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 |
|
Europe |
Netplay |
Active |
Can also find all the plays on YouTube.
|
Overview
Playstyle
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
- Remember to mixup stagger pressure with throws, Hisui has plenty of good raw ground throw options.
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.
- 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.
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.
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
- 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.
- 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.
- 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.
- 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
- 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
- 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.
- 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.
- 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.
- 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.
- 236C has 5 iframes
- Can be used as a reversal vs meaties. Very punishable.
- 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.
- Use attack X with Y follow-up input.
- 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
|
|
???
|
|
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
|
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.
|
|
|
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
|
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
|
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.
|
|
|
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.
|
|
|
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
|
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.
|
|
|
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
|
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
|
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
|
|
|
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.
|
|
|
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
|
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
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
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
A/B A/B A followup A followup B followup B followup 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.
|
|
|
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%)
|
-
|
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.
|
|
|
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
|
|
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.
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6C
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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750
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480
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75% (O)
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N, SP, -CH-, EX, (J)
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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15
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3
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21
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-6
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4.9%
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-
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Starter for the 6C~6C~236C target combo.
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6C~6C
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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600
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384
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100%
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-CH-
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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13
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4
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20
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-6
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4.2%
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-
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6C~6[C]
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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1200
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768
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100%
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-CH-
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H
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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24
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4
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20
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-6
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7.0%
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-
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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
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6C~6C/6[C]~236C
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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800
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672
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50% (O)
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-
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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14
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6
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21
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-9
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4.2%
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-
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Follow up after 6CC or 6C[C].
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Aerial Specials
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A
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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250*8 (1778)
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(816)
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100%
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EX
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LHA
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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9
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16
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0
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10 (TK)
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1.05%*8 (8.4%)
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-
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- 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.
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B
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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250*12 (2479)
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(1138)
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100%
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EX
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LHA
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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13
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24
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0
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10 (TK)
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1.05%*12 (12.6%)
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-
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Starts up slowly, but pokes more times. Does a lot of damage for a single move (~2200).
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EX
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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250*N
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172*N
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100%
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-
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LHA
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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3+4
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X
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0
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10 (TK)
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-100.0%
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Full 1-6
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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.
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Arc Drive
Uncharged Uncharged Fully Charged Fully Charged
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(Min. Charge)
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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1000*3 (2629)
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(2526)
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90% (M)*3
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-
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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3+1+2
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X
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25
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27
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removes all
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Full 1-24
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(Max. Charge)
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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800*8 (4668)
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(3325)
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95% (M)*8
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-
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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3+378+379
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X
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25
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92
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removes all
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Full 1-3, 375-398
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- Invincible, air unblockable, unshieldable, delayable hadoken. Can be held.
Beware of moves like Ciel's 236C . Those easily punish this AD
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