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Melty Blood/MBAACC/Hisui & Kohaku/Crescent Moon

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In Progress To-do
  • Move Descriptions:
    • Expand upon the move descriptions, cite their uses, add captions where helpful, etc.
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Additional Resources

C-Maids Match Video Database
Cmaids Hisui oki

Players to watch/ask

its important to note that each player had a particular preferred lead, for this purpose it is notated with either (H) or (K) that stands for Kohaku or Hisui respectively. JP:


NA:

Overview

Strengths Weaknesses
Strengths
  • Lots of setplay options with coverage on either maid lead
  • Can play BOTH maids
  • Can do safe heat set ups and continue pressure
  • Flexible mus due to being able to switch to the other maid
  • Hisui lead has more rewards from either throws or strikes.
  • Some mix ups unique to them due to 22D(tag)
Weaknesses
  • Both maids loses out on a few options. Hisui loses j.6B, pot toss in exchange for Kohaku's plants, Kohaku loses 6C, molotovs and command grab for Hisui's assists
  • Lower health than their respective solo counterparts
  • Hisui has slightly poorer neutral due to no pot toss.
  • Kohaku losing command grab, 6C and molotov slightly hinders her Oki and pressure ability.

Cmaids is essentially either Hisui leading for Kohaku leading backed up by their sister. It's safe to say that if you have the foundation from playing their solo characters then you should have be all set with cmaids and you can choose which one. if you know both, even better!

Both are extremely setplay heavy thanks to hisui getting back up from Kohaku. While some tools are lost such as Kohaku's 6C, Command grab and molotovs she is still dangerous and Hisui gains all the more from having Kohaku's 22B(214A) as an oki tool and having molotovs(214B) along with Kohaku's j.C(214C). you play this character to get the best out of both worlds or......to go whichever's grass is greener on the other side via tag. Up to you.

General Gameplan

From this point on for consistency sake the notations for hisui lead vs Kohaku lead will be notated as Hisui lead and Kohaku lead

Hisui lead

For the most part you are playing Hisui except without the pot toss. You still have very fast movement both in the air and on the ground. This time though instead of using pot toss to control the pacing of the match. you have to be a bit more involved with moving around with dash 2B, 5A 6C, 5A 5C. Iad j.C etc.

In some cases you can use 214C to make Kohaku go to the opponent to try to hit them and force a reaction. This all changes in the corner where her gameplan revolves heavily around a basic strike/throw game, which is made safer by her extremely strong okizeme. Her 22x series (or bento) are specials which place down explosive bento boxes which explode after a certain amount of time, forcing the opponent to block after they tech her throws. This is now further layered with the additional help of 214A(Kohaku's plant), 214B(Kohaku's molotov) and 214C(Kohaku's j.C) making it very hard to figure out when to predict the strike/throw coming as well as adding insurance while doing them.

This version of Hisui is very setplay oriented and really brings out the most of it when you utilize bento and Kohaku's assist.

Neutral

Hisui lead

Most of what C-Hisui can do, this team can do as well.

Without pot toss, you can't just sit somewhere and toss projectiles to control the pacing of the match. You also do not have j.6B at your disposal to help you in neutral but you still have most of the tools necessary. you do have to be more involved with using your airdash j.C, j.B. Typically the rule of thumb is to use j.C at lower heights so that they cannot get underneath it while using j.B for people well above you. j.A is also a really good option up close in the air as many j.A's are.

Hisui can also control the air in front of her using 623[B] if you think they'll airdash towards you predictably. If they're giving Hisui enough space, she can do 22A and 22B, and are allowed to set down up to two bentos which will create even more clutter on the screen for the opponent to keep mind of. Against zoners or people that try to play too passive you can use 214C and advance as Kohaku runs up to them giving you at least some coverage since 214C has two clash points.

Be sure to use j2C, j.2[C], and j236A/B to throw off people's anti air timing since most people will look for when Hisui will attack, and those three moves alter her air momentum and throw the opponent off guard. She can also air dodge to further alter her air movement and reposition herself accordingly. Also, don't be afraid to sometimes throw out j.BB, the 2nd j.B is a book slam that has a good hitbox on it. Note that if j.BB is blocked, Hisui is now put in a vulnerable state and can be punished, for this reason be ready to cancel j.BB on block into j.236B just in case.

On the ground, dash 2B/5[C] is going to be your best button for stuffing ground approaches, while buttons like 5A 6C are better for catching people in the air. You may sometimes use 5A 5C to hit someone out of the air. You can also use 5A 5[C] to catch people backdashing. In some matchups also don't be afraid to use dash 2C, while it does have a good bit of recovery, it's got a deceptively long range than one would expect making it useful in matchups like caoko, nero,etc. There are many more things you'll see in match footage - things like dash 623C allow safe heat set ups in neutral and place a persistent hitbox on the screen that doesn't go away even if Hisui gets hit, making it a very versatile EX move for both neutral, pressure, and okizeme, which will all be covered later.

Pressure

Hisui lead

Like C-Hisui's pressure has a lot of freedom of where to end and where to pick it back up. She is a strike/throw character with several normals that move her forward, as well as good specials and EX moves that allow her to expand her toolkit in pressure. While you do have Kohaku assist, they are mainly used for oki purposes and not to extend pressure those options will be covered later in this page. Below is a set of normals Hisui commonly uses in her pressure, followed by specials to use. For reference head to #Normal Moves and #Special Moves

Normals

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


Specials

  • j.236A/B
  • 236A/B

An important thing to note is that staggering your pressure to frame trap the opponent is key - luckily she has quite a bit in her arsenal to do so. 2A 5C is a natural frame trap, as is 2B 5[C]. 5C and 5[C] both move Hisui forward, and it's very important to learn where to use them. At low level play it's a very strange move to use, but better players may shield, dodge, or backdash it if they have a good option to counter 5C. It's very important to keep both 5C and 5[C] in your back pocket as an extra tool you can use in her pressure. 2B is another common button since it's one of her main lows. 2A is a mid, but is very fast and is generally very good for setting up tick throws. 2C is her 2nd low that's good to use in stagger pressure to open up the opponent.

j.2C is a way to throw off people looking to throw tech vs Hisui, although she has tools like dash 5B to crush OS as well. 6C is an interesting normal, in that you can input 6[C] afterwards and the move will become an overhead, which you can followup by hitting 236C (you can also just rekka 6CC 236C for the non-overhead version). 4B drains meter and trips standing, and works well with 6C[C] since one option is a high and the other option trips on standing making for a niche yet somewhat useful mixup option if the opponent isn't aware. 5A is very good to cancel into at a lot of parts in your offense, making her pressure very fluid and hard to deal with at times, even with EX guard in mind. Here are some strings you may see in her typical pressure with normals only:

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

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

  • Stagger 2A 2A 2B delay 5[C] 236B
  • 2A 2A TK236A or jump, j.236B

You can also use EX dust anytime you need to extend your pressure when you're too far out.

Okizeme

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

Like C-Hisui(solo) Hisui gets her oki from 623A or 236B~B, and each has their unique uses and placements. 623A has a lot of KD timing, so you can cancel into 22A/B/C really late. This greatly helps your oki since the later you set down Bento, the more you play with the timing of your main strike/throw mixup. Additionally you now get the ability to use kohaku's assist to strengthen your oki


22A oki

the oki is somewhat similar except now you have koha's assist to help layer your oki game

This is done off either 2C into 22A or 623A into 22A. It's important that you learn to delay the 22A a bit so that you get more options such as early throw, where if they tech, the bento explodes and it's still your turn. Here are some common options you will see for her corner oki:

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


22C is faster and, unlike 22A, is full untech if they get hit. It also poisons over time and deals more damage, and is a very versatile option that Hisui has. Here are some ways to get 22C out other than 623A or 236A~A (in some routes that use 236A~236A Hisui can only EX cancel in which case you should use 22C) All of these situations listed are specifically corner only unless stated otherwise.

  • throw, 623C, 22C (requires to be in max for this to be meter efficient)
  • 623A, 22A, dash 5B/2B, 22C
  • throw 22A 5B/2B, 22C

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

  • 623A, 22C/ 236A~236A, 22C, jump j.A airdash j.C vs j.A, 2B
  • 623A 22C/ 236A~236A, 22C, 5C/2C 214C or 214B into either dash grab or super jump delay airdash j.C or empty jump 2B

Hisui lead specific oki

The part above just goes over the basic bento oki now with Hisui lead what you want to do is either do the tech trap combo and do the following:

  • W5A 2C 214A
  • W5A 2C 623A 22A or 214C/214B

If you can do yayaya routes into 623A you can choose the following:

  • 623A, 214A
  • 623A, 214C
  • 623A, 214B

With 214A it's important that you meaty with 2B 5C/2C, dash 2AA 2B since plant does not meaty by itself. the typical sequence you will see is this:

  • 623A 214A, 2B 5C 214B, 22A

This set up is good since it presents a lot of ambiguous throw points and also allows you to high/low during 214A, 214B and even the 22A portions.

Another set up are these:

1. 623A, 214C

2. 623A, 214A 2B 5C 22A

Option 1 is good because you can actually heat and still continue pressure after 214C hits. option 2 is good because this covers metered bunker since bento is persistent.

If in the event that in pressure you use 623C to gain frame advantage you can also do 214C or 214B and set up another strike throw situation as well even a high/low mix up with respect gained.

For more set up ideas please watch This video as it explains a good portion of the set ups in detail.

Defense

Defense wise, they have lower health and no dp but both of them do have heat and Hisui lead in particular does have Ex dust to use whenever there is a significant gap or she has the space to pull it out.

That being said it's much better to use the system mechanics such as ex guard, ex shield when appropriate and jump out otherwise. You also have fast buttons on either lead so you can take advantage of a gap if you feel as though abare 2A will work. Other than that Hisui lead still has her versatile AD to crank out on defense while Kohaku lead is just still Kohaku so not much to mash out that's invuln.

Luckily They are Crescent Moon and aren't meter intensive, which means you'll rarely have a moment without at least 100 meter. You need to make use of all universal defensive options in order to protect yourself as Hisui or Kohaku, for example blocking, jumping, fuzzy jumping, shielding, bunkering, EX guarding, dodging, backdashing.

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.

Hisui Lead

Aircombo Enders

Condition Notation Damage
vs V.Sion
Notes
Aircombo
  • dj.(A)BC > AT
???


Meter Gained: ??? Meter Given (vs C-Moon): ???
2B will punish a neutral or forwards ground tech. Dash 2B will punish neutral or backwards ground tech. Versus no tech, you recover in time to meaty 2A.
corner to corner and midscreen corner
  • sdj.C/7j.C airdash j.B~B
???


Meter Gained: ??? Meter Given (vs C-Moon): ???
In some combos you see on melty.games it full corner carries and sets up a tech trap situation, If they don't tech then you still get a knockdown. It's very important to learn her tech trap options to make the most out of this ender.
Aircombo
Opponent in / near corner preferred
  • dj.ACBB
???


Meter Gained: ??? Meter Given (vs C-Moon): ???
The situation after j.BB in the corner is a true 50-50. 5A allows you to punish neutral tech or no tech, while 2B punishes forwards and back tech. Depending on spacing you may want to dj8 rather than dj9.

Anywhere

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A > 2B > 5C(1) > 2C > 623A
2399


Meter Gained: 40.0% Meter Given (vs C-Moon): 12.0%
Simple ground combo to her 623A dust. 623A ender allows Hisui to safely lay out a 22A/b bento or do any oki of her choice.
Normal starter, grounded opponent
  • 2AA > 2B > 2C > 5C > 6C > j.BC > Ender
???


Meter Gained: ??? Meter Given (vs C-Moon): ???
Simple BnB. Reasonable for starting out.
Normal starter, grounded opponent
  • 2A > 2B > 5C > 2C > 6B > j.[C]AB > land > j.(A)BC > Ender
???


Meter Gained: ??? Meter Given (vs C-Moon): ???
Basic BnB utilizing 2C 6B. Decent corner carry. Learn this.
Normal starter, grounded opponent
  • 2AA > 2B > 2C > 236B~236B > j.[C]AB > land > j.BC > Ender
???


Meter Gained: ??? Meter Given (vs C-Moon): ???
Variation BnB using 236B236B instead of 6B.
Normal starter, grounded opponent
  • 2A > 2B > 5C > 2C > 6C > j.C > j.66 > j.B > Ender
???


Meter Gained: ??? Meter Given (vs C-Moon): ???
BnB utilizing her Airdash into her combo. Use this if you use 5C in a ground combo and you only have 6C to follow up after 2C.
Normal starter, grounded opponent
  • 2B > 5C > 2C > 6B > j.[C]B > j.66 > j.BB > j.236A > land > j.AAC > j.66 > j.BB > j.236B > 623A / 236A~236A
???


Meter Gained: ??? Meter Given (vs C-Moon): ???
Advanced midscreen route. Excellent meter build, solid damage and full corner carry into oki from anywhere. j.[C]B must be delayed slightly to obtain the correct height. Significantly more difficult than other options.
Raw Airthrow
  • Raw AT > j.BB > j.236A > land > j.ABC > Ender
???


Meter Gained: ??? Meter Given (vs C-Moon): ???
Basic airthrow combo.
Raw Airthrow
  • Raw AT > 5A > 6C > j.B > j.C > sdj j.C > airdash j.B~B
???


Meter Gained: ??? Meter Given (vs C-Moon): ???
a an easier combo with more corner carry

Midscreen to Corner

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A > 2B > 5C > 2C > 6B > j.[C]AB > dj.ABB > j.236B > 623A / 236A~236A
4524
(2B starter)
Meter Gained: +101.5 Meter Given (vs C-Moon): +33.4 (Video)
Single yaya combo. Corner carries from midscreen; if you're not in the corner by the time you get to j.236B do a standard aircombo ender instead. 623A ender has stricter height requirements than 236A~A.
Normal starter, grounded opponent
  • 2A > 2B > 5C > 2C > 6B > j.[C]AB > dj.ABB > j.236B > land > j.AAC > j.66 > j.ABB > j.236B > 623A / 236A~236A
???


Meter Gained: ??? Meter Given (vs C-Moon): ???
Yaya loop. Corner carries from midscreen. 623A ender has stricter height requirements.
Raw AT
  • Raw AT > 5A > 6C > j.B > j.C > sdj j.C airdash j.B~B
???


Meter Gained: ??? Meter Given (vs C-Moon): ???
one of the basics air throw combos

Corner

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A > 2B > 5C > 6CC > 236C > delay 5A > 6C > j.BC > Ender
???


Meter Gained: ??? Meter Given (vs C-Moon): ???
Corner BnB using her 6CC236C frying pan series.
Normal starter, grounded opponent
  • 2A > 2B > 2C > 5C/6C > j.C > j.66 > j.BB > j.236B > land > j.AC > j.66 > j.BB > j.236B > land > 623A / 236A~236A
???


Meter Gained: ??? Meter Given (vs C-Moon): ???
Basic double yaya combo. Great for meter gain, decent damage, and assuring a bento setup in the corner. For best results, delay the 2nd B of the j.BB.
Normal starter, grounded opponent
  • 6[C]C~236C > 5A > j.AC > j.66 > j.BB > j.236B > land > j.AC > j.66 > j.BB > j.236B > land > 623A / 236A~236A
???


Meter Gained: ??? Meter Given (vs C-Moon): ???
Variant of the above from ground overhead.

Metered Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, Midscreen only
  • 2A > 2B > 5C(1) > 623C > 2B > 5C > delay 2B > 5C > delay 2B > 5C > 2C > 623A
???


Meter Gained: ??? Meter Given (vs C-Moon): ???
EX Dust combo, back from AC.
Normal starter, grounded opponent, Midscreen only
  • 5[C] > 623C > 5B > 5C > 5B > 5C > 5B > 2C > 5C > 6B > j.[C]B > 236A~236A
5263


Meter Gained: ??? Meter Given (vs C-Moon): ???
Another EX Dust combo. j.[C]B must be delayed.
200% or max required
  • 2A > 2A > 2B > 2C > 6B > j.[C] > delay j.A > 236C > 2C > 22C > OTG 2AAA2B2C > 22A
5856
(Airthrow ender)


Meter Gained: ??? Meter Given (vs C-Moon): ???
Poison bento set up that also allows you to set up one or two 22A as well.

Kohaku Lead

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.

Note: Move inputs in this section will be preceded by H/K for Hisui lead/Kohaku lead respectively.

Normal Moves

Standing Normals

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

Hisui slap. Whiffs on crouching characters except for Warachia, Hime and Nero.

MB C Kohaku 5A.png
Damage Red Damage Proration Cancel Guard
350 166 78% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
4 4 8 0 3.5% -

Kohaku jab.

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

Hisui pushes the opponent back with her palm.

K5B
K5[B]
Hkohamech 5B.png
Hkohamech BE5B.png
K5B Damage Red Damage Proration Cancel Guard
600 392 70% (O) N, SP, EX, (J) H (Whiffs vs Crouch.),
LH
First Active Active Recovery Frame Adv Circuit Invuln
9 5 14 -4 (vs Stand.)
-2 (vs Crouch.)
6.0% -

Kohaku swipes with the broom over her head.

K5[B] Damage Red Damage Proration Cancel Guard
1000 686 70% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
18 8 12 -5 10.0% -

Charged version inflicts a ground techable knockdown on air hit.

5C
H5C
H5{C}/[C]
Fhisui5c.png
Fhisui5cBE.png
H5C Damage Red Damage Proration Cancel Guard
400, 700 (1078) (866) 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
13 6 14 0 7.0%, 8.0% (15.0%) -

Hisui pulls a chair out of nowhere and hits the opponent over the head with it. Neutral on block.

H5{C} Damage Red Damage Proration Cancel Guard
400*2, 700 (1443) (1132) 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
15 7~18 14 0 4.0%, 7.0%, 8.0% (19.0%) -

Partial charging this will make Hisui rush forward a bit before hitting with the chair.

H5[C] Damage Red Damage Proration Cancel Guard
400, 600, 800 (1731) (945) 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
15 18 21 -7 4.0%, 7.0%, 8.0% (19.0%) -

Fully charged version goes the furthest and is more damaging.

K5C
K5C~C
MBFKohaMech5C.png
MBCKohaku5CC.png
K5C Damage Red Damage Proration Cancel Guard
900 686 90% (O) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 6 18 -9 6.0% -

Kohaku stabs with the broom handle.

K5C~C Damage Red Damage Proration Cancel Guard
150*3, 800 (1160) (451) 100%*3, 60% (M) N, SP, EX, (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
3 10 29 -15 1.0%*4 (4.0%) -

After 5C, Kohaku does a twirl with her broom handle for 4 hits, with the last hit launching them.

Crouching Normals

2A
Hhisui2A.PNG
Damage Red Damage Proration Cancel Guard
300 137 75% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 4 8 0 3.0% -

Hisui quickly chops at the opponent's knees from a crouching position. Hits mid.

Hkohamech 2A.png
Damage Red Damage Proration Cancel Guard
300 98 75% (O) -SE-, -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
4 4 8 0 3.0% -

Kohaku performs a crouching jab that hits low.

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

Hisui leans her body forward from a crouching position and palm strikes the opponent's legs.

K2B
K2B~2B
MB C Kohaku 2B.png
MBCKohaku2BB.png
K2B Damage Red Damage Proration Cancel Guard
500 294 85% (O) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 22 -11 5.0% Clash 8-11

Crouching upward broom swipe with a clash box on top.

K2B~2B Damage Red Damage Proration Cancel Guard
500 313 85% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
7 4 17 -6 5.0% -

Low hit command followup to 2B.

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

Hisui reaches behind her and drop step swishes at the opponent's feet with a water bucket and a rag, which moves her forward slightly

K2C
K2[C]
MB F Kohaku 2C.png
MB F Kohaku 2C Charged.png
K2C Damage Red Damage Proration Cancel Guard
1100 686 60% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
10 4 24 -10 7.0% -

Kohaku literally sweeps the opponent. Hits low.

K2[C] Damage Red Damage Proration Cancel Guard
1400 980 90% (M) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
22 5 24 -11 12.0% -

Charged version has a smaller hurtbox.

Aerial Normals

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

Small air jab, angled downwards.

Hkohamech jA.png
Damage Red Damage Proration Cancel Guard
300 98 73% (O) SE, N, SP, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
5 4 10 - 3.0% -

A broom handle poke in the air.

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

A fast book slash aimed upwards.

Hj.B~B Damage Red Damage Proration Cancel Guard
700 392 100% SP, EX LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 3 - - 6.5% -

Followup to j.B. Stalls your vertical air momentum

Hkohamech jB.png
Damage Red Damage Proration Cancel Guard
680 392 90% (O) N, SP, J HA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 - - 5.0% -

A blazingly fast upward broom swipe that has a truly staggering range.

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

A downward slam with a table pulled out of nowhere.

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

Charged version of j.C. Hard knockdown.

Kj.C
Kj.[C]
MBCKohaMechjC.png
MBCKohaMechjXC.png
Kj.C Damage Red Damage Proration Cancel Guard
1000 637 70% (O) N, SP, J HA
First Active Active Recovery Frame Adv Circuit Invuln
10 3 - - 10.0% -

A downward broom swipe. Techable knockdown on air hit.

Kj.[C] Damage Red Damage Proration Cancel Guard
1050 686 80% (M) N, SP, J HA
First Active Active Recovery Frame Adv Circuit Invuln
28 3 - - 5.0% -

Charged version ground bounces on air hit.

Command Normals

4B
H4B
H4[B]
Fhisui4b.png
H4B Damage Red Damage Proration Cancel Guard
100 98 100% - U
(Whiffs vs Crouch.)
First Active Active Recovery Frame Adv Circuit Invuln
16 4 17 - 6.0%, 5.0% (11.0%) -
H4[B] (Max) Damage Red Damage Proration Cancel Guard
100 98 100% - U
(Whiffs vs Crouch.)
First Active Active Recovery Frame Adv Circuit Invuln
16 4 (13) 3 (13) 3 (13) 3 (13) 3 17 - 6.0%, 5.0%*5 (31.0%) -

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

K4B
K4[B]
MB C Kohaku 4B.png
MB C Kohaku 4B Charged.png
K4B Damage Red Damage Proration Cancel Guard
800 490 80% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
7 5 10 0 8.0% -

A small low kick.

K4[B] Damage Red Damage Proration Cancel Guard
1000 784 55% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
27 5 10 1 10.0% -

A charged kick that hits mid and vacuums the opponent in on block or trips on hit.

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

Ladle launcher.

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

Hisui launches a Thunder Cross Split Attack without fooling the opponent first. This attack can be blocked while crouching.

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

Charged version. Can still be blocked crouching.


Universal Mechanics

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

Both maids' ground throws function the same. Untechable knockdown.

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

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

Kohaku Damage Red Damage Proration Cancel Guard
1600 (Raw)/1300 588 30% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 - 0.0% -

Ground bounces the opponnent using a 16-ton weight.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCHisui214D.png
MBCKohaMech214D.png
Hisui/Kohaku 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

Hisui performs her 5B as a shield bunker.

Kohaku performs a flaming Battou swipe.

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

Both maids have the same Heat frame data.

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

22D
MB F Maids 22D.png
Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - ~20 (min) - - -

Tags in the other sister.

Hisui Specials

H236X
This ladle is solid.
H236A/B/C
(H236A/B~236A/B/C)
Fhisui236AB.png
A/B
A/B
Fhisui236AB~A.png
~236A
~236A
Fhisui236AB~B.png
~236B/C
~236B/C
MBCHisui236C.png
EX
EX
A Damage Red Damage Proration Cancel Guard
320*6 (1770) (538) 100% -CH- LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 22 10 -2 2.0%*6 (12.0%) -
B Damage Red Damage Proration Cancel Guard
250*9 (1965) (766) 100% -CH- LHA
First Active Active Recovery Frame Adv Circuit Invuln
13 33 4 4 1.2%*9 (10.8%) -

Yayaya ladle jab series.

A: Hits 6 times.
B: Hits 9 times.

~236A Damage Red Damage Proration Cancel Guard
600 392 100% -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
9 3 19 -4 4.0% -
~236B/C Damage Red Damage Proration Cancel Guard
600 392 50% (O) -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 4 19 -8 4.0% -

Follow-ups to her 236X series. Only works from the grounded version.

A: Knocks down.
B/C: Launches with a spatula. Jump cancelable. If input with C, this is what you get.

EX Damage Red Damage Proration Cancel Guard
200*12, 600 (2358) (1701) 100%, 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+6 44 (7) 4 24 -16 -100.0% Full 1-5

Hits 12 times, and then ends with an uppercut that is fully untechable.

Hj.236X
Fhisui j236AB.png
A/B
A/B
Fhisui j236c.png
EX
EX
A Damage Red Damage Proration Cancel Guard
250*8 (1778) (831) 100% EX LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 16 0 10 (TK) 1.5%*8 (12.0%) -

Air yayaya series.

Hits 8 times.

B Damage Red Damage Proration Cancel Guard
250*12 (2479) (1158) 100% EX LHA
First Active Active Recovery Frame Adv Circuit Invuln
13 24 0 10 (TK) 1.5%*12 (18.0%) -

Hits 12 times. An integral part of her Ayayaya loops due to it's high untech.

EX Damage Red Damage Proration Cancel Guard
250*N 176*N 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+4 X 0 10 (TK) -100.0% Full 1-6

Keeps hitting until it reaches the ground.

H623X
Please excuse me.
H623A/B/[B]/C
Hhisui623A.PNG
Hhisui623B.PNG
MBCHisui623XB.png
MBCHisui623C.png
A Damage Red Damage Proration Cancel Guard
650*2 (1279) (578) 100% EX LH
First Active Active Recovery Frame Adv Circuit Invuln
12 2 (9) 4 10 -4 5.0%*2 (10.0%) -

Hisui waves her duster directly in front of her. Untechable knockdown.

B Damage Red Damage Proration Cancel Guard
800 392 70% (O) EX LH
First Active Active Recovery Frame Adv Circuit Invuln
11 2 (8) 4 17 -19, -9 8.0% High 1-32

Dusts above her head. Launches instead of knocking down. Has upper body invincibility.

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

Charged version spawns a dust cloud projectile in the air.

EX Damage Red Damage Proration Cancel Guard
500*N 490*N 80% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+2 152 1+31 -2 (min) -100.0% Full 1

Spawns an extremely quick, multihit forward-going dust cloud.

H214X
MBCMaidsH214.png
MBCMaidsH214A.png
A
A
MBCKohaku214ABX.png
B
B
MBCMaidsH214C.png
C
C
A Damage Red Damage Proration Cancel Guard
280*8 (1724) (782) -4%*8 - LHA
First Active Active Recovery Frame Adv Circuit Invuln
112 32 59 - 3.0%*8 (24.0%) -

Hisui commands Kohaku to perform one of her moves.

B Plant assist.

B Damage Red Damage Proration Cancel Guard
600*3 (1743) (853) 100%*2, 80% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
73 ~ 74 2 (2) 2 (2) 8 47 - 6.0%*3 (18.0%) -

214 assist.

C Damage Red Damage Proration Cancel Guard
800*2 (1265) (619) 60% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
66
(min)
6 47 - 8.0%*2 (16.0%) Clash 60-64, 67-72*

Kohaku dashes toward the opponent and performs a multi-hit j.C assist.

Hj.214X
MBCMaidsHj214.png
Same assist hitboxes as grounded version.
Same assist hitboxes as grounded version.
A Damage Red Damage Proration Cancel Guard
280*8 (1724) (782) -4%*8 - LHA
First Active Active Recovery Frame Adv Circuit Invuln
112 32 14 - 3.0%*8 (24.0%) -
B Damage Red Damage Proration Cancel Guard
600*3 (1743) (853) 100%*2, 80% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
73 ~ 74 2 (2) 2 (2) 8 14 - 6.0%*3 (18.0%) -
C Damage Red Damage Proration Cancel Guard
800*2 (1265) (619) 60% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
66
(min)
6 14 - 8.0%*2 (16.0%) Clash 60-64, 67-72*

Aerial Kohaku assist series. Identical to the grounded version.

H22X
MBCHisui22AB.png
MBCHisui22C.png
A/B
(Explosion)
Damage Red Damage Proration Cancel Guard
600 392 50% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
92
9/93
180
2
50 - 8.0% -

Hisui puts down a mat with a Bento box on it. The mat explodes if the opponent comes in contact with it.

A: Plunks a mat down right in front of her.
B: Plunks a mat down right where the A version ends.

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

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

H6C
Hisui's 3 Step Cooking
H6C~6C/[C]~236C
Hhisui6C.PNG
Hhisui6CC.PNG
Hhisui6CC236C.PNG
H6C Damage Red Damage Proration Cancel Guard
750 490 75% (O) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
15 3 21 -6 7.0% -

Pan uppercut. Can Reverse Beat from it.

H6C~6C Damage Red Damage Proration Cancel Guard
600 392 100% -CH- LH
First Active Active Recovery Frame Adv Circuit Invuln
13 4 20 -6 6.0% -

Second hit of the pan rekka.

H6C~6[C] Damage Red Damage Proration Cancel Guard
1200 784 100% -CH- H
First Active Active Recovery Frame Adv Circuit Invuln
24 4 20 -6 10.0% -

Charged followup becomes an overhead.

H6C~6C/6[C]~236C Damage Red Damage Proration Cancel Guard
800 686 50% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
14 6 21 -9 6.0% -

Rekka ender. Wallslams on hit.

Kohaku Specials

K236X
Battou - Hidden Sharp Sword
K236A/[A]/B/[B]/C
(K236A/[A]/B/[B]~A/B/C)
MBCKohaMech236A.png
A
A
MBCKohaMech236XA.png
[A]
[A]
MBCKohaku236B.png
B
B
MBCKohaku236XB.png
[B]
[B]
MBCKohaku236AA.png
A/[A]~A
A/[A]~A
MBCKohaku236BA.png
B/[B]~A
B/[B]~A
MBCKohaku236ABB.png
~B
~B
MBCKohaku236ABC.png
~C
~C
MBCKohaMech236C.png
MBCKohaMech236C2.png
EX
EX
A Damage Red Damage Proration Cancel Guard
1000 656 96% (M) (SP)*, -CH-, -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 2 29 -13 10.0% Clash 4-5
[A] Damage Red Damage Proration Cancel Guard
1500 950 60% (O) -CH-, -EX- HA
First Active Active Recovery Frame Adv Circuit Invuln
29 2 44 -28 10.0% -

Low slash. Charged version knocks down and is an overhead. Uncharged version can cancel into 236B on hit.

B Damage Red Damage Proration Cancel Guard
1000 656 70% (O) -CH-, -EX-, (J) LHA*
First Active Active Recovery Frame Adv Circuit Invuln
9 4 44 -24 3.0% Clash 4-5
[B] Damage Red Damage Proration Cancel Guard
1200 980 70% (O) -CH-, -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
26 4 44 -24 10.0% -

High slash. Charged version wallslams and is air-unblockable.

A/[A]~A Damage Red Damage Proration Cancel Guard
800 294 70% (O) - LH*
First Active Active Recovery Frame Adv Circuit Invuln
13 4 28 -18 ~ -17 8.0% -
B/[B]~A Damage Red Damage Proration Cancel Guard
800 294 85% (M) - LH
First Active Active Recovery Frame Adv Circuit Invuln
13 10 40 -38 3.0% -
~B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 35 - - -
~C Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 18 - - -

For non-EX versions, any of these can be used on hit, whiff, or block:

- Pressing A will do a follow-up attack, launching the opponent. Will launch behind Kohaku if done from A slash, and upwards if done from B slash.
- Pressing B will do a follow-up roll.
- Pressing C during startup will cancel the attack.

EX Damage Red Damage Proration Cancel Guard
2000 1568 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
4+6 1 55 -38 -100.0% Full 1-7

Low slash. Untechable launch.

K214X
MBCMaidsK214.png
MBCMaidsK214A.png
A
A
MBCMaidsK214B.png
B
B
MBCMaidsK214C.png
C
C
A Damage Red Damage Proration Cancel Guard
600 392 70% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
14
(min)
4 54 -14 5.0% Clash 11-12, 15-18*

Kohaku commands Hisui to perform one of her moves. All versions make Hisui dash toward the opponent before attacking.

5B assist. Air unblockable and wallslams on hit.

B Damage Red Damage Proration Cancel Guard
800*2 (1342) (821) 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
13
(min)
8 55 -2 8.0%*2 (16.0%) -

5C assist.

C Damage Red Damage Proration Cancel Guard
700 196 70% (M) - HA
First Active Active Recovery Frame Adv Circuit Invuln
25
(min)
4 56 -3 7.0% Clash 12-23, 26-29*

j.C assist. An overhead unlike H214C.

Kj.214X
MBCMaidsKj214.png
MBCMaidsKj214A.png
A
A
MBCMaidsK214B.png
B
B
MBCMaidsKj214C.png
C
C
A Damage Red Damage Proration Cancel Guard
600 392 70% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
22
(min)
4 14 - 5.0% -
B Damage Red Damage Proration Cancel Guard
800*2 (1342) (821) 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
25
(min)
8 14 - 8.0%*2 (16.0%) -
C Damage Red Damage Proration Cancel Guard
1000 294 75% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
33
(min)
4 14 - 8.0% -

Aerial Hisui assist series. Does not have the grounded version's clash frames, and air C assist is not an overhead.

K22X
Difficult Childhood♪
K22A/B/C
(K22A~[X])
MB F Kohaku 22A.png
MB F Kohaku 22B.png
MB F Kohaku 22C.png
A
(~[X])
Damage Red Damage Proration Cancel Guard
333*N 98*N 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
57
(~58)
X 49 - 3.0%*N -

Kohaku puts out a spinning pine tree that goes diagonally upwards. The take-off can be delayed by holding any button beforehand, giving you a negative-edge type attack.

B Damage Red Damage Proration Cancel Guard
280*8 (1724) (782) -4%*8 - LHA
First Active Active Recovery Frame Adv Circuit Invuln
81 32 53 - 3.0%*8 (21.0%) -

This version puts out a grounded multihit spinning tree.

EX Damage Red Damage Proration Cancel Guard
500, 250*12 (1986) (1521) -4%*8 - LH (1), LHA
First Active Active Recovery Frame Adv Circuit Invuln
4+24 15 (12), 1 (7) 1 (9) x5,
1 (5) 2
4+34 - -100.0% Full 1-5

Pulls out a cactus that performs a series of punches. On hit, this will finish with a superflash into a wallslam hit.

K2222C
Johnny
K2222C
MB F Kohaku 2222C.png
Damage Red Damage Proration Cancel Guard
800*4 588*4 80% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+114 X 3+46 - -150.0% -

Special plant that spits 4 fireballs. Will correct which way it faces if it appears behind the opponent. Costs 150% meter.

K22222C
MB F Kohaku 22222C.png
Damage Red Damage Proration Cancel Guard
100 49 50% - LH
First Active Active Recovery Frame Adv Circuit Invuln
3+109 72 3+36 - -150.0% -

Special plant that spits a slow poison projectile. On hit, it will inflict a damage over time effect on the opponent for approx. 15 seconds, though that effect only deals recoverable damage. The DoT effect automatically ends if Kohaku is hit. Will correct which way it faces if it appears behind the opponent. Costs 150% meter.

1632143C
MB F Kohaku 1632143C.png
Don't do drugs, kids, as they are a waste of meter.
Don't do drugs, kids, as they are a waste of meter.
Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 24+100 - -100.0% -

Kohaku injects herself with drugs, granting her Blood Heat and super armor during its duration. After the long super flash, there is a long startup (100f), and it can only be safely used if the opponent is under cactus lockdown. The Blood Heat lasts 300f (5 seconds), shorter than Full Moon's maximum Blood Heat duration (750f, or 12.5 seconds). The super armor will end early if she gets thrown.

24f of startup, then long super flash, then 100f before it becomes active.

While cool-looking, this move has no real practical uses, unless you want to use it for memes.

Arc Drives

214214C
Bonds of Sisterhood - The Movie
214214C during Max/Heat
MBCMaidsH214214C.png
MBCKohaMech214214C.png
Hisui Damage Red Damage Proration Cancel Guard
8080 (4837) (3031) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+4 4 29 -15 removes all Full 1-9
Kohaku Damage Red Damage Proration Cancel Guard
7680 (4589) (3140) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+5 4 22 -8 removes all Full 1-10

Hitgrab-type Arc Drive, follows up into fast series of attacks from both maids, finishing in the assisting maid's air throw. Ends in a knockdown that's untechable if done as Hisui lead, and ground techable as Kohaku Lead.

Arc Drive (Hisui)
Dark Jade Fist
H41236C/[C] during Max/Heat
Fhisuiad.png
Uncharged
Uncharged
Fhisuiaad.png
Fully Charged
Fully Charged
(Min. Charge) Damage Red Damage Proration Cancel Guard
1000*3 (2629) (2577) 90% (M)*3 - LH
First Active Active Recovery Frame Adv Circuit Invuln
3+1+2 X 25 27 removes all Full 1-24
(Max. Charge) Damage Red Damage Proration Cancel Guard
800*8 (4668) (3392) 95% (M)*8 - LH
First Active Active Recovery Frame Adv Circuit Invuln
3+378+379 X 25 92 removes all Full 1-3, 375-398

Hisui charges up and delivers a dashing blow through the opponent. If the C button is held, Hisui delays her invulnerable blast of energy, which grants the projectile more hits once it is released.

H63214C
Bonds of Sisterhood - Low Blow Amber Kick
H63214C during Max/Heat
(Air OK)
MBCMaidsH63214C.png
MBCMaidsH63214C2.png
Ground
Air
Damage Red Damage Proration Cancel Guard
1200*2, 1600 (3682) (2626) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
36+48 (min)
30+48 (min)
6 (11) 3 (35) 4 36+38
3
- removes all -

Hisui commands Kohaku to perform her Arc Drive. Unlike the solo version, this one doesn't function like a dashing command grab and instead Kohaku automatically performs a blockable 3-hit sequence when coming in contact with the opponent. Wallslam into ground-techable knockdown on hit.

Arc Drive (Kohaku)
Low Blow Amber Kick
K41236C during Max/Heat
MB F Kohaku AD.png
Damage Red Damage Proration Cancel Guard
4700 (2176) (859) 50% (O) - U
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
2+15 X Knockdown* - removes all Full

Kohaku dashes forward at high speed and goes into a 3-hit sequence that circuit breaks and knocks the opponent down. This is an unblockable that can only be evaded jumping. If this misses, Kohaku will hit the wall and be in an untechable knockdown state that allows for the opponent to OTG you.

K63214C
Bonds of Sisterhood - Dark Jade Fist
K63214C during Max/Heat
(Air OK)
Fhisuiad.png
Ground
Air
Damage Red Damage Proration Cancel Guard
1000*3 (2629) (2577) 90% (M)*3 - LH
First Active Active Recovery Frame Adv Circuit Invuln
6+7
15+8
X 6+40
2
- removes all -

Kohaku commands Hisui to perform her Arc Drive. About the same as the solo version, but cannot be charged.

Another Arc Drives

Another Arc Drive (Hisui)
Great Dark Jade Fist
H41236C during Blood Heat
Fhisuiaad.png
Damage Red Damage Proration Cancel Guard
800*8 (4668) (3392) 95% (M)*8 - LH
First Active Active Recovery Frame Adv Circuit Invuln
2+1+2 X 22 95 removes all Full 1-25

Same as Arc Drive version, but it is automatically fully charged, which means it cannot be delayed.

Another Arc Drive (Kohaku)
Low Blow Amber Overthrow
K41236C during Blood Heat
MB F Kohaku AAD.png
Damage Red Damage Proration Cancel Guard
13800 (5238) (3826) 50% - U
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
2+18 X Knockdown* - removes all Full

Essentially the same as Arc Drive version in the beginning, but it has much more hits and wallslams the opponent into a ground tech situation. More damage, but does not circuit break.

Last Arcs

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

Brainwasher Detective Hisui. It does somewhat low damage, but reverses the controls of the opponent for ten seconds and causes break for a staggering twenty seconds.

Last Arc (Kohaku)
Ultimate Battou - Happy New Year's Comet
(K) Grounded EX Shield during Blood Heat
MB F Kohaku LA.png
Damage Red Damage Proration Cancel Guard
7000 (3500 ~ 7000) 2930 ~ 5374 50% + 50% * remaining BH time - U
First Active Active Recovery Frame Adv Circuit Invuln
4+0 1+1 16+56 - removes all Full

The final battou. Goes into a cutscene on hit. Untechable knockdown.



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