Melty Blood/MBAACC/Archetype: Earth/Crescent Moon

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Himesmug.png C-Hime is a strong midrange character with manually detonatable wind mines.
Pros Cons
  • Ground mobility: Hime can easily gain the correct position in neutral to use her tools thanks to her insane walkspeed and run.
  • Aerial movement: Air specials like j.214A/B and j.22D change her aerial trajectory allowing for less predictable movement.
  • Strong neutral: Large and mostly non-committal buttons and specials allow Hime to control space like no other.
  • Good mixups: Fast instant overhead, fuzzies and unreactable okizeme from her stronger knockdowns.
  • Great meter usage: Meter can be used effectively in neutral and also for better knockdowns during combos.
  • Huge DP: A massive reversal that also works nicely in her neutral.
  • Mediocre defense: A floaty jump and slow buttons limit Hime's defensive options and makes her especially weak against tick throws.
  • Very low HP: Hime has one of the lowest health values, making mistakes deadly and prone to being snowballed due to her poor defensive options.
  • Slow aerial movement: Hime's floaty jump and slow airdash make her mostly reliant on grounded approaches.

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.


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.

Note: FL in the cancel section denotes that a move is cancelable into Flight.

Normal Moves

Standing Normals

Damage Red Damage Proration Cancel Guard
300 147 75% (O) -SE-, -N-, -SP-, -EX-, (J), -FL- LH
First Active Active Recovery Frame Adv Circuit Invuln
7 4 8 0 3.5% -

Neutral on block, can be used to tick throw and pressure, has decent range for a 5A. Can be canceled on whiff.
Best button for rebeats since it has slightly faster recovery than 2A can be canceled into buttons or specials on whiff.

Damage Red Damage Proration Cancel Guard
300*2 (532) (347) 80% (O) N, SP, EX, (J), FL LH
First Active Active Recovery Frame Adv Circuit Invuln
9 6 9 1 3.0%*2 (6.0%) -

+1 on block and hits multiple times, making it a good general purpose pressure/hitconfirm tool.

Can be used to check for low height airdashes since the hitbox is quite high and if correctly spaced it can be used as a situational, but not reliable anti-air since the hurtbox is very high and extends before the active frames.
Despite it not being a great anti-air, it's generally good for catching landings after a run/walkunder.

Damage Red Damage Proration Cancel Guard
800 490 90% N, SP, EX, (J), FL LH
First Active Active Recovery Frame Adv Circuit Invuln
13 4 18 -4 7.0% -

Amazing poke that's great for whiff punishing. Virtually incontestable from further ranges and a great pressure tool when used spaced alongside her specials. Just be wary of opponents air dashing over it, as the hitbox doesn't reach especially high.

Crouching Normals

Damage Red Damage Proration Cancel Guard
300 98 75% (O) SE, N, SP, EX, (J), FL L
First Active Active Recovery Frame Adv Circuit Invuln
7 4 9 -1 3.0% -

Low hitting 2A. Has decent range, but has 7f start-up, so be wary when trying to use this to mash out of pressure.
1F worse frame advantage than 5A from rebeats. Not cancelable on whiff.

Damage Red Damage Proration Cancel Guard
500 382 80% (O) N, SP, EX, (J), FL LH
First Active Active Recovery Frame Adv Circuit Invuln
10 4 12 -1 4.0% -

-1 on block, hits mid. Necessary to beat some low profiling buttons in neutral but the range is nothing spectacular, mostly combo/blockstring fodder.

Useful for beating people using standing shield but it not being a low hurts her mixups and makes catching fuzzy jumps harder during her pressure.

The range of 2B is shorter than that of 5B, so in certain ranges you should skip 2B in blockstrings and hit confirms.

Damage Red Damage Proration Cancel Guard
900 637 65% (O) N, SP, EX, (J), FL L
First Active Active Recovery Frame Adv Circuit Invuln
12 4 15 -1 7.0% -

A solid low poke that's only -1 on block, can be hitconfirmed into 214B or 5C for a combo. Her preferred followup for air counterhits as long as she has enough time.

The cancel window from 2C is very short so hitconfirming can be hard unless you buffer something behind it.

Rebeating doesn't improve the frame advantage but a later cancel from whiffed 5A can be useful. Do not use 2A rebeat as that makes the advantage worse.

Aerial Normals

Damage Red Damage Proration Cancel Guard
250 98 75% (O) N, SP, EX, J, FL LHA
First Active Active Recovery Frame Adv Circuit Invuln
5 4 17 - 3.0% -

Regular girl j.A. teeny hitbox, not great as a jump in but can be used to make IAD strings tighter. Cannot be canceled into itself unlike most j.As.

Can whiff cancel the recovery during frames 20-25 but once she begins her descent animation she loses that opportunity. If used out of a double jump during flight, she can regain flight state by holding any direction that triggers movement in flight (6/3, 4/1, 2) as j.A recovers.

Damage Red Damage Proration Cancel Guard
350, 600 (872) (537) 90% N, SP, -EX-, J, -FL- HA
First Active Active Recovery Frame Adv Circuit Invuln
6 2 (8) 4 18 - 3.0%, 4.0% -

Two hit swipe, hitting above then below. Can cancel on both hits. First hit is a decent air-to-air given its speed and disjoint, and is also key to some of her most ambiguous mixups. The second hit threatens opponents below, but is less useful as an air-to-air due to its late timing and is more often used in spaced air-to-ground engagements. The long gap and differing hitboxes may sometimes cause both hits to whiff depending on trajectory and timing, and there is a 1f gap between the two hits if air blocked. Whiff cancelable into EX specials and Flight after frame 24.

Damage Red Damage Proration Cancel Guard
850 588 75% (O) N, SP, -EX-, J, -FL- HA
First Active Active Recovery Frame Adv Circuit Invuln
14 4 20 - 7.0% -

Savage. Hime claws your face off with an omnidirectional swipe. Really really big, but also quite slow, so don't be surprised if you get counter hit out of it. Will not hit most crouching opponents (except Wara, Hime, and Nero) until the later active frames if used immediately from an IAD. Useful in some flight mixups, and good coverage behind her can lead to tricky pressure sequences with wind and flight. Probably one of your favourite buttons. Whiff cancelable into EX specials and Flight after frame 24.

Command Normals

6C Damage Red Damage Proration Cancel Guard
800 392 70% (O) SP, EX, (J), FL LH
First Active Active Recovery Frame Adv Circuit Invuln
13 5 23 -10 5.0% -

Blockstring and combo filler. Launches and is jump cancelable on hit. It's not recommended as an anti air since the hurtbox extends very high and it's relatively slow. Begins charging if held for more than 6f, full charge on 16f hold.

6[C] Damage Red Damage Proration Cancel Guard
1000 490 70% N, SP, EX, (J), FL LH
First Active Active Recovery Frame Adv Circuit Invuln
20 5 19 -6 10.0% -

6[C] serves a similar function to 6C, but is now rebeatable on block/hit and has more forward movement. Decent for catching jumps in pressure and frametraps from C normals with strong reward on CH due to it launching on hit.

j.6B Damage Red Damage Proration Cancel Guard
700 392 90% (O) N, SP, -EX-, J, -FL- HA
First Active Active Recovery Frame Adv Circuit Invuln
12 6 18 - 4.0% -

Big stab, can be held to become even larger and halt air momentum. The regular version is mainly used as combo filler and mixups in pressure. If used rising it's a very fast, 16f instant overhead it can also be used to set up a double overhead, however to convert out of it you need either meter or wind detonation.

Whiff cancelable into EX specials and Flight after frame 12. Begins charging if held for more than 4f, full charge on 16f hold. Unlike all of her other air buttons, both versions of j.6B will take Hime out of flight, but the uncharged version will retain Hime's air options.

j.6[B] Damage Red Damage Proration Cancel Guard
900 686 50% N, SP, -EX-, -J-, -FL- HA
First Active Active Recovery Frame Adv Circuit Invuln
25 4 - - 10.0% -

The held variant for occasional mixups post air throw ender, or as a cheeky long ranged overhead in neutral, and can be confirmed into further damage on hit with an airdash cancel or by canceling into EX Pillar.

Universal Mechanics

Ground Throw
Damage Red Damage Proration Cancel Guard
1300 980 30% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 20 - 0.0% -

Hime levitates the opponent, then slams them into the ground.

One of the best throws in the game, longest throw range in the game tied with Nero and Ries which is only amplified with Hime's absurd walk speed. The only throw in the game that simuntaneously does untechable knockdown and can also be followed up with an OTG string. There is also enough time for Hime to perform a safejump with IAD j.C or to run up TK j.214A which will bait most reversals and let her start her offense if done in the corner.

Air Throw
Air Throw
Damage Red Damage Proration Cancel Guard
1600 490 30% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 - 0.0% -

If done raw, this ground bounces the opponent and teleports you behind them. As a combo ender, this causes an untechable knockdown and leaves you in a normal landing animation which is actionable if done in flight.

Advantage as a combo ender varies a lot depending on the height it's done at and doing it in flight will keep Hime in the flight state, draining her meter until she lands. For this reason using flight before the airthrow is usually not adviced as the damage added is not worth the meter and lost frame advantage.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
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

A shield bunker with the standard Hime disjoint.

Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
15 5 26 - -100.0% (min) Full 1-18

Has the second quickest Heat startup in the game along with Powered Ciel's, and a large hitbox to go with it.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
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. 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.

Special Moves

Special Movement

Sky (Flight)
22D (Air OK)
MB FHime 22D.png
Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
12 (13) - 26 (30) - -0.1% per frame -

Hime rises up and starts floating while her meter drains. A core part of her gameplan, you'll use this often.

Flight counts as an EX move, meaning it can be canceled into from most attacks on hit or block as well as a majority of her specials even on whiff. This enables some very freeform neutral and pressure strings. Drains meter until she lands, but it can be activated with any amount of meter and ends on a timer rather than when her meter reaches 0. Corrects facing if she stops or changes direction after moving past the opponent, which allows for disgusting mixups. Her hurtbox is slightly smaller while floating in place, but not while moving.

Hime can glide forward and backwards, but descends slightly as she glides. She can also descend more quickly by holding down; holding 1 or 3 will act the same as 4 or 6, respectively, she can also fast-fall with 22, allowing her to quickly descend to the ground if necessary. Flight resets her airdash upon activation, effectively giving her two airdashes. Flight also allows her to act after recovering from most airborne attacks, including successful airthrow enders.

Flight has 4f prejump if starting from the ground, then 12f startup while rising before Hime can act. However, movement is disabled for 26f (total 30f if starting from ground). Movement from airdash, double jump, and j.214A/B is thus shortened if performed early, since Hime is locked in place for up to 14f. Glide and fastfall are enabled after the full 26f completes.

See the rebeat table for frame advantage when flight canceling different attacks.

Grounded Specials

A/B Damage Red Damage Proration Cancel Guard
500, 800*2 (1431) (847) 65% (O) -EX-, (J), -FL- L
First Active Active Recovery Frame Adv Circuit Invuln
18 8 21 -12 5.0%, 4.0%*2 (13.0%) -

Geyser series. Hime summons a geyser in front of her that launches the opponent into the air. Can be jump canceled on hit, and flight canceled on block and whiff. Can actually be EX canceled before the "projectile" part becomes active, giving Hime decent frame advantage on Flight cancel, but the timing is tight and late cancels will be minus.

Both A and B geyser launch the opponent away from Hime and are low and air unblockable. The A version summons a geyser in front of her which is mostly combo filler but can make a relatively safe poke when canceled into flight. B version summons a geyser further away making it an even better poke and most characters won't be able to close the distance fast enough to take their turn, allowing Hime to maintain her turn on block

Both versions can be confirmed into j.236C when flight/jump canceled for quick damage and a knockdown/tech trap.

EX Damage Red Damage Proration Cancel Guard
500*N 294*N 95%*N (M) - LH
First Active Active Recovery Frame Adv Circuit Invuln
11+6 X 66 -40 ~ 1 -100.0% -

The EX version of geyser makes a giant series of waves that hit OTG. Will carry your opponent to the other side of the screen even on block. Can start combos on trades if spacing is favorable and you run after them. Still air unblockable, but they can shield on reaction to the flash and won’t lead to much on hit without trading. Hime generally has better things to spend meter on, please refrain from using this.

Somewhat useful to gain more spacing after 214B gets blocked but it can be blocked standing to reduce the amount of hits and distance.

Regardless of how many times it hits, it does not contribute to internal hitcount for gravity and meter scaling. If you somehow combo off of it this is potentially useful, but linking it into Arc Drive after a throw in an attempt to jack up the hit count real quick won't work and does less damage.

A Damage Red Damage Proration Cancel Guard
700, 250*2 (1147) (468) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
8 7 23 -13 4.0%, 1.0%*2 (6.0%) -

623A is mainly used as an anti-air, with large hitboxes, good disjoint, but mediocre startup for a DP and no invulnerability. Pulls her hurtbox up slightly on startup, so it can low crush attacks that hit very low to the ground. Modest recovery time, which can sometimes bait responses from your opponent or avoid punishment if baited. If it hits once and counterhits, you can combo afterwards.

B Damage Red Damage Proration Cancel Guard
700*2, 400*2 (1944) (1041) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
6 7 (12) 7 29 -17 (vs Stand.), -33 (vs Crouch.) 4.0%*2, 2.0%*2 (12.0%) Full 1-8

Faster startup than 623A and has some invulnerability on startup. The larger hitboxes have no invulnerability and aren't quite as big as 623A's. Has two additional hits high in the air after a long gap. Very punishable, but an important defensive option and the fastest anti-air option.

EX Damage Red Damage Proration Cancel Guard
500*5, 700 (2637) (1950) 100% - LH(5), LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+5 7 (8) 6 (18) 6 73 -83 (vs Stand.), -97 (vs Crouch.) -100.0% Full 1-73

Extended DP with bigger hitboxes and a final hit that launches the opponent across the stage. Fully invulnerable until Hime starts falling. Useful if you need more invulnerable time than 623B offers, or as a fast and air unblockable EX cancel from a whiffed special. Opponents can fall out from some spacings. All hits cause untechable knockdown, but opponents who fall out early enough may recover in time to punish on hit. Has no landing recovery, so opponents must punish while Hime is airborne.

Hime can link into AD or AAD after 623C for high damage (5106/6246) and great okizeme during HEAT/BLOOD HEAT against every character except White Len from grounded hits.

(EX: Big Wind)


Wind Mine series. Air unblockable initial hitbox, does ample chip damage and guard damage.
Functions like a projectile so full startup doesn't have to be completed for the hitboxes to appear, the startup required for each variation are next to the full startup frames.

A Damage Red Damage Proration Cancel Guard
400*3 (867) (424) 70% (O) -EX-, -FL- LH
First Active Active Recovery Frame Adv Circuit Invuln
16 (12) 12 18 -2 2.5%*3 (7.5%) -
~214A Damage Red Damage Proration Cancel Guard
1000 392 65% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
12 (11) 9 21 -8 4.0% -
~214[A] Damage Red Damage Proration Cancel Guard
300*4 (779) (507) 65% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
23 (21) 9 19 0 2.0%*4 (8.0%) -

Hime spins gracefully, and places a projectile which turns into a lingering wind mine. The mine can be activated at any time with 214A! or j.214A!/B!, and can be held to create a bigger explosion. Can be canceled to flight on hit, whiff or block, but you cannot flight cancel the mine activation input. Both the initial projectile and the activation are air unblockable. 214A is only -2 on block, so can be used rather liberally from distance however be careful not to whiff it too much because the recovery is comparatively high to 214B. Note that the mine activation itself is punishable if used too close, unless held.

The wind mines will keep the direction used to set the mine, resulting in a vacuuming effect if Hime has crossed up the opponent or if the mine was set with j.214B.

If you detonate too fast after setting the mine or just before the mine starts to disappear, Hime will perform the detonation animation but it won't result in a detonation.

Note regarding wind activation: Doing the activation as a tiger knee input allows you to recover faster as you land and makes the activation slightly more plus (Uncharged -1, charged +7.)

B Damage Red Damage Proration Cancel Guard
400*2, 1000 (1213) (537) 70% (O) -EX-, -FL- LH(2), LHA
First Active Active Recovery Frame Adv Circuit Invuln
15 (11) 6 (6) 9 9 -3 2.5%*2, 4.0% (9.0%) -

Hime spins even more elegantly, and creates a projectile which places explodes a wind mine instantly. The initial projectile is air unblockable, but the 'explosion' is air blockable. Is jump cancelable on hit, and flight cancelable on whiff and block. It's only -3 on block, so it can be used in many ways such as harassing the opponent from outside their effective range, catch jump-outs, shark techs, the list goes on.

The initial hits are air unblockable, but the final hit isn't. Spacing a C normal such that the initial hits of 214B whiff and the detonation connects on block results in a 9f gap. Earliest flight cancel starts on frame 31.

EX Damage Red Damage Proration Cancel Guard
200*18 (2337) (1712) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+16 63 57 -20 -100.0% Full 1-121

Large but very slow reversal. Long duration and recovery, air blockable, pulls the opponent in on block and the hitbox disappears partway through the animation, so the opponent can just waltz in, and ponder how they're going to kill you while they wait for you to land. Opponents recover high in the air on hit. Advantage on hit is not great but it's enough to catch poor landing attempts.

Main usage for this move is to punish opponents shielding. Guaranteed to punish all shield followups as long as you're close enough and if they decide to shield all of the hits Hime will recover first and she can throw them into a combo. However it does not work against Warachia's shield counter and some teleports.

The other main use for this move is EX canceling from specials to beat some EX reversals on reaction to flash thanks to the long invulnerability frames it has. However since 214C is very slow, 623C is usually better for this.


Hikari series. Hime takes her sweet time and summons 3 star-shaped fireballs which fly forwards, with trajectories dependent on the version used. The first star appears at head height, while the second and third appear at about the same time and move from chest and leg height. Gains meter both when the fireballs are created and on hit/block. Not used often due to the heavy commitment and low reward, but the space control and frame advantage are very good if the opponent respects it.

A/B Damage Red Damage Proration Cancel Guard
500*3 (1127) (662) 75% (O) -EX-, -FL- LHA
First Active Active Recovery Frame Adv Circuit Invuln
53 X 29 6 3.0*3, 2.5%*3 (16.5%) -

22A's first star drifts down as it flies forwards, while the second and third star move slightly upward. 22B's stars all move upwards. The third star will hit most crouchers in both cases, so 22B is generally more useful for Hime since it better controls air space and they can be used to tag opponents trying to jump over the A version. Unlike 22C, all stars generated will disappear if Hime is hit.

Can be cancelled into flight and EX moves mid-summon; any fireballs already created will activate as normal, but they will still disappear if Hime gets hit.

EX Damage Red Damage Proration Cancel Guard
500*7 - 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+22 X 40 38 -100.0%, 2.5%*7 Full 1

Hime summons 7 stars to lock the opponent down, with all stars moving forward and very slightly down from their initial positions. Stars are summoned in two patterns of three with an additional low star at the end. EX stars persist once generated even if Hime is hit. Frame 1 invul thus allows it to serve as a metered pseudo-reversal and reset to neutral in some cases, but the first star will whiff crouching opponents. More commonly used as a quick meter dump at the end of Heat if there is no better use of meter available at the time.

Not too useful as a pressure reset as it can be jumped out of, but can make otherwise unsafe specials safer.

Can be used to set up an instant overhead with TK j.6B > (...).

Aerial Specials

MB FHime j236A.png
MB FHime j236B.png
MB FHime j236C.png
A/B Damage Red Damage Proration Cancel Guard
800*3 (1470) (899) 50% (O) -EX-, -FL- LHA
First Active Active Recovery Frame Adv Circuit Invuln
34 19 - 7 (TK) 5.0%*3 (15.0%) -

Pillar series. Homegirl summons a pillar to smite her opponents. Can cancel into flight at any time, and when used during flight, Hime retains her flight state, allowing her to retain her air options and heckle her opponents with up to 4 more lasers but you shouldn't do more than 3 as you will lose your air options after the 4th and slowly fall to the ground. Overall decent move to annoy and zone people with.

Hime summons a pillar of light ~1 character length in front of her. Comes out a tad slow, but has an expanding and contracting hitbox, so it can often times clip people from slightly farther than it appears, at its maximum it's as wide as the C version.

B version functions the same, only the pillar is summoned further away.

EX Damage Red Damage Proration Cancel Guard
450*13 (2329) (1776) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
6+3 28 - 11 (TK) -100.0% Full 6, 19-21, 46-48

A tracking beam spawning directly on top of the opponent leading to a techable knockdown, giving you a tech trap situation in most any situation and, if you’re close enough, forcing the opponent to guess between you going for flight oki or you waiting to tech trap them. Hitting full screen in 9f from air, 13f from TK, this move whiff punishes a wild amount of things and forces the opponent to consider their options. Also fairly good to go into vs people jumping at you, since it’s guaranteed to come out if you aren’t hit out of it in the first five frames, especially if you’re canceling into it.

Also acts as a combo ender when you can’t go into air throw or hime kick and allows for her to hitconfirm off of random 236X/214X hits. You can OTG with it after an air throw while flying, which is the highest damage ender Hime has outside of AAD and is good for sealing games. If you are in flight, you can cancel the freefall afterward with double jump, air dash, or any attack, allowing for a variety of tricky setups, although you cannot use flight’s drifting movement directly out of it.

It’s also plus on block and safe (-4) on shield if TK’d, even on shield if in flight, allowing it to be used in a variety of setups. With all it has going for it, you may be tempted to just throw it out wildly, but savvy opponents can shield it on reaction if they haven’t committed to anything, and going down 100 meter while they’re up 58.5 meter for shielding is pretty bad even if you’re not at frame disadvantage; Hime isn’t meter-hungry, but you shouldn’t be wasteful. Grounded opponents can also backdash through, and C/H characters with rolling dodges can use those to get an easy punish against you.

A totally broken move, changes the way opponents need to approach her when she builds 100 meter. Piss people off with this move.

This move has a weird interaction on characters with assists (Maids, KohaMech and NecoMech); EX pillar will sometimes track the assist character if they are in the middle of an attack animation and make you unable to punish the main character, effectively throwing away 100 meter.

Wind (Air)
(EX: Big Wind)


Air wind mine series. Hime zooms through the air before placing a wind mine. Slower than 214A, but very plus when used low to the ground. Sometimes useful as an evasive attack in the air. Hime's collision detection is disabled until after the first active frame, so j.214 can cross through opponents. Opponents can always block j.214 opposite her direction of movement, while it is only blockable sameside if Hime does not successfully pass across the opponent before the attack hits. Recovery time during flight varies depending on relative facing at the end of the attack.

Both versions of this move can be used to set up a fake Fuzzy overhead (if the opponent blocks it standing for some reason) by doing 66 j.9 j.B > j.214X! right after landing, omit the run with the B version. However, the opponent can block it crouching or even switch their blocking during the blockstun of this move which makes the fuzzy impossible.

A Damage Red Damage Proration Cancel Guard
400*3 (864) (424) 70% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
21 (18) 12 - 20 (TK) 2.5%*2, 4.0% (9.0%) -

Hime dashes backwards and sets a wind mine. Very useful for pressure and okizeme since it's very plus and automatically baits many reversal options due to the fast movement and deceptively small hurtboxes.

Flight into immediate j.214A shortens her movement, allowing Hime to set a mine on top of an opponent during pressure if she's close enough. 22D j.214A is +11.

B Damage Red Damage Proration Cancel Guard
400*3 (864) (424) 70% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
30 (26) 12 - 16 (TK) 2.5%*2, 4.0% (9.0%) -

Forward dashing version of the above. Pushback on j.214B attempt to push the opponent away from the direction of the crossup, which results in a vacuum effect if blocked sameside.

Slower than j.214A and usually places Hime on top of the opponent, making it a more risky pressure reset other than the fact that it can be used from the distance unlike the A version. Most 5As and some 2As will beat the startup so keep that in mind in those matchups.

TK j214B is occasionally used in pressure, along with some of her combos. Flight into j.214B has shortened movement similar to j.214A, but in the opposite direction and will usually whiff during pressure.

Sometimes useful for okizeme against reversals that beat j.214A but lack backwards hitboxes such as F-Ries 236C.

~214A/B Damage Red Damage Proration Cancel Guard
1000 392 65% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
12 (11) 9 - -1 (TK) 4.0% -

Air detonation. Recovers faster if done low to the ground or TK'd.

~214[A]/[B] Damage Red Damage Proration Cancel Guard
300*4 (779) (507) 65% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
23 (21) 9 - 7 (TK) 2.0%*4 (8.0%) -

Charged air detonation. Recovers faster if done low to the ground or TK'd.

EX Damage Red Damage Proration Cancel Guard
200*18 (2337) (1712) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+16 63 - -11 (TK) -100.0% Full 1-95

Similar to the ground version. Death on block and whiff as you will lose all air options, even in flight. Be VERY careful when inputting j.236C in combos that can cross under the opponent or when punishing the opponent below you in flight. Can be used to beat some AUB specials like Satsuki 623C and FRoa 214C on reaction to flash but frame advantage afterwards is very poor.

Take This!
MB FHime j63214C.png
Damage Red Damage Proration Cancel Guard
1400, 700*4 (2415) (1591) 60% (M) - H
First Active Active Recovery Frame Adv Circuit Invuln
1+9 4 0 - -150.0% Full 1-13

Hime Kick. EX move that costs 150% meter. Does decent damage, but more importantly allows her to set up her flight okizeme out of air combos. Has a cool animation and rebounds the opponent off the walls, usually dropping them close to the corner. Follow up with Arc Drive into 22D or 2C > 22D and make them guess. Makes the combo unburstable so using it right before the opponent gets MAX can be useful.

Air unblockable, can be used for a knowledge checky unblockable setup after blocked air buttons, but not fast enough to be gapless and can be shielded on reaction.

Hits 5 times but only adds 1 to internal hitcount for gravity and meter scaling.

Arc Drive / Another Arc Drive

41236C during Max/Heat (AD)
41236C during Blood Heat (AAD)
AD Damage Red Damage Proration Cancel Guard
0, 275*25, 250 (3960) 0, 275*26 (2809) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+2 3 (17) 3 52 -31 removes all Full 7-68
AAD Damage Red Damage Proration Cancel Guard
0, 375*40, 250 (5545) (4317) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+2 3 (12) 3 53 -32 removes all Full 6-68

A combo ender. Extremely high hit count (27 for AD, 42 for AAD) triggers the protection system to give the opponent meter; afterwards inflicts a special circuit break that removes 100 meter in addition to sealing their meter (for 5 seconds with AD, 10 seconds with AAD). If your generous donation put the opponent in MAX, or they were already in it, the 100 deduction becomes an elimination, setting enemy meter to zero.

In addition to ruining the enemy’s meter, both versions give a lengthy untechable knockdown that allows you to either set up midscreen flight oki, or throw out something meaty. C-Hime also gets to keep 100 meter from her AD specifically.

Has two hitboxes. The first, beginning frame 5 (AD) / 4 (AAD), only hits people in and makes it easy to combo into. The second, beginning frame 25 (AD) / 19 (AAD), tries to hit again if the cinematic hasn’t already begun. Because of this, it’s easy to combo into, but more difficult to punish things with. Though, it gets inv shortly after the combo hit, so it can work against some projectiles and long-range setup moves.

Donating the opponent meter is affected by moon-specific meter generation; full-moon gets 10% less than C, and half-moon gets 30% less.

Because AAD donates much more meter, it is usually preferred to go for as a combo ender after hime kick with the hime kick > blood heat > AAD link; generally, you’d only prefer AD if combo count is low and the opponent has little meter, or you lack the time to AD after hime kick. There’s a lot of specifics to the data, but numbers to keep in your head are that AAD donates 135% vs C / 121% vs F directly out of throw, and 300% after a 14 hit combo vs C / 16 hit combo F, with meter growing more or less linearly with hit count between those points (note that hime kick only counts as 1 for this in spite of adding 5 to the displayed hit count). Throw > 2C > 236A/B > AAD is less damage than throw > AAD, but ends up donating 199.6% vs C / 179.4% vs F, zeroing if they’re at least at 100.4% / 120.6 to start.

AAD also does more damage and circuit breaks for 10 seconds to AD’s 5, but zeroing their meter is the more relevant thing most of the time.

Most of your opponents will likely be Crescent or Full-Moon, but take note vs Half Moon opponents that they do not automatically enter HEAT after hitting 200%, they only hit it after the combo would end, meaning that taking away 100% puts them at 100%, not 0%. So, if the opponent is below around 90% meter as half-moon, it’s generally better to just go with AD rather than AAD because it will give them less afterward, and if they’re really low and your combo has been long you may just want to just go for hime kick 2C oki, since the seal matters little if they’re H moon with low meter.

C-Hime has very good usage for AD due to C-Moon mechanics. 214B and Wind Detonation become much more threatening after activating HEAT, by successfully hitting either one you can very easily confirm into AD, giving you better damage and okizeme from hits you usually wouldn't get that much reward from. As the hitcounts are 1-3 hits you will always remove about 50% meter from the opponent along with sealing their meter, making it especially good against H-Moons with bad metergain as long as they are below 150% or so meter.

See this spreadsheet for more specifics.

Last Arc

The End
Grounded EX Shield during Blood Heat
Damage Red Damage Proration Cancel Guard
4500-9000 4500-7000 50% + 50% * remaining BH time - U
First Active Active Recovery Frame Adv Circuit Invuln
0 5 24 - removes all Full

Opponents scared of you sealing their meter with any hit or throw may try to pressure you when you’re in blood heat; unfortunately for them, your last arc hits everywhere on the screen and has a base damage of 9000 (minimum 4500 with no BH time remaining), delivered all in one chunk so as to completely ignore increased defense at lower life values. If that doesn’t kill them outright, it gets you midscreen flight oki, too.

Active on the very first frame, so avoiding it is difficult. Even if the opponent manages to use invincibility to go through it, your recovery is fairly short and fully invulnerable, so they won't be able to punish you.

Notable Rebeats and Gaps

Rebeat Table
Attack Chain Advantage
5C, 2C, 6[C] 5A -1
2A -2
5A, 2A, 214B 22D -4
5B, 2B, 214A -1
5C, 2C, 6C, 6[C] +2
236A/B +3
j.236A/B +26
Gap Table
Attack Chain Frame Gap
5A, 2A 2C 0
5C, 6C 1
214B 3
214A 4
236A/B 6
6[C] 8
5B, 2B 214B 0
214A 1
236A/B 3
6[C] 5
5C, 2C 236A/B 0
6[C] 2

MBAACC's "neutral frame" is counted as the "0th" gap frame in this table. Opponents do not benefit from autoguard on this frame and must block all attacks correctly, but are not able to act until the next frame.

General Gameplan

C-Hime is a character that thrives on shutting down the opponents movement through her obnoxious normals and special moves. 214A/B is primarily used in neutral to keep your opponents out of the air, and once they're conditioned to not leave the ground, she can start abusing her large (yet very lateral) normals. As 214X and 623X are effectively her only real 'anti airs', oftentimes she'll be forced to reposition herself using her quick walk speed to avoid opponents approaching her at angles which she can't cover effectively. She also struggles with escaping pressure, as her fastest normal comes out on frame 7, making mashing quite risky.

As a Crescent moon character, she's blessed with an abundance of meter, which benefits her greatly as j.236C, AD, and AAD are some of the most obscene supers to bless this game. By just holding on to meter, her threat range becomes the entire screen, and any whiff can turn into ample damage -> tech trap situation, or worse yet, she'll tell you you're not allowed to play with the meter anymore using her AD, and also make you hold her extremely degenerate okizeme.

Not quite as oppressive as F or H-Hime, but C has her own set of tricks.


Press buttons hit that 214B button people will be tilted.

In most matchups your goal is to keep the opponent out while taking as little risks as possible because a single mistake can cost you the round. Luckily C-Hime has a lot of great tools for that purpose.


C-Hime has good uses for nearly all of her normals in neutral.

  • 5A/2A are only really used to protect your space when the opponent has gotten too close and there might not be enough time for other buttons to become active, not bad buttons per se, but you should avoid situations where you have to rely on them.
  • 5B is probably your best button in neutral as it has decent startup, it's active for 6 frames, it's easily confirmable, the hitbox is huge and disjointed and there's only 9 frames of recovery. Good to press in footsies, closer range whiff punishes and as a predictive button to check for dashes or other aprroaches. A somewhat high hitbox that loses to low profiles.
  • 2B is a somewhat mediocre button in comparison, but doesn't have the same issue 5B, 5C and 214X have against low profiling, mostly used in certain matchups where 5B gets low profiled easily.
  • 5C is a good button to whiff punish with as it has a good hitbox in addition to moving forward a lot, just be careful not to whiff it due to it having 18f recovery. Less prone to low profiles than 5B but better ones still go below it.
  • 2C is a decent button but 5C is generally used in the same situations with more success. 2C is usually reserved for catching people walking back or in cases where the opponent can low profile 5B or 214B.


An integral part of your kit and likely C-Hime's most broken move, a huge, disjointed projectile with a good amount of forward movement. The first 2 hits are air unblockable with the 3rd being air blockable. It's great for preventing your opponents from jumping and also keeping them in the air if they get hit by it.
At only -3 on block it is also fairly safe to just throw out in neutral when spaced properly, the recovery is only 9f so whiffing it isn't bad either, just don't get too predictable with it against aerial opponents or you may get punished by a falling button. On block you can condition the opponent to block by doing 22D j.214A which will low crush or doing another 214B or 2A which will catch jumps or delayed mash, however this is RPS and not usually in your favor but you can always return to safety by using Hime's insane walkspeed.

j.214A/B, 214A, 214X!

C-Hime's wind mine sets and unique wind mine detonation. C-Hime's most common way to set wind in neutral is j.214A since it's usually safe to whiff and it's easily confirmable on hit.

j.214B is less common in neutral and usually only used to start pressure since it leaves you close enough to utilize your plus frames. Because the wind spawns behind you, you're completely vulnerable from the front and the opponent gets a free punish on whiff. It's usually not worth it over j.214A since C-Hime's midscreen pressure isn't great but you should use it once in a while.

TK wind (mostly j.214A) is also used as an additional movement option to bait certain low profiling buttons like Satsuki 3C.

214A is a niche option in neutral as 214B is usually safer and better. The similar startup animation can be used to throw off the opponent's timing since it doesn't have a 3rd hit 214B would have. 214A doesn't have any forward movement so you can anti air at spacings where the movement would make 214B whiff, however due to 214A being worse on whiff and the hitbox being smaller you shouldn't use this too often and just 623A/B instead.

214X! is C-Himes unique mechanic and improves her neutral whenever a wind mine is on the screen. Most useful when a wind mine is set on the other side of the screen near the opponent and at a height where it can catch dashes and jumps. Here you can react to most of the opponent's movement options with 214X! or stop them from using their projectiles. Wind detonation is also useful at other ranges such as in the middle of the screen where you can catch the opponent's airdashes or other approach options. The charged version of wind is useful for neutral as the hitboxes are considerably larger and leaves you at better frame advantage on block, however longer startup does mean you have to do them a bit more pre-emptively but the hitboxes more than make up for that downside. You should usually do detonations using TK inputs, which cuts 7 frames of recovery while taking 5 frames more at startup, usually as a reactionary punish you want to not TK them and use the grounded version instead, but when used as pre-emptive space denial tools you should use TK inputs. Doing a wind set into instant detonation is useful when you want j.214X back quickly and will catch the opponent running at you or using low height airdashes, but lose to higher airdashes. For this you should always use TK detonations since on TK wind set you recover before the wind is correctly set and doing a detonation too quickly will cause it to not trigger, also if the opponent blocks the detonation you will want the extra frame advantage you get from TK.


C-Hime's DP series is mostly used to anti air in situations where 214B would be too slow. 623B is the most useful version for this due to it being fast, big and invulnerable. 623A is less useful due to it being slower and having no invulnerability frames. It's still quite large and much safer to whiff so opponent's will have a harder time baiting it.


C-Hime has the weakest geysers of the Hime moons with them being slower than the H/F moon counterparts and also being harder to convert from due to them launching the opponent away from Hime. Regardless of that they're still great neutral tools, most useful for catching jumps or dash startups from a distance. They can be confirmed to j.236C if you have meter. C-Hime's geysers have one thing over F-Hime's which is frame data, at only -12 on block you are in a relatively good position after a max range 236B and you effectively return to neutral, just don't use multiple B geysers in a row as the opponent will avoid them if they dash, leaving you vulnerable.


Not that useful on C-Hime but still good in some matchups. 22A/22B are good against slower characters when you're far away from the opponent. They aren't too useful in most matchups due to the slow startup and the projectiles disappearing when Hime is hit. If the opponent isn't running straight at you, they can be used to generate a bit of extra meter and they can also be used after hitting the opponent with HEAT to slow down their approach and give yourself time to heal red health.
22C is pretty good but not worth the meter in most cases. If your HEAT is running out 22C is usually safe to throw out since the opponent has to choose between staying on the ground and letting you get in or jumping and having to land against Hime. The stars from 22C do not disappear on hit and some spawn behind you making it hard for the opponent to punish you even if they get behind you, however grab type moves can still consistently punish you along with low profiling sweeps.


j.236A/B are great for walling off space. Most useful when high up in the air to stall for a couple seconds while also dealing some chip damage if you happen to hit their block. It's also really hard for some characters to reach you high up so you can get small combos from opponents failing to reach you and getting hit instead. j.236C is a very important tool for neutral and can be used to invalidate most zoners. You can use EX pillar to punish projectile startup, summon startup, heat activation and basically everything else you could think of on reaction and at any range. You should always stay at around 100% meter to always have EX pillar as a threat. This is even more important late into rounds when your opponents may want to activate heat to recover their red health.

Grounded Movement

C-Hime's amazing neutral tools are made even better by her grounded movement. Her walkspeed is unrivaled and useful in almost every situation, it can be used to reposition quickly after buttons and specials, outrange and whiff punish the opponent for trying to hit you. It's also generally a much better way to retreat compared to her backdash since her backdash is bad. Her backdash should never be used in neutral because you will effectively just waste 26 frames, always use her backwalk instead unless you need the invulnerability frames to avoid something.

Hime's dash is also decent but doesn't get much use in neutral since her forward walk speed is insanely good and she doesn't have a reason to take risks by dashing at the opponent. Her dash is useful in matchups where you do need to play more rushdown, usually when the opponent has a life lead, but even then you should play carefully and not go running straight at them unless you're short on time.

Aerial Movement

Hime has rather unconventional aerial movement since most of her options are either very slow or floaty compared to other characters. This doesn't really matter though since C-Hime is extremely strong on the ground with not too many characters that can contest her there. However this makes characters with stronger grounded neutral (F-Hime) and characters that don't necessarily need to interact with you (F-VAkiha) harder to play against since your aerial approach is so bad.
Usually you will only end up in the air after jumping out of pressure or after teching in the air. Being slow isn't really a downside for Hime since she can stay on the top of the screen for over 5 seconds by using flight (22D) and then land in an ambiguous way. Flight also resets your airdash count so even if you used an airdash before, you can airdash again after using flight.

If your flight is about to run out you have a couple of options; either fastfall and get back on the ground quickly, this is usually not the best choice however as the opponent can pin down your landing and in sometimes punish you for it, otherwise you're usually forced to block. Your other option is doing a last second airdash and right before landing using j.214A or j.214B. The movement on the wind will make it hard for the opponent to punish your landing and they may even get hit if they try to do so. Letting the flight run out will have different outcomes depending on which direction you were holding while it ran out. If it happened while holding down or neutral Hime will be stuck in a animation where she will slowly fall straight to the ground, while holding either forwards or backwards will make Hime fall in those directions at a higher speed than normal. In this animation Hime will have access to all of the options she had not used yet and can also block. You should avoid holding neutral or down since it will be really easy for the opponent to pin you down unless you use an airdash at some point while falling, but even for that holding either 4/6 is better.

As stated previously pillars (j.236A/B) are great when used in flight and your main options in flight. Unlike most attacks, j.236X keeps you in the flight state even after recovery, which makes it great for stalling, at some heights some characters have a hard time contesting it. Buttons during flight can be situationally good but since the startup of j.B doesn't cover below you and j.C is very slow, you will often have to press them pre-emptively or you will be prone to opponents counterhitting you out of the startup.

Instead of trying to gain pressure from flight, C-Hime usually wants to retreat. Flight is really good for this purpose since it can be used in many ways. Airdashing backwards is a good option for retreating since it goes really far and is fast. After the airdash you can land with j.C or use j.214A/B the same way mentioned earlier. Airdash is also almost always an option in flight since you regain it after using flight. Sometimes you can omit the airdash and simply float backwards instead. You will still do the same tactics to land but save a lot of frames from not having to use an airdash. You will usually only want to do this in the corner where it wouldn't make sense to airdash or to catch opponents trying to get a read on your airdash.
If you still have a jump left you can use it. Doing so will leave you with a couple options, either re-enter flight with pillar or airdash in either direction and land similarly to what was discussed above. You can also re-enter flight by doing rising j.A which be a lot faster than using pillar for that purpose here you will be in the same situation as before using your jump except for being a lot higher. Your options stay the same here as before except the added option of landing right on top of them. For most characters this can be hard to contest with 5A or even rising j.A so use it as you see fit.

j.214A and j.214B can make your aerial approaches harder to predict since they will beat most anti air buttons pressed expecting IAD into buttons instead of IAD into wind. It can also be used from lower height flights to beat rising buttons while also hitting standing opponents and while you're considerably less plus, you're still safe on block and whiff.


As 5B is one of her few buttons that grant her frame advantage on block, you're gonna use this button a lot in close proximity. Once the opponents been punished thoroughly for mashing against her, she can start running her tick throw game, which can be especially threatening due to her slew of post throw OTG options. Due to the reach of many of her normals and special moves, she can also pressure opponents well from outside of their effective range, despite many of her special moves lacking in frame advantage, her 214X series can be used to catch jump outs from ranges that would be considered safe by other characters with little commitment on her part, which still remaining safe enough to whiff punish most attempts at mashing afterwards.

Here are some examples of pressure strings not including wind use. 6[C] is slightly less useful as C-Hime due to no 5A6A6A but it can still catch jumpouts just the same so it is good to keep in mind. Learning how to use j.6B as an instant overhead (confirmed with j.236C) is an important part of C-Hime pressure as well as wind.

  • 2A stagger 2A stagger 5B
  • 2A stagger 2A stagger 5B stagger 2C
  • 2A stagger 2A stagger 5B stagger 5C > 5A(w) (236A/214B/Nothing)
  • 2A stagger 2A stagger 5C (6[C])
  • 2A stagger 2A > rising j.6B > airdash j.CB
  • 2A stagger 2A stagger 5B (recover), 5B (can do redash 5B too)
  • 2A stagger 2A stagger 2B stagger 5C (5A(w))

Note that although 2B is seldom mentioned here, it is useful to occasionally put into blockstrings to deal with high shielding while not being too far if it's blocked. 236A/B and 214B are also good ways to end pressure while being mostly safe at the spacing you throw it out.

Wind in pressure

Both C and H Hime sport a deadly j.214X series that on TK, gives them +20/+16 frame adv (A/B wind respectively) on The initial setup.
What C-Hime can do after is a bit different due to how long her mines linger compared to H.
Let's say you did a string into 6[C], 5C and wanted to continue your pressure on block.

Without Wind up

  • 5B stagger 5C (236A) 22D j.214A

This gives you a safe redash on block after seeing no jump if you did 236A (note that range of 22D j.214A matters, whiff is turn lost) and there are a lot of ways you can incorporate 22D j.214A into your strings in general, so make sure to experiment.

  • 5B dash TK j.214A
  • 2A stagger 2A TK j.214B

Something you should get used to is abusing how many things TK j.214A can bait while keeping you safe if you guessed wrong. Since C-Hime runs a tick throw game you can do this to mix it in with your throws and it will usually bait heat, delayed mash, some DPs if timed right, and in rare cases very late jump. Don't forget the added bonus of now being +20 and having a wind to enhance your confirms and setups.
TK j.214B can be done to call out more specific options, such as low mashes (notable Satsuki 2C and PCiel 2C) and reward you with 3k+ damage on hit. This still loses to high 5As and some sweeps that hit high, so use with that in mind.

With Wind up

  • 5B stagger 5C 236A 22D j.214A!(det) j.66 j.CB
  • 5B stagger 5C TK j.214A!/[A]! or 214A!/[A]!

Former string (assuming wind is on top/close to them) is an anti-jump string. If they get hit by the j.214 det, you can react with dj.(button) into AT, or if it's CH, land 2C > BnB.
Latter string involves using the small plus frames you have from doing TK det, as wind det's frame advantage non-TK is generally underwhelming and may not allow you to redash back in or even try and geyser their jumpout after as geyser is very slow as this moon. TK charged wind is +7, while non charged TK is -1 on block but still safe without leaving as big of a gap.
Sometimes you will have to do non-TK because you may not catch them if they start jumping. That is ok as you cannot keep your turn forever (if they block it you will mostly lose your turn unless you knowledge check). Remember this character's neutral is still very strong and learn to cut your losses.

  • IAD j.A6B j.B j.214A!
  • IAD j.B(2) j.214A!
  • IAD j.CB j.214A!
  • IAD j.C, rising j.B j.214A!

Overhead setups with wind out. IAD j.C rising j.B and j.CB are fuzzies. If rising j.B whiffs you timed it too slow. Followup is 5B into air combo.

  • Spaced j.96B j.214A!

Immediate j.96B j.214A! is an almost universal IOH setup (doesn't work on Necos) that combos for 4k+ meterlessly using 2A 5B pickup (have to use 5A 5B on Kouma). This is harder than the above setups but also the most relevant due to being the hardest to react to, so do take time to learn this eventually (can practice getting the spacing by doing close 2A 5B into j.96B)


C-Hime generally has to spend meter to obtain her stronger knockdowns. Using either her AD/AAD, or j.63214C, (2C), she has enough time to activate 22D and force the opponent to hold a crossup/fake-crossup situation, which can turn into an empty low/throw as well, after ample conditioning.

She also has access to a brutal tech trap situation using j.236C in close proximity, which makes it preferable for the opponent to take the knockdown and allows for Hime to run her flight okizeme once the opponent has been conditioned to not tech. Even if you're looking for techs and don't have time to use her flight for mixups you can run up TK j.214A which will beat a lot of DPs and other reversal options while also being plus on block.

Without meter, many of her knockdowns are limited to resetting to neutral, but while not hitting meaty, you can use 5C or 2C to beat most characters mashing due to AT leaving you at a range where most of the opponent's buttons will whiff but your disjointed C normals will reach. Additionally you can use 214B to catch people jumping on wakeup and mashing with stubbier normals, however some characters will be able to mash if they have fast sweeps or reversals since you don't have much advantage from AT ender.

If you have meter and have conditioned your opponent not to jump after AT ender you can also start doing the j.6B instant overhead using j.236C after it. This will beat low blocking, mashing and backdashing. Keep in mind that it might not hit all characters crouching and you may need to do a microwalk/dash for it to hit, some characters holding 4 will also make it whiff. Another way you can try getting oki from airthrow is if you ended with flight into air throw, then you can use meaty j.6[B] > j.236C as a meaty overhead. While this is much easier to react to than the instant overhead, it will still catch opponents off guard when used sparely and at some heights might be the only way she can meaty from an airthrow. This will not work on Ries and Kouma due to them having slow wakeups.


Block, a lot. Her fastest button is 7f, so unless you want to try your hand at mashing out of pressure with her DP, you better get comfy with blocking and blocking often when pressured. As a C-moon, you also have access to EX Guard, Shield and EX Shield, so it's not totally hopeless, just rather risky. Jumping out of the corner is also difficult, as her extremely floaty jump and wide hurtbox makes her extremely liable to getting tagged out of the air, so no holding upback and praying for the best.

Midscreen you can use Hime's extremely fast backwalk to simply, walk out of their pressure. Backdash is considerably more risky to use due to it's long recovery, so be careful when deciding between backwalk and backdash. Her walkspeed is also useful for escaping the corner should the opponent go for jump or airdash resets in pressure since she can walk under them very quickly. Against characters without crossup buttons you can even punish their landing recovery. Using the stonehat technique (holding 3 and pressing 6 to go under close-up airdashes) you can escape rather easily and risk-free, if you can correctly recognize when to use it.

Even though Hime's jump and air movement can be floaty and slow, if you can get an initial jump out of pressure, you can use Flight and other aerial movement options to make it difficult for the opponent to predict your landing. By using a last-second j.214A/B, it becomes very difficult for the opponent to intercept your landing.

As a general rule, choose options with low risk instead of relying on riskier options like DP or shield, as making a single mistake can lose you the round.


C-Hime routing is somewhat freeform in what you can do. As there is already a guide including the routes by Seagull here, as well as a Combo Video going over most routes, the wiki will only cover necessities such as ways to add wind det for better damage. Also read notes if you need a shortcut to the route and a little info.

For slightly more damage if you can hitconfirm well, 2A 2B 5B is always more damage in a string than 2A 5B 2B.

At some heights after 22D you can do j.AB AT or j.AC AT for about 200-300 more damage.

214X! in notations means Detonate and can be done with both 214A! or 214B!, it does not matter which one you choose (C is EX however so it won't det).

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.

Normal Combos

Condition Notation Damage
vs V.Sion
Normal starter, grounded opponent
  • 2A > 5B > 2B > 2C > 5C > j.B(1)C > dj.B(1)C > (22D, j.AC >) AT (, j.236C)
Meter Gained: 47.0% Meter Given (vs C-Moon): 14.1% (Video)
Baby's first combo, does good damage, bracketed part is optional but recommended as it leaves Hime more mobile post Airthrow, but costs a decent chunk of meter as it drains until she either reaches the ground or airdashes, so be aware. damaga is not including the () part and AT ender. can do j63214C>AD as a meter break option
Normal starter, grounded opponent
  • 2A > 5B > 2B > 5C > 2C > 6C > dl.236A > j.C > dj.C > 22D, j.A > AT (, j.236C)
Meter Gained: 50.8% Meter Given (vs C-Moon): 18.6% (Video)
Use this combo instead, does great damage, builds a decent chunk of meter, flight ender is usually necessary for Airthrow ender as Hime wont have the right height without it. Can omit for other enders generally, but use your own discretion.
Normal starter, grounded opponent
  • 2A > 5B > 2B > 5C > 2C > 214B > j.B(1)C > dj.B(1)C > 22D, j.A > AT (, j.236C)
Meter Gained: 48.0% Meter Given (vs C-Moon): 17.7% (Video)
214B version. Is very stable to perform and if you want to preserve meter and not end with flight you can do j.BC dj.C AT and it will connect at the price of 100~ damage and not being able to use do AT into j.236C for more damage metered (can still instead end in just j.236C).
Normal starter, grounded opponent
  • 2A > 5B > 2B > 5C > 2C > 214B > j.B(1)6B > j.AC > dj.B(1)C > 22D, j.A > AT (, j.236C)
Meter Gained: 54.9% Meter Given (vs C-Moon): 19.8% (Video)
Better version of 214B making use of j.6B delay. If you can't get the right delay height consistent you can still do dj.C AT and get 4347 damage which is slightly better than basic 214B route above.
Normal starter, grounded opponent, near wind
  • 2A > 5B > 2B > 5C > 2C > 214X!, 66 2C > 236A > j.B(1)C > dj.B(1)C > AT
Meter Gained: 71.0% Meter Given (vs C-Moon): 21.3% (Video)
Basic wind det route. If you're very far, consider doing j.C dj.BC so the initial j.B doesn't whiff. Learning this leads into most of the more advanced det routes below so it's good to know first.
Normal starter, grounded opponent, near wind
  • 2A > 5B > 2B > 5C > 2C > 214X!, 66 2C > 236A > TK j.214B, j.B(1)C > dj.C > 22D, j.A6B > j.214X!, j.6[B] > j.66 (j.CB(1) >) AT
Meter Gained: 82.1% Meter Given (vs C-Moon): 32.2% (Video)
Advanced wind det route. Need to be close enough for TK j.214B to crossup otherwise it's a drop unless you're in the corner. Very strong route to learn with both decent meter gain and one of her highest meterless damaging routes. If j.214A/B! is whiffing delay it more, can even half charge if that makes it more comfortable for you.
Normal starter, grounded opponent
  • 2A > 5B > 2B > 5C > 2C > 214B > j.B(1)6B > j.AC > dj.C > j.624C, (66 2C > 22D) / (HEAT) / (HEAT, AD) / (66 2C > 5C > 214A > 22D, AT)
Meter Gained: -84.6% Meter Given (vs C-Moon): 32.2% (Video)
Hime Kick can lead to several options, all of them are useful. You can go for 2C > 22D which will give you your best knockdown and mix.

Doing heat after still gives you enough time to meaty, TK wind, or Arc Drive. Arc Drive is mostly for the meter break, but you can try and do a mixup after, and because this is 426C's knockdown you can actually still heat if you did this during max (not heat) AND do whatever you wanted to do still.

The 214A > 22D, AT ender is to have the corner and wind. Useful oki to either wind det on their wakeup to catch something or keep it and use it to add more damage if you combo them later, as well as doubling as a lingering threat to catch them jumping out.
j.214A/B starter, near wind
  • j.214A/B, j.B(1)C > dj.C > 22D, j.A6B > j.214!, j.6[B] > j.66 (j.A >) j.C > AT
Meter Gained: 29.3% Meter Given (vs C-Moon): 15.7% (Video)
How to confirm into a wind det from the air. Does not necessarily need to be j.214A/B starter, just a common way to go into it. Good if you can't do the 669 dashjump route yet and still applicable for when you cannot do that (The route below for example wont work non TK so it is good to know this one regardless).
TK j.214A/B starter, grounded opponent
  • j.214A/B, 669 j.B(2) > j.6B > j.AC > sdj.C > 22D, j.A6B > 214X!, j.6[B] > j.66 (j.CB(1) >) AT
Meter Gained: 41.3% Meter Given (vs C-Moon): 19.9% (Video)
Confirm off of TK air wind mine, looks cool. SDJ is necessary for the j.C to cross under and hit on the other side, can add in an extra air normal like j.C at the end for more damage or to combo into EX Pillar/Hime Kick.
236A/B Starter, grounded opponent
  • 236A/B > (j.66) j.B(1) > dj.B(1)C > AT/j.236C
Meter Gained: 26.0% Meter Given (vs C-Moon): 7.8% (Video)
A Geyser and non-max range B Geyser confirm. You can adjust as needed to fit in more or less normals before AT for height, can also 22D j.A AT as usual, and the lower height means slightly more salvageable frame adv.
214X!/[X]!(det) Starter
  • 214X!/[X]!/TK j.214X!/[X]!, j.B(1)C > dj.(B(1))C > AT
Meter Gained: 24.0% Meter Given (vs C-Moon): 7.2% (Video)
Wind Det stray confirm. Much easier to confirm off airborne hits if you do TK det instead of grounded det (faster recovery, also more plus on block if blocked grounded during pressure). For 214[A]!/[B]! you may need to do superjump forward instead depending on height (another reason to TK).
214X!(det) Counterhit Starter
  • 214X!/TK j.214X!, (66) 2C > 236A > j.B(1)C > dj.C > (22D,) AT
Meter Gained: 41.0% Meter Given (vs C-Moon): 12.3% (Video)
Basic Wind Det Counterhit route. May need to 22D as height may cause a sideswap. Can also do j.B(1)6B j.AC dj.C AT OR omit the j.B(1) and go straight to j.6B j.AC dj.BC AT, both do around 4150+ damage so up to you, just be aware you need to be close for j.A to connect.
This combo minus the 214X! also works as a normal Air CH route.
214X!(det) Counterhit Starter
  • 214X!/TK j.214X!, (66) 2C > 236A > TK j.214B, j.(B(1))C > dj.C > 22D, j.A6B > j.214X!, j.6[B] > j.66 (j.C >) AT
Meter Gained: 52.9% Meter Given (vs C-Moon): 23.0% (Video)
Advanced Wind Det Counterhit route. Can do j.BC if you're not confident in linking j.C in time after the TK, but it does make the height needed for j.A6B harder. Basically one of the best damaging air CH routes.
Air Counterhit Starter
  • 2C > 236A > TK j.214B, j.(B)C > dj.C > 22D, j.A6B > j.214X!, j.6[B] > j.66 (j.CB(1) >) AT
Meter Gained: 57.6% Meter Given (vs C-Moon): 24.7% (Video)
Optimal route from air CH. Also used as her route from raw air throw.
Air Counterhit Starter, near wind
  • 2C > 214{X}!, (66) 2C > 236A > j.6B > j.AC > dj.B(1)C > AT
Meter Gained: 62.0% Meter Given (vs C-Moon): 18.6% (Video)
To add wind to your air CHs you are going to need to partial charge the det in order to get a low enough height for the followup 2C to connect. Remember if you're too far that you will likely need to just do j.BC dj.BC instead.
Air Counterhit Starter, near wind
  • 2C > 214{X}!, (66) 2C > 236A > TK j.214B, j.(B(1))C > dj.C > 22D, j.A6B > j.214X!, j.6[B] > j.66 (j.C >) AT
Meter Gained: 67.2% Meter Given (vs C-Moon): 27.1% (Video)
Advanced Air CH route using wind. Can do j.BC if you're not confident in linking j.C in time after the TK, but it does make the height needed for j.A6B harder.
If you aren't able to get the height correctly/it feels too inconsistent, stick to the simpler one above as it's still near 5k.
236B Starter, grounded opponent, 100% meter
  • 236B > (22D,) j.236C
Meter Gained: -87.0% Meter Given (vs C-Moon): 18.3% (Video)
Confirm into knockdown off of stray far geyser with 100 meter. Can hold up in any direction to option select, otherwise can use 22D.
214B starter, airborne opponent, 100% meter
  • 214B > (22D,) j.236C
Meter Gained: -91.0% Meter Given (vs C-Moon): 17.1% (Video)
Stray confirm off of anti-air 214B with 100 meter.

Corner Combos

There aren't really any combos that wont work in the corner. For the combos containing j.6[B], you can instead just falling j.CB (j.CB to get lower AT when possible) and it's not really a damage loss overall. Refer to here if you're really set on maximising.

Condition Notation Damage
vs V.Sion
Normal starter, grounded opponent
  • 2A > 5B > 2B > 5C > 2C > 6C > dl.236A > j.6B > j.AC > dj.B(1)C > 22D, j.AC > AT (, j.236C)
Meter Gained: 65.5% Meter Given (vs C-Moon): 23.7% (Video)
Corner BNB. Omit flight to conserve meter if necessary.
Normal starter, grounded opponent, near wind
  • 2A > 2B > 5B > 5C > 2C > 214X!, 66 2C > 236A > TK j.214B, j.B(1)6B > j.AC > dj.C > 22D, j.A6B > j.214X!, j.CB(1) > AT
Meter Gained: 79.7% Meter Given (vs C-Moon): 30.2% (Video)
Example of changes you can make for the corner version of the better wind det route.
Normal starter, grounded opponent, techtrap route
  • 2A > 5B > 2B > 2C > 5C > 236A > j.66 j.6B > dl.j.214A, j.B(1)C > dj.C > 22D, j.A6B > j.214X!, j.C > AT
Meter Gained: 67.4% Meter Given (vs C-Moon): 25.9% (Video)
Techtrap route exclusively for the corner. Slightly better damage and meter gain than the normal corner BNB at the cost of consistency, inconsistent if done too close to corner. To catch all techs airdash needs to be done as low as possible and j.214A must be slightly delayed. Confirm techs into simple wind routes.

Instant and Fuzzy Overhead combos

The instant overhead wind mine conversions are 1f links but all of the other routes are fairly leniant, so if you aren't confident in hitting 1f links stick to those.

Condition Notation Damage
vs V.Sion
Instant overhead starter, 100% meter
  • Rising j.6B > j.236C
Meter Gained: -96.0% Meter Given (vs C-Moon): 15.6% (Video)
IOH confirm using 100% meter. Works from most spacings except from too close up where j.6B will whiff, j.6B will whiff easier on Miyako, Ciel, Arcueid, Len and Ryougi.
Instant overhead starter, near wind, corner(*)
  • Rising j.6B > j.214X!, 2A > 5B > 236A > j.6B > j.AC > j.B(1)6B > j.AC > j.66 j.B(1) > (22D, j.A >) AT
Meter Gained: 64.0% Meter Given (vs C-Moon): 19.2% (Video)
IOH confirm using wind to 2A link, which is 1f. Works on all characters Except Necos (and Kouma) Needs precise spacing to work, which is most commonly achieved by doing 66 2A > 5B after TK j.214A or simply doing 2A > 5B after TK j.214B. There's a few exceptions though as j.6B will need more spacing on Miyako, Ciel, Arcueid, Len and Ryougi after TK j.214A. You can get the extra spacing by doing 2A earlier after inputting the run, this however can make the 2A whiff if you are too far away. Another way to get the spacing is doing 66 2B > 5B after the wind set, though this will leave a larger gap in your pressure.

Aside Necos, Kouma is the only character you cannot use the 2A link for. The IOH can still work against Kouma if you replace 2A with 5A, this comes with a couple downsides though. As 5A has a lot less range than 2A the spacing needs to be nearly perfect or the 5A will whiff, works from both wind set variants.

There's a few more exceptions though unfortunately, against Roa you CAN do the confirm from the normal spacing, however you have to omit geyser in that case as it would otherwise whiff and go for a simpler air combo instead, you can fix this by doing the same spacing as Miyako etc. Another character you need to look out for is Nero as you cannot use j.214B to set up the IOH at all as detonation will whiff because of his crouching hitstun hurtbox. The last exception is Len who needs additional spacing after j.214B set or j.6B will whiff, this can be fixed by doing 2B > 5B after the set instead of 2A > 5B or by redashing in pressure done after the wind mine is set.

*While this can technically work midscreen, you will need extremely precise spacing for that to work and you might as well stick to the metered IOH with all of the risks attached to whiffing j.6B raw.
Instant overhead starter, near wind, MAX/HEAT/BLOOD HEAT
  • Rising j.6B > j.214X!, AD / AAD
Meter Gained: Reset to 100%/0% Meter Given (vs C-Moon): 44.2%(-100%) (Video)
IOH confirm using both meter and wind. Works from the same spacings as the j.236C confirm but does more damage, gives better oki and can seal the opponents meter. A lot easier than the 2A link and does decent damage. Go for this route if you're in heat and have a wind mine in range. Also resets the opponent's meter to 0% if the initial metergain pushes them to MAX.
Instant overhead starter, 22C set
  • Rising j.6B > j.66 j.B(1)C > dj.C > j.22D, j.A > AT
Meter Gained: 7.0% Meter Given (vs C-Moon): 9.1% (Video)
IOH confirm using the stars from a 22C pressure reset. Needs spacing in the corner to work but in midscreen 22C must be done close to the opponent as the initial stars push the opponent away.
As 22C resets are most of the time not real resets this IOH is more of a knowledge check than the other two. However if the opponent doesn't jump out after 22C you can go for this route as it gives more reward than just doing the j.236C confirm, use this the least out of the three.
Condition Notation Damage
vs V.Sion
Fuzzy j.B starter, 100% meter
  • Rising j.B > j.236C
Meter Gained: -97% Meter Given (vs C-Moon): 15.3% (Video)
Fuzzy confirm using 100% meter. Works from any deep jump in button and j.214A/B that's blocked standing, though mostly a knowledge check as wind is a mid and blocking stance can be changed between hits.
Fuzzy j.B starter, near wind
  • Rising j.B > j.214X!, 5A > 5C > j.6B > j.AC > j.B(1)6B > j.AC > j.66 j.B(1) > (22D, j.A >) AT
Meter Gained: 51.5% Meter Given (vs C-Moon): 15.4% (Video)
Fuzzy confirm utilizing a nearby wind mine. Works from any deep jump in button and j.214A/B that's blocked standing, though mostly a knowledge check as wind is a mid and blocking stance can be changed between hits.

Additional Resources

C-Hime Match Video Database
C-Hime Guide by Seagull
C-Hime combo video

Notable Players

Name Color Region Common Venues Status Details


Japan Play Spot BIG ONE 2nd Inactive Mains F-Hime, but still a good source for ideas, especially given the amount of footage.


Japan A-cho Inactive Has been playing since the game's release, the gold standard C-Hime footage.


Japan KorewaMelty, PLAY SPOT Big One 2nd Inactive The footage is a bit dated, but still showcases good plays and ideas with the character. Switched mains to C-Satsuki.


North America Inactive Can be found in Meltycord. Holds a wide array of knowledge about this character and wrote the guide found above.


South America Netplay Inactive Former F-Nanaya main; has gotten great results at majors with this character.


Japan Netplay Active Plays in netplay brackets. Not that much footage, but what is there is high-quality.


Europe Netplay Active Wrote most of this page and open to any questions about the character.

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