Melty Blood/MBAACC/Hisui & Kohaku/Full Moon

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Character Page Progress

This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.

In Progress To-do
  • General Gameplan:
    • "Pressure" section in progress.
  • Move Descriptions:
    • Expand upon the shorter move descriptions, cite their uses, add memes in captions, etc.
  • Overview/General Gameplan:
    • Add Strengths/Weaknesses.
    • Add "Defense" section.
  • Combos:
    • Due to the new template, combos have missing meter numbers. Add any video links if needed.
  • Additional Ressources/Players to watch/ask
    • (Add any external links to ressources such as video guides or articles.)
    • If you know any players in particular that can be helpful for learning this character, please add them with, if possible a way to contact them (such as a Discord handle) and a name that can be searched in the match video database.


Additional Resources

F-Maids Match Video Database
Konbu (昆布) F-Maids Footage

Players to watch/ask

JP:

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  • Text goes here after asterisk

NA:

  • Text goes here after asterisk
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Overview

Strengths / Weaknesses
Strengths
  • Text goes here after asterisk
  • Text goes here after asterisk
Weaknesses
  • Place text here be sure to use "*" for each point*

General Gameplan

As the intro may suggest, F-Maids is, in a game with 9 different duo characters, the actual puppeteer of the game. In contrast to those teams, which normally retain most if not all of their special attacks, gain new ones, or keep some of their command normals, F-Maids only has access to 22x and 3c as specials and command normals respectively (There is one exception, which is explained in the move description) This means each Maid is severely gimped by themselves, even more so than in C-Maids and H-Maids but in tandem with one and other, it sets up one of the scariest characters in pressure in all of Melty Blood.

Compared to other assists, which are normally pretty slow and mostly reserved to Setplay, or pretty fast but leave the main character stuck in place, F-Maids' have both ligthning fast Start-up, with both neutral, pressure, and setplay applications. This is balanced by an unique resource: Hearts.

F-Maids starts with 5 hearts. Depending on the type of assist used, it drains 1 heart (A Assists), 2 Hearts (B Assists) and 3 Hearts (C Assists). If you try to use an assist which cost goes beyond the current amount of hearts, the sister comically falls over, and tragedily leaves the main sister alone, and we seriously do not want that. That's why it's important to use 22D, which switches between sisters, and 236D, which recharges the Hearts meter without switching the sisters, and it takes a bit longer. While the assists are fantastic, this means you need to be careful of when to use them.


When actually playing F-Maids, each sister has an agreed upon role:

  • Kohaku should be your point character and the one you start pressure as. Her buttons are extremely good, has fullscreen range in 5[C], and Hisui assists leave themselves extremely well to both neutral and pressure tactics.

214B Defines Kohaku lead to an extent. Hisui charges in with her 5C, giving an extremely generous block advantage on block (over a second!) while serving as midscreen Oki after an Airthrow. 214C is mostly used in the corner to be able to switch safely with a 22C afterwards. You can actually switch between the sisters with 22D on round start, so you don't actually need to start with Hisui.


  • Hisui may not have the best attacks to rumble in neutral, and her only anti air costs 2 hearts, but in exchange, she has a very specific but important role, Corner Pressure.

Once the opponent is stuck in the corner, mostly with the Blockstring>214C>22C string, Hisui can enter main stage and reach insane levels of hopelessness, with the most damaging combos of the two sisters, guaranteed mix-ups, all while being protected by a well placed chair.


236CC is the main attraction here. Kohaku takes off to the sky and starts doing her 214[B] (Molotovs). While the opponent is blocking, you can set up a chair and go in for a Mix-up, while Kohaku is behind them. Thanks to this, the sisters can more or less "Ping-pong" the opponent with 214A and still be safe afterwards for again, another mix-up or reset. If you open them up, the following combo will reset to Oki, give you time to recharge hearts, and do it all over again.


With this laid out, it's easy to see that you can't just use a Lead all the way like with C and H, and you really need to know what each maid can bring to the table to bring the most out of this character.

Full Moon Specifics

F-Maids has only 22C and arc drives to use meter on. Don't be afraid to use them a lot, unless you are going for a Blood heat or Initiative Heat (IH). You can also charge meter while Kohaku C assist is out.

After Current Code, Maids can no longer recharge love when a plant is out. To work around this, use maid swap since it will reset the meter to full.
Sometimes it is worth it to let your assist die (deplete love meter). Her fall can still pressure and damage, and she will resurrect with 3 hearts after ~5 seconds. Also, you can't cancel into 236D like you can with your other assist moves.

All this stuff and more is up to your own judgement.

Neutral

Spacing

  • [Kohaku]

Just like normal F Kohaku, on neutral, you'll mostly want to stay at range where j.B can safely hit. You still have your 236x Special, but it needs to be done as a follow-up to your 5[C]. It's definitely a good tool to have but due to its very slow nature it's only ever useful against fullscreen opponents or people trying to set-up on Neutral, like Nero or C-Roa.

Adding to this, 214[B] is a very solid way to cover the ground while keeping you extremely plus. Don't abuse it as it can be easily jumped and you are using 2 hearts, while keeping you in CH State until the end of the animation. Using this to your advantage, you can mix it up with a 236CB to also control the air inmediately if Hisui was near them, while giving you a knockdown if it hits.

Once things start getting more personal, you can use buttons like 5B, 5C and j.A. for their reach, these buttons are extremely fast, and with the first two, can be confirmed with a 214B Assist to start your pressure.


  • [Hisui]

You normally don't want to use Hisui point as her assists and buttons are generally outdone by her sister, but if you had to tag to restore hearts or any other event makes you have to use Hisui for a while, it's nice to know your options.

j.C/[C] have very long reach and are angled downwards, making a solid option to approach using IADs at a long range. They have very big hurtboxes so be careful when you throw them out

Since Hisui lacks any ressemblance of an upwards hitbox aside from j.[B], and because you no longer have item toss like F Hisui, your anti air options are somewhat more limited. You still have pretty good Air to Air option when the opponent is on the front and under, but normally you'll be at a disadvantage against incoming jumps. You can use 214B and still be plus. Your 5A is still a nice way to stop IADs as it hits very high up.


Movement

  • [Kohaku]

Compared to her sister, Kohaku is kind of a slowpoke. Her attacks have a lot of reach, but her ground and airdash are somewhat laggy, and her backdash takes a while to complete. She doesn't really need it as her buttons mostly circunvent it, but it can be tricky to escape certain scenarios with her. Even then, if you can't get in, remember Kohaku still has fullscreen pressence with 22A, 5[C] and her assists.

Do note that airdash backwards j.B can cover an angle that a lot of players don't expect, so it's good to know.


  • [Hisui]

Now Hisui clearly delivers better in this aspect than Kohaku. Her dash and backdash are pretty decent, as well as her aerial versions. Due to this and her really long j.C, Hisui can cover a lot of ground while still having decent tools to scramble in neutral. This singular point is why some players decide to use Hisui point, and in some MUs where speed is really important, it can easily be seen why. It's up to your judgement which one you prefer.

Pressure (WIP)

todo:

  • imbed video examples
  • Pressure when hisui is behind opponent
  • hisui lead stuff
  • check what deals most guard break damage, guard break section
  • maid swap mixups

Corner (Kohaku lead)

How to setup corner assist pressure

214B?

214C (66) 22C

5C 214C 22C

Followups during 22C pressure

22D 236C 5C (3C) (backdash) chair [video example - http://www.youtube.com/watch?v=hqbz2hwjbkU 00:18] (backdash is for when you predict your opponent is gonna bunker cancel or something)

If you activate the C assist a little behind opponent, it will push opponent forward a little and kohaku ends up behind him.

22D 236C(behind opponent) ...

Midscreen pressure


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.

Combos tested on V.Sion

Hisui Lead

Solo

Condition Notation Damage
vs V.Sion
Notes
Normal starter
  • 2AA > 5B > 2B > 2C > 3CC > j.A[B] > dj.[C]
3399
Meter Gained: ??? Meter Given (vs C-Moon): ???
Standard launcher combo.
Note: You need to input j.[C] a LOT earlier than you think. Followup with 236AA assist > blockstring or if enemy is cornered, 236CC assist into blockstring and chair or fast grab or meter charge.
Normal starter
  • 2AA > 5B > 2B > 2C > 3CC > j.BC sdj.ABC > AT
4701
Meter Gained: ??? Meter Given (vs C-Moon): ???
Deals more damage but sacrifices pressure, since opponent can tech after airgrab. Use for killing opponent or when love meter is depleted, although, this does allow a 50/50 tech chase scenario, with wait and 2B (Neutral/Forward) and Dash 2B (Back)
Raw Airthrow Starter
  • Raw AT, 5A > 5{C}(3) > j.A[B] > dj.[C]
2433
Meter Gained: ??? Meter Given (vs C-Moon): ???
Deals more damage but sacrifices pressure, since opponent can tech after airgrab. Use for killing opponent or when love meter is depleted, although, this does allow a 50/50 tech chase scenario, with wait and 2B (Neutral/Forward) and Dash 2B (Back)
Raw Airthrow Starter
  • Raw AT, 5A > 5{C}(3) > j.BC > dj.ABC > AT
2944
Meter Gained: ??? Meter Given (vs C-Moon): ???
Only use it when it's going to kill.

Assisted

Condition Notation Damage
vs V.Sion
Notes
Corner, 1 Heart
  • 2A > 2B [5B] > 5C > 214A, 66 5B [2B] > 5C > 3CC > j.A[B] > dj.[C]
4560
Meter Gained: ??? Meter Given (vs C-Moon): ???
You need to sandwich them first for this combo to work. You can do this after a Kohaku 22C, switch, then 236C to jump over them. Followup with 236CC
Corner, 1 Heart
  • 2A [5B] > 5C > 214A, 66 5B [2B] > 5C > 3CC > j.BC > dj.BC > AT
5235
Meter Gained: ??? Meter Given (vs C-Moon): ???
Meant for killing the opponent or if you have 3 hearts or less when starting the combo.

Kohaku Lead

Solo

Condition Notation Damage
vs V.Sion
Notes
Normal starter
  • 2AA > 5B > 2B > 2C > (delay) 3C > j.ABC > sdj.ABC > AT
3981
Meter Gained: ??? Meter Given (vs C-Moon): ???
Basic BnB aircombo. Leave out 2B if you are far, since it can whiff. If you find yourself whiffing anything in the aircombo, just input everything faster. Followup with hisui B assist (214B / 236A>B). Some characters don't need the delay between 2C and 3C, but it helps to make the combo consistent generally.
  • Skip the delay against : Ciel, Akiha, PCiel, VAkiha, Seifuku, Len, WLen. Do j.BC > dj.BC > AT against the Necos.
Normal starter
  • 2A > 5B > 2B > 2C > (delay) 3C > IAD j.B, land j.AAC sdj.ABC > AT
4004
Meter Gained: ??? Meter Given (vs C-Moon): ???
IAD combo for slightly more damage, meter and corner carry. Not worth using if you can't do it consistently. Again, tthe Delay is technically not necessary, but it leaves them at a height where the first j.A will hit at the first possible frame, making it an easier link.
22C starter
  • (Cactus Hit) 5C, 5C, 5C, 5C > 2[C]
4283
Meter Gained: ??? Meter Given (vs C-Moon): ???
This is the combo you use when enemy is getting hit by 22C plant. Obviously decrease the number of 5C if you don't have time. Transition into 22B into blockstring or fast grab. If this happens outside corner, it's most likely more worth it to go for an aircombo unless you do not have meter to follow it up with assist oki.
22C starter
  • (Cactus Hit) 5C, 5C, 5C, 5C, 5[C], j.ABC dj.ABC
4870
Meter Gained: ??? Meter Given (vs C-Moon): ???
Combo for killing the opponent.
Raw Airthrow starter
  • Raw AT > j.A(w), (66) 5B > 5C > j.ABC > sdj.ABC > AT
3189
Meter Gained: ??? Meter Given (vs C-Moon): ???
Combo off raw airthrow.

Assisted

Condition Notation Damage
vs V.Sion
Notes
Corner, 1 Heart
  • 2AA > 5B > 2B > 5C 214A, 2C (> 22B, 22D, 236CC)
3282
Meter Gained: ??? Meter Given (vs C-Moon): ???
Sets you up for corner pressure. Dependent on Hisui and spacing.
Corner, 2 Hearts
  • 2A > 5B > 2B > 5C > 214A, 5C > 214A, 2C (> 22B)
4150
Meter Gained: ??? Meter Given (vs C-Moon): ???
Only works when Hisui is behind the opponent.
Corner, 1 Heart
  • 2AA > 5B > 2B > 5C > 214A, 2C > 3C > j.BC > dj.BC > AT
4739
Meter Gained: ??? Meter Given (vs C-Moon): ???
Extra damage instead of setup. Need to be very close. Only recommended as a finisher.


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
Fhisui5A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 202 78% (O) 2.7% -SE-, -N-, -SP-, -EX-, (J) LH 4 3 6 3 -

Hitbox extends about as far as her skirt. Comes out very quickly.

MB F Kohaku 5A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350 202 78% (O) 3.15% -SE-, -N-, -SP-, -EX-, (J) LH 4 4 5 3 -

Typical Full-Moon jab. Not as far reaching as other styles, but has better recovery.

5B
H5B
H5[B]
Fhisui5b.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
H5B 700 606 80% (O) 6.3% N, SP, EX, (J) LH 8 4 12 -1 -

Forward poke with ladle. Moves Hisui forward, which makes it the poke of choice. Very good stagger move for blockstrings. Your standard combo starter.

H5[B] 1200 808 80% (O) 10.8% N, SP, EX, (J) LH 21 4 11 2 -

Charged 5B causes wallslam. Half charging this works well in blockstrings.

MB F Kohaku 5B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 505 80% (O) 7.2% N, SP, EX, (J) LH 6 4 12 -1 -

Her 5B will move you forward quite a bit, making it useful for most bnbs and pressure. The animation itself is rather confusing, and it hits a lot further than you'd think. Great Priority.

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) (893) 100% 6.3%, 7.2% (13.5%) N, SP, EX, (J) LH 12 6 14 0 -
H5{C} 400*2, 700 (1443) (1167) 100% 3.6%, 6.3%, 7.2% (17.1%) N, SP, EX, (J) LH 14 7~18 14 0 -
H5[C] 400, 600, 800 (1731) (974) 100% 3.6%, 6.3%, 7.2% (17.1%) N, SP, EX, (J) LH 14 18 21 -7 -

Chair. 2 hits and has large pushback, unless charged. Moves you forward quite a bit.

K5C
K5{C}/[C]
MB F Kohaku 5C.png
MB F Kohaku 5C HalfCharged.png
MB F Kohaku 5C FullCharged.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
K5C 1200 808 90% (O) 12.0% N, SP, EX, (J) LH 7 4 14 0 -

Similar to her other style's 5C, but again with improved recovery and very different extensions. This move has insane priority and will probably be you're midrange poke of choice. Great for picking up j.B/j.C counterhits too. Half-charged 5C has longer hitbox and more damage. Charge fully to throw a sword. You can actually follow it up with F-Kohaku's 236 series since you can't cancel it into other specials.

K5{C} 1600 1010 90% (O) 14.4% N, SP, EX, (J) LH 18 ~ 27 5 14 -1 -

Half-charged 5C has longer hitbox and more damage. You can actually follow it up with F-Kohaku's 236 series since you can't cancel it into other specials.

K5[C] 1500 1010 70% (O) 13.5% -SP-, -EX- LHA 29 X 30 -2 -

A fully charged 5C will fire out a katana that travels horizontally full screen. This move has its own special cancel properties where you can IH/EX or special cancel it to her 236x series even on whiff. Works well as a tech punish or simple guard bar damage after a wallslam. Good followup if you full screen an EX counter. If they don't tech or tech the wrong way, they get hit. Be careful with it, since it is deflectable. Can be used in neutral when the opponent is turtling, as it does good chip damage and gains you a lot of meter. Charge for 25 frames minimum

Crouching Normals

2A
Fhisui2a.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 161 75% (O) 2.7% -SE-, -N-, -SP-, -EX-, (J) L 3 2 8 2 -

A poke. Hitbox extends about as far as her skirt. Comes out very quickly.

MB F Kohaku 2A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350 202 75% (O) 3.15% -SE-, -N-, -SP-, -EX-, (J) L 3 4 6 2 -

Short range but leaves you at an advantage. Ideal for tick throws and hi/lo mixups or just plain simple harassment with dash 2A. Better than most 2A's.

2B
Fhisui2b.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600 303 80% (O) 5.4% N, SP, EX, (J) L 6 6 9 0 -

Has little range. Omit from combos if your 5B hits with its tip.

MB F Kohaku 2B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700 404 65% (O) 6.3% N, SP, EX, (J) LH 9 4 14 -3 Clash 7-13

Less horizontal range than 5B, but still moves you forward, highest hitting normal along with 3C. This is your designated anti air, it has clash and gives plenty of time to hitconfirm on a counterhit. Mid attack.

2C
Fhisui2c.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 656 60% (O) 9.9% N, SP, EX, (J) L 8 3 23 -8 -

The bucket sweep. This move is surprisingly fast for a 2C and has decent range.

2C
2[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
2C 1100 707 60% (O) 6.3% N, SP, EX, (J) L 9 4 24 -10 -
2[C] 1400 1010 90% (M) 10.8% N, SP, EX, (J) L 21 5 24 -11 -

Same old 2C. Get used to partial charging to help stagger your blockstrings.

Aerial Normals

j.A
Fhisui ja.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 151 75% (O) 3.6% SE, N, SP, J HA 4 4 10 - -

Overhead in Full moon.

MB F Kohaku jA.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 202 75% (O) 3.15% SE, N, SP, EX, J HA 4 4 10 - -

Flying jab thats actually an overhead, and useful for this on large characters such as Ries. Not the best anti-air, but good in some combos for that little extra damage/meter. Great for IAD canceling.

j.B
Hj.B
Hj.[B]
Fhisui jb.png
Fhisui jbBE.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Hj.B 700 404 90% (O) 6.3% N, SP, J HA 7 5 - - -

Inferior to H-Hisui's j.B, but has the same animation.

Hj.[B] 700 404 85% (O) 6.3% N, SP, J HA 15 6 - - -

Charged version comes out very quickly and can be used for fakeouts or even crossup in the right distance.

Hkohamech jB.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
650 404 90% (O) 4.5% N, SP, J HA 7 4 - - -

Exact same move as her other styles. One of your best air-to-air and zoning tools. Has just about the same reach as her new j.C but will hit faster and in a more upward direction.

j.C
Hj.C
Hj.[C]
Fhisui jc.png
Fhisui jcBE.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Hj.C 1000 454 90% (M) 9.9% SP, J HA 9 4 - - -

Lamp post attack. Has huge horizontal range. Whiffs at point-blank range.

Hj.[C] 1100 606 95% (O) 9.0% SP, J HA 22 4 - - -

Charged version causes untechable knockdown.

Kj.C
Kj.[C]
Hkohamech jC.png
Hkohamech BEjC.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Kj.C 1000 808 90% (O) 9.0% SP, J HA 9 4 - - -
Kj.[C] 1300 1010 80% (O) 11.7% SP, J HA 18 4 - - -

This move is a huge asset to her arsenal. Great damage, reach, proration and best of all this move hits crossup. She may have lost her instant overhead but this normal more than makes up for it. It's even chargable for extra damage and fakeouts. Combined with j.B and the new super double jump, your air game is something to be feared, as you can pull off big damage from very far ranges now.

Command Normals

3C
H3C
H3C~3C
Fhisui3c.png
H3C
Fhisui3c2.png
H3CC
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
H3C 1000 707 65% (O) 9.0% SP, -CH-, EX, (J) LH 14 5 16 -3 Clash 15-19
H3C~3C 1000 707 70% (O) 9.0% SP, -EX-, (J) LH 9 4 19 -5 -

Standard launcher, hits twice. Can be cancelled with arc-drive even if the second hit whiffs.

MB F Kohaku 3C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 707 70% (O) 9.0% SP, EX, (J) LH 10 5 24 -11 Reflect 11-17

Kohaku's new launcher with the added ability to reflect certain projectiles. Good reach off this move, combine with 2C for an air combo from most distances. It's even EX-cancellable on whiff for some tricks. Can be useful against some vertical fall-ins.

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 505 100% 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 489 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 606 30% 0.0% - U 1 1 12 - -

Ground bounces the opponnent using a 16-ton weight.

Shield Counter
Shield Counter
236D after a successful Shield (Air OK)
MBHHisuiSC.png
MBHKohaMechSC.png
MBHHisuiSCAir.png
MBHKohaMechSCAir.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Ground 500 (345) 202 50% 4.5% (SP), (EX), (J) LHA 8 4 18 -4 -

Hisui: Same animation as 6B.

Kohaku: Same animation as C-Moon 5CC.

Air 500 (345) 202 50% 4.5% - HA 8 4 - - -

Hisui: Same animation as C-Moon j.B.

Kohaku: Same animation as j.B.

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 C/H-Moon 5B as a shield bunker.

Kohaku performs a flaming Battou swipe.

Blood Heat
Blood Heat
A+B+C during MAX
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

The Love Meter. 3 Hearts are available and 2 are used up.
Partner faint hitboxes.

Full Moon Hisui & Kohaku have a Love Meter of five hearts under their lifebar, below the costume color. Pink hearts are available for use, while black hearts are used up.

Hearts are used in assist moves. If there aren't enough hearts to use, the partner will faint for about six seconds, and will be revived with three hearts. The fainting action can hit the opponent. While fainted, the partner can't refill hearts or tag in.

22D
MB F Maids 22D.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - - - - - - - ~20 (min) - -
  • (Hearts) - Fills up all hearts.

Tags in the other sister.

236X
MBCMaidsH214.png
MBCMaidsK214.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Ground - - - - - - - - 23 ~ 25 - -
Air - - - - - - - - 4 - -
  • (Hearts) - 0. The follow-up costs 1, 2, or 3 hearts, for A, B, and C respectively.
  • See #H214X / #K214X for grounded followups, and #H236CX / #K236CX for aerial followups.

Move the inactive sister. Can follow up with an attack by pressing a button before she stops moving. Press A to do the 214A tag attack, and so on. The active sister can act before the inactive sister stops moving, so both sisters can act with the same button press.

(A version) - The other sister runs toward the opponent while the A button is held.
(B version) - The other sister runs away from the opponent while the B button is held.
(EX version) - The other sister performs a super jump.

236D
MBFMaids236D.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Ground - - - - - - 25 (H)
20 (K)
1 12 (H)
17 (K)
- -
Air - - - - - - 25 (H)
20 (K)
1 8 - -
  • (Hearts) - Fills up all hearts.

Your partner takes the time to fill up her Love Meter. Cannot be used while Kohaku's 22X plants are out.

Hisui Specials

H236CX
MBFMaidsH236CA.png
MBFMaidsH236CB.png
MBCKohakuj214B.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 650 404 90% (O) 4.5% - LHA 11 4 - - -
B 1000 656 70% () 9.0% - LHA 13 3 - - -
C 300*9, 200*9 202*9, 101*9 -5%*9 1.0%*9, 0.5%*9 (13.5%) - LHA 20* X - - -
  • (Hearts) - Costs 1, 2, or 3 hearts, for A, B, and C versions respectively.

Unique followups from 236C.

(A version) - Kohaku j.B assist.
(B version) - j.C assist.
(C version) - C/H-Kohaku j.214[B] assist.

H214X
MBFMaidsH214A.png
MBFMaidsH214B.png
MBCKohaku214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 800 505 80% (O) 7.2% - LH 13 (8) 4 23
10
- -
B 1000 808 80% (O) 9.0% - LHA 17 (12) 6 23
10
- -
C 600*6 (2848) (1437) 80% (O) 5.4%*6 (32.4%) - LHA 66 ~ 72 X 23
10
- -
  • (Hearts) - Costs 1, 2, or 3 hearts, for A, B, and C versions respectively.
  • Startup in parenthesis are for the 236A/B followup version.

Grounded Kohaku assists. Those can also be done out of 236A/B.

(A version) - Kohaku 5B assist.
(B version) - F-Kohaku 236B assist.
(C version) - C/H-Kohaku 214C assist.

H22X
Fhisui22a.png
Fhisui22b.png
Fhisui22c.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A - - - 1.8% - - 34 360 41 - -
  • Hisui pulls out a chair that acts as a lingering clash box. All chairs have a collision box, meaning the opponent can't go through them like with H-Hisui 22C. Only one chair can be up at a time.

Places a wooden chair. Clashes once then breaks.

B - - - 1.8% - - 41 243 50 - -

Small, foward-moving wheeled chair. On clash, this will be reflected and will clash with Hisui's own attacks once before breaking.

EX - - - -100.0% - - 17+40 400 17+47 - -

The throne. Clashes twice before breaking.

Kohaku Specials

K236CX
MBFMaidsK236CA.png
MBFMaidsK236CB.png
MBFMaidsK236CC.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 700 404 90% (O) 6.3% - LHA 10 5 - - -
B 1200 606 95% (O) 13.5% - LHA 14 4 - - -
C 600 303 100% 4.5% - LHA 18 X - - -
  • (Hearts) - Costs 1, 2, or 3 hearts, for A, B, and C versions respectively.

Unique followups from 236C.

(A version) - Hisui j.B assist.
(B version) - j.[C] assist.
(C version) - j.2C assist.

K214X
MBFMaidsK214A.png
MBFMaidsK214B.png
MBFMaidsK214XB.png
MBFMaidsK214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 700 606 80% (O) 6.3% - LH 15 (10) 4 26
10
- -
[A] 1000 808 80% (O) 0.9% - LH 28 (23) 4 26
10
- -
B 400, 700 (806) (697) 60% (O) 6.3%, 7.2% (13.5%) - LH 21 (16) 6 26
10
- -
[B] 400, 600, 800 (1198) (704) 60% (O) 3.6%, 6.3%, 7.2% (17.1%) - LH 23 (18) 18 26
10
- -
C 250*12 (2479) (998) 100% 1.08%*12 (12.96%) - LHA 21 44 26
10
- -
  • (Hearts) - Costs 1, 2, or 3 hearts, for A, B, and C versions respectively.
  • Startup in parenthesis are for the 236A/B followup version.

Grounded Hisui assists. Those can also be done out of 236A/B.

(A version) - Hisui 5B assist. Chargeable into a wallslamming version.
(B version) - 5C assist. Chargeable too.
(C version) - Solo Hisui 236X assist.

K22X
Difficult Childhood♪
K22A/B/C
(22A~[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 101*N 100% 2.7%*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) (802) -4%*8 2.7%*8 (21.6%) - LHA 80 32 53 - -

This version puts out a grounded multihit spinning tree.

EX 500, 250*12 (1986) (1567) -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*4 606*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 50 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 (4833) (3120) 100% removes all - LHA 2+3 4 29 -15 Full 1-9
Kohaku 7680 (4594) (3232) 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) (2656) 90% (M)*3 removes all - LH 3+1+7 X 25 27 Full 1-24
(Max. Charge) 800*8 (4668) (3498) 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) (2706) 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) (885) 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) (2656) 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) (3498) 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) (3942) 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) (1262 ~ 2323) 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) 3020 ~ 5538 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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