Melty Blood/MBAACC/Hisui & Kohaku/Crescent Moon

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Additional Resources

C-Maids Match Video Database

Players to watch/ask

JP:

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NA:

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Overview

Strengths Weaknesses
Strengths
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Weaknesses
  • Place text here be sure to use "*" for each point*

General Gameplan

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Neutral

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Pressure

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Okizeme

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Defense

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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

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • text after asterisk
text
Meter Gained: text Meter Given (vs C-Moon): text
text

Kohaku Lead

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • text after asterisk
text
Meter Gained: text Meter Given (vs C-Moon): text
text


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 Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 156 78% (O) 3.0% -SE-, -N-, -SP-, -EX-, (J) LH 3 4 8 0 -

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

MB C Kohaku 5A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350 166 78% (O) 3.5% -SE-, -N-, -SP-, -EX-, (J) LH 3 4 8 0 -

Kohaku jab.

5B
Hhisui5B.PNG
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600 539 80% (O) 7.0% N, SP, EX, (J) LH 7 6 13 -4 -

Hisui pushes the opponent back with her palm.

K5B
K5[B]
Hkohamech 5B.png
Hkohamech BE5B.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
K5B 600 392 70% (O) 6.0% N, SP, EX, (J) H (Whiffs vs Crouch.),
LH
8 5 14 -4 (vs Stand.)
-2 (vs Crouch.)
-

Kohaku swipes with the broom over her head.

K5[B] 1000 686 70% (O) 10.0% N, SP, EX, (J) LH 17 8 12 -5 -

Charged version inflicts a ground techable knockdown on air hit.

5C
H5C
H5{C}/[C]
Fhisui5c.png
Fhisui5cBE.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
H5C 400, 700 (1078) (866) 100% 7.0%, 8.0% (15.0%) N, SP, EX, (J) LH 12 6 14 0 -

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

H5{C} 400*2, 700 (1443) (1132) 100% 4.0%, 7.0%, 8.0% (19.0%) N, SP, EX, (J) LH 14 7~18 14 0 -

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

H5[C] 400, 600, 800 (1731) (945) 100% 4.0%, 7.0%, 8.0% (19.0%) N, SP, EX, (J) LH 14 18 21 -7 -

Fully charged version goes the furthest and is more damaging.

K5C
K5C~C
MBFKohaMech5C.png
MBCKohaku5CC.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
K5C 900 686 90% (O) 6.0% N, SP, -CH-, EX, (J) LH 7 6 18 -9 -

Kohaku stabs with the broom handle.

K5C~C 150*3, 800 (1160) (451) 100%*3, 60% (M) 1.0%*4 (4.0%) N, SP, EX, (J) LHA 2 10 29 -15 -

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 Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 137 75% (O) 3.0% -SE-, -N-, -SP-, -EX-, (J) LH 3 4 8 0 -

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

Hkohamech 2A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 98 75% (O) 3.0% -SE-, -N-, -SP-, -EX-, (J) L 3 4 8 0 -

Kohaku performs a crouching jab that hits low.

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

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
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
K2B 500 294 85% (O) 5.0% N, SP, -CH-, EX, (J) LH 7 4 22 -11 Clash 8-11

Crouching upward broom swipe with a clash box on top.

K2B~2B 500 313 85% (O) 5.0% N, SP, EX, (J) L 6 4 17 -6 -

Low hit command followup to 2B.

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

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
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
K2C 1100 686 60% (O) 7.0% N, SP, EX, (J) L 9 4 24 -10 -

Kohaku literally sweeps the opponent. Hits low.

K2[C] 1400 980 90% (M) 12.0% N, SP, EX, (J) L 21 5 24 -11 -

Charged version has a smaller hurtbox.

Aerial Normals

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

Small air jab, angled downwards.

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

A broom handle poke in the air.

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

A fast book slash aimed upwards.

Hj.B~B 700 392 100% 6.5% SP, EX LHA 5 3 - - -

Followup to j.B. Stalls your vertical air momentum

Hkohamech jB.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
680 392 90% (O) 5.0% N, SP, J HA 7 4 - - -

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

j.C
Hj.C
Hj.[C]
HhisuiJC.PNG
HhisuiJCC.PNG
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Hj.C 1000 441 90% (M) 11.0% N, SP, EX, J HA 9 4 - - -

A downward slam with a table pulled out of nowhere.

Hj.[C] 1200 588 95% (O) 15.0% N, SP, EX, J HA 20 4 - - -

Charged version of j.C. Hard knockdown.

Kj.C
Kj.[C]
MBCKohaMechjC.png
MBCKohaMechjXC.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Kj.C 1000 637 70% (O) 10.0% N, SP, J HA 9 3 - - -

A downward broom swipe. Techable knockdown on air hit.

Kj.[C] 1050 686 80% (M) 5.0% N, SP, J HA 27 3 - - -

Charged version ground bounces on air hit.

Command Normals

4B
H4B
H4[B]
Fhisui4b.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
H4B 100 98 100% 6.0%, 5.0% (11.0%) - U
(Whiffs vs Crouch.)
15 4 17 - -
H4[B] (Max) 100 98 100% 6.0%, 5.0%*5 (31.0%) - U
(Whiffs vs Crouch.)
15 4 (13) 3 (13) 3 (13) 3 (13) 3 17 - -

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
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
K4B 800 490 80% (O) 8.0% N, SP, EX, (J) L 6 5 10 0 -

A small low kick.

K4[B] 1000 784 55% (O) 10.0% N, SP, EX, (J) LH 26 5 10 1 -

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

6B
Hhisui6B.PNG
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 441 65% (O) 6.0% N, SP, EX, (J) LH 14 5 16 -6 Clash 15-19

Ladle launcher.

j.2C
Hj.2C
Hj.2[C]
Fhisui j2c.png
HhisuiJ2CC.PNG
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Hj.2C 600 294 100% 5.0% - LHA 14 X 4 8 (TK) -

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

Hj.2[C] 1000 686 70% (O) 7.0% - LHA 23 X 4 12 (TK) -

Charged version. Can still be blocked crouching.


Universal Mechanics

Ground Throw
MBCHisuiThrow.png
MBCKohaMechThrow.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Hisui/Kohaku 1000 490 100% 0.0% - U 2 1 20 - -

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

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

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

Kohaku 1600 (Raw)/1300 588 30% 0.0% - U 1 1 12 - -

Ground bounces the opponnent using a 16-ton weight.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCHisui214D.png
MBCKohaMech214D.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Hisui/Kohaku 500 196 50% 0.0%
(-50.0% in blockstun)
- LHA 25 4 19 -5 Clash 1-10
(Clash) 500 196 50% 0.0%/-50.0% - LHA 7 4 19 -5 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
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Hisui/Kohaku 100 0 100% -100.0% (min) - U 15 7 25 - 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
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Ground 100 0 100% removes all - U 10 10 20 - Full 1-39
Air 100 0 100% removes all - U 11 10 15 - 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 Circuit Cancel Guard Startup Active Recovery Frame Adv 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
Fhisui236AB~A.png
~236A
Fhisui236AB~B.png
~236B/C
MBCHisui236C.png
EX
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 320*6 (1770) (538) 100% 2.0%*6 (12.0%) -CH- LHA 8 22 10 -2 -
B 250*9 (1965) (766) 100% 1.2%*9 (10.8%) -CH- LHA 12 33 4 4 -

Yayaya ladle jab series.

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

~236A 600 392 100% 4.0% -EX- LH 8 3 19 -4 -
~236B/C 600 392 50% (O) 4.0% -EX-, (J) LH 6 4 19 -8 -

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 200*12, 600 (2358) (1701) 100%, 75% (O) -100.0% - LHA 2+5 44 (7) 4 24 -16 Full 1-5

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

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

Air yayaya series.

Hits 8 times.

B 250*12 (2479) (1158) 100% 1.5%*12 (18.0%) EX LHA 12 24 0 10 (TK) -

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

EX 250*N 176*N 100% -100.0% - LHA 3+3 X 0 10 (TK) 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
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 650*2 (1279) (578) 100% 5.0%*2 (10.0%) EX LH 11 2 (9) 4 10 -4 -

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

B 800 392 70% (O) 8.0% EX LH 10 2 (8) 4 17 -19, -9 High 1-32

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

[B]
(Projectile)
800
500*3 (1662)
392
(1068)
70% (O) 8.0%
5.0%*3 (23.0%)
EX LH
LHA
22
40
2 (8) 4
45
11 -13, -3
-
High 1-44

Charged version spawns a dust cloud projectile in the air.

EX 500*N 490*N 80% (M) -100.0% - LHA 1+1 152 1+31 -2 (min) Full 1

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

H214X
MBCMaidsH214.png
MBCMaidsH214A.png
A
MBCKohaku214ABX.png
B
MBCMaidsH214C.png
C
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 280*8 (1724) (782) -4%*8 3.0%*8 (24.0%) - LHA 111 32 59 - -

Hisui commands Kohaku to perform one of her moves.

B Plant assist.

B 600*3 (1743) (853) 100%*2, 80% (O) 6.0%*3 (18.0%) - LHA 73 ~ 77 2 (2) 2 (2) 8 47 - -

214 assist.

C 800*2 (1265) (619) 60% (O) 8.0%*2 (16.0%) - LHA 66
(min)
6 47 - 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.
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 280*8 (1724) (782) -4%*8 3.0%*8 (24.0%) - LHA 111 32 14 - -
B 600*3 (1743) (853) 100%*2, 80% (O) 6.0%*3 (18.0%) - LHA 73 ~ 77 2 (2) 2 (2) 8 14 - -
C 800*2 (1265) (619) 60% (O) 8.0%*2 (16.0%) - LHA 66
(min)
6 14 - Clash 60-64, 67-72*

Aerial Kohaku assist series. Identical to the grounded version.

H22X
MBCHisui22AB.png
MBCHisui22C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A/B
(Explosion)
600 392 50% (O) 8.0% - LH 92
9/1
180
2
50 - -

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)
1800 1176 50% (O) -100.0% - LH 6+79
1
180
2
6+29 - -

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
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
H6C 750 490 75% (O) 7.0% N, SP, -CH-, EX, (J) LH 14 3 21 -6 -

Pan uppercut. Can Reverse Beat from it.

H6C~6C 600 392 100% 6.0% -CH- LH 12 4 20 -6 -

Second hit of the pan rekka.

H6C~6[C] 1200 784 100% 10.0% -CH- H 23 4 20 -6 -

Charged followup becomes an overhead.

H6C~6C/6[C]~236C 800 686 50% (O) 6.0% - LH 13 6 21 -9 -

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
MBCKohaMech236XA.png
[A]
MBCKohaku236B.png
B
MBCKohaku236XB.png
[B]
MBCKohaku236AA.png
A/[A]~A
MBCKohaku236BA.png
B/[B]~A
MBCKohaku236ABB.png
~B
MBCKohaku236ABC.png
~C
MBCKohaMech236C.png
MBCKohaMech236C2.png
EX
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 656 96% (M) 10.0% (SP)*, -CH-, -EX- LHA 7 2 29 -13 Clash 4-5
[A] 1500 950 60% (O) 10.0% -CH-, -EX- HA 28 2 44 -28 -

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

B 1000 656 70% (O) 3.0% -CH-, -EX-, (J) LHA* 8 4 44 -24 Clash 4-5
[B] 1200 980 70% (O) 10.0% -CH-, -EX- LH 25 4 44 -24 -

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

A/[A]~A 800 294 70% (O) 8.0% - LH* 12 4 28 -18 ~ -17 -
B/[B]~A 800 294 85% (M) 3.0% - LH 12 10 40 -38 -
~B - - - - - - - - 35 - -
~C - - - - - - - - 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 2000 1568 100% -100.0% - LH 4+5 1 55 -38 Full 1-7

Low slash. Untechable launch.

K214X
MBCMaidsK214.png
MBCMaidsK214A.png
A
MBCMaidsK214B.png
B
MBCMaidsK214C.png
C
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 600 392 70% (O) 5.0% - LH 14
(min)
4 54 -14 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 800*2 (1342) (821) 70% (O) 8.0%*2 (16.0%) - LHA 13
(min)
8 55 -2 -

5C assist.

C 700 196 70% (M) 7.0% - HA 25
(min)
4 56 -3 Clash 12-23, 26-29*

j.C assist. An overhead unlike H214C.

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

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
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A
(~[X])
333*N 98*N 100% 3.0%*N - LHA 57
(~171)
X 49 - -

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 280*8 (1724) (782) -4%*8 3.0%*8 (21.0%) - LHA 80 32 53 - -

This version puts out a grounded multihit spinning tree.

EX 500, 250*12 (1986) (1521) -4%*8 -100.0% - LH (1), LHA 4+23 15 (12), 1 (7) 1 (9) x5,
1 (5) 2
4+34 - 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 Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800*4 588*4 80% (O) -150.0% - LHA 3+113 X 3+46 - -

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 Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
100 49 50% -150.0% - LH 3+108 72 3+36 - -

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
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - - -100.0% - - - - 24+100 - -

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.

Arc Drives

214214C
Bonds of Sisterhood - The Movie
214214C during Max/Heat
MBCMaidsH214214C.png
MBCKohaMech214214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Hisui 8080 (4837) (3031) 100% removes all - LHA 2+3 4 29 -15 Full 1-9
Kohaku 7680 (4589) (3140) 100% removes all - LHA 2+4 4 22 -8 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
Fhisuiaad.png
Fully Charged
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
(Min. Charge) 1000*3 (2629) (2577) 90% (M)*3 removes all - LH 3+1+7 X 25 27 Full 1-24
(Max. Charge) 800*8 (4668) (3392) 95% (M)*8 removes all - LH 3+378+7 X 25 92 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
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Ground
Air
1200*2, 1600 (3682) (2626) 100% removes all - LH 36+48 (min)
30+48 (min)
6 (11) 3 (35) 4 36+38
3
- -

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 Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
4700 (2176) (859) 50% (O) removes all - U
(Whiffs vs Air.)
2+14 X Knockdown* - 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
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Ground
Air
1000*3 (2629) (2577) 90% (M)*3 removes all - LH 6+7
15+7
X 6+40
2
- -

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 Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800*8 (4668) (3392) 95% (M)*8 removes all - LH 2+1+12 X 22 95 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 Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
13800 (5238) (3826) 50% removes all - U
(Whiffs vs Air.)
2+17 X Knockdown* - 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 Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
3000 (1500 ~ 3000) (1225 ~ 2254) 50% + 50% * remaining BH time removes all - U 4+1 2 54 - 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 Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
7000 (3500 ~ 7000) 2930 ~ 5374 50% + 50% * remaining BH time removes all - U 4+0 1+1 16+56 - Full

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



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