First Active Active Recovery Frame Adv Circuit Invuln
3+1+2 X 25 27 removes all Full 1-24
(Max. Charge) Damage Red Damage Proration Cancel Guard
800*8 (4668) (3392) 95% (M)*8 - LH
First Active Active Recovery Frame Adv Circuit Invuln
3+378+379 X 25 92 removes all Full 1-3, 375-398

Hisui charges up a ball of meido energy and dashes forward to launch it. If the C button is held, Hisui delays fire, granting the projectile additional hits but losing invulnerability until release.

  • This move is one of the best Arc Drives in the game — not only is it unshieldable, unclashable, and extremely plus on block, but it is invulnerable through active frames (and most of the recovery) and is a huge, air unblockable projectile that can be converted from with ease.
  • If the button is held down after the superflash, there is a lengthy minimum charge time that makes Hisui easy to interrupt if the opponent is close.
    • Hisui will always turn around to face the opponent when the charge is released.
  • The most reliable way to counter this move as a wakeup option is to sit at point-blank range, not committing to anything, then using dodge on reaction to the superflash, leaving Hisui open.
    • The aforementioned minimum charge time makes it impossible for Hisui to punish instant dodges at point-blank, even if she charges it for the smallest amount of time possible.
    • It is possible to avoid the projectile this way at any range, but the further away the opponent is, the more delayed the dodge has to be and the more committal it is. From far enough, Hisui gets frame advantage.
    • Due to the lack of dodge, punishing this move so as a Full Moon character is trickier, character-specific, and sometimes impossible.
  • If the opponent is using a forward-moving move or one with a small hurtbox at point-blank, Hisui's forward movement can make her dash past them and shoot it the wrong way entirely.

Another Arc Drive

Great Dark Jade Fist
41236C during Blood Heat
Fhisuiaad.png
Damage Red Damage Proration Cancel Guard
800*8 (4668) (3392) 95% (M)*8 - LH
First Active Active Recovery Frame Adv Circuit Invuln
2+1+2 X 22 95 removes all Full 1-25

The earth starts shaking as Hisui prepares an Arc Drive at full power. It is the same move, but automatically fully charged, which means it cannot be delayed.

  • The same counterplay applies, but the move has a 3 less recovery frames, slightly shortening the range the dodge trick works from.

Last Arc

Fake Reality Marble - Round and Round Hisui World
Grounded EX Shield during Blood Heat
MBCHisuiLA.png
Damage Red Damage Proration Cancel Guard
3000 (1500 ~ 3000) (1225 ~ 2254) 50% + 50% * remaining BH time - U
First Active Active Recovery Frame Adv Circuit Invuln
4+2 2 54 - removes all Full 1-52

Brainwasher Detective Hisui. It does somewhat low damage, but reverses the controls of the opponent for ten seconds and causes break for a staggering twenty seconds. This is more or less a match ender.

  • The lower Hisui's meter, the worse the proration is.

Combos

Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.

For more information, see Glossary and Controls.

X > Y X input is cancelled into Y.
X > delay Y 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.
  1. Use attack X with Y follow-up input.
  2. 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.
CH The first attack must be a Counter Hit.
Air CH The first attack must be a Counter Hit on an airborne opponent.
66 Performs a ground forward dash.
j.66 Performs an aerial forward dash, used as a cancel for certain characters' air strings.
IAD/IABD Performs an Instant AirDash.
AT Performs an Air Throw. (j.6/4A+D)
IH Performs an Initiative Heat.
AD Performs an Arc Drive.
AAD Performs an Another Arc Drive.

Air Combo Enders

Condition Notation Damage
vs V.Sion
Notes
Air combo
  • dj.(A)BC > AT
N/A
Meter Gained: N/A Meter Given (vs C-Moon): N/A (Video)
2B will punish neutral or forward ground tech. Dash 2B will punish neutral or backwards ground tech. Versus no tech, Hisui recovers in time to meaty 2A.
Air combo, opponent not in corner
  • sdj.C / j7.C airdash j.B~delay B
N/A
Meter Gained: N/A Meter Given (vs C-Moon): N/A (Video)
Used to corner carry and set up a tech trap situation. On no tech, she can route into a knockdown. It's very important to learn her tech trap options to make the most out of this ender.
Air combo, opponent in or near corner
  • dj.ACB~delay B
N/A
Meter Gained: N/A Meter Given (vs C-Moon): N/A (Video)
The situation after j.BB in the corner is a true 50-50. 5A allows Hisui to punish neutral tech or no tech, while 2B punishes forwards and back tech. Depending on spacing, it may be necessary to dj8 rather than dj9.
Air combo, opponent in or near corner
  • dj.ACB~delay B > j.236B
N/A
Meter Gained: N/A Meter Given (vs C-Moon): N/A (Video)
Sacrifices any chance at okizeme to maximize damage. Used to squeeze out a kill after an air combo.

Anywhere

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A > 2B > 5C(1) > 2C > 623A
2246
Meter Gained: 37.0% Meter Given (vs C-Moon): 11.1% (Video)
Simple ground combo to her 623A dust. 623A ender allows Hisui to safely lay out a 22A/B bento or do any oki of her choice.
Normal starter, grounded opponent
  • 2AA > 2B > 2C > 5C > 6C > j.BC > Ender
3681
Meter Gained: 83.5% Meter Given (vs C-Moon): 25.0% (Video)
Simple BnB. Reasonable for starting out. Damage shown is with dj.7C airdash j.B~delay B ender.
Normal starter, grounded opponent
  • 2A > 2B > 5C > 2C > 6B > j.[C]AB > land > j.(A)BC > Ender
4298
Meter Gained: 103.5% Meter Given (vs C-Moon): 31.0% (Video)
Basic BnB utilizing 2C 6B. Decent corner carry. Learn this. Damage shown is with sdj.C airdash j.B~delay B ender.
Normal starter, grounded opponent
  • 2AA > 2B > 5C > 236B~236B > j.[C]AB > land > j.BC > Ender
3823
Meter Gained: 98.1% Meter Given (vs C-Moon): 29.4% (Video)
Variation BnB using 236B236B instead of 6B. Damage shown is with dj.ACB~delay B ender.
Normal starter, grounded opponent
  • 2A > 2B > 5C > 2C > 6C > j.C > j.66 > j.B > Ender
3811
Meter Gained: 84.5% Meter Given (vs C-Moon): 25.3% (Video)
An alternative route utilizing an airdash. Use this if 5C was part of the initial ground string and there is only 6C left to follow up after 2C. Damage shown is with dj.ACB~delay B ender.
Normal starter, grounded opponent
  • (2A) > 2B > 5C > 2C > 6B > j.[C]A / j.[C]B > j.66 > j.(A)B~delay B > j.236A, land > j.AC > j.66 > j.B~delay B > j.236B, 623A / 236A~236A
4686
Meter Gained: 133.5% Meter Given (vs C-Moon): 65.5% (Video)
Advanced midscreen route. Corner carry yaya loops. Excellent meter build, solid damage and full corner carry into oki from anywhere. Significantly more difficult than other options.
Damage shown is with 2B starter and 623A ender. j.[C]A works against the entire cast. j.[C]B does more damage and doesn't require as tight of an airdash, but whiffs on Miyako, Len, White Len, Neco-Arc and NAC. The latter two require j.AB~delay B.
Raw Air Throw
  • Raw AT, 2A > 5B > 6C > j.BC > Ender
2801
Meter Gained: 59.5% Meter Given (vs C-Moon): 17.8% (Video)
Basic air throw combo. Damage shown is with dj.ACB~delay B ender.
Raw Air Throw
  • Raw AT > j.6B, land > j.[C]AB, land > j.ABC > Ender
3043
Meter Gained: 74.0% Meter Given (vs C-Moon): 22.2% (Video)
Slightly more difficult air throw combo. Damage shown is with sdj.C airdash j.B~delay B ender.
Raw Air Throw
  • Raw AT > j.6B, land > 2C > delay 6B > j.[C]A / j.[C]B > j.66 > j.(A)B~delay B > j.236A, land > j.ABC > Ender
3517
Meter Gained: 113.5% Meter Given (vs C-Moon): 34.7% (Video)
Single yaya route off of air throw. Significantly more difficult than other options.
Damage shown is with sdj.ACB~delay B ender. j.[C]A works against the entire cast. j.[C]B does more damage and doesn't require as tight of an airdash, but whiffs on Miyako, Len, White Len, Neco-Arc and NAC. The latter two require j.AB~delay B.

Midscreen to Corner

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • (2A >) 2B > 2C > 5C/6C > j.C > j.66 > j.B~delay B > j.236B, land > j.AC > j.66 > j.B~delay B > j.236B, land > 623A / 236A~236A
4053
Meter Gained: 122.0% Meter Given (vs C-Moon): 53.5% (Video)
Basic double yaya route. Works when hitting the opponent at round start position. Great for meter gain, decent damage, and assuring a bento setup in the corner. For best results, delay the 2nd B of the j.BB.
Damage shown is with 2A starter and 623A ender. The more yaya hits are in the combo, the lower the final damage will be and the higher both players' meter gains will be.
Normal starter, grounded opponent
  • 2A > 2B > 5C > 2C > 6B > delay j.[C]AB > delay dj.A > delay j.B~delay B > j.236B > 623A / 236A~236A
4430
Meter Gained: 107.0% Meter Given (vs C-Moon): 36.6% (Video)
Single yaya combo. Corner carries from midscreen; if Hisui is not in the corner when it's time to use j.236B, she can route into a standard air combo ender instead. 623A ender has stricter height requirements than 236A~236A.
Damage shown is with 2A starter and 623A ender.
Video for 236A~236A ender
Normal starter, grounded opponent
  • 2A > 2B > 5C > 2C > 6B > j.[C]AB > dj.A > delay j.B~delay B > j.236B > land > j.AAC > j.66 > j.AB~delay B > j.236B > 623A / 236A~236A
4536
Meter Gained: 152.5% Meter Given (vs C-Moon): 109.4% (Video)
Double yaya route. Corner carries from midscreen. 623A ender has stricter height requirements.
Damage shown is with 2A starter and 623A ender.
Normal starter, grounded opponent
  • 2A > 2B > 5C > 2C > 6C > 6B > j.[C]B > j.66 > j.B~delay B > j.236B, land > j.(A)AC > j.66 > j.B~delay B > j.236B, land > 623A / 236A~236A
4803
Meter Gained: 148.5% Meter Given (vs C-Moon): 86.1% (Video)
Optimal double yaya route in the corner. Significantly harder than the basic version. Works starting at midscreen.
Damage shown is with 2A starter and 623A ender. Gives the opponent a lot of meter.
Raw Air Throw
  • Raw AT > j.6B, land > (dust hits) 2C > 6B > j.[C]B > j.66 > j.B~delay B > j.236B, land j.AAC > j.66 > j.B~delay B > j.236B, land > 623A / 236A~236A
3563
Meter Gained: 122.0% Meter Given (vs C-Moon): 53.5% (Video)
Double yaya route from air throw. Corner carries from round start positioning. Damage shown is with 623A ender.

Corner

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A > 2B > 5C > 6CC > 236C, delay 5A > 6C > j.BC > Ender
4111
Meter Gained: 95.5% Meter Given (vs C-Moon): 28.6% (Video)
Corner BnB using her 6CC236C frying pan series. Damage shown is with dj.ACB~delay B ender.
6C[C] starter, grounded opponent
  • 6C[C]~236C, delay 5A > 6C > j.CB~delay B > j.236B, land > j.AC > j.66 > j.B~dlB > j.236B, land > 623A / 236A~236A
4357
Meter Gained: 118.0% Meter Given (vs C-Moon): 65.7% (Video)
Yaya loops from ground overhead. Damage shown is on a crouching opponent with a 623A ender.

Metered Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, 100% meter, not in the corner
  • 2A > 2B > 5C(1) > 623C > 5B > 5C, (dust hit) 5B > 5C, (dust hit) 2B > 5C > 2C > 623A
3484
Meter Gained: 52.8% - 100% Meter Given (vs C-Moon): 35.0% (Video)
EX Dust combo, back from Act Cadenza.
Normal starter, grounded opponent, 100% meter, midscreen only
  • 5[C] > 623C, 5B > 5C, (dust hit) 5B > 5C (dust hit) > 5B > 2B > 2C > 5C > 6B > delay j.[C] > delay j.B > 236A~236A
5288
Meter Gained: 69.1% - 100% Meter Given (vs C-Moon): 46.3% (Video)
Another EX Dust combo. Must be in the corner as j.[C] hits. j.[C]B must be delayed.
Shield, grounded opponent, 100% meter
  • 5D/2D > 214C(ch), 44, j.[C] > j.66 > j.AB, 5B > 5C > 2C > 6B > j.[C]AB, land > j.ABC > Ender
5508
Meter Gained: 82.8% - 100% Meter Given (vs C-Moon): 44.2% (Video)
Hisui does her best F-Nero impression. Because the amount and type of items thrown by 214C is random, damage can vary by a few hundred. Damage shown is with sdj.ACB~delay B ender.
Normal starter, grounded opponent, near the corner, 200% meter or MAX
  • 2A > 2B > 5C > 2C > 6B > delay j.[C] > delay j.A, 236C, 2C > 22C, OTG 2AAA2B2C, (bento explosion) 2C > 623A
4347
Meter Gained: 79.8% - 200% Meter Given (vs C-Moon): 43.1% (Video)
Poison bento route. Goes into bento oki while the poison ticks down. It is possible for the EX bento to hit before the OTG 2C; in that case, immediately cancel into 623A or 22A.
Normal starter, grounded opponent, in MAX or Heat
  • Ground string > 41236C, 6C > j.BC > Ender
6034
Meter Gained: 21.2% Meter Given (vs C-Moon): 23.8% (Video)
Arc Drive route. Combos from any ground string ending with a B or C normal. Works off of raw Arc Drive.
Damage shown is with 5[C] starter and dj.ACB~delay B ender.
Normal starter, grounded opponent, midscreen to corner, in MAX or Heat
  • Ground string > 41236C, 6C > j.ACB~delay B > j.236B, j.AC > j.66 > j.B~delay B > j.236B, 623A / 236A~236A
6446
Meter Gained: 53.2% Meter Given (vs C-Moon): 75.6% (Video)
Yaya loop from Arc Drive. Works starting at midscreen. Combos from any ground string ending with a B or C normal. Works off of raw Arc Drive.
Damage shown is with 5[C] starter and 623A ender.

OTG

Condition Notation Damage
vs V.Sion
Notes
Opponent knocked down, in corner
  • 2A × 5 > 5B > 2B > 2C
1757
Meter Gained: 39.0% Meter Given (vs C-Moon): 11.7% (Video)
Meterless OTG string. Can tech trap by rebeating into 5A first, or by canceling directly into 214A[6] to cover tech in place.
Damage shown is with 2C starter.
Opponent knocked down, in corner, 100% meter
  • 2C > 5AA > 5B > 2B > 236C, 2C > 623A
2492
Meter Gained: 34.0% -100% Meter Given (vs C-Moon): 24.1% (Video)
Metered OTG relaunch. After 236C, it's also possible to go into an air combo or a yaya loop.
Damage shown is with 2C starter.

Reverse Beats and Gaps

Rebeat Table
Attack Chain Advantage
5B / 2B / 6B 5A / 2A -1
5C / 5[C] / 2C / 6C 5A / 2A +2
Gap Table
Attack Chain Frame Gap
5A / 2A 6B / 6C 4
5A / 2A 5C 2
5A / 2A 5[C] 5~9
5B / 2B 6B / 6C 1
5B 5[C] 2~8
2B 5[C] 1~9

All gaps between normals missing from the table are 0f. Canceling into 236X or 623C from any normal is gapless if Hisui in range.

Gameplan

C-Hisui's gameplan is quite flexible, as she has the tools to control space via 214B or use her dash speed to close the distance quickly. Depending on the MU, it's advisable to use 214B,[1] to control space and to fish for counterhits if the opponent gets impatient. Hisui can also control the air in front of her using 623[B] if she think they'll airdash towards her predictably. If they're giving Hisui enough space, she can do 22A and 22B, and are allowed to set down up to two bentos which will create even more clutter on the screen for the opponent to keep mind of. One of her most commonly seen tools is j.6B which is generally used when she airdashes backwards. It creates a dust cloud that is persistent on block and serves as a wall, and will become a combo on counter hit. On that front, C-Hisui rewards people that bide their time in neutral or create awkward situations with her specials for the opponent to deal with.

Combined with her impressive dash speed and oppressive air normals such as j.B and j.C, she easily controls the air but can also rush the opponent down with either dash 5A (5[C]), dash 2B, dash 5A 6C, etc. She ultimately rewards players that understand Melty's fundamentals and offers maximum flexibility in the player's approaches to many match ups.

For okizeme (which will be covered later in this section), she has the ability to either choose HKD via yayaya loops into 623A/236A~236A ender or perform tech trap set ups that lead into HKD on non tech. Catching any of the opponent's tech options leads to more damage back into HKD as well.

Neutral

C-Hisui has several options in neutral. In some MUs, finding time to use 214B[1] and then running in behind her honey pot projectile allows her to approach safely. Since it requires the opponent to either air block or shield it, it's very good to monitor the opponent's response to pot throw. If it air counter hits, then Hisui gets an air combo. Sometimes they will air block it low enough for Hisui to dash 5A and guard break them while they are airblocking pot as well.

Once Hisui has established a space to maintain via 623[B] and airdash back j.6B / j.B, she can then use her dash and do run up 5A / 2B. If the opponent is floating around in the air, Hisui can do rising j.A/B if they're above her. One thing Hisui players want to remember is that j.B can be ducked by many characters and j.C can be low profiled at times, so good spacing is important to using j.B, j.C, and j.[C], which are usually used either as the opponent is approaching Hisui or is directly in front of her as she approaches them from the air.

Be sure to use j.2C, j.2[C], and j.236A/B to throw off people's anti air timing since most people will look for when C-Hisui will attack, and those three moves alter her air momentum and throw the opponent off guard. She can also air dodge to further alter her air movement and reposition herself accordingly. Also, don't be afraid to sometimes throw out j.B~B, the 2nd j.B is a book slam that has a good hitbox on it. Note that if j.B~B is blocked, Hisui is now put in a vulnerable state and can be punished; for this reason, it is important to be ready to cancel j.B~B into j.236B on block.

On the ground, dash 2B and 5[C] are C-Hisui's best buttons for stuffing ground approaches, while buttons like 5A > 6C are better for catching people in the air. 5A > 5C can sometimes be used to hit someone out of the air. 5A > 5[C] can also be used to catch her opponents backdashing. In some matchups, like against C-Aoko or Nero, using dash 2C is surprisingly useful; while it does have a good bit of recovery, it has deceptively long range. Things like dash 623C allow safe heat set ups in neutral and place a persistent hitbox on the screen that doesn't go away even if Hisui gets hit, making it a very versatile EX move in all aspects of her play.

Pressure

C-Hisui's pressure has a lot of freedom of where to end and where to pick it back up. She is a strike/throw character with several normals that move her forward, as well as good specials and EX moves that allow her to expand her toolkit in pressure. Below is a set of normals Hisui commonly uses in her pressure, followed by specials to use. For reference, head to #Normal Moves and #Special Moves.

Normals

  • 2A
  • 2B
  • 5A
  • 2C
  • 5C/5[C]
  • 6C
  • j2C
  • j6B
  • j.C
  • 4B (Will be explained later)


Specials

  • j.236A/B
  • 214B, 1 or 6
  • 214A, 6
  • 236A/B

A crucial part of C-Hisui's pressure is that staggering her normals to frame trap the opponent is key. Luckily she has quite a bit in her arsenal to do so. 2A 5C is a natural frame trap, as is 2B 5[C]. 5C and 5[C] both move Hisui forward, and it's very important to learn where to use them. At lower level play, it can be an overwhelming tool, but better players may shield, dodge, or backdash it on predictions. It's very important to keep both 5C and 5[C] in mind as an extra tool to use in her pressure. 2B is another great button for pressure, since it's one of her main lows, with an excellent cancel window. 2A is a mid, but is very fast and is generally very good for setting up tick throws. 2C is her 2nd low that's good to use in stagger pressure to open up the opponent.

j.2C is a way to throw off people looking to throw tech vs Hisui, although she has tools like dash 5B to crush throw tech OS as well. 6C is an interesting normal, in that 6[C] can be input afterwards and the follow-up will become an overhead, which can be confirmed from by using the final 236C follow-up. Using rekka 6CC~236C is also possible for the uncharged, non-overhead version. 4B drains meter and trips standing opponents, working well paired with 6C[C] as a niche, yet useful high/low mixup option. 5A is very good to cancel into at a lot of parts of her offense, as it makes her pressure very fluid and hard to deal with at times, even with EX guarding. Here are some typical pressure strings that make use of her normals:

  • 2A 2A 2A 2B delay 5[C]
  • 2A 5[C] / 5C
  • 2A (w5A), Grab or 2A 2B
  • 2A 2A 2B 5[C] (w5A), 5[C]
  • 2A 2A 2A 2B delay 5[C] delay 2C (w5A)
  • 2A (2A), j2C
  • 2A 2A 2B w5A, 2B
  • 2B 5[C] 2A dash 2A.
  • 2A 2A 2B 6C (w5A)
  • 2A 2A 2B 6C[C] or 2C (w5A)
  • 2A 2A 2B 5[C] 6C, delay 4B

With these strings, Hisui can incorporate IAD j.6B into grab or do IAD j.C to further her pressure. The following are a few options to reset her pressure with specials.

  • Stagger 2A 2A 2B delay 5[C] 236B
  • Stagger 2A 2A 2B delay 5[C] 2C 214B,1 or 6
  • 2A 2A tk j.236A or jump, j.236B

EX dust can also be used anytime Hisui is pushed out too far to otherwise extend pressure.

Okizeme

Refer to this for this part, particularly the j.BB ender section that will be covered #Air Combo Enders

C-Hisui gets her oki from 623A or 236B~B, and each has their unique uses and placements. 623A has a lot of knockdown time, so Hisui can use into 22A/B/C quite a bit after it hits. This greatly helps her oki. since the later bento is set down, the more the timing of the strike/throw mixup can be played with.

One important thing to note about C-Hisui's oki is that while it's still fundamentally strike/throw, throwing as the bento explodes cuts the tech windows by a considerable amount, which means it forces players to respond with much more commital options (throw tech) in order to escape. This is where C-Hisui's ability to bait throw techs really shines.

22A oki

This is done off either 2C into 22A or 623A into 22A. Learning to slightly delay the 22A is important, as it leaves more options available. For instance, it allows her to go for an early throw where if the opponent techs, the bento explodes and Hisui gets to keep her turn. Here are some common options for her corner okizeme:

  • dash w5A, 6E/6A+D
  • dash 5A delay 5B/6C(this beats throw tech oses)
  • dash 2A dash grab
  • dash 2B dash grab
  • dash 2B delay 5B/5C(to compliment the option above to beat throw tech OS, jumps and mash)
  • dash 6C delay 2C or 6C6[C]
  • dash, iad j.C


22C is faster and, unlike 22A, is fully untechable if they get hit. It also poisons over time and deals more damage, making it a very offensive tool. Here are some ways to get 22C out other than 623A or 236A~236A (in some routes that use 236A~236A, Hisui can only EX cancel, in which case 22C should be used). All of these situations listed are corner only unless stated otherwise.

  • throw, 623C, 22C (only meter efficient when in MAX)
  • 623A, 22A, dash 5B/2B > 22C
  • throw, 22A, 5B/2B, 22C

The oki with 22C is pretty much the same as the ones for 22A listed above, although with an added set up which is this sequence:

  • 623A, 22C/ 236A~236A, 22C, jump j.A airdash j.C vs j.A, 2B


j.B~B ender

j.B~B enders are unique in that the opponent has the opportunity to tech the first ground bounce. With this, C-Hisui is able to set up tech trap situations in her favor. This is good, as her yaya loops grant a considerable amount of meter to the opponent. For the tech trap to work, the opponent must be higher up than Hisui and she needs to be descending by the time j.B~B hits. The goal is for Hisui to not be deep in the corner, but rather just right outside of it; here are 2 sample combos depending on Hisui's screen position:

Corner to corner/Midscreen to corner j.B~B route

  • 2A 2A 2B 2C 5C 6C > j.B j.C (sdj or j7) j.C airdash j.B~B

Corner

2A 2A 2A 2B 2C 5C 6C > j.B j.C > airdash > j.8 > j.A j.C j.B~B

For the first sample combo, available tech punishes are :

  • land, 2B
    • Covers forward tech if properly positioned. Back tech can also be covered this way.
  • land, (microdash) 5A > 2C
    • Covers neutral tech.
    • Depending on how far outside of the corner she lands, the microdash might not be needed.

For the 2nd combo in the corner, the same options are still used, and are truly consistent set ups, because it sets up the right spacing for either land 2B or land 5A > 2C to punish the tech. On no tech, 5A 2C should have 5A whiff and autotime for 2C to knockdown. 623A can be tacked on for better knockdown time and damage.

Defense

As mentioned previously, C-Hisui has subpar defensive tools, meaning that she's more reliant on meter than other characters. Luckily enough, she possesses Crescent Moon mechanics and great meter gain, meaning that she will rarely find herself having to defend without any meter on hand. Making use of all universal defensive options is necessary in order to effectively defend as C-Hisui. EX guarding, shield and guard cancel bunker are all very useful tools, with the former being a crucial equalizer on defense. More proactive defensive options like jumping or backdashing out of pressure are good to present to keep her opponent's offense honest.

If she has 100% meter on deck, C-Hisui in particular can cover a lot of offense with just two options: Heat and EX Dust.

Heat is a slow, unblockable reversal that can be mashed with ABC without letting go of down-back, meaning that it's much less risky to go for a defensive Heat than a DP. This will beat a lot of meaties, frame traps, run up throws and some pressure extenders that involve the opponent getting close; however, Hisui possesses a particularly small Heat hitbox horizontally, and opponents that expect it can simply walk back slightly and whiff punish it, or even just meaty her with a disjointed hitbox.

EX Dust is also an excellent defensive option, with only 2 frames of startup. Despite it's lack of invincibility, it's an extremely good tool to escape pressure resets and looser frametraps, being extremely quick and instantly giving Hisui her turn back when successful. However, the required motion makes it significantly more risky to use, as lows will catch Hisui not blocking and she can get counterhit by tight frametraps.

There are ways for enemies to beat both options, but both tend to involve giving up certain pressure tools or giving her the option to mash out. Some opponents with large normals, such as Warachia, may choose to stay at a slight distance away from Hisui in order to beat reversal heat, but in doing so give up on using stubbier normals like 2A in their pressure and stick to more commital dash-ins to reset pressure. Additionally, there are several option selects that allow for a meaty (or frametrap) while still baiting Heat. EX Dust, is, in essence, just a really good mash, and as such, enemies can block it, but the frame advantage will allow Hisui to take her turn back anyway. It can still be shielded and sometimes countered in other ways by character specific tools, so C-Hisui cannot afford to get predictable with her 623C usage.

In general, blocking and waiting is a good option to stick to. Relying on metered options can make her defense all too predictable, and punishes will be even more costly on a wrong guess. As such, her defensive responses should be varied, even if her opponent's offensive patterns seem repetitive or obvious.

If Hisui happens to be in Heat or MAX, however, Hisui has an extremely potent reversal at her disposal — Arc Drive. AD is a giant reversal projectile that is insanely plus on block (+27), air unblockable and unshieldable. The most reliable counter to it is a point blank dodge, only available to C and H moons. The more distance there is between the C-Hisui and the opponent, the more delayed their dodge has to be, which gives Hisui the opportunity to punish their dodge starting from character length.

As a particularly risky option, C-Hisui can opt for 214C on defense. The bottom of C-Hisui's hurtbox disappears at the start of the move until the frame the projectiles are created, effectively granting her low invulnerability. Reading a low attack and hitting the opponent with the projectiles at point blank will put them in hitstun for multiple seconds, thanks to counter-hit hitstun stacking, letting Hisui go for a combo of her choice.

Additional Resources

C-Hisui Match Video Database
C-Hisui Essential Combos & Tech Trap Setups

Notable Players

Name Color Region Common Venues Status Details
josh

MBAACC Hisui Color26.png

North America Netplay Active Found in Meltycord and the Community Server.
Ktarou
(Kタロー)

Hisui Color31.png

Japan Kirisugu, KorewaMelty Inactive
niboshi
(にぼし)

Hisui Color01.png

Japan Play Spot BIG ONE 2nd Inactive Uses various color palettes.
shitone
(しとね)

Hisui Color06.png

Japan A-cho, KorewaMelty, Play Spot BIG ONE 2nd Active
waka
(わか)

Hisui Color25.png

Japan A-cho, KorewaMelty, Play Spot BIG ONE 2nd Inactive

Players to ask in the community

Opinions may differ between players and not all may agree on the same topic.

Name Discord username Languages Servers
Cadenza spicat. English, Spanish Melty Sud, Reverse Beat Brasil

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