Melty Blood/MBAACC/Hisui/Half Moon

From Mizuumi Wiki
< Melty Blood‎ | MBAACC‎ | Hisui(Redirected from Melty Blood/MBAACC/H-Hisui)
Jump to navigation Jump to search

Additional Resources

H-Hisui Match Video Database
H-Hisui Combos & Tech video by Eika (Nov 2020)
H-Hisui 22C Oki routes video by Eika
H-Hisui Frame Data

Notable Players

Name Color Region Common Venues Status Details
Eika

Hisui Color24.png

Europe Netplay Active Can also find all the plays on YouTube.

Overview

Playstyle
HisuiEmote.png H-Hisui is a well rounded character that specialises in strike/throw pressure.
Pros Cons
  • Great movement: Great movement. She is very nimble. Her j.6B removes her landing recovery and can modify air dash momentum. She is able to hang in the air a bit with j.236 and j.2C.
  • Good oki: H-Hisui is able to optimise her pressure when she has stool oki. Luckily she has oki routes that deal even more damage than normal F-Hisui oki routes.
  • Trademark j.B: One move that stands out compared to other Hisui moons is j.B. It hits behind her, which allows for IAD j.B approaches.
  • AD availability: One of the best AD in the game. And it is available without sacrificing health recovery and without a need to manually heat. Along with a good meter gain, AD becomes a great tool for most situations.
  • Poor pressure reward: While H-Hisui block strings and pressure resets are very nice, she has trouble opening up turtling opponents. The best tool for that she has is a throw, and if you are in a big life deficit, it will take a long time to equalise.
  • Poor defence: Half moon, no meterless reversal, and even 623C is not a real reversal.

General Gameplan

You want the enemy to be annoyed at your projectiles.

To do that first see how they deal with spamming them, if they have issues, then you should be able to spam 214 to win.
If they are able to move around projectiles, or in between 214B, then you are playing versus a competent opponent. You can make it safer to spam projectiles by putting down stool.
623B can be used to deter people going over your head to avoid 214B spam.
Versus competent opponents you should 214 sparingly, as recovery is high, so if they are able to get through to you they will likely punish. Therefore it is important to have a separate plan than zoning.

Another way to play H-Hisui is to play aggressively.
You will need to super dash around whole map doing j.6B, making it scary for enemies to move without blocking or initiating their pressure.
Of course you will still need to use 214B occasionally to support your super dash advances.
j.236 series is a great spacing tool that is pretty much unbeatable by any normals. Also j.236A has a very short startup, it can help you win a lot of scrambles. j.236AB series can be cancelled to EX version to lead into a combo: j.236B j.236C 5B 6C j.ABC j.ABC AT for example.
It is also hard to shield j.236 series, each hit has to be shielded individually and quickly. It often beats ex shield into 5A due to extended hitbox.

H-Hisui oki is good. She has similar setup to F-Hisui chair.
It is important to set your play for the future. This means going for oki when the time is right.
The time is right is usually close to the corner, or when you have some spare meter.
When you have meter, you can end midscreen combo with 6B > j.[C] > 236C > 623A > 22C.
When you are in the corner you can go for 236B~236B > jumpback > j.[C] > land > 22C. This will plant a stool some distance away from the opponent, so they can't 214D it.
Once you have a stool, you can dash > 5A or do tick throws.

Pressure

H-Hisui pressure is linear, most of the pressure comes from her staggers, frame traps, and throw resets.
So a lot of the time, you will need to have a plan what to do after throw.
Luckily, Hisui throw is very good, leaving you able to tech punish, or setup okizeme if not teched.

Stagger pressure

  1. Remember to mixup stagger pressure with throws, Hisui has plenty of good raw ground throw options.
  2. 2A 5[C] is a frame trap.
    Try not to abuse this, as 5[C] is pretty slow, and people can often react to it when they half expect it.
    So make sure you throw a bunch, then this will give you sweet counter hits for maximum damage combos.
    You can also use tactic where you do obvious 5[C] often. And you need to expect shield so on reaction you can start holding jump back. This way you will block the counter and will be able to dash punish. Works best vs H moon, ok vs F moon. Doesn't work vs C moon since exshield into normal is too fast.
  3. Run out of buttons to press, then do 214B.
    Once you run out of buttons, you will have some space between you and the enemy.
    If they keep jumping out, teach them not to do that by doing 236B236B quickly.
    Once they know to stay put, you can do 214B. The book will hit, after some delay. By then you will have recovered and can frame trap with 5A or catch jumpouts.
  4. 6C[C]
    Is a curious button. It is an overhead, but its very telegraphed by the first 6C.
    However, you can make it threatening, since 6C can be cancelled into 2C.
    6C[C] has to be blocked high, shielded high, where as 2C has to be blocked low, and shielded low.
    The more you wait, the more ambiguous it gets. Obviously good opponents will still be able to react to the overhead, but its a good "are you ready for this mixup" check. If the opponent is competent, drop this tactic immediately and always go for quick 6C > 2C.
    When 2C hits, safest move is 236B, since enemy will be far away. Train to see if 5C will hit (it usually does). Can also do 214B.
  5. 623C dust pressure to keep enemy in the corner.
    Can be used after blocked 6C6[C]236C.
    Can be used after blocked 2A 5[C] frametrap.
    Can be used after blocked 236B236B jumpout prevention.
    Leaves you +, so you can do a jump in pressure after. For example super dash forward, j.B dash cancel j.B. Or maybe instead of second j.B do j.6B and throw.

Ground throw / Not teched air throw oki

  1. Ambiguous crossup with j.2C.
    If they start shielding, start throwing, but remember if they shielded low or high.
    This is to see if they like shielding low or high more, then instead of throwing you can also start with a button that will beat the shield 5B or 2B and on counter hit do 5[C] for maximum damage combos. Usually people shield low, because they cheat with 1A+D OS which does low shield or throws tech, therefore 5B meaty is good to start with.
  2. In the corner best oki is probably throw > 22A bento.
    Once you planted a bento, do meaty 2C into 22C. Opponent will not be able to jumpout during 22C because bento will explode.
    Once stool is down, you can dash 5A to catch opponents trying to jump out. If they didn't jump out, you can start doing hit/throw mixups with stool keeping you safe.
  3. When miscreen, jump up, drift towards opponent and j.236B.
    This works because it catches backdashes.
    Once you land, you will be plus, so you can dash 2A.
    Versus some characters Hisui can actually jump behind them. So this will be more threatening as this hits from the front.
    As said above, you can cancel j.236B to j.236C when confirming a hit. Although usually you can simply land and do 2A > 2B > 2C starter into air combo.
  4. Character specific true 50/50.
    Works on Warachia, Riesbyfe, Mech, NecoMech, Warc.
    After ground grab jump up and drift towards opponent. You will jump behind.
    After ground grab jump up and drift towards opponent, and do late j.6B. You will stay in front.
    Reversed on Warc for reasons unknown (stays in front without j.6B and behind when you do j.6B).

Defense

  1. AD
    Has a lot of iframes.
    Air unblockable, unshieldable, plus on block. Truly one of the best ADs in the game.
    Can setup a tick throw after it with IAD > j.6B
  2. Shield
    Most rewarding when near the corner, because you can get a lot of meter that way, or setup oki with 236B~236B > j.[C] > 22C.
    The shield counter hitbox is very good, even moving forward a little.
  3. Half moon Bunker
    Once of the safest way to stop opponent's pressure.
    Gives HKD. So you can either setup stool, go to j.2C ambiguous crossup or have safe meaty j.6B as your pressure starter.
  4. 623C keep out
    Very fast to come out, so useful to do this when opponent tries to frame trap you.
    Usually best when you in the corner. This is because dust is moving away very slowly. Even if opponent jumps at you avoiding the dust, they might not be able to start their pressure as pushback will take them to dust.
  5. j.236C has 6 iframes
    Can be useful if you think opponent will anti air you somehow.
    Can be used to stuff shield counters too, but jump back block is preferable.
  6. 236C has 5 iframes
    Can be used as a reversal vs meaties. Very punishable.
  7. 214C has few iframes and low invul
    Iframes aren't super important for this move, it's more about the low invul.
    Incredible reward if opponent dashes in pressing low buttons and gets counter hit by all projectiles. They go into ~3 second stun, you can start your most damaging 5[C] starter combo.
    Before you use this, you should know opponents hitboxes. Make sure 2A doesn't hit high enough, and maybe 2B too. Very much punishable on block.

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.

These all work anywhere.
For all starters involving 5A6AA 2C, delay the 2C as long as possible or the followup combo may drop.
All starters ending in 6B or 5A6AA can lead into j.[C], allowing for a rejump or hard knockdown for okizeme.

Meterless combos

2A starter combos:

Condition Notation Damage
vs V.Sion
Notes
2A Midscreen (Easy)
  • 2AAA > 5B > 2B > 2C > 5C > 6C > j.BC > dj.ABC > AT
4262


Meter Gained:  ??? Meter Given (vs C-Moon): ???
5C might hit only once, depending on the distance.
2A Midscreen (Easy)
  • 2AAA > 5B > 5C(1) > 5A(w)6AA > 2C > 6B > j.BC > dj.ABC > AT
4339 ???
2A Midscreen (Optimal)
  • 2AAA > 5B > 5C(1) > 5A(w)6AA > 2C > 5C > 5B > 6C > j.BC > dj.ABC > AT
4692 ???
2A Corner
  • 2AAA > 5B > 5C > 2C > 6C > 6B > j.[C]B > land > j.ABC > dash > j.B > sdj.ABC > AT
4982


Meter Gained: 89.6% Meter Given (vs C-Moon): ???
Combo without 123 > 2C link. Less meter/damage than optimal, but good enough for how simple it is.
2A Corner (Optimal)
  • 2AAA > 5B > 5C(1) > 5A(w)6AA > 2C > 5C > 5B > 6B > j.[C]B > land > j.ABC > dash > j.B > sdj.ABC > AT
5053


Meter Gained: 105.7% Meter Given (vs C-Moon): ???

5[C] starter combos:

Condition Notation Damage
vs V.Sion
Notes
5[C] Midscreen (Optimal)
  • 5[C] > 5A6AA > 2C > 5{C} > 5B > 6C > j.BC > dj.ABC > AT
5379 ???
5[C] Corner (Optimal)
  • 5[C] > 5A6AA > 2C > 5{C} > 5B > 6B > j.[C]B, land j.ABC > dash > j.B > dj.ABC > AT
5851 ???

Raw airthrow starter combos:

Condition Notation Damage
vs V.Sion
Notes
Raw Airthrow (Easy)
  • Raw AT > 2AAA > 5C > j.BC > dj.ABC > AT
2826 ???
Raw Airthrow (Easy)
  • Raw AT > j.6B > land > j.ABC > dj.ABC > AT
2853 ???
Raw Airthrow (Hard)
  • Raw AT > j.2[C] > 6C > j.BC > dj.ABC > AT
3029 ???
Raw Airthrow (Hard)
  • Raw AT > j.6B > land > 5B > 6C > j.BC > dj.ABC > AT
3047 ???
Raw Airthrow towards Corner (Hard)
  • Raw AT > j.6B > land > 5B > 6B > j.[C]B > land > j.ABC > dj.ABC > AT
3412 ???
Raw Airthrow (Harder)
  • Raw AT > j.6B > land > 2C > 5{C} > 5B > 6C > j.BC > sdj.ABC > AT
3416 ???
Raw Airthrow towards Corner (Harder)
  • Raw AT > j.6B > land > 2C > 5{C} > 6B > j.[C]B > land > j.ABC > dj.ABC > AT
3694


Meter Gained: 81.5% Meter Given (vs C-Moon): 34.9%

22C oki routes

You can also do routes with 5A6AA string in them, they are a lot harder because 5A6AA shortens untech time for the opponent. So the 623A window is very tight.

Condition Notation Damage
vs V.Sion
Notes
100% meter
  • 2AAA > 5B > 5C(1) > 5A(w)6AA > 2C > 5C > 236C > 2C > 5C > 5B > 6B > j.[C] > 22C
4383 ???
Midscreen
  • 2AAA > 5B > 5C > 2C > 236B~236B > j8.[C] > 22C
3544 ???
Midscreen
  • 2AAA > 5B > 5C > 2C > 236B~236B > j.[C]B > 623A > 22C
3789 ???
Midscreen
  • 5[C] > 2A > 5B > 2C > 236B~236B > j.[C]B > 623A > 22C
4302 ???

Metered combos

Generally, you are not going to use these, as they wont deal much more than meterless combos.
If you have heat, might as well spend it on Arc drive instead.

Condition Notation Damage
vs V.Sion
Notes
j.236C
  • j.236A > j.236C, 5B > 6C > j.BC > dj.BC > AT
~3600


Meter Gained:  ??? Meter Given (vs C-Moon): ???
(Damage depends on the number of j.236A hits)
623C
  • 5[C] > 623C, 5B > 5C > 214B, 5B > 5C(1) > 5A6AA > 2C > 6B > j.ABC > dj.ABC > AT
5296 ???
OTG
  • 2AAA > 2B > 236C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Can end midscreen combo with 6B > j.[C] and go into this for corner carry.

Arc Drive combos

Note:
AD > 2C link is character specific, and depends on gravity.
Raw AD into 2C works with most characters.
However 5[C] AD starter might make 2C not work for some, e.g. Ryougi.

Condition Notation Damage
vs V.Sion
Notes
Anywhere, 2A starter, Easy
  • 2AAA > 5B > 5C > 6C > AD > 5B > 6C > j.BC > dj.ABC > AT
5155 ???
Anywhere, 2A starter, Optimal
  • 2AAA > 5B > 5C > 6C > AD > 2C > 5{C} > 5B > 6C > j.BC > dj.ABC > AT
5510 ???
Corner, 2A starter, Optimal
  • 2AAA > 5B > 5C > 6C > AD > 2C > 5{C} > 5B > 6B > j.[C]B > land > j.ABC > dj.ABC > AT
5772 ???
Anywhere, 5[C] starter, Easy
  • 5[C] > AD > 5B > 6C > j.BC > j.ABC > AT
6327 ???
Anywhere, 5[C] starter
  • 5[C] > AD > 5A > 5{C} > 6C > j.BC > j.BC > AT
6470 ???
Anywhere, 5[C] starter, Optimal
  • 5[C] > AD > 2C > 5{C} > 5B > 6C > j.BC > dj.ABC > AT
6568 ???
Corner, 5[C] starter
  • 5[C] > AD > 5B > 6B > j.[C]B > land > j.ABC > dj.ABC > AT
6739


Meter Gained:  ??? Meter Given (vs C-Moon): ???
5B > 6B should come out ASAP.
Corner, 5[C] starter, Optimal
  • 5[C] > AD > 2C > delay > 5{C} > 5B > 6B > j.[C]B > land > j.ABC > dj.ABC > AT
6931


Meter Gained:  ??? Meter Given (vs C-Moon): ???
2C should come out ASAP. Delay between 2C and 5{C} to make sure j.[C] hits.

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
5A
5A~6A~6A
Fhisui5A.png
Hhisui5A6A.PNG
Hhisui5A6AA.PNG
5A Damage Red Damage Proration Cancel Guard
300 192 78% (O) -SE-, -N-, -SP-, -CH-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 3 8 1 2.1% -

5A is not as bad as it looks. Hits crouching. 1 frame slower than 2A. Can be used to stop people jumping out from corner. For example after getting 2AAA > 2B > 2C > 214B string getting blocked in the corner, opponent has time to jump out, dash 5A would catch them, where as dash 2A would whiff. Leads to 5A6AA string.

5A~6A Damage Red Damage Proration Cancel Guard
600 384 80% (M) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 4 17 -6 4.2% -

First 6A part of the string is pretty much 5A from C-Hisui, so it can be used as an anti-air.

5A~6A~6A Damage Red Damage Proration Cancel Guard
1000 768 60% (O) (N), SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 7 11 0 7.0% -

Second 6A is an amazing move, the bucket. The bucket has really good hitbox and a million active frames. Bucket can be delayed for frame traps and catching people jumping out. It is also a really good anti-air.

5B
Hhisui5B.PNG
Damage Red Damage Proration Cancel Guard
600 528 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 6 13 -4 4.9% -

Has a lot of active frames, a good meaty. Ground counter hits should be confirmed into 5[C] for max damage combos. Not a good anti-air, 5A6AA is more successful, since you might get away whiffing with the help of some bucket magic. Must be shielded high.

5C
5C
5{C}/[C]
Fhisui5c.png
Fhisui5cBE.png
5C Damage Red Damage Proration Cancel Guard
400, 700 (1078) (849) 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
13 6 14 0 4.9%, 5.6% (10.5%) -
5{C} Damage Red Damage Proration Cancel Guard
400*2, 700 (1443) (1110) 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
15 7~18 14 0 2.8%, 4.9%, 5.6% (13.3%) -
5[C] Damage Red Damage Proration Cancel Guard
400, 600, 800 (1731) (927) 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
15 18 21 -7 2.8%, 4.9%, 5.6% (13.3%) -

The monster truck move. Especially when held. 5[C] Can be used to catch teching, if opponent doesn't tech, releasing the button asap would increase recovery speed, so you dont get punished. Max damage combo starter. Hits 3 times.

Crouching Normals

2A
Hhisui2A.PNG
Damage Red Damage Proration Cancel Guard
300 134 75% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
4 4 8 0 2.1% -

Mediocre 2A. Fast to come out, decent hitbox. Can be blocked standing.

2B
Fhisui2b.png
Damage Red Damage Proration Cancel Guard
550 288 80% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
7 6 12 -3 4.2% -

Nothing special, must be shielded/blocked crouching.

2C
Fhisui2c.png
Damage Red Damage Proration Cancel Guard
1000 624 60% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
9 3 23 -8 7.7% -

Somewhat fast. Has good range. Can be used to catch wakeup backdashing after 2A(w) > 2C. Must be shielded/blocked crouching.

Aerial Normals

j.A
Fhisui ja.png
Damage Red Damage Proration Cancel Guard
300 144 75% (O) SE, N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
5 4 10 - 2.8% -

Decent j.A, fast to come out, has nice hitbox position.
Can be cancelled into j.236 series for some hard/swaggy char specific combos.

j.B
HhisuiJB.PNG
Damage Red Damage Proration Cancel Guard
700 384 90% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
8 5 - - 4.9% -

H-Hisui's trademark j.B, other Hisui moons wish they had it. Hits behind which allows for super jump air backdash shenanigans.
Can be air dash cancelled, allows for some additional pressure in the corner.

j.C
j.C
j.[C]
HhisuiJC.PNG
HhisuiJCC.PNG
j.C Damage Red Damage Proration Cancel Guard
1000 432 90% (M) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
10 4 - - 7.7% -

Good hitbox, can be held for table slam into OTG.
Used in the corner combos, since can be reverse beat to j.A or j.B for re-jump air combo.

j.[C] Damage Red Damage Proration Cancel Guard
1200 576 95% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
21 4 - - 10.5% -

j.[C] can be used to create ambiguous left/right mixup using j.2[C] (or j.2C) after super double jump. e.g. 2C > 6B > j.[C] > sdj.2[C]. Timing specific, can land left or right of the opponent.

Command Normals

4B
4B
4[B]
Fhisui4b.png
4B Damage Red Damage Proration Cancel Guard
100 96 100% - U
(Whiffs vs Crouch.)
First Active Active Recovery Frame Adv Circuit Invuln
16 4 17 - 4.2%, 3.5% (7.7%) -
4[B] (Max) Damage Red Damage Proration Cancel Guard
100 96 100% - U
(Whiffs vs Crouch.)
First Active Active Recovery Frame Adv Circuit Invuln
16 4 (13) 3 (13) 3 (13) 3 (13) 3 17 - 4.2%, 3.5%*5 (21.7%) -

Generally a useless move. Can sometimes come out instead of backdash if you use A+B to do it.
Drains opponent meter, can be held to drain more.
Can be successfully used from 6C i.e 2AAA > 2B > 5C > 6C > 4B

6B
Hhisui6B.PNG
Damage Red Damage Proration Cancel Guard
800 432 65% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
15 5 16 -6 4.2% Clash 15-19

Good move, launcher. Low scaling, means move has high damage potential.
Allows for j.[C] which is the primary function of this move.

j.6B
Fhisui j6b.png
Damage Red Damage Proration Cancel Guard
750 384 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
25 6 - - 5.25% -

Underrated move. Allows for very creative zoning and safe meaty.
Example safe meaty: Throw (causes OTG), super jump over opponent, air backdash j.6B wait for hit/CH/block/backdash then re-start pressure.
Can be used to tick throw: IAD j.6B throw
Can cancel into itself: IAD j.6B > j.6B > (combo)

j.2C
j.2C
j.2[C]
Fhisui j2c.png
HhisuiJ2CC.PNG
j.2C Damage Red Damage Proration Cancel Guard
600 288 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
15 X 4 8 (TK) 3.5% -

Without this move H-Hisui would be a bad character, instead of a mid-tier character.
Can be used for left/right mixup on the OTG opponent.

j.2[C] Damage Red Damage Proration Cancel Guard
1000 672 80% (O) - HA
First Active Active Recovery Frame Adv Circuit Invuln
24 X 4 12 (TK) 7.0% -

j.2[C] is + on block and an overhead.
Destroys opponents who mash 5A anti-airs, because of the nicely positioned hitbox.

Universal Mechanics

Ground Throw
MBCHisuiThrow.png
Damage Red Damage Proration Cancel Guard
1000 480 100% - 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 465 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.

Shield Counter
Shield Counter
Auto after a successful Shield (Air OK)
MBHHisuiSC.png
MBHHisuiSCLow.png
MBHHisuiSCAir.png
Standing Damage Red Damage Proration Cancel Guard
500 (345) 198 50% (SP), (EX), (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 3.5% -

Same animation as 6B

Crouching Damage Red Damage Proration Cancel Guard
1500 (1117) 714 50% (SP), (EX) LA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 10.5% -

Same animation as 2C.

Aerial Damage Red Damage Proration Cancel Guard
500 (345) 198 50% - HA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 - - 3.5% -

Same animation as C-Moon j.B.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCHisui214D.png
MBHHisui214D.png
Neutral Damage Red Damage Proration Cancel Guard
500 192 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 4 19 -5 0.0% Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 192 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 19 -5 0.0% Strike 1-7

Performs her 5B as a shield bunker.

Blockstun Damage Red Damage Proration Cancel Guard
0 0 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
19 3 22 -7 -100.0% -

H-Moon specific reversal bunker.

Circuit Spark
Circuit Spark
In Heat:
Auto during hitstun
A+B+C during blockstun
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. 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

Grounded Specials

236X
This ladle is solid.
236A/B/C
(236A/B~236A/B)
Fhisui236AB.png
A/B
A/B
Fhisui236AB~A.png
A followup
A followup
Fhisui236AB~B.png
B followup
B followup
MBCHisui236C.png
EX
EX
A Damage Red Damage Proration Cancel Guard
320*6, 600 (2257) (843) 100% -CH-, -EX- LHA (1-6), LH (7)
First Active Active Recovery Frame Adv Circuit Invuln
9 18 (9) 3 19 -4 1.4%*6, 2.8% (11.2%) -
  • Ladlepokes, aka yayaya. Hisui pokes forwards with her ladle several times and then does a followup attack. For both the A and B versions, the followup can be accessed immediately by repeating the input.

The followup strike gives a hard knockdown. Can be relatively safe because of pushback, though this depends on spacing.

B Damage Red Damage Proration Cancel Guard
250*9, 600 (2396) (1032) 100%*6, 70% (O) -CH-, -EX-, (J) LHA (1-9), LH (10)
First Active Active Recovery Frame Adv Circuit Invuln
13 27 (7) 4 19 -8 0.84%*9, 2.8% (10.36%) -

The followup strike launches and can be followed up with j.[C]. Usually used on far 2C confirms. Can catch backdashes.

EX Damage Red Damage Proration Cancel Guard
200*12, 600 (2358) (1668) 100%, 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+6 44 (7) 4 24 -16 -100.0% Full 1-5

OTGs and also stops time for a moment when activated, allowing it to connect very quickly. Gives an untechable launch which can be followed up with 2C into a hard knockdown via 623A or 6C~6C. Uses 100% meter.

623X
Hhisui623A.PNG
Hhisui623B.PNG
MBCHisui623C.png
A Damage Red Damage Proration Cancel Guard
650*2 (1279) (567) 100% EX LH
First Active Active Recovery Frame Adv Circuit Invuln
12 2 (9) 4 10 -4 3.5%*2 (7.0%) -
  • Dust.

Air unblockable dust cloud in front of Hisui. Has very solid range and knocks down on hit. You have time to set up a bento or a stool after this hits.

B Damage Red Damage Proration Cancel Guard
1000 576 70% (O) EX LH
First Active Active Recovery Frame Adv Circuit Invuln
11 2 (8) 4 17 -19, -9 7.0% High 1-32

Upwards dust, also air unblockable but does not give a hard knockdown like the A version does. This move is a very strong anti-air if you can get it out. Don't whiff it though. Head hurtbox is removed during the move.

EX Damage Red Damage Proration Cancel Guard
500*N 480*N 80% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+2 152 1+31 -2 (min) -100.0% Full 1

Creates a dust cloud which slowly glides forwards, hitting up to four times. Useful in pressure and getting out of pressure. Uses 100% meter. Opponents might get block stuck in the cloud, and can be hit out of it by ground moves.

214X
Fhisui214x.png
A Damage Red Damage Proration Cancel Guard
700 528 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 X 32 -7 1.96% -
  • Item toss; Hisui's main set of projectiles.

Hisui tosses a tray horizontally. Some characters can crouch under this, and it is unsafe on at point blank. Useful to stop IAD advances.

B Damage Red Damage Proration Cancel Guard
500, 1000 (1387) (473) 100%, 80% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
23 X 32 -7 1.96%*2 (3.92%) -

Hisui tosses a book which travels a short range horizontally and a vase in a high arc. Slow on startup, but controls a lot of space. If the opponent in the corner there is a sweetspot at around 62% of the screen away, where both projectiles would hit at different times even when crouching. Slow/big characters will have trouble escaping. Shielding is hard because its easy to mess up the timing. Good pressure tool, if the opponent is in the corner, dash 2A or 5A is a frame trap.

EX Damage Red Damage Proration Cancel Guard
Random* Random* Random* (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8+8 X 33 - 1.96%*N Full 1-3, Low 4-15

Hisui tosses 3-5 random items, covering a lot of space. Uses 100% meter. This move is usually has no point except using the rest of the heat bar. However, it has no low hurtbox. This means that if you know someone will dash 2A spam, you can use this to get a massive counter hit stun into high damage 5[C] combo.

214C low invincibility will avoid most character's 2A. However there are exceptions whose 2A is tall enough:

Moons	Character
CH 	Arc
C 	Red Arc
CHF 	Hime
F 	Hisui
CHF 	Kohaku
CHF 	KohaMech
H 	WLen
CF 	Nanaya
CHF 	Nero
F 	Ryougi
C 	Satsuki
CHF 	Tohno
F 	Wara
22X
I did my best.
22A/B/C (No EX)
MBCHisui22AB.png
Hhisui22A.PNG
Stool feared by many.
Stool feared by many.
A/B
(Explosion)
Damage Red Damage Proration Cancel Guard
600 384 50% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
92
9/93
180
2
50 - 5.6% -
  • Item set. Most typically used for okizeme.

A:Close bento. Hisui pulls out a tablecloth and sets a plum sandwhich bento on it, which will explode when stood upon because she can't cook. Launches on hit; you can follow up a connected bento with j.[C] into a combo.

B: Far bento. Like the A version, but the cloth travels further along the ground and it becomes active more slowly as a result.

C Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
35 300 41 - 1.4% Clash
(While Active)

Hisui pulls out a stool which will clash any one attack that touches it, keeping you safe and allowing you to punish with a combo of your choice. You can have two stools set up at once. Does not cost meter. Arguably the only option for H-Hisui, because of how good it is for her game plan.

6C
Hhisui6C.PNG
Hhisui6CC.PNG
Hhisui6CC236C.PNG
6C Damage Red Damage Proration Cancel Guard
750 480 75% (O) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
15 3 21 -6 4.9% -
  • Boing.

Starter for the 6C~6C~236C target combo.

6C~6C Damage Red Damage Proration Cancel Guard
600 384 100% -CH- LH
First Active Active Recovery Frame Adv Circuit Invuln
13 4 20 -6 4.2% -
6C~6[C] Damage Red Damage Proration Cancel Guard
1200 768 100% -CH- H
First Active Active Recovery Frame Adv Circuit Invuln
24 4 20 -6 7.0% -

Second 6C can be held for overhead.
Instead of second 6[C] (overhead) you can cancel to 2C (hits low). Always delay 6C as much as possible, because delay increases ambiguity between overhead/low attack.
Example overhead cancel combo: 2AAA > 5B > 5C > 6C~6[C]~236C If in the corner, you can follow up with 5A > 5C(1) > j.BC > dj.ABC > AT
Example low cancel combo: 2AAA > 5B > 5C > 6C (hold this as much as possible) > 2C > 236B~236B(might need to cancel 236B early before opponent falls away) j.BC > dj.ABC > AT

6C~6C/6[C]~236C Damage Red Damage Proration Cancel Guard
800 672 50% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
14 6 21 -9 4.2% -

Follow up after 6CC or 6C[C].

Aerial Specials

j.236X
Fhisui j236AB.png
Fhisui j236c.png
A Damage Red Damage Proration Cancel Guard
250*8 (1778) (816) 100% EX LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 16 0 10 (TK) 1.05%*8 (8.4%) -
  • Air yayaya. Really good neutral tool. All versions can auto correct themselves if you do 2369 movement instead of 236.

Starts up very fast, but the duration is low, so if this runs out while you are in the air, you might get punished. TK motion can be applied to use this as an additional pressure tool.

B Damage Red Damage Proration Cancel Guard
250*12 (2479) (1138) 100% EX LHA
First Active Active Recovery Frame Adv Circuit Invuln
13 24 0 10 (TK) 1.05%*12 (12.6%) -

Starts up slowly, but pokes more times. Does a lot of damage for a single move (~2200).

EX Damage Red Damage Proration Cancel Guard
250*N 172*N 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+4 X 0 10 (TK) -100.0% Full 1-6

Pretty useless, though it can be hit-confirmed from the A or B versions and leads into an air combo. Uses 100% meter. Can be used to continue pressure.

Arc Drive

Dark Jade Fist
41236C/[C] during Heat
Fhisuiad.png
Uncharged
Uncharged
Fhisuiaad.png
Fully Charged
Fully Charged
(Min. Charge) Damage Red Damage Proration Cancel Guard
1000*3 (2629) (2526) 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) (3325) 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
  • Invincible, air unblockable, unshieldable, delayable hadoken. Can be held.

Beware of moves like Ciel's 236C. Those easily punish this AD


MBAACC Navigation

General
FAQ
Advanced
AokoCrescentHalfFull
TohnoCrescentHalfFull
HimeCrescentHalfFull
NanayaCrescentHalfFull
KoumaCrescentHalfFull
MiyakoCrescentHalfFull
CielCrescentHalfFull
SionCrescentHalfFull
RiesbyfeCrescentHalfFull
V.SionCrescentHalfFull
WarachiaCrescentHalfFull
RoaCrescentHalfFull
MaidsCrescentHalfFull
AkihaCrescentHalfFull
ArcueidCrescentHalfFull
Powered CielCrescentHalfFull
Red ArcueidCrescentHalfFull
V.AkihaCrescentHalfFull
Mech-HisuiCrescentHalfFull
SeifukuCrescentHalfFull
SatsukiCrescentHalfFull
LenCrescentHalfFull
RyougiCrescentHalfFull
White LenCrescentHalfFull
NeroCrescentHalfFull
NACCrescentHalfFull
Koha-MechCrescentHalfFull
HisuiCrescentHalfFull
Neco-ArcCrescentHalfFull
KohakuCrescentHalfFull
Neco-MechCrescentHalfFull